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Thoughts on this A/C misting kit add on?
Main Post:
Seems a little crazy but I watched a video that seems to show about an amp less draw and about a degree cooler air after installation. It's so simple but it make sense.
https://coolnsave.com/product/cool-n-save-ac-misting-kit/
https://www.youtube.com/watch?v=SWc0StyZiJs
Top Comment: I wouldn’t call it a “scam”, but it’s pretty close to it. It just sprays water on your coils, which in-fact, will damage your unit in the long run. Ask yourself. If it really saves 30% on your power bill, why doesn’t the DOE and manufacturers require you to have one?
Cool N Save | NC4x4
Main Post: Cool N Save | NC4x4
Anyone try those mist-n-save ac condenser sprayers supposed to save money? — Heating Help: The Wall
Main Post: Anyone try those mist-n-save ac condenser sprayers supposed to save money? — Heating Help: The Wall
Top Comment: But I think they also cause a ton of problems that will cost far more to fix than the thing can ever save. There's a reason large commercial buildings use water cooled condensers, but it's not some cheap POS slapped on a typical residential aluminum/copper condenser.
A cool look into the VPD dog squad. Helping save lives.
Main Post: A cool look into the VPD dog squad. Helping save lives.
Top Comment:
Copaganda.
Save Game Editing Guide: How To + Cool Capabilities
Main Post:
I've been playing around a lot with editing save files, initially to create a custom game-mode that I find more enjoyable, and then to make the endgame more interesting (by adding planet restricted items, removing thirst, hunger, meteors etc.)
Here's a write up:
Where:
You can find your game saves on Windows in: Users > Your User > AppData > LocalLow > MijuGames > Planet Crafter.
Save games are a JSON File, but can be edited with a simple text editor e.g. Notepad or Notepad ++. They are pretty simple to understand and navigate, so don't be intimidated by doing so (but do ensure you copy and paste a backup version of your files somewhere).
By knowing where your save files are, it's useful just to regularly back up your game by copy+pasting your save file into another location. You can rename the files to anything you like, for understanding. The name of the save within the game is changed in the file.
The sections of the save file are separated by "@" markers.
Terraforming Numbers & Unlocked Blueprints:
The first section contains the values for your terraforming numbers, e.g. unitOxygenLevel, unitHeatLevel, unitPressureLevel, as well as terraTokens, and allTimeTerraTokens.
For me, the reason to alter these might be if you find the game advancing too quickly and you want to roll things back, e.g. by removing the last digit or two of each number.
After that is "unlockedGroups", which contains the names of the technologies you have unlocked. If you select the custom-option when creating a new game to enable drone stations, that will be added here.
Slow Terraforming, High Automation Playthrough:
For my own game, I set the terraformation speed WAY down, and wanted to be able to add in all automation tool blueprints, as well as the resources needed to construct them (e.g. alloy rods, osmium rods, fusion cells). I also wanted to be able to start creating mammals as soon as I was able, to bring them earlier into the game (as I find by the time you unlock them in vanilla, you're pretty bored).
Here are the unlocked groups I used:
"unlockedGroups":"OreExtractor1,OreExtractor2,OreExtractor3,FusionEnergyCell,DroneStation1,AutoCrafter1,AnimalShelter1,AnimalFeeder1,Rod-alloy,Rod-osmium,GeneticSynthetizer1,GeneticExtractor1,Teleporter1”
Player Stats:
After that, you have the player stats, including your ID, player name, the ID of your inventory (very useful to know - for me it is ID: 3, though that could be for the highest tier backpack), and also your oxygen, thirst and health capacity.
For me, there's little reason to edit anything here. Potentially, you might want to increase your hunger or thirst capacity later into the game, if you want to maintain those aspects of the game, but want them to be a little less demanding of your attention.
Item IDs:
The next section covers all item IDs that are in the game. Here is their format:
{"id":205942089,"gId":"EscapePod","liId":0,"liGrps":"","pos":"-382.82,85.6,673.97","rot":"0.03332367,0.9978846,-0.04478314,-0.03332367","wear":0,"pnls":"","color":"","text":"","grwth":0}|
Each item has a unique ID number.
The gID is the name of the item - if you want to turn one item into another, you change this.
liID is the ID number of the container linked to the item. This is only used for containers, drones, spreaders etc. Anything that you can put other items inside of.
Pos and Rot are the position and rotation. I generally don't change those, but it can be interesting to alter these to, for example, drop tree or flower spreaders under the ground so you can't see them, or to create circular corridors by painstakingly making rotations of connected units.
Wear is either 0 for all items, or potentially corresponds to if an item is within the equipment container for the player (for me it is ID number 4).
pnIs - I'm not certain what this is for, it's not used often or at all from what I can see.
Text - is for containers with text, or signs. You can color these in game like so: <#fcc4ff>Colour B. You add the hex code between <brackets>. It disappears for the display, and appears when editing. I used it mainly to match the mammal trait colors to their corresponding color on my container names.
Grwth - this is the growth related to an item. This applies to spreaders, or mammals mostly.
Here are some of the changes I made to the itemID section:
Adding Mammal Species 6 from Humble:
{"id":205639122,"gId":"GeneticTrait","liId":0,"liGrps":"","pos":"0,0,0","rot":"0,0,0,0","wear":0,"pnls":"","color":"","text":"","grwth":0,"trtInd":1,"trtVal":6}|
Genetic traits have a trait index and value. "trtInd" goes from 1 to 8, where (from what I recall) 1 is the species, 2 is color A, 3 is color B, 4 is pattern color, 5 is pattern, 6 is variant, 7 is size, 8 is bioluminescence.
So, to add in the trait for species 6, the simplest way is to just add only the genetic trait for another species into your inventory, save the game, go to your save file and search for "id":3, and then copy the single "woID" in your inventory and search for that ID. It will then take you to the genetic trait, which you can alter the "trtVal" to 6, like the example above.
Creating Unique Mammal Colors:
For the color traits (2 = a, 3 = b, 4 = pattern), you can also alter the color of these traits:
{"id":206579934,"gId":"GeneticTrait","liId":0,"liGrps":"","pos":"0,0,0","rot":"0,0,0,0","wear":0,"pnls":"","color":"0.5647059-0.4470588-0.372549-1","text":"","grwth":0,"trtInd":3}|
For in the color field, the 1st number is for RED, 2nd is for GREEN, 3rd is for BLUE, and the 4th is the transparency. You can just look online for an RGB generator to select a color you want and to get the respective values for it.
For how the colors are applied to a mammal, I struggled to find out. Setting pattern colors to dark (or black), just seems to make them invisible, regardless of if the transparency is 0 or 1.
If you completely remove the color numbers, e.g. having "color":"", it will default to true black. If you remove the color trait entirely, it will just randomly assign a color for that area. If you remove the species trait entirely, it will randomly select a species. And, I believe if you remove all traits, so you just have a "DNASequence" linked to a container with nothing in it, it will randomly generate all aspects of a creature, including the variant, pattern etc.
How to Add Items:
When adding items, my suggestion is to add generic items to your inventory, search for your inventory in the save file, and paste all of the item IDs somewhere, then go to each item ID and change it from the generic item (e.g. Iron) to the item you want. This is safer than adding item IDs to the file.
Adding Limited Items:
AnimalEffigie1, AnimalEffigie2, ... AnimalEffigie6. These are the new procedural Wreck animal trophies. This can be useful if you want to add one you just can't seem to find, or maybe you want some extra ones for displaying in your base (e.g. I wanted to create custom biomes on my world, and then created a biome display in my base to represent the flowers, trees and animals in each biome, so I added animal effigies and a hologram projector with a DNA template for each species to the biome display).
Poster1, Poster2, ... Poster5. Similarly, these are the new procedural posters. Can be useful to add some if you're struggling to find a design.
Tree0Seed - Iterra
Tree11Seed - Lillia
Tree12Seed - Prunea
Tree13Seed - Ruberu
Butterfly11Larvae - Butterfly Nere
Butterfly12Larvae - Butterfly Lorpen
Butterfly13Larvae - Butterfly Fiorente
Butterfly14Larvae - Butterfly Alben
Butterfly15Larvae - Butterfly Futura
Butterfly20Larvae - The new butterfly from the decorations update. You can buy on Prime with the trade rocket, but need to find them naturally on Humble.
Frog11Eggs - Lavaum
Frog12Eggs - Leglus
Frog13Eggs - Jumi
FuseTradeRocketsSpeed1 - Trade Rocket Speed Multiplier
Some of these only have limited numbers you can find in the game (e.g. Lavaum and Ruberu), so it can be nice to add more if you want. Some are just very time consuming to find a lot of, so you might want to just add them if endless wreck diving seems like it would remove more fun for you.
Adding Unavailable Items:
OreBreaker3 - this is the crusher from Humble and can be VERY useful to add to your inventory as it acts the same as a recycler that you can automate the input and output of. It doesn't work to add them as a technology blueprint on Prime, but you can add them to your inventory and then place them. I found this very nice for automating the recycling of fish eggs or larvae from the ecosystem.
CosmicQuartz - these are just nice for display on Prime.
WreckFusionGenerator - this adds the fusion generators from wrecks to your inventory. Can be nice if you want to put some in your base for display.
StarformEffigie1 ... StarformEffigie6. These 6 effigies are the trophies from Humble. Again, maybe you want them for displaying.
Skin-04 - This is the Goldeo spacesuit, the only one that can't be obtained in the game.
Container IDs:
Here is an example of my inventory:
{"id":3,"woIds":"209426645,201288812,207416040,207057560,206342442,206474263,209111725,206549020,201271886,202067161,206660634,209887416","size":66}|
Increase Inventory Size:
First, you will notice the "size" field. For my end game, I wanted a larger inventory. You can set this as high as you like, but the inventory slots will start to go off the screen. I set it to 66 and it still all fits on the screen perfectly. Potentially 72 would also work, but I didn't test it.
The "id" number is the same as the "liId" in the item IDs. So, if you have a container, or a mammal DNA sequence like this:
{"id":207063328,"gId":"DNASequence","liId":1995,"liGrps":"","pos":"0,0,0","rot":"0,0,0,0","wear":0,"pnls":"","color":"","text":"","grwth":100,"hunger":-74.39923095703125}|
You would ctrl+f search for "id":1995, and that would give you the container with the genetic traits for that sequence, looking like this:
{"id":1995,"woIds":"209426645,201288812,207416040,207057560,206342442,206474263,209111725,206549020,201271886,202067161,206660634,209887416","size":50}|
Where each "woIDs" value, is the Item ID for a "GeneticTrait".
World Values:
The final useful section to edit are the custom values for the actual world:
"saveDisplayName":"[Change this to whatever you want your save name to be within the game]",
"planetId":"Prime" - probably don't change this when you've already started playing..
"unlockedSpaceTrading": , "unlockedOreExtrators": , "unlockedTeleporters": , "unlockedDrones": , "unlockedAutocrafter": , "unlockedEverything": , "freeCraft": , "randomizeMineables":
I'm not certain if only changing the unlock options from false to true will unlock the related blueprint, unless you also change it in the first set of fields as I explained near the start. You can change freeCraft to true if you want to just easily base build in the end game without resource juggling.
Then there's the planet modifiers:
"modifierTerraformationPace":0.025 , "modifierPowerConsumption":1.0 , "modifierGaugeDrain":0.0, "modifierMeteoOccurence":0.0, "dyingConsequencesLabel":"DropSomeItems",
Slower Terraformation Pace than can set in-game:
For the Terraformation pace, I set this to 0.025 from the start of the game, which is 4x lower than you can manually set it within the game. Personally, I loved this style of game. By unlocking the automation blueprints from the start, it forced me to really scale up my automated resource production as I needed to build a LOT of terraforming machines, spreaders etc. and the game still increased pretty slowly. As this was my 3rd playthrough and I understood how to really crank terraforming, this was a great way to slow the game down even with all of my knowledge.
I believe I initially had it set to 0.01, which is 10x lower than the lowest selectable in-game. I found this on the grindy side.
Similarly, after I got to the end game, I decided to set the modifierGaugeDrain and the modifierMeteoOccurence both to zero to remove the need for food and water, and to stop the meteor events.
That's All I've Found!
If there's something else cool you've discovered in the save editor, I'd love to know.
I was hoping to see if I could edit the appearance of the default spawning mammals, but I can't seem to find it. Similarly, if you have a better understanding of how the colors apply to mammals, I'd love to know. Getting a pure white animal with a black pattern appears impossible.
Top Comment: Wow. That's a lot to process. Saving this. Especially cool to hear we can choose custom colours for the mammals, thanks!