Hello fellow survivalists, I wish you all the best for 2022! With the huge 1.7+ update it's time for me to restart the dance of transfering content between old savegames and new restarted ones in order to see and play all the changes in the game. I plan to simply save every blueprint and respawn them in my new save with the same seed nr. (bases, ships). Problem will be that all containers will be empty. I will have to take screenshots of the contents or go with the transfer tool - but that's all too much of a dance really. It would be fine if some special 'transfer container' would exist in the game where you can use the console to simply spawn it in any save, and exceptionally with all its content included. This would, I'm sure, please a lot of veteran players and make the transfer work much shorter. Thank you to consider this suggestion and incorporate it in the game! Greetings,
Just give your bases an admin core, then save the blueprint as a new blueprint file with "save damage states" checked (not sure if that check is needed though). Then when you use the sbp command to spawn them in your other save it should have the contents of the inventory.
It's not the main reason for the feature, but it should do the trick. Just remember to change out the admin core for a normal one in your new save game.
I have tried exactly the above, changed to an admin core, but when hitting ALT-O pointing on the base (a platform with docked ships and filled containers on it), I get "No access possible, wrong faction", also the P menu doesn't work anymore. Is there another way to save the blueprint? I guess my procedure is not what you intended. Thanks,
Use gm iv for God mode invisible, or the cm command to change to creative mode. Thanks for that info too, I never did it in survival.
The god mode invisible works, I was able to save the blueprint! Yes, in fact it was my old survival mode game, I forgot to mention. BTW: I've found that in a survival save and in invisible god mode you have control over the admin core, you can remove and replace it with a normal one, this doesn't work without god iv, you cannot retrieve or destroy the admin core. Thanks a lot
Unfortunately while it works to save the blueprint, when respawning it with sbp the container contents were not saved, neither in a creative or survival mode. The containers are part of the platform and grouped in the device menu, they will spawn with the platform but empty. Maybe by assigning another faction to the platform the container contents will also spawn? I must check that.
@japp_02 Hey, check this out [TOOL] Savegame Transfer Tool - Copy bases/ships from one game to another You can transfer vessels cargo fuel o2 pentaxid....everything!!! Happy new year to you too and you are welcome.
Independently from the above (the admin core may work somehow and the tool works for sure if updated), my initial suggestion would still be welcome I think. Note: I have seen some POIs in the game that have normal filled containers (cargo boxes); how to you get these to be filled in the game? I have tried the 'structure' command to change my base into a POI, but here too, as soon as I respawn these structures the cargo boxes are empty.
Their contains are randomly picked by containers.ecf open it with any editor and have a look. Once the POI has its core replaced by the player the conditions do not apply.
The transfer tool works perfectly and is much more handy than I initially thought, a perfect solution. Apart from that I understand now that POIs, vehicles or bases are coupled to blueprints, but cargo box contents are not, so I think that my suggestion a special 'transfer box' is not feasable, also including Myrmidon's answer above. And it turns out that even if it worked it would still take longer to re-distribute all contents at the right place, so the tool above is much faster, only 1 advantage to mention.
If it doesn't also copy the block mapping though it might have issues with some Blueprints especially from custom scenarios.
Give some examples. I never had any problem myself with the tool at all. And I heavily used it between same version of custom scenarios. If you mean between different scenarios or scenario to vanilla, then default limitations do apply, of course.
The block mapping data is saved in the save game, and as new blocks are added to the default game or scenario, they are mapped to an ID and added to this block mapping file in the save. If you then start a new save game, the block IDs may be different, and copying structures directly between save games may cause some blocks to turn into other blocks due to the different block IDs between the two save games. Typically only an issue if new blocks have been added to the game (unless the new blocks were ONLY added to the end of the blocks config file, which for custom scenarios that add their own new blocks they probably won't be). Saving and respawning blueprints in-game does not have this issue as the block mapping works in this case. But this tool is not recommended for use with scenarios that use their own blocks as this will cause those custom blocks to potentially be incorrectly mapped when transferred into the new save if the scenario or default game added new blocks during the play period of the old save game. But if the author accounted for this then all is well.
1.Thank you for the detailed explanation. I remember once I tried to copy between saved games with different mapping of blocks and I ended having a long range scanner in the location where I had installed a poster and an artillery canon in the place I had installed a long range scanner. So I think this is what you mean. 2. The author @byo13 spared some time to create a tool for him and he shared it with us the rest of the players, to help with asset copying between games. For some of us it does solve the "problem" of boredom that results by the need to start all over collecting resources to build our favorite ships and bases, when we have to start a new save, to enjoy and maybe just test new features when versions of Empyrion and even its scenarios. 3. Maybe if you find time to test the tool yourself, you will know what it is about. Maybe future versions of scenarios and this or similar tools (if come out) will be enough compatible no overcome the obstacle you described. An example is to somehow the tool takes into account the different block mapping of a scenario if something like that is needed. This is my imagination. This is how I understand those stuff. The OP is one of us, having a similar need to transfer assets between save games. The developers of Empyrion, the various tools creators and the various scenarios, do provide help an tools to do this already. Things could get better.
That's an interesting discussion, @ravien_ff and @Myrmidon and all. And you're right. This was made as a quick fix to be able to have your stuff intact in a new saved game. That being said, vanilla to vanilla entities is a straightforward conversion. Vanilla to custom scenarios like PE will work but the other way around is not guaranteed as @ravien_ff explained new blocks might be wrongly mapped. In any case it won't break the existing game. The users could safely replace suspicious blocks after conversion if that's the case. My intention was never to change a save file too heavily. This limitation is not particular to Empyrion as well as most tools out there dealing with games that are heavily modded can't guarantee the new modded content and changes to be available in a game where those mods are removed. This applies to block changes. I too have been using the save game tool extensively but not with heavy block changes between games. If someone has a test case scenario they could provide I'd be glad to test.