A fast save-file editor for Schedule I (0.4.5f2 format), built in Rust + Slint.
Staged editing: changes are queued and only written when you hit Apply (or thrown away with Discard). Loading a save makes a full backup first.
| Tab | What you can do |
|---|---|
| Save | Auto-detect saves (…\TVGS\Schedule I\saves\<steamid>\SaveGame_N) or browse to a folder |
| Money | Online balance, net worth, lifetime earnings, weekly deposit, player cash |
| Rank | Presets (Street Rat 1–Baron 5), manual rank/tier/XP, per-region toggles |
| Products | Discover base products, generate custom ones, delete generated |
| Properties / Businesses | Per-item ownership toggles, bulk-fill storage (qty/quality/packaging) |
| Inventory | Set dealer cash and player cash |
| NPCs | Set relationship value, recruit dealers, add missing NPCs |
| Quests | Complete all quests and objectives |
| Misc | Organisation name, console setting, appearance presets |
| Backups | Revert a single feature or restore the whole save |
| Themes | Dark, Light, Dracula, Solarized |
Numeric inputs are capped to the maximum the game accepts. The sidebar collapses to icons.
- Every write is backed up; the first load snapshots the whole save to
<SaveName>_AddictBackups\initial. - Output keeps the game's 4-space indentation and preserves unknown fields (round-trip safe).
- Never touches or downloads anything to your game install.
cargo run --release # launch
cargo test # run integration tests against a copy of reference material/SaveGame_1ui/— Slint UI (app.slint,theme.slint,widgets.slint)src/save/— save IO + per-feature logic (manager,paths,backup,money,rank,products,properties,npcs,quests,inventory,appearance,misc,templates)src/bridge.rs— Rust ↔ Slint model conversionssrc/main.rs— window setup, staging model, callback wiring
Inspired by Schedule-1-Save-File-Editor. Use at your own risk — keep your own backups.