The Contents of a Save: Difference between revisions

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           <Z>0</Z>
           <Z>0</Z>
         </TargetOffset>
         </TargetOffset>
         <FrameOffset> <!-- TO DO -->
         <FrameOffset> <!-- Camera strafe: this moves the camera frame away from the center point created by Pitch and Yaw -->


           <X>0.000216474233</X>
           <X>0.000216474233</X>
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       <Component xsi:type="MyObjectBuilder_FirstPersonCameraComponent" Subtype="DefaultFirstPerson"> <!-- Default settings used by the first person camera -->
       <Component xsi:type="MyObjectBuilder_FirstPersonCameraComponent" Subtype="DefaultFirstPerson"> <!-- Default settings used by the first person camera -->


         <Pitch>0.0441527255</Pitch> <!-- TO DO -->
         <Pitch>0.0441527255</Pitch> <!-- Rotates the camera up or down. There is no yaw in fpc because it rotates the whole character instead. -->


       </Component>
       </Component>
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       <Component xsi:type="MyObjectBuilder_CraftingComponentQueued"> <!-- Information about what the character is crafting (personal crafting) -->
       <Component xsi:type="MyObjectBuilder_CraftingComponentQueued"> <!-- Information about what the character is crafting (personal crafting) -->


         <CurrentProduction xsi:nil="true" /> <!-- TO DO -->
         <CurrentProduction xsi:nil="true" /> <!-- Recipe currently being crafted -->


         <CurrentCrafterId>-1</CurrentCrafterId> <!-- TO DO -->
         <CurrentCrafterId>-1</CurrentCrafterId> <!-- Person who queued this craft -->


         <CurrentProductionDuration>1000</CurrentProductionDuration> <!-- Total amount of time required to craft the current item(s) -->
         <CurrentProductionDuration>1000</CurrentProductionDuration> <!-- Total amount of time required to craft the current item(s) -->
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       <Component xsi:type="MyObjectBuilder_QuestEntityComponent"> <!-- Settings for quests and research -->
       <Component xsi:type="MyObjectBuilder_QuestEntityComponent"> <!-- Settings for quests and research -->


         <CompletedQuest QuestSubtypeId="EconomicSmelting" CompletionTimestamp="1511722408" /> <!-- A completed quest (unlocked) -->
         <CompletedQuest QuestSubtypeId="EconomicSmelting" CompletionTimestamp="1511722408" /> <!-- A completed quest (unlocked). Timestamps are currently unused. -->


         ...
         ...
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       </Component>
       </Component>
       <Component xsi:type="MyObjectBuilder_InventorySpawnComponent" /> <!-- TO DO -->
       <Component xsi:type="MyObjectBuilder_InventorySpawnComponent" /> <!-- The component that spawns loot bags upon death. No settings. -->


       <Component xsi:type="MyObjectBuilder_CombatComponent" /> <!-- TO DO -->
       <Component xsi:type="MyObjectBuilder_CombatComponent" /> <!-- Hit detection. No settings. -->


       <Component xsi:type="MyObjectBuilder_Inventory" Subtype="Internal"> <!-- The character's inventory -->
       <Component xsi:type="MyObjectBuilder_Inventory" Subtype="Internal"> <!-- The character's inventory -->
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         <Item xsi:type="MyObjectBuilder_BlockItem" Subtype="TimberRound10" ItemId="204" Quantity="2"> <!-- A Timber 10 (BlockItem) in the inventory. -->
         <Item xsi:type="MyObjectBuilder_BlockItem" Subtype="TimberRound10" ItemId="204" Quantity="2"> <!-- A Timber 10 (BlockItem) in the inventory. -->


           <ObjectBuilderType>MyObjectBuilder_CubeBlock</ObjectBuilderType> <!-- BlockItems are different from most inventory items. They are equippable InventoryItems that represent a CubeBlock. This
           <ObjectBuilderType>MyObjectBuilder_CubeBlock</ObjectBuilderType> <!-- BlockItems are different from most inventory items. They are equipable InventoryItems that represent a CubeBlock. This
ObjectBuilderType tag is how the BlockItem is linked to the CubeBlock. When it is placed on the toolbar this Type information is used to select the correct CubeBlock rather than the BlockItem. -->
ObjectBuilderType tag is how the BlockItem is linked to the CubeBlock. When it is placed on the toolbar this Type information is used to select the correct CubeBlock rather than the BlockItem. -->


Line 184: Line 184:
probably best not to touch this value. A duplicate ID will cause a crash. -->
probably best not to touch this value. A duplicate ID will cause a crash. -->


         <InventoryFlags /> <!-- TO DO -->
         <InventoryFlags /> <!-- Not Used: flags for SE conveyor system -->


       </Component>
       </Component>

Revision as of 15:22, 2 January 2018

The Contents of a Save
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This guide is intended to give you some basic information about what is inside of your saves. This information can be useful for a lot of reasons: restoring backups, changing world settings, editing or deleting player information, or anything else you can think of. Some extreme examples include adding planets, adding or removing grids, and modifying grids and inventories. These extreme examples won't be covered here but the information provided should help with the more reasonable ones.

Version: 0.6

Location

Path to saves

All Medieval Engineers saved data can be found inside of the AppData folder. By default this path is C:\Users\{username}\AppData\Roaming\MedievalEngineers\. This path has a Windows shortcut of %appdata%\MedievalEngineers. This folder contains Blueprints, Maps, Mods, Saves, Screenshots, ShaderCache, Storage (used by mods), Workshop Worlds, Controls configuration (key bindings), Interface configuration (used by the general search screen for now), MedievalEngineers configuration, MedievalEngineers log, VRageRender-DirectX11 log. The Saves folder is of primary interest to this guide. Inside the Saves folder you will find numbered folders that correspond to each Steam account that has been used to play Medieval Engineers on your PC. Each sub-folder of these account folders is what we refer to as a save.

Folders and Files

Inside each save folder you will find the following:

Type Name Description
Folder Backup Contains backup saves. Each backup is a full copy of the save from an earlier state. These saves are identical in structure with the exception of not having their own backup folder.
Folder Players Contains .player files. These files have information that is specific to each player who has joined the world. They are named by Steam ID.
.vx2 File(s) Voxel Modifications This is generally one file, the planet, however the option exists to have multiple files if other bodies are added. vx2 files are compressed binary files that contain changes to the voxels. Planets are generated from maps in the game files specified by the scenario, modified by the scenario if needed, and then modified by the save.
.sbc File Configuration The configuration file contains all of the settings for the world such as those specified in world settings and advanced world settings. Also contained is version information, player identities (Steam ID to character ID mapping), and general session information.
.sbs Save Data This file contains all information about the save that is not in any of the other files. This contains all bot information, session components, Houses/ranks/deplomacy, banners, decay, fast travel cooldowns, farmables, access keys, areas, spawn information, and every entity (item, grid, character) in the world.
.jpg Thumbnail A screenshot that is generated when the world is saved. This is automatically scaled to reduce file size.

Players

Each of these files contains all information relevant to a single player in the world. Not all information generated by the player is saved in this file. What is included in the file is actually determined by the game architecture in that any entity component used by the character will serialize data to this file.

Backups

Thumbnail

Configuration

Save

Voxels