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Lilalaunekuh    847

Ok first: I really love your work RoboPhred.

So I had a longer break without ONI and just came back to explore the new possible game settings.

=> My first idea was to migrate an old colony to the new "hardest" difficulty setting.

 

If I enter the "advanced mode" and navigate to " gameData > customGameSettings" a new savegame started after the rocketry upgrade shows 8 data entries (0-7) but when I load an older savegame I just see 7 entries (0-6). The entry named "3" shows the morale setting for newer games and is missing in older savegames.

So did someone else try to achieve this or know how it could be done ? ;)

 

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RoboPhred    154
On 9/19/2018 at 8:21 PM, BeatByAGirl said:

So I was trying to find the Gourmet trait in the editor so I made sure to load a file that the game had assigned a dup the trait thinking maybe it was named differently. Instead I found no check for the trait when loaded in the editor. Attached is a save where the only dup alive has the Gourmet trait

Galactic Trainwreck - Ellie Has Gourmet Trait.sav

Looks like it was missing from the trait list.  I re-synced it from the game code and added a few missing traits.  This trait now appears as "Foodie"

 

On 9/19/2018 at 9:51 PM, Lilalaunekuh said:

Ok first: I really love your work RoboPhred.

So I had a longer break without ONI and just came back to explore the new possible game settings.

=> My first idea was to migrate an old colony to the new "hardest" difficulty setting.

 

If I enter the "advanced mode" and navigate to " gameData > customGameSettings" a new savegame started after the rocketry upgrade shows 8 data entries (0-7) but when I load an older savegame I just see 7 entries (0-6). The entry named "3" shows the morale setting for newer games and is missing in older savegames.

So did someone else try to achieve this or know how it could be done ? ;)

 

I am not sure how the game would react to an old save gaining this property.  To add it, you will have to write your own script and use oni-save-parser directly, as the website does not support adding fields to unknown data.

The setting might appear on its own if you save the old file with the new version of the game.  If the game doesn't let you load the old file, there's not much hope that it can be modified to load properly in any case.

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Lilalaunekuh    847
3 hours ago, RoboPhred said:

I am not sure how the game would react to an old save gaining this property.

That´s a reason I asked here^^

 

3 hours ago, RoboPhred said:

The setting might appear on its own if you save the old file with the new version of the game.

Since I created my colony 2 new settings were introduced, but there is just a property for the hunger setting AFTER openening/saving with a new ONI-Version. (Without doing that your editor wouldn´t even load the file^^)

 

 

=> Will have to do my own testing with the parser (still thank you for your help)

 

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BeatByAGirl    1

Awesome Robo! I figured it was something like that and I'm glad you nailed it quickly. Thanks so much for creating such a wonderful little tool and sharing it with all of us!

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crypticorb    525

Is this being updated at all? I've tried it for Space Industry, and it isn't working properly. It appears to work for some things, but inspecting the changed dupes or volcanoes seems to reflect no changes.

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chemie    649
30 minutes ago, crypticorb said:

Is this being updated at all? I've tried it for Space Industry, and it isn't working properly. It appears to work for some things, but inspecting the changed dupes or volcanoes seems to reflect no changes.

Changing dups worked for me.  Avoids rerolling which I like in each start (I only change the first 3)

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Kumu    0

This makes me sad.

I saw the tool and it is perfect to fix my compulsion to re-roll for my starting dupes so that I could switch negative traits that I abhor when I get stats that I like...

However none of the changes I make are being saved it seems. It reads all the dupes and such, but none of the changes are saving.

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crypticorb    525
1 hour ago, Kumu said:

This makes me sad.

I saw the tool and it is perfect to fix my compulsion to re-roll for my starting dupes so that I could switch negative traits that I abhor when I get stats that I like...

However none of the changes I make are being saved it seems. It reads all the dupes and such, but none of the changes are saving.

I've tested it and it works on dupes, with all traits, skills, and bonuses.

You have to move your old save out of the saves folder, and rename the downloaded altered save file to replace it.

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chemie    649
7 hours ago, crypticorb said:

I've tested it and it works on dupes, with all traits, skills, and bonuses.

You have to move your old save out of the saves folder, and rename the downloaded altered save file to replace it.

I just load it directly and save it on top of the old one (exited from game of course)

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crypticorb    525
53 minutes ago, chemie said:

I just load it directly and save it on top of the old one (exited from game of course)

Exiting to the main menu works just as well. It's always best to move the old save to a safe folder before deleting it, and verifying that the changes applied before emptying your trash. 

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crypticorb    525
1 hour ago, melquiades said:

Is it possible to edit in space exposure to tiles?

I would not recommend it.

If you feel the need to experiment, use the advanced checkbox, and see it's possible. I had a pain of a time trying to alter an existing geyser to resemble a volcano, so editing even specific and easily identified entities is difficult in some ways.

Backup your save file before you try it.

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spoilt    1

Seems like using the editor to change dupe stats only, ended up removing all wheezeworts from my game. Didnt even realize this until i was 40 cycles in :(.

Went back through the save files and everything is fine until i made the dupe changes

Edit: to clarify a bit. the changes to my dupe stats and traits worked (gotta get them perfect starter dupes) that worked fine, everything else seems to be fine except for the fact that there are no wheezeworts on the map any more

Edited by spoilt
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unmog    1

Thanks so much for this. I just wanted to use it to make custom starting dupes for the first 4 dupes.

The only thing I could suggest is I would appreciate a little picture or something so when you change their hair you can see what it would look like in the game. Also you're missing hairs 24, 25, and 26? Other than that some of the options could be better explained. I was like "wtf is head shape dont they all have the same shapes of heads?" After trying it out I found out it meant skin color... why not just call it skin color? The shape of their head doesnt change at all, btw.

But yea if you had a little picture for all the dupes and what it changes to with different options that'd make it perfect. Im not sure how hard that would be or not but Id be willing to help if you wanted.

Other than that, why'd you change the name of certain traits, like why not just call it gourmet instead of foodie so people would know what it is? Like the farming skill was called Botanist. I guessed that's what it was but if possible you should just stick with the names of things as they appear in the game it'd be less confusing.

I havent messed with it beyond that, tho I did notice that we could edit geysers so that'd be interesting. I apparently have a slush geyser somewhere in my seed, so that would be nice to find and tinker with.

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Thrundarr    0
On 22.09.2018 at 10:38 PM, RoboPhred said:

Looks like it was missing from the trait list.  I re-synced it from the game code and added a few missing traits.  This trait now appears as "Foodie"

Can you also update sim-hashes to implement new elements like superinsulator and superconductor? Because I see 'crushed ice' as element in PrimaryElement template when I open SU savegames.

BTW, I really like your work, thanks for this editor!

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RoboPhred    154
On 11/5/2018 at 8:55 PM, unmog said:

Thanks so much for this. I just wanted to use it to make custom starting dupes for the first 4 dupes.

The only thing I could suggest is I would appreciate a little picture or something so when you change their hair you can see what it would look like in the game. Also you're missing hairs 24, 25, and 26? Other than that some of the options could be better explained. I was like "wtf is head shape dont they all have the same shapes of heads?" After trying it out I found out it meant skin color... why not just call it skin color? The shape of their head doesnt change at all, btw.

But yea if you had a little picture for all the dupes and what it changes to with different options that'd make it perfect. Im not sure how hard that would be or not but Id be willing to help if you wanted.

Other than that, why'd you change the name of certain traits, like why not just call it gourmet instead of foodie so people would know what it is? Like the farming skill was called Botanist. I guessed that's what it was but if possible you should just stick with the names of things as they appear in the game it'd be less confusing.

I havent messed with it beyond that, tho I did notice that we could edit geysers so that'd be interesting. I apparently have a slush geyser somewhere in my seed, so that would be nice to find and tinker with.

Currently, everything is using internal names.  Names for traits, appearances, and so on use the names they were given by klei in the game code and save file.  Some things have changed names or were re-purposed, so the names might not make sense.

I had planned on having the site read the game translation files to use the real in-game names, but it's something I have not gotten around to.

 

On 11/3/2018 at 1:08 PM, spoilt said:

Seems like using the editor to change dupe stats only, ended up removing all wheezeworts from my game. Didnt even realize this until i was 40 cycles in :(.

Went back through the save files and everything is fine until i made the dupe changes

Edit: to clarify a bit. the changes to my dupe stats and traits worked (gotta get them perfect starter dupes) that worked fine, everything else seems to be fine except for the fact that there are no wheezeworts on the map any more

Do you still have the old save file before the issue?  Can you reproduce it at all?

 

On 11/13/2018 at 2:38 PM, Thrundarr said:

Can you also update sim-hashes to implement new elements like superinsulator and superconductor? Because I see 'crushed ice' as element in PrimaryElement template when I open SU savegames.

BTW, I really like your work, thanks for this editor!

Sure, I will update the sim hashes in the next few days.

Edited by RoboPhred
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Exoros    21

Thx for the cool tool RoboPhred.

It would be nice to able to edit the asteroid/planets in the star map :) .

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Thank you for this tool. The random dupe choice of this game gives me rage tremors and chronic save scumminitis. Prior to discovering this, I would spend half an hour generating my starting three dupes each map, but now I use this as a points based dupe creator: I give myself 15 points to spend on stats (not sure what the max is from the normal random generator is, but I've seen some pretty big totals).

It'd be awesome to see someone use this to make a specialist dupe creation tool: assigning values to traits and anti-traits and giving you a certain point pool to spend creating dupes.

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