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v0.1.7

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@valentinps valentinps released this 26 Jul 16:28
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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)

f1b703662ea3e466d59f58f3419f22b957ebe18922ab21c52e8ad046997e6854  Satisfactory-Save-Map_0.1.7_x64_en-US.msi
1c6bbb2035bf79979c85ecf02b71536646f5a079e4e13da7a4b9ae3ecf6d3f16  Satisfactory-Save-Map_0.1.7_x64-setup.exe