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Stellaris Save API

This package provides simple work-in-progress API to modify Stellaris save files, as well as command line interface tool to make use of it.

Note: the save structure can change between Stellaris versions, so the API provided by this package might be inaccurate.

Currently working version: Cepheus v3.4.5.

Features

Library

  • Properly unpacking and packing the save.
  • Parsing Paradox data structures into Javascript accessible bundle.
  • Handle classes/types that proxy to the data structure, allowing easier usage.
  • Utility tools (i.e. swapping systems, moving systems, etc.).
  • Loading game data (for scripting or referencing).
  • Report creating tools (precursor maps, stats of fallen empires, origins, ethics, traits, etc.).

Command line interface

After installing, the ssa-cli will be accessible to allow some tasks without writing your own scripts. Use ssa-cli [sub-command] --help for options listing.

Commands

  • interactive - interactive Javascript REPL with access to save object.
  • list - listing games/saves.
  • pack/unpack - packing/unpacking the save files.
  • precursors - generating in-game map of precursors systems (see source or use debugtoolip to inspect "colors").
  • report - reporting some stuff about countries (WIP).
  • combat:fleets - Prepares combat testing map by fighting with each other all fleets templates defined in fleet manager. Game console commands like research_all_technologies 1 0 or research_technology tech_strike_craft_2 could be useful to give technologies to setup fleets.

Installing

No releases will be provided, at least now. Installable NPM package will be provided in future.

Contributing mode

  1. Install Node (LTS should be fine) and 7-Zip. Make sure they are accessible via PATH environment variable.
  2. Clone the repository, then navigate with command prompt to the project root directory.
  3. Use npm install to install dependencies.
  4. Run it (multiple options):
    1. You can use npm run cli:ts to run it as Typescript (ts-node mode), passing params should look like: npm run cli:ts --- --help.
    2. You can compile it (to JavaScript) by running npm run build once, then you can use npm run cli:js in similar fashion as above.
  5. (Optional) Use npm link (with admin privileges) to make the tool available as ssa-cli --help.

Todo

There is a lot of missing functionalities, but base handles allow to easy enough navigation and accessing any structures of the saved game. Then, on top of those base handles, more specialized handles are created, like SystemHandle for example.

Commands

  • list (add metadata viewing to listing),
  • editor (unpack, open editor, pack after closed or file modified (--watch mode)),
  • report (a lot more stuff to add, use better cli structure),
  • play (start the save file in the game; see how launcher does it),
  • combat:fleets:
    • raport of previous combat testing results if loaded save of after the combat?
    • --npc (testing given fleet compositions vs NPC designs like guardians, leviathan, fallen empire fleets, ...)
    • add some (sane) hyperlanes to avoid automatic hyperlanes fixing after game loads.
    • implement system.remove (and update combat tests); using fresh systems would be cleaner.

Handles

A lot of stuff still missing from higher abstraction handles, here are just examples.

  • PopHandle (and relation for species and planet),
  • BuildingHandle (and relation for planet),
  • PlanetHandle (to name a few: moons, districts, armies, modifiers, expiable flags, stats...),
  • CountryHandle (flag, technologies, resources, events (it might be especially difficult, the same for anomalies, event chains, archeology), vision, AI relations, policies, armies, intel, modifiers, flags, variables, traditions, perks, relics, edicts...),
  • ...

Reports

  • ethics,
  • origins,
  • personalities,
  • governments authorities,
  • civics,
  • habitability (empires, species, planets)
  • fallen empires,
  • star classes,
  • planet classes,
  • initializers,
  • species,
  • traits (species, leaders),
  • detect empire/species names collisions,
  • detect species portraits collisions,

Other

  • Since 3.3 or 3.4 names of almost all objects can use variables and stuff. Need to refactor all 'name' getters/setters. Maybe create NameHandle with all features and conversion to string, and allow setting simply string. For now, only key part of name is used as name string.
  • allow direct save input/output to/from unpacked state?
  • game data handles/structures could be useful (like ComponentTemplate).
  • optimize game save? (remove empty/none values, remove unused designs?, ...),
  • bird script (creating bird out of systems and hyperlanes between them),
  • create tests, especially to detect save structure changes to allow smoother updates in future.
  • try using Deno for even easier execution,

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