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 [ ]
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 |
| |||||||||
0x4 | Int32 | Earth Object Property Count {2} | |||||||||
{2} * Northward | Array |
| |||||||||
0x4 | Int32 | World Collected Object Count {iii} | |||||||||
{3} * N | Array |
|
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? |
|
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? |
|
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.
Satisfactory game mechanics | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Player abilities | Codex • Console • Build Gun • Flashlight • HUD • Inventory • Crate • Ping • Resources Scanner • Resources node • Resource Well • Health • Radiation • To-Do List • Controls • Settings | |||||||||||
Unlockable abilities | Overclocking/Underclocking • Customizer • Map • Ability • Productivity Display • Head lift • Fuels | |||||||||||
Progression | Drop-pod • Onboarding (In-game tutorial) • Milestones • MAM enquiry • Alternating recipes • Space Elevator • Achievements • FICSMAS | |||||||||||
Miscellaneous | Future content • Old unreleased content • Acronyms • Gainsay • Community Resource • Easter eggs • Indicator Light • Launch arguments • Multiplayer • Music • Online tools • Resource renewability • Save files • Organisation requirements • Units | |||||||||||
Guides and tutorials |
|
Source: https://satisfactory.fandom.com/wiki/Save_files
0 Response to "How to Not Upload My Save Files From Steam to the Cloud"
Post a Comment