Factorio+30 v.1.1.53

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Bloodybone
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Re: Factorio+20 v.0.17.56

Post by Bloodybone »

HylianZ wrote:
Mon Jul 15, 2019 1:50 am
LUL Apparently the game will crash if you mess with the stack.

[Link]
I have now updated my Cheat Table and added the "Disable Cursor Stack Anti-Cheat Check" Script which Disables the Mechanism that checks if your Cursor Stack is what it should be. Also Thank you HylianZ for making me aware of the Cursor Stack "Anti-Cheat" mechanism! :D

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

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HylianZ
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Re: Factorio+21 v.0.17.56

Post by HylianZ »

Well now the game doesn't crash when you edit something on the stack, but it does if you edit something and the game saves (auto or manual). Apparently it has more than one check. Also, just noticed that it also checks to see if Cheat Engine is running, and doesn't send any reports to the devs if it is. XD

[Link]

Might be a lost cause. Just for the hell of it, I turned standard iron ore into armor, and it wouldn't let me equip it. Didn't see it as armor. Probably more going on behind the scenes. Oh well. Guess there's no point in finishing this thing...
Spoiler

Code: Select all

18:Burner Inserter
19:Electric Inserter
20:Long-Handed Inserter
21:Fast Inserter
22:Filter Inserter
23:Stack Inserter
24:Stack Filter Inserter

43:Logistic Robot
44:Construction Robot

50:Roboport

83:Heat Pipe
84:Burner Mining Drill
85:Electric Mining Drill

89:Steel Furnace

97:Centrifuge

100:Beacon
101:Speed Module 1 (Blue)
102:Speed module 2 (Blue)
103:Speed Module 3 (Blue)
104:Efficiency Module 1 (Green)
105:Efficiency Module 2 (Green)
106:Efficiency Module 3 (Green)
107:Productivity Module 1 (Red)
108:Productivity Module 2 (Red)
109:Productivity Module 3 (Red)
110:Wood


117:Iron Plate
118:Copper Plate

120:Steel Bar
121:Plastic Bar

139:Processing Unit (Blue circuit)

141:Electric Engine unit

145:Low Density Structure

202:Power Armor Mk2
203:Personal Solar Panel
204:Portable fusion Reactor
205:Energy Shield
206:Energy Shield Mk2
207:Personal Battery
208:Personal battery Mk2
209:Personal laser defense
210:Discharge defense
211:Belt immunity Equipment
212:Exoskeleton
213:Personal Roboport
214:Personal Roboport Mk2
215:Nightvison
216:Wall

Bloodybone
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Re: Factorio+21 v.0.17.56

Post by Bloodybone »

I have found the Address where it crashes when you modify a Item and it auto-saves but I'm gonna do more testing before I release a new Updated Table.

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HylianZ
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Re: Factorio+21 v.0.17.56

Post by HylianZ »

No rush mate, I was just messing around with it.

D1g1Byt3
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Re: Factorio+21 v.0.17.56

Post by D1g1Byt3 »

Ok some options are checking off in the table. But nothing is actually "Working". I think update broke the table. Running Steam 0.17.57

FactorioDev
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Re: Factorio+21 v.0.17.56

Post by FactorioDev »

Factorio developer here (and the one who wrote the error lines you're seeing in the log file):

The reason the game crashes on saving and when changing the cursor stack is you're making an invalid state in the game. There are specific functions that are supposed to be called any time items are added or removed from inventories and item stacks. Not calling those functions leaves the game in an inconsistent state and other pieces of the code will continue operating as if the item(s) never changed because they never got the events for them changing. See: [Link] (Invaraints are required)

Some items are never meant to have counts > 1 so just injecting "count = 50" on them leads to things like standard item transfer ending up completely broken which results in more crashing. See [Link]

Some items have extra data associated with them which is created when a item stack is created through the correct process but injecting "the stack is now X item" skips that part and you get other crashes when the logic operates as if it was done correctly. See: [Link] (Item stack optimization)

In the end, people will still mess around with the game and bypass these checks resulting in more crashing - but please - disable automatic crash reporting :) (under Settings -> Other -> "Upload crash logs")

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HylianZ
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Re: Factorio+21 v.0.17.56

Post by HylianZ »

Interesting. Sorry to have caused you trouble. Fantastic game, BTW.

:shock:
Spoiler
GUYS, THE DEVS KNOW WHAT WE'RE DOING! EVERYONE HIDE /s

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Jasinn
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Re: Factorio+21 v.0.17.56

Post by Jasinn »

There used to be a infinite fuel cheat, anyone got it? Thanks in advance!

Zanzer
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Re: Factorio+21 v.0.17.56

Post by Zanzer »

Unlimited Mining
Unlimited Stack Split
Unlimited Fluids
Unlimited Fuel
Unlimited Ammo
Unlimited Items in Wooden Chests for Inserters
Instant Research
Show All Recipes
Manual Craft for Free
Manual Craft Anything
Last Recipe Crafted (Item Spawner)

Item Spawner:
Craft a wooden chest to populate the pointer.
Change the Produced Item ID as desired.
Crafter another wooden chest.
Infinity chest and infinity pipe are in the list.
Attachments
factorio.CT
1.0
(139.6 KiB) Downloaded 167 times
factorio.CT
0.17.29
(37.86 KiB) Downloaded 97 times
Last edited by Zanzer on Sun Aug 16, 2020 3:34 am, edited 3 times in total.

Bloodybone
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Re: Factorio+23 v.0.17.58

Post by Bloodybone »

I have added two new Scripts which both have something to do with items,Item IDs and Item Names.

Firstly: Give Item
Which uses the Internal methods of creating Items to spawn any Item by ItemID or by Name into the Cursor Slot, which at least for me stopped the Game from crashing and making Items like armor work as intended. :D

And Secondly: Print/Convert Item IDs and Names
With this Script you can Convert any Item Id to the Item Name and any Item Name to the associated Item ID and let it print to the Cheat Engine Lua Window.

If you find any bugs in any of these Scripts or any other scripts, then please let me know ;)

Wolpi
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Re: Factorio+23 v.0.17.58

Post by Wolpi »

Thank you so much for your great work! Since 0.17.69 got released, I wanted to ask, if it is possible to update the table. Thank you very much.

Bloodybone
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Re: Factorio+23 v.0.17.58

Post by Bloodybone »

Wolpi wrote:
Wed Oct 09, 2019 10:13 pm
Thank you so much for your great work! Since 0.17.69 got released, I wanted to ask, if it is possible to update the table. Thank you very much.
I was gone for a long while not updating any tables and stuff but I think it's time to do so now. Which means that yes, I'll probably update the table tomorrow. :)

Bloodybone
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Re: Factorio+24 v.0.17.69

Post by Bloodybone »

I have updated the Table, added a Give Random Item functionality and "Steam Achievements are allowed". :)

Wolpi
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Re: Factorio+24 v.0.17.69

Post by Wolpi »

Thank you SO much for the quick update! The table is working perfectly :)

Traslogan
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Re: Factorio+24 v.0.17.69

Post by Traslogan »

Changing the stack of what is on the cursor is a guaranteed crash atm.

Can I ask, does the toggle for steam achievements work when it's still saying that modded games stop achievements? (Was using infinite mining mods since only outdated aob-scan Factorio tables have infinite ore)

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