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About RoboPhred

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  1. Save File Editor

    Thanks for playing around with 7.12, it seems that the version number bump is all that is needed. I read through the patch notes and as far as I can tell the version bump is due to a change in how they store building history data. It seems to be covered by the template data parser so there is nothing I need to do my end. The website should now support save file version 7.12. I did not update any of the lists for traits / geysers / effects, however, so you need to wait a bit longer for the new traits. I'm thinking about adding an option to override the version lockout so in the future, people can experiment faster with the new version without having to wait for me. The original reason for the lock was to prevent data loss due to corrupted saves, but I really don't test these changes as much as I should be anymore. In feature news, I am working on replacing the raw editor with something easier to use. There are also reports that the raw editor is stripping away data in some cases, which I will try to fix. In general, small save file size differences shouldn't be a problem. The difference comes down to the save compression. The library I use for it seems to do a bit of a better job at compressing the data than the one the game uses.
  2. Save File Editor

    I started work on a space destination editor a while ago, but lost interest when it turned out all the info is verified when it loads so you can't make custom planets. I could still set it up to switch between the existing destinations, but I would have to duplicate all of the destination generation logic. The game stores the contents of the planets in the save file, but verifies them on load and deletes what is inappropriate. The result is unless I populate the edited planet with the correct details for that planet type, it deletes all the content and you end up with an empty planet. You can actually get to the planet editor by changing the url to #/planets, but there's nothing you can do there at the moment. Name can be edited, but since you could do it in-game I didn't make it a priority. It might be a good idea now that I have duplicant cloning working correctly though. Gender is possible, previous versions had it but it never made the transition to v3. Descriptions cannot be modified though, they are directly tied to the "name key" which is generated alongside the name and never changes, even when you rename the duplicant. I could let you select among the pre-generated descriptions, however.
  3. Save File Editor

    Version 3.8.4 is released Fixed arm color not changing with body. Added salt water geyser Fix parsing certain mods (Fixes "Invalid identifier name <Threshold>k__BackingField") Fix cloned duplicants not appearing in menus and sharing beds / atmosuits / other assignables with their original.
  4. Save File Editor

    Yep, the geyser list needs to be updated. I will try to get to this soon. You can run the website off your own pc if you download and install nodejs (Either version will work). First, download the source code, then run these commands in command prompt, in order - npm install - npm start On running the second command, it should start the web server. After some time to compile, the editor should be available at http://localhost:8080 It should work fine with mods, but there have been a bug report that certain mods cause failures to parse. I've been given a save file though, so hopefully I should have it fixed soon. You probably have an adblocker or popup blocker that is overenthusiastically blocking the save. The website is poorly designed in that it will create a spontaneous download after it is done rebuilding your save file, and some blockers see this as malicious and prevent it from working. I need to make the editor prompt you with a download link when it completes, but until then try disabling the blocker on the site. You can find the "debugWasUsed" property in the raw editor somewhere. I think it might be on the save header, but I can't look it up right now. There are bug reports that the raw editor is bricking saves, however. I have yet to look into it, but be careful with using it. I have experimented with this and it turns out you essentially need to lobotomize the dup's state manager to get this to work. You could probably clone one and it should generate a living dup, but clone is broken right now and the resulting duplicant will clash with the existing one over item ownership and menu appearance. Definitely possible, I had a map of the game objects as a planned feature at one point. For now you could try finding that creature in the raw editor and look at their coordinates, but you would need some way of showing the current coordinate of your mouse in-game for that to be of any use. I don't know if that feature is available, possibly a mod could do it? Yes, the sleeves remaining the same is a bug. The mouth having color issues is new to me though, and I don't recall seeing a property controlling this. I will need to research that more. As for the sleeve issue, I should have that fixed soon. I will try to make time for the editor this Saturday, I should be able to fix several of these issues, but fixing clone might take a bit longer. Sorry for the slow responses. I haven't had much time to work on this, but I still intend to keep maintaining it.
  5. Save File Editor

    The raw editor should already be in place; I have been using it to hunt down the clones-sharing-bed issue. It's not the most intuitive, but the bar across the top lets you select the area of the save file, and the rest of the screen shows a json editor when it finds an object it can reasonably display. Click on the text of the path to change the path at that point, or click on the underline to go deeper in. For example, here I could click on "MinionAssignablesProxy" to get a list of items under SaveGame / gameObjects, and select another game object. Once you change something in the json editor, remember to click "Apply" at the bottom of the screen, or your changes wont save if you leave that object. It will default to showing the save file header. Click on "SaveGame" to jump to the top of the file and work your way down to the more interesting bits.
  6. Save File Editor

    Hmm, that sounds similar to the bug where clones and their originals sleep in the same bed. There's some ID the game uses to track duplicants that I have not found yet.
  7. Save File Editor

    I did a quick test and couldn't find anything different that the editor cares about. I bumped the version check up to 7.11 and published it up to the website. The editor website should now work on Launch Update saves.
  8. Save File Editor

    I am working on 7.11 support. So far its loading a basic save just fine, but there are lots of data structures that only show up in a save that has seen life. I also need to test that the actual parts the editor affects still do their intended job. Can someone toss me a save file that has been built up? Preferably one that has access to space, so everything has spawned in. Once I confirm everything still works (or fix any problems) I will get the new version out. Assuming I can find a save file, I hope to have the update ready by the end of the weekend.
  9. Save File Editor

    I explored the idea of a planet editor before, but didn't make much progress on it. Currently, the UI has read-only support for planets, but the save parser itself can modify them. To get to the planets, load your save file and navigate to `#/planets` by typing in the url manually, ex ``. In the code, each planet is rendered by PlanetListItem and edited by AbstractPlanet. AbstractPlanet already has an edit function (onPlanetModify), so the only thing left is for the UI to support changing the planet type and updating the planet content. If you change the planet type without changing the planet's content, the game will wipe the content that does not match and you will likely be left with a planet that doesn't contain anything. You will need to update the content of the planet to match what that planet type should have.
  10. Save File Editor

    Unfortunately not. I had that goal in mind when I started the rewrite, but did not follow up on it. I might start writing documentation for it now that I know someone is interested in it, but I can't commit to much right now. I am always willing to answer any questions you have though, or give you pointers if you get stuck.
  11. Save File Editor

    The "Example" indicator at the top right shows that you clicked the "Load Example" button, rather than the "Load File" button. This loads some dummy data that I use for testing everything. The example data cannot be saved since it is missing a lot of the data a real save will have.
  12. Save File Editor

    Something like that still exists, although the UI needs a lot of work. Click on the "Raw Editor" option. Along the top will be drop downs to access various parts of the save file. Click on the "Save Game" text along the top to go to the root of the file, then select "gameObjects" from the dropdown. The next dropdown to appear will let you select from the various categories of game objects.
  13. Save File Editor

    I've been meaning to investigate a way to make the editor store itself in the browser for offline editing, but it's going to be a while before I get to it. You can instead download the source code from GitHub and run it locally. You need to install NodeJS to get it to work. Once you install NodeJS, run these commands using a terminal / command prompt in the same folder as the source code: npm install npm start Watch the output after running the start command. Near the top will be url where the site can be reached from your browser (usually https://localhost:8080), and the site will be functional once you see a "Compiled successfully" message.
  14. Save File Editor

    Clicking "save" should take a bit of time to create the file, then offer it as a new download. It does not modify the existing file you upload. Is your browser blocking the download somehow? If you have nothing else blocking it, it might be the editor playing up. I have got a few reports of it refusing to save but haven't been able to reproduce it yet. Edit: I pushed an update that turns on the progress dialog when saving, so you can now get an indication when the program is working. The download should be offered immediately after the dialog closes again.
  15. Save File Editor

    You need a save from the QOL3 update. Earlier versions are unsupported. You should be able to select all of the categories in the export dialog. Just check any you want to export. (edit: That's how its supposed to work, but it seems I broke it. I will get that fixed for the next release) What modifications are you making that break the game? Can you give me a save file that breaks it?