Planetbase

Planetbase

44 ratings
Save file editing
By Velken Iakov
!UPDATE! -> I`ve figured out how to clone stuff (and tons of money) without crashing!
This guide is a bit incloplete, but I will update more as I discover more things. Feel free to talk to me if you discoreved how any of the values, that I currently do not know how they work, works
   
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Save File Location
-File location:

...\Documents\Planetbase\Saves
Id Generator
-Here are the id generator for bots and something else:

<id-generator>
<next-id value="8946" />
<next-bot-id value="10" />
</id-generator>
Planet Data
-Then you have planet data (haven`t tested much with it)

<planet>
<planet-index value="0" />
</planet>
Milestones
-Then you have the completed milestones:

<milestones>
<milestone value="MilestoneSurvival" />
<milestone value="MilestoneSelfSufficiency" />
<milestone value="MilestoneExpansion" />
<milestone value="MilestoneStanding" />
<milestone value="MilestonePowerMonger" />
<milestone value="MilestoneMegalomania" />
</milestones>
You can just add the others by adding a line like so:

<milestone value="MilestoneNameOfTheMilestone" />
Techs
-Then you have your techs:

<techs>
<tech value="TechConstructorBot" />
<tech value="TechGoliathTurbine" />
</techs>
You can edit them like the milestones, but adding a like this:

<tech value="TechTechName" />

Tech list (Thanks to Vas):
<tech value="TechGoliathTurbine" />
<tech value="TechFarmDome" />
<tech value="TechConstructorBot" />
<tech value="TechDrillerBot" />
<tech value="TechColossalPanel" />
<tech value="TechMassiveStorage" />
<tech value="TechMegaCollector" />
<tech value="TechSuperExtractor" />
<tech value="TechGmTomatoes" />
<tech value="TechGmOnions" />
Environment
-Then you have time/wind values:

<environment>
<time-of-day value="0.7266919" />
<wind-indicator value="0.9337152" />
</environment>

The values go from 0 to 1
Seed
-The seed:

<terrain>
<seed value="-180000" />
</terrain>

The seed is the made of coordinates that you pick up on the map, in this case 180W 0S
Camera
-Where you left the camera:

<camera>
<height value="30" />
<position x="929.2092" y="30" z="929.272" />
<orientation x="25" y="161.7739" z="0.000187936" />
</camera>
Sandstorm and Solar flare
-The you have sandstorm and solar flare values:

<sandstorm>
<sandstorm-in-progress value="False" />
<time-to-next-sandstorm value="221.5438" />
<time value="119.8319" />
<sandstorm-time value="119.8267" />
</sandstorm>
<solar-flare>
<solar-flare-in-progress value="False" />
<time-to-next-solar-flare value="-30.64278" />
<time value="92.12146" />
<solar-flare-time value="92.07218" />
</solar-flare>

You can change the numbers, in this case the solar flare is almost happening and the sandstorm will take some time to appear.
Colony Data
-Here is the colony data:

<colony>
<extra-prestige value="8" />
<game-time value="53754.8603448421" />
<real-game-time value="16019.5395935737" />
<name value="Vorlok" />
<latitude value="0" />
<longitude value="-180" />
<name value="Vorlok" />
</colony>

You can change the coordinates, name, bonus prestige and time spent.
MONEY!!!
MONEY:
<inmaterial-resources>
<container-name value="" />
<amount>
<resource-type value="Coins" />
<amount value="2" />
</amount>
</inmaterial-resources>

Edit the amount value for how much you want :3 (WARING: Visual glitches may appear!)
Ship Manager
-Here is the ship manager, nothing you can`t do in game

<ship-manager type="ship-manager">
<time-since-last-colonist-landing value="254.7335" />
<time-since-last-visitor-landing value="0" />
<time-since-last-merchant-landing value="536.7609" />
<time-to-next-intruder value="3459.04" />
<landing-permissions>
<colonists-allowed value="True" />
<merchants-allowed value="True" />
<visitors-allowed value="False" />
<Worker-percentage value="0" />
<Biologist-percentage value="0" />
<Engineer-percentage value="70" />
<Medic-percentage value="15" />
<Guard-percentage value="15" />
</landing-permissions>
</ship-manager>

NOTE: do NOT put the values to sum in more than 100%
Supplies and Peoples
-The supplies and peoples of the base are displayed like so (under <stats>):

<counter type="Spares">
<type-name value="Spares" />
<counts value="1 1 5 3 3 1 4 2 2 3 1 4 2 2 2 4 1 2 1 2 2 1 2 2 5 6 4 5 7 5 5 4 2 3 2 1 5 5 2 1 1 1 1 2 1 2 1 1 " />
</counter>

So far I haven`t understood how to edit them in favor.
Visitor Event
-Visitor event:

<visitor-events>
<next-event-time value="575.3707" />
<visitor-event type="VisitorEventWoundedSoldiers">
<visitor-count value="13" />
</visitor-event>
</visitor-events>

Nothing much to edit here
Game Hints
-Game hints (aka: bottom left pop ups):

<game-hints>
<shown-hints value="connection40 connection70 power_grid120 oxygen_flow180 resources1800 security_controls0 manufacture_limits0 landing_permissions0 Guard0 " />
</game-hints>
Meteor Manager
-Meteor manager:

<meteor-manager>
<seeds value="92106234 1872494552 2030576011 768881834 1602611315 1795767854 1439753950 1940966971 275533881 948469402 1529320329 472552312 1737449888 141663868 1810954695 1954031066 730340272 249946936 978002774 1185387494 594192296 1571327505 1727242830 1074301708 43418785 607139247 1530925664 746049530 49850300 349961342" />
</meteor-manager>

Extra (with credits):
"If you set all the meteor seed numbers to '0', all meteors will hit at the same single location. It removes the randomness.
Note: by "set all numbers", I mean that if your meteor seed string had eighteen 8-digit numbers, you'll have 18 zeros instead, not one '0' as the entire string.

EDIT:
This actually appears to be the seed values for the next N meteor strikes. So if there's (continuing the example above) 18 numbers in your seed string, those're the seed locations for the next 18 meteors. After that it will create new seeds. I have not yet experimented with extending the string itself to have many more numbers (e.g. 8,000 zeroes).

EDIT 2:
It DOES appear to honor very long values for the time-to-next flares and sandstorms. I inputted 90000000000000 for their values, and upon loading and doing a quicksave, the values in the quicksave became 9E+14, indicating that it indeed can handle those very long time values. (SCORE!)"
-by angeloCire, via Madruga Works forum
Factory Manager
-Factory manager

<manufacture-limits>
<bot-limit value="15" />
<MedicalSupplies-limit value="25" />
<Spares-limit value="50" />
<Semiconductors-limit value="20" />
<Gun-limit value="4" />
</manufacture-limits>

Nothing you can`t do in-game
Buildings and Suplies/People (and bots) position (and cloning)
-Then you have your buildings, they display like this:

<constructions>
<construction type="Module">
<enabled value="True" />
<state value="3" />
<build-progress value="-1" />
<condition value="0.2016038" />
<oxygen value="-1" />
<id value="151" />
<position x="890.5076" y="0" z="868.9607" />
<orientation x="0" y="33.46719" z="0" />
<enabled value="True" />
<time-built value="53658.8773760796" />
<locked value="False" />
<high-priority value="False" />
<module-type value="ModuleTypeSolarPanel" />
<size-index value="2" />
<mobile-rotation x="2.205444E-06" y="208.2852" z="1.186773E-06" />
</construction>

Here is an example of how to clone a bot (works with other stuff!):
First this is an Driller Bot that I've already had:

<character type="Bot">
<position x="963.4238" y="-6.047161E-11" z="971.0306" />
<orientation x="0" y="121.0048" z="0" />
<location value="1" />
<name value="DR-8" />
<specialization value="Driller" />
<status-flags value="0" />
<state value="3" />
<id value="4748" />
<wander-time value="2744.336" />
<Condition value="0.7141874" />
<Integrity value="0.4905663" />
<integrity-decay-rate value="23139.47" />
</character>

You copy/paste this whole segment after the </character>, then you change the name value to whatever name yo want, you can change the specialization too. You HAVE to change the id value AND the positon (adding 1 to X and/or Y should do), you can also change condition value and interity (0 = dead, 1=New), and that is how you clone bots!

Extra (with credtis):

"<Condition value="-1" /> can do a lot of magical things too (No more spare parts needed)! It works on plants, tissue synthesizers, solar/wind generators, and bots! (Also for bots, setting <Integrity value="-1" /> works too!)"
by Rhyssia
Screenshots
-Finally, you have this screenshot line, probally steam overlay thing.

<screenshot>BUNCH OF STUFF</screenshot>
Contributors
angeloCire (Madruga Works forum)
Rhyssia (Steam Community)
45 Comments
XTS - Away 13 Aug, 2021 @ 5:25pm 
Just an fyi, supplies is missing a p. This is a great guide!! Thank you so much! ☻
Base Invaders 5 Jul, 2021 @ 5:42pm 
"challenge-editor"
controls what challenge the save file is on. If you erase that code alltogether from <challenge manager> to 2 lines under to </challenge manager>, it will load the save file on the regular planet (no challenge). if you do this on the dark moon challenge, it will load the standard M class moon.
F I R E 27 Aug, 2020 @ 12:03am 
or you can do it the normal way. just leave the game afk for like 100 hours lmao. Got l screen shots for it.
Base Invaders 4 Jun, 2020 @ 6:07pm 
You can if an intruder just landed, trigger a solar flare.
Base Invaders 23 May, 2020 @ 9:33am 
<character type="Colonist">
<position x="909.2842" y="4.2" z="900.623" />
<orientation x="0" y="55.0842" z="0" />
<location value="0" />
<name value="Arthur Lindfeldt" />
<specialization value="Engineer" />
<status-flags value="0" />
<state value="3" />
<id value="134" />
<wander-time value="35.84" />
<Health value="1" />
<Nutrition value="0.8591996" />
<Hydration value="0.8847997" />
<Oxygen value="1" />
<Sleep value="0.9175109" />
<Morale value="0.1613752" />
<gender value="0" />
<basic-meal-count value="1" />
<head-index value="7" />
<skin-color-index value="7" />
<hair-color-index value="5" />
<doctor value="False" />
<inmunity-to-contagion-time value="0" />
</character>
Base Invaders 23 May, 2020 @ 9:29am 
You can look at cloning and modifying colonists. Do this by
Cloning
This is an engineer I had on the S class storm planet
copy and paste. If I wanted to clone this engineer, here is what I would do.
it's ID is 134.
I would change it to 135 to not crash the game. This really helped me complete storm base.
modifying
let's say my supply production was fine and I had some constructor bots, but not enough food. I would change this Engineer to a biologist.
NeoRider7 21 Mar, 2020 @ 1:52pm 
Is it possible to set the amount of time through which an event with a meteorite arrives?

A similar time parameter can be set for other disasters, such as solar flares, storms, frosts.
Perhaps this time parameter is hidden inside the numbers in the header with the name "<meteor-manager>"?
Please explain how the "seeds value" parameter is decoded and what do these numbers mean?
 
P.S.: I would like to make special missions of the game where the arrival time of meteorites is set. So that at one time a whole rain arrives from meteorites to a given territory.
Velken Iakov  [author] 5 Mar, 2020 @ 6:00am 
@NeoRider7 no you cant, those arent in the save file
NeoRider7 5 Mar, 2020 @ 2:47am 
Is it possible to change the conditions for the end of the challenge in the save file?
I did not find such parameters.
Kobra 4 Sep, 2018 @ 4:13pm 
how can I set it to have a load more metal and plastic so I can build a ton of bits