Hi, with "Unlimited item" you can create infinite "Qubit Chip", which let you level up you QC more that it should, so you can have more than 6 Alter.
Just so you know you can't finish the game with this, because Spoiler
you can only create 1 "Ark Sarcophagus" which lead to you not being able to say goodbye to 3 Alter, softblocking you. So if someone know a way to create more than 1 "Ark sarcophagus, please let me know.
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
Last edited by Somniivi on Mon Jun 16, 2025 3:52 pm, edited 1 time in total.
int *__fastcall countItemStorage(__int64 storageptr, int *a2, char a3, char a4)
The aob leads into "public: bool __cdecl UP9ResourceSubsystem::CanReduceStorageSpace(enum EP9StorageType, struct FP9FixedPointData const &, class TArray<struct FP9ResourceAmount, class TSizedDefaultAllocator<32>> const &) const" where "public: struct FP9FixedPointData __cdecl UP9ResourceSubsystem::GetUsedSpace(enum EP9StorageType, bool) const" is the function being called. Note that __this ptr is not included in the args.
Maybe check out the DEBUG SYMBOLS for the Test or EGS versions on [Link]? Just a suggestion to help you better understand those functions. Search for "alters".
int *__fastcall countItemStorage(__int64 storageptr, int *a2, char a3, char a4)
The aob leads into "public: bool __cdecl UP9ResourceSubsystem::CanReduceStorageSpace(enum EP9StorageType, struct FP9FixedPointData const &, class TArray<struct FP9ResourceAmount, class TSizedDefaultAllocator<32>> const &) const" where "public: struct FP9FixedPointData __cdecl UP9ResourceSubsystem::GetUsedSpace(enum EP9StorageType, bool) const" is the function being called. Note that __this ptr is not included in the args.
Maybe check out the DEBUG SYMBOLS for the Test or EGS versions on [Link]? Just a suggestion to help you better understand those functions. Search for "alters".
thanks for pointing out.
The pattern i left is a breadcrumb, it leads to the spot that calls the function i want (e.g. the wildcards after the first E8)
For this game, i didn't use any UE debuggign tools (i assume you mean the native UE naming ) at all and just slapped the executable into IDA the prototypes were generated by IDA and the naming were made by myself with some breadcrumbs so i could find the functions again were they to ever break.
If i ever find the time ill slap an use an ue debugger and check how much more there is.
Nah, I don't mean some UE tool. I meant the debugging symbols from the MSVS compiler. You can also load them in IDA so IDA doesn't need to prototype stuff. The .pdb file matching the .exe:
Anything else is just modding tools someone built for the INTERNAL UE game structs. Like dumpers and all other shit.
P.S.1: Tell me you know what a pdb is and you've used these before with either live debugging or IDA
P.S.2: I recommend using "??" in aob patterns, as a BYTE, by definition, is a 2-digits symbolic. This "?" thingie came from 50 years ago when people considered 1-byte removal as some sort of optimization for a scan cycle. We're in 2025 and doing a fast scan with a normal byte is lightning fast. I am pretty sure there will be some snob who will correct me showing that using "?" vs. "??" brings in a peta-second of optimization.. which is negligeable in today's modern CPUs.. But then again, you'll probably tell me you used some signature generator which does that or somehow, IDA doesn't support ?? instead of ?..
Long shot, but i got bugged in act 3 when creating the materializer... it didn't get added to my inventory, and i can't craft it anymore, so i'm stuck at this point in the story. the pointer table doesn't seem to contain it. any way to re-add it to my inventory?
materializer - It's a building on your base like a kitchen, not an item you make on a workbench.
Wow, you're right. I coulda swore i built it in the workshop and then it disappeared. Thanks for saving my game lol
:O my gamefolder didn't ship with any pdb files i guess thats what you get for installing a RUNE version. fair enough lol
Spoiler
if there was, CE would have loaded it and when generating a pattern CE would have included those into the aob template generation (correct me if i'm wrong)
as for the patterns, they are manually done and yes ida accepts either ? or ?? i copy the entire hex string into notepad and replace what i think could change with wildcards the reason i only do a single ? is because it's shorter. (i know x64dbg doesn't accept single ?'s)
The patterns i do are extra-long so i can cut they short or use different parts of the pattern later if there is no match on the first try.
Edit: also thanks alot of the link just realized it's a pdb-store
The game folder ships with pdbs in the Epic Games Store version. Even so, the point is you can use these pdbs to make sense of the namings in any version, by matching the functions by aobs. Then just label them manually. Or.. if you're more into this aspect, use BinDiff and generate a FakePDB that works with the Steam build. I play the bought version on EGS, 11-bit makes nice games so I love to support them. it doesn't make any difference which version, though, as all have a 99% core content, then 1% crap tailored to each store APIs: Steam, EGS, GOG. The game is available on all these stores. But on some of the stores, due to how they're configured, pdbs might slip in. Which is what happened on EGS There was also a test build on Steam which got nuked really fast, so you can benefit from that one as well.
As for debugging.games, it's a Discord server/site where debug symbols are submitted/hosted for a TON of games, old and new, however we may find them distributed..
A simple table for Adding resources
Well,these resources can be modified directly by Zanzer's table
For a temporary release, my plan is to add StorageItem
Messing with game time seems error-prone, better to avoid it I think. Scripting problems that broke story triggers, crashed once, that kind of thing.
unfortunately i've uninstalled the game for now lol but i'm pretty sure there's a internal timer in float values (remember seeing somehting when deassembling the struct). Back than i just didnt put too much effort into the timer thing and only superficially checked that it "worked".
and yes you can restore the timer to the previous value AFTER looping through all tasks to get the effect as shown in Sunbeams video above.
Just wanted to mention that if you plan on obtaining story items, like "Lessons Learned", not letting time pass by X days will get you into that situation. I understand people want more time to play in a Day, but then compensate. End Day several times to get dialogues with Alters to happen or Magnetic Storms or anything else. No one asks you to leave a map BEFORE closer to the Sun approaching by 1 day. I'm not even sure there's some achievement for finishing way earlier than predicted. Just some friendly advice.
mov eax,[ecx+178] //max energy
mov [ecx+174],eax //cur energy
checkrad:
cmp [zero_rad],1
jne displayRadiationBkp
mov [ecx+17C],(float)0.0 //cur rad
displayRadiationBkp:
Just noticed.. the game is x64, man. The fact that CE auto-corrects it for you when assembling this is just a trait. You should fix your stuff (ecx is x86; rcx is x64).
Just noticed.. the game is x64, man. The fact that CE auto-corrects it for you when assembling this is just a trait. You should fix your stuff (ecx is x86; rcx is x64).
Yes this was a brainfart from just swapping from a 32bt game (cattle valley). Glad it ended up working though.