Starship Theory

Starship Theory

Lazy Jul 11, 2017 @ 9:16am
CheatTable with CheatEngine (works in 1.0k)
Hey guys,

I know there were some questions about a trainer or something to cheat in Starship Theory. Well I am not able to provide a trainer, but I have made a CheatTable (.CT file) with CheatEngine 6.6.

Here you get it:
https://ufile.io/hp2n0

How to use it (I am not gonna provide a in deep how-to-use CheatEngine):
1. Open your (save-)game / start a new one
2. Attach CheatEngine to your process
3. Load the CheatTable file

4. Search for your resource value (I always use metal)
5. Search again for the same resource AFTER the value has changed in-game
6. Usually you get only one result which adress ends with "BC" (if you searched for metal)

Now the tricky part:
You have to change the addresses in the cheat table.

In your CheatTable you find something like "Metal (2)" and "Shield (3)". The number tells you how many digits/characters at the end of the address must remain untouched.

Lets say after your second search you have found an address like:
000000BC

In your table you have "Hull (3)" something like:
90A96904

So "904" at the end has to remain untouched. Your new address will be
"00000904"

After accepting the new address your value in the table should be the value you have in game.


Notes:
Heat does NOT prevent you from burning up! You have to have at least one small heat vent.


Have fun guys.
Last edited by Lazy; Jul 11, 2017 @ 9:25am
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Showing 1-9 of 9 comments
76561198007454317 Aug 24, 2017 @ 1:37pm 
dont bother with this you have to pay to get it now! can you please post this to a non pay site that isnt for premium users only please???
Emmote Aug 24, 2017 @ 1:53pm 
Why don't you just use AOBscan for resources and be done with it instead of fiddling around with addresses?
Last edited by Emmote; Aug 24, 2017 @ 1:53pm
Lazy Aug 25, 2017 @ 10:51am 
@neil501
https://www.file-upload.net/download-12677204/StarshipTheory.CT.html

@Emmote
Cause I currently don't know how to script with CE.
Emmote Aug 25, 2017 @ 11:00am 
This is the main script I've used. It triggers whenever the number of metals in cargo changes. It sets every resource to 999, every research to 99 and credits and cargo capacity to 99999.

The cargo capacity can be a bit iffy because that gets checked at other times, so it can occasionally reset, dumping cargo, so I have another script for that below.

[ENABLE] aobscan(INJECT,89 88 BC 08 00 00 39) alloc(newmem,$1000) label(code) label(return) newmem: code: mov ecx,3E7 mov [eax+00000B20],1869F // Credits mov [eax+00000B58],63 // Engineering Research mov [eax+00000B5C],63 // Utility Research mov [eax+00000B60],63 // Operations Research mov [eax+00000B64],63 // Weapons Research mov [eax+00000B68],63 // Defences Research mov [eax+000008B8],ecx // Water mov [eax+000008BC],ecx // Metals mov [eax+000008C0],ecx // Gold mov [eax+000008C4],ecx // Silicon mov [eax+000008C8],ecx // Food //8CC // Current Materials in Storage DO NOT CHANGE mov [eax+000008D0],1869F // Cargo Capacity jmp return INJECT: jmp code nop return: registersymbol(INJECT) [DISABLE] INJECT: db 89 88 BC 08 00 00 unregistersymbol(INJECT) dealloc(newmem)

Separate Cargo Capacity script:
[ENABLE] aobscan(INJECT,8B 80 D0 08 00 00 85) alloc(newmem,$1000) label(code) label(return) newmem: code: mov [eax+8D0],1869F mov eax,[eax+000008D0] jmp return INJECT: jmp code nop return: registersymbol(INJECT) [DISABLE] INJECT: db 8B 80 D0 08 00 00 unregistersymbol(INJECT) dealloc(newmem)
Last edited by Emmote; Aug 25, 2017 @ 11:01am
Relic24 Aug 31, 2017 @ 5:45pm 
damn you all noob CHEAT IS FOR NOOB ♥♥♥♥♥♥♥♥
Emmote Aug 31, 2017 @ 7:49pm 
If I have to cheat to have a 'creative mode' in this game, that's exactly what I'll do. No reason to cheat otherwise, this game is far too easy.
Originally posted by relic24:
damn you all noob CHEAT IS FOR NOOB ♥♥♥♥♥♥♥♥

Its in early access you ♥♥♥♥♥♥♥. How are we suppose to make sure nothing is bugged if we cant even get creative mode to see how much we can get the game to its limit.
76561198007454317 Mar 18, 2018 @ 5:15pm 
Originally posted by Emmote:
Why don't you just use AOBscan for resources and be done with it instead of fiddling around with addresses?
I have no idea how to use AOBscan otherwise i would use your tables in a second. i think aobscan is way more involved than searching for each address seperately isnt it??
Emmote Mar 18, 2018 @ 5:22pm 
Originally posted by neil501:
Originally posted by Emmote:
Why don't you just use AOBscan for resources and be done with it instead of fiddling around with addresses?
I have no idea how to use AOBscan otherwise i would use your tables in a second. i think aobscan is way more involved than searching for each address seperately isnt it??
It's usually pretty easy.
Search for the address, find the one you can manually edit to change the value and add it to the lower pane. Right-click the address and choose 'Find out what accesses this address.' then tab back into the game. With any luck the new window will get spammed by the game constantly checking the address. If not, make the game change it a few times.
Click the instruction you want and choose Show Disassembler on the right. Then press CTRL+A to open the script editor.
Then choose Template -> AOB Injection. Click ok on the popups, you can ignore them.
After that it's a matter of knowing a bit of assembly which can easily be googled.
Often though it's just a matter of changing a 'mov' to something like
mov eax,[edx+4] ---> mov eax,63 (63 is hex for 99)
Can be a lot more complicated though, and I don't even pretend to be an expert.
Last edited by Emmote; Mar 18, 2018 @ 5:27pm
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