Rimworld V1.0.2282

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Mezspirit
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Rimworld V1.0.2282

Post by Mezspirit » Wed Jun 26, 2019 3:14 am

Redid the codes to work without Activate mono features this time. I left some things in CT for debugging or anyone who wants to pick it up and do some codes from there.

I'm not very experienced and might not be interested in adding more to table. Good Luck, have fun.

Max Skills:
Click on a pawn you want first, and then activate the script. Beware that it affects other pawns you don't control too. So once you have a selected a pawn and the code takes affect, deactivate the script and then deselect the pawn by clicking on empty space.

Item Select:
Click on an item that can stack or has life or quality to it, and then activate it.

Quality Pointer:
Click on an item or furniture that has a qualify modifier (awful - legendary) to it, and then activate it.

Game Base Pointer:
This is for people to mess around with its pointer addresses and stuff. It's to explore the game's data structures. Just activate when you get into the game's map.
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V
Reasearch Progress:
Once you have activated the Game Base Pointer, this one's pointer address should be filled up. Right click on this and "Browse this memory region" or click on it and press "Ctrl+B". You'll be in the Memory View and should be looking at the hex view in floats. This is done by right clicking -> "Display Type" -> "Float" or otherwise just press "Ctrl+9"

From there change the fade time to be longer or more, do a research and then look at the hex view to find the float value that has changed (Highlighted in red). Change that changed value you found to -1 to the total view of that researched project and let the game continue as the pawn completes it. Very sorry it is a messy of way of doing thnigs.


Update
Scripts can now be activated without the "Activate mono feature" this time. Worked on the Quality Pointer again due to other variables intersecting with the aobscan.
Attachments
RimWorldWin64.CT
V1.0.2282 Changed the scripts to activate without mono feature. Added some more pointers in Item Select and Game Base Pointer for debugging.
(21.64 KiB) Downloaded 1542 times

MrReny
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Re: Rimworld V1.0.2282

Post by MrReny » Sat Jul 06, 2019 9:52 am

here some code for Needs:

Code: Select all

[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat
alloc(newmem,2048,RimWorld:Need:get_CurLevel+b) 
label(returnhere)
label(originalcode)
label(exit)

newmem:
mov [rax+28],(float)1//this is allocated memory, you have read,write,execute access
//place your code here

originalcode:
movss xmm0,[rax+28]

exit:
jmp returnhere

RimWorld:Need:get_CurLevel+b:
jmp newmem
returnhere:


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
dealloc(newmem)
RimWorld:Need:get_CurLevel+b:
movss xmm0,[rax+28]
//Alt: db F3 0F 10 40 28
boost all needs for all pawns on 100%, maybe enemy too(dont tested)

sry for my english

jawi
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Re: Rimworld V1.0.2282

Post by jawi » Sat Aug 31, 2019 11:31 pm

Hi! Here is my contribution. Please, disable scripts if you want to load savegame.
Attachments
RimWorldWin64.CT
(86.35 KiB) Downloaded 508 times

Special
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Re: Rimworld V1.0.2282

Post by Special » Wed Oct 16, 2019 10:22 pm

Latest version is 1.0.2408 rev747 on Steam, any chance a cool person could update this?

Deep Thought
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Re: Rimworld V1.0.2282

Post by Deep Thought » Sat Nov 02, 2019 8:50 pm

Bump what Special said - please hook us up with an update

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