bummer.
game is written in JAVA, so that comes with the following issues
1) code is created on the fly and only when something sets off the compiler
2) code is created in random memory and not in any order and also not in any module in the game.
3) code is used then left in place and may be created again and again, so when you click the storage module for instance, code is created that reads what is in it. Then you close the module, then open it again and new code is created, but old code is left in place. Effectively this means injecting into the game at a spot to catch anything becomes impossible.
4) code that is created is java ****ted. which means that registers, addresses, offsets, stack, etc. all are pretty much random and dependent on the memory and state of the game at the time you do 'whatever' that would normally set it off.
this following code is an example of code created when clicking a storage module
202EDF7B0CA - 42 8B 4C 85 10 - mov ecx,[rbp+r8*4+10]
202EDF7B0CF - 44 8B 41 08 - mov r8d,[rcx+08]
202EDF7B08A - 44 8B 53 0C - mov r10d,[rbx+0C]
202EDF7B08E - 45 8B 43 0C - mov r8d,[r11+0C]
202EDF7B092 - 45 3B C2 - cmp r8d,r10d
202EDF7B095 - 0F8D 33F3FFFF - jnl 202EDF7A3CE
202EDF7B09B - 8B 6B 0C - mov ebp,[rbx+0C]
202EDF7B09E - 44 3B C5 - cmp r8d,ebp
202EDF7B0A1 - 0F8D 4A1A0000 - jnl 202EDF7CAF1
202EDF7B0A7 - 45 85 C9 - test r9d,r9d
202EDF7B0AA - 0F84 591A0000 - je 202EDF7CB09
202EDF7B0B0 - 8B 6B 14 - mov ebp,[rbx+14]
202EDF7B0B3 - 45 8B C8 - mov r9d,r8d
202EDF7B0B6 - 41 FF C1 - inc r9d
202EDF7B0B9 - 45 89 4B 0C - mov [r11+0C],r9d
202EDF7B0BD - 44 8B 4D 0C - mov r9d,[rbp+0C]
202EDF7B0C1 - 45 3B C1 - cmp r8d,r9d
202EDF7B0C4 - 0F83 03170000 - jae 202EDF7C7CD
202EDF7B0CA - 42 8B 4C 85 10 - mov ecx,[rbp+r8*4+10]
202EDF7B0CF - 44 8B 41 08 - mov r8d,[rcx+08]
202EDF7B0D3 - 41 81 F8 99D50520 - cmp r8d,2005D599 { 537253273 }
202EDF7B0DA - 0F85 4D1D0000 - jne 202EDF7CE2D
202EDF7B0E0 - 48 8B 54 24 20 - mov rdx,[rsp+20]
202EDF7B0E5 - 44 8B 52 44 - mov r10d,[rdx+44]
202EDF7B0E9 - 45 8B 4A 60 - mov r9d,[r10+60]
202EDF7B0ED - 45 8B 41 30 - mov r8d,[r9+30]
202EDF7B0F1 - 48 8B F1 - mov rsi,rcx
202EDF7B0F4 - 8B 5E 0C - mov ebx,[rsi+0C]
202EDF7B0F7 - C5F22A4E 10 - vcvtsi2ss xmm1,ecx,[rsi+10]
202EDF7B0FC - 45 8B 48 0C - mov r9d,[r8+0C]
202EDF7B100 - 4D 8B EA - mov r13,r10
202EDF7B103 - 45 85 C9 - test r9d,r9d
202EDF7B106 - 0F8E 90F1FFFF - jng 202EDF7A29C
202EDF7B10C - 4C 89 6C 24 58 - mov [rsp+58],r13
202EDF7B111 - 41 8B E9 - mov ebp,r9d
202EDF7B114 - 89 5C 24 50 - mov [rsp+50],ebx
202EDF7B118 - 48 89 74 24 48 - mov [rsp+48],rsi
202EDF7B11D - 44 89 44 24 44 - mov [rsp+44],r8d
202EDF7B122 - 44 89 54 24 40 - mov [rsp+40],r10d
202EDF7B127 - 4C 89 5C 24 38 - mov [rsp+38],r11
unfortunately that iteration of code will never be created just like that again... each time will be different.
so a trainer for this game is pretty much not going to be made. Maybe someone has a java interpreter or can modify the scripts of the game (outside the running game). that's beyond my knowledge and expertise.
My feeling also is that games made with java are 1) made by newbs or people who just refuse to pick a more game ready and game performance type language and are forcing themselves to code with java for whatever reason 2) won't be a AAA game and likely this will fizzle at some point.