Clicker Heroes

Clicker Heroes

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saving
why does it sometimes(most of the time) not save, even though I save manually, when I close the game?
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goufalite Jun 30, 2015 @ 11:12am 
The savegame is in [valve folder]/userdata/[numbers]/[numbers]/remote/clickerHeroesSave.txt
Just search for clickerHeroesSave.txt in your valve folder with the latest modification date

I put an explorer window nearby the game to monitor when the save file is modified before closing the game
Thanatos Abaddon Feb 27, 2017 @ 1:01am 
Originally posted by goufalite:
The savegame is in [valve folder]/userdata/[numbers]/[numbers]/remote/clickerHeroesSave.txt
Just search for clickerHeroesSave.txt in your valve folder with the latest modification date
THANK YOU!!! works like a charm :)
perico2palotes Feb 27, 2017 @ 10:31am 
I haven't as much as taken a sneak peek at the source code but saving works differently when the game autosaves than when you manually save. Autosaving is said by the game itself to work as a cookie, which may be blocked by different actors. At any rate I think autosave doesn't overwrite your manual saves.
To import a savefile you have to open your ClickerHeroesSave.txt file (provided you use the suggested file name), select all (ctrl+e if using notepad), copy then paste in Clicker Heroes > Options > import window.
As a side note, I may be sitting on a limb here but I would say manually saving is made by the same thread the game engine uses, meaning saving isn't asynchronously handled by a background process (a "new thread" - I don't know the current state of Flash native multithreading support so don't take this as any kind of criticism). In my experience (win 10 professional) if for whatever reason the game doesn't have immediate access to your disk I/O system the game halts until the save can be made, except it can (and does) time out (for instance if your HDD has entered "sleep mode" because of energy saving settings or whatever), and when the saving process does time out it neither goes back to the main thread current execution point nor forfeits the saving operation in any way. The timed out saving process still waits until the storage system goes "live" then goes back to the main game process but doesn't gracefully manage the I/O exception (meaning no visible warning, no retries, etc.), resulting in 0 bytes save files despite the wait (again, with no warning). Once saving is over the game engine seems to estimate how many clicks and crits you should have made if you had been actively playing during the save file process execution time. However, it records the whole "compensation" estimate as having taken place in a fraction of a second, hence my "Most Critical hits per second: 487" statistics despite having only 9 autoclickers and having never used any autoclicker scripts.
bruhhh i posted this in 2015
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Date Posted: Jun 24, 2015 @ 12:35pm
Posts: 4