Rob B
Rob B
Currently, [FillViewModel.cs](https://github.com/Goz3rr/SatisfactorySaveEditor/blob/master/SatisfactorySaveEditor/ViewModel/FillViewModel.cs) needs to be manually populated every update to add support for new items. Perhaps it could be auto-generated via output from [Vilsol's parser](https://github.com/Vilsol/ue4pak/releases), or pull information from the...
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.
## Error `SatisfactorySaveParser.Exceptions.UnknownSaveVersionException` is thrown. This is because the editor has not yet been updated to handle saves made in these versions of the game. # Instead, use another tool...
"Installed Mods" is a potentially misleading name for the screen, because the listed mods could be present in the selected profile but not actually installed. https://discord.com/channels/555424930502541343/601030071221878784/1200297619554046003
### What happened? I'm not sure of the specifics on this, but @porisius mentioned it on the docs and I want something to link to. Edit this later with specifics...
Similar in purpose to the existing options present in All Mods. Perhaps more data could be tracked, such as Install Date, for additional utility?
When selecting Save on the main menu, there is no indication that any action was taken, as the screen does not visibly change. Maybe we could track unsaved changes status...