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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 {{code|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 names are generally quite descriptive, so it shouldn't be hard to figure out the purpose of things and how to change them. The {{code|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.
 
=== Overall structure ===
 
 
Each section is book-ended by an opening tag {{code|<tag>}} and closing tag {{code|</tag>}} respectively. For brevity's sake, only the opening tag is shown and closing tags are omitted with the exception of {{code|</savegame>}}.
 
 
Note: This structure was taken from 1.2 save files.
 
{{Collapse|
 
<source lang="xml">
 
<?xml version="1.0" encoding="utf-8" ?>
 
<savegame>
 
  <meta>
 
      <gameVersion>
 
      <modIds>
 
      <modNames>
 
  <game>
 
      <currentMapIndex>
 
      <info>
 
      <rules>
 
      <scenario>
 
      <tickManager>
 
      <playSettings>
 
      <storyWatcher>
 
      <gameEnder />
 
      <letterStack>
 
      <researchManager>
 
      <storyteller>
 
      <history>
 
      <taleManager>
 
      <playLog>
 
      <battleLog>
 
      <outfitDatabase>
 
      <drugPolicyDatabase>
 
      <foodRestrictionDatabase>
 
      <tutor>
 
      <dataNotifier>
 
      <questManager>
 
      <components>
 
      <world>
 
      <maps>
 
      <cameraMap>
 
</savegame>
 
</source>
 
}}
 
The vast majority of the data in a save file is contained within the {{code|<world>}} and {{code|<maps>}} sections. Within the {{code|<maps>}} section, each colony is stored as a list item {{code|<li>}} if multiple colonies were present at any point during the save. In turn, within each colony, the {{code|<things>}} section stores items, chunks, filth, plants, buildings and pawns. Each and every instance of any type is stored as an individual {{code|<thing>}} with its own respective class.
 
{{Collapse|
 
<source lang="xml">
 
<savegame>
 
  <meta>
 
  <game>
 
      <world>
 
        <info>
 
        <grid>
 
        <factionManager>
 
        <worldPawns>
 
        <worldObjects>
 
        <gameConditionManager>
 
        <storyState>
 
        <features>
 
        <components>
 
      <maps>
 
        <li>
 
            <uniqueID>
 
            <mapInfo>
 
            <weatherManager>
 
            <reservationManager>
 
            <physicalInteractionReservationManager>
 
            <designationManager>
 
            <pawnDestinationReservationManager>
 
            <lordManager>
 
            <visitorManager>
 
            <gameConditionManager>
 
            <fogGrid>
 
            <roofGrid>
 
            <terrainGrid>
 
            <zoneManager>
 
            <temperatureCache>
 
            <snowGrid>
 
            <areaManager>
 
            <lordsStarter>
 
            <attackTargetReservationManager>
 
            <deepResourceGrid>
 
            <weatherDecider>
 
            <damageWatcher>
 
            <rememberedCameraPos>
 
            <mineStrikeManager>
 
            <retainedCaravanData>
 
            <storyState>
 
            <wildPlantSpawner>
 
            <temporaryThingDrawer>
 
            <components>
 
            <compressedThingMapDeflate>
 
            <things>
 
</savegame>
 
</source>
 
}}
 
  
 
==Save file locations==  
 
==Save file locations==  
 
   
 
   
 
{|
 
{|
|[[File:Folders-OS-Windows-8-Metro-icon.png|18px]]  
+
|[[File:Folders-OS-Windows-8-Metro-icon.png|36px]]  
 
|
 
|
===<span id="temp1" style="position: relative; bottom: 4px;">&nbsp;Windows version</span>===
+
===Windows version===
 
|}
 
|}
 
The Save files are stored in users AppData folders:
 
The Save files are stored in users AppData folders:
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----
 
----
 
{|
 
{|
|[[File:Folders-OS-Linux-Metro-icon.png|18px]]  
+
|[[File:Folders-OS-Linux-Metro-icon.png|36px]]  
 
|
 
|
  
===<span id="temp1" style="position: relative; bottom: 4px;">&nbsp;Linux version</span>===
+
===Linux version===
 
|}
 
|}
 
The Save files are stored in: <code>~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Saves/</code>
 
The Save files are stored in: <code>~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/Saves/</code>
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----
 
----
 
{|
 
{|
|[[File:Folders-OS-Apple-Metro-icon.png|18px]]  
+
|[[File:Folders-OS-Apple-Metro-icon.png|36px]]  
 
|
 
|
===<span id="temp1" style="position: relative; bottom: 4px;">&nbsp;macOS version</span>===
+
===macOS version===
 
|}
 
|}
 
Your Rimworld settings folder is <code>'''~/Library/Application Support/RimWorld'''</code>
 
Your Rimworld settings folder is <code>'''~/Library/Application Support/RimWorld'''</code>
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==Editing saves==
 
==Editing saves==
{{see also|Permadeath save conversion guide|Development mode#Permanently disable{{!}}Dev mode renabling|Fluid ideoligion save conversion guide}}
+
{{Stub|section=1|reason=Better and more examples}}
 +
{{see also|Permadeath save conversion guide|Development mode#Permanently disable{{!}}Dev mode renabling}}
 
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.  
 
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.  
  
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From here, scroll down to find the part you wish to edit. You can remove health conditions by editing the hediffs for injuries (i.e. deleting permanent wounds) or add skills and passions.
 
From here, scroll down to find the part you wish to edit. You can remove health conditions by editing the hediffs for injuries (i.e. deleting permanent wounds) or add skills and passions.
  
===Moving/Removing a steam geyser===
+
[[Category:Running the game]]
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.
 
 
 
To edit a geyser: open the save file with Wordpad/Notepad, press Ctrl+F, or ⌘+F on macOS and search for 'geyser'. The geyser should be represented as a <code><thing Class="Building_SteamGeyser"></code>. To move the geyser to a new location, edit the coordinates stored in the {{code|<pos>}} line. To remove the geyser entirely, select the lines from {{code|<thing>}} to {{code|</thing>}}.
 
 
 
[[Category:Game mechanics]]
 

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