[Request] Tinkerlands
[Request] Tinkerlands
Game Name: Tinkerlands
Game Version: EA
Options Required:
-Unlimited Health
-Unlimited Stamina
-Unlimited Money / Add Money
--
Does anyone have anything on this game already?
--
Steam Website:
Game Version: EA
Options Required:
-Unlimited Health
-Unlimited Stamina
-Unlimited Money / Add Money
--
Does anyone have anything on this game already?
--
Steam Website:
- EphenSteve
- Expert Cheater
- Posts: 118
- Joined: Wed Mar 22, 2017 12:30 pm
- Reputation: 102
Re: [Request] Tinkerlands
Did a few pointer scans, Might not work for everyone but the values do persist through 20 game restarts so they are pretty stable for me. probably wont survive an update either if addresses shift.
As for Money, everything i've found so far is a double but every single function is shared by over 20 different functions so its kinda hard to make scripts (at least for me) because compares don't really help when the opcodes have so many constantly updating functions.
So to cheat items change your scan to double pick up the item with your cursor and scan for the amount held then right click back into the inventory slot to drop one then scan for the new. should happen within 1-2 scans. doubles are easy to find *most of the time*
Current Cheats:
As for Money, everything i've found so far is a double but every single function is shared by over 20 different functions so its kinda hard to make scripts (at least for me) because compares don't really help when the opcodes have so many constantly updating functions.
So to cheat items change your scan to double pick up the item with your cursor and scan for the amount held then right click back into the inventory slot to drop one then scan for the new. should happen within 1-2 scans. doubles are easy to find *most of the time*
Current Cheats:
- Current Health + Bonus
- Max Health
- Current Mana + Bonus
- Max Mana
- Attachments
-
- tinkerlands.CT
- (727.13 KiB) Downloaded 932 times
Last edited by EphenSteve on Sun May 25, 2025 5:35 am, edited 1 time in total.
Re: [Request] Tinkerlands
Update 5/27:
Updated the OnSplit AOB work with both versions and updated it to also duplicate the stack at the desired value.
====================================================================================================================
Not a huge fan of this game so very likely wont be revisiting, but did make a few inventory based scripts.
Set your Item to a value on use, pickup, or split. For money, just pull the coins into the inventory, set the split value pretty high, and split it a few times until you have max currency.
Updated the OnSplit AOB work with both versions and updated it to also duplicate the stack at the desired value.
====================================================================================================================
Not a huge fan of this game so very likely wont be revisiting, but did make a few inventory based scripts.
Set your Item to a value on use, pickup, or split. For money, just pull the coins into the inventory, set the split value pretty high, and split it a few times until you have max currency.
- Attachments
-
- tinkerlands.CT
- v45801.66 - Inventory Scripts
- (51.16 KiB) Downloaded 685 times
-
- tinkerlands.CT
- v45800.60 - Inventory Scripts
- (51.02 KiB) Downloaded 453 times
Last edited by cooleko2 on Tue May 27, 2025 11:35 pm, edited 1 time in total.
Re: [Request] Tinkerlands
For anyone else in the future, a table isn't super necessary if you're just looking for inventory changes. Every inventory item is held as a double.
1) Set a stack of an item in an inventory slot (e.g. 50 gold)
2) Search exact value > Double > 50
3) Left click stack to pickup, then right-click another inventory slot a few times (e.g. 3 times) and place original stack back down in any empty slot
4) Update search to new value of original stack (e.g. 47)
5) Find original stack current value (e.g. 47) in list at top, highlight, "CTRL+E" to quickly edit value.
6) Profit
If you're trying to dupe something you only have like, 2 of, select "Truncated" from the radio boxes on the right. The item count is always stored as a true number, no decimals and this will remove decimal results.
1) Set a stack of an item in an inventory slot (e.g. 50 gold)
2) Search exact value > Double > 50
3) Left click stack to pickup, then right-click another inventory slot a few times (e.g. 3 times) and place original stack back down in any empty slot
4) Update search to new value of original stack (e.g. 47)
5) Find original stack current value (e.g. 47) in list at top, highlight, "CTRL+E" to quickly edit value.
6) Profit
If you're trying to dupe something you only have like, 2 of, select "Truncated" from the radio boxes on the right. The item count is always stored as a true number, no decimals and this will remove decimal results.
Last edited by Snowbunny on Sun May 25, 2025 11:36 pm, edited 1 time in total.
- Chindopopito
- Expert Cheater
- Posts: 102
- Joined: Wed Apr 26, 2023 4:40 pm
- Reputation: 34
Re: [Request] Tinkerlands
It works 100%, thanks.cooleko2 wrote: ↑Sun May 25, 2025 5:00 amNot a huge fan of this game so very likely wont be revisiting, but did make a few inventory based scripts.
Set your Item to a value on use, pickup, or split. For money, just pull the coins into the inventory, set the split value pretty high, and split it a few times until you have max currency.
Re: [Request] Tinkerlands
EphenSteve wrote: ↑Sun May 25, 2025 4:27 amDid a few pointer scans, Might not work for everyone but the values do persist through 20 game restarts so they are pretty stable for me. probably wont survive an update either if addresses shift.
As for Money, everything i've found so far is a double but every single function is shared by over 20 different functions so its kinda hard to make scripts (at least for me) because compares don't really help when the opcodes have so many constantly updating functions.
So to cheat items change your scan to double pick up the item with your cursor and scan for the amount held then right click back into the inventory slot to drop one then scan for the new. should happen within 1-2 scans. doubles are easy to find *most of the time*
Current Cheats:
- Current Health + Bonus
- Max Health
- Current Mana + Bonus
EDIT: Warping to different places other than town changes the pointers into unusable pointers going to try to figure something out.
- Max Mana
Thank you!!!
Re: [Request] Tinkerlands
Thank you!!!cooleko2 wrote: ↑Sun May 25, 2025 5:00 amNot a huge fan of this game so very likely wont be revisiting, but did make a few inventory based scripts.
Set your Item to a value on use, pickup, or split. For money, just pull the coins into the inventory, set the split value pretty high, and split it a few times until you have max currency.

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- Noobzor
- Posts: 11
- Joined: Tue Aug 13, 2024 10:22 am
- Reputation: 1
Re: [Request] Tinkerlands
You can spawn any item in game by editing your savefile. Bloody merman idol is item id 889. It will fight for you automatically and be your companion like the crab from the dlc but more powerful! Anyone found more item codes?
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- Expert Cheater
- Posts: 75
- Joined: Sat May 10, 2025 2:24 pm
- Reputation: 9
Re: [Request] Tinkerlands
The item settings don't seem to work today,can you update it plz?Thx best,great table maker!!
-
- Expert Cheater
- Posts: 75
- Joined: Sat May 10, 2025 2:24 pm
- Reputation: 9
Re: [Request] Tinkerlands
The item settings don't seem to work today,can you update it plz?Thx best,great table maker!!cooleko2 wrote: ↑Sun May 25, 2025 5:00 amNot a huge fan of this game so very likely wont be revisiting, but did make a few inventory based scripts.
Set your Item to a value on use, pickup, or split. For money, just pull the coins into the inventory, set the split value pretty high, and split it a few times until you have max currency.
Re: [Request] Tinkerlands
Received a request to explain how this was written. Figured since I typed it up might as well share with the community. Apologies for any mistakes made due to not having cheat engine available to confirm everything:
Many game engines use a single function to handle all writes. This method helps you trace that function call and isolate where the value is coming from. It’s easier done than said and I don't have cheat engine available to me so this is all from memory, but here’s the structured approach:
1. Find the address of your item manually
Use value splits (e.g., halving a stack) to isolate the memory address by searching and narrowing until you find it.
2. Use “Find out what writes to this address”
Once you’ve located the correct address, use Cheat Engine’s memory debugger to find what instruction writes to it (sometimes accesses is even better if you want to set all values to one thing, but write is the most pointed direction)
3. Note the instruction’s register and offset
Identify the register used in the write (e.g., [eax+14]) and remember the offset (0x14 in this case).
4. Break and trace from the write
Set a break and trace conditionally:
Use EAX == 0x12345678 (adjust for your value from (1))
Subtract the offset from your address so the instruction resolves correctly (78-14 is 64)
Disable all calls and step-over options to reduce trace noise
5. Split the item in-game to trigger the trace
This trace will be used later. Keep it open for step (10) and optionally step (16)
6. Expand the function history in the trace
Each new line = a function call. For each, starting at the deepest point and slowly climbing outwards:
Double-click the line to open the instruction in memory view
Scroll up one line to the call (or ideally, scroll further to the first LEA or register write from the stack)
Set a breakpoint there
7. Filter function calls by behavior
If a breakpoint randomly triggers, it’s shared logic, skip it. Move up the stack until you find the first function that triggers only when you split the item.
8. Confirm the call is specific to your action
Trigger the event again (split item) and verify that this breakpoint fires. If it fires multiple times, use your judgment to isolate the correct one. Sometimes it will call multiple times to evaluate the max item, the required item count, and then the actual item or whatever, there will be a way to filter out only the correct call in these types of loops (usually the loop counter).
9. Set a second break and trace above that call
Ideal locations: the last jump before the call or the first stack-accessing instruction (e.g., LEA, MOV, etc.)
10. Compare this trace to the one in step 5
Follow the same function expansion path of (5), trace from the write backward to find where the target address and value were set. This tells you where the address and/or value truly originate.
11. (Optional frustration step)
If you’re playing something like Tinkerlands, both the address and value may be obfuscated to the point where it's annoying to even deal with it. You’ll need alternate methods, but this (1–10) will work for most engines with shared write functions.
AOB Hook and Stack Editing
12. Set a breakpoint at your final chosen hook location
This is usually the same as step (9).
13. In the memory viewer, right-click the stack window and choose “Full Stack”
This gives you visibility into all parameters and return addresses.
14. Look for pre/post values of your item on the stack
For example:
Splitting shows a 100% and 50% stack value
Crafting shows a 100% and 100%-X change
Note which stack values reflect this change. Either set them to your desired max or set the subtraction to 0 to duplicate, or anything that works.
15. Build your AOB and test edits on the stack
Start editing stack values one at a time to see which affects the game. If you’re unsure:
Edit them all first to confirm it works
Then comment out each one until you isolate the exact address(es) that work to edit your values as desired.
16. (Optional deep dive)
You can keep climbing the call stack further to find where those stack values were pushed on the stack, letting you intervene earlier or more cleanly, but sometimes those are shared functions again and it is more of a hassle than staying at the identified singular use function.
Many game engines use a single function to handle all writes. This method helps you trace that function call and isolate where the value is coming from. It’s easier done than said and I don't have cheat engine available to me so this is all from memory, but here’s the structured approach:
1. Find the address of your item manually
Use value splits (e.g., halving a stack) to isolate the memory address by searching and narrowing until you find it.
2. Use “Find out what writes to this address”
Once you’ve located the correct address, use Cheat Engine’s memory debugger to find what instruction writes to it (sometimes accesses is even better if you want to set all values to one thing, but write is the most pointed direction)
3. Note the instruction’s register and offset
Identify the register used in the write (e.g., [eax+14]) and remember the offset (0x14 in this case).
4. Break and trace from the write
Set a break and trace conditionally:
Use EAX == 0x12345678 (adjust for your value from (1))
Subtract the offset from your address so the instruction resolves correctly (78-14 is 64)
Disable all calls and step-over options to reduce trace noise
5. Split the item in-game to trigger the trace
This trace will be used later. Keep it open for step (10) and optionally step (16)
6. Expand the function history in the trace
Each new line = a function call. For each, starting at the deepest point and slowly climbing outwards:
Double-click the line to open the instruction in memory view
Scroll up one line to the call (or ideally, scroll further to the first LEA or register write from the stack)
Set a breakpoint there
7. Filter function calls by behavior
If a breakpoint randomly triggers, it’s shared logic, skip it. Move up the stack until you find the first function that triggers only when you split the item.
8. Confirm the call is specific to your action
Trigger the event again (split item) and verify that this breakpoint fires. If it fires multiple times, use your judgment to isolate the correct one. Sometimes it will call multiple times to evaluate the max item, the required item count, and then the actual item or whatever, there will be a way to filter out only the correct call in these types of loops (usually the loop counter).
9. Set a second break and trace above that call
Ideal locations: the last jump before the call or the first stack-accessing instruction (e.g., LEA, MOV, etc.)
10. Compare this trace to the one in step 5
Follow the same function expansion path of (5), trace from the write backward to find where the target address and value were set. This tells you where the address and/or value truly originate.
11. (Optional frustration step)
If you’re playing something like Tinkerlands, both the address and value may be obfuscated to the point where it's annoying to even deal with it. You’ll need alternate methods, but this (1–10) will work for most engines with shared write functions.
AOB Hook and Stack Editing
12. Set a breakpoint at your final chosen hook location
This is usually the same as step (9).
13. In the memory viewer, right-click the stack window and choose “Full Stack”
This gives you visibility into all parameters and return addresses.
14. Look for pre/post values of your item on the stack
For example:
Splitting shows a 100% and 50% stack value
Crafting shows a 100% and 100%-X change
Note which stack values reflect this change. Either set them to your desired max or set the subtraction to 0 to duplicate, or anything that works.
15. Build your AOB and test edits on the stack
Start editing stack values one at a time to see which affects the game. If you’re unsure:
Edit them all first to confirm it works
Then comment out each one until you isolate the exact address(es) that work to edit your values as desired.
16. (Optional deep dive)
You can keep climbing the call stack further to find where those stack values were pushed on the stack, letting you intervene earlier or more cleanly, but sometimes those are shared functions again and it is more of a hassle than staying at the identified singular use function.
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