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v0.1.8

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@valentinps valentinps released this 28 Jul 19:10

v0.1.8

Update 8 saves open, your tamed doggos are on the map, the search bar finds
layers and not just things, and a bottleneck warning finally shows you which
belt it means.

New

  • Update 8 saves open — experimental. Saves from Update 8 (save version
    42) load and map like 1.0/1.1 ones: the handful of places the file layout
    changed at 1.0 — the save name in the header, the per-level version field,
    the flags on every actor, and the collectables list at the end of the
    persistent level — are now read according to the save's own version.
    Verified on a 6 GB Update 8 save of 5.4 million objects, with the whole
    1.0/1.1 test suite still passing. Two things to know: the versions
    between U8 and 1.0 (43–51) are refused outright rather than guessed at,
    with a message saying so; and an Update 8 save is view-only — the save
    editor only knows how to write 1.0-format records, so it declines to edit
    one rather than hand you a file the game would refuse to load. Everything
    else — the map, search, tooltips, the progression view — works as usual.
  • Tamed Lizard Doggos on the map. A doggo you've tamed is a permanent,
    hand-fed part of your world, so it now gets a pin of its own — the same
    species artwork the spawners use, wearing a heart so it can't be mistaken
    for one, and labelled "Lizard Doggo (Tamed)" in the sidebar and in its
    tooltip. Wild doggos are deliberately not plotted: one only exists in a
    save because you happened to be standing near it when you saved, and it
    despawns the moment you walk away, so a pin would promise a doggo that
    isn't really there. Where the wild ones live is the Spawners layer's job.
  • The search bar finds layers, not just items and buildings. Four new
    kinds of result, each opening the same panel a building does — a count, a
    breakdown, and "Show only this on map":
    • Ore nodes and resource wells. "Iron Ore (Resource Node)" tells you
      how many exist, how many are still untapped, and how they split across
      Pure / Normal / Impure — in the map's own purity colours. Kept clearly
      apart from the ore item of the same name, which is still there too.
    • Creature spawners, by species, with the count of spawn points.
    • Tamed creatures, with how many you have.
    • Conveyor Belts, Conveyor Lifts and Pipelines as whole categories,
      each with a per-tier breakdown — so "am I still running Mk.1 belts
      anywhere?" is one search away. Their rows are scattered across the
      build-menu subcategories, so there was no single toggle for them before.
  • Middle-click hides whatever is under the cursor — the same per-object
    hide the right-click menu offers, in one gesture, for digging a machine out
    from under the roof covering it. "Restore N hidden objects" in the sidebar
    undoes them all.
  • Ctrl+F jumps to the search box, and focusing or clicking it selects
    whatever is already typed, so the next keystroke replaces the old query
    instead of appending to it.

UI fixes

  • Bottleneck warnings now show the whole line. Marking a belt line's slow
    segments used to drop a lone warning pin and leave you to work out which
    belt it meant. The whole run is now traced in amber with its limiting
    segments in red — conveyor lifts included, which are drawn as structures
    rather than belts and are very often the slow link — and each warning pin
    sits at the middle of its segment instead of on the joint it shares with
    its neighbour, so there's no guessing which of two belts is being blamed.
    The altitude filter also widens to cover the line while the markers are up
    (and goes back to where you had it afterwards): the slow belt is routinely
    a floor or two away from the one you were inspecting, and used to be
    filtered out of sight along with the warning itself.
  • Creatures no longer clutter the item search. Hogs, Spitters, Stingers
    and friends were listed among Iron Plate and Screws — 21 entries that are
    animals, not things you can hold, and the only ones with no icon at all.
    Searching "hog" now finds Hog Remains, the Silver Hog Statue, and the hog
    spawners.
  • Every spawner species has a distinct name. Two different Forest Spitter
    variants shared one name, showing as two identical rows in the sidebar with
    no way to tell which was which; species are now named from the same table
    the rest of the map uses, which distinguishes them ("Alpha Red Forest
    Spitter"). A few species read slightly differently as a result.
  • Crude Oil nodes and oil wells are independent layers again. Both were
    filed under the same internal key, so hiding one hid the other, and a
    remembered filter choice for one was silently applied to the other.

Under the hood

  • The spawner-name and item-catalog rules are now pinned by tests: species
    names must be unique and hand-curated, and no creature may reach the item
    search under either of the two names the code knows it by (that check
    immediately caught a Crab Hatcher that had been missed).

Checksums (SHA-256)

210a499b6c94d4dce45fa37d68666de97dfbd2543c7a59eb15a717fec7fd9a69  Satisfactory-Save-Map_0.1.8_x64_en-US.msi
34d6836533c469d4daaa34cc31c0d5795112b93c1aeb50ce4386ff236c70d071  Satisfactory-Save-Map_0.1.8_x64-setup.exe