Cheat Engine Forum Index Cheat Engine
The Official Site of Cheat Engine
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 


RimWorld game (all versions) cheating algorithm

 
Post new topic   Reply to topic    Cheat Engine Forum Index -> General Gamehacking
View previous topic :: View next topic  
Author Message
happybrother
Newbie cheater
Reputation: 0

Joined: 26 Jul 2014
Posts: 18

PostPosted: Sat Jul 26, 2014 10:40 am    Post subject: RimWorld game (all versions) cheating algorithm Reply with quote

Hello,
I noticed that the algorithm for cheating in this game was never written on this forum, so whenever somebody looks it up, they get the old ALPHA version table, or some things like "Mr.AntiFun made a trainer for this version" (and he actually does updates on his trailers, but these trainers are no fun and you have to do sth to make them work... (not free)

so
I will put algorithms for resources, health, and skills.


The algorithm for "resources" (on ONE field):
1) search in "4 Bytes" for an exact value of the amount of eg metal in one field. There should be more than 20 resources on this field.
*(NOT the upper left corner one - as that is the calculated SUM of all resources in your "storage zone")
**(if all resources are taken from the said field, then you have to start from scratch (again)).
2) do sth so that a colonist will add/remove some amount of resource from the very exact field
*(you can eg ask him to build, then ask him to do sth else remotely, then remotely ask him to "haul resource")
3) recheck (Next scan) the new value in that field.
4) repeat steps 2 and 3 untill you have one address

*this cheat works great for metal, silver, wood, stone, BUT FOOD is a bit different, as colonists sometimes take WHOLE PILE of food (all say 990 berries) just to use like 10, then they mess up all storage by putting the rest 980 into a lot of 75berry big piles in the storage...
**you can circumvent this food problem by editing MEAT (never had a problem here), or by editing ANY FOOD that is stored in this food dispenser "Hopper" thing that you build next to Organic Paste Dispenser (which you should have dismantled by now).

Algorithm for Skills:
1) search using "Float" value. Searched values are NOT EXACT byt rounded (both ceiling and floor), so if you look for an ingame, say, cooking skill which is 599, you will have to search using Scan Type "Value Between" - here 598 and 560.
2) make the said colonist increase the skill a bit.
3) search again, also using Value Between (if new value is 662, then scan for 661 and 623).
4) edit the value (set it big like 29000)
*level and speed will not change untill you do the action again. Now you can cook Lavish Meals with cooking lv12+


Algorith for colonist life/enemy hp:
-this is a basic hack:
1) Scan 4Bytes for EXACT value (say 100). New scan for 100
2) get damaged so value changes (say 8Cool. Next Scan for 88
3) repeat
4) Set it to 100 and make it "Active" (permanent; value wont change under fire etc).
* you can do the same with enemies; Centipedes have like 720HP and machine guns.


I attached some screenshots that may help.



screenshot6.png
 Description:
Editing skills; The research says 2326 units, but it is really like 2325.9752
 Filesize:  974.79 KB
 Viewed:  119461 Time(s)

screenshot6.png



screenshot1.png
 Description:
Food "hopper" value for Algae. Notice the metal value in one field exceeds the max 75units.
 Filesize:  1.4 MB
 Viewed:  119461 Time(s)

screenshot1.png


Back to top
View user's profile Send private message
honglath
Newbie cheater
Reputation: 0

Joined: 20 Jan 2014
Posts: 21

PostPosted: Sat Aug 02, 2014 1:16 pm    Post subject: Reply with quote

Thanks for the info. It's appreciated.

Also, you can edit the save game files with notepad++ to modify the resource piles, characters, buildings and position for about anything on the map (not 100% sure, skimmed through).
Location is Users\Profile\AppData\LocalRow\Ludeon for Win7.
However, exaggerating things may cause the game to spawn about 20 pirates on the first attack. At least that's what it did for me...
Back to top
View user's profile Send private message
happybrother
Newbie cheater
Reputation: 0

Joined: 26 Jul 2014
Posts: 18

PostPosted: Fri Jan 02, 2015 8:37 am    Post subject: about Health editing Reply with quote

Hello,
I just wanted to inform that due to the update of RimWorld the algorithm for HEALTH had changed, so now this above algorithm may NOT WORK.

It used to be 100 heath points in general. Now there are separate body parts...
Back to top
View user's profile Send private message
Mr.Potato
How do I cheat?
Reputation: 0

Joined: 29 May 2012
Posts: 9

PostPosted: Sun Jul 05, 2015 6:34 am    Post subject: Reply with quote

You can also find battery power reserves under float.
Back to top
View user's profile Send private message
Whirechan
How do I cheat?
Reputation: 0

Joined: 24 Aug 2015
Posts: 9
Location: France

PostPosted: Tue Aug 02, 2016 1:24 pm    Post subject: Reply with quote

Or, because they provide access to some part of the code for modder, you can look in the code, find how the data structures are organized and search for a structure that look like the one you're searching for.

Ex:
Faction definition:
Code:

   public bool               isPlayer = false;
   public RulePackDef         factionNameMaker;
   public string            fixedName = null;
   public bool               humanlikeFaction = true;
   public bool               hidden = false;
   public List<PawnGroupMaker>   pawnGroupMakers = null;
   public string            pawnsPlural = "characters";
   public float            raidCommonality = 0;
   public bool               canFlee = true;
   public bool               canSiege = false;
   public bool               canStageAttacks = false;
   public bool               canUseAvoidGrid = true;
   public float            earliestRaidDays = 0;
   public string            leaderTitle = "Leader";
   public FloatRange         allowedArrivalTemperatureRange = new FloatRange(-1000, 1000);
   public PawnKindDef         basicMemberKind;
   public List<string>         startingResearchTags = null;


   //Faction generation
   public int               requiredCountAtGameStart = 0;
   public int               maxCountAtGameStart = 9999;
   public bool               canMakeRandomly = false;

   //Humanlike faction config
   public RulePackDef         pawnNameMaker;
   public TechLevel         techLevel = TechLevel.Undefined;
   public string            backstoryCategory = null;
   public List<string>         hairTags = new List<string>();
   public ThingFilter         apparelStuffFilter = null;
   public List<TraderKindDef>   caravanTraderKinds = new List<TraderKindDef>();
   public List<TraderKindDef>   visitorTraderKinds = new List<TraderKindDef>();

   //Relations (can apply to non-humanlike factions)
   public FloatRange         startingGoodwill = FloatRange.Zero;
   public bool               mustStartOneEnemy = false;   //Game starts with one of these enemy at least
   public FloatRange         naturalColonyGoodwill = FloatRange.Zero;
   public float            goodwillDailyGain = 2f;
   public float            goodwillDailyFall = 2f;
   public bool               appreciative = true;

   //Map drawing
   public string            homeIconPath;
   public Color            homeIconColor = Color.white;

You can find online docs about C# to know how these vars are stored.
In most case, bool == byte, those initialized by NULL are usually pointer, ect...
Back to top
View user's profile Send private message
Belnick
Expert Cheater
Reputation: 0

Joined: 02 Feb 2012
Posts: 100

PostPosted: Wed Aug 24, 2016 4:45 pm    Post subject: Reply with quote

"resources" does not work, it reset to what it was
Back to top
View user's profile Send private message
Belnick
Expert Cheater
Reputation: 0

Joined: 02 Feb 2012
Posts: 100

PostPosted: Fri Aug 26, 2016 10:03 am    Post subject: Reply with quote

Belnick wrote:
"resources" does not work, it reset to what it was


well the "big" stack just vanish after a while
Back to top
View user's profile Send private message
hector_horizont
How do I cheat?
Reputation: 0

Joined: 10 Feb 2017
Posts: 1

PostPosted: Fri Feb 10, 2017 11:24 pm    Post subject: Reply with quote

Hey, guys! Does anyone know the algorithm for work progress?
Back to top
View user's profile Send private message
quanturos
How do I cheat?
Reputation: 0

Joined: 06 Oct 2011
Posts: 1

PostPosted: Thu Apr 13, 2017 8:08 pm    Post subject: Reply with quote

"How to find it?"
Set Value type to Float, select Unknown Initial Value, and go to town. The value increases, so use "Increased Value" followed by "Unchanged Value" until you get to two matching values.

You're looking for a value approaching the base cost (so for neolithic tech trying to research electricity, it's still max 1200 even though the cost you have to pay is 3600).

I'd set it to one or two points below the cap. I imagine there is a different value for each technology, but I just finished fiddling around and finding Electricity.


Edit: Sorry if that sounded rude. That's your best bet if you're like me and don't know enough yet to write a script for it.
Anyway, I have confirmed each tech has a different address, so you will have to start over for each.
Plus, to make it easier, you can divide the number by the nonpercent multiplier (3 for 300%). You'll want to do Value Between instead of Increased Value, and because you're "unrounding" if you have to divide at all (4 is anywhere from 3.5 - 4.49, so on a 300% you divide each of those by 3 and have your "between" values, but just do something like 1 and 1.5 for ease and as a little buffer to help you not exclude any valid values)
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Cheat Engine Forum Index -> General Gamehacking All times are GMT - 6 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © 2001, 2005 phpBB Group

CE Wiki   IRC (#CEF)   Twitter
Third party websites