[COMPLETED] [REQ] Surviving the Aftermath
[COMPLETED] [REQ] Surviving the Aftermath
Game: Surviving the Aftermath
Link: [Link]
Otions:
Inf Resourse
Inf Research Point
and etc.
Pls create tabel.
Link: [Link]
Otions:
Inf Resourse
Inf Research Point
and etc.
Pls create tabel.
Last edited by Pwawapwap on Wed Oct 23, 2019 2:54 pm, edited 1 time in total.
- The Mogician
- Table Makers
- Posts: 762
- Joined: Sat Mar 04, 2017 12:00 am
- Reputation: 556
Re: [REQ] Surviving the Aftermath
Is the game any good? How is it compared to Surviving Mars? I might make a table for it but I haven't had the chance to get the game somewhere other than Epic Store yet.
EDIT: Okay, I took a look at it, everything you want is in 4 bytes. The game ATM is way worse than Surviving Mars.
EDIT: Okay, I took a look at it, everything you want is in 4 bytes. The game ATM is way worse than Surviving Mars.
-
- Expert Cheater
- Posts: 98
- Joined: Sun Feb 04, 2018 8:50 pm
- Reputation: 5
Re: [REQ] Surviving the Aftermath
The Mogician please please please)) we need your tables))
Re: [REQ] Surviving the Aftermath
Yess +1 please
Re: [REQ] Surviving the Aftermath
Please create one!
Re: [REQ] Surviving the Aftermath
+1 Yess please. This game looks promising.
- BoehserOnkel
- Expert Cheater
- Posts: 473
- Joined: Sat Mar 04, 2017 7:47 am
- Reputation: 96
Re: [REQ] Surviving the Aftermath
its the 2nd part if you would say - after success on mars the people going back to destroyed earth (there was a scenario on surving mars where the earth was on fire)The Mogician wrote: ↑Tue Oct 22, 2019 1:28 pmIs the game any good? How is it compared to Surviving Mars? I might make a table for it but I haven't had the chance to get the game somewhere other than Epic Store yet.
EDIT: Okay, I took a look at it, everything you want is in 4 bytes. The game ATM is way worse than Surviving Mars.
same dev´s - i think it would be really good and worth the effort to make tables untill the modding is possible
i cant wait for - the modding on surviving mars was fun (but stressfull lol ) , my old mod still working on survivng mars even after a lot of updates (not all parts of the mod but 90% of it)
so yes a +1 for table from me
greetings
Re: [REQ] Surviving the Aftermath
Alright here's simple table though, the game still buggy sometimes the colonists stuck not moving at all lol....
(its early access after all)...
• Enable Cheats
•• -- Colonist --
--- Max. Health
--- Max. Happines
--- No. Hunger
--- No. Thirst
--- No. Tiredness
--- No. Radiation
--- No. Injury
--- No. Mutated
--- Forever Young
•• -- Resources --
--- Inf. Harvest Resources
•• -- Exploration --
--- Inf. Action Points
•• -- Building --
--- Inf. Building Health
•• Inf. Research Points
and don't sad or angry when your colonist got stucked... lol
(its early access after all)...
• Enable Cheats
•• -- Colonist --
--- Max. Health
--- Max. Happines
--- No. Hunger
--- No. Thirst
--- No. Tiredness
--- No. Radiation
--- No. Injury
--- No. Mutated
--- Forever Young
•• -- Resources --
--- Inf. Harvest Resources
•• -- Exploration --
--- Inf. Action Points
•• -- Building --
--- Inf. Building Health
•• Inf. Research Points
and don't sad or angry when your colonist got stucked... lol
- Attachments
-
- Aftermath64.CT
- (14.96 KiB) Downloaded 616 times
Re: [REQ] Surviving the Aftermath
So, I checked the game code & there are already in-game cheats that provide pretty much everything...
Select All -> Copy & paste the code directly into CE table part
Updated Script
F10 - Open/Close Cheat Window
LeftShift+F2 - Spawn All Resources in quantities of 10
LeftShift+F3 - Spawn random people
LeftShift+F4 - Add specialist
Select All -> Copy & paste the code directly into CE table part
Updated Script
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>7</ID>
<Description>"Mono"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{$lua}
if syntaxcheck then return end
[ENABLE]
LaunchMonoDataCollector()
[DISABLE]
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>3</ID>
<Description>"CheatManager"</Description>
<Options moHideChildren="1"/>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>[ENABLE]
aobscanregion(_CheatManager,Aftermath.Cheats:CheatManager:Update+50,Aftermath.Cheats:CheatManager:Update+100,85 C0)
alloc(newmem,2048,_CheatManager)
label(returnhere)
registersymbol(_CheatManager)
label(_Cheat)
registersymbol(_Cheat)
getmonostruct(CheatManager)
registersymbol(CheatManager.peopleToSpawn)
registersymbol(CheatManager.spawnedPeopleAge)
label(__CheatManager)
registersymbol(__CheatManager)
newmem:
mov [_Cheat],rax
mov [_Cheat+8],rcx
__CheatManager:
readmem(_CheatManager-3,3)
test eax,eax
jmp returnhere
_Cheat:
dq 0 0 0
_CheatManager-3:
jmp newmem
returnhere:
[DISABLE]
dealloc(newmem)
_CheatManager-3:
//movzx eax,byte ptr [rax]
//test eax,eax
readmem(__CheatManager,3)
db 85 C0
unregistersymbol(_CheatManager)
unregistersymbol(_Cheat)
unregistersymbol(CheatManager.peopleToSpawn)
unregistersymbol(CheatManager.spawnedPeopleAge)
unregistersymbol(__CheatManager)
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>4</ID>
<Description>"CheatsEnabled ?"</Description>
<DropDownList DescriptionOnly="1" DisplayValueAsItem="1">0:No
1:Yes
</DropDownList>
<VariableType>Byte</VariableType>
<Address>_Cheat</Address>
<Offsets>
<Offset>0</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>5</ID>
<Description>"peopleToSpawn"</Description>
<VariableType>4 Bytes</VariableType>
<Address>_Cheat+8</Address>
<Offsets>
<Offset>CheatManager.peopleToSpawn</Offset>
</Offsets>
</CheatEntry>
<CheatEntry>
<ID>6</ID>
<Description>"spawnedPeopleAge"</Description>
<VariableType>Float</VariableType>
<Address>_Cheat+8</Address>
<Offsets>
<Offset>CheatManager.spawnedPeopleAge</Offset>
</Offsets>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
LeftShift+F2 - Spawn All Resources in quantities of 10
LeftShift+F3 - Spawn random people
LeftShift+F4 - Add specialist
Last edited by Cake-san on Wed Oct 23, 2019 12:21 pm, edited 1 time in total.
Re: [REQ] Surviving the Aftermath
Thank you Guys
Re: [REQ] Surviving the Aftermath
Cake-san wrote: ↑Wed Oct 23, 2019 9:14 amSo, I checked the game code & there are already in-game cheats that provide pretty much everything...
Select All -> Copy & paste the code directly into CE table partF10 - Open/Close Cheat WindowCode: Select all
<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>3</ID> <Description>"CheatManager"</Description> <Options moHideChildren="1"/> <LastState Activated="1"/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] {$lua} LaunchMonoDataCollector() {$asm} aobscanregion(_CheatManager,Aftermath.Cheats:CheatManager:Update+50,Aftermath.Cheats:CheatManager:Update+100,0F B6 00 85 C0) alloc(newmem,2048,_CheatManager) label(returnhere) registersymbol(_CheatManager) label(_Cheat) registersymbol(_Cheat) getmonostruct(CheatManager) registersymbol(CheatManager.peopleToSpawn) registersymbol(CheatManager.spawnedPeopleAge) newmem: mov [_Cheat],rax mov [_Cheat+8],rcx movzx eax,byte ptr [rax] test eax,eax jmp returnhere _Cheat: dq 0 0 0 _CheatManager: jmp newmem returnhere: [DISABLE] dealloc(newmem) _CheatManager: //movzx eax,byte ptr [rax] //test eax,eax db 0F B6 00 85 C0 unregistersymbol(_CheatManager) unregistersymbol(_Cheat) unregistersymbol(CheatManager.peopleToSpawn) unregistersymbol(CheatManager.spawnedPeopleAge) </AssemblerScript> <CheatEntries> <CheatEntry> <ID>4</ID> <Description>"CheatsEnabled ?"</Description> <DropDownList DescriptionOnly="1" DisplayValueAsItem="1">0:No 1:Yes </DropDownList> <LastState Value="1" RealAddress="1B492907E30"/> <VariableType>Byte</VariableType> <Address>_Cheat</Address> <Offsets> <Offset>0</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>5</ID> <Description>"peopleToSpawn"</Description> <LastState Value="10" RealAddress="1B5A2384558"/> <VariableType>4 Bytes</VariableType> <Address>_Cheat+8</Address> <Offsets> <Offset>CheatManager.peopleToSpawn</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>6</ID> <Description>"spawnedPeopleAge"</Description> <LastState Value="20" RealAddress="1B5A238455C"/> <VariableType>Float</VariableType> <Address>_Cheat+8</Address> <Offsets> <Offset>CheatManager.spawnedPeopleAge</Offset> </Offsets> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatTable>
LeftShift+F2 - Spawn All Resources in quantities of 10
LeftShift+F3 - Spawn random people
LeftShift+F4 - Add specialist
Not working for me pressing F10
Re: [REQ] Surviving the Aftermath
When i copy this into cheat engine i get a table but cant activate it and F10 wont prompt the cheat windowsCake-san wrote: ↑Wed Oct 23, 2019 9:14 amSo, I checked the game code & there are already in-game cheats that provide pretty much everything...
Select All -> Copy & paste the code directly into CE table partF10 - Open/Close Cheat WindowCode: Select all
<?xml version="1.0" encoding="utf-8"?> <CheatTable> <CheatEntries> <CheatEntry> <ID>3</ID> <Description>"CheatManager"</Description> <Options moHideChildren="1"/> <LastState Activated="1"/> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] {$lua} LaunchMonoDataCollector() {$asm} aobscanregion(_CheatManager,Aftermath.Cheats:CheatManager:Update+50,Aftermath.Cheats:CheatManager:Update+100,0F B6 00 85 C0) alloc(newmem,2048,_CheatManager) label(returnhere) registersymbol(_CheatManager) label(_Cheat) registersymbol(_Cheat) getmonostruct(CheatManager) registersymbol(CheatManager.peopleToSpawn) registersymbol(CheatManager.spawnedPeopleAge) newmem: mov [_Cheat],rax mov [_Cheat+8],rcx movzx eax,byte ptr [rax] test eax,eax jmp returnhere _Cheat: dq 0 0 0 _CheatManager: jmp newmem returnhere: [DISABLE] dealloc(newmem) _CheatManager: //movzx eax,byte ptr [rax] //test eax,eax db 0F B6 00 85 C0 unregistersymbol(_CheatManager) unregistersymbol(_Cheat) unregistersymbol(CheatManager.peopleToSpawn) unregistersymbol(CheatManager.spawnedPeopleAge) </AssemblerScript> <CheatEntries> <CheatEntry> <ID>4</ID> <Description>"CheatsEnabled ?"</Description> <DropDownList DescriptionOnly="1" DisplayValueAsItem="1">0:No 1:Yes </DropDownList> <LastState Value="1" RealAddress="1B492907E30"/> <VariableType>Byte</VariableType> <Address>_Cheat</Address> <Offsets> <Offset>0</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>5</ID> <Description>"peopleToSpawn"</Description> <LastState Value="10" RealAddress="1B5A2384558"/> <VariableType>4 Bytes</VariableType> <Address>_Cheat+8</Address> <Offsets> <Offset>CheatManager.peopleToSpawn</Offset> </Offsets> </CheatEntry> <CheatEntry> <ID>6</ID> <Description>"spawnedPeopleAge"</Description> <LastState Value="20" RealAddress="1B5A238455C"/> <VariableType>Float</VariableType> <Address>_Cheat+8</Address> <Offsets> <Offset>CheatManager.spawnedPeopleAge</Offset> </Offsets> </CheatEntry> </CheatEntries> </CheatEntry> </CheatEntries> </CheatTable>
LeftShift+F2 - Spawn All Resources in quantities of 10
LeftShift+F3 - Spawn random people
LeftShift+F4 - Add specialist
Re: [REQ] Surviving the Aftermath
Well, it can be either dev remove/update the module or a simple mov instruction can be generated differently on different system...
Updated my script
Try again then.
Had to activate the script and set CheatsEnabled ? to Yes... then you can try press that hotkey...
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