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[[File:saves_preview.png|200px|right]]'''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).
 
 
Clicking the red "X" to the right of the save's load button will delete the save, though the game will ask the player if they want to continue with their deletion every time an X is clicked.
 
 
{{TOCright}}
 
{{TOCright}}
 
== Save file contents ==  
 
== Save file contents ==  
'''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.
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'''Rimworld's''' save files are written in XML (Version 1.0) 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.
 
 
[[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.  
 
  
 
World data is saved into the map file, to allow multiple saves on the same world without confusion.
 
World data is saved into the map file, to allow multiple saves on the same world without confusion.
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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]]  
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|[[File:Folders-OS-Windows-8-Metro-icon.png|36px]]  
 
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===<span id="temp1" style="position: relative; bottom: 4px;">&nbsp;Windows version</span>===
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===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]]  
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|[[File:Folders-OS-Linux-Metro-icon.png|36px]]  
 
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|
  
===<span id="temp1" style="position: relative; bottom: 4px;">&nbsp;Linux version</span>===
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===Linux version===
 
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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]]  
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|[[File:Folders-OS-Apple-Metro-icon.png|36px]]  
 
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===<span id="temp1" style="position: relative; bottom: 4px;">&nbsp;macOS version</span>===
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===macOS version===
 
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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}}
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{{Stub|section=1|reason=Better and more examples}}
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{{see also|Permadeath save conversion guide}}
 
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===
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[[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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