Factorio+41 v.2.0.55 + Space Age DLC

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Bloodybone
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Re: Factorio+36 v.2.0.11 + Space Age DLC

Post by Bloodybone »

gir489 wrote:
Sat Nov 02, 2024 7:34 pm
Bloodybone wrote:
Tue Oct 29, 2024 9:23 pm
slysmy wrote:
Sun Oct 27, 2024 11:59 am


yes im the host, all of them cause it
Maybe try the attached Script. Can't test myself though it might stop the desyncs from happening. Will only work for the host

Edit: Might still not work if the Clients themselves check for desyncs (and disconnect) as macks said in the above post.
Doesn't work, says waiting for server to save the map then DCs.
The only other thing you could try is using the Give Item Script. But that may also cause desyncs or using the Factorio Console, but that might show on the clients screen as well(?)

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

Bloodybone
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Re: Factorio+37 v.2.0.12 + Space Age DLC

Post by Bloodybone »

BlackViperMWG wrote:
Sun Nov 03, 2024 8:38 pm
Bloodybone wrote:
Thu Oct 31, 2024 6:33 pm
BlackViperMWG wrote:
Thu Oct 31, 2024 3:34 pm
Thank you so much for the table!

I have a question - how to use cheat mode and still get allowed steam achievements? Setting cheat mode to yes and achievements allowed didn't really work.
Did you activate both Scripts but you don't get Steam Achievements?
I did. But didn't actually do anything achievement worthy. So it works even when game says you can't get achievements because of console?
Yes exactly it will work even if you use console commands or mods

Bloodybone
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Re: Factorio+37 v.2.0.13 + Space Age DLC

Post by Bloodybone »

threadlightly wrote:
Sun Nov 03, 2024 4:20 am
Teleport to cursor has just stopped working for. Middle click does nothing, setting the flag does nothing. It's super weird. What sort of info would you need? a game log?
hmm I'll look into it.
FearlessFoo wrote:
Sat Nov 02, 2024 7:58 pm
Is there any way to get no crafting requirement to work on space platforms? Or maybe a way to get more items on the rocket?
That should be possible, I'll look into it

kamaoako
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Re: Factorio+37 v.2.0.13 + Space Age DLC

Post by kamaoako »

Playing with version 2.0.13 Build 79912 Expansion, win64
I have tried all 4 different versions of the table. What I did was open the game, load a save file. Attached the process in CE with Admin rights. Load the table, regardless if I activate a cheat (mostly are working) in less than 60 seconds the Cheat engine crashes But somehow if I activated a script the script like No crafting materials needed is still working.
Is there something I need to do to prevent or avoid CE from crashing?

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gir489
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Re: Factorio+36 v.2.0.11 + Space Age DLC

Post by gir489 »

Bloodybone wrote:
Sun Nov 03, 2024 10:02 pm
gir489 wrote:
Sat Nov 02, 2024 7:34 pm
Bloodybone wrote:
Tue Oct 29, 2024 9:23 pm
Maybe try the attached Script. Can't test myself though it might stop the desyncs from happening. Will only work for the host

Edit: Might still not work if the Clients themselves check for desyncs (and disconnect) as macks said in the above post.
Doesn't work, says waiting for server to save the map then DCs.
The only other thing you could try is using the Give Item Script. But that may also cause desyncs or using the Factorio Console, but that might show on the clients screen as well(?)
The game uses Lua. I think instead of attacking it from the x86 layer, we should work at somehow interfacing with the Lua layer, and then we can figure out how to inject items without desyncing. I figured out similar functions on Satisfactory by interfacing with the Unreal Engine by invoking the Server_ functions. When I made a cheat for PAYDAY 2 we hooked into the Lua layer, but 90e did that and it was soon replaced by BLT, which most people moved to, so I have no idea how to do that. I helped implement Lua on a GTA V cheat I work on called YimMenu, but that used Sol as a translation layer (basically hoovered up Lua scripts then called our C functions, which is backwards of what we want to do).

All that to cheat on Factorio multiplayer, which isn't really the theme of FRF, that's more of another forum, but you know. I'd be open to reversing the game like that.

Bloodybone
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Re: Factorio+37 v.2.0.13 + Space Age DLC

Post by Bloodybone »

kamaoako wrote:
Mon Nov 04, 2024 5:49 am
Playing with version 2.0.13 Build 79912 Expansion, win64
I have tried all 4 different versions of the table. What I did was open the game, load a save file. Attached the process in CE with Admin rights. Load the table, regardless if I activate a cheat (mostly are working) in less than 60 seconds the Cheat engine crashes But somehow if I activated a script the script like No crafting materials needed is still working.
Is there something I need to do to prevent or avoid CE from crashing?
Try this:

Use Cheat Engine 7.5
Open 'Edit' -> 'Settings'
Goto 'Debugger Options'
Check the Box 'Dot not load external debug symbols like .PDB/DBG files (Breaks tables that use these symbols)'
Download the 'Factorio_NoDebugSymbols.CT' File for your Version of the Game
Open it and use like normal

Does that still make Cheat Engine crash?

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gir489
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Re: Factorio+37 v.2.0.13 + Space Age DLC

Post by gir489 »

Bloodybone wrote:
Mon Nov 04, 2024 5:59 pm
Check the Box 'Dot not load external debug symbols like .PDB/DBG files (Breaks tables that use these symbols)'
It might be because the PDB/EXE is compiled from such an ancient version of MSVC. If you open the PDB in a hex editor, the first string is this:

Code: Select all

Microsoft C/C++ MSF 7.00
7.0 was released in 1992. I guess the developer wanted to maintain authenticity with the style of game both artistically and internally... Whatever is trying to read the PDB probably has no idea how to read it, and crashes.

EDIT: It can't be 7 because it's 64-bit. IDK, but my guess is the PDB is some weird format. Maybe it's compiled with GCC or something.

kamaoako
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Re: Factorio+37 v.2.0.13 + Space Age DLC

Post by kamaoako »

Bloodybone wrote:
Mon Nov 04, 2024 5:59 pm
kamaoako wrote:
Mon Nov 04, 2024 5:49 am
Playing with version 2.0.13 Build 79912 Expansion, win64
I have tried all 4 different versions of the table. What I did was open the game, load a save file. Attached the process in CE with Admin rights. Load the table, regardless if I activate a cheat (mostly are working) in less than 60 seconds the Cheat engine crashes But somehow if I activated a script the script like No crafting materials needed is still working.
Is there something I need to do to prevent or avoid CE from crashing?
Try this:

Use Cheat Engine 7.5
Open 'Edit' -> 'Settings'
Goto 'Debugger Options'
Check the Box 'Dot not load external debug symbols like .PDB/DBG files (Breaks tables that use these symbols)'
Download the 'Factorio_NoDebugSymbols.CT' File for your Version of the Game
Open it and use like normal

Does that still make Cheat Engine crash?
Thanks for the solution. I have tested this for 2 hours plus and no crash from CE and the scripts are working great.

nevicar
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Re: Factorio+37 v.2.0.13 + Space Age DLC

Post by nevicar »

not sure whats going on, but one hit kill doesnt seem to work on the worms on vulcanus - might just be me, but i havent had luck with it via remote or in person - works fine on gleba and nauvis

ShadowOps
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Re: Factorio+37 v.2.0.13 + Space Age DLC

Post by ShadowOps »

Did Factorio update again? I can't activate most options anymore.

Bloodybone
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Re: Factorio+37 v.2.0.13 + Space Age DLC

Post by Bloodybone »

ShadowOps wrote:
Wed Nov 06, 2024 6:29 pm
Did Factorio update again? I can't activate most options anymore.
Are you using the 2.0.13 Version Table? All the Scripts still work fine for me

ShadowOps
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Re: Factorio+37 v.2.0.13 + Space Age DLC

Post by ShadowOps »

Bloodybone wrote:
Wed Nov 06, 2024 7:08 pm
ShadowOps wrote:
Wed Nov 06, 2024 6:29 pm
Did Factorio update again? I can't activate most options anymore.
Are you using the 2.0.13 Version Table? All the Scripts still work fine for me
Factorio updated to 2.0.14, but when I redownloaded the table, it worked again. I have no idea why it didn't work.

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gir489
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Re: Factorio+36 v.2.0.11 + Space Age DLC

Post by gir489 »

Bloodybone wrote:
Tue Oct 29, 2024 9:23 pm
slysmy wrote:
Sun Oct 27, 2024 11:59 am
Bloodybone wrote:
Sun Oct 27, 2024 11:48 am
Are you the host? Which Cheats cause the desync?
yes im the host, all of them cause it
Maybe try the attached Script. Can't test myself though it might stop the desyncs from happening. Will only work for the host

Edit: Might still not work if the Clients themselves check for desyncs (and disconnect) as macks said in the above post.
That function you found is called ServerMultiplayerManager::receivePlayerDesynced. By the time this is called, the player is telling US they've desynced, which is bad. We have to prevent us from telling them to desync disconnect.

cursor_mod_bypass is apart of a CPP file called CursorStackChangeGuard.cpp. So clearly they implemented some kind of anti-cheat in this game and the anti-cheat is what is detecting us.

What we should look for, is what is read/compared to when we issue the desync packets to the other player. There's probably some value it stores upon picking up the item. We need to set the old value to our new value, and that should defeat both the CursorStackChangeGuard class and the desync protection.

EDIT: The guard is located at +0x1C from character.cursor_data. If you set both of these at the same time, the CursorStackChangeGuard code won't get executed.

Digging deeper, it seems the guard is set inside the Character::postTransferHook function, which is done each time the inventory is interacted with. This is probably emitted to the client, then when we place the item down, they're given another packet, which they compare to the first packet. If it's different, it desyncs us. We would have to emit the change before we pick it up (or maybe just edit the inventory without cursor interaction?)

EDIT: Nope. I tested with my cousin, and he desynced the moment I changed it, even without picking it up. This protection is a fucking pain in the ass.

Bloodybone
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Re: Factorio+41 v.2.0.14 + Space Age DLC

Post by Bloodybone »

New Table Version out! :D
I've added 4 new Scripts:
  • No Inventory Limit On Rocket Launch
  • Current Space Platform
  • No Weight Limit in Rocket
  • One Hit Kill Demolisher
What each one does is explained in the main post ;)

ShadowOps
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Re: Factorio+41 v.2.0.14 + Space Age DLC

Post by ShadowOps »

How can I change the quality of items you get when you use "No crafting requirement"?

EDIT:
Bloodybone wrote:
Thu Nov 07, 2024 12:31 am
New Table Version out! :D
I've added 4 new Scripts:
  • No Inventory Limit On Rocket Launch
  • Current Space Platform
  • No Weight Limit in Rocket
  • One Hit Kill Demolisher
What each one does is explained in the main post ;)
Same problem as before, only a few options work. For me, only the NoDebugSymbols table works.

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