This is a TypeScript github project to parse Satisfactory Saves/Blueprints. Satisfactory is a game released by Coffee Stain Studios. The reporitory is written entirely in TypeScript and is bundled on NPM.
This parser can read, modify and write:
- Save Files
.sav
- Blueprint Files
.sbp
,.sbpcfg
The parser is for deep save editing, since it just parses to JSON and back. The purpose to have an editable structure, game logic is not known. It is recommended that you look at the parsed save/blueprint to get an idea what you want to edit.
The version support of the packages is indicated below. Some bugs might still be present, see Bug Reporting further down.
Game Version Files of U5 and below are NOT supported.
Game Version | Package |
---|---|
<= U5 | ❌ |
U6 + U7 | âś… 0.0.1 - 0.0.34 |
U8 | âś… 0.1.20 - 0.3.7 |
U1.0 | âś… >= 0.4.20 |
npm install @etothepii/satisfactory-file-parser
yarn add @etothepii/satisfactory-file-parser
You can always raise an issue on the linked github project or hit me up on the satisfactory discord etothepii
.
By Default, most Mods just reuse Properties and Structs of the base game. If however a Mod should not be working or have just objects with a lot of trailing unparseable data, Raise an issue or contact me.
Some explicitly tested mods include: Ficsit-Cam, Structural Solutions, Linear Motion, Container Screens, Conveyor Wall Hole, X3-Signs, X3-Roads
Reading a Save in Memory.
import * as fs from 'fs';
import { Parser } from '@etothepii/satisfactory-file-parser';
const file = fs.readFileSync('./MySave.sav');
const save = Parser.ParseSave('MySave', file.buffer);
You can also read a Save via stream, to save RAM.
The binary data of the whole save will still be in memory, but the converted JSON can be streamed. (You can of course keep reading the stream in memory).
The returned stream
is a readable WHATWG stream of type string and represents a SatisfactorySave
object. this object can be serialized again.
WHATWG is used by default by browsers. Node js can use them using Writable.toWeb()
and Writable.fromWeb()
for example.
import * as fs from 'fs';
import { Writable } from 'stream';
import { WritableStream } from 'stream/web';
import { ReadableStreamParser } from '@etothepii/satisfactory-file-parser';
const file = fs.readFileSync('./MySave.sav');
const jsonFileStream = fs.createWriteStream('./MySave.json', { highWaterMark: 1024 * 1024 * 200 }); // your outgoing JSON stream. In this case directly to file.
const whatwgWriteStream = Writable.toWeb(jsonFileStream) as WritableStream<string>; // convert the file stream to WHATWG-compliant stream
const { stream, startStreaming } = ReadableStreamParser.CreateReadableStreamFromSaveToJson('MySave', file);
stream.pipeTo(whatwgWriteStream);
jsonFileStream.on('close', () => {
// write stream finished
});
startStreaming();
Consequently, writing a parsed save file back is just as easy. The SaveParser has callbacks to assist during syncing on different occasions during the process. For example, when writing the header or when writing a chunk of the save body. The splitting in individual chunks enables you to more easily stream the binary data to somewhere else.
import * as fs from 'fs';
import { Parser } from "@etothepii/satisfactory-file-parser";
let fileHeader: Uint8Array;
const bodyChunks: Uint8Array[] = [];
Parser.WriteSave(save, header => {
console.log('on save header.');
fileHeader = header;
}, chunk => {
console.log('on save body chunk.');
bodyChunks.push(chunk);
});
// write complete sav file back to disk
fs.writeFileSync('./MyModifiedSave.sav', Buffer.concat([fileHeader!, ...bodyChunks]));
Note, that blueprints consist of 2 files. The .sbp
main file and the config file .sbpcfg
.
import * as fs from 'fs';
import { Parser } from "@etothepii/satisfactory-file-parser";
const mainFile = fs.readFileSync('./MyBlueprint.sbp');
const configFile = fs.readFileSync('./MyBlueprint.sbpcfg');
const blueprint = Parser.ParseBlueprintFiles('Myblueprint', mainFile, configFile);
Consequently, writing a blueprint into binary data works the same way with getting callbacks in the same style as the save parsing.
import * as fs from 'fs';
import { Parser } from "@etothepii/satisfactory-file-parser";
let mainFileHeader: Uint8Array;
const mainFileBodyChunks: Uint8Array[] = [];
const summary = Parser.WriteBlueprintFiles(blueprint,
header => {
console.log('on main file header.');
mainFileHeader = header;
},
chunk => {
console.log('on main file body chunk.');
mainFileBodyChunks.push(chunk);
}
);
// write complete .sbp file back to disk
fs.writeFileSync('./MyBlueprint.sbp', Buffer.concat([mainFileHeader!, ...mainFileBodyChunks]));
// write .sbpcfg file back to disk, we get that data from the result of WriteBlueprintFiles
fs.writeFileSync('./MyBlueprint.sbpcfg', Buffer.from(summary.configFileBinary));
For every parser call, you can pass optional callbacks to receive additional info. Like a callback on the decompressed save body. Parsing saves provides a callback for reporting progress [0,1] and an occasional message.
const save = Parser.ParseSave('MySave', file.buffer, {
onDecompressedSaveBody: (body) => console.log('on decompressed body', body.byteLength),
onProgressCallback: (progress, msg) => console.log(progress, msg)
});
const { stream, startStreaming } = ReadableStreamParser.CreateReadableStreamFromSaveToJson(savename, file, {
onProgress: (progress, msg) => console.log(`progress`, progress, msg);
});
const blueprint = Parser.ParseBlueprintFiles('Myblueprint', file, configFile, {
onDecompressedBlueprintBody: (body) => console.log('on decompressed body', body.byteLength),
});
import { SaveComponent, SaveEntity, StructArrayProperty, Int32Property, ObjectProperty, StrProperty, StructProperty, InventoryItemStructPropertyValue, DynamicStructPropertyValue } from '@etothepii/satisfactory-file-parser';
// method to overwrite save objects
// currently quite inefficient to loop through everything, so theres room to improve in a future version. Feel free to raise an issue.
const modifyObjects = (...modifiedObjects: (SaveEntity | SaveComponent)[]) => {
for (const modifiedObject of modifiedObjects) {
for (const level of save.levels) {
for (let i = 0; i < level.objects.length; i++) {
if (level.objects[i].instanceName === modifiedObject.instanceName) {
level.objects[i] = modifiedObject;
}
}
}
}
}
const objects = save.levels.flatMap(level => level.objects);
const collectables = save.levels.flatMap(level => level.collectables);
// get hub terminals. Beware that filter returns a COPIED array and not the original objects.
const hubTerminals = objects.filter(obj => obj.typePath === '/Game/FactoryGame/Buildable/Factory/HubTerminal/Build_HubTerminal.Build_HubTerminal_C') as SaveEntity[];
const firstHubPosition = hubTerminals[0].transform.translation;
console.log(`Hub terminal is located at ${firstHubPosition.x}, ${firstHubPosition.y}, ${firstHubPosition.z}`);
const players = objects.filter(obj => obj.typePath === '/Game/FactoryGame/Character/Player/Char_Player.Char_Player_C') as SaveEntity[];
for (const player of players) {
const name = (player.properties.mCachedPlayerName as StrProperty).value;
player.transform.translation = {
x: player.transform.translation.x + 5000,
y: player.transform.translation.y + 5000,
z: player.transform.translation.z,
}
console.log(`Player ${name} is now located at ${player.transform.translation.x}, ${player.transform.translation.y}, ${player.transform.translation.z}`);
}
// modify original save objects
modifyObjects(...players);
// get the first storage container, either mk1 or mk2.
const storageContainers = objects.filter(obj =>
obj.typePath === '/Game/FactoryGame/Buildable/Factory/StorageContainerMk1/Build_StorageContainerMk1.Build_StorageContainerMk1_C'
|| obj.typePath === '/Game/FactoryGame/Buildable/Factory/StorageContainerMk2/Build_StorageContainerMk2.Build_StorageContainerMk2_C'
);
const firstContainer = storageContainers[0];
// the container has a reference name to an inventory component.
const inventoryReference = firstContainer.properties.mStorageInventory as ObjectProperty;
const inventory = objects.find(obj => obj.instanceName === inventoryReference.value.pathName) as SaveComponent;
const inventoryStacks = inventory.properties.mInventoryStacks as StructArrayProperty;
const firstStack = inventoryStacks.values[0];
// Items within ItemStacks are quite nested. And StructProperties can basically be anything.
// overwrite first item stack with 5 Rotors.
(((firstStack.value as DynamicStructPropertyValue).properties.Item as StructProperty).value as InventoryItemStructPropertyValue).itemName = '/Game/FactoryGame/Resource/Parts/Rotor/Desc_Rotor.Desc_Rotor_C';
((firstStack.value as DynamicStructPropertyValue).properties.NumItems as Int32Property).value = 5;
// modify original save object
modifyObjects(firstContainer);
More detailed explanation of some basic things in the parser.