SatisfactorySaveEditor
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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
Thank you for a very detailed feature idea list.
For reference, a lot of these things are implemented (player inventory size) can already be set manually (move player, rename/move/delete beacons, change building OC setting, etc.), but things like regenerating would definitely be painful to do manually as you would have to rebuild their tag manually.
I'm not sure how we would best handle regenerating, because most things (ex. foliage) appear to be removed entirely from the save when removed in game. We would probably have to keep a separate storage of all objects that act like this and update it every time CSS updates the map. See #31 .
If there is a specific feature you would like to see sooner rather than later, please create a separate issue for it.
The regeneration idea was just added for completeness sake. I kinda figured something like that would be rather difficult to do.
Other than that, great work on the program thus far. Thought it would be best to just give you guys all one neat list so that if you got bored working on one thing, could just look this up for ideas on what to work on next.
Thanks a bunch!
On second look, it appears that foliage being removed is stored as things that have been removed rather than the removal of existing plant data tags. See Script>FactoryGame.FGFoliageRemoval
. It might be more doable than I previously thought.
Delete
- Duplicate player characters
Added in PR #79