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CT for Fortresscraft Evolved

 
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Zeusiboy
How do I cheat?
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Joined: 08 Oct 2013
Posts: 8

PostPosted: Wed Dec 06, 2017 9:43 am    Post subject: CT for Fortresscraft Evolved Reply with quote

I am trying to make a CT or at least some simple cheats work for Fortresscraft Evolved.

I am a total newby to making CT´s or do anything else with CE than scan for xxx than rescan ...

So does someone has a working CT for Fortresscraft Evolved or did have one?
How did it work? What did you do?

Any help is welcome!

So far I was able to find the research Points and freeze them or add to them.
I would really like to edit the amount of stuff in my inventory but I dont get it
So there I would need most help ^^
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Neospirit
Newbie cheater
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Joined: 26 Dec 2013
Posts: 11

PostPosted: Thu Dec 28, 2017 10:19 am    Post subject: Reply with quote

So far I managed to freeze energy to a flat number (1024 in my case).
You have to Activate mono features before activating this script.
This will allow you to use such memory references : SurvivalPowerPanel:Update+13ba

You can find more classes and methods using the Mono dissector and looking in "Assembly-CSharp" section.

Code:
[ENABLE]
assert(SurvivalPowerPanel:Update+13ba,F3 0F 11 28 F3 0F 10 85 54 FF FF FF)
alloc(newmem,2048,SurvivalPowerPanel:Update+13ba)
label(returnhere)

newmem:
//Original code
//mov [rax],xmm5
//movss xmm0,[rbp-000000AC]

//New code
mov [rax],(float)1024.0 //Or whatever energy you have in your Tier
movss xmm0,[rbp-000000AC]
jmp returnhere

SurvivalPowerPanel:Update+13ba:
jmp newmem //5 opcodes
db 90 90 90 90 90 90 90
returnhere:

[DISABLE]
dealloc(newmem)
SurvivalPowerPanel:Update+13ba:
db F3 0F 11 28 F3 0F 10 85 54 FF FF FF


The inventory items seems to be affected by multiple methods, and it depends on the item type.
Basically ItemManager:SetItemCount seems to affect Ore when you split a stack.
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