Satisfactory |1.24| Build#118201 (Stable) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

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Satisfactory |1.24| Build#118201 (Stable) | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

Post by CheatingMuppet » Sat Sep 28, 2019 6:57 am

Currently supported versions:
Stable: CL#118201 (v1.24), CL#106504 (v1.20), CL#103400 (v1.17)
Experimental: CL#114192 (v1.23), CL#109693 (v1.22, v1.21), CL#106504 (v.1.19), CL#106402 (v1.18), CL#106027 (v1.18)

Last Updated: Mar 29th, 2020

Version 1.20+ REQUIRES CE 7.0+!

Don't know if anyone has a need for this table anymore because of the growing mod community but here it is anyway.

Since CJBok isn't updating his table anymore I thought it would be better if I created a new thread so that I can maintain this table easier as well so that you don't have to go through tons of pages to find the latest version. I've put his updated scripts in its own group to make things easier.
Link to old thread: viewtopic.php?f=4&t=8926

Note: For the experimental branch of the game I will not be updating the table in the same capacity as the stable branch. Features might be removed from the table in this branch and brought back once the game has had an update to its stable branch.

Let me know if there's any problem but please provide some information about what's happening.

Features:
Screenshots in hereShow
Image
Update Information:
V1.24 - Update for Stable (Update 3) CL#118201Show
  • Updated to work on CL#118201.
  • Broken things that have now been fixed:
  • Instant Analysis and Quick Milestone Reset. These are now combined under 1 script: "Quick Analysis & Milestone Reset"
  • Turbo Manual Crafting
  • Increase Move Speed
  • Duplicate Items [Drag & Drop]
  • RESOURCE NODE POINTERS -> Ore Multiplier
  • INVENTORY EDITOR
Old UpdatesShow
V1.23 - Update for Experimental CL#114192Show
  • Updated to work on CL#114192.
  • Instant analysis & quick milestone reset cheats are currently not working and I don't have the time to fix them right now.
V1.22 - New Features for Experimental CL#109693Show
  • The following new features will be available for the stable branch of the game when the game developers release the next stable update.

    New Features:
  • Added a basic inventory editor. You can edit items in the first 9 slots (1st row).
  • Added a stack size increaser. Enable it and every item will have a maximum stack size of 500 (except items that can only stack to 1, such as Xeno-Basher and Chainsaw).
    Stack Size Increaser - InformationShow
    Appears to be safe to use, items will not get deleted if the stack size value is changed.

    Stacks will remain properly at 500 if you reload a save file with the hack turned on.
    Will unstack to default sizes in your inventory & other inventories such as machines if hack is turned off when save file is loaded.
    If player or other inventories doesn't have enough space to unstack then the items will become unstacked when there is space.
    Items at greater than maximum stacksize will get deleted rather than unstacked if you manually drag the items or if you die and
    there are not enough inventory slots to unstack into. This means that for offline play, where you kill your previous character to retrieve all your items, you need to make sure that you don't have too many items (or just stash all of them).
    Item stacks can not be manually split if there are more items in a stack than the maximum stacksize.
  • Added "Fuel Consumption", "Radius", and "Time To Cut" inside "EQUIPMENT"->"CHAINSAW".
    When using a high "Radius" for the chainsaw the game will only cut until your inventory is full and if the range is very high then your game might lag or freeze.
    Quick use: Activate the "Chainsaw Instant & High Range" script inside "ENABLE - CheatingMuppet"->"SCRIPTS".
V1.21 - Update for Experimental CL#109693Show
  • Fixed literally every single cheat. Everything broke when the game updated to Unreal Engine version 4.22.3 (previously 4.21.2).
  • Added pointers to the games own "no building cost" and "infinite power" options.
  • Deleted the item editor that you could use to set the stack size of the item that you clicked in your inventory.
V1.20 - Update for Stable CL#106504Show
  • The following scripts broke when Cl#106504 was pushed to stable, these have now been fixed.
  • Infinite Fuel [Biomass Burner]
  • No Power Requirement [Factories]
V1.19 - Update for Experimental CL#106504Show
  • Updated for new game version
V1.18 - Update for Experimental CL#106027, CL#106402Show
  • Updated for new game version
V1.17 - New Features & Update for Stable CL#103400Show
  • The noclip hack should hopefully not cause crashes anymore

    New Features:
  • Pointers for resource nodes.Show
    Allows you to change the purity of nodes, for example Normal to Pure or whatever purity you want.
    Activate the cheat, start to manually mine, now the pointers are valid. They will stay valid until you look at another node or reload the save.
    The effect of these pointers will stay until you reload the savefile.

    Purity is the.. purity.. and set this to 0, 1 or 2 for inpure, normal or pure purity respectively.
    Ore Multiplier is a multiplier for the amount that you get per harvest. 1 = regular amount. This is not a float so you cannot use decimals.
  • Vehicle Pointers. Fuel used and current fuel in vehicle. Only valid while in a vehicle.

    Updated Features:
  • The pointers should mostly survive game updates. Sometimes the offsets will change but that is a fairly rare occurrence.
    Some resistance to breaking after game updatesShow
    My pointers & scripts (except Machine Editor) should now be more resistant to breaking after a game update.
    I wasn't happy with just having a static game.exe + <uworld offset> so I'm using an AOB scan to find APlayerCameraManager::GetFOVAngle().
    The offset is +21 from that function and RCX contains the APlayerCameraManager object which at offset +328 contains the APlayerController object.
    From there you've got access to everything you might want. You can also backtrack all the way to UWorld through this object.
    For those curious, RCX+344, which is the exact location of the AOB, is your current FOV and this is how I found this function.

    To get to UWorld from APlayerCameraManager:
    78 <- UWorld // Here is where we can get to almost anywhere
    70 <- UGameViewportClient
    3A8 <- ULocalPlayer : UPlayer // Shortcut to health here, use offset +30+368+798+15C
    328 <- APlayerController
    Base <- APlayerCameraManager
  • Noclip, flying & teleporting has been moved over to using a pointer instead of aob scans.
    Noclip & flying should be less prone to crashing & easier to useShow
    Refactored & combined fly & noclip into one single script. Now with 100% less AOBs.
    Now also uses bCheatFlying which enables you to sprint while flying aswell as disables momentum.

    One single script means that you can use the same hotkey to fully enable & disable the noclip & fly cheat.
    It uses MovementMode in UCharacterMovementComponent and bActorEnableCollision in AActor.
    I had to recreate the up/down movement though as the game doesn't ship with that functionality.
Feature Requests:
Feel free to request features. I'll look into whatever feature you want but no guarantees that I will do it.

Credits:
CJBok for scripts
CheatingMuppet for more scripts, pointers and updates
Attachments
Satisfactory_1.24_v118201_stable.CT
(136.33 KiB) Downloaded 299 times
Satisfactory_1.23_v114192_experimental.CT
(133.06 KiB) Downloaded 2704 times
Satisfactory_1.22_v109693_experimental.CT
(134.43 KiB) Downloaded 397 times
Satisfactory_1.21_v109693_experimental.CT
(87.03 KiB) Downloaded 247 times
Satisfactory 1.20 v106504_stable.CT
(96.53 KiB) Downloaded 648 times
Satisfactory 1.19 v106504_unofficial_experimental.CT
(96.58 KiB) Downloaded 423 times
Satisfactory 1.18 v106027_unofficial_experimental.CT
(103.36 KiB) Downloaded 185 times
Satisfactory 1.17 v103400_unofficial_stable.CT
(103.33 KiB) Downloaded 253 times
Last edited by CheatingMuppet on Sun Mar 29, 2020 8:50 am, edited 19 times in total.

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Darkedone02
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Re: Satisfactory |1.18| Build#106027 | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

Post by Darkedone02 » Sat Sep 28, 2019 7:42 am

thank you for continue to support the table. I didn't noticed that their is a modding community that yet to make the perfect mod to replace the table but we shall see in the near future.

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Re: Satisfactory |1.18| Build#106402 | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

Post by Darkedone02 » Sun Oct 06, 2019 3:38 am

As of the latest satisfactory unofficial experiment, the cheat for machine editor "find machine id of opened machine" can no longer be activated. I've try to activate it with a coal miner v1 and it won't open at all.

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Re: Satisfactory |1.18| Build#106402 | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

Post by CheatingMuppet » Sun Oct 06, 2019 8:59 am

Darkedone02 wrote:
Sun Oct 06, 2019 3:38 am
As of the latest satisfactory unofficial experiment, the cheat for machine editor "find machine id of opened machine" can no longer be activated. I've try to activate it with a coal miner v1 and it won't open at all.
I've released v1.19 which fixes this feature.

Sorry for the delay, but I don't play the game actively anymore so I don't know when updates are released, especially for the experimental branch. I just check at random intervals. I know some other table creators get real snarky when people report that their table is broken or the game updated but I don't mind those comments at all as long as they have some information about what is broken. In fact if you want me to put out an update quicker then you'll straight up have to reply to this thread or pm me or something so that I'll get notified. I actually appreciate getting notified when an update is necessary for further use of the table.

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Re: Satisfactory |1.18| Build#106402 | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

Post by Darkedone02 » Sun Oct 06, 2019 10:29 am

CheatingMuppet wrote:
Sun Oct 06, 2019 8:59 am
Darkedone02 wrote:
Sun Oct 06, 2019 3:38 am
As of the latest satisfactory unofficial experiment, the cheat for machine editor "find machine id of opened machine" can no longer be activated. I've try to activate it with a coal miner v1 and it won't open at all.
I've released v1.19 which fixes this feature.

Sorry for the delay, but I don't play the game actively anymore so I don't know when updates are released, especially for the experimental branch. I just check at random intervals. I know some other table creators get real snarky when people report that their table is broken or the game updated but I don't mind those comments at all as long as they have some information about what is broken. In fact if you want me to put out an update quicker then you'll straight up have to reply to this thread or pm me or something so that I'll get notified. I actually appreciate getting notified when an update is necessary for further use of the table.
I'll mostly respond on this forum, I'll do pm if I don't get a response in 2 days at least. I appreciate what you do on updating the table, dispite you not personally playing the game.

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Re: Satisfactory |1.19| Build#106504 | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

Post by BlutVampir » Tue Nov 19, 2019 12:24 pm

The Version 106504 is now stable (Update 2 trains), but a lot of options are not working from the experimental script. Can I ask for an update?

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Re: Satisfactory |1.20| Build#106504 | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

Post by CheatingMuppet » Tue Nov 19, 2019 2:03 pm

BlutVampir wrote:
Tue Nov 19, 2019 12:24 pm
The Version 106504 is now stable (Update 2 trains), but a lot of options are not working from the experimental script. Can I ask for an update?
Table has been updated.
Please be more specific when reporting things that don't work. Include what exactly it is that isn't working at the very least.

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Re: Satisfactory |1.20| Build#106504 | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

Post by snakez4 » Sat Nov 23, 2019 6:19 pm

I am getting this error
ImageShow
Image

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Re: Satisfactory |1.20| Build#106504 | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

Post by who117 » Thu Dec 05, 2019 11:06 am

I am addicted to this game but i cant play it anymore with out your script. the experimental branch got an UE4 engine update and the script does not work anymore. Any chance for an update please?

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Re: Satisfactory |1.20| Build#106504 | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

Post by CheatingMuppet » Thu Dec 05, 2019 2:46 pm

who117 wrote:
Thu Dec 05, 2019 11:06 am
I am addicted to this game but i cant play it anymore with out your script. the experimental branch got an UE4 engine update and the script does not work anymore. Any chance for an update please?
I'm working on it however it might take a while. Every single script is broken and most of the offsets have changed so it's not as easy as the previous updates. I need to re-find all the aobs and offsets and I don't feel like spending all night working on this.

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Re: Satisfactory |1.20| Build#106504 | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

Post by who117 » Fri Dec 06, 2019 11:27 am

I figure the engine update will cause a big problem, as nice as the FPS bump is, for the modding and this community. I appreciate what you are doing, and take the time you need. However, would it be possible for now, to only get the "unlimited Crafting/ Building" working?

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Re: Satisfactory |1.20| Build#106504 | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

Post by CheatingMuppet » Fri Dec 06, 2019 12:00 pm

who117 wrote:
Fri Dec 06, 2019 11:27 am
I figure the engine update will cause a big problem, as nice as the FPS bump is, for the modding and this community. I appreciate what you are doing, and take the time you need. However, would it be possible for now, to only get the "unlimited Crafting/ Building" working?
Before you continue, please keep in mind that this has not been tested properly and so it might not work and this is given to you without any support at all so if you're unable to get it to work then you'll have to wait for an update.

For the experimental branch, edit the script "[F1] Enable" and replace everything inside with this:

Code: Select all

{ Game   : FactoryGame-Win64-Shipping.exe
  Version: Early Access v96731
  Date   : 2019-04-10
  Author : CJB
}

[ENABLE]
{$LUA}
if syntaxcheck then return end
PROCESS_NAME = 'FactoryGame-Win64-Shipping.exe'
if getOpenedProcessID() == 0 and getProcessIDFromProcessName(PROCESS_NAME) ~= nil then
   openProcess(PROCESS_NAME)
   local mrEnable = getAddressList().getMemoryRecordByDescription('[F1] ENABLE - CJBok [Original Author]')
   mrEnable.Active = true
end

{$ASM}
alloc(bUnlimitedHP,1)
alloc(pPlayerHP,8)

bUnlimitedHP:
  db 0

pPlayerHP:
  dq 0

registersymbol(bUnlimitedHP)
registersymbol(pPlayerHP)


aobscanmodule(Get_HP_AOB,FactoryGame-Win64-Shipping.exe,F3 0F 10 81 64 01 00 00 C3)
alloc(newmem,$1000,Get_HP_AOB)

label(code)
label(return)

newmem:
  mov [pPlayerHP], rcx
  cmp byte ptr [bUnlimitedHP],1
  jne code
  movss xmm0,[rcx+00000160]
  movss [rcx+00000164],xmm0
code:
  movss xmm0,[rcx+00000164]
  jmp return

Get_HP_AOB:
  jmp newmem
  nop
  nop
  nop
return:
registersymbol(Get_HP_AOB)

[DISABLE]

Get_HP_AOB:
  db F3 0F 10 81 64 01 00 00

unregistersymbol(Get_HP_AOB)
dealloc(newmem)

unregistersymbol(bUnlimitedHP)
unregistersymbol(pPlayerHP)

dealloc(bUnlimitedHP)
dealloc(pPlayerHP)
and then edit the "[Num 3] Unlimited Items" script and replace everything inside with this:

Code: Select all

[ENABLE]

aobscanmodule(Get_Num_Items_AOB,FactoryGame-Win64-Shipping.exe,41 8B C5 48 83 C4 78) // old: 41 8B C7 48 83 C4 50 41 5F 5F 5B
alloc(newmem,$1000,"FactoryGame-Win64-Shipping.exe"+8F98D6) // old: 7CCE5C
registersymbol(Get_Num_Items_AOB)

//label(code)
label(return)

newmem:
  mov eax,#9999
  add rsp,78
  jmp return

/*
code:
  mov eax,r13d
  add rsp,78
  jmp return
*/

Get_Num_Items_AOB:
  jmp newmem
  nop
  nop
return:

[DISABLE]
Get_Num_Items_AOB:
  db 41 8B C5 48 83 C4 78 // old: 41 8B C7 48 83 C4 50

unregistersymbol(Get_Num_Items_AOB)
dealloc(newmem)
Don't forget to save.

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Re: Satisfactory |1.20| Build#106504 | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

Post by who117 » Fri Dec 06, 2019 12:32 pm

OMG you are my hero. It works!!!! thank you thank you thank you.

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Re: Satisfactory |1.20| Build#106504 | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

Post by Rambo99 » Sun Dec 15, 2019 5:53 pm

The game has been updated to version 0.2.1.20 ( 1.20 ) Build #109693 ( CL#109693 ). So the table does not work (it does not even activated and the game starts to lag terribly). Can I update the cheats somehow ?

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Re: Satisfactory |1.20| Build#106504 | Noclip, Tele, CJBok Scripts, (Ptrs: Player, Resource Nodes, Vehicles)

Post by sonitaaa » Mon Dec 16, 2019 9:10 am

Rambo99 wrote:
Sun Dec 15, 2019 5:53 pm
The game has been updated to version 0.2.1.20 ( 1.20 ) Build #109693 ( CL#109693 ). So the table does not work (it does not even activated and the game starts to lag terribly). Can I update the cheats somehow ?
you need to wait for stable version

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