How to Not Upload My Save Files From Steam to the Cloud

Relieve files are files that contain the .sav file extension.

Contents

  • ane Save File Location
    • ane.1 Linux (using Steam Play)
    • 1.2 Save editing
    • 1.iii Cloud sync
  • two Salve File Format
    • two.one Salvage Header
    • two.2 Salve Body
    • 2.three Earth Object Data
    • 2.iv Property
    • ii.5 ObjectProperty
    • 2.6 ArrayProperty
    • 2.seven StructProperty
    • two.eight MapProperty
  • 3 Compressed Salvage File Format
  • 4 Trivia

Save File Location [ ]

For both Steam and Epic Games version, the salvage files are located in:
%localappdata%\FactoryGame\Saved\SaveGames\<your id>
or
C:\Users\<your Windows username>\AppData\Local\FactoryGame\Saved\SaveGames\<your id>
Accept note the Steam ID and Epic ID may not be the same. To share save files beyond platform, just copy over the salvage files.

  • If you cannot discover your steam save binder (probably because you have endemic the game in Epic and just bought the Steam copy recently), starting time start a new game with Steam, and so save the new game. Y'all should at present exist able to see your steam save folder abreast epic. The steam ID is ordinarily shorter than the Epic ID. The folder location is stated above.

Linux (using Steam Play) [ ]

The save location is:
~/.steam/root/steam/steamapps/compatdata/526870/pfx/drive_c/users/steamuser/Local Settings/Application Data/FactoryGame/Saved/SaveGames
-or as of June 2022 (using PROTON) The Save Location is:

/LocationOfSteamLibraryWithSatisfactoryInstalled/steamapps/compatdata/526870/pfx/drive_c/users/steamuser/Local Settings/Application Data/FactoryGame/Saved/SaveGames/Your

Steam64 ID/*.sav

Save editing [ ]

Salve files tin exist edited using online tools such as Satisfactory Interactive Map. Run into here.

Cloud sync [ ]

Example of a sync conflict dialog on Steam

If playing on Epic Games or Steam and the Cloud Sync is enabled, a notification may sometimes appear when the player:

  • Switches the game version between experimental and stable
  • Copies over the save game beyond unlike platforms
  • Continues a game at different machine

And y'all will be prompted to either upload your relieve file to the cloud or download the save file from the cloud to your PC.

Unless you are playing across multiple PC, always choose upload your save file to the cloud to avert losing your progress. And always back upwardly your saves!

Save File Format [ ]

This page is a work in progress.

This page describes the relieve file format. These values and structures were determined by opening to relieve files using a hex editor.

Information is stored in Piddling Endian encoding.

Starting with Save Version 21, the body of the file is compressed in chunks. See Compressed Save File Format below.

Multiple times throughout the file you will see templates similar {i} used, which means it uses the value of that field for its size or other math.

Note that all strings are goose egg-terminated, and so you almost ever want to read all strings of their length - 1.

The length of the string is determined by the previous Int32. A negative length means that the String is encoded in UTF16.

[ ]

Length (in bytes) Type Description Condition
0x4 Int32 Save Header Version (as of Early Access build 159365 this value is viii)
0x4 Int32 Save Version
0x4 Int32 Build Version
0x4 Int32 🡇 (Cord length)
🡅 Cord World type
0x4 Int32 🡇 (Cord length)
🡅 String Earth properties
0x4 Int32 🡇 (String length)
🡅 Cord Session Name
0x4 Int32 Play Time (seconds)
0x8 Int64 Save Date (Number of Ticks, See Microsoft Docs for details)
0x1 Byte Session Visibility Save Header Version >= 5
0x4 Int32 Editor Object Version Save Header Version >= 7
0x4 Int32 🡇 (String length) Salve Header Version >= 8
🡅 String Mod metadata Salve Header Version >= 8
0x4 Int32 Mod flags Salvage Header Version >= viii

Salvage Body [ ]

In decompressed save files, this save body volition appear four bytes later the start of the Zlib decompressed stream.

Length (in bytes) Type Clarification
0x4 Int32 World Object Count {1}
{1} * N Array
Length (in bytes) Type Description
0x4 Int32 World Object Type
N - 0x4 World Object Data (Await Below)
0x4 Int32 Earth Object Property Count {2}
{2} * Northward Array
Length (in bytes) Type Description
N Globe Object Property Data (Look Below)
0x4 Int32 World Collected Object Count {iii}
{3} * N Array
Length (in bytes) Type Clarification
N Earth Nerveless Object Information (Look Below)

Earth Object Information [ ]

Length (in bytes) Blazon Clarification
0x4 Int32 🡇 (String length)
🡅 Cord Name
0x4 Int32 🡇 (Cord length)
🡅 Cord Property Blazon
0x4 Int32 Value Length
0x4 Int32 Index (if an object has multiple of the same key)
🡅🡅 🡅🡅🡅 Data of the property

Hither is a generic property blazon format, each property then has a descendant with extras.

Holding [ ]

Length (in bytes) Type Description
0x4 Int32 🡇 (String length)
🡅 String Proper noun
0x4 Int32 🡇 (String length)
🡅 String Property Type
0x4 Int32 Value Length
0x4 Int32 Index (if an object has multiple of the same primal)
🡅🡅 🡅🡅🡅 Data of the belongings

This generic property blazon is used for primitive types like integers, floats, strings, booleans, etc.

ObjectProperty [ ]

Length (in bytes) Blazon Description
0x4 Int32 🡇 (String length)
🡅 String Proper name
0x4 Int32 🡇 (String length)
🡅 String Property Type (ObjectProperty)
0x4 Int32 Value Length
0x4 Int32 Alphabetize (if an object has multiple of the aforementioned fundamental)
0x4 Int32 Quantity
🡅 🡅 Data of the property

ArrayProperty [ ]

Length (in bytes) Type Description
0x4 Int32 🡇 (Cord length)
🡅 Cord Name
0x4 Int32 🡇 (String length)
🡅 String Property Type (ArrayProperty)
0x4 Int32 Value Length
0x4 Int32 Index (if an object has multiple of the same key)
0x4 Int32 🡇 (Cord length)
🡅 String Element Belongings Type
0x4 Int32 Number of Elements
🡅 🡅 Array of Elements

StructProperty [ ]

Length (in bytes) Type Description
0x4 Int32 🡇 (String length)
🡅 String Name
0x4 Int32 🡇 (Cord length)
🡅 String Holding Blazon (StructProperty)
0x4 Int32 Value Length
0x4 Int32 Alphabetize (if an object has multiple of the same key)
0x4 Int32 🡇 (String length)
🡅 String Structure (Class) Type
N * ??? Array?
Length (in bytes) Type Description
0x4 Int32 🡇
🡅 String Key Proper noun
0x4 Int32 🡇
🡅 String Value Type
Dynamic 🡅 Value

MapProperty [ ]

MapProperty's length is given in the Belongings header, that'south the size of the actual information. There's an actress 0x0 byte correct later on the PropertyType field, after on 4 octets the number of internal fields is nowadays. After this there volition be that many entry pairs, just each entry just contains the object'south value, not the complete object serialization.

Length (in bytes) Blazon Clarification
0x4 Int32 🡇 (String length)
🡅 String Proper name
0x4 Int32 🡇 (String length)
🡅 Cord Property Type (MapProperty)
0x4 Int32 Value Length
0x4 Int32 Index (if an object has multiple of the same key)
0x4 Int32 🡇 (String length)
🡅 String Key Property Type?
0x4 Int32 🡇 (String length)
🡅 String Value Property Type?
0x1 ??? Unknown, probably a stop-byte
0x4 ??? Unknown, probably a divider
0x4 Int32 Number of fields in the map
0x4 ??? Unknown, probably a divider
Due north * Information Assortment?
Length (in bytes) Type Description
??? Key
??? Value

Compressed Save File Format [ ]

This department is a piece of work in progress.

After reading the save file header and checking the save version is at least 21, the body is composed of a certain corporeality of compressed chunks. Each chunk has a 48 bytes header followed by a zlib compressed body.

Length (in bytes) Type Description
0x8 Int64 PACKAGE_FILE_TAG
0x8 Int64 Maximum clamper size (Default to 131072 in Unreal Engine)
0x8 Int64 Current chunk compressed length {1}
0x8 Int64 Electric current chunk uncompressed length
0x8 Int64 Current chunk compressed length {ane}
0x8 Int64 Electric current chunk uncompressed length
{1} * North Zlib Zlib compressed chunk

Annotation: When fully decompressing the save torso with Zlib, the resulting bytes volition include an Int32 indicating the number of bytes in the result. Equally such, the World Trunk Count Int32 in the Save Body specification above will begin at offset 0x4 in the decompressed stream.

Trivia [ ]

  • Creative Mode can be enabled by editing a relieve file, with third-party tools providing a GUI interface for doing then.[ commendation needed ] Much like the 4-player limit for multiplayer, that at that place is no interface to change this option within the Satisfactory client indicates that this characteristic is unsupported.

fieldsshess1999.blogspot.com

Source: https://satisfactory.fandom.com/wiki/Save_files

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