Slime Rancher+95 v1.4.1c [Steam]

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Bloodybone
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Re: Slime Rancher+13 v1.0.1e [Steam]

Post by Bloodybone »

Schnitzelmaker wrote:
Wed Aug 23, 2017 2:24 pm
The AOB for this cheat is too long, and reaches the next method, which could be different each time.
For Mono/Unity games i prefere to use the monopipe from cheatengine.
The most time its better to use full injection with class:method+offset. Especially if code is repeated often.
It has also some disadvantages like when the method changed but the code not it is required to update the offset.
Alternative aobscanmodule, aobscanregion can also search only in a method instead the complete memory.

An Example would be:

Code: Select all

usemono()
define(EconomyDirectorGetCurrValueAddress,EconomyDirector:GetCurrValue+6d)
define(EconomyDirectorGetCurrValueBytes,F3 0F 5A C0 F2 0F 5A C0)

[ENABLE]

assert(EconomyDirectorGetCurrValueAddress,EconomyDirectorGetCurrValueBytes)
alloc(newmem,$1000,EconomyDirectorGetCurrValueAddress)

label(code)
label(return)
label(economy_base)

registersymbol(economy_base)

newmem:
  mov [economy_base],rax

code:
  cvtss2sd xmm0,xmm0
  cvtsd2ss xmm0,xmm0
  jmp return

economy_base:
  dq 0

EconomyDirectorGetCurrValueAddress:
  jmp newmem
  nop
  nop
  nop
return:

[DISABLE]

EconomyDirectorGetCurrValueAddress:
  db EconomyDirectorGetCurrValueBytes
  // cvtss2sd xmm0,xmm0
  // cvtsd2ss xmm0,xmm0

unregistersymbol(economy_base)
dealloc(newmem)


{
// ORIGINAL CODE - INJECTION POINT: 07C7232D

07C72300: 0F 84 69 00 00 00              -  je EconomyDirector:GetCurrValue+af
07C72306: 49 8B 47 40                    -  mov rax,[r15+40]
07C7230A: 48 8B C8                       -  mov rcx,rax
07C7230D: 48 8B D7                       -  mov rdx,rdi
07C72310: 48 83 EC 20                    -  sub rsp,20
07C72314: 83 38 00                       -  cmp dword ptr [rax],00
07C72317: 49 BB 80 25 C7 07 00 00 00 00  -  mov r11,System.Collections.Generic:Dictionary`2:get_Item
07C72321: 41 FF D3                       -  call r11
07C72324: 48 83 C4 20                    -  add rsp,20
07C72328: F3 0F 10 40 14                 -  movss xmm0,[rax+14]
// ---------- INJECTING HERE ----------
07C7232D: F3 0F 5A C0                    -  cvtss2sd xmm0,xmm0
07C72331: F2 0F 5A C0                    -  cvtsd2ss xmm0,xmm0
// ---------- DONE INJECTING  ----------
07C72335: 48 83 EC 20                    -  sub rsp,20
07C72339: 49 BB E0 54 F0 05 00 00 00 00  -  mov r11,UnityEngine:Mathf:RoundToInt
07C72343: 41 FF D3                       -  call r11
07C72346: 48 83 C4 20                    -  add rsp,20
07C7234A: 33 C9                          -  xor ecx,ecx
07C7234C: 48 89 4D C0                    -  mov [rbp-40],rcx
07C72350: C6 45 C4 01                    -  mov byte ptr [rbp-3C],01
07C72354: 89 45 C0                       -  mov [rbp-40],eax
07C72357: 48 8B 45 C0                    -  mov rax,[rbp-40]
07C7235B: 48 89 45 C8                    -  mov [rbp-38],rax
}

Edit:
It is also recommend to use getmonostruct combined with registersymbol to export the field names of the class to use it in the table.
Here is an example table entry which uses the names in the pointers instead of a value offset.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>85</ID>
      <Description>"Find Market Base (Shoot in the Plort you wan't to edit)"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>usemono()
define(EconomyDirectorGetCurrValueAddress,EconomyDirector:GetCurrValue+6d)
define(EconomyDirectorGetCurrValueBytes,F3 0F 5A C0 F2 0F 5A C0)

getmonostruct(CurrValueEntry)
[ENABLE]

assert(EconomyDirectorGetCurrValueAddress,EconomyDirectorGetCurrValueBytes)
alloc(newmem,$1000,EconomyDirectorGetCurrValueAddress)

label(code)
label(return)
label(economy_base)

registersymbol(economy_base)
registersymbol(CurrValueEntry.baseValue)
registersymbol(CurrValueEntry.currValue)
registersymbol(CurrValueEntry.prevValue)
registersymbol(CurrValueEntry.fullSaturation)


newmem:
  mov [economy_base],rax

code:
  cvtss2sd xmm0,xmm0
  cvtsd2ss xmm0,xmm0
  jmp return

economy_base:
  dq 0

EconomyDirectorGetCurrValueAddress:
  jmp newmem
  nop
  nop
  nop
return:

[DISABLE]

EconomyDirectorGetCurrValueAddress:
  db EconomyDirectorGetCurrValueBytes
  // cvtss2sd xmm0,xmm0
  // cvtsd2ss xmm0,xmm0

unregistersymbol(economy_base)
unregistersymbol(CurrValueEntry.baseValue)
unregistersymbol(CurrValueEntry.currValue)
unregistersymbol(CurrValueEntry.prevValue)
unregistersymbol(CurrValueEntry.fullSaturation)
dealloc(newmem)


{
// ORIGINAL CODE - INJECTION POINT: 07C7232D

07C72300: 0F 84 69 00 00 00              -  je EconomyDirector:GetCurrValue+af
07C72306: 49 8B 47 40                    -  mov rax,[r15+40]
07C7230A: 48 8B C8                       -  mov rcx,rax
07C7230D: 48 8B D7                       -  mov rdx,rdi
07C72310: 48 83 EC 20                    -  sub rsp,20
07C72314: 83 38 00                       -  cmp dword ptr [rax],00
07C72317: 49 BB 80 25 C7 07 00 00 00 00  -  mov r11,System.Collections.Generic:Dictionary`2:get_Item
07C72321: 41 FF D3                       -  call r11
07C72324: 48 83 C4 20                    -  add rsp,20
07C72328: F3 0F 10 40 14                 -  movss xmm0,[rax+14]
// ---------- INJECTING HERE ----------
07C7232D: F3 0F 5A C0                    -  cvtss2sd xmm0,xmm0
07C72331: F2 0F 5A C0                    -  cvtsd2ss xmm0,xmm0
// ---------- DONE INJECTING  ----------
07C72335: 48 83 EC 20                    -  sub rsp,20
07C72339: 49 BB E0 54 F0 05 00 00 00 00  -  mov r11,UnityEngine:Mathf:RoundToInt
07C72343: 41 FF D3                       -  call r11
07C72346: 48 83 C4 20                    -  add rsp,20
07C7234A: 33 C9                          -  xor ecx,ecx
07C7234C: 48 89 4D C0                    -  mov [rbp-40],rcx
07C72350: C6 45 C4 01                    -  mov byte ptr [rbp-3C],01
07C72354: 89 45 C0                       -  mov [rbp-40],eax
07C72357: 48 8B 45 C0                    -  mov rax,[rbp-40]
07C7235B: 48 89 45 C8                    -  mov [rbp-38],rax
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>86</ID>
          <Description>"Current Value"</Description>
          <VariableType>Float</VariableType>
          <Address>economy_base</Address>
          <Offsets>
            <Offset>CurrValueEntry.currValue</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>87</ID>
          <Description>"Previous Value"</Description>
          <VariableType>Float</VariableType>
          <Address>economy_base</Address>
          <Offsets>
            <Offset>CurrValueEntry.prevValue</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>88</ID>
          <Description>"Full Saturation"</Description>
          <VariableType>Float</VariableType>
          <Address>economy_base</Address>
          <Offsets>
            <Offset>CurrValueEntry.fullSaturation</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
Thanks realy helps i've never used it before but the problem is that moving rax into economy base doesn't help because at this point xmm0 holds the value



Edit: It works thanks never used this before :)

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

ZeroDeck9Ball
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Re: Slime Rancher+13 v1.0.1e [Steam]

Post by ZeroDeck9Ball »

Wonderful job with this table. Thank you very much for submitting your work. The only thing I have trouble with is finding the container base, What do you mean by hover over it?

Bloodybone
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Re: Slime Rancher+13 v1.0.1e [Steam]

Post by Bloodybone »

ZeroDeck9Ball wrote:
Fri Sep 08, 2017 3:54 pm
Wonderful job with this table. Thank you very much for submitting your work. The only thing I have trouble with is finding the container base, What do you mean by hover over it?
Thanks, what i mean is that you'll get the adresses from the container that is selected like if you scroll with the mousewheel over an container that container is selected. I hope you understood :)

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Re: Slime Rancher+13 v1.0.1e [Steam]

Post by ZeroDeck9Ball »

Bloodybone wrote:
Fri Sep 08, 2017 5:46 pm
ZeroDeck9Ball wrote:
Fri Sep 08, 2017 3:54 pm
Wonderful job with this table. Thank you very much for submitting your work. The only thing I have trouble with is finding the container base, What do you mean by hover over it?
Thanks, what i mean is that you'll get the adresses from the container that is selected like if you scroll with the mousewheel over an container that container is selected. I hope you understood :)
Sorry, not following.. scrolling the mouse wheel selects my vacuum. Is there a step that I'm missing to selecting the container?

Bloodybone
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Re: Slime Rancher+13 v1.0.1e [Steam]

Post by Bloodybone »

ZeroDeck9Ball wrote:
Fri Sep 08, 2017 9:24 pm
Bloodybone wrote:
Fri Sep 08, 2017 5:46 pm
ZeroDeck9Ball wrote:
Fri Sep 08, 2017 3:54 pm
Wonderful job with this table. Thank you very much for submitting your work. The only thing I have trouble with is finding the container base, What do you mean by hover over it?
Thanks, what i mean is that you'll get the adresses from the container that is selected like if you scroll with the mousewheel over an container that container is selected. I hope you understood :)
Sorry, not following.. scrolling the mouse wheel selects my vacuum. Is there a step that I'm missing to selecting the container?
I made a video where you can see what i mean you can also use your numberkeys to scroll through the containers
[Link]

ZeroDeck9Ball
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Re: Slime Rancher+13 v1.0.1e [Steam]

Post by ZeroDeck9Ball »

Bloodybone wrote:
Fri Sep 08, 2017 10:27 pm
ZeroDeck9Ball wrote:
Fri Sep 08, 2017 9:24 pm
Bloodybone wrote:
Fri Sep 08, 2017 5:46 pm

Thanks, what i mean is that you'll get the adresses from the container that is selected like if you scroll with the mousewheel over an container that container is selected. I hope you understood :)
Sorry, not following.. scrolling the mouse wheel selects my vacuum. Is there a step that I'm missing to selecting the container?
I made a video where you can see what i mean you can also use your numberkeys to scroll through the containers
[Link]
Ok, so I was doing it correctly, for some reason the result is different though. What I get is a static address "0000001c" and I am unable to change it or the value. Guess I'll have to get that one for myself. Thank you for your work!

Bloodybone
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Re: Slime Rancher+13 v1.0.1e [Steam]

Post by Bloodybone »

ZeroDeck9Ball wrote:
Fri Sep 08, 2017 11:56 pm
Bloodybone wrote:
Fri Sep 08, 2017 10:27 pm
ZeroDeck9Ball wrote:
Fri Sep 08, 2017 9:24 pm


Sorry, not following.. scrolling the mouse wheel selects my vacuum. Is there a step that I'm missing to selecting the container?
I made a video where you can see what i mean you can also use your numberkeys to scroll through the containers
[Link]
Ok, so I was doing it correctly, for some reason the result is different though. What I get is a static address "0000001c" and I am unable to change it or the value. Guess I'll have to get that one for myself. Thank you for your work!
Ok i don't really now why that happens Sorry :(
Activate
Edit: If you wan't to do it yourself attach cheatengine to slimerancher click on Mono after that click on Activate Mono Features. Go into Memory Viewer Sellect goto Adress and copy this in Ammo:GetSelectedStored+40 (At that point i wrote my script) maybe it helps :)

Edit2: Before you try yourself I made a new version so download the Slime Rancher Container Fixed version before it works you need to activate the cheat and shoot anything out of your vac and it should work :)

jeggyresti
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Re: Slime Rancher+14 v1.1.0 [Steam]

Post by jeggyresti »

not working it needs be updated table please

Bloodybone
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Re: Slime Rancher+14 v1.1.0 [Steam]

Post by Bloodybone »

jeggyresti wrote:
Thu Jan 04, 2018 9:40 pm
not working it needs be updated table please
Everything works for me, one thing if you wan't to activate Inf Energy you have to lose Energy before and with Inf Health the same

Abyssion541
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Re: Slime Rancher+14 v1.1.0 [Steam]

Post by Abyssion541 »

updated plz

Bloodybone
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Re: Slime Rancher+14 v1.1.0 [Steam]

Post by Bloodybone »

Abyssion541 wrote:
Sat Jan 06, 2018 2:12 am
updated plz
Everything should work, if something doesn't work just let me know

hugo
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Re: Slime Rancher+14 v1.1.2 [Steam]

Post by hugo »

i dont fully understand how to use the edit container function everything else works great

Bloodybone
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Re: Slime Rancher+14 v1.1.2 [Steam]

Post by Bloodybone »

hugo wrote:
Sat Jan 06, 2018 10:38 am
i dont fully understand how to use the edit container function everything else works great
You scroll onto the slot you want to edit

Bloodybone
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Re: Slime Rancher+14 v1.1.2 [Steam]

Post by Bloodybone »

Bloodybone wrote:
Sat Jan 06, 2018 3:14 pm
hugo wrote:
Sat Jan 06, 2018 10:38 am
i dont fully understand how to use the edit container function everything else works great
You scroll onto the slot you want to edit and then you can edit everything

AtomicFarts
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Re: Slime Rancher+14 v1.1.2 [Steam]

Post by AtomicFarts »

Thank you for the update. c:

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