It's a Unity game, therefore the table should work for all Platforms.
The table updates offsets automatically. You should be able to use latest table version even if it doesn't match the game version.
Features
Scripts
Keep the game running in the background (credits to cfemen)
Player
Invulnerable (same as GameController Pointer->Player->IsInvulnerable = True)
Mining Speedhack
Speedhack
XP Multiplier
Free Level Up Reroll (Not visible in UI)
Weapons
Instant Reload
Attack Speed Hack
Weapons Damage Hack
No Spread
Shop (The shop between stages)
Free Shop Upgrades
Free Shop Reroll
Free Shop Heal
Enemies
Always Spawn Magnets
One Hit Enemies
Freeze DropPod Timer
Pointers
GameController Pointer
Use Magnet Pickup (function script)
Player Pointer
Weapons Pointer
Weapon 1
Weapon 2
Weapon 3
Weapon 4
Wallet Pointer (Resources)
Current HP
IsInvulnerable (set the value to 1 for god mode)
Armor
Move Speed
Mining Speed
XP Gain (multiplier)
Dodge (stat)
Luck (stat)
Pickup Radius (stat)
BiomeGoalManager Pointer
pointsEarned (The stuff you need to unlock new missions)
PickupSpawner Pointer
SaveDataManager Pointer
SaveData Pointer (read only data)
DropPod Pointer
After activating a top level Pointer (e.g. GameController or DropPod) you have to bring the game into focus to get it updated, before you can use it.
How to enable God Mode?
1. Open GameController Pointer->Player
2. Set the value of IsInvulnerable to 1
Since table v1.1.0 you can use the "Invulnerable" script for the same effect
How to change Resources?
1. Open GameController Pointer->Player->Wallet
2. Here you can change Values of resources, but they won't be visible in the UI.
You still will be able to buy all the upgrades.
Hints
The Instant Reload script effects ALL weapons. But you can increase the Reload Time value (to 1 for example) to not spam them too hard.
As an alternative to the Instant Reload script you can increase the reloadSpeed value under each weapon in the Weapon Pointer, or decrease the ReloadTime under WeaponSkillData of the weapon
The One Hit Enemies script makes all enemies always take a certain amount of damage, regardless of the damage source. You can change the value once you have activated the script.
The Freeze DropPod Timer script prevents the DropPod from leaving, but the UI has its own countdown timer that keeps running and can display strange values.
You can activate an unused game feature "PowerUps" in the PickupSpawner Pointer. Set enablePowerUps to 1, then you can modify other powerUp related entries to let monsters drop PowerUps that will give you upgrades.
Table Changelog
Table update 08.08.2024 (Table v1.1.1, Game v0.3.0d):
- Add missing "label(return)" in a lot of scripts Table update 09.07.2024 (Table v1.1.0, Game v0.2.280d):
- Add Invulnerable script
- Add Update PickUp radius script
- Add back the table version check Table update 26.06.2024 (Table v1.0.2, Game v0.2.273d):
- Fix Always Spawn Magnets script Table update 26.06.2024 (Table v1.0.1, Game v0.2.273d):
- Fix Mining Speedhack script
- Fix Free Shop Reroll script
- Fix Free Shop Heal script Table update 15.05.2024 (Table v1.0, Game v0.2.226d):
- Add table Version
- Add a better check if the game process is already open
- Fix Mining Speedhack script
- Auto update pointers offsets
- Fix Keep the game running in the background script Table update 20.03.2024 (v0.2.188d):
- Add Attack Speed Hack script
- Fix One Hit Enemies script
- Fix Freeze DropPod Timer script Table update 27.02.2024 (v0.2.165d):
- Add CE version check
- Add EnemySpawner pointer
- Fix One Hit Enemies script Table update 22.02.2024 (v0.2.146d):
- Add Keep the game running in the background script
- Update auto attach Lua script to be able to reattach, if the game was closed and opened again Table update 19.02.2024 2d update (v0.2.141d):
- Move scripts into categories
- Add Free Shop Upgrades script
- Add Free Shop Reroll script
- Add Free Shop Heal script Table update 19.02.2024 (v0.2.141d):
- Add Freeze DropPod Timer script
- Add Always Spawn Magnets script
- Add Use Magnet Pickup function script
- Add PickupSpawner Pointer
- Add DropPod Pointer Table update 18.02.2024 (v0.2.141d):
- Add back SaveDataManager pointer with SaveData pointer
- Add ClassRanks pointers to SaveData pointer
- Add BiomeGoalManager Pointer Table update 18.02.2024 (v0.2.141d):
- Add offsets auto update system
- Add No Spread script
- Add Weapons Damage Hack script
- Add Mining Speedhack script Table update 17.02.2024 (v0.2.141d):
- Fix Instant Reload script
- Fix WeaponSkillData pointer for each weapon
- Add Speedhack script
- Add XP Multiplier script Table update 17.02.2024 (v0.2.1360):
- Add Weapons Pointer 3d table update 16.02.2024 (v0.2.1360):
- Add One Hit Enemies script
- Add Instant Reload script Table update 16.02.2024 (v0.2.1360):
- Add more offsets to the Player pointer Initial release 16.02.2024 (v0.2.1360):
- GameController Pointer with Player Pointer with SaveDataManager Pointer
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
hello and thx a lot for this table.
the script instant reload don't work for me , when i click on, little charge of work and nothing more, maybe it need a proper way to load it ?
hello and thx a lot for this table.
the script instant reload don't work for me , when i click on, little charge of work and nothing more, maybe it need a proper way to load it ?
The Script needed to be updated for the latest game version.
I've updated the table now for the version 0.2.141D
Would you be able to add a way to call Player.OnMagnetPickup?
I've made my own script, but unlike invoking it from ".Net Info" my script does crash the game from time to time.
I'm not sure what I did wrong, so you may be able to fine a better way
Would you be able to add a way to call Player.OnMagnetPickup?
I've made my own script, but unlike invoking it from ".Net Info" my script does crash the game from time to time.
I'm not sure what I did wrong, so you may be able to fine a better way
local playerPtr = getAddress("[[gameControllerPtr]+0xB0]")
local methodId = mono_findMethod('', 'Player', 'OnMagnetPickup')
mono_invoke_method('', methodId, playerPtr, {{vtSingle, 0}})
Btw the float "value" parameter has no effect on the OnMagnetPickup function at the moment.
Also keep in mind, that your Player Pointer need to be up to date. I recommend to check that it's not a nullptr before calling the function.
However, I haven't used method invoking in CE enough to know if it has any bugs.
Thanks! Seems to be working great so far!
I wonder if my pointer was wrong somehow, but still - thanks again!
EDIT
Nope, still sometimes crashing the game with no reason
Thanks! Seems to be working great so far!
I wonder if my pointer was wrong somehow, but still - thanks again!
EDIT
Nope, still sometimes crashing the game with no reason
Would be cool if you could try to use the script "Use Magnet Pickup" in my table and tell if it crashes sometimes as well.
But overall, I decided that it's easier and safer just to make Magnets spawn all the time and developed the "Always Spawn Magnets" script.
"Use Magnet Pickup" crashed as well on the third floor... weird. But it might be related to my system somehow.
I tried now playing the whole match and use the Use Magnet Pickup script each few minutes and it was fine.
When exactly does it crash for you? Instantly when you invoke the function or a bit later?
What are your specs? Are you on the latest CE v7.5?
Are you sure that the problem is not with the Magnet itself? You can use the "Always Spawn Magnets" script and see if normal magnets causes a crash as well, then you'll know if it's a bug in the game.
However, I personally don't trust the whole mono magic of CE. It's awesome, but the game uses il2cpp and CE injects all the unity mono dlls into the game to get all the information, which is most likely not perfect.
"Use Magnet Pickup" crashed as well on the third floor... weird. But it might be related to my system somehow.
I tried now playing the whole match and use the Use Magnet Pickup script each few minutes and it was fine.
When exactly does it crash for you? Instantly when you invoke the function or a bit later?
What are your specs? Are you on the latest CE v7.5?
Are you sure that the problem is not with the Magnet itself? You can use the "Always Spawn Magnets" script and see if normal magnets causes a crash as well, then you'll know if it's a bug in the game.
However, I personally don't trust the whole mono magic of CE. It's awesome, but the game uses il2cpp and CE injects all the unity mono dlls into the game to get all the information, which is most likely not perfect.
UnityPlayer.dll randomly crashes with code 0xc5, sometimes on stage 1, sometimes on the last one. I'm calling it from time to time, but I wasn't able to finish the game without crashing.
Ryzen 5 5600x, 32g 3000mhz ram, rx 6600. Latest CE 7.5
Magnet seems absolutely fine, and as I mentioned above - this never happens if I'm invoking function from ".Net Info"
Indeed, I ended up using magnet spawner as a workaround and it works just fine - thank you for that!
Never had anything like that before with other unity games which is weird