ติดตั้ง Steam
เข้าสู่ระบบ
|
ภาษา
简体中文 (จีนตัวย่อ)
繁體中文 (จีนตัวเต็ม)
日本語 (ญี่ปุ่น)
한국어 (เกาหลี)
български (บัลแกเรีย)
Čeština (เช็ก)
Dansk (เดนมาร์ก)
Deutsch (เยอรมัน)
English (อังกฤษ)
Español - España (สเปน)
Español - Latinoamérica (สเปน - ลาตินอเมริกา)
Ελληνικά (กรีก)
Français (ฝรั่งเศส)
Italiano (อิตาลี)
Bahasa Indonesia (อินโดนีเซีย)
Magyar (ฮังการี)
Nederlands (ดัตช์)
Norsk (นอร์เวย์)
Polski (โปแลนด์)
Português (โปรตุเกส - โปรตุเกส)
Português - Brasil (โปรตุเกส - บราซิล)
Română (โรมาเนีย)
Русский (รัสเซีย)
Suomi (ฟินแลนด์)
Svenska (สวีเดน)
Türkçe (ตุรกี)
Tiếng Việt (เวียดนาม)
Українська (ยูเครน)
รายงานปัญหาเกี่ยวกับการแปลภาษา
The /CellsCache and /CompiledOctreesCache folders are not important
IIRC the base data is stored in the global-objects.bin in your savegame folder.
I just took a look at my notes from back then..
The MP Rooms should be the 3 bytes 10 83 01.
The Hex editor i use is HxD.
Next week i might have more time again to look at this stuff - it's been a while
In between are sprinkles of 10 83 01. I found 12 of them in my file, and i happend to have 12 MP Rooms. Basically i mapped every occurence in the savegame to quantities of base building items to find the codes.
18 01s are connected to MP Rooms. According to my notes i replaced some of those because they were related in the file to the 10 83 01s.
So, occurences of 18 01s seem to be MP Rooms.
I guess i have to find my old savegame again to cross check this.
Then you just place the pipe going straight up in between them and the mp room loses its floor textures and becomes permanent if you put a ladder in the upgoing pipe before the mp room. It will in other words become absolutely impossible to remove as the ladder will be attached to the mp room no matter if you remove the ladder or not because it is not really meant to be possible and they have not made anything removing the ladder from being attached in the files. Even though it isnt in game physical world.
https://www.youtube.com/watch?v=hyR1X__DYE8
Twilight, can you post a more detailed guide on the save editing so I can fix it?
But basically i started out with an empty savegame and adding stuff one by one to figure out how the savegame behaves.
It's really like a reverse engineering of some code. As every savegame is different, i cannot give a quick solution for everybody, only how i approached it.
It's a pity that they never fixed the issue - i reported it several times via the ingame reporting
tool during testing. Maybe they never noticed it.
Back up your save, obv.
For simplicity, delete every functional MP room so you only have the bugged one left.
Open up a creative world and place a MP room.
Open the creative file in a hex editor.
Look for the repeating 10 00 pattern mentioned above.
There should be two visible characters in the ascii decode: ƒ and €
Look at the hex there, the ƒ is 83, and you should see the 10 00 pattern offset from the rest of the file. At the end of this offset pattern is a byte with value 81. The € is 80, ending in 82.
Find the same patterns in your real save file, and replace the patterns in the real save with the ones in the creative file.
From my experiments, these blocks store the connection data to add the connecting bits, remove the floor/ceiling for stacked rooms, etc. (If you delete both manually by overwriting with 10 00, you get a fun MP room with 5/6 tunnels open to the water, missing floor and ceiling textures, and random holes in the floor when inside.)
But otherwise, you got the gist of it. It's in principle a needle in a haystack search. I also started out with small savegames to learn the byte structure for simple bases and codes for room parts.
You have to be careful with multiple bases though. Each base gets their own 3-dimensional array with the room numbers. But usually the big byte blobs ( they look similar in structure in the file) mirror their base size: a big blob for the bigg base, a smaller for.. the smaller, etc. I just searched for the byte entry values from the protobuf serialization to each one.
I am trying to solve the same bug but I have Alien containments that are invisible.
I thought I determind that the value for them was 10 80 01 but when I 00 out 80 01 it erases my whole base.
Aren't the 10s separators? Like 10 80 01 10 so 80 01 should be the item? thus I would 00 out the 80 01?
Or am I understanding that wrong?