

As such, the World Body Count Int32 in the Save Body specification above will begin at offset 0x4 in the decompressed stream. Note: When fully decompressing the save body with Zlib, the resulting bytes will include an Int32 indicating the number of bytes in the result. Maximum chunk size (Default to 131072 in Unreal Engine) After this there will be that many entry pairs, but each entry only contains the object's value, not the complete object serialization.Īfter reading the save file header and checking the save version is at least 21, the body is composed of a certain amount of compressed chunks.Įach chunk has a 48 bytes header followed by a zlib compressed body. There's an extra 0x0 byte right after the PropertyType field, after on 4 octets the number of internal fields is present. MapProperty's length is given in the Property header, that's the size of the actual data. This generic property type is used for primitive types like integers, floats, strings, booleans, etc. Here is a generic property type format, each property then has a descendant with extras. Index (if an object has multiple of the same key) In decompressed save files, this save body will appear 4 bytes after the start of the Zlib decompressed stream.

Save Date (Number of Ticks, See Microsoft Docs for details) Save Header Version (as of Early Access build 159365 this value is 8) A negative length means that the String is encoded in UTF16. The length of the string is determined by the previous Int32. Note that all strings are null-terminated, so you almost always want to read all strings of their length - 1. Multiple times throughout the file you will see templates like used, which means it uses the value of that field for its size or other math. Starting with Save Version 21, the body of the file is compressed in chunks. These values and structures were determined by opening to save files using a hex editor.ĭata is stored in Little Endian encoding. This page describes the save file format. Unless you are playing across multiple PC, always choose upload your save file to the cloud to avoid losing your progress.
Run 8 v2 world saves download#
Copies over the save game across different platformsĪnd you will be prompted to either upload your save file to the cloud or download the save file from the cloud to your PC.Switches the game version between experimental and stable.If playing on Epic Games or Steam and the Cloud Sync is enabled, a notification may sometimes appear when the player:

See here.Įxample of a sync conflict dialog on Steam Save files can be edited using online tools such as Satisfactory Interactive Map. LocationOfSteamLibraryWithSatisfactoryInstalled/steamapps/compatdata/526870/pfx/drive_c/users/steamuser/Local Settings/Application Data/FactoryGame/Saved/SaveGames/Your

or as of June 2021 (using PROTON) The Save Location is: ~/.steam/root/steam/steamapps/compatdata/526870/pfx/drive_c/users/steamuser/Local Settings/Application Data/FactoryGame/Saved/SaveGames The steam ID is usually shorter than the Epic ID. You should now be able to see your steam save folder beside epic.
