Stranded Deep
ac19189 Feb 3, 2015 @ 11:33am
Just as an FYI for all you save editors out their.
Seeing as no save file editor is out yet and had to make my own which is super easy might I add but for the few lacking the skill I want to give you guys a quick hint the save is a non encoded json file you simply need to install notepad++ and then under plugins install a JSON viewer then load the plugin and put the save into json format this will make it easy for you to lurk around your save.

This will help you avoid silly mistakes that can screw your save. :) Posted it under mods because clearly if you are here you are attempting to modify the game or your save. :P
< >
Showing 1-15 of 20 comments
ac19189 Feb 3, 2015 @ 11:53am 
More info on it.

Once you break your save down into JSON format you can fold up everything then you break your save down into sections

TerrainGeneration < Islands and items and anything relating to the generation so ships, palms, lockers, toolboxs, hatchs. So forth as well as world seed and originpoint which is used in sync with playermovement to place your persons location inside the world marking the GRID they are in.

PlayerMovement < Your players location in the world inside its CURRENT grid and anything that effects movement such as flippers.


FollowSpawn < Not sure what this does just yet havent been bothered to look. I would imagine it is the spawn point for the center of the grid you are on. Could be wrong though.


PlayerCrafting < Not one I have messed with much but id imagine its a list of items you have crafted and or can craft. Not sure would need to start a new game to find out.


PlayerInventory < Just as it sounds its your current inventory on hand not much to this one.


PlayerStatistics < Your players current stats health runs from 5000 to 0 calories from 2500 to 0 fluids 2500 to 0 breath 100 to 0 bodytemp 98.5 stable this section also has player effects such as broken bones and what effect it will have on ur stats as well as how long until it cures itself.


Atmosphere < Current games settings such as time of day year month day how many days you have lasted.



StatsManager < Counters for all stats in game.
CalculatedCorvid Feb 3, 2015 @ 8:30pm 
Thank you! This definetly helps me manage save files MUCH easier. Your help is appreciated.
ac19189 Feb 3, 2015 @ 11:02pm 
Originally posted by WinnB:
Thank you! This definetly helps me manage save files MUCH easier. Your help is appreciated.
Not a prob just note that when you save the cleaned format reverts to the compressed one so every time you open after you save in game you just need to select all the text and format it to json again. :)
Pett Feb 6, 2015 @ 4:36am 
Can someone tell me what to edit to make objects bigger or smaller? I've tried changing the mass and other values but nothing seems to be working
ac19189 Feb 6, 2015 @ 8:24am 
Heres the life raft you are looking for scale. Should be located under transform and if I remember correctly you want to modify local scale. Atleast I would think so.

"Objects": {
"[0]RAFT_V1(Clone)": {
"name": "RAFT_V1(Clone)",
"reference": "9e147379-2f2c-47a5-9b13-71b1f1ec2cca",
"prefab": "330f40ee-b992-416f-96f9-763903d02364",
"displayName": "Life Raft",
"healthPoints": "~f0",
"GameObject": {
"active": true,
"layer": "ConstructionObjects",
"tag": "Untagged"
},
"Transform": {
"localPosition": {
"x": "~f-2.712825",
"y": "~f130.8938",
"z": "~f5.664311"
},
"localRotation": {
"x": "~f-0.005535291",
"y": "~f-0.9966277",
"z": "~f0.008918596",
"w": "~f0.08138237"
},
"localScale": {
"x": "~f1",
"y": "~f0.9999995",
"z": "~f0.9999999"
}
},
"Rigidbody": {
"isKinematic": false,
"useGravity": true,
"useConeFriction": true,
"position": {
"x": "~f-2.712825",
"y": "~f1.893818",
"z": "~f5.664311"
},
"rotation": {
"x": "~f-0.005535291",
"y": "~f-0.9966277",
"z": "~f0.008918596",
"w": "~f0.08138237"
},
"velocity": {
"x": "~f0",
"y": "~f0",
"z": "~f0"
},
"angularVelocity": {
"x": "~f0",
"y": "~f0",
"z": "~f0"
},
"sleepVelocity": "~f0.15",
"sleepAngularVelocity": "~f0.14",
"maxAngularVelocity": "~f7",
"mass": "~f5",
"centerOfMass": {
"x": "~f9.018519E-06",
"y": "~f0.2011662",
"z": "~f-0.0001453379"
},
"drag": "~f0.5",
"angularDrag": "~f0.5",
"inertiaTensor": {
"x": "~f5.295455",
"y": "~f10.11129",
"z": "~f5.295455"
},
"inertiaTensorRotation": {
"x": "~f1.957146E-06",
"y": "~f0.3832712",
"z": "~f9.598467E-07",
"w": "~f0.9236358"
},
"freezeRotation": false,
"constraints": "None",
"interpolation": "Extrapolate",
"detectCollisions": true,
"collisionDetectionMode": "Discrete",
"solverIterationCount": "~i6"
},
"Colliders": {
"[0]MeshCollider": {
"enabled": true,
"isTrigger": false,
"convex": false,
"smoothSphereCollisions": false
}
},
"batched": true,
"durabilityPoints": "~f0",
"isInteractive": false,
"canUse": false,
"canUseOnObjects": false,
"canDamage": false,
"canStab": false,
"isStabbed": false
},
Last edited by ac19189; Feb 6, 2015 @ 8:28am
cwramsey Feb 6, 2015 @ 12:26pm 
Here's a quick little tool that you can paste your save file into to modify it: http://www.daviddurman.com/flexi-json-editor/jsoneditor.html
ac19189 Feb 6, 2015 @ 1:07pm 
nice tool though I would rather something that lets me colapse stuff as i work on it and pick up errors too. :P
Max Overload Feb 7, 2015 @ 12:25am 
Still having issues getting Notepad++ to play nice with the json format, but I've been experimenting with a few things.
ac19189 Feb 7, 2015 @ 1:18am 
Originally posted by Max Overload:
Still having issues getting Notepad++ to play nice with the json format, but I've been experimenting with a few things.

If you install the json plugin just ctrl a to select all then use format json. To find the plugin just load notepad++ then under plugin load plugin manager find json viewer and install it. Then load the json file and select all and click plugin click json viewer and format json. Hope that helps.
tiermann Feb 8, 2015 @ 10:40am 
I wrote a basic save editor in javascript that allows you to add/edit inventory items, and even changes a couple other things if anyone is interested. http://sd.atilton.info (nothing to download, all javascript. Works in Firefox and Chrome with no issues).
Last edited by tiermann; Feb 8, 2015 @ 10:40am
ac19189 Feb 8, 2015 @ 11:21am 
Very nice thank you good sir
tiermann Feb 8, 2015 @ 11:35am 
No problem. I created a thread on it too so this one doesn't get derailed if anyone wants features added, etc. http://steamcommunity.com/app/313120/discussions/2/606068060831887476/
tiermann Feb 9, 2015 @ 2:44pm 
Does anyone know how the positions of the TerrainGeneration.Nodes are calculated, or if they're stored somewhere else? There's x, y, z coordinates in the save file for every island, deep sea, etc, but they don't seem to be actual coordinates (too small a range and they repeat). I'm trying to have the Save Editor also give you a map.
ac19189 Feb 9, 2015 @ 3:06pm 
so heres what I figured out and was working on making a mapping software the postionoffset of every node is the location of said node from center.

Center being x0 y129 z0

I havent cracked it totally but from what i can tell z is up and down and x is left to right but not 100 percent sure on that.
The fullygenerated is if you have visted the island or not if false the island or node will then create objects on that node if true it will use what objects are writen to it.

Also as a note if fullygenerated is set to false it will ignore the current object list on the node and recreate the node on player visit.

I figured out it was a matter of using 0x129x0 as center and populating the node as such but getting the right direction is a bit annoying but ill figure it out for u if you like.
Last edited by ac19189; Feb 9, 2015 @ 3:12pm
ac19189 Feb 9, 2015 @ 3:27pm 
So here is my finding so far position offset is the location of the node in the world map.

Center is x0 y129 z0

South West is x512 y129 z-256
North East is x-778 y129 z0

I would imagine it all runs on a grid though I can keep taking cords and directions all day it wont help without a ref point.
< >
Showing 1-15 of 20 comments
Per page: 1530 50

Date Posted: Feb 3, 2015 @ 11:33am
Posts: 20