Goz3rr / SatisfactorySaveEditor

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Just a list of things to keep in mind. #50

Open ph3rr3t opened 5 years ago

ph3rr3t commented 5 years ago

https://satisfactory.gamepedia.com/Satisfactory_Wiki

-----Individually &/or in nested groups:

Change:

Toggle on/off individual:

Destroy/Delete/Remove:

Rename, Move, &/or Delete: - DONE (what about spawning new ones though?)

Move: - DONE

Set Size: - DONE

Delete: - DONE

budak7273 commented 5 years ago

Thank you for a very detailed feature idea list.

For reference, a lot of these things are implemented (player inventory size) can already be set manually (move player, rename/move/delete beacons, change building OC setting, etc.), but things like regenerating would definitely be painful to do manually as you would have to rebuild their tag manually.

I'm not sure how we would best handle regenerating, because most things (ex. foliage) appear to be removed entirely from the save when removed in game. We would probably have to keep a separate storage of all objects that act like this and update it every time CSS updates the map. See #31 .

If there is a specific feature you would like to see sooner rather than later, please create a separate issue for it.

ph3rr3t commented 5 years ago

The regeneration idea was just added for completeness sake. I kinda figured something like that would be rather difficult to do.

Other than that, great work on the program thus far. Thought it would be best to just give you guys all one neat list so that if you got bored working on one thing, could just look this up for ideas on what to work on next.

Thanks a bunch!

budak7273 commented 5 years ago

On second look, it appears that foliage being removed is stored as things that have been removed rather than the removal of existing plant data tags. See Script>FactoryGame.FGFoliageRemoval. It might be more doable than I previously thought.

mircearoata commented 5 years ago

Delete

  • Duplicate player characters

Added in PR #79