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!
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
Download
Wiki - Still needs some love
Virus Scan
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):
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:
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:
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.
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
Download
Wiki - Still needs some love
Virus Scan
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):
Code Select
*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:
Code Select
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:
Code Select
<?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.