Adds actions to save the game's data directly in the filesystem and/or
into Steam Cloud. Them game will push an event with the save data
whenever the game is saved. Electron will use that data to persist it
into the User Data folder, until the folder reaches a certain size.
Once over the quota, it's going to remove previous saves.
Files are grouped according the the player's identifier, ensuring
backups off different playthroughs if importing.
Optionally, the file will be gzipped before saving to disk, largely
reducing file size.
Adds a way to save & load from Steam Cloud, currently manually only.
When loading a save, it'll trigger the new "Import Data Comparison" page
to accept or cancel the import.
When saving the game, it will save to Steam Cloud & to filesystem if the
options are enabled.
Add automatic game restore
Detects when the player has access to a newer game that has been saved
more recently than the one being loaded. It checks both in the Steam
Cloud and on the local filesystem. Adds an option to disable the
feature.
- Adds a "Save Game" menu item that triggers the game's save.
- Adds a "Export Game" menu item that triggers the download file popup.
- Adds a "Export Scripts" menu item that triggers the "download *"
terminal command.
- Adds a "Load Last Save" menu item that loads the latest file modified
in the user data folder.
- Adds a "Load from Steam Cloud" menu item.
- Adds a "Load From File" menu item that popups a file selector & loads
the file.
- Adds settings for "Saves Compression (.gz)", "Auto-save Backups" &
"Auto-save to Steam", toggleable through the menu.
- Adds a "Open Game Data","Open Saves", "Open Logs" & "Open User Data" menu items.
- Adds a "Quit" menu item.
Adds a channel to communicate between the main process & the renderer
process, so that the game can easily ship data back to the main process.
It uses the Electron contextBridge & ipcRenderer/ipcMain.
Connects those events to various save functions. Adds triggered events
on game save, game load, and imported game. Adds way for the Electron
app to ask for certain actions or data.
Hook handlers to disable automatic restore
Allows to temporarily disable restore when the game just did an import
or deleted a save game. Prevents looping screens.
This adds a new page reachable from the import save file
options menu. It shows the difference between the current save
and the data that is being imported, for confirmation.
Includes an "automatic" variant, which has different wording for when
Electron decides it has access to a newer version of the game.
While in this screen, the autosave is disabled.
This also adds a new BypassWrapper component around the game's tree.
It allows for content to be displayed without rendering the nested
pages (import, recovery). This prevents player scripts from messing
with the screen.
Adds a lot of metadata to be able to easily compare the new save to the
current player.
- Adds lastSaved & identifier to the PlayerObject
- Includes a hash method used to generate an identifier
The API can already toggle smart supply on/off, but can't manage the
related controls for whether smart supply will draw from the existing
materials in the warehouse. Without it, we can't keep some resources in
storage to boost the production multiplier without disabling smart
supply entirely.