Graveyard Keeper

Upload your cheat tables here (No requests)
huldu
Noobzor
Noobzor
Posts: 7
Joined: Thu Nov 01, 2018 12:28 pm
Reputation: 1

Re: Graveyard Keeper

Post by huldu »

The table by jawi still works, except the health. That one does not work for me.

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

Istrate
What is cheating?
What is cheating?
Posts: 1
Joined: Sat Dec 15, 2018 7:54 am
Reputation: 0

Re: Graveyard Keeper

Post by Istrate »

Hello. The first table posted by ImpalaPUA, especially "Infinite Items (your stack doesn't decrease)" was excelent. But once i updated my game to v1.104.24838-GOG that table doesn't work anymore. The newer ones are handy, but totally lack this desired option. Could you please create a new table with a similar option? The one with "Edit clicked item quantity" is okay, but hard to use because you have to adjust the quantities manually once you modify something, and sometimes this gets bugged. With the older option, the infinite items, i had no problems as I could do anything without loosing the inventory count. Thank you very much.

finderz
Noobzor
Noobzor
Posts: 11
Joined: Sat Mar 25, 2017 11:26 pm
Reputation: 6

Re: Graveyard Keeper

Post by finderz »

Does this table support the latest version v1.122?

silverbody
What is cheating?
What is cheating?
Posts: 2
Joined: Wed Apr 19, 2017 1:21 am
Reputation: 0

Re: Graveyard Keeper

Post by silverbody »

Does anyone know the value type of the body decay number. I have tried searching all types. But I never could get the results lower than ~2000 hits. I have also tried searching with float but I have not had any success with it. However, I am still very inexperienced with working with cheat engine.

Allen1013
Expert Cheater
Expert Cheater
Posts: 113
Joined: Thu Mar 02, 2017 11:11 pm
Reputation: 19

Re: Graveyard Keeper

Post by Allen1013 »

finderz wrote:
Mon Jan 14, 2019 8:40 am
Does this table support the latest version v1.122?
I was wondering the same thing. I don't think so.

User avatar
Cake-san
Table Makers
Table Makers
Posts: 425
Joined: Sun Mar 26, 2017 4:32 pm
Reputation: 772

Re: Graveyard Keeper

Post by Cake-san »

Some options like craft and work multiplier, still work on my game , so I'm not going to included it in my table.
You have to merge it yourself.

Here's my small contribution.

options:

Durability 100%
- just like Unbreakable tools but injection points is on the head of the module instead of tail.

IsEnoughItems (buggy)
- Set IsEnoughItems flag to always true which enable you to craft things even you dont have that ingredient,but still will consume ingredient that you have.

Get Player
- Get playercomponent pointer which contain hp, money, in rest tab - inventory size, sanity, energy and speed.

Get Environment
- Get Enviromentengine pointer which contain current time.

Ignore Tech points
- Ignore tech points completely which does not check amout and nor consume .

Set Item value (Warning!)
- Activate -> open your inventory -> deactivate . If you activate the script while you get some items, you will get too much of it.

Enjoy :D
Attachments
Graveyard Keeper_v1.122.CT
(20.92 KiB) Downloaded 164 times

Allen1013
Expert Cheater
Expert Cheater
Posts: 113
Joined: Thu Mar 02, 2017 11:11 pm
Reputation: 19

Re: Graveyard Keeper

Post by Allen1013 »

Thank ya kindly :)

Impala
Table Makers
Table Makers
Posts: 607
Joined: Tue Apr 18, 2017 6:47 pm
Reputation: 396

Re: Graveyard Keeper

Post by Impala »

Istrate wrote:
Sat Dec 15, 2018 7:58 am
Hello. The first table posted by ImpalaPUA, especially "Infinite Items (your stack doesn't decrease)" was excelent. But once i updated my game to v1.104.24838-GOG that table doesn't work anymore. The newer ones are handy, but totally lack this desired option. Could you please create a new table with a similar option? The one with "Edit clicked item quantity" is okay, but hard to use because you have to adjust the quantities manually once you modify something, and sometimes this gets bugged. With the older option, the infinite items, i had no problems as I could do anything without loosing the inventory count. Thank you very much.
Updated

CannonFodder
Table Makers
Table Makers
Posts: 186
Joined: Mon May 08, 2017 3:34 pm
Reputation: 106

Re: Graveyard Keeper

Post by CannonFodder »

I hate to carry logs or stones all the way home, so...
I modified game assembly file, making every item on map to fly to player automatically.
For game version 1.123 , steam

Update1: Changed all item fly position to 60 unit right of player, this will make interaction with other things easier when there are lots of logs. Collectables will now stop flying near player if player can collect them.

Update2: All stackable items will now have 5 times max stack size, no more browsing over a long inventory list!

Update3: Removed craft timer, all newly started automatic craft task (such as embalming) will be completed instantly. I need it here and now! There is a side effect, trees will regrow instantly as sooon as you dig out the root. I have finished the game, this is the last update.

It seems the forum added password to the attachment, I will retain it.

password: frf
Assembly-CSharp update1.rar
(717.34 KiB) Downloaded 48 times
Assembly-CSharp update2.rar
(709 KiB) Downloaded 45 times
Assembly-CSharp update3.rar
(721.62 KiB) Downloaded 56 times

krmit
Expert Cheater
Expert Cheater
Posts: 411
Joined: Wed Apr 19, 2017 7:02 am
Reputation: 61

Re: Graveyard Keeper

Post by krmit »

Requesting table update for v1.200 with new DLC.
Thankd in advance.

User avatar
Cake-san
Table Makers
Table Makers
Posts: 425
Joined: Sun Mar 26, 2017 4:32 pm
Reputation: 772

Re: Graveyard Keeper

Post by Cake-san »

Get Player - Updated Offset (don't have motivation to add more options) :sleep:

Just Select All the code -> copy&paste it directly into CE table part...

Note: You have to delete my old "Get Player" script for this new script to work...

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1105</ID>
      <Description>"Get PlayerComponent"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
assert(PlayerComponent:Update,55 8B EC 57 83 EC 64)
alloc(newmem,2048)
label(returnhere)
label(_player)
registersymbol(_player)
getmonostruct(PlayerComponent)
getmonostruct(WorldGameObject)
getmonostruct(Item)
getmonostruct(GameRes)
registersymbol(PlayerComponent._wgo)
registersymbol(WorldGameObject._data)
registersymbol(Item._params)
registersymbol(GameRes._res_type)
registersymbol(GameRes._res_v)
registersymbol(GameRes._hp)
registersymbol(GameRes._money)

newmem:
push ebp
mov ebp,esp
push edi
sub esp,64
mov edi,[ebp+08]
mov [_player],edi
jmp returnhere
_player:
dq 0
PlayerComponent:Update:
jmp newmem
nop
nop
returnhere:

{$lua}
if syntaxcheck then return end
function addMoreAddresses(desc,addr)
	if(getAddressList().getMemoryRecordByDescription(desc) == null)then
		local rec = getAddressList().createMemoryRecord()
		rec.setAddress("_player")
		rec.setOffsetCount(4)
        rec.OffsetText[0]= addr
        rec.OffsetText[1]= "Item._params"
        rec.OffsetText[2]= "WorldGameObject._data"
        rec.OffsetText[3]= "PlayerComponent._wgo"
		rec.setDescription(desc)
		rec.VarType = "vtSingle"
		rec.appendToEntry(getAddressList().getMemoryRecordByDescription("Get PlayerComponent"))
	end
end
addMoreAddresses("_hp","GameRes._hp")
addMoreAddresses("_money","GameRes._money")
{$asm}

[DISABLE]
dealloc(newmem)
PlayerComponent:Update:
//push ebp
//mov ebp,esp
//push edi
//sub esp,64
db 55 8B EC 57 83 EC 64
unregistersymbol(_player)

unregistersymbol(PlayerComponent._wgo)
unregistersymbol(WorldGameObject._data)
unregistersymbol(Item._params)
unregistersymbol(GameRes._res_type)
unregistersymbol(GameRes._res_v)
unregistersymbol(GameRes._hp)
unregistersymbol(GameRes._money)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>1155</ID>
          <Description>"res"</Description>
          <Options moHideChildren="1"/>
          <LastState/>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>{$lua}
if syntaxcheck then return end
[ENABLE]
local num = readInteger("[[[[[_player]+PlayerComponent._wgo]+WorldGameObject._data]+Item._params]+GameRes._res_type]+C")
if (num == null)then num = 10 end
if (num ~= null) then
	for i=0, num-1 do
		local str = string.format(i)
		if(getAddressList().getMemoryRecordByDescription(str) == null)then
			local tec = getAddressList().createMemoryRecord()
			tec.setAddress("_player")
			tec.setDescription(str)
			tec.setOffsetCount(7)
			tec.Offset[0]= 0xC
			tec.Offset[1]= 0x10 + 0x4 * i
			tec.Offset[2]= 0x8
			tec.OffsetText[3]= "GameRes._res_type"
			tec.OffsetText[4]= "Item._params"
			tec.OffsetText[5]= "WorldGameObject._data"
			tec.OffsetText[6]= "PlayerComponent._wgo"
            tec.VarType = "vtString"
            tec.String.Size = 100
            tec.String.Unicode = true
			tec.appendToEntry(getAddressList().getMemoryRecordByDescription("res"))


			local vec = getAddressList().createMemoryRecord()
			vec.setAddress("_player")
			vec.setDescription("value")
			vec.setOffsetCount(6)
			vec.Offset[0]= 0x10 + 0x4 * i
			vec.Offset[1]= 0x8
			vec.OffsetText[2]= "GameRes._res_v"
			vec.OffsetText[3]= "Item._params"
			vec.OffsetText[4]= "WorldGameObject._data"
			vec.OffsetText[5]= "PlayerComponent._wgo"
            vec.VarType = "vtSingle"
			vec.appendToEntry(tec)
		end
	end
end
[DISABLE]
</AssemblerScript>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

code991
Noobzor
Noobzor
Posts: 11
Joined: Mon Feb 25, 2019 4:11 pm
Reputation: 1

Re: Graveyard Keeper

Post by code991 »

krmit wrote:
Wed Oct 30, 2019 12:39 am
Requesting table update for v1.200 with new DLC.
Thankd in advance.
+1

Master0015
What is cheating?
What is cheating?
Posts: 3
Joined: Sun Nov 05, 2017 8:54 pm
Reputation: 2

Re: Graveyard Keeper

Post by Master0015 »

.
Last edited by Master0015 on Sun Aug 14, 2022 2:01 am, edited 1 time in total.

rudm09
Expert Cheater
Expert Cheater
Posts: 142
Joined: Sun Aug 26, 2018 5:44 pm
Reputation: 57

Re: Graveyard Keeper

Post by rudm09 »

+3

jocomomoco
What is cheating?
What is cheating?
Posts: 2
Joined: Tue Dec 03, 2019 4:51 pm
Reputation: 0

Re: Graveyard Keeper

Post by jocomomoco »

CannonFodder wrote:
Mon Jul 08, 2019 5:41 am
I hate to carry logs or stones all the way home, so...
I modified game assembly file, making every item on map to fly to player automatically.
For game version 1.123 , steam

Update1: Changed all item fly position to 60 unit right of player, this will make interaction with other things easier when there are lots of logs. Collectables will now stop flying near player if player can collect them.

Update2: All stackable items will now have 5 times max stack size, no more browsing over a long inventory list!

Update3: Removed craft timer, all newly started automatic craft task (such as embalming) will be completed instantly. I need it here and now! There is a side effect, trees will regrow instantly as sooon as you dig out the root. I have finished the game, this is the last update.

It seems the forum added password to the attachment, I will retain it.

password: frf
Assembly-CSharp update1.rar
Assembly-CSharp update2.rar
Assembly-CSharp update3.rar
Thaks a lot but could you tell me exactly what lines of code you modified? I intend to do the same for the game version 1.201

Post Reply

Who is online

Users browsing this forum: defe, Derionis, Google [Bot], Google Adsense [Bot], Lokisonl, neochinoko, Raijinken, Revolver, SunBeam, xclone26., YandexBot