Ff7 Steam Save Editor

1 view
Skip to first unread message

Ermelindo Klatt

unread,
Aug 5, 2024, 5:56:41 AM8/5/24
to postnachamo
SometimesI get into a really good position and then die due to some random bad luck. Occasionally I'd like to experience an event multiple times to see what the outcome is. It would be nice if I could somehow save state and restore later if I choose.

But please be aware, that this uncertainty is what makes rogue-like games so enjoyable. I just needed this to copy my career from my laptop to my PC, as the game doesn't seem to support the Steam Cloud.


You can use this script to load/save your game (See the code below).

Just copy the script into a text file with your favorite text editor.

Then save it in a .bat file like LauncherFTL.bat then put this file into your game folder.



Launch the game with LauncherFTL.bat afterwards and use the menu to save/load your game.




You can backup the save file and restore at a later point if you die.The save 'files' are located in /My Documents/My Games/Faster Than Light/prof.savand/My Documents/My Games/Faster Than Light/continue.savCopy those two somewhere, and when you need them just put them back. ;)


By using the edit function in the 7zip file manager (the editor needs to be chosen by going to tools then options then editor and putting a link to editor of chice) the file can be edited and then once the file is closed 7zip will automatically re-compress the file to ensure no issues


An easier way to compress the saves on Mac is to highlight the two files, left click and click "Compress 2 Items". A .zip file named Archive.zip will appear: left click on this and click "Get Info". Under the "Name & Extension" section, click the box containing Archive.sav and change .zip to .sav. You will be prompted for confirmation on changing the extension.


Nearly any information about a given playthrough can be modified via editing the gamestate file. This includes current energy, mineral, food and unity stores, as well as planet tiles and pop traits. The following is an example of a populated tile on a Fallen Empire's planet, containing a dark matter power plant.


Save files are the files that store a player's progress in RimWorld. The game can be saved in two ways: the player saving a game manually, or the game saving automatically - being an autosave. When saving the game manually, the player can choose a custom name for the save. When the game autosaves, the save names are automatically labeled as "Autosave-#", with the number incrementing by one for every autosave stored.


Saving manually also allows the choice of overwriting other saves. To the very left of each save's "load" button, three pieces of information are stored: the corresponding date, time and version. If a save's version is different from the game's current version, that info will be displayed in yellow, rather than the standard grey (as seen in the image).


RimWorld's save files are written in XML and contain all the information about the state of the game. They are stored with the file extension .rws, and can be read with any XML reader or Notepad. The contents of a save are heavily dependent on the version of the game that was running at the very moment of the save, this means that even though saves of a different version may still work, some gameplay issues may occur.


DLC and mods are also integrated into save files, meaning that problems can occur when loading a save without the same content enabled as was originally part of that save. If there is any difference between what is enabled and what's contained in a save file, the game will notify the player of this.


The names are generally quite descriptive, so it shouldn't be hard to figure out the purpose of things and how to change them. The class attribute should be familiar to those who know HTML. As with always, it is harder to figure out how to create things from thin air than to change existing things.


The vast majority of the data in a save file is contained within the and sections. Within the section, each colony is stored as a list item if multiple colonies were present at any point during the save. In turn, within each colony, the section stores items, chunks, filth, plants, buildings and pawns. Each and every instance of any type is stored as an individual with its own respective class.


Save editing can be a useful way to tweak the current game state. It can be used to do various things such as adding or remove currently active events, pawn traits and passions, and modifying skills and statistics.


Note: Incorrectly editing the save might can have unwanted consequences that might be irreversible if the original file is lost, up to and including the total loss of the save. It is highly recommended that you make a copy of your save file before editing it or save the new one as a different save file.


Also if currently, you would be experiencing this Toxic Fallout and would want to remove it not only for the future but also immediately, do the following: Ctrl+F in the save file and search for 'activeconditions'. You will find: some text regarding the Toxic Fallout. Change this to only 1 line with just this: . So you would have this.


Pawn editing is another useful ability of editing save files. This can be used for a range of ways, from small modifications to existing pawns, recreating specific characters, or simply creating godlike pawns. To do this, open the save file, and move about 1/3 down the text file. Click on a line, and then use the Ctrl+F function to find the name of the pawn you wish to edit. Keep going down until you find the pawn save location, which will have three lines: one for last name, one for nickname, and one for first name.


A steam geyser can usually be removed using the Destroy function in Dev Mode, but in older versions or modded saves this might not be possible. Instead, the geyser can be manually deleted from the save file.


The game saves progress when the in-game day ends, i.e., when the farmer goes to bed, collapses from exhaustion, or collapses at 2am. All progress during a day is lost if the player quits the game without ending the day. In multiplayer, the game saves after all players click through the prompts at end of day and wake up in the morning.


Save files are tagged with the version of the game that last saved the file (e.g., 1.6). An older version of the game is not able to load a newer save file, but a newer version can load an older save. Once a newer version saves over an older save file (e.g., when you save for the first time after the game itself was updated to a new version), the save file will be tagged with the newer version number.


A save file may be transferred to a different device family (e.g., from mobile to PC) as long as the game version on the receiving device is not older than the save file's version tag. For example, a save file from a mobile device running version 1.5 can be transferred to and used on a PC running 1.6, but a 1.6 PC save file will not run on a mobile device with version 1.5.


The saves are stored as XML files on your computer or mobile device. They're stored separately from your game, so you can safely reinstall or update the game without losing them. On PC, they're shared between different copies of the game (e.g., if you buy it from both GOG and Steam).


Note: Development on the Vita release of the game has been abandoned, leaving the final Vita version as equivalent to PC version 1.2.33 (2017). As such, a Vita save may be transferred to PC/mobile, but a modern PC/mobile save file is incompatible with Vita.


If you use the SMAPI modding API, the bundled SaveBackup mod keeps up to 10 daily backups of your saves. Even if the original save was completely deleted or corrupted, you can probably recover it from SMAPI's backup.


You can edit your save to fix some common issues or change your choices. This can permanently break your save if you make a mistake; don't forget to create a backup first. You should also avoid automatic save editor tools, since they often break the save.


That will change the farm map, but everything placed on the farm will stay where it is. You may have things in an invalid position, like trees in a lake. You can either install Noclip Mode to reach things that are out of bounds, or run one of these console commands:


That will change the farm map, but everything placed on the farm will stay where it is. You may have things in an invalid position, like trees in a lake. You can take note of what's out of bounds, then switch back to the old farm type and move them.


You can remove an NPC from your save file (e.g., to fix an NPC permanently stuck in an invalid place). If it still exists in the game data, the NPC will respawn when you reload the save file. This should be a last resort, and usually isn't needed when using SMAPI since it'll remove invalid NPCs automatically.


I have been trying to gain access to my game files for modifications and such and I've been unable to find them on my mac, everywhere I look I see people saying look for /USERS/[USERNAME/LIBRARY/APPLICATION SUPPORT/STEAM but I can't find the steam file there, and when I get to the steam common through the profile number and look for the Game ID I don't see anything but a program I'm guessing (because I'm no coder) is rosetta 2. if anyone could help me access my savefiles it would be greatly appreciated


As of Patch 0.6.1.3 (Early Access Build 202470, released on September 28, 2022), the produced save file header has version 10, the save version is 30 and the editor object version is 40. For these versions, this format description should be correct, but may not be complete: It is possible that not all potential structures were present in the analyzed save files.


A length of zero represents the empty string and occupies just these four bytes. A positve length means that the characters are encoded in UTF-8. A negative length means that the characters are encoded in UTF-16 little-endian, without a byte-order mark. In this case, the given negative length has to be multiplied by minus two to get the number of bytes the rest of the string occupies (including the two bytes for null-termination).

3a8082e126
Reply all
Reply to author
Forward
0 new messages