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News: New blog post: Once More, with Feeling (10/05/18); In-dev patch notes for Starsector 0.9a (06/01/18);Starsector 0.8.1a is out!
 
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Author Topic: [0.8.1a] Save Transfer 1.11.8  (Read 68473 times)
Dark.Revenant
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« on: January 12, 2015, 03:15:51 AM »


We also recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



What is this?
Save Transfer is a mod that lets you transfer your levels, reputation, credits, storage, cargo, ships, and weapons to another save file.  This allows you to continue characters that would be broken by an update.  For example, if a Starsector+ update breaks save compatibility, you can use Save Transfer to keep your progress instead of starting anew.  Save Transfer is even mod-safe; incompatible ships/weapons will be removed from your fleet upon load.

Mission/event progress (aside from specific exceptions, like bounty progress), and other campaign-specific items will not be transferred.  Everything that was in storage submarkets will be thrown into your fleet or dumped out into a special storage area.

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This is pretty life-changing.

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It works like a charm.

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Resupplying my weaponry has proven to be quite the adventure!

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So uh, what's up with the giant middle finger?

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Before Save Transferâ„¢ every update I was in the dog house, my monument of destruction the Onslaught "Seeker of Dat Atlass" ran away from home. Now with Save Transferâ„¢ me and my Onslaught can Conquest to Victory, Thanks Dark Revenant!


How to Use
Step 1: Load up your old save (make sure you do this before updating!)

Step 2: Open up the console (default: control-backspace) and enter "copysave"

Step 3: Paste your save data from the clipboard into Notepad or a similar program to keep it safe (control-v)

Step 4: Create or load a new save (after updating!)

Step 5: Make sure your save data is in the clipboard (copy it with control-c)

Step 6: Open up the console again and enter "loadsave"

Step 7: (Nexerelin) Enter "SyncFactionRelationships" into the console


Change Log
Version 1.11.8 (August 5, 2018):
- Nexerelin 0.8.3f compatibility

Version 1.11.7 (April 23, 2018):
- Fixed bounty-related bugs

Version 1.11.6 (January 10, 2018):
- Nexerelin compatibility

Version 1.11.5 (October 1, 2017):
- An attempt to fix a hullmod-related crash

Version 1.11.4 (June 19, 2017):
- Clamp XP after loading a save to the XP necessary for the maximum level

Version 1.11.3 (June 11, 2017):
- Support for new IBB staging system

Version 1.11.2 (June 10, 2017):
- Fixed typo that broke the mod

Version 1.11.1 (June 10, 2017):
- Fixed a variety of minor bugs

Version 1.11.0 (June 4, 2017):
- Compatible with Starsector 0.8.1a

Version 1.10.0 (September 17, 2016):
- Started change tracking
- Crash fix

Version 1.9.1 (April 22, 2016):
- Support for Ship/Weapon Pack
- Saves player fleet location

Version 1.9.0 (March 26, 2016):
- Saves Nexerelin market capture states (for all factions)
- Saves Nexerelin inter-faction relationship levels
- Saves Nexerelin alliances (except names)

Version 1.8.0 (March 3, 2016):
- Support for Starsector 0.7.2a
- Attempt to save player-faction Nexerelin markets

Version 1.7.3 (January 30, 2016):
- Added options flags to the LoadSave command, allowing customization of what is saved

Version 1.7.2 (January 1, 2016):
- Fixed officer portrait saving when switching mods

Version 1.7.1 (December 31, 2015):
- Bug fixes

Version 1.7.0 (December 18, 2015):
- Ship variants are now transferred
- Officers are now assigned to the ship they were originally placed in
- Bug fixes

Version 1.6.0 (December 5, 2015):
- Now saves player and officer skills
- Bug fixes

Version 1.5.0 (November 24, 2015):
- Now saves officers (does not save skill choices though, just the XP/name/portrait/etc)
- Miscellaneous improvements
- Bounty and Famous Bounty states saved (SS+ compatible)

Version 1.4.4 (April 23, 2015):
- CR is now saved
- Ship health is now saved

Version 1.4.3 (April 1, 2015):
- Fixed various major bugs

Version 1.4.2 (March 28, 2015):
- Fixed missing cargo

Version 1.4.1 (March 27, 2015):
- Storage now gets erased when you transfer in, to avoid duplicates piling up

Version 1.4 (February 14, 2015):
- Nonessential cargo (anything but ships, supplies, crew, and fuel) gets dumped into the console storage instead of the player's fleet on load
- Some miscellaneous improvements you probably won't notice

Version 1.3.3 (February 7, 2015):
- Bounty levels now transfer (works for vanilla and SS+; does nothing otherwise)
- Hopefully fixed rare error that caused some items to not transfer

Version 1.3.2 (January 27, 2015):
- Omnifactory is now saved (hackish approach, but works in most cases)

Version 1.3.1 (January 24, 2015):
- Fixed a bug where repeated use of "copysave" would duplicate storage items

Version 1.3 (January 14, 2015):
- Player-owned storage is now saved

Version 1.2 (January 13, 2015):
- Save output is now compressed

Version 1.1 (January 12, 2015):
- Fixed saving fighter wings

Version 1.0 (January 12, 2015):
- Initial release
« Last Edit: August 05, 2018, 05:39:57 PM by Dark.Revenant » Logged

Lcu
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« Reply #1 on: January 12, 2015, 04:44:12 AM »

Nice, this will be very, very useful!
I would recommend you to hide that ASCII art in a spoiler though Tongue.
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Dark.Revenant
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« Reply #2 on: January 12, 2015, 03:22:03 PM »

Made a quick update because saving fighter wings was broken.
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kazi
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« Reply #3 on: January 12, 2015, 08:16:26 PM »

So uh, whats up with the giant middle finger?
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Dark.Revenant
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« Reply #4 on: January 12, 2015, 08:17:49 PM »

I thought it was a bit boring to just have a screenshot of "Save data successfully loaded."
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Dark.Revenant
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« Reply #5 on: January 13, 2015, 04:58:36 AM »


We also recommend Version Checker 1.3 to notify you when an update is ready.

Changes
Version 1.2 (January 13, 2015):
- Save output is now compressed
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Deathfly
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« Reply #6 on: January 13, 2015, 09:49:31 PM »

Nice and...er
Wait...What will happen to my stroage(s)?
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A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.
Dark.Revenant
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« Reply #7 on: January 13, 2015, 11:38:42 PM »

Nice and...er
Wait...What will happen to my stroage(s)?
They'll vanish, of course.  I might as well include player-owned free-transfer submarkets (namely, Storage) in the scan for the next version.
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Dark.Revenant
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« Reply #8 on: January 14, 2015, 12:02:34 AM »


We also recommend Version Checker 1.3 to notify you when an update is ready.

Changes
Version 1.3 (January 14, 2015):
- Player-owned storage is now saved
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Deathfly
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« Reply #9 on: January 14, 2015, 12:54:27 AM »

Good! I usually store things all over the sector.
it's realy nice.
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A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.
Wyvern
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« Reply #10 on: January 17, 2015, 08:27:30 AM »

Hm... Not sure how easy this would be, but it'd be quite nice if this could copy over the autofactory's blueprint list if you're using it in combination with the autofactory.

Is very useful even without that, of course.
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Wyvern is 100% correct about the math.
Dark.Revenant
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« Reply #11 on: January 17, 2015, 09:00:58 PM »

Hm... Not sure how easy this would be, but it'd be quite nice if this could copy over the autofactory's blueprint list if you're using it in combination with the autofactory.

Is very useful even without that, of course.

That's not possible, unfortunately.
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Midnight Kitsune
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« Reply #12 on: January 18, 2015, 10:12:27 AM »

Will this work for SS version updates?
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
Dark.Revenant
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« Reply #13 on: January 18, 2015, 02:04:53 PM »

Yes; however, I may need to upload an update to this mod to support new versions.  I'll keep an archive (along with the then-latest Console Commands version) to make this easier, when the time comes.

And no, this won't work in 0.6.2a.
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Cyan Leader
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« Reply #14 on: January 23, 2015, 03:47:05 PM »

Any chance of adding support for the Omnifactory? Maybe not its inventory but at least the stuff it is producing.
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