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RimWorld => Mods => Tools => Topic started by: Neurotoxin on December 13, 2014, 03:21:32 AM

Title: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on December 13, 2014, 03:21:32 AM
I know you guys have been waiting for an update to the save editor for a while. I present to you the new and improved save editor!
(http://i.imgur.com/OlA5NV2.png)

Now, I need something from you guys, Try your damnedest to break a save.

What's different from the previous save editor?
Well, first backstories are now gender locked, although they may change your body type.
A massive refactoring has taken place (more like rewriting) so future updates should mostly only require updating the resource definitions.
The UI layout has changed somewhat and works much more smoothly and is less hackish in it's implementation.

Issues I know about:
Backup Manager isn't yet fully implemented, instead it will open your backup directory for you. Backups however DO work.
On clicking ok when prompted that there is an update it will take you to the old thread, fixed for the next release.


There shouldn't be any bugs that are directly caused by this software related to traits, thoughts(except one see above) or backstories however changing the above MAY have unintended side effects caused by what the game expects and what is actually there. Those same side effects could be had from editing your save by hand.

Source (https://bitbucket.org/LtStingray/rimworld-save-editor-v1/)
Download (https://bitbucket.org/LtStingray/rimworld-save-editor-v1/downloads/Rimworld%20Save%20Editor%20V1%20Testing%20Release.zip)
Wiki (https://bitbucket.org/LtStingray/rimworld-save-editor-v1/wiki/) - Still needs some love
Virus Scan (https://www.virustotal.com/en/file/92983c3b43d5896bb52f79d32fc8ea2cff649d6dbded2124cd7a073cb3746b9b/analysis/1418458526/)

I will also attach the download to this thread until it is too large to attach. Can't attach it right now for some reason :/
I'll pretty up this thread later on as well.

Enjoy and looking forward to your bug reports.

Rolling changelog (these are changes as I make them, which you can expect in the next releases):


*Confused Gandalf* Tooltips?
Fixed application's potential to remove traits from pawn that aren't found in defs without the user choosing to do so.
Changing between genders of pawns no longer causes the application to lag out. From 3 seconds per change on my computer to under 1/4 second to update.
Swapped location of childhood and adulthood backstory selection boxes to be more intuitive.
Some internal cleanup of hard-coded Def mappings, now using deserialization.
Externalized hard-coded def mappings to facilitate a simplified update process and mod compatibility, see note after the rolling changelog.
Updated forum URL for new update found.


Ok, some info on the externalized hard mappings of save data. On first run the application will create a folder structure, inside of whatever directory you placed it in, and extract it's packaged data into some folders. Example:

Rimworld Save editor-
    RimworldSaveEditorV1.exe
    defs-
        thoughts-
            thoughtsVanilla.xml
        traits-
            traitsVanilla.xml
        backstories-
            backstoriesVanilla.xml

The file names don't matter, the application will attempt to load any definition files it locates in the folders so I, other users, or mod authors can provide definition files for compatibility with the save editor. Below is an example of the layout of the traits file, the layout and node structure is what is important here:

<?xml version="1.0"?>
<ArrayOfTrait xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
    <Trait>
        <ReadableName>nudist</ReadableName>
        <DefName>Nudist</DefName>
        <Degree>null</Degree>
    </Trait>
    <Trait>
        <ReadableName>slowpoke</ReadableName>
        <DefName>SpeedOffset</DefName>
        <Degree>-1</Degree>
    </Trait>
</ArrayOfTrait>


I will create some more documentation on this on the Bitbucket wiki page (which I haven't created just yet) around the time this version gets released. There's 2 gotchas with this though. First, obviously, without a definition the application can't add modded traits/thoughts/backstories. Second, adding a modded trait/thought/backstory(further known as items) on an umodded save (i.e. You haven't installed the mod who's definitions you're using) WILL cause crashing, you can easily fix that by removing the modded item or restoring a backed up save.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: weeee12100 on December 14, 2014, 08:31:19 PM
where do i find the .rwm files?
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: wolf0x on December 15, 2014, 06:24:16 AM
Quote from: weeee12100 on December 14, 2014, 08:31:19 PM
where do i find the .rwm files?

Should be in the following folder C:\Users\@YourUserName@\AppData\LocalLow\Ludeon Studios\RimWorld\Saves

and thanks for the save editor Neurotoxin its good to have one that works again.

Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on December 17, 2014, 04:55:46 PM
Quote from: wolf0x on December 15, 2014, 06:24:16 AM

Should be in the following folder C:\Users\@YourUserName@\AppData\LocalLow\Ludeon Studios\RimWorld\Saves

and thanks for the save editor Neurotoxin its good to have one that works again.

No problem, I intend to keep this working to the best of my abilities. That said, I' have pushed out an update by now if only for a few quality of life fixes (e.g. swapping the backstory slots, fixing the update link etc..) but I've been busy the last few days. My brother in law is in town for the holidays and is staying with us so things have been a bit hectic here. On top of that, my girlfriend's mmo just released a new character and I'm a nice guy so I'm letting her use my computer to she can play for a while with maxed out graphics at 60fps instead of on her computer within minimum at 15-30.

I don't know if nobody has been reporting bugs or there just isn't anything besides the couple of known issues. I hope it's the latter. I'll probably take some time out this weekend to polish this up a bit more, and try to push out an update.

I want to mention, like the previous save editor, this should be Mono Compatible, if anybody on mac/linux wants to try it out for me and let me know how it works I'd appreciate it. I'll add info to the OP about x-compatibility later but for the meantime you can find information on how to use Mono in the previous thread.

Save file paths are:
Windows : C:/Users/your user name/AppData/LocalLow/Ludeon Studios/RimWorld
Mac: /Users/your user name/Library/Caches/unity.Ludeon Studios.RimWorld
Linux: /home/your user name/.config/unity3d/Ludeon Studios/RimWorld/

Edit: Changed file path separators on windows line to match... it was bugging me. Why do mac/nix and windows have to be different? Especially considering either one actually works on windows. :/
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Iolanthe on December 21, 2014, 12:36:31 AM
Hi. I registered specifically to post here, because your tool seemed to be exactly what I wanted. Is there functionality for changing names? I imagine it's possible, if they're stored in a discrete location/variable. I'm doing an LP for some friends and wanted to name the characters after them :)

Cheers for any advice on finding how to do this.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Phoenix_Haze on December 21, 2014, 01:51:54 AM
I can't get the program to launch it keeps saying it's not a valid Win32 application. I'm running windows XP, I have no idea what the problem is.

Edit: downloaded it again to double check that it wasn't a corrupted download still broken
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on December 21, 2014, 08:09:36 AM
Quote from: Iolanthe on December 21, 2014, 12:36:31 AM
Hi. I registered specifically to post here, because your tool seemed to be exactly what I wanted. Is there functionality for changing names? I imagine it's possible, if they're stored in a discrete location/variable. I'm doing an LP for some friends and wanted to name the characters after them :)

Cheers for any advice on finding how to do this.

If you select a colonist in game in their information panel you can change their name, at least last time I checked, if not I'll add that in.

Quote from: Phoenix_Haze on December 21, 2014, 01:51:54 AM
I can't get the program to launch it keeps saying it's not a valid Win32 application. I'm running windows XP, I have no idea what the problem is.

Edit: downloaded it again to double check that it wasn't a corrupted download still broken

I honestly have no idea why that would be :( Do you have /net framework 4.5 installed?
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Iolanthe on December 21, 2014, 05:51:18 PM
Quote from: Neurotoxin on December 21, 2014, 08:09:36 AM
If you select a colonist in game in their information panel you can change their name, at least last time I checked, if not I'll add that in.

You can change their nickname, but not their actual name. Normally that would be fine, but I was wanting to name the characters after people.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on December 21, 2014, 09:12:50 PM
Quote from: Iolanthe on December 21, 2014, 05:51:18 PM
Quote from: Neurotoxin on December 21, 2014, 08:09:36 AM
If you select a colonist in game in their information panel you can change their name, at least last time I checked, if not I'll add that in.

You can change their nickname, but not their actual name. Normally that would be fine, but I was wanting to name the characters after people.

Ah, I've never actually used it so I didn't know that lol. I'll add the ability to change names in the next update.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Phoenix_Haze on December 22, 2014, 01:28:48 AM
I looked and apparently there is no 4.5 for windows XP it isn't compatible. Since micro$oft dropped support for XP there never will be 4.5 last update was 4.0 so sucks for me. Don't suppose you'd be willing to code an XP compatible version?
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on December 22, 2014, 01:39:02 AM
Quote from: Phoenix_Haze on December 22, 2014, 01:28:48 AM
I looked and apparently there is no 4.5 for windows XP it isn't compatible. Since micro$oft dropped support for XP there never will be 4.5 last update was 4.0 so sucks for me. Don't suppose you'd be willing to code an XP compatible version?

No problem, when I'm at my computer tomorrow I'll just rebuild the current release source against the 4.0 framework. I'll send you a pm when I upload it. I'll target 4.0 from now on to ensure compatibility.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Phoenix_Haze on December 22, 2014, 04:54:12 AM
Quote from: Neurotoxin on December 22, 2014, 01:39:02 AMNo problem, when I'm at my computer tomorrow I'll just rebuild the current release source against the 4.0 framework. I'll send you a pm when I upload it. I'll target 4.0 from now on to ensure compatibility.
Thanks man that is awesome hope it goes well, and sorry to make more work for you.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on December 22, 2014, 01:19:53 PM
Quote from: Phoenix_Haze on December 22, 2014, 04:54:12 AM
Quote from: Neurotoxin on December 22, 2014, 01:39:02 AMNo problem, when I'm at my computer tomorrow I'll just rebuild the current release source against the 4.0 framework. I'll send you a pm when I upload it. I'll target 4.0 from now on to ensure compatibility.
Thanks man that is awesome hope it goes well, and sorry to make more work for you.

Haha, extra work, not really. Just changing a build setting, hitting a button, zipping the file and uploading it. I actually did it at some point last night and pm'd you. The longest amount of time exerted was waiting for visual studio to load lol. Anyway, for all the other XP users out there, for this build grab the winXP Compat version on the downloads page.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Phoenix_Haze on December 22, 2014, 01:46:10 PM
Thanks man this version actually launches for me no error :)
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on December 22, 2014, 02:24:28 PM
Good to hear. I'll build against 4.0 in the future. I want to make the application as accessible as possible to everyone possible so I'm glad you brought it up.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Phoenix_Haze on December 23, 2014, 01:11:21 AM
Have you thought about adding a feature for physical mods to a colonist? Like healing them, equipping them with gear, or being able to give them bionic parts.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on December 23, 2014, 05:48:08 AM
I have and likely will at some point but I'm trying to iron out the rest of the basic features first such as tooltips and any other compatibility issues that may arise.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Pez on December 26, 2014, 06:43:09 PM
Love the tool.  One thing to note - if you have a mod with custom traits, and use your tool on the pawn, it will remove the custom traits.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on December 27, 2014, 12:00:11 AM
Quote from: Pez on December 26, 2014, 06:43:09 PM
Love the tool.  One thing to note - if you have a mod with custom traits, and use your tool on the pawn, it will remove the custom traits.

Ah, yeah I can see how that happens, oversight on my part. Noted for the next build. Thanks for the feedback :)
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Pez on December 27, 2014, 10:59:17 AM
Actually, I retract my original statement.  I updated the traits in CORE (Traits_Singular), so it wasn't a mod.  I wouldn't expect your tool to actually find mods that modify traits, as I expect that would be impossibly difficult.  First, people could have mods installed, but not use them.  If your tool grabbed from those, it would mess up their game files.  Sticking with what's in CORE only is the wisest choice.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Minicool on December 28, 2014, 12:57:50 PM
hey i have some problems with it

when i try to change anything and save it my safefile dont work anymore it take like 10 min just to load it and when it do its just black and green and rimworld stop to work short after that
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on January 10, 2015, 11:22:13 PM
Sorry for not replying sooner, I have this thread set to notify and I wasn't notified -.-

Anywho, Pez, I'm planning on handling modded saves generically. Meaning the tool will recognize and allow you to remove modded items (traits, thoughts, backstories) but not add them as it won't have a proper definition for them, as well as making sure if it's there, it'll stay.

@Minicool, is your save modded? If yes, do any add traits, thoughts or backstories? Either way if you could upload your save and send me a link I'll take a look and see how it's causing errors. Also, when you create an errored save, will the save editor load that save? if not I'll have a good starting point to hunt down the issue.

Finally, I apologize for the length of time since release and update, between the holidays (which included my birthday, xmas, my mother's birthday, new years and my brother-in-law's birthday) and job hunting I haven't had a lot of time to work on this. I've got some time now, for a little while at least so I'll try to roll out an update very soon.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on January 18, 2015, 12:47:20 PM
Just popping in for a quick update and teaser for what's around the bend for the save editor
(http://i.imgur.com/c9yigsR.png)

Current changelog, these are things that are currently done:
Fixed application's potential to remove traits from pawn that aren't found in defs without the user choosing to do so.
Changing between genders of pawns no longer causes the application to lag out. From 3 seconds per change on my computer to under 1/4 second to update.
Swapped location of childhood and adulthood backstory selection boxes to be more intuitive.
Some internal cleanup of hard-coded Def mappings, now using deserialization.
Externalized hard-coded def mappings to facilitate a simplified update process and mod compatibility, see note after the rolling changelog.
Updated forum URL for new update found.

More info on some of this in the OP.
Short of a nuclear hard-drive meltdown, I guarantee this will be ready by this upcoming weekend. :D

One last thing, I haven't been around the modding scene much lately. If people could point me to any mods that have custom traits/thoughts/backstories (any of those or any combination) it would be helpful in testing things out and I can potentially release a few mod defs when I release the next update.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: StorymasterQ on January 18, 2015, 08:41:51 PM
A small gripe, but I'd like the None/Minor/Major thing to be before the Skill names, to make it more consistent with the way it appears in the game. Also, if you can spare the space, perhaps make it clearer (0) None, (1) Minor, (2) Major, so it's visible at a glance.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on January 19, 2015, 12:13:41 AM
Quote from: StorymasterQ on January 18, 2015, 08:41:51 PM
I'd like the None/Minor/Major thing to be before the Skill names

That's easy enough to do

Quote from: StorymasterQ on January 18, 2015, 08:41:51 PM
Also, if you can spare the space, perhaps make it clearer (0) None, (1) Minor, (2) Major, so it's visible at a glance.

I'll see what i can do. To make it work without refactoring a bunch of Enum handling code might take some wizardry though ;)


Edit: Done and I think I've earned my wizard's cap :D
(http://i.imgur.com/1YFKtbK.png)
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: popster99 on January 24, 2015, 12:55:05 PM
now we just need to be able to change the temp of the biome your colony is in
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on January 24, 2015, 10:18:16 PM
I'm not sure I can do that via save editing. It would likely require an assembly mod. I don't have access to a save at the moment but, I assume, even if temperature data was stored in the save file, and not in the encrypted map data, it wouldn't be constant. The change would occur on load but change during gameplay.

Anyway, while I'm posting, a quick update. I've been busy the last couple days, had a couple job interviews (hurray!) and I had some work that needed to be done on my car. That said, tomorrow, I'll have most of the day to work on the save editor. In it's current state it's nearly ready to be pushed out the door but I want to get one new feature I'm working on running correctly. I'm not a fan of release dates but, I'll definitely say, it'll be here by Tuesday. What you see in the most recent screenshot is what you'll be getting, with another button (if the secret feature works out).

Another note: as far as pushing new features and updates, I'm going to hold off and push a large set of changes once A9 is out, unless it comes out sooner than I anticipate, so if there are any feature requests I haven't taken care of or known bugs, now is a GREAT time to post.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Iwillbenicetou on January 27, 2015, 11:07:46 AM
How do you find your save worlds? I can't seem to get them :(
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on January 27, 2015, 11:16:36 AM
Quote from: Iwillbenicetou on January 27, 2015, 11:07:46 AM
How do you find your save worlds? I can't seem to get them :(

Save worlds should be in the same location but instead of Ludeon Studios\RimWorld\Saves it's Ludeon Studios\RimWorld\Worlds
What are you trying to do with your worlds?
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Iwillbenicetou on January 27, 2015, 11:20:38 AM
Change them... To get OP things...
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on January 27, 2015, 11:26:32 AM
Well looking through the world file it seems to primarily consist of factions. Unless you meant your actual saves which are in Ludeon Studios\RimWorld\Saves or there's something I don't know about the world file which is highly possible as I haven't done much digging. The one I'm looking at right now is also freshly generated.

Edit: That does give me an idea though for potential future features of the save editor. Faction relation manager maybe?
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Iwillbenicetou on January 30, 2015, 06:44:10 PM
My computer is weird and sends new downloads to places like 83343fgfd6 folders. Is there and easy way to find it?
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on January 30, 2015, 07:29:27 PM
Can you right click or long click the file and find an option like open download location or show in folder? Maybe in your downloads window?
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Iwillbenicetou on January 30, 2015, 07:52:08 PM
I shall fiddle around...
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: realdude19 on February 04, 2015, 04:15:14 AM
Ok so I signed up just to help with the debugging. I have found an error or two for ya! :D

1.) (Major) The Save Editor will not load / register more than 7 Colonists to edit.
2.) (Minor) When using [MOD] EdBInterface & you have 7 Colonists it will sometimes reorder them in the MOD... I'm not sure if its alphabetically or what but I notice it from time to time. -EDIT- It just loaded 8 players... First time seeing it work for me, still might be worth looking into though.

Also for a little Change... Can you switch the selection method from a drop down menu to clickable bubbles like:

O None    O Minor    O Major

I know it takes up more room but it's one of those tedious tasks that would be made much quicker and easier to see at a glance.

Thanks again! and GREAT Work so far! I look forward to the Tooltips! that will be a huge help! and on that note....

Can you add a box to the right that displays the stats of the colonist being edited for a quick glance, maybe make it optional?
So basicly like in game where you open the character panel and it displays the colonists character screen/info?

Also side note, You have earned your wizard hat ;)
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on February 04, 2015, 09:11:39 AM
I haven't posted recently, been busy with work (yay got a job!) so things have slowed down a bit. I'm working overnights mostly and my girlfriend works days so between work and driving her to/from work I'm not left with a lot of time.

@Realdude
1. can you zip and upload a save with >7 colonists that doesn't want to load all of them? There's no reason it should stop at 7 so I'm thinking it's not filtering specific colonists correctly. It would be helpful, though not necessary, if you could figure out which colonist(s) isn't(aren't) being displayed so I know which node(s) to look at.

2. I'm not sure how EdB handles the displaying of colonists but i don't see how editing should affect that unless it orders them by certain stats or skills. The save editor doesn't move any nodes around, just modifies the values.

3. As far as using radio buttons, I WAS going to do that originally but due to time constraints and unfamiliarity with GUI programming I opted for the easier solution of a combobox for the time being. I'm not making any promises but I MAY revise that in the future.

4. As far as displaying stats, what would you like to see? If it's similar to something in-game if you could post a screen cap that'd be really helpful. As I stated above I don't have a lot of time to play lately, actually I have barely any time put into A8 so far :(
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: realdude19 on February 08, 2015, 06:18:26 PM
Quote from: Neurotoxin on February 04, 2015, 09:11:39 AM
@Realdude
1. can you zip and upload a save with >7 colonists that doesn't want to load all of them? There's no reason it should stop at 7 so I'm thinking it's not filtering specific colonists correctly. It would be helpful, though not necessary, if you could figure out which colonist(s) isn't(aren't) being displayed so I know which node(s) to look at.

No worries, I overwrote them :( I don't know why I didn't save them all and just make new ones... you can call me a bit OCD. I will save them under new save files from now on just incase one does fail again. and congrats on the new job!



Quote from: Neurotoxin on February 04, 2015, 09:11:39 AM
2. I'm not sure how EdB handles the displaying of colonists but i don't see how editing should affect that unless it orders them by certain stats or skills. The save editor doesn't move any nodes around, just modifies the values.

This wasn't all that important, just something I noted seeing and felt any change I saw should be reported when dealing with a bug.



Quote from: Neurotoxin on February 04, 2015, 09:11:39 AM
3. As far as using radio buttons, I WAS going to do that originally but due to time constraints and unfamiliarity with GUI programming I opted for the easier solution of a combobox for the time being. I'm not making any promises but I MAY revise that in the future.

O.o Please PLEASE do implement them! That would be great! Also is there anyway to have the editor load all the data from the save so that when we switch from a selected person to another that it loads nearly instantly? It just seems to have quite a bit of load lag :(



Quote from: Neurotoxin on February 04, 2015, 09:11:39 AM
4. As far as displaying stats, what would you like to see? If it's similar to something in-game if you could post a screen cap that'd be really helpful. As I stated above I don't have a lot of time to play lately, actually I have barely any time put into A8 so far :(

I don't have a screenshot on hand but I will certainly get back to you on this. :)

P.s. Sorry it took so long to respond... I'm "Time-Hoarding". I might start a new contract tuesday. So here's to hoping. And thanks again for doing all this programing, I envy your ability to do this kind of stuff.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Neurotoxin on February 08, 2015, 11:19:32 PM
If you check the rolling changelog in the OP you can see what's changed in the dev version since the latest release. That said, I've already worked out how to fix the lag switching colonists. Long story short I had to suppress an event being fired for a short duration then manually fire it because it was being fired once for every item in the backstories columns each time you changed a colonist.

No problem on the response delay, I haven't been getting much done on this yet working 10pm-7am then having to make sure my girlfriend gets to work during the day (hopefully she'll get her damn driver's license soon -.-)

If I can't find time for a while I MAY just wrap up the current dev build into a release and let it out into the wild for a bit, but I don't like releasing with unused code built in.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: realdude19 on February 10, 2015, 05:31:59 PM
Quote from: Neurotoxin on February 08, 2015, 11:19:32 PM
If you check the rolling changelog in the OP you can see what's changed in the dev version since the latest release. That said, I've already worked out how to fix the lag switching colonists. Long story short I had to suppress an event being fired for a short duration then manually fire it because it was being fired once for every item in the backstories columns each time you changed a colonist.

No problem on the response delay, I haven't been getting much done on this yet working 10pm-7am then having to make sure my girlfriend gets to work during the day (hopefully she'll get her damn driver's license soon -.-)

If I can't find time for a while I MAY just wrap up the current dev build into a release and let it out into the wild for a bit, but I don't like releasing with unused code built in.


I totally understand not wanting to release it into the wild. If you would like to consider it, I would be willing to test it for you. That way you can control the release scope.

PM me if you want to. I'll share contact info for you via PM.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Facepunch on February 24, 2015, 08:31:18 PM
Does it work in A9?
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: realdude19 on February 27, 2015, 12:05:47 PM
Quote from: Facepunch on February 24, 2015, 08:31:18 PM
Does it work in A9?

It should, But most likely won't support newer features until updated. I will test it and let you know asap.
but for now I would wait until Neurotoxin gets a chance to implement an updated beta, He does have a full time job so this is just a side project. However he has done a great job thus far at supporting the save editor.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: Maharava on March 01, 2015, 08:25:32 AM
I've tried using it for A9 and can't get it to work. Guess we'll wait till has time for an update
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: DahBunny on March 02, 2015, 01:20:37 PM
Created an account just for this post, I can't get the old version working but am looking forward too an up to date release, this editor would allow me much needed customization for my starting settlers ^^
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: 10001110 on March 02, 2015, 02:18:01 PM
Quote from: DahBunny on March 02, 2015, 01:20:37 PM
Created an account just for this post, I can't get the old version working but am looking forward too an up to date release, this editor would allow me much needed customization for my starting settlers ^^
This this https://ludeon.com/forums/index.php?topic=6261.0 (https://ludeon.com/forums/index.php?topic=6261.0)
Takes a while to make decisions, but you can pretty much start the way you want, with how many pawns you want.
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: w00d on March 03, 2016, 04:45:58 AM
my 12D saves it as RWS , not RWM, save editor works on older version
Title: Re: [TOOL] (Alpha 8) Rimworld Save Editor v1 Test Release.
Post by: realdude19 on May 13, 2016, 12:43:39 AM
Hey is this dead?

Is there going to be a A13 release?