satisfactorysaveeditor's People
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Add node renaming in the tree right click menu
Fixing trailing data workaround
Right now there's still a few cases where there's unknown trailing data for certain entities in the save, this needs to be deciphered and properly implemented
Add option in cheat shortcuts to remove destructible rocks
A nice addition would be to remove all destructible rocks although with the sulfur research chain coming out by the end of the month, it may not be very useful.
Append to unlocked researches instead of replacing when cheating
By appending better compatibility is achieved
Add recently opened save list
Fix saving with removed elements
Removing elements from the save using the UI and then saving leaves the save in an unopenable state.
Repro steps:
- Open our standardized testing save
- Remove script object from tree
- Save file
- Reload saved file -> Crash
Add hovertext for save elements describing their assumed function
For example, hovering over Root > Script > FactoryGame.FGFactoryLegsComponent
would say something like "Assumed to contain data defining the height of the support legs on machines present in the save"
Write missing unit tests for properties
Currently only Byte and Int properties have unit tests, write the others too
Just a list of things to keep in mind.
https://satisfactory.gamepedia.com/Satisfactory_Wiki
-----Individually &/or in nested groups:
Change:
- Hub Level (1-5)
- Space Elevator Phase (1-5)
Toggle on/off individual:
- M.A.M. Scans
- Milestones
- Buildings (& vehicles)
- Recipes
- Production Graph (the ability to see the production graph in buildings)
- Overclocking (the ability to see the overclock panel in buildings, and therefore use it)
Destroy/Delete/Remove:
- Leaves, Vines, Wood, Biomass (found these on occasion, not just crafted)
- Flowers, Mycelia, Silica, Crude Oil Plants (look like tootsie pop wrappers, kinda),
- Green, Yellow, & Purple Slugs
- Fluffy-Tailed Hogs, Alpha Hogs, Spitters, Alpha Spitters
- Stingers, Alpha Stingers, Flying Crabs, Flying Crab Hatchers
- Lizard Dogs, Flower Aliens, Long-Leg Land Whales
- Grass sprites, Jungle Finches, Lake Sharks, Leaf Bugs
- Beryl Nuts, Paleberrys, Bacon Agarics
- Somersloops, Mercer Spheres, Large Cracked Rocks
- Resources Deposits (the finite, manual-mine-only, things);
-
- Iron, Copper, Limestone, Coal, Caterium, Quartz, Sulfur, Bauxite, S.A.M.
- Small rocks that disappear if you use the chainsaw on a plant that is near them.
- Items scattered around crash sites.
- Hard Drives in crash site pods, but not the pod wreckage themselves.
Rename, Move, &/or Delete: - DONE (what about spawning new ones though?)
- Beacons
Move: - DONE
- Player
Set Size: - DONE
- Player Inventory
Delete: - DONE
- Duplicate player characters
overlocking not available
after using "unlock all" cheat overclocking is not available I also tried researching power slugs but still not able to overclock my buildings
Add POCO's for all save objects
pros:
gives us type safety on everything
know which properties exist even when they're not in the save
cons:
more work
needs to be updated with the game
How does the Resource Spawner work?
The option to select what you want is self explanatory but how can I increase the amount it gives me? It's at zero and I tried every key possible but it just won't change...
[Working now] not working Early Access 95718
Loaded up a save, used the cheats functions, saved and it did nothing. Tell me if i can give you more precisions about the problem :)
Update: reinstalled game and it worked. Mybad.
Add search option to entity tree
To quickly filter through the tree
Unlock map doesnt seem to work?
Even before 3/27
Save corrupts when adding new properties
Editing existing ones is fine, adding new ones is not
Add dialog to select which research user wants to unlock
Replacing the current cheat which unlocks everything. Probably needs #34 done first.
Allow dropping files on window to open them
Make tree entries count sum up all children
Add missing struct editors
Things like colors and inventory item structs should have a nice editor as well
Add proper error handling
The parser should propagate errors upwards and the UI should handle them gracefully, giving users something to report
Build object references in the parsing lib
All references to other nodes/properties should be constructed in the parsing lib
Validate color data in UI
Right now it's possible to enter invalid values for both Color and LinearColor.
Color should be clamped to 0 - 255
LinearColor should be clamped to 0f - 1f
SatisfactorySaveEditor crashed on open savefile
SatisfactorySaveEditor-v0.2.1 crashed on open savefile.
Сrash log:
AppCrash_SatisfactorySave_89c9ef260816dced929fe91c4217af5ee2b16_6fa552b3_13d71b1b.zip
Satisfactory Save:
moraks_autosave_1.zip
System error message:
`Приложение: SatisfactorySaveEditor.exe Версия платформы: v4.0.30319 Описание. Процесс был завершен из-за необработанного исключения. Сведения об исключении: System.ArgumentOutOfRangeException в System.IO.BinaryReader.ReadChars(Int32) в SatisfactorySaveParser.BinaryIOExtensions.ReadLengthPrefixedString(System.IO.BinaryReader) в SatisfactorySaveParser.PropertyTypes.TextProperty.Parse(System.String, Int32, System.IO.BinaryReader) в SatisfactorySaveParser.SerializedFields.Parse(Int32, System.IO.BinaryReader) в SatisfactorySaveParser.SaveEntity.ParseData(Int32, System.IO.BinaryReader) в SatisfactorySaveParser.SatisfactorySave..ctor(System.String) в SatisfactorySaveEditor.ViewModel.MainViewModel.LoadFile(System.String) в SatisfactorySaveEditor.ViewModel.MainViewModel.Open()Сведения об исключении: System.Reflection.TargetInvocationException
в System.RuntimeMethodHandle.InvokeMethod(System.Object, System.Object[], System.Signature, Boolean)
в System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(System.Object, System.Object[], System.Object[])
в System.Reflection.RuntimeMethodInfo.Invoke(System.Object, System.Reflection.BindingFlags, System.Reflection.Binder, System.Object[], System.Globalization.CultureInfo)
в GalaSoft.MvvmLight.Helpers.WeakAction.Execute()
в GalaSoft.MvvmLight.CommandWpf.RelayCommand.Execute(System.Object)
в MS.Internal.Commands.CommandHelpers.CriticalExecuteCommandSource(System.Windows.Input.ICommandSource, Boolean)
в System.Windows.Controls.MenuItem.InvokeClickAfterRender(System.Object)
в System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32)
в System.Windows.Threading.ExceptionWrapper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate)
в System.Windows.Threading.DispatcherOperation.InvokeImpl()
в System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(System.Object)
в MS.Internal.CulturePreservingExecutionContext.CallbackWrapper(System.Object)
в System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
в System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
в System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object)
в MS.Internal.CulturePreservingExecutionContext.Run(MS.Internal.CulturePreservingExecutionContext, System.Threading.ContextCallback, System.Object)
в System.Windows.Threading.DispatcherOperation.Invoke()
в System.Windows.Threading.Dispatcher.ProcessQueue()
в System.Windows.Threading.Dispatcher.WndProcHook(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef)
в MS.Win32.HwndWrapper.WndProc(IntPtr, Int32, IntPtr, IntPtr, Boolean ByRef)
в MS.Win32.HwndSubclass.DispatcherCallbackOperation(System.Object)
в System.Windows.Threading.ExceptionWrapper.InternalRealCall(System.Delegate, System.Object, Int32)
в System.Windows.Threading.ExceptionWrapper.TryCatchWhen(System.Object, System.Delegate, System.Object, Int32, System.Delegate)
в System.Windows.Threading.Dispatcher.LegacyInvokeImpl(System.Windows.Threading.DispatcherPriority, System.TimeSpan, System.Delegate, System.Object, Int32)
в MS.Win32.HwndSubclass.SubclassWndProc(IntPtr, Int32, IntPtr, IntPtr)
в MS.Win32.UnsafeNativeMethods.DispatchMessage(System.Windows.Interop.MSG ByRef)
в System.Windows.Threading.Dispatcher.PushFrameImpl(System.Windows.Threading.DispatcherFrame)
в System.Windows.Threading.Dispatcher.PushFrame(System.Windows.Threading.DispatcherFrame)
в System.Windows.Application.RunDispatcher(System.Object)
в System.Windows.Application.RunInternal(System.Windows.Window)
в System.Windows.Application.Run(System.Windows.Window)
в SatisfactorySaveEditor.App.Main()`
Make search feature also search property name fields
As an example, searching mGamePhase
with this feature would cause /Game/FactoryGame/Schematics/Progression/BP_GamePhaseManager.BP_GamePhaseManager_C/Persistent_Level:PersistentLevel.GamePhaseManager
to show up in the results list since it has a property with that name.
Add save info item to menu bar
Should show info like the save version and last saved info in a dialog
Automatically create backups of saves when they are opened
Perhaps make a subfolder in the saves folder and copy the save there with .BAK
or similar appended to the file extension.
Add entity deleting
To completely delete entities from a savegame
Properly unlock all research
The tutorial should be marked as finished and space elevator maybe unlocked?
Add element remove button
To remove entries from ArrayProperties
Crashing with OOM errors in event viewer
Used it the other day and actually unlocked everything and the map. Then went back and just unlocked the map. Finally got to end game where I decided to actually unlock the other stuff. Now everytime I open this save in the app it crashes the app with no errors but in the event viewer is says OOM. Seems like the app is running out of memory although my computer is not. I have 32gb with maybe 7 gigs used
oom.zip
One thing I did do since the last save it works. Was change the colors of all the buildings. Not sure if that matters or not.
I was able to get it to work with this one that was from earlier that I had not changed the colors. Although anytime I place any of the unlocked stuff the game crashes. This been happening with anyone else? I tried to place train tracks and a radar tower.
wat.zip
Unsaved Changes tracking for tags changed via WPF text boxes and 'add property'
Export part of Tree as XML, JSON
It would be very nice if you could export parts of the savegame as xml, json or something similar to use the data in 3rd party applications.
ArrayProperty does not serialize StructProperty correctly
Field names are overwritten by the wrong values (Element 0 instead of mGamePhaseCosts for example)
When using save as the loaded save should change to the new location
- Update path in title bar
- When using regular save use the new location
Automatically check for updates
We don't want people missing out on new features (ex. search) and this would help with that.
Add right click menu to treeview
To allow for options such as copying name or deleting nodes
Wrong session name parsing in a save
It appeared that SaveParser doesn't properly support unicode characters in session name in a save.
Specifically, in SatisfactorySaveParser:BinaryIOExtensions:ReadCharArray function value of "count" can be negative if someone will use non-latin characters in session name. To resolve this you probably should read count*2 characters as utf_16_be symbols.
To reproduce the issue:
- Enter session name using any non-latin characters and create save.
- Try to open the save in the editor, it will crash.
3/27 patch breaks
Looks like the latest update breaks saved games, it crashes now on any saved game I have used this on, created new game got hub all unlocked planted down anything that is T7 or T8 and it seems to crash right away.
Components with many children (ex. power circuits) considerably slow down the application
Components such as Script > FGPowerCircuit > (a network) > mComponents
can contain a large number of data tags, causing the program to slow down considerably. Perhaps they could be broken up into a series of 'show more's, or some optimizations could be made?
Show save session name in title bar
Basic Stuff Missing?
I miss Iron Plate / Iron Rod from the Crafting. Maybe something messed up? Tried on a old savegame.
Save editor crashes when trying to load sav
I have a pretty good built base and I have no idea why but when I try to load the save into the editor, it crashes (uploading save for someone to debug it)
I was able to edit it in v2 but not now in v3
Fix array element add button
When clicking it nothing happens
Add infrastructure for loading game data dynamically
Things like possible research and inventory items should ideally be read from the .pak file of the game, but using an XML file is probably good too
Add 3D view
ByteProperty is missing type textbox
Add undo to editor
Update for v0.102 - CL 96463 patch
At the very least savegames have moved to %localappdata%\FactoryGame\Saved\SaveGames
Probably should default to this folder from now on but fall back to the old location if it does not exist.
Also investigate if the file format has changed
Remember previous window size
See PR#52 for details.
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