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Damage, Repair and Collision Offsets

Information

  • All offsets are for files from the official 1.1 patch.
  • Numbers are in hexadecimal, or suffixed to indicate their type:
SuffixTypeSize
ffloat4 bytes
ddouble8 bytes
iinteger4 bytes
bbyte1 byte (-128 to 127)

A value like "0F 85 -> 90 E9" means replace the original bytes on the left with the new bytes on the right. (The bytes are given in file order, they don't represent a number like the offset.)

Damage, Repair and Collision

Default ValueFileOffsetByDescription
0C -> 00server.dll00960CM0tahFix explosion damage not causing full damage (or no damage) on large ships and bases.
D9 44 24
->
C2 08 00
server.dll00AFC0adoxaEnergy weapons don't damage power.
1E -> 0Ecommon.dll04B4D2adoxaExclude cloaking device from total hit points (Part 1).
1E -> 0Ecommon.dll04B582adoxaExclude cloaking device from total hit points (Part 2).
1E -> 0Ecommon.dll04B63EadoxaExclude cloaking device from total hit points (Part 3).
0.05fserver.dll08551CadoxaMinimum fraction of damage required in order to use bots/batts (in other words, if your Nanobot heals 1000 damage, you will need to have at least 50 points of damage to be able to repair).
E9 -> 00freelancer.exe0B3C42adoxaItems with "ids_name = 0" show up in repair list.
0.01fcommon.dll0EDB44w0dk4Collision detection min check distance (increasing this will fix issues with the sur collisions on objects > 130k from center of system).
EB 26 -> 8B C8server.dll00A46CadoxaIgnore armor when determining radiation damage. (Part 1).
66 81 7C E4 04 5A 13 74 E2 91 EB CE
->
90 90 90 90 90 90 90 90 90 90 90 90
server.dll00A494adoxaIgnore armor when determining radiation damage. (Part 2).