Satisfactory Trainer | 1.2 | CL#176027 (Stable), CL#172183 (Experimental)

Upload your cheat tables here (No requests)
Cykaman
What is cheating?
What is cheating?
Posts: 2
Joined: Tue Jun 23, 2020 10:17 am
Reputation: 0

Satisfactory | 1.26 | Build#124504 (Stable) | Noclip, Tele, CJBok Scripts, (+Item Spawner)

Post by Cykaman »

[QUOTE="CheatingMuppet, post: 140494, member: 28858"]

I'll refer you to this earlier reply: [URL]https://fearlessrevolution.com/threads/10388/page-7#post-138883[/URL]

[/QUOTE]



Ahh okay because of it doesnt keep working, And I stopped working okay

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

User avatar
crazymic79
Noobzor
Noobzor
Posts: 5
Joined: Tue Jun 23, 2020 5:52 pm
Reputation: 0

Satisfactory | 1.26 | Build#124504 (Stable) | Noclip, Tele, CJBok Scripts, (+Item Spawner)

Post by crazymic79 »

Game crashed after starting research in caterium branch for smart splitters.

AmrFateem
What is cheating?
What is cheating?
Posts: 1
Joined: Wed Jul 01, 2020 7:49 am
Reputation: 0

Re: Satisfactory | 1.26 | Build#124504 (Stable) | Noclip, Tele, CJBok Scripts, (+Item Spawner)

Post by AmrFateem »

Don't know if this thread is still alive but i'll try.

So i just install the latest version (Build 125236) which came recently and i used cheat table version (Build 124233) and i only used the infinite biomass fuel. the only problem i encountered is a memory leak average by 1 MB/s. an example is in the photo. the game was in the main menu at the time.

so what did i do wrong or what should i do in this matter ?? Thanks in advance for your good work

Update: the memory leak happens when selecting the game process.

Update 2: So i found a fix for the leak issue i'll post in case if anyone needs it.

So the issue rises due to heavy processing (i made the name up). or which is known as Symbols loading. if you opened the cheat engine and then choose the game process. open memory view (find it under the address list) you'll in the first symbols loading and it's stuck at 50%. so it first for it to be solved it'll need like 2 hours and shit ton of ram. but with some digging i found a really good fix for that.

1- Delete symsrv from the win32 and win64 folders located in cheat engine directory
2- open the game
3- alt-tap and then run cheat engine
4- choose the game process and then go to memory view
5- From the menu (File) choose ( Use windows debug symbols )

after that it'll load the process correctly and the memory leak will be fixed. Now you can peacefully add any cheat table you want. I've tested the latest table and everything worked wonderfully

Note 1: the problem only occurred with the recent version of the game (Build 125236).
Note 2: you have to do steps 2-5 every time you want the (tweak) the game.




[Link]

CheatingMuppet
Table Makers
Table Makers
Posts: 139
Joined: Sun Apr 14, 2019 1:51 pm
Reputation: 145

Re: Satisfactory | 1.27 | Build#125236 (Stable) | Noclip, Tele, CJBok Scripts, (+Item Spawner)

Post by CheatingMuppet »

I've released an update for this table.
The Machine Editor and Stack Size Increaser have been re-added.

Also coming in the version after this one is a teleport to ping hack. Hit your ping button to teleport to where you're aiming.

Patch Notes:
  • Updated to work on CL#125236.
  • Brought back the Stack Size Increaser and the Machine Editor (hidden speed multiplier only).
  • Both use the UE4 internal method and should be safe from game updates (mostly & engine updates will break things still)
  • Table Compatability: EGS and STEAM
Download is available in the main post.


______________________
AmrFateem wrote:
Wed Jul 01, 2020 8:02 am
Don't know if this thread is still alive but i'll try.

So i just install the latest version (Build 125236) which came recently and i used cheat table version (Build 124233) and i only used the infinite biomass fuel. the only problem i encountered is a memory leak average by 1 MB/s. an example is in the photo. the game was in the main menu at the time.

so what did i do wrong or what should i do in this matter ?? Thanks in advance for your good work

Update: the memory leak happens when selecting the game process.

Update 2: So i found a fix for the leak issue i'll post in case if anyone needs it.

So the issue rises due to heavy processing (i made the name up). or which is known as Symbols loading. if you opened the cheat engine and then choose the game process. open memory view (find it under the address list) you'll in the first symbols loading and it's stuck at 50%. so it first for it to be solved it'll need like 2 hours and shit ton of ram. but with some digging i found a really good fix for that.

1- Delete symsrv from the win32 and win64 folders located in cheat engine directory
2- open the game
3- alt-tap and then run cheat engine
4- choose the game process and then go to memory view
5- From the menu (File) choose ( Use windows debug symbols )

after that it'll load the process correctly and the memory leak will be fixed. Now you can peacefully add any cheat table you want. I've tested the latest table and everything worked wonderfully

Note 1: the problem only occurred with the recent version of the game (Build 125236).
Note 2: you have to do steps 2-5 every time you want the (tweak) the game.




[Link]
This isn't a memory leak. This game ships with a pdb file which contains all the debug symbols for UE4 and this game. Cheat Engine automatically loads these symbols and there are a ton of them and they take up a ton of space.

The solution is to remove "FactoryGame-Win64-Shipping.pdb" from your "FactoryGame\Binaries\Win64" folder.
That will stop cheat engine from loading the pdb (as it no longer will exist).

CheatingMuppet
Table Makers
Table Makers
Posts: 139
Joined: Sun Apr 14, 2019 1:51 pm
Reputation: 145

Re: Satisfactory | 1.28 | CL#125236 (Stable) | Noclip, Tele, CJBok Scripts, (+Item Spawner)

Post by CheatingMuppet »

I've updated the table again. A new feature and a fix to an existing feature.

Changelog:
  • Removed StaticLoadObject in favor of StaticFindObject.
  • New Cheat: Teleport To Ping. Enable this & when you ping you will get teleported to the pinged location.
  • Updated Cheat: Machine Editor -> Clockspeed.
  • When the clockspeed is changed it will now properly change, visuals update only when you close and reopon the machine UI.
  • Previously it didn't work at all.
  • Table Compatability: EGS and STEAM
Download is available in the main post.

minhthanhhlht
What is cheating?
What is cheating?
Posts: 1
Joined: Fri Aug 07, 2020 7:34 pm
Reputation: 0

Re: Satisfactory | 1.28 | CL#125236 (Stable) | Noclip, Tele, CJBok Scripts, (+Item Spawner)

Post by minhthanhhlht »

I'm playing build # 123437. I cannot find cheat for this build. Which version do I have to use for this build. thank you!

CheatingMuppet
Table Makers
Table Makers
Posts: 139
Joined: Sun Apr 14, 2019 1:51 pm
Reputation: 145

Re: Satisfactory | 1.28 | CL#125236 (Stable) | Noclip, Tele, CJBok Scripts, (+Item Spawner)

Post by CheatingMuppet »

minhthanhhlht wrote:
Fri Aug 07, 2020 7:36 pm
I'm playing build # 123437. I cannot find cheat for this build. Which version do I have to use for this build. thank you!
First you should try the latest version as it might work for you.
Otherwise if that one doesn't work then try the version that's made for the game version that's closest to your game version.
For example v1.24 or v1.26 might work if the latest version doesn't. Just test them and see if they work.

Specula
Cheater
Cheater
Posts: 28
Joined: Fri Jun 16, 2017 11:34 am
Reputation: 0

Re: Satisfactory | 1.28 | CL#125236 (Stable) | Noclip, Tele, CJBok Scripts, (+Item Spawner)

Post by Specula »

Just tried the table in Cheat Engine v7.1 for Satisfactory 1.28 build #125236 which matches my current version played through Steam. Unfortunately, it can't be Enabled and returns the following error:

<<Error while scanning for AOB's: Hook_FEngineLoop_Tick Error: Not all results found>>

I've included the full error log below. Wish I could fix it, but I don't know enough about tables or CheatEngine to do so sorry. =\
Spoiler

Code: Select all

{
    Function        : FEngineLoop::Tick
    Offset          : +339
    AOB             : 48 ?? 05 ?? ?? ?? ?? 48 ?? 88 ?? 07 00 00 48 ?? 01 ?? 90 ?? 01 00 00
    Offset From AOB : +7
}

{$LUA}
if syntaxcheck then return end
{$ASM}

[ENABLE]

{$LUA}

function ts(hex)
    return string.format("%x", readInteger(hex))
end

function Muppet_Deallocate_Main()
    -- SECTION: FIND StaticFindObject FUNCTION.DISABLE -> START

    -- Unallocate the memory that stores the address of the StaticFindObject function
    deAlloc(Muppet_StaticFindObject_Address)
    unregisterSymbol("Muppet_StaticFindObject_Address")
    Muppet_StaticFindObject_Address = nil

    -- SECTION: FIND StaticFindObject FUNCTION.DISABLE -> END

    -- SECTION: FIND GUObjectArray.DISABLE -> START

    deAlloc(Muppet_GUObjectArray_Address)
    unregisterSymbol("Muppet_GUObjectArray_Address")
    Muppet_GUObjectArray_Address = nil

    -- SECTION: FIND GUObjectArray.DISABLE -> END

    -- SECTION: FIND GetFullName FUNCTION.DISABLE -> START

    deAlloc(Muppet_GetFullName_Address)
    unregisterSymbol("Muppet_GetFullName_Address")
    Muppet_GetFullName_Address = nil

    -- SECTION: FIND GetFullName FUNCTION.DISABLE -> END

    Muppet_PlayerController = nil
    Muppet_ACharacter = nil
    Muppet_LocalPlayer = nil
end

memrec.OnActivate = function (memrec, before, currentstate)
    if (not before) and currentstate then
        Muppet_ActivationTimer = createTimer()
        Muppet_ActivationTimer.Interval = 500
        Muppet_ActivationTimer.OnTimer = function(b)
            -- SECTION: FIND StaticFindObject FUNCTION.ENABLE -> START

            -- Allocate some memory to store the address of the StaticFindObject function
            Muppet_StaticFindObject_Address = allocateMemory(0x8)

            -- Perform an AOB scan to find the StaticFindObject function
            local Muppet_StaticFindObject_AOB = Muppet_AOBScan_Data("48 89 5C 24 08 48 89 74 24 18 55 57 41 54 41 56 41 57 48 8B EC 48 83 EC 60 80 3D ?? ?? ?? 03 00")

            -- If we found the function
            if Muppet_StaticFindObject_AOB then
                -- Register a symbol that contains the address of the StaticFindObject function
                unregisterSymbol("Muppet_StaticFindObject_Address")
                registerSymbol("Muppet_StaticFindObject_Address", Muppet_StaticFindObject_AOB, true)
            else -- If we didn't find the function
                Muppet_ActivationTimer.destroy()
                -- Deallocate memory, display an error message and stop executing
                Muppet_Deallocate_Main()
                showMessage("Was unable to find function StaticFindObject")
                memrec.Active = false
                return
            end

            -- SECTION: FIND StaticFindObject FUNCTION.ENABLE -> END

            -- SECTION: FIND GUObjectArray.ENABLE -> START

            -- Allocate some memory to store the address of GUObjectArray
            Muppet_GUObjectArray_Address = allocateMemory(0x8)

            -- Perform an AOB scan to find GUObjectArray
            local Muppet_GUObjectArray = Muppet_AOBScan_Data("?? ?? 02 00 ?? ?? 02 00 ?? ?? 02 00 00 00 00 00 ?0 ?? ?? ?? ?? ?? 00 00 00 00 00 00 00 00 00 00 00 00 21")

            -- If we found GUObjectArray
            if Muppet_GUObjectArray then
                -- Register a symbol that contains the address of GUObjectArray
                unregisterSymbol("Muppet_GUObjectArray_Address")
                registerSymbol("Muppet_GUObjectArray_Address", Muppet_GUObjectArray, true)
            else -- If we didn't find the function
                Muppet_ActivationTimer.destroy()
                -- Deallocate memory, display an error message and stop executing
                Muppet_Deallocate_Main()
                showMessage("Was unable to find GUObjectArray")
                memrec.Active = false
                return
            end

            -- Get the address for CoreUObject_Object
            -- This is used as the first parameter when calling StaticFindObject and StaticLoadObject
            Muppet_CoreUObject_Object = readPointer(readPointer(readPointer(getAddress("Muppet_GUObjectArray_Address")+0x10))+0x18)
            if not Muppet_CoreUObject_Object or Muppet_CoreUObject_Object == 0 then
                Muppet_ActivationTimer.destroy()
                Muppet_Deallocate_Main()
                showMessage("Was unable to find Class CoreUObject.Object")
                memrec.Active = false
                return
            end

            -- SECTION: FIND GUObjectArray.ENABLE -> END

            -- SECTION: FIND GetFullName FUNCTION.ENABLE -> START

            -- Allocate some memory to store the address of the StaticFindObject function
            Muppet_StaticFindObject_Address = allocateMemory(0x8)

            -- Perform an AOB scan to find the GetFullName function
            local Muppet_GetFullName_AOB = Muppet_AOBScan_Data("48 89 5C 24 18 55 56 41 56 48 83 EC 20 45 33 F6 48 8B F1")

            -- If we found the function
            if Muppet_GetFullName_AOB then
                -- Register a symbol that contains the address of the StaticFindObject function
                unregisterSymbol("Muppet_GetFullName_Address")
                registerSymbol("Muppet_GetFullName_Address", Muppet_GetFullName_AOB, true)
            else -- If we didn't find the function
                Muppet_ActivationTimer.destroy()
                -- Deallocate memory, display an error message and stop executing
                Muppet_Deallocate_Main()
                showMessage("Was unable to find function GetFullName")
                memrec.Active = false
                return
            end

            -- SECTION: FIND GetFullName FUNCTION.ENABLE -> END

            -- Find LocalPlayer
            local LocalPlayer_ObjectName = "/Engine/Transient.FGGameEngine_0:FGLocalPlayer_0"
            Muppet_LocalPlayer = Muppet_StaticFindObject(LocalPlayer_ObjectName)

            -- Find APlayerController offset in LocalPlayer
            -- Moved this code to a function (Muppet_Find_ACharacter)
            -- Should probably move it out of that function and in to its own function (Muppet_Load_APlayerController or something)

            -- Find ACharacter
            -- Moved this code to a function (Muppet_Find_ACharacter)
            -- This is because PlayerController->ACharacter is gonna point to different objects depending on where you are
            -- For example, if you're in the main menu it's likely gonna point to the default pawn,
            -- and if you died or changed map then it will be destroyed and recreated and have a new address.
            -- Therefor it's important to get the address for ACharacter only when you need it


            Muppet_ActivationTimer.destroy()
        end
    end
    return true
end

memrec.OnDeactivate = function (memrec, before, currentstate)
    if before then
        Muppet_ActivationTimer.destroy()
        unregisterSymbol("Muppet_ACharacter")
        Muppet_Deallocate_Main()
    end

    return true
end

{$ASM}

aobscanmodule(Hook_FEngineLoop_Tick,FactoryGame-Win64-Shipping.exe,48 ?? 05 ?? ?? ?? ?? 48 ?? 88 ?? 07 00 00 48 ?? 01 ?? 90 ?? 01 00 00) // should be unique
alloc(newmem,$1000,"FactoryGame-Win64-Shipping.exe")

alloc(RestoreCode_EngineHook, 8)
registersymbol(RestoreCode_EngineHook)

label(muppet_GEngine)
registersymbol(muppet_GEngine)

label(Muppet_GameInstance_Offset)
registersymbol(Muppet_GameInstance_Offset)

label(Muppet_LocalPlayers_Offset)
registersymbol(Muppet_LocalPlayers_Offset)

label(Muppet_PlayerController_Offset)
registersymbol(Muppet_PlayerController_Offset)

label(Muppet_ACharacter_Offset)
registersymbol(Muppet_ACharacter_Offset)

label(Muppet_CharacterMovementComponent_Offset)
registersymbol(Muppet_CharacterMovementComponent_Offset)

label(Muppet_bCanBeDamaged_Offset)
registersymbol(Muppet_bCanBeDamaged_Offset)

label(Muppet_HeldItemArray_Offset)
registersymbol(Muppet_HeldItemArray_Offset)

label(return)

newmem:
  reassemble(Hook_FEngineLoop_Tick+7) // mov rcx,[rax+00000750]
  mov [muppet_GEngine],rax
  jmp return

muppet_GEngine:
  dq 0

Muppet_GameInstance_Offset:
  dq D80

Muppet_LocalPlayers_Offset:
  dq 38

Muppet_PlayerController_Offset:
  dq 30

Muppet_ACharacter_Offset:
  dq 360

Muppet_CharacterMovementComponent_Offset:
  dq 398

Muppet_bCanBeDamaged_Offset:
  dq 82

Muppet_HeldItemArray_Offset:
  dq A30

RestoreCode_EngineHook:
  readmem(Hook_FEngineLoop_Tick+7, 7)

Hook_FEngineLoop_Tick+7:
  jmp newmem
  nop 2
return:
registersymbol(Hook_FEngineLoop_Tick)

[DISABLE]

Hook_FEngineLoop_Tick+7:
  readmem(RestoreCode_EngineHook, 7)

unregistersymbol(Hook_FEngineLoop_Tick)
unregistersymbol(muppet_GEngine)
unregistersymbol(RestoreCode_EngineHook)
unregistersymbol(Muppet_GameInstance_Offset)
unregistersymbol(Muppet_LocalPlayers_Offset)
unregistersymbol(Muppet_PlayerController_Offset)
unregistersymbol(Muppet_ACharacter_Offset)
unregistersymbol(Muppet_CharacterMovementComponent_Offset)
unregistersymbol(Muppet_bCanBeDamaged_Offset)
unregistersymbol(Muppet_HeldItemArray_Offset)
dealloc(RestoreCode_EngineHook)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "FactoryGame-Win64-Shipping.exe"+2CC5C9

"FactoryGame-Win64-Shipping.exe"+2CC59F: 49 3B F6                 -  cmp rsi,r14
"FactoryGame-Win64-Shipping.exe"+2CC5A2: 0F 85 38 FF FF FF        -  jne FactoryGame-Win64-Shipping.exe+2CC4E0
"FactoryGame-Win64-Shipping.exe"+2CC5A8: 48 8B 05 A9 2A E3 03     -  mov rax,[FactoryGame-Win64-Shipping.exe+40FF058]
"FactoryGame-Win64-Shipping.exe"+2CC5AF: 48 8B 88 50 07 00 00     -  mov rcx,[rax+00000750]
"FactoryGame-Win64-Shipping.exe"+2CC5B6: 48 85 C9                 -  test rcx,rcx
"FactoryGame-Win64-Shipping.exe"+2CC5B9: 74 3F                    -  je FactoryGame-Win64-Shipping.exe+2CC5FA
"FactoryGame-Win64-Shipping.exe"+2CC5BB: 48 8B 01                 -  mov rax,[rcx]
"FactoryGame-Win64-Shipping.exe"+2CC5BE: FF 90 40 01 00 00        -  call qword ptr [rax+00000140]
"FactoryGame-Win64-Shipping.exe"+2CC5C4: 48 85 C0                 -  test rax,rax
"FactoryGame-Win64-Shipping.exe"+2CC5C7: 74 31                    -  je FactoryGame-Win64-Shipping.exe+2CC5FA
// ---------- INJECTING HERE ----------
"FactoryGame-Win64-Shipping.exe"+2CC5C9: 48 8B 05 88 2A E3 03     -  mov rax,[FactoryGame-Win64-Shipping.exe+40FF058] <-- GEngine
// ---------- DONE INJECTING  ----------
"FactoryGame-Win64-Shipping.exe"+2CC5D0: 48 8B 88 50 07 00 00     -  mov rcx,[rax+00000750] <-- Inject our code here to move rax into a symbol
"FactoryGame-Win64-Shipping.exe"+2CC5D7: 48 8B 01                 -  mov rax,[rcx]
"FactoryGame-Win64-Shipping.exe"+2CC5DA: FF 90 40 01 00 00        -  call qword ptr [rax+00000140]
"FactoryGame-Win64-Shipping.exe"+2CC5E0: 48 8B C8                 -  mov rcx,rax
"FactoryGame-Win64-Shipping.exe"+2CC5E3: E8 08 27 AF 01           -  call FactoryGame-Win64-Shipping.exe+1DBECF0
"FactoryGame-Win64-Shipping.exe"+2CC5E8: 84 C0                    -  test al,al
"FactoryGame-Win64-Shipping.exe"+2CC5EA: 74 0E                    -  je FactoryGame-Win64-Shipping.exe+2CC5FA
"FactoryGame-Win64-Shipping.exe"+2CC5EC: 48 8B 0D 65 2A E3 03     -  mov rcx,[FactoryGame-Win64-Shipping.exe+40FF058]
"FactoryGame-Win64-Shipping.exe"+2CC5F3: 33 D2                    -  xor edx,edx
"FactoryGame-Win64-Shipping.exe"+2CC5F5: E8 16 65 E7 01           -  call FactoryGame-Win64-Shipping.exe+2142B10
}

User avatar
xXLashkeXx
Expert Cheater
Expert Cheater
Posts: 82
Joined: Mon May 22, 2017 4:08 pm
Reputation: 60

Re: Satisfactory | 1.28 | CL#125236 (Stable) | Noclip, Tele, CJBok Scripts, (+Item Spawner)

Post by xXLashkeXx »

Can You Please Update this Table to Version #131382 :D

User avatar
WhiteRau
Expert Cheater
Expert Cheater
Posts: 204
Joined: Wed May 16, 2018 3:26 pm
Reputation: 30

Re: Satisfactory | 1.28 | CL#125236 (Stable) | Noclip, Tele, CJBok Scripts, (+Item Spawner)

Post by WhiteRau »

the new Fluids update (v0.3.6.5, build 131382, CL#136408) has broken the injector and the table won't engage at all. just posting this as a flag in the sand. sorry to hear the table is not going to be updated anymore, but it was fun while it lasted. :) thanks for all that fun. as someone who doesn't care much for mods for this kind of game, i appreciated just being able to do simple things like 'go faster'.

EDIT: not to offend, but for those interested in the simpler things only, the fearlessrevolution trainer still works.

Chriss Tosius
Noobzor
Noobzor
Posts: 8
Joined: Thu Apr 01, 2021 9:35 pm
Reputation: 2

Re: Satisfactory | 1.28 | CL#125236 (Stable) | Noclip, Tele, CJBok Scripts, (+Item Spawner)

Post by Chriss Tosius »

I've run into a few problems

Image

^
guess when this imgae thingy doesnt work I just drop the url here?

User avatar
Akira
Table Makers
Table Makers
Posts: 1272
Joined: Fri May 24, 2019 2:04 am
Reputation: 1685

Re: Satisfactory | 1.28 | CL#125236 (Stable) | Noclip, Tele, CJBok Scripts, (+Item Spawner)

Post by Akira »

Uploaded my Table here:
viewtopic.php?p=195957#p195957

CheatingMuppet
Table Makers
Table Makers
Posts: 139
Joined: Sun Apr 14, 2019 1:51 pm
Reputation: 145

Satisfactory Trainer | 1.0.0 | CL#163716 (Stable)

Post by CheatingMuppet »

I've released a trainer for the latest version of Satisfactory (stable branch).
It's using a new scripting system that I created.

More information & download in the first post.

elderwolf123
What is cheating?
What is cheating?
Posts: 2
Joined: Fri Oct 22, 2021 2:13 am
Reputation: 0

Re: Satisfactory | 1.28 | CL#125236 (Stable) | Noclip, Tele, CJBok Scripts, (+Item Spawner)

Post by elderwolf123 »

CheatingMuppet wrote:
Thu Jul 16, 2020 11:13 am
I've updated the table again. A new feature and a fix to an existing feature.

Changelog:
  • Removed StaticLoadObject in favor of StaticFindObject.
  • New Cheat: Teleport To Ping. Enable this & when you ping you will get teleported to the pinged location.
  • Updated Cheat: Machine Editor -> Clockspeed.
  • When the clockspeed is changed it will now properly change, visuals update only when you close and reopon the machine UI.
  • Previously it didn't work at all.
  • Table Compatability: EGS and STEAM
Download is available in the main post.
I can't find the machine editor in the Trainer.
Image

CheatingMuppet
Table Makers
Table Makers
Posts: 139
Joined: Sun Apr 14, 2019 1:51 pm
Reputation: 145

Re: Satisfactory | 1.28 | CL#125236 (Stable) | Noclip, Tele, CJBok Scripts, (+Item Spawner)

Post by CheatingMuppet »

elderwolf123 wrote:
Fri Oct 22, 2021 2:15 am
CheatingMuppet wrote:
Thu Jul 16, 2020 11:13 am
I've updated the table again. A new feature and a fix to an existing feature.

Changelog:
  • Removed StaticLoadObject in favor of StaticFindObject.
  • New Cheat: Teleport To Ping. Enable this & when you ping you will get teleported to the pinged location.
  • Updated Cheat: Machine Editor -> Clockspeed.
  • When the clockspeed is changed it will now properly change, visuals update only when you close and reopon the machine UI.
  • Previously it didn't work at all.
  • Table Compatability: EGS and STEAM
Download is available in the main post.
I can't find the machine editor in the Trainer.
Image
The trainer does not have a machine editor.
Not all features were transferred from the old table to the new trainer.

The screenshot you linked looks a little strange regarding the alignment of all of the options in the trainer.
Out of curiosity, are you using non-default scaling in Windows ?

Post Reply

Who is online

Users browsing this forum: admantx, Baidu [Spider], benny89, dec1337, Google [Bot], konomo, LarabeJR, Nero95, WhoAmI, Zadkielsan, ZoDDeL