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RimWorld => Mods => Tools => Topic started by: keensta on January 15, 2014, 03:46:53 PM

Title: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: keensta on January 15, 2014, 03:46:53 PM
This Editor has been written using Java and used open source libarys.

This isn't complete yet by far there are always new features and optimizations I can add and will add so check back every now and then for updates (Will include a autoupdater soon). This editor is open source it self and that can be found below. I shall be constantly working on this in my spare time and have no plans on abandoning the project in the near future.

***File is now a .exe rather then a runnable .jar file. Also the current Icon is a temp icon***
Download Editor (DropBox) (https://www.dropbox.com/s/7yx4c0urzkafvoo/RwEditor.rar) or View Source Code (https://github.com/keensta/RwEditor)


How to download/use:

Click the above link this will download a Rar file, use either WinRar or 7Zip or any Zip program to open it. Once unzipped move the RwEditor(Folder) onto your desktop or wherever you want it. Open the folder and hit the Icon to open the program.
Once open if it's the first time opening it you'll be prompted to select you RimWorld folder this is the folder that houses/holds the game and all its folders like Mods and Saves. Select the main folder and hit open button. "Do not open the folder hust click it once and hit open"

Now it's ready to use with and without Mods. Mod's are loaded into the program so it can use them to edit certain thing's like weapons/foods when trying to load a file it will automatically find the saves folder As well.

Tester: Swederell (http://ludeon.com/forums/index.php?action=profile;u=1478)
Thanks to Vas for providing a nice list of details the program uses.

Current Features:

Key:
Finished (Will be out with next update)
In Testing
Currently Programming
Not Started

Future Features/Updates:
Pick colonist designs(Skin Colour, Hair Colour, Looks(Body/Head/Hair)) - Suggestion from gigan - Info on colour from ItchyFlea
Map Conditions - So far only come across eclipse. If anyone has any others do tell
Colonist Editor - Features working on: Sex
Raider/Prisoner Editor aswell - Suggestion from Cdr.Keen

Known Issues:
Restore button doesn't work, currently you have to rename the Backup file yourself and place it in the RimWorld save location to get it back.

ChangeLog:
08/05/2014 (v0.6)
   ○Couple of button tooltips have been updated
   ○Colonist traits can now be changed
29/04/2014 (v0.5.3)
   ○All colonists should display in colonist editor correctly now.
26/04/2014 (v0.5.2)
   ○Fixed program from stalling if a mod has failed to load
   ○Colony name now displays correctly
   ○Resources now work when loading a new or the same file
   ○Convert raiders has been disabled untill fix found
   ○Pawns without weapons no longer save unneeded data
   ○Delete raiders now works fully
22/04/2014
   ○Fixed single resource editing
   ○Removed element for steam geysers they now correctly spawn
   ○Colonists now save correctly
06/04/2014
   ○ToolTips now display correctly
   ○Perf.Xml now holds info between program opening/closing
   ○ModLoading now works - Custom weapons can now be selected in Colonist editor / Same for food/materials in stockpiles
   ○Backup saves now works using button in File Menu - Restoring doesn't (Check Known Bugs)
   ○A lot of code improvments to make it run faster.
   ○Updated for RimWorld version Alpha 2
09/02/2014:
   ○Skill editing is now usable in colonist editor
   ○Bug Fixes
   ○Blood not getting cleared from map - Fixed
   ○Stockpile "SG" not removing when creating Steam Geyser - Fixed
   ○Colonists would disappear off bottom of colonist selection list - Now scrollable
   ○Colonists not saving at all when they have no gun - Fixed
   ○Giving colonists a grenade stops them from being saved - Fixed
29/01/2014:
   ○Weapon editing now works
   ○Able to edit food and rest values now
   ○Add steam geysers at certain locations marked out by a stockpile name Sg
   ○Fixed Resources setall bug that stopped file being readable
28/01/2014:
   ○First release
Title: Re: [WIP] RW SaveEditor
Post by: Tynan on January 15, 2014, 05:54:34 PM
This is awesome! Maybe I should start using it as a debug tool.
Title: Re: [WIP] RW SaveEditor
Post by: keensta on January 16, 2014, 03:44:09 AM
Quote from: Tynan on January 15, 2014, 05:54:34 PM
This is awesome! Maybe I should start using it as a debug tool.

Thanks a lot, I plan to add in loads of features to allow complete flexability in editing the save file.
Title: Re: [WIP] RW SaveEditor
Post by: Darker on January 16, 2014, 09:30:27 AM
keensta, I just want to warn you, that in the next version, resources will no more be just numbers in the savefile.
But you'r UI skills are very good with C++, good job :) I thought it was C++, before I zoomed the screenshot in.

As of removing slag and haul debris:

The simplest approach is to get some base64 encoder/decoder lib, decode the string.
You'll get a string. Now every char in this string is a number in fact.
Make a for loop and replace every 55 and 56 with 0.

If you want to calculate coordinates of one item it's:

x: index%height
y: floor(index/height)


Also, remember that [0, 0] is in the bottom left corner of the map - it uses standard coordinate system you know from maths. However, I'm not sure whether map includes 0 in x and y axis or not.
Title: Re: [WIP] RW SaveEditor
Post by: keensta on January 16, 2014, 11:54:55 AM
Quote from: Darker on January 16, 2014, 09:30:27 AM
keensta, I just want to warn you, that in the next version, resources will no more be just numbers in the savefile.
But you'r UI skills are very good with C++, good job :) I thought it was C++, before I zoomed the screenshot in.

As of removing slag and haul debris:

The simplest approach is to get some base64 encoder/decoder lib, decode the string.
You'll get a string. Now every char in this string is a number in fact.
Make a for loop and replace every 55 and 56 with 0.

If you want to calculate coordinates of one item it's:

x: index%height
y: floor(index/height)


Also, remember that [0, 0] is in the bottom left corner of the map - it uses standard coordinate system you know from maths. However, I'm not sure whether map includes 0 in x and y axis or not.

Ah thanks for the information do you know how the new way will be done??

Also you saying my Java UI skills are bad?? Only joking :) it's my first time doing in UI in java. I just wanted to get a layout down so it can run the code and well work. Once I have a decent feature list I'll be looking into creating a like looking UI and see what stuff I can do.

Also I have a base64 encode/decoder lib already I was actually looking for your post with the ids in it which I found last night. I don't think the for loop is needed I should be able to do String.replaceAll();
Title: Re: [WIP] RW SaveEditor
Post by: Darker on January 16, 2014, 01:12:15 PM
QuoteString.replaceAll();
Sure. I just like to do things properly. It's not just question of performance, it's question of attitude. Sometimes you might use quick easy solution to regret it when situation slightly changes...

For example, I used to have map parsing hard-coded on map renderer. In new version, all stone ("compressed thing") ID's are shifted by +1. (you might wanna prepare for this change)
That means I had to rewrite it and make a parser pseudo-class (there are no classes in javascript) and sub-classes for diferent map versions.

I don't know much more about future changes, you might wanna PM some tester for more info. I'd give that to you, but my Rim activity is partially on-hold since I should really study right now.

If everything goes right, I'll (maybe) make some docs for everybody.

And I'm not really sayin' UI in java is easy. (http://stackoverflow.com/questions/20287139/stick-more-gridlayouted-panels-next-to-each-other)
Title: Re: [WIP] RW SaveEditor
Post by: keensta on January 16, 2014, 05:49:52 PM
Quote from: Darker on January 16, 2014, 01:12:15 PM
QuoteString.replaceAll();
Sure. I just like to do things properly. It's not just question of performance, it's question of attitude. Sometimes you might use quick easy solution to regret it when situation slightly changes...

For example, I used to have map parsing hard-coded on map renderer. In new version, all stone ("compressed thing") ID's are shifted by +1. (you might wanna prepare for this change)
That means I had to rewrite it and make a parser pseudo-class (there are no classes in javascript) and sub-classes for diferent map versions.

I don't know much more about future changes, you might wanna PM some tester for more info. I'd give that to you, but my Rim activity is partially on-hold since I should really study right now.

If everything goes right, I'll (maybe) make some docs for everybody.

And I'm not really sayin' UI in java is easy. (http://stackoverflow.com/questions/20287139/stick-more-gridlayouted-panels-next-to-each-other)

I got it sorted now.

But a lot of things do work around performance, also doing a for Loop is not actually the proper method nether method is It's just down to personal preference. However if I have a string in Java that is like "555555565600000055560007000535353535353" I can't just do any type of replace that best thing you can do with that is get the string and convert it into bytes and edit it that way. Replacing all the 55's with 0's and so on.
Title: Re: [WIP] RW SaveEditor
Post by: Darker on January 17, 2014, 04:42:09 AM
Sorry - I failed to explain the format correctly. After you decode base64, what you get is an array of bytes, not string of "55", "56"...
It would be a shitty idea to save number array as array of strings or something like that.

If you insist on using some string replace function, you must take into account the characters that evaluate from the numbers (bytes). For 55, that's "7". Replacing "7" with "\0" would do the job, but that's really a shameful way to do that.

You must keep in mind that in some languages, you can cast character to number directly (C++,C...), so difference between a byte array and string is not very important here. I don't know how this works in java, but string can't be a byte array for sure, since Java uses 2 bytes for char. So it's rather an array of shorts.
Title: Re: [WIP] RW SaveEditor
Post by: keensta on January 20, 2014, 02:56:05 PM
I double posted. So I removed the first message and merged them together.. Each have a header above saying old or new.

--Old Message

Looking for some testers. If anyone is intrested drop me a Pm. Your name will be put in the op for helping.
I need at least 1 Windows User and 1 Mac user. If you have another operating system that's great as well.

Testers can do..

I don't expect your to do this day in day out. Everyone has a life it's more of just use the Editor as if you downloaded it as a normal person. It's just you get your hands on it first and you get a slight priority on suggesting things for the editor.

--New Message

Ok So i've been working on this for a while now. I got a lot of features down and still adding more it's not ready for release yet. I have decided to redesign the UI before I release the editor making it look much nicer and smoother, Ill try and streamline this all as much as I can.

I'm aiming to get this out before the next release of RimWorld however I'm unsure if that will be possible I hope to finish it by the weekend so you can use it then but still not sure if I'll be happy with it by then. Great thing about being a tester except from talking to the dev and other Testers and finding all these bugs :P is I make sure to take a peek into the save file on each release and I always mess around with it so while I'm doing that I get a insight on how to update the editor to do the same. Now I've already got code to edit the resources for the new version so :P

Added a image of main program screen (opened and done nothing else) which compare to the old photos I hope you agree looks much better.

[attachment deleted by admin: too old]
Title: Re: [WIP] RW SaveEditor
Post by: keensta on January 28, 2014, 05:56:02 AM
I'll be releasing a working version tonight check out the features list in op for current features.

This will have stockpile editing :)
Title: Re: [WIP] RW SaveEditor
Post by: Cdr.Keen on January 28, 2014, 08:13:20 AM
i'm looking forward to it
Title: Re: [WIP] RW SaveEditor
Post by: keensta on January 28, 2014, 02:35:20 PM
Quote from: Cdr.Keen on January 28, 2014, 08:13:20 AM
i'm looking forward to it
Awesome here it is..


First official release of the program check out OP for download link. It's colonist editor is currently minimal stuff I plan to add more very very soon.
Check out current List of features in the OP. Also please report any bugs.
Title: Re: [Beta 0.2] RW SaveEditor
Post by: randommonicle on January 28, 2014, 02:46:59 PM
Hey, sorry, how does this work? I just have everything in a zip file? Not sure how to activate anything. Thanks for the hard work :)
Title: Re: [Beta 0.2] RW SaveEditor
Post by: keensta on January 28, 2014, 02:53:13 PM
Quote from: randommonicle on January 28, 2014, 02:46:59 PM
Hey, sorry, how does this work? I just have everything in a zip file? Not sure how to activate anything. Thanks for the hard work :)

When you say zip file you must mean that game to considering I uploaded the .jar file. If I'm correct what you do is extract/drag the Zip file contents to a folder you wish to store the game in. Then open it up you should find the games Exe file click it game loads play it from couple seconds then save the game.

Then double click this jar file then load up your file depending on your OperatingSystem it should autofind your save file location. Then you can edit the save file using the options in the program. If you need any more help ask.
Title: Re: [Beta 0.2] RW SaveEditor
Post by: gigan on January 28, 2014, 07:18:40 PM
Kick ass!  It would be nice to change the cosmetic properties of a character.   I dislike generating my character and having him be a skinny naked guy or something, haha.
Title: Re: [Beta 0.2] RW SaveEditor
Post by: keensta on January 28, 2014, 07:22:41 PM
Quote from: gigan on January 28, 2014, 07:18:40 PM
Kick ass!  It would be nice to change the cosmetic properties of a character.   I dislike generating my character and having him be a skinny naked guy or something, haha.

Yeah while I've been updating and changing the colonist editor for the new alpha I've seen a section which I assume handles the characters look I'll play around with it see what results I get.
Title: Re: [Beta 0.2] RW SaveEditor
Post by: ItchyFlea on January 28, 2014, 08:04:10 PM
In the appearance section (<story> and <apparel>), there are several fields that handle the colours in RGBA format, but with the value ranging from 0 to 1. The fields affect the colour of the skin, hair and clothing. (<skinColor>, <hairColor>, <Color>)

I divide the colour values I want by 255 and get roughly the colour I wanted in-game.

Hope this helps.  :)
Title: Re: [Beta 0.2] RW SaveEditor
Post by: keensta on January 29, 2014, 11:12:45 AM
Quote from: ItchyFlea on January 28, 2014, 08:04:10 PM
In the appearance section (<story> and <apparel>), there are several fields that handle the colours in RGBA format, but with the value ranging from 0 to 1. The fields affect the colour of the skin, hair and clothing. (<skinColor>, <hairColor>, <Color>)

I divide the colour values I want by 255 and get roughly the colour I wanted in-game.

Hope this helps.  :)

Thanks a lot for the information it helps when saving time and makes my job easier.

Everyone:
I've added some new things to the "Future Features/updates" list.
The main one which I think will become quite popular will be the place a steam geyser anywere.
Title: Re: [Beta 0.3] RW SaveEditor
Post by: keensta on January 29, 2014, 02:34:43 PM
Updated to Beta 0.3

Check out the changelog at bottom of OP to find out the changes.
Title: Re: [Beta 0.3] RW SaveEditor
Post by: Cdr.Keen on January 30, 2014, 02:14:17 PM
first, after downloading it - i do not know what to do with the file (.jar.zip). as a windows user, i extracted the .zip and get 3 jars', some folders and icons and stuff. but there was nothing in working for me.

takes some time to figure out that i simply have to rename the .jar.zip (just remove the .zip). but first time i've done this, windows creats a folder called (rweditor.jar). after deleting it and downloading it again, the renaming worked and i got an executable .jar .

bit confusing because of windows handling with .zip files :)
Title: Re: [Beta 0.3] RW SaveEditor
Post by: keensta on January 30, 2014, 03:49:49 PM
Quote from: Cdr.Keen on January 30, 2014, 02:14:17 PM
first, after downloading it - i do not know what to do with the file (.jar.zip). as a windows user, i extracted the .zip and get 3 jars', some folders and icons and stuff. but there was nothing in working for me.

takes some time to figure out that i simply have to rename the .jar.zip (just remove the .zip). but first time i've done this, windows creats a folder called (rweditor.jar). after deleting it and downloading it again, the renaming worked and i got an executable .jar .

bit confusing because of windows handling with .zip files :)

Strange I'm on Windows 8 myself when ever I download the file it download as the RwEditor.jar which is what I uploaded. As soon as you download it go to you downloads folder and it should already be a .jar file and nothing else. I have no clue why or how you've managed to get a .jar.zip version I just tried to see if I could do that but I'm unable to replicate it. 
Title: Re: [Beta 0.3] RW SaveEditor
Post by: Cdr.Keen on January 30, 2014, 04:40:10 PM
Quote from: keensta on January 30, 2014, 03:49:49 PM

Strange I'm on Windows 8 myself when ever I download the file it download as the RwEditor.jar which is what I uploaded. As soon as you download it go to you downloads folder and it should already be a .jar file and nothing else. I have no clue why or how you've managed to get a .jar.zip version I just tried to see if I could do that but I'm unable to replicate it.

well, yes - as you say it like that - i don't know it too Oo

you uploaded it right, but firefox saves it different.

(http://i61.tinypic.com/2vadrt3.jpg)
Title: Re: [Beta 0.3] RW SaveEditor
Post by: keensta on January 30, 2014, 05:09:15 PM
Quote from: Cdr.Keen on January 30, 2014, 04:40:10 PM
Quote from: keensta on January 30, 2014, 03:49:49 PM

Strange I'm on Windows 8 myself when ever I download the file it download as the RwEditor.jar which is what I uploaded. As soon as you download it go to you downloads folder and it should already be a .jar file and nothing else. I have no clue why or how you've managed to get a .jar.zip version I just tried to see if I could do that but I'm unable to replicate it.

well, yes - as you say it like that - i don't know it too Oo

you uploaded it right, but firefox saves it different.


Have you tried the Open With "Windows Explorer" option at all? See if that opens it with the jar file inside.

I just downloaded FireFox and tested this for myself it seems to work fine on mine(Download wise), I seriously am completely stumped to why its doing this. But as long as you got the thing working is all that matters.
Title: Re: [Beta 0.3] RW SaveEditor
Post by: Swederell on January 30, 2014, 05:43:44 PM
What anti-virus do you have running on your machine? Sometimes they can interact with downloads and rename them for your own safety. JAR's, being executable, may have been renamed to protect you. Mind you, I haven't seen this behaviour recently.
Title: Re: [Beta 0.3] RW SaveEditor
Post by: Cdr.Keen on January 30, 2014, 06:42:40 PM
Quote from: Swederell on January 30, 2014, 05:43:44 PM
What anti-virus do you have running on your machine? Sometimes they can interact with downloads and rename them for your own safety. JAR's, being executable, may have been renamed to protect you. Mind you, I haven't seen this behaviour recently.

thank you for this suggestion, sounds reliable - i haven't figured out yet what it causes. i'm not unaware with such files, but last time i downloaded a .jar i had no problems (month ago, maybe "things" changed).

it's not uncommon to zip jars, so i extracted it automatically after download - this is where confusion started :). i'll have to double check it next time.
Title: Re: [Beta 0.3] RW SaveEditor
Post by: Cdr.Keen on February 04, 2014, 05:01:41 PM
i've played a bit around with it - some things work great, some do not.

here's my summary of wha i used:
- clearing raiders works perfect.
- clearing corpses works, clearing blood not
- colonisteditor works for some of my colonists, the others it won't save

if you like my savegame, i'll upload it for you :)
Title: Re: [Beta 0.3] RW SaveEditor
Post by: keensta on February 05, 2014, 03:14:32 AM
Quote from: Cdr.Keen on February 04, 2014, 05:01:41 PM
i've played a bit around with it - some things work great, some do not.

here's my summary of wha i used:
- clearing raiders works perfect.
- clearing corpses works, clearing blood not
- colonisteditor works for some of my colonists, the others it won't save

if you like my savegame, i'll upload it for you :)

Yeah if I could that would be great also the colonists your trying to save do they have grenade as the selected weapon. If not what colonists are not saving and what did you change about them ??
Title: Re: [Beta 0.3] RW SaveEditor
Post by: Cdr.Keen on February 05, 2014, 01:37:07 PM
i basically changed the loyalty, health and food to 100. most of the colonists didn't own any weapon at this time, others pistols.

i played a bit since i used it, most of the colonists are not visible in the list now (too long). i'm able to reproduce it with Roughchild, Svejgaard and Jen. When i hit "save", the popup does not show up.

http://www17.zippyshare.com/v/44530120/file.html
Title: Re: [Beta 0.3] RW SaveEditor
Post by: keensta on February 05, 2014, 04:43:42 PM
Quote from: Cdr.Keen on February 05, 2014, 01:37:07 PM
i basically changed the loyalty, health and food to 100. most of the colonists didn't own any weapon at this time, others pistols.

i played a bit since i used it, most of the colonists are not visible in the list now (too long). i'm able to reproduce it with Roughchild, Svejgaard and Jen. When i hit "save", the popup does not show up.

http://www17.zippyshare.com/v/44530120/file.html

Thanks for the info already fixed the saving issue just looking into why blood removing isn't working also I'll make that list scrollable.
Title: Re: [TOOL] RW SaveEditor (Beta 0.3)
Post by: Cdr.Keen on February 05, 2014, 06:40:07 PM
i really like the look and behave of your tool. thumbs up :)

something i missed and like to see is a "raidereditor", like the colonisteditor. maybe it's also possible to edit prisoners =)
Title: Re: [TOOL] RW SaveEditor (Beta 0.3)
Post by: keensta on February 06, 2014, 03:46:36 AM
Quote from: Cdr.Keen on February 05, 2014, 06:40:07 PM
i really like the look and behave of your tool. thumbs up :)

something i missed and like to see is a "raidereditor", like the colonisteditor. maybe it's also possible to edit prisoners =)

Thanks a lot, means a lot.

Also yeah that would be good I can see that help recruit prisoners quick if it's possible to edit them which I can only guess would be. Also raiders editor would be a good addition especially if you want to toughen then up abit to give yourself a challenge.

What's ill do is rename the colonist editor to PawnEditor and allow you to select which type you want to edit that way they all use the same base editor.
Title: Re: [TOOL] RW SaveEditor (v.0.3)
Post by: eagleFMJ on February 06, 2014, 10:00:46 PM
Great tool, I love it!

I had refugee join my colony, but when I try to edit him with save editor and hit save, I don't get the pop up message that settings have been saved, and sure enough they don't save, however I can edit and save all my other colonists just fine. I have three people I started with then one guy (Wilko) joined my colony later on (see attachment).

Edit: ok now I can edit him but only after I selected a weapon then hit save (he had no weapon before), now I can edit and save as usual.

[attachment deleted by admin: too old]
Title: Re: [TOOL] RW SaveEditor (v.0.3)
Post by: keensta on February 07, 2014, 08:36:22 AM
Quote from: eagleFMJ on February 06, 2014, 10:00:46 PM
Great tool, I love it!

I had refugee join my colony, but when I try to edit him with save editor and hit save, I don't get the pop up message that settings have been saved, and sure enough they don't save, however I can edit and save all my other colonists just fine. I have three people I started with then one guy (Wilko) joined my colony later on (see attachment).

Edit: ok now I can edit him but only after I selected a weapon then hit save (he had no weapon before), now I can edit and save as usual.

Thanks a lot. Means a lot. I do enjoy making it for the community to use.

If you have the save file with the problematic saving that be great if not I'll replicate the issue to the best I can.
I'm just fixing some other bugs ATM and adding in the backup and maybe the update feature so I'll fix this to.

But I'll release it all in one push proberly Sunday night.
Title: Re: [TOOL] RW SaveEditor (v0.4)
Post by: keensta on February 09, 2014, 07:53:24 AM
Updated the programs version to 0.4 Check the OP change log for information on whats changed.

Also this update is mainly 99% bug fixes the feature additions the only feature added was skill editing. Rest were bug fixes.
Title: Re: [TOOL] RW SaveEditor (v0.4)
Post by: Solanus on February 18, 2014, 11:28:14 AM
Don't know if this is possible, but I have two prisoners that currently are fairly useless, so I had been (incorrectly) holding out hope that a slave trader would arrive and I could sell them off.  Now that I know that won't happen, it would be good to get them into a state where they can be useful for anything but combat (if that).  However, currently your editor does not allow for changing of backstories, or separately changing the incapable activities, to stop them from being incapable of 90% of the game.  It's hard enough to manage to incapacitate a raider (especially without killing them in the same volley) in order to capture them at all, but then that's all you end up with. 

Any progress toward adding that feature would be much appreciated!
Title: Re: [TOOL] RW SaveEditor (v0.4)
Post by: keensta on February 18, 2014, 12:32:42 PM
Quote from: Solanus on February 18, 2014, 11:28:14 AM
Don't know if this is possible, but I have two prisoners that currently are fairly useless, so I had been (incorrectly) holding out hope that a slave trader would arrive and I could sell them off.  Now that I know that won't happen, it would be good to get them into a state where they can be useful for anything but combat (if that).  However, currently your editor does not allow for changing of backstories, or separately changing the incapable activities, to stop them from being incapable of 90% of the game.  It's hard enough to manage to incapacitate a raider (especially without killing them in the same volley) in order to capture them at all, but then that's all you end up with. 

Any progress toward adding that feature would be much appreciated!

Yeah I having the same problem with my save one my colonists is being a pain as I can't use them either. So I'm looking to write this just after I type this. It take a while due to the extent of current stories in the game. So I'll have to include them all.

Currently the editor doesn't allow prisoners to be edited mainly because there not loaded it should just be a couple of lines added to allow that to be possible. Maybe just a drop down menu to select which type you want loaded (Colonists, Prisoners or Raiders)..

But to answer your question simply "On it now"
Title: Re: [TOOL] RW SaveEditor (v.0.4)
Post by: archknight on February 27, 2014, 08:45:49 AM
this needs to get updated for the latest will be happy when it is =D
Title: Re: [TOOL] RW SaveEditor (v.0.4)
Post by: keensta on February 27, 2014, 12:01:44 PM
Quote from: archknight on February 27, 2014, 08:45:49 AM
this needs to get updated for the latest will be happy when it is =D

Working on it now. Shouldn't be to long I've got some new features added to it as well.
Also I've got to create a way for stuff like project armourey weapons to load into the editor so people can select them.
Title: Re: [TOOL] RW SaveEditor (v.0.4)
Post by: keensta on March 09, 2014, 12:49:46 PM
I'm posting here to say It's taken a bit longer to fix then I first Imagined also i've not been able to work on it constantly either.

However I do have a Alpha 2 working version however it doesn't know how to handle any mods yet. I expected all modders to follow the core suite however some mods like Project Armory haven't and actually list each weapon in it's own file. Which does create a problem with the system I wrote so I'm rewriting it to account for any other mods like that.

Currently it will only handle any Weapon based modifications due to they are the only ones that effect the editor. All other do not currently any resource adding mods are instantly handled by how I handle stockpile in the first place :).
Shouldn't be to much longer.
Title: Re: [TOOL] RW SaveEditor (v.0.4)
Post by: Scrove on March 19, 2014, 03:20:45 AM
Wondering how your progress has gone?
Title: Re: [TOOL] RW SaveEditor (v.0.4)
Post by: gehennianviceroy on March 26, 2014, 12:48:03 PM
I'll bump for an update on your progress as well! I can't wait for this to be updated. I spend a good half hour painstakingly modifying my save-game by hand and from the looks of the screenshots, this tool is perfect for quickly editing colonists to one's liking.
Title: Re: [TOOL] RW SaveEditor (v.0.4)
Post by: keensta on April 06, 2014, 10:41:22 AM
Quote from: Scrove on March 19, 2014, 03:20:45 AM
Wondering how your progress has gone?
Quote from: gehennianviceroy on March 26, 2014, 12:48:03 PM
I'll bump for an update on your progress as well! I can't wait for this to be updated. I spend a good half hour painstakingly modifying my save-game by hand and from the looks of the screenshots, this tool is perfect for quickly editing colonists to one's liking.

Sorry for not updating people or uploading the product here. I've been busy and to top it off a part in my computer failed and I wasn't able to get hold of the code (didn't push newest update to GitHub) so I couldn't release it.
I was unable to afford the part so I had to wait till I could.

However It's done and I've just updated the OP. So go there read the details and check out the change log at the bottom of the OP and download and enjoy :)
I'll be creating a video later today hopefully to show of any new features and changes. :)
Do report any Bugs that you find ENJOY :)

**Note to mods**
If you could please move this tool to the Releases section that would be great. It's fully working with Alpha 2
Title: Re: [TOOL] RW SaveEditor (v.0.4)
Post by: Celthric Aysen on April 06, 2014, 11:14:29 AM
This is cool, and very useful, and very fun to play with xD.
Nice work!
Title: Re: [TOOL] RW SaveEditor (v.0.4)
Post by: keensta on April 18, 2014, 03:21:34 PM
Quote from: Blackjack1000K on April 06, 2014, 11:14:29 AM
This is cool, and very useful, and very fun to play with xD.
Nice work!
Thanks a lot. Oh your deviantart gallery is awesome some very nice textures there.


@Everyone else
I'm fixing a few Colonist loading bugs once done a Alpha 3 compatible version of the save editor will be out.

Big thanks to Sandalwood  (http://ludeon.com/forums/index.php?action=profile;u=4956) for fixing a massive encoding issue with saving/loading Rimworlds file A* person :)
Title: Re: [TOOL] RW SaveEditor (v.0.4)
Post by: Vas on April 18, 2014, 03:59:36 PM
Colonist editor doesn't work. Doesn't load any colonists at all from a fresh save.

Should use the same folder as last time when you look for a save file.

Can't set colony name either.  Won't let me type in the box.

I also think that you should allow the window to be resized, and the elements inside moved around and positions saved on exit.

I do think it's very nice though, not as nice as RimEdit because it lets me edit the entire map visually and all as well as colonists (a bit).  As for the problems, I can tell you my system details if it helps, or at least the relevant info.
Windows 7 Home Premium 64 bit.  i7 3.1GHz, nVidia GeForce GTX 560m 2GB VRAM, 8GB RAM.  Not sure that stuff is relevant though, so it might be something to do with the OS, but I dunno.

The UI is extremely interesting, especially the file browser.  Is this a MAC design or something?  I mean it looks great, unlike Windows at all.  Though it kinda defeats the purpose of me having a custom theme for my computer.  xP

Sorry if I seem like a hardass for pointing out all the broken bits and stuff.  I just think of it as being thorough.
Title: Re: [TOOL] RW SaveEditor (v.0.4)
Post by: ENE on April 19, 2014, 08:00:04 AM
same problem here... I CAN NOT EDIT any of my colonist --> no colonist name excist.
THANK..
Title: Re: [TOOL] RW SaveEditor (v.0.4)
Post by: keensta on April 19, 2014, 01:09:48 PM
Quote from: Vas on April 18, 2014, 03:59:36 PM
Colonist editor doesn't work. Doesn't load any colonists at all from a fresh save.

Should use the same folder as last time when you look for a save file.

Can't set colony name either.  Won't let me type in the box.

I also think that you should allow the window to be resized, and the elements inside moved around and positions saved on exit.

I do think it's very nice though, not as nice as RimEdit because it lets me edit the entire map visually and all as well as colonists (a bit).  As for the problems, I can tell you my system details if it helps, or at least the relevant info.
Windows 7 Home Premium 64 bit.  i7 3.1GHz, nVidia GeForce GTX 560m 2GB VRAM, 8GB RAM.  Not sure that stuff is relevant though, so it might be something to do with the OS, but I dunno.

The UI is extremely interesting, especially the file browser.  Is this a MAC design or something?  I mean it looks great, unlike Windows at all.  Though it kinda defeats the purpose of me having a custom theme for my computer.  xP

Sorry if I seem like a hardass for pointing out all the broken bits and stuff.  I just think of it as being thorough.
Quote from: ENE on April 19, 2014, 08:00:04 AM
same problem here... I CAN NOT EDIT any of my colonist --> no colonist name excist.
THANK..


About the colonist editor part not working. Here is my post just before yours, you most likely missed it.
Quote from: keensta on April 18, 2014, 03:21:34 PM
@Everyone else
I'm fixing a few Colonist loading bugs once done a Alpha 3 compatible version of the save editor will be out.

Big thanks to Sandalwood  (http://ludeon.com/forums/index.php?action=profile;u=4956) for fixing a massive encoding issue with saving/loading Rimworlds file A* person :)

So the versions you are currently using our built for Alpha 2 However for one of the first time's RimWorld hasn't hugely changed it's save file meaning some aspects still work minus the Colonist editor of course :P

As for the rest of your questions.

1.Q Should use the same folder as last time when you look for a save file.
1.A It used to automatically find the save files location but with RimWorld Alpha 3 update it now has moved to the location of the game. Which I never expected so it no longer works. However I have fixed this problem in the next version which after defining the RimWorlds folder location once it will find the "Mod" and "Save" folder locations.

2.Q Can't set colony name either.  Won't let me type in the box.
2.A That's because I disabled the ability to do this due to the save button breaking. However I've now fixed that save button and it has been re-enabled so naming the Colony will be able to be done.

3.Q I also think that you should allow the window to be resized, and the elements inside moved around and positions saved on exit.
3.A When designing the programs Gui I never had such a thing in mind. So I used absolute positioning so resizing make it look strange. Even with grid based positioning it'd get kinda strange.

4.Q I do think it's very nice though, not as nice as RimEdit because it lets me edit the entire map visually and all as well as colonists (a bit).  As for the problems, I can tell you my system details if it helps, or at least the relevant info.
Windows 7 Home Premium 64 bit.  i7 3.1GHz, nVidia GeForce GTX 560m 2GB VRAM, 8GB RAM.  Not sure that stuff is relevant though, so it might be something to do with the OS, but I dunno.
4.A Not really a question but RimEdit is more of a Visual map editing tool and it's great for that. I could add such a thing but it'd be like trying to reinvent the wheel, pointless. However if RimEdit were to die I may look at creating something to replace it but atm it looks like it's staying. I personally think that my colonist editor is just that bit more indepth. My program was created more to edit the save file not the map *Even tho the map is saved in there* also it works without a internet connection :).

5.Q The UI is extremely interesting, especially the file browser.  Is this a MAC design or something?  I mean it looks great, unlike Windows at all.  Though it kinda defeats the purpose of me having a custom theme for my computer.  xP
5.A I use http://weblookandfeel.com/ which is a free Look and Feel for java. Which by the site you can see it very much take's a Mac type theme on. As for your custom Windows theme it might not effect my program even if I didn't have a Look and Feel due to the theme designer would of had to take into account Java based buttons and so on. Just how Java works :).

6.Q Sorry if I seem like a hardass for pointing out all the broken bits and stuff.  I just think of it as being thorough.
6.A It's fine always need thing's pointing out to me so I can make sure I get them fixed or atleast improved. Hopefully my above answers satisfy your needs :P
Title: Re: [TOOL] RW SaveEditor (v.0.4)
Post by: Morgan_Freeman on April 20, 2014, 04:16:25 PM
I am thoroughly confused on how this works... Does this work for Alpha 3? I set it up downloaded it.. followed the instructions where you open the "mod" folder. Then from there, where I am brought to a smaller box where it says File and about, and on the bottom it says Save File. So when I click FILE and LOAD. I select the world I want and once I click open nothing really happens. PLEASE PLEASE SOMEONE HELP ME  :-\

Title: Re: [TOOL] RW SaveEditor (v.0.4)
Post by: keensta on April 21, 2014, 07:40:50 AM
Quote from: Morgan_Freeman on April 20, 2014, 04:16:25 PM
I am thoroughly confused on how this works... Does this work for Alpha 3? I set it up downloaded it.. followed the instructions where you open the "mod" folder. Then from there, where I am brought to a smaller box where it says File and about, and on the bottom it says Save File. So when I click FILE and LOAD. I select the world I want and once I click open nothing really happens. PLEASE PLEASE SOMEONE HELP ME  :-\

Sorry forgot to upload the new details on how to use it check them out and before you do open the perf.xml that's found next to the program and change the option "firstLoad" from no to yes then follow the instructions in the first post.
Title: Re: [TOOL] RW SaveEditor (v.0.5/Alpha 3)
Post by: ENE on April 21, 2014, 08:38:08 AM
so we are able to edit the colonist now?
Title: Re: [TOOL] RW SaveEditor (v.0.5/Alpha 3)
Post by: keensta on April 21, 2014, 09:22:56 AM
Quote from: ENE on April 21, 2014, 08:38:08 AM
so we are able to edit the colonist now?

Yes they should load fine now. It was because you would of been trying to edit Alpha 3 Save with the Alpha 2 version of the editor. So it's all fixed now.
Title: Re: [TOOL] RW SaveEditor (v.0.5/Alpha 3)
Post by: Architect on April 21, 2014, 11:09:57 AM
I'm glad this is up and running again :) It sat for too long in the unfinished section :D
Title: Re: [TOOL] RW SaveEditor (v.0.5/Alpha 3)
Post by: Serapaxson on April 21, 2014, 12:49:02 PM
i get to the save file part i choose my save file and nothing happens at all i'm really confused :S
Title: Re: [TOOL] RW SaveEditor (v.0.5/Alpha 3)
Post by: keensta on April 21, 2014, 02:19:30 PM
Quote from: Architect on April 21, 2014, 11:09:57 AM
I'm glad this is up and running again :) It sat for too long in the unfinished section :D

Yeah took some time off. Came back because it seems like its the only one left.

Quote from: Serapaxson on April 21, 2014, 12:49:02 PM
i get to the save file part i choose my save file and nothing happens at all i'm really confused :S

So nothing at all comes up so it displays no buttons at all? If this is so then what I suggest is there should be a txt document at the same location as the program. If you open that there should be a error there if you just paste that here I should be able to find out the problem.
Title: Re: [TOOL] RW SaveEditor (v.0.5/Alpha 3)
Post by: Morgan_Freeman on April 21, 2014, 06:35:49 PM
Hi there Keensta! ;D First off I would like to thank you for the prompt response on my question, that problem is now fixed thanks to you! Anywho just recently I have been trying to edit the colonists (Stats mainly). Each time I save the new stats for the Colonists and move onto the next colonist it does not appear to be saved, I have just tried editing one colonist and clicking save. After that I save the whole file and load it up on RimWorld, and it does not appear. :(
Title: Re: [TOOL] RW SaveEditor (v.0.5/Alpha 3)
Post by: keensta on April 21, 2014, 07:12:31 PM
Quote from: Morgan_Freeman on April 21, 2014, 06:35:49 PM
Hi there Keensta! ;D First off I would like to thank you for the prompt response on my question, that problem is now fixed thanks to you! Anywho just recently I have been trying to edit the colonists (Stats mainly). Each time I save the new stats for the Colonists and move onto the next colonist it does not appear to be saved, I have just tried editing one colonist and clicking save. After that I save the whole file and load it up on RimWorld, and it does not appear. :(

No problem it's what I do. I've checked the code the only thing I see is that I'm still using the old saving method for colonist related things were everything else uses the new method so that could be it I'll patch that soon as (just on ipad ATM).

However just in case it should pop up with a notification saving it's saved that colonist when ever you hit save if your not seeing this or even if you are check out the RwEditor_output.txt if there is anything in there post it here it will contain any program errors making solveing this easier.
Title: Re: [TOOL] RW SaveEditor (v.0.5/Alpha 3)
Post by: Serapaxson on April 22, 2014, 01:09:36 AM
Hey here is the log file Hope there is something in there :/

Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
   at me.keensta.file.ModLoader.loadModData(ModLoader.java:62)
   at me.keensta.file.ModLoader.loadMods(ModLoader.java:38)
   at me.keensta.file.ModLoader.<init>(ModLoader.java:29)
   at me.keensta.AppWindow.setFiles(AppWindow.java:175)
   at me.keensta.actionlisteners.menu.LoadListener.actionPerformed(LoadListener.java:31)
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
   at javax.swing.AbstractButton.doClick(Unknown Source)
   at javax.swing.plaf.basic.BasicMenuItemUI.doClick(Unknown Source)
   at javax.swing.plaf.basic.BasicMenuItemUI$Handler.mouseReleased(Unknown Source)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at javax.swing.JComponent.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$200(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
Title: Re: [TOOL] RW SaveEditor (v.0.5/Alpha 3)
Post by: keensta on April 22, 2014, 03:55:48 AM
Quote from: Serapaxson on April 22, 2014, 01:09:36 AM
Hey here is the log file Hope there is something in there :/

Hmm seems like it's failing to load any mods. What mods do you have?

Also when you first loaded the program and was prompted to select a folder did you select the mod folder or the folder that houses RimWorld and it's folders?
Title: Re: [TOOL] RW SaveEditor (v.0.5/Alpha 3)
Post by: Serapaxson on April 22, 2014, 04:13:39 AM
I am using the big bang mod pack and most of the other mods that are not included, I don't have a problem playing the game with them all enabled so I don't have any idea why the editor is having issues.

When I first opened the program i selected the main rimworld folder like you stated in the guide on the first page :P
Title: Re: [TOOL] RW SaveEditor (v.0.5/Alpha 3)
Post by: macbuk on April 22, 2014, 07:56:11 AM
I also can't change anything.

In the output file there is:
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
   at me.keensta.xmleditting.EditResources.activateCode(EditResources.java:55)
   at me.keensta.actionlisteners.resources.UpdateListener.actionPerformed(UpdateListener.java:29)
   at javax.swing.AbstractButton.fireActionPerformed(Unknown Source)
   at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source)
   at javax.swing.DefaultButtonModel.setPressed(Unknown Source)
   at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source)
   at java.awt.AWTEventMulticaster.mouseReleased(Unknown Source)
   at java.awt.Component.processMouseEvent(Unknown Source)
   at javax.swing.JComponent.processMouseEvent(Unknown Source)
   at java.awt.Component.processEvent(Unknown Source)
   at java.awt.Container.processEvent(Unknown Source)
   at java.awt.Component.dispatchEventImpl(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source)
   at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source)
   at java.awt.Container.dispatchEventImpl(Unknown Source)
   at java.awt.Window.dispatchEventImpl(Unknown Source)
   at java.awt.Component.dispatchEvent(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$200(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.awt.EventQueue$4.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
Title: Re: [TOOL] RW SaveEditor (v.0.5/Alpha 3)
Post by: keensta on April 22, 2014, 10:16:51 AM
Quote from: Serapaxson on April 22, 2014, 04:13:39 AM
I am using the big bang mod pack and most of the other mods that are not included, I don't have a problem playing the game with them all enabled so I don't have any idea why the editor is having issues.

When I first opened the program i selected the main rimworld folder like you stated in the guide on the first page :P
Ok strange, if you can tell me exactly what the RWDir car inside the perf.xml has down and what I suggest is navigate to the folder then inside that folder if the "Mods" or "Saves" folders are not in there then the problem is not having set the correct directory.

Quote from: macbuk on April 22, 2014, 07:56:11 AM
I also can't change anything.

In the output file there is:


Ah that's a small spelling mistake it seems you can't edit resources separately but you can edit a entire stockpile at once using the set all button at the bottom of the resources section.
Title: Re: [TOOL] RW SaveEditor (v.0.5/Alpha 3)
Post by: macbuk on April 22, 2014, 03:04:04 PM
Also the Colonist editor does not save changes, no errors in output.
Title: Re: [TOOL] RW SaveEditor (v.0.5/Alpha 3)
Post by: keensta on April 22, 2014, 03:53:43 PM
Quote from: macbuk on April 22, 2014, 03:04:04 PM
Also the Colonist editor does not save changes, no errors in output.

Just uploaded the fix.

Please download the newest version it has couple of fixes check out the OP for change log no need to change the Pref.xml file unless it's first time downloading...
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: albany_ on April 22, 2014, 04:38:04 PM
I'm having the same issue ("Exception in thread "AWT-EventQueue-0"). http://pastebin.com/WeDXVCrs

Everything appears to be set up correctly.
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: keensta on April 22, 2014, 06:15:05 PM
Quote from: albany_ on April 22, 2014, 04:38:04 PM
I'm having the same issue ("Exception in thread "AWT-EventQueue-0"). http://pastebin.com/WeDXVCrs

Everything appears to be set up correctly.

Oh silly me I see the reason now.
I'll fix it tomorrow afternoon.
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: Serapaxson on April 23, 2014, 01:56:02 AM
This is all that's in the pref.XML file, There is no mods or save file in the editor folder either :/

<?xml version="1.0" encoding="UTF-8"?>
<root>
  <firstLoad>no</firstLoad>
  <RWDir>F:\Games\RimWorld413Win</RWDir>
</root>
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: keensta on April 23, 2014, 03:55:02 AM
Quote from: Serapaxson on April 23, 2014, 01:56:02 AM
This is all that's in the pref.XML file, There is no mods or save file in the editor folder either :/

<?xml version="1.0" encoding="UTF-8"?>
<root>
  <firstLoad>no</firstLoad>
  <RWDir>F:\Games\RimWorld413Win</RWDir>
</root>

It's fine figured out the problem. I'll update it this afternoon.
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: PunisheR007 on April 23, 2014, 04:24:15 AM
what i found is, it will only let you edit the first 2 colonist in the list and the rest can't be saved, thats with a fresh game and 3 starting colonists.
great editor though, but it did corrupt the save after i tried to edit the same save file a second time.
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: keensta on April 23, 2014, 06:21:38 AM
Quote from: PunisheR007 on April 23, 2014, 04:24:15 AM
what i found is, it will only let you edit the first 2 colonist in the list and the rest can't be saved, thats with a fresh game and 3 starting colonists.
great editor though, but it did corrupt the save after i tried to edit the same save file a second time.

Not sure if you have noticed but I uploaded a new version last night so check out that version it should fix the colonists not saving correctly also should stop corrupting any save files.
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: ENE on April 23, 2014, 09:20:13 AM
Its me again... hh after I download the lastest ver. of Editor, now it can load the colonist so thank you for that. But after I open the game And Load the edited-save file , everything goes white except "Architech" and "Pause - Play" buttons then some sort of window with many red sentence show up.
ps. I downloaded it today

sorry abt my Eng
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: keensta on April 23, 2014, 03:00:35 PM
Ok thanks for the feedback I've uploaded a new change to the Dropbox.

Should fix all saving errors for colonists.
File corruption should no longer be a problem.


Just a note it seems when using a normal save without any mods or save tampering my file got corrupted so sometimes it's not the SaveEditor and is just the game.
I'll update the change log later when on my pc.
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: albany_ on April 23, 2014, 06:12:21 PM
Hey keensta - I appreciate the effort to fix the issue but the updated editor still isn't working. The output log is the same as before.
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: Spoonikle on April 24, 2014, 12:18:59 AM
dont know if requested or planned, but maybe the option to revive colonists? corpses still retain the colonist tag, so it may be possible... not sure if old attributes are saved ( like skills, but you could always re-roll )

Or just the ability to make new colonists at the original drop zone? Clone current colonists? Convert non-raiders?
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: WorldOfIllusion on April 24, 2014, 01:45:39 AM
just wondering, in making this have you looked at how rimworld actually saves/loads saves at all, or have you just been looking through save files?
If it's the former, could I possibly interrogate ask you some questions about how it all works? Really don't want to work it out from scratch.
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: Serapaxson on April 24, 2014, 03:52:31 AM
with the new version it get's further then before but still doesn't show anything, here is the log http://pastebin.com/ZpvZur5V
Correct me if i'm wrong but is this a mod conflict with you're program and is it possible to make it skip mods that don't load and just continue to the next one ?
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: ENE on April 24, 2014, 06:45:19 AM
Thank you for FIX bug. I just try it about minute ago and ITS WORK very well. NICE JOB :D           I also spot that - even you edit the clonist ability at max (40) but if they didnt have that ability so they still dont have.

Example:
   Research  3
   Crafting    -
   Shooting  7
      what will happen after changed everything to 40 is...
   Research  40
   Crafting    -
   Shooting   40

ps.Im not good at explain things. THANK!! ;)
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: Scrove on April 24, 2014, 07:43:43 AM
Just wanted to make sure you know that we appreciate what your doing with this!
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: NorseGod on April 24, 2014, 09:18:07 PM
I'm confused, right now when I load a given save file....  the program just sits there. The file locations appears to the right of "Save File:" but that's it. There's no buttons, no where to change anything...
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: oronnoro2 on April 25, 2014, 12:38:08 AM
This is very cool, well done!
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: ENE on April 26, 2014, 08:10:06 AM
another Bug found..? we are not able to edit the same savegame 2nd time? I really want to edit it again and same as "turn Raider to Clonist" option.   I know that its will take time to debug and finish the editor at the same time so sorry for asking many thing and we want you to know that we're appeciate what you are doing right now. :)
Title: Re: [TOOL] RW SaveEditor (v.0.5.1/Alpha 3)
Post by: keensta on April 26, 2014, 02:14:39 PM
Ok, answers all below.

Quote from: Serapaxson on April 24, 2014, 03:52:31 AM
with the new version it get's further then before but still doesn't show anything, here is the log http://pastebin.com/ZpvZur5V
Correct me if i'm wrong but is this a mod conflict with you're program and is it possible to make it skip mods that don't load and just continue to the next one ?
Quote from: NorseGod on April 24, 2014, 09:18:07 PM
I'm confused, right now when I load a given save file....  the program just sits there. The file locations appears to the right of "Save File:" but that's it. There's no buttons, no where to change anything...
Quote from: albany_ on April 23, 2014, 06:12:21 PM
Hey keensta - I appreciate the effort to fix the issue but the updated editor still isn't working. The output log is the same as before.

Sorry about this it seems you are all getting hit by the same bug. It seemed I forgot to add this line into the code to fix it.
New version now up I was able to replicate the problem then fix it so it SHOULD be 100% fixed for you now. (v0.5.2)

Quote from: ENE on April 24, 2014, 06:45:19 AM
Thank you for FIX bug. I just try it about minute ago and ITS WORK very well. NICE JOB :D           I also spot that - even you edit the clonist ability at max (40) but if they didnt have that ability so they still dont have.

Example:
   Research  3
   Crafting    -
   Shooting  7
      what will happen after changed everything to 40 is...
   Research  40
   Crafting    -
   Shooting   40

ps.Im not good at explain things. THANK!! ;)

I'm not sure what you mean by ability? Could you try re-explaining it.

Quote from: Scrove on April 24, 2014, 07:43:43 AM
Just wanted to make sure you know that we appreciate what your doing with this!
Quote from: oronnoro2 on April 25, 2014, 12:38:08 AM
This is very cool, well done!

Thanks means a lot.

Quote from: ENE on April 26, 2014, 08:10:06 AM
another Bug found..? we are not able to edit the same savegame 2nd time? I really want to edit it again and same as "turn Raider to Clonist" option.   I know that its will take time to debug and finish the editor at the same time so sorry for asking many thing and we want you to know that we're appeciate what you are doing right now. :)

This should be fixed in the new version (v0.5.2)

Quote from: WorldOfIllusion on April 24, 2014, 01:45:39 AM
just wondering, in making this have you looked at how rimworld actually saves/loads saves at all, or have you just been looking through save files?
If it's the former, could I possibly interrogate ask you some questions about how it all works? Really don't want to work it out from scratch.

I didn't have any plans but I can look into it.



@Everyone
New version 0.5.2 has been uploaded hopefully fixing all bugs/problems you've been having with the program.

With this done I should be able to start working on some new features for the editor.
Title: Re: [TOOL] RW SaveEditor (v.0.5.2/Alpha 3)
Post by: oronnoro2 on April 26, 2014, 09:30:51 PM
What ENE was talking about is when you start a new game and you "Randomize" on skill level some skills come with the " - " meaning they cannot do the job associated with that skill, because they do not know it.

For example:
Construction -
Growing 3
Research 5

In the example, "Construction -" now cannot be done because the colonist does not know it. While "Growing 3" they do know, and the skill for gorowing is 3.

In your program, because the game was started with a colonist not knowing "Construction" changing it in the program does nothing. If you you wore to change Construction in your program to 10, it would still be nothing. The colonist would still not know the skill even tho you said its 10 in your program.

This is a grate example with colonist like pirates or travelers. Because they sometimes come with unknown skills, and would not do that job. Just as if you got a pirate with nothing but cleaning... That's all they would do.
Title: Re: [TOOL] RW SaveEditor (v.0.5.2/Alpha 3)
Post by: ENE on April 27, 2014, 03:22:20 AM
That is exactly what I want to say, Thank you oronnoro2
Title: Re: [TOOL] RW SaveEditor (v.0.5.2/Alpha 3)
Post by: ENE on April 27, 2014, 05:03:40 AM
I still cannot Edit my colonist 2nd time D;
Title: Re: [TOOL] RW SaveEditor (v.0.5.2/Alpha 3)
Post by: keensta on April 27, 2014, 05:15:33 AM
Quote from: oronnoro2 on April 26, 2014, 09:30:51 PM
What ENE was talking about is when you start a new game and you "Randomize" on skill level some skills come with the " - " meaning they cannot do the job associated with that skill, because they do not know it.

For example:
Construction -
Growing 3
Research 5

In the example, "Construction -" now cannot be done because the colonist does not know it. While "Growing 3" they do know, and the skill for gorowing is 3.

In your program, because the game was started with a colonist not knowing "Construction" changing it in the program does nothing. If you you wore to change Construction in your program to 10, it would still be nothing. The colonist would still not know the skill even tho you said its 10 in your program.

This is a grate example with colonist like pirates or travelers. Because they sometimes come with unknown skills, and would not do that job. Just as if you got a pirate with nothing but cleaning... That's all they would do.

Ah that's what you mean, yes this is down to there backgrounds if I remember correctly I'd have to make it possible to edit there backgrounds thus allowing you to make them use other skills and at same time possibly blocking others.
I have wanted to add this advanced part to the colonist editor just at the moment it's getting around to collecting all the data for it.

I'll start working on such features now they will be my new top priority.

Quote from: ENE on April 27, 2014, 05:03:40 AM
I still cannot Edit my colonist 2nd time D;
Really I personally had no trouble doing such a thing I was able to edit everything a 2nd even a third time.

Just a strange question how exactly are you trying to do this

1. Keeping the editor open edit colonist play game for couple minutes go back to the program that's open and then try editing then again?? Do you attempt to reload the file back into the editor.

As if the file is open and you edit it then play using that save file the. Just attempt to edit it again without going File>Load>your save the. Of course it won't work the game had edited the file meaning you have to reload the file not the program again to account for the changes.
Title: Re: [TOOL] RW SaveEditor (v.0.5.2/Alpha 3)
Post by: ENE on April 27, 2014, 05:40:58 AM
I just try this again but it still not working but then I notice that ONLY the first 3 colonist in the list can be edit and save properly. When I edit my 4th colonist and press SAVE there're not-thing happen and not update.
Title: Re: [TOOL] RW SaveEditor (v.0.5.2/Alpha 3)
Post by: keensta on April 27, 2014, 06:42:58 AM
Quote from: ENE on April 27, 2014, 05:40:58 AM
I just try this again but it still not working but then I notice that ONLY the first 3 colonist in the list can be edit and save properly. When I edit my 4th colonist and press SAVE there're not-thing happen and not update.

Ok could you upload you're save? See if I can figure the problem out.
Title: Re: [TOOL] RW SaveEditor (v.0.5.2/Alpha 3)
Post by: ENE on April 27, 2014, 08:52:37 AM
I will try to upload it... also my save have 7 colonist but it only show 5 in yr prograam
Title: Re: [TOOL] RW SaveEditor (v.0.5.2/Alpha 3)
Post by: ENE on April 27, 2014, 09:24:37 AM
https://www.dropbox.com/sh/boouj9dh4mdx7gw/NXC30ofPdG
First time use dropbox :D
Title: Re: [TOOL] RW SaveEditor (v.0.5.2/Alpha 3)
Post by: keensta on April 27, 2014, 01:32:57 PM
Quote from: ENE on April 27, 2014, 09:24:37 AM
https://www.dropbox.com/sh/boouj9dh4mdx7gw/NXC30ofPdG
First time use dropbox :D

You've either deleted the file or moved it. It's no longer there.
Title: Re: [TOOL] RW SaveEditor (v.0.5.2/Alpha 3)
Post by: RimLover on April 27, 2014, 04:37:50 PM
Hey,

i wish i could change the storyteller with ur editor :). It´s still awesome ! Maybe u include it...

GJ & Thank you
Title: Re: [TOOL] RW SaveEditor (v.0.5.2/Alpha 3)
Post by: ENE on April 28, 2014, 07:13:52 AM
https://www.dropbox.com/sh/rc9m2h5ofndnl2n/D3Z-209ds7
Title: Re: [TOOL] RW SaveEditor (v.0.5.2/Alpha 3)
Post by: keensta on April 28, 2014, 12:44:27 PM
Quote from: RimLover on April 27, 2014, 04:37:50 PM
Hey,

i wish i could change the storyteller with ur editor :). It�s still awesome ! Maybe u include it...

GJ & Thank you

I completely forgot about the storyteller. I'll be sure to add such a thing.

Quote from: ENE on April 28, 2014, 07:13:52 AM
https://www.dropbox.com/sh/rc9m2h5ofndnl2n/D3Z-209ds7

Ah thanks for the save worked out pretty quickly that it's down to the fact, I've programed it to look for the <kindDef> tag and get it's var to be a "Colonists" however it seem's they are no longer just "Colonists" they can now be "Villigers" as well now.

So I'll update the code to now look for the <faction> tag and that will be able to id them easier.
I'll push a fix tomorrow for this. 
Title: Re: [TOOL] RW SaveEditor (v.0.5.2/Alpha 3)
Post by: ENE on April 29, 2014, 06:00:36 AM
Thank you for fix the bug :D yay!!! woww!!!
Title: Re: [TOOL] RW SaveEditor (v.0.5.2/Alpha 3)
Post by: keensta on April 29, 2014, 02:19:35 PM
Quote from: ENE on April 29, 2014, 06:00:36 AM
Thank you for fix the bug :D yay!!! woww!!!

Uploaded and ready to go.
Title: Re: [TOOL] RW SaveEditor (v.0.5.3/Alpha 3)
Post by: ENE on April 30, 2014, 09:26:20 AM
Thank you. umm... now it show all my colonist correctly but I still cant save them properly
Title: Re: [TOOL] RW SaveEditor (v.0.5.3/Alpha 3)
Post by: keensta on May 01, 2014, 02:08:06 PM
Quote from: ENE on April 30, 2014, 09:26:20 AM
Thank you. umm... now it show all my colonist correctly but I still cant save them properly

Fixed all ready to go again. :)

I've updated the file but because it's such a small fix I wont change the change log.
Title: Re: [TOOL] RW SaveEditor (v.0.5.3/Alpha 3)
Post by: ENE on May 02, 2014, 06:00:20 AM
Whoo hooo! Its work! ahh finally my dream came true!! thank you so much keensta! :D:D:D:D:D
Title: Re: [TOOL] RW SaveEditor (v.0.5.3/Alpha 3)
Post by: Reaver41 on May 08, 2014, 11:38:34 AM
Thank you so much
Title: Re: [TOOL] RW SaveEditor (v.0.5.3/Alpha 3)
Post by: keensta on May 08, 2014, 05:09:12 PM
Quote from: Reaver41 on May 08, 2014, 11:38:34 AM
Thank you so much
Quote from: ENE on May 02, 2014, 06:00:20 AM
Whoo hooo! Its work! ahh finally my dream came true!! thank you so much keensta! :D:D:D:D:D

No problem. It's a joy to make such a thing :).

To everyone else I've just updated the colonist editor to now edit TRAITS :D on opening the RwEditor folder you will now find a traits.txt file this contains all traits in game and more can be added by hand you you happen to have a mod that adds more. Just add them to a new line at the bottom.

Also I need some suggestions on the colonist Appeal edit part should I expand the current colonist editor to include it on the screen or just have a button on each colonist info that once clicked opens the appeal part for that colonist??
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: Evmeister on May 08, 2014, 10:58:43 PM
I can't seem to get my colonists to come up in the colonist editor. The other features are working though as far as I can tell. I tried the resource stockpile editor.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: keensta on May 09, 2014, 05:35:03 AM
Quote from: Evmeister on May 08, 2014, 10:58:43 PM
I can't seem to get my colonists to come up in the colonist editor. The other features are working though as far as I can tell. I tried the resource stockpile editor.

This bug is back :( that's a pain. Just to make sure you've downloaded the lastest version on the editor and using Alpha 3 of RimWorld which is 400+ I think.

If you got both of then correct if you could upload your save for me and I'll check it out.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: Evmeister on May 09, 2014, 10:49:30 AM
Oh Did Rimworld updated again? I thought it was still 3f. I'll Double Check When I Get Home.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: keensta on May 09, 2014, 02:08:54 PM
Quote from: Evmeister on May 09, 2014, 10:49:30 AM
Oh Did Rimworld updated again? I thought it was still 3f. I'll Double Check When I Get Home.

No sorry RimWorld is still 3F. I mean the save editor I've recently updated it so just make sure you have the latest version.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: Evmeister on May 09, 2014, 03:37:37 PM
Ok yeah everything is current. Here's my save. I appreciate the help. The slag/rock debris remover doesn't seem to work either but I might have been doing it wrong. The steam geyser option does work for me though.

https://www.dropbox.com/s/hn673tiihl94x3s/Defiance_Save%202.rim (https://www.dropbox.com/s/hn673tiihl94x3s/Defiance_Save%202.rim)
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: keensta on May 10, 2014, 12:15:12 PM
Quote from: Evmeister on May 09, 2014, 03:37:37 PM
Ok yeah everything is current. Here's my save. I appreciate the help. The slag/rock debris remover doesn't seem to work either but I might have been doing it wrong. The steam geyser option does work for me though.

https://www.dropbox.com/s/hn673tiihl94x3s/Defiance_Save%202.rim (https://www.dropbox.com/s/hn673tiihl94x3s/Defiance_Save%202.rim)

Ok after looking at your save file, I've noticed that all your colonists use the Thing class "BF.pawnX" which as far as I know is not a normal Pawn class.

More then likely a mod has created the class and made all your colonists use the new class. Which is completely incompatible with the save editor I'm not sure how far they can go with changing this class if they can make it so when it saves the pawn data it saves it in a different tree type so rather then "Story>Name.Nick" to get the pawns nickname they can change it to "Story>Details>Name.Nick".

Either way could I have a list of your mods so I can determine what one does this or if you know which one modifies the pawns then please tell me which one so I can dig in deeper to in and figure a way to fix it with breaking everyones that doesn't have this.

No matter to the above bit I found out after a quick look it's to do with the BattleFormations mod while using that you can't use the editor. I'm working on a possible fix now.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: Evmeister on May 10, 2014, 12:22:37 PM
I think I might have an Idea of which mod is doing it. I believe it might be Battle Formations, but I'll do some tests to confirm that because it's the only mod I have that modifies the colonists as far as I can tell.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: keensta on May 10, 2014, 12:28:27 PM
Quote from: Evmeister on May 10, 2014, 12:22:37 PM
I think I might have an Idea of which mod is doing it. I believe it might be Battle Formations, but I'll do some tests to confirm that because it's the only mod I have that modifies the colonists as far as I can tell.

Yeah it is.. I modified my existing post must been while you was making yours.

BattleFormations add's the new class so he can add the ability to save the formations. It shouldn't take long to implement a fix, but I can't be 100% that it will be full proof.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: Evmeister on May 10, 2014, 12:31:43 PM
Well I wasn't completely using it anyways, so if need be I could live without it.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: keensta on May 10, 2014, 12:46:04 PM
Quote from: Evmeister on May 10, 2014, 12:31:43 PM
Well I wasn't completely using it anyways, so if need be I could live without it.

Uploaded a fix should now work with your save.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: Evmeister on May 10, 2014, 01:04:02 PM
Great I'll test it out, Thanks Keensta!!!
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: Evmeister on May 10, 2014, 02:05:52 PM
Ok, so it's pulling up the colonists in the list now. However it's not retaining the number when after I save the character Ana and switch to another character and then switch back to Ana. Which in turn is not changing and is staying the same value when I load the save.


Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: Coenmcj on May 13, 2014, 08:42:30 AM
G'day, you've got a great tool here, although I have one request;

The SpawnGeyser function uses a 1x1 Stockpile however the geyser itself spawns as a 2x2 Instance, and is rather annoying to "Aim", But beyond that I've got no issues with it, Keep up the excellent work you're doing.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: keensta on May 13, 2014, 12:56:24 PM
Quote from: Coenmcj on May 13, 2014, 08:42:30 AM
G'day, you've got a great tool here, although I have one request;

The SpawnGeyser function uses a 1x1 Stockpile however the geyser itself spawns as a 2x2 Instance, and is rather annoying to "Aim", But beyond that I've got no issues with it, Keep up the excellent work you're doing.

Ah good point sir. I'll look into that now.

Quote from: Evmeister on May 10, 2014, 02:05:52 PM
Ok, so it's pulling up the colonists in the list now. However it's not retaining the number when after I save the character Ana and switch to another character and then switch back to Ana. Which in turn is not changing and is staying the same value when I load the save.

Sorry about that. I've fixed it now redownload :)
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: SacoMato on May 13, 2014, 08:20:40 PM

Thank you Keensta.
Useful tool.
If is not much, is it possible to implement <passion></passion> to the Colonist skills?

Cheers!
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: keensta on May 14, 2014, 06:12:06 PM
Quote from: SacoMato on May 13, 2014, 08:20:40 PM

Thank you Keensta.
Useful tool.
If is not much, is it possible to implement <passion></passion> to the Colonist skills?

Cheers!

Yeah that can be done. I haven't really played the game it self for a while but I'm taking it passion is that fire icon next the the skill.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: SacoMato on May 14, 2014, 06:21:03 PM
Quote from: keensta on May 14, 2014, 06:12:06 PM
Yeah that can be done. I haven't really played the game it self for a while but I'm taking it passion is that fire icon next the the skill.

Yes
There is two, Minor and Major.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: Evmeister on May 14, 2014, 09:03:26 PM
Ok sweet, thanks Keensta, I'll give it a go.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: keensta on May 16, 2014, 05:28:22 PM
Quote from: Evmeister on May 14, 2014, 09:03:26 PM
Ok sweet, thanks Keensta, I'll give it a go.

Taking it works for you. Hope you enjoy it.

Quote from: SacoMato on May 14, 2014, 06:21:03 PM
Quote from: keensta on May 14, 2014, 06:12:06 PM
Yeah that can be done. I haven't really played the game it self for a while but I'm taking it passion is that fire icon next the the skill.

Yes
There is two, Minor and Major.

Ok well the skills UI part is need a little overhaul and with this and mods advance at a rapid rate I need to create a new way to edit them so. Sure ill and this in for you that's no a problem.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: Evmeister on May 16, 2014, 06:56:29 PM
Yup finally working, I appreciate all your work!
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: SacoMato on May 17, 2014, 12:54:20 AM
Quote from: keensta on May 16, 2014, 05:28:22 PM
Ok well the skills UI part is need a little overhaul and with this and mods advance at a rapid rate I need to create a new way to edit them so. Sure ill and this in for you that's no a problem.

Thank you Keensta!
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: PunisheR007 on June 02, 2014, 12:16:31 AM
Damn, doesn't work with alpha 4 lol, keensta we need an update :).
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: UltimateDL on June 02, 2014, 06:19:21 AM
Yeah, could we get an update? pleeeeaaaaseee? :)
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: PunisheR007 on June 03, 2014, 10:17:53 PM
Keensta, where r u? lol
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: UltimateDL on June 04, 2014, 07:15:29 AM
Damn i really want an updated map editor to make some minor tweaks before i play any alpha 4 :\
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: PunisheR007 on June 04, 2014, 07:25:16 AM
iv'e worked out how to edit the save files with notepad++, where i can edit everything i need, like skills of colonists and so on.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: DaveG on June 04, 2014, 07:54:43 AM
and are you going to share that info?

open with notepad++ search for colonist, all info you need is in there.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: PunisheR007 on June 04, 2014, 09:18:54 AM
yeah it is pretty easy, i will make a tutorial if anyone would like me to., i am going to workout how to add steam guysers as well, shouldn't be to hard to workout, also to have whatever gun you wish.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: keensta on June 05, 2014, 05:40:29 PM
Quote from: PunisheR007 on June 04, 2014, 09:18:54 AM
yeah it is pretty easy, i will make a tutorial if anyone would like me to., i am going to workout how to add steam guysers as well, shouldn't be to hard to workout, also to have whatever gun you wish.

Sorry people, took a small break but I'm back now. I'll be updating the program tomorrow after work.

As for editing the file by hand it's quite easy once you understand the structure, Also steam geysers are added to the "things" section. Copy and paste a old one and just update it's vars how I done it first off :P.
Program is truly here for the quick and smoothness of editing the file.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: rdz1122 on July 07, 2014, 12:07:44 PM
Alpha 5; your editor actually still allows editing stockpile quantities, and adding steam geysers, but nothing else.  I really liked the ability to quickly edit colonists; I can do it through using Notepad, even adding colonists from other saves, editing weapons, etc., but it is much more tedious, and sometimes creates errors.

If you have anything where we can donate to support to help with keeping current, message me so I can do whatever.

Thanks for the great editor.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: keensta on July 09, 2014, 06:56:40 AM
Quote from: rdz1122 on July 07, 2014, 12:07:44 PM
Alpha 5; your editor actually still allows editing stockpile quantities, and adding steam geysers, but nothing else.  I really liked the ability to quickly edit colonists; I can do it through using Notepad, even adding colonists from other saves, editing weapons, etc., but it is much more tedious, and sometimes creates errors.

If you have anything where we can donate to support to help with keeping current, message me so I can do whatever.

Thanks for the great editor.

Hi, thanks for the kinds words also I appreciate the offer of donations but I need no support and don't accept money for public work I see it as a hobby and to be given money for it is great but that could be spent on better things others then me :).

As for a alpha 5 update I can't give a deadline I unfortantly have to leave my pc at my old address (parent house) and unsure when I'll be getting it back hopefully next week some time but untill then I can't push a update for this editor I do have a updated version on the pc that works for alpha 4 which should work for 5 to . But unfortantly I never pushed it to GitHub :(..

I'll try my hardest to do it asap.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: Cdr.Keen on July 09, 2014, 02:49:05 PM
Quote from: keensta on July 09, 2014, 06:56:40 AM
I'll try my hardest to do it asap.

=)
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: PunisheR007 on July 09, 2014, 10:31:18 PM
Quote from: keensta on July 09, 2014, 06:56:40 AM
Quote from: rdz1122 on July 07, 2014, 12:07:44 PM
Alpha 5; your editor actually still allows editing stockpile quantities, and adding steam geysers, but nothing else.  I really liked the ability to quickly edit colonists; I can do it through using Notepad, even adding colonists from other saves, editing weapons, etc., but it is much more tedious, and sometimes creates errors.

If you have anything where we can donate to support to help with keeping current, message me so I can do whatever.

Thanks for the great editor.

Hi, thanks for the kinds words also I appreciate the offer of donations but I need no support and don't accept money for public work I see it as a hobby and to be given money for it is great but that could be spent on better things others then me :).

As for a alpha 5 update I can't give a deadline I unfortantly have to leave my pc at my old address (parent house) and unsure when I'll be getting it back hopefully next week some time but untill then I can't push a update for this editor I do have a updated version on the pc that works for alpha 4 which should work for 5 to . But unfortantly I never pushed it to GitHub :(..

I'll try my hardest to do it asap.

Be easier if you used dropbox or mediafire, no need to wait for anything or anyone to ok your mod. :)
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: weeee12100 on August 25, 2014, 04:24:13 PM
I'm having a little trouble with this, do I select the folder that holds "saves, worlds, and config" or the one that has "mods" and all the other stuff. Also I have to change it from Rimworld to all files to select the rwm files even then it doesn't work when I select it. Please make a video tutorial on youtube.
Title: Re: [TOOL] RW SaveEditor (v.0.6/Alpha 3)
Post by: MoparGamer on August 25, 2014, 10:13:07 PM
Quote from: weeee12100 on August 25, 2014, 04:24:13 PM
I'm having a little trouble with this, do I select the folder that holds "saves, worlds, and config" or the one that has "mods" and all the other stuff. Also I have to change it from Rimworld to all files to select the rwm files even then it doesn't work when I select it. Please make a video tutorial on youtube.

I'm pretty sure this is an outdated tool (It says alpha 3 in the title, the current version is alpha 6), Neurotoxin has a save editor here: http://ludeon.com/forums/index.php?topic=5346.0

The pre-release versions of it are buggy, so I'd recommend avoiding them unless you need to edit traits & back-stories.