- #Rimworld save game editor how to
- #Rimworld save game editor archive
- #Rimworld save game editor free
It should be possible to swap out the backing entity type to change the geyser's artwork as well as the material it emits. Once I make it a bit less likely to corrupt the save on invalid files, I will make another publish. I have a prototype ready but right now it is particularly fragile, and the program can't tell if the file being loaded is correct. I have been working on supporting export / import of duplicant data from files. Is it safe to say editing duplicants is the main thing people want to do with this? I've started exploring having a storage / bulk insta-sweep editor and made a start on geyser editing, but I can keep refining the dup editor if that is the main use case.
![rimworld save game editor rimworld save game editor](http://www.rimworldmods.com/wp-content/uploads/2020/11/Character-Editor-2.jpeg)
I did remove one button click from adding traits by making it into a menu, but I will look into bringing back the dialog and table interface for bulk adding. It should show them as a tooltip when you mouse over them in the list or add trait dialog. Traits already have their descriptions in the editor. Eventually I would like to support copying or exporting the data as text so it can be tweaked in bulk and reused across saves. I did explore exporting dups between save files, but held off due to being unable to validate the data. This is solved pretty easily by just making a dupe with all of the traits and then reading them all at once (which is now harder since to add all the traits will take a long time) but a "complete" save editor would just list the description of the trait when you mouse over it like in game. Some of the names are non obvious, and the only way to find out what they do is to save a file and play it and mouse over the trait. Could also be useful to roleplay a sort of "blast off from my world and land on a new one" type scenario.ĭescribe what the traits do (taking the in game description if they have one). I like to start over when I figure something new out and the ability to copy my duplicants over to the new world and just modify their job experience back to 0 would be a huge time saver over completely editing new duplicants as they come in. I like to make one super duplicant (normally the first Liam that I get) that has like +10 aptitudes so he learns jobs 500% faster.Īllow copy/pasting across save files if possible. Also bring back the number amount on aptitudes. Having to click an individual trait, then okay, then add trait, then the individual trait then okay again just to add two traits is a bit convoluted. What other editables would you like to see? Creatures? Storage? Space? Let me know what you would like to see me work on next.Ī few suggestions, no rush on any of them, they're not super important:īring back allowing to pick multiple traits/aptitudes etc at once through check marks.
#Rimworld save game editor free
Until then, feel free to play with the source of the new branch, at
![rimworld save game editor rimworld save game editor](https://www.gta-modding.com/area/uploads/291-4.jpg)
#Rimworld save game editor archive
I will archive the old site for anyone who still wishes to dig into the internals of the save, however. Once the duplicant editor section is finished, I will make this version live. If you want to try your hand at sketching up some rough concept art for the editor I would really appreciate it.
#Rimworld save game editor how to
If anyone has a flair for UI design and wants to help out, I have been struggling somewhat with how to lay out all of the editables for duplicants. And of course, it allows for translations between languages if anyone wants to contribute those. This should make selecting traits much easier and remove the guesswork of matching them up. I plan to use this to translate from the internal names to the names the game actually uses. One particular accomplishment is everything is translatable, including things like trait and attribute names. Spent the weekend reworking the editor, and I'm decently happy with how it is progressing so far: