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About RoboPhred

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  1. Save editor has been updated with the ability to detect what DLC the save file is using, and enable / disable editor features based on that. This means the planet editor is back online for those not using the DLC. However, new DLC specific features like traits have not yet been added. What changes are you making in the save that causes this? Do you have any mods installed? I can't reproduce this. I'm not sure what you mean by "free skill traits". If there are traits I am missing, I need to add them to the editor's trait list, or you can always work out the trait id and add it with the raw editor. I am not sure how the game differentiates between DLC and non-DLC traits now, but when I first set things up, the translation files were useful because they gave both the trait id that the editor needs, as well as the in-game trait name (which is often different). The translation keys are typically under DUPLICANTS.TRAITS I havent looked into it, but something as complex as this probably needed the more advanced save method. Most likely its going to take a lot of effort to enable editing this, if its even in the C# code where I could reasonably find and reverse engineer it. On the whole, this is probably too large of a project for me to take on right now.
  2. I updated the live version with a new version. - Save file lock changed to 7.25, to fit the current update - If a save file has a version mismatch, you can now force it to load anyway. Keep in mind doing this is dangerous, as this can result in crashes and data corruption depending on what has changed in that version. Since I do not have the DLC, nor any save files of a decently played base, I was only able to test it against a freshly generated saves. It is possible that the editor will encounter issues when trying to edit certain parts of the game. Let me know if you encounter any troubles.
  3. It looks like this update is the one that unifies the DLC and non-DLC versions of the game, so I will need to make a start on prepping the editor for understanding that division. However, my current goal is just going to be to handle the new version, then add a bypass for the version lock. This will make it easier to use in the future. After this, I will see about detecting DLC saves and enabling DLC features when present. Hopefully I will still have the time afterwards to add more editables. Yep, this would be very helpful. I typically break into the dlls and copy them straight out of the game, but if you could manage that it would be one less thing for me to worry about. This is a quirk of how the game engine works. Each geyser artwork is associated with a specific game object type, rather than the output of the geyser. As you found, changing the output type works, but the art doesn't follow since the entity type is still the old geyser. The geyser editing tab actually pulls a trick where it builds a brand new geyser game object for the new type and removes the old geyser you are changing away from. It's only really possible to do with geysers since they all have the exact same game 'behaviors' associated with them. Unfortunately, it's not really feasible to support this on the raw editor, as 99% of the time swapping entity types create a dead entity at best or crash the game at worse. This is probably doable quite easily if we find what component in the game is tracking this data. Its probably easiest to track this down inside the dll first, then work backwards to where its stored. This is a great candidate for a dedicated editor page once we figure it out. Unlikely, they each exist as their own game object so it would have to swap the game object type similar to how its done for geysers. This is even more difficult with items because other things might be referencing the game object and end up crashing if the object type changes. I haven't looked into any of the mutation areas, but if the seed can track mutations in-game the data must be around somewhere... Once possibility is its being stored with a custom serializer, which the raw editor wont be able to handle unless its explicitly programmed into the underlying parser.
  4. The save editor has been updated to allow it to read version 7.23. The parser is able to handle this version without errors, but I cannot test it in-game. Please try it out with the new DLC version and let me know if everything works. At this point, the save editor needs some attention: DLC traits and effects are missing, and cannot be added until the editor can differentiate between DLC and non-DLC saves. Users should be able to override the version lock if they want to risk save corruption in exchange for trying the editor on cutting edge releases. The lock was originally created so I could ensure new versions don't corrupt the saves, but since I do not have the time to test them anymore the lock has lots its usefulness. The raw editor has trouble understanding items inside containers. There's probably a lot more that could be edited. Looking at the previous announcements for the game, it looks like Klei intends to unify the save versions between the base game and the DLC. This will most likely be a breaking change, especially if I try to make the current editor differentiate between what is and is not DLC. I think I will wait for this unification to occur, then make a push to support detecting DLC and enabling different editor features based on what DLCs are installed. This will let me add the missing traits and re-enable the planet editor for base game users. Please let me know what other values you want to see editors for. Plants and creatures? Container contents? I have been out of the game for some time, so I don't know what values might be of interest, or what mods already exist to allow editing items in-game.
  5. I have never been able to figure out the data format for the background tiles, since that is mostly dealt with by the native code dll and I am not good at reverse engineering those. The data is in there, but without being able to decode it the tool cannot edit it.
  6. It's under the PrimaryElement template data of a behavior attached to that object. Unfortunately, there is a bug in the raw editor that wont load the behavior names of behaviors inside of stored items. However, it can still work. Click around the array indexes and look at the template data of each item in the behaviors dropdown. One of them will have the fields: "ElementID", "Units", "_Temperature", and "diseaseCount". The amount of material is stored in the "Units" field.
  7. Updated the editor to accept the old non-dlc version. This is unfortunate, as the editor was not designed to support multiple versions at a time. The planet editor has to remain offline so the new files do not crash, and I cannot add any new traits as there is nothing to stop you adding them in the old version where they would not be recognized. I may have to redesign the site to support things like this. What's more concerning as that means the version numbers are now out of sync between dlc and non-dlc. What happens when the non-dlc game needs a breaking change? It can't move the version number forward since that version is already used up by the dlc. This might result in two entirely incompatible forks of the game being produced eventually. I might have to decide between maintaining two independent versions of the save editor, or only supporting the dlc... Interestingly, doing it this way means that if they make a second dlc, then the first dlc will be required to install it.
  8. Editor has been updated to support save version 7.22, which should include the current version of the DLC. The planet editor had to be disabled, as it is no longer compatible with this save version. I will need to look into what changed here.
  9. There is a planets tab which can change the ratio of materials you get based on what that planet is allowed to give. Unfortunately a planet is restricted to only giving materials set by the game; if I were to change the material to one the planet normally does not give, the game would clear it out. It is theoretically possible to change the planet type, but then you would have to reset all materials on the planet to their proper types, and I have not yet made the editor handle this. You can do so yourself with the raw editor. This actually looks like a bug in the parser, rather than a file size issue. This typically happens when the parser gets confused trying to read text. If you can get the save file to me, I can take a look and try to track down where the issue is. This is very doable, but I have not made an interface for it yet. You can modify the amount of material on existing material globs or inside containers using the raw editor though. For loose globs on the ground, find a glob you want to modify, open its behaviors, and look at the PrimaryElement template data. You can modify the units field to change how much of it there is. For stuff inside containers, find the container, look for its "Storage" behavior, and go into "extraData". There will be a list of numbers, each number is an item stored inside that container. You can then modify the PrimaryElement behavior on those items and change their units.
  10. This is interesting, the game must be trying to attach other data to the dup whenever it gives them the management trait. The editor treats it as any other trait, so whatever the game expects to see is not getting set. I have been out of the game for some time now, so I don't know what the management trait actually does. However, I should be able to look at the crash location you reported and work backwards from there to figure out what the missing data is. Hopefully its some pre-seeded value I can hard code into the save when you select that trait, but its possible its a more complex value and I will have to pop up an extra interface to let you choose whatever the value should be. I will look more into it this weekend.
  11. It seems to work fine in my tests, this might be mod related. Still, I should be able to fix it up to work with the mod if I know what is actually going wrong. Can you list the mods you have, and send me a save that has been corrupted in this way?
  12. When you click save, it should process the file for a bit then prompt you to download a new file. If it does not, then you probably have a popup blocker interfering with it.
  13. Looks like they changed how the physics simulation data is stored. Editor should be updated to handle this now. If you are running offline mode, you will need to manually click your browsers refresh button to force it to reload to get the update.
  14. I don't know about the tear, I haven't kept up with the game changes and its not a feature I have seen. I would have to hunt through the code to see how it works. For spaceships, there should be a way to do that. The game probably moves the duplicant's game object somewhere else to store it, I just need to find where that is and set the website to look there for dups as well.
  15. The geyser load code shouldn't have changed. Is this in a save you previously were able to see geysers in? Can you post your save file so I can take a look?