The Save files are stored in: ~/.config/unit圓d/Ludeon Studios/RimWorld by Ludeon Studios/Saves/Īt least as of Alpha 17b, Steam Cloud synchronization is working as intended on Linux, meaning that save files are automatically updated across different Steam installations on multiple devices. By default, %USERPROFILE% is the same as C:\Users\.As of at least Alpha 16, the directory Steam Cloud will create is %USERPROFILE%\Appdata\LocalLow\Ludeon Studios\RimWorld which is not detected by the game.Windows+ R -> the Run dialog will appear.%USERPROFILE%\Appdata\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves The Save files are stored in users AppData folders:
#Rimworld save game editor how to
As with always, it is harder to figure out how to create things from thin air than to change existing things. The class attribute should be familiar to those who know HTML. The names are generally quite descriptive, so it shouldn't be hard to figure out the purpose of things and how to change them. and serve the same purpose, but they are numbers. Be sure to change it if you duplicate a thing. It might be referred to several times in the file. This contains a string of the unique identifier of a thing.
A donkey, on the other hand, starts with a def containing "Donkey" in the section that describes pawns. For example, an element needs > li.Need_Food > def (in CSS selector syntax) has the value "Food", explaining that the data is about need for food. "def" contains a single string that refers to some item or property. It can have many different meanings depending on what the element surrounding it is. As in HTML, this simply stands for a "list item". Important elements You will notice that "li" appears a lot in the save file. Thing - information about a person/animal.ThingReservation - Details what a Pawn (person/animal) is doing/going to do.The research completes when Progress is more than (or equal) to TotalCost. ProjectList - Contains the state of each of the research projects available in the game.Resources - Contains information about each of the available resources in the game.World data is saved into the map file, to allow multiple saves on the same world without confusion. rws, and can be read with any XML reader or Notepad. You will need to script your ship to appear as part of a quest.Rimworld's save files are written in XML (Version 1.0) and contain all the information about the state of the game. This prevents the ship from appearing randomly. This is the tag you use if you wish to set your ship as a starting station. This is the tag you use if you wish to set your ship as a starting ship. If you do not want your trade ship to attack the player in the random raid events, also add. The player can attack these and they will attempt to fight or flee depending on their chances. Trade ships will appear as, obviously, trade ships. This includes stations and other special ships. Somewhere in between those numbers is a good bet, usually lower than 2000, which is what a Trade Ship carries.Īdd this tag for ships that you'd like to appear as targets, but never to attack the player. 100 isn't worth much, 1000 is a massive amount. This attribute will assign the networth of the loot in the Defined Regions. Make sure this number is equal to the Combat Points to fill every weapon with a random armament, or a lesser value if you want fewer than maximum turrets. Values assigned to the blue turret icons. A Small Turret is worth 10, and a Large Turret is worth 30. This number is auto-calculated by SOSCK on export. This is the combat value of the ship, used to compare to the player and balance against their available weapons and power generating buildings. This is usually "Fast Attack Cruiser" or "Destroyer." Name players will see when this ship attacks them or is used in a quest. DO NOT change this, it will lose the file.