Plain Text Version of Save Files
SE1 stored saves in both a plain text (XML) and binary format. This made it easy to understand the game's parameters and test them for modding and troubleshooting. Since SE2 uses JSON, it would be easy to add plain text versions to one of the game version branches, in place of the binary format that's being used in VS2. This way the community can learn how saves are structured and how worlds can be manipulated without forcing all users to have larger save files.
One example of how plain text was helpful to me specifically in SE1 is that I was able to troubleshoot and fix a sun position bug in the Empty World start, where the sun wouldn't orbit equally around the planets. Without being able to dig into the parameters and experiment, I wouldn't have been able to fix it and develop the custom planets I was creating.
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XML format of SE1 save files saved my worlds running on dedicated server instances already multiple times because I store them in Git and can backup/diff/rollback or fix, remove bugged stuff with ease.
Also possibility to process them with scripts to analyze blocks and grids on the server is a very strong side of SE1 for tooling, scripting and modding.
Dealing with .sbcB5 files is already a pain. With SE2 using binary format and JSON(!) over XML it is huge step backwards.
XML format of SE1 save files saved my worlds running on dedicated server instances already multiple times because I store them in Git and can backup/diff/rollback or fix, remove bugged stuff with ease.
Also possibility to process them with scripts to analyze blocks and grids on the server is a very strong side of SE1 for tooling, scripting and modding.
Dealing with .sbcB5 files is already a pain. With SE2 using binary format and JSON(!) over XML it is huge step backwards.
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