v0.1.7
v0.1.7
Creature spawners on the map, a calmer first load, saves loadable straight
from a URL — and under the hood, the map's world data now regenerates from
the game's own files.
New
- Creature spawners on the map. A new Spawners category pins every
creature spawn point on the planet — Hogs, Crab Hatchers, Stingers and
Spitters as toggleable families, plus Lizard Doggos, Flightless Birbs and
the Space Giraffe-Tick-Penguin-Whale Thing — about 2,800 pins, each with
the game's own creature icon. The data comes from the game's level files
(a save never records which creature a spawner spawns), so it's identical
on every save. - A calmer first load. The world layers — resource nodes, resource
wells, collectables, spawners, and dropped items — now start hidden, so
loading a save shows your factory instead of thousands of pins. Switching
any of them on is remembered like every other filter choice. - Load a save from a URL. Append
?url=<address-of-a-save>to the map's
address and the file downloads straight into your browser (with progress)
and parses as usual — so a dedicated server's autosave can be shared as a
plain link. The save never passes through this site's servers; the host
must allow cross-origin (CORS) requests, and failures say so. - Every solid resource node now reads as an ore. The game names only
some ores with the suffix (Iron Ore, but bare Uranium / Bauxite /
Limestone / Coal...); the Resource Nodes list now shows Uranium Ore,
Bauxite Ore, Limestone Ore and friends consistently. Crude Oil and
Geysers stay as they are.
UI fixes
- Copying on very large saves no longer crashes the editor. On saves
above roughly a gigabyte of decompressed data, any copy/paste could die
with "Edit failed: unreachable" in the browser: growing the save to fit
the copied objects briefly needed twice the save's memory, blowing the
browser's 4 GB WebAssembly limit. Small and medium copies now grow the
save in place (built-in headroom); bigger ones rebuild through a
compressed snapshot at ~1x memory, so pastes big and small apply
directly in the session. An edit that genuinely cannot fit under the
4 GB limit fails up front with a clear message pointing at the desktop
app — and if the browser dies mid-edit anyway, the editor reloads and
restores your earlier edits instead of leaving a dead page. - Copy a build from one save into another — right in the browser. Copy,
load the other save (same tab), paste. Copies up to 50,000 objects also go
through the OS clipboard, so they paste in another browser tab too; bigger
copies stay inside the tab — mirroring them onto the OS clipboard could
stall the whole machine — so for those, cross-save means the same-tab flow
above. Above 150,000 objects the browser refuses the copy outright
(nothing is copied — a selection that size can't paste reliably inside
the browser's 4 GB limit) and points at the desktop app, which has no
such limits. - Hypertube entrances are back on the map — and with them, copies of
daisy-chained builds keep their power wires. Entrances were treated as
line-only geometry, but an entrance with its default tube shape carries no
spline in the save, leaving it invisible and unselectable — so wires
between chained entrances could never travel with a copy. They now render
as regular powered buildings again. - Power lines are selectable — they highlight in box selections and can
be deleted individually. For move and copy they act as riders: a wire
travels exactly when both the things it connects travel, so a selected
wire can never be dragged off a pole or pasted dangling. - Pipe bottleneck warnings are now scoped like belt ones. A Mk2 pipe
feeding two Mk1 pipes through a junction no longer warns — the detector
follows the pipe line and stops at junctions that actually split or merge
the flow (junctions used as plain couplings don't cut the line, so a Mk1
segment inside a Mk2 run is still flagged). - Turning a whole sidebar group on or off is now remembered as exactly that:
group toggles persist at the group level instead of as per-row states. - Lift-placed splitters and mergers fold into their base attachment rows
(the "... on Lift" variants), and Power Lines are one row — searchable —
instead of two. - Brighter, higher-contrast colors for belts/pipes/wires at full zoom-out.
- Updating the site can no longer leave your browser running the previous
build's parser: every asset is now content-hash versioned, so a refresh
always picks up the new code.
Under the hood
- All static world tables (power slugs, somersloops, mercer spheres, crash
sites, dropped items, resource-node purity) now regenerate from the
game's own level data via a one-command pipeline — validated 1:1 against
the previous tables, and recovering two dropped-item pickups and one
resource node the old data missed. Extracted the same way: the spawner
and creature-name/icon tables behind the new Spawners category (all 159
Lizard Doggo spawns included), plus consumable plants as groundwork.
Checksums (SHA-256)
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1c6bbb2035bf79979c85ecf02b71536646f5a079e4e13da7a4b9ae3ecf6d3f16 Satisfactory-Save-Map_0.1.7_x64-setup.exe