Save files

Save files are files that contain the .sav file extension. 
== Save File Location ==
Both Steam and Epic Games version use the same PATH depending on OS used.
#Windows (either Path will work):
#*Path 1: %LOCALAPPDATA%\FactoryGame\Saved\SaveGames\{YOUR ID}
#*Path 2: \Users\<your Windows username>\AppData\Local\FactoryGame\Saved\SaveGames\{YOUR ID} 
#**If you cannot find your steam save folder (probably because you have owned the game in Epic and just bought the Steam copy recently), first start a new game with Steam, then save the new game. You should now be able to see your steam save folder beside epic. The steam ID is usually shorter than the Epic ID. The folder location is stated above.
#Linux 
#*using Steam Play: ~/.local/share/Steam/steamapps/compatdata/526870/pfx/drive_c/users/steamuser/Local Settings/Application Data/FactoryGame/Saved/SaveGames/{YOUR STEAM ID}
#*Steam:
~/.var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/compatdata/526870/pfx/drive_c/users/steamuser/AppData/Local/FactoryGame/Saved/SaveGames/{YOUR STEAM ID}
#*using Steam (Debian Based Installation): ~/.steam/debian-installation/steamapps/compatdata/526870/pfx/drive_c/users/steamuser/Local Settings/Application Data/FactoryGame/Saved/SaveGames/{YOUR STEAM ID}
===Save editing===
Save files can be edited using online tools such as Satisfactory Interactive Map. See here.
===Cloud sync===
If playing on Epic Games or Steam and the Cloud Sync is enabled, a notification may sometimes appear when the player:
*Switches the game version between experimental and stable
*Copies over the save game across different platforms
*Continues a game at different machine
And you will be prompted to either upload your save file to the cloud or download the save file from the cloud to your PC.
Unless you are playing across multiple PC, always choose upload your save file to the cloud to avoid losing your progress. And always back up your saves!
==Save File Format ==
A save file has a header and a body. The body of the file is compressed in chunks - see Compressed Save File Body Format below.
As of Patch 0.6.1.3 (Early Access Build 202470, released on September 28, 2022), the produced save file header has version 10, the save version is 30 and the editor object version is 40. For these versions, this format description should be correct, but may not be complete: It is possible that not all potential structures were present in the analyzed save files.
=== Basic data types===
There are five basic types that are used to compose more elaborated structures in the save files:
====Byte====
A single 8-bit byte that represents a signed integer between -128 and 127.
====Int====
Four consecutive bytes in little-endian order that represent a signed integer between -2,147,483,648 and 2,147,483,647.
==== Long ====
Eight consecutive bytes in little-endian order that represent a signed integer between -9,223,372,036,854,775,808 and 9,223,372,036,854,775,807.
==== Float====
Four consecutive bytes in little-endian order that represent a signed floating-point number with single precision, according to the binary32 format of IEEE 754.
====String====
A variable-length byte sequence of UTF-encoded characters, null-terminated:
number of bytes	description 	example 	notes
4 	string length in bytes, including null-termination bytes	22 	as an Int, see above
variable 	the encoded characters 	"Hello Massage-2(A-B)b"	without the quotation marks
1 or 2 	null-termination 	N/A 	one byte if UTF-8, two bytes if UTF-16
A length of zero represents the empty string and occupies just these four bytes. A positve length means that the characters are encoded in UTF-8. A negative length means that the characters are encoded in UTF-16 little-endian, without a byte-order mark. In this case, the given negative length has to be multiplied by minus two to get the number of bytes the rest of the string occupies (including the two bytes for null-termination).
===Composite data types===
Using the basic data types defined above, a save file has two top-level structures: a SaveFileHeader and a SaveFileBody. These are composed of different intermediate data types themselves.
These composite data types are documented below. A data type is a list of ordered fields, each field is a row in the table of the data type. So, for example: The SaveFileHeader begins with an Int (four bytes) that represents the save header version. This is followed by another Int (the next four bytes) that represents the save version and so on.
====SaveFileHeader====
basic data type	description 	example 	notes
Int 	save header version 	10 	for a version list see the header SaveCustomVersion.h in the Community resources
Int 	save version 	30 	for a version list see the header FGSaveManagerInterface.h in the Community resources
Int 	build version 	202,470 	this is Patch 0.6.1.3
String 	map name 	"Persistent_Level" 	
String 	map options 	"?startloc=Rocky Desert?sessionName=only one way to find out?Visibility=SV_Private"	
String 	session name 	"only one way to find out" 	
Int 	played seconds 	941,514 	
Long 	save timestamp as Ticks	637,894,867,432,920,000 	this is 2022-05-30 05:52:23 UTC
Byte 	session visibility 	0 	this is "private" visibility, 1 would be "friends only"
Int 	editor object version 	40 	depends on the unreal engine version used
String 	mod metadata 	"" 	empty if no mods where used
Int 	mod flags 	0 	zero if no mods where used
String 	save identifier 	_tYytyulUk6z2Ah42xvScg 	a unique identifier (GUID) for this save, for analytics purposes
====CompressedSaveFileBody====
Directly after the save file header, the save file body begins with a list of zlib-compressed chunks. Each compressed chunk has this format:
basic data type	description 	example 	notes
Int 	unreal engine package signature	2,653,586,369	always the magic number "9E2A83C1" in hex (not really an Int as defined above, more like a four byte unsigned integer)
Int 	padding 	0 	
Int 	maximum chunk size 	131,072 	in number of bytes, always 128 * 1,024
Int 	padding 	0 	
Int 	compressed size 	3,814 	in number of bytes
Int 	padding 	0 	
Int 	uncompressed size 	131,072 	in number of bytes
Int 	padding 	0 	
Int 	compressed size 	3,814 	this is a repeat of the above data
Int 	padding 	0 	
Int 	uncompressed size 	131,072 	this is a repeat of the above data
Int 	padding 	0 	
N/A 	compressed bytes of the chunk 	N/A 	number of bytes: see "compressed size" above
====SaveFileBody====
The save file body is the concatenation of the uncompressed chunks. The body mainly consists of a list of sublevels and the persistent level.
basic data type 	description 	example 	notes
Int 	uncompressed size 	90,103,391	in number of bytes, for the whole body
Int 	sublevel count 	107 	the number of sublevels that follow - does not include the persistent level
Array[Level] 	levels 	N/A 	sublevels and the persistent level. There is one more level than the sublevel count above, the last entry being the persistent level (See SCIM). For the format of one Level, see below
Int 	object references count	218 	the count of some old object references, can be ignored according to SCIM
Array[Object Reference]	object references 	N/A 	a list of object references, can also be ignored. for the format of one such ObjectReference, see below
==== Level====
Each level has a list of game objects (actors and components), preceded by a list of headers for these objects.
basic data type 	description 	example 	notes
String 	sublevel name 	"Level /Game/FactoryGame/Map/GameLevel01/Cave_X3_Y4_DesertCanyon_1_01.Cave_X3_Y4_DesertCanyon_1_01:PersistentLevel"	the name of the sublevel. if this is the persistent level, the field is absent
Int 	object header and collectables size	21,499,825 	in number of bytes
Int 	object header count 	86,644 	the number of headers that follow
Array[Object Header]	object headers 	N/A 	for the format of one ObjectHeader, see below
Int 	collectables count 	223 	the number of collectable objects that follow (e.g. Power Slugs)
N/A 	collectables 	N/A 	a list of object references, for the format of one such ObjectReference, see below
Int 	objects size 	92,259 	in number of bytes, for all game objects in that level (actors and components)
Int 	object count 	504 	should be the same as the number of object headers above
Array[Object] 	objects 	N/A 	the additional data for each of the object headers above. for the format of objects, see below (ActorObject or ComponentObject, depending on the header type the object belongs to)
Int 	second collectables count 	223 	the number of collectables in the second list that follows. can be igonred, since the collectables should be exactly the same as above
N/A 	second collectables 	N/A 	a list of object references, for the format of one such ObjectReference, see below. can also be ignored
==== ObjectHeader====
basic data type	description 	example	notes
Int 	header type 	1 	this is a header for an actor object, 0 would be a component header
ComponentHeader	the bytes of the header	N/A 	either an ActorHeader or a ComponentHeader, see below
==== ActorHeader====
basic data type	description 	example 	notes
String 	type path 	"/Game/FactoryGame/Buildable/Factory/ConstructorMk1/Build_ConstructorMk1.Build_ConstructorMk1_C"	the type of actor, described in a hierarchical path
String 	root object 	"Persistent_Level" 	
String 	instance name 	"Persistent_Level:PersistentLevel.Build_ConstructorMk1_C_2147169479" 	the name of this single actor object
Int 	need transform? 	1 	seems to be more like a boolean flag, semantics unclear
Float 	rotation x 	-0.0 	
Float 	rotation y 	0.0 	
Float 	rotation z 	-0.99999994 	
Float 	rotation w 	3.5762787E-7 	
Float 	position x 	-165,200.0 	
Float 	position y 	-33,599.996 	
Float 	position z 	-450.0 	
Float 	scale x 	1.0 	
Float 	scale y 	1.0 	
Float 	scale z 	1.0 	
Int 	was placed in level?	0 	seems to be more like a boolean flag, semantics unclear
====ComponentHeader====
basic data type	description 	example 	notes
String 	type path 	"/Script/FactoryGame.FGPowerCircuit" 	the type of component, described in a hierarchical path
String 	root object 	"Persistent_Level" 	
String 	instance name 	"Persistent_Level:PersistentLevel.CircuitSubsystem.FGPowerCircuit_2147177256"	the name of this single component object
String 	parent actor name	"Persistent_Level:PersistentLevel.CircuitSubsystem" 	a reference to the instance name of an actor
====ActorObject====
basic data type	description 	example 	notes
Int 	size 	2,333 	the number of bytes this ActorObject has, including trailing bytes
String 	parent object root	"Persistent_Level" 	
String 	parent object name	"Persistent_Level:PersistentLevel.BuildableSubsystem"	
Int 	component count 	8 	the number of components this actor has (e.g. a Constructor has an input inventory)
N/A 	components 	N/A 	a list of object references, for the format of one such ObjectReference, see below
N/A 	properties 	N/A 	a list of properties, see PropertyList below
N/A 	trailing bytes 	N/A 	some actors have trailing bytes that contain additional information or are just padding zeros. for interpreting this data, see existing save file parsers like SCIM
====ComponentObject====
basic data type	description 	example	notes
Int 	size 	194,584	the number of bytes this ComponentObject has, including trailing bytes. Some components only have their header information, so this size could be zero
Array[Property]	properties 	N/A 	a list of properties, see PropertyList below
N/A 	trailing bytes	N/A 	some components have trailing bytes that contain additional information or are just padding zeros. for interpreting this data, see existing save file parsers like SCIM
====ObjectReference====
basic data type	description	example 	notes
String 	level name 	"Persistent_Level" 	
String 	path name 	"Persistent_Level:PersistentLevel.Build_WorkBench_C_2146781450.FGFactoryLegs"	
====Properties====
Properties contain very different types of information. Every property has a name, which has the basic data type String.
=====PropertyList=====
Zero, one or multiple properties concatenated form a PropertyList. The special property named "None" marks the end of a PropertyList. All other properties in a PropertyList also have a type, which has the basic data type String. After the "name" and the "type" strings, the type-specific part begins. For these, see the following "...Property" descriptions.
=====ArrayProperty=====
basic data type	description 	example 	notes 	 	 	 	
Int 	size 	112 	the number of bytes this property has, starting after the first padding 	 	 	 	
Int 	index 	0 	 	 	 	 	
String 	type 	"ObjectProperty"	the type of the elements in this array 	 	 	 	
Byte 	padding 	0 	always zero, as all padding should be 	 	 	 	
Int 	length 	1 	the number of elements in this array 	 	 	 	
N/A 	array elements	N/A 	a list of values, according to the stated element type and number of elements. although the types are named like the other "...Property" structures here, most are actually simpler: 
*"ByteProperty": a single Byte per element
*"EnumProperty": a single String per element
*"InterfaceProperty" or "ObjectProperty": two Strings per element, "level name" and "path name"
*"IntProperty": a single Int per element
"StructProperty" as element type in this context has more fields per element:
{| class="fandom-table"	basic data type	description	example	notes
String 	name 	"mStops" 	 	 	 	 	
String 	type 	"StructProperty"	seems to be always this value 	 	 	 	
Int 	size 	1234 	the number of bytes the payload of these StructProperty array elements have, starting after the "UUID" and the one byte padding below 	 	 	 	
Int 	padding 	0 	 	 	 	 	
String 	element type 	"TimeTableStop" 	the type of elements in the payload of these StructProperty array elements 	 	 	 	
Int 	? 	N/A 	"UUID": most of the time, these four Ints are zeros like in a padding - but sometimes they are not. semantics unclear, could be some sort of UUID	 	 	 	
Int 	? 	N/A 	"UUID": most of the time, these four Ints are zeros like in a padding - but sometimes they are not. semantics unclear, could be some sort of UUID	 	 	 	
Int 	? 	N/A 	"UUID": most of the time, these four Ints are zeros like in a padding - but sometimes they are not. semantics unclear, could be some sort of UUID	 	 	 	
Int 	? 	N/A 	"UUID": most of the time, these four Ints are zeros like in a padding - but sometimes they are not. semantics unclear, could be some sort of UUID	 	 	 	
Byte 	padding 	0 	 	 	 	 	
N/A 	typed data 	N/A 	the list of elements with the actual payload of the property, see "TypedData" below for one such element 	 	 	 	
=====BoolProperty=====
basic data type	description 	example	notes
Int 	padding 	0 	
Int 	index 	0 	seems to always be zero
Byte 	the boolean value	1 	zero is considered "false", everything else is "true"
Byte 	padding 	0 	
=====ByteProperty=====
basic data type	description 	example 	notes
Int 	size 	17 	the number of bytes this property has, starting after the padding
Int 	index 	0 	seems to always be zero
String 	type 	"EGamePhase" 	semantics unclear, why is it not just a byte?
Byte 	padding 	0 	
Byte or String 	the byte value	"EGP_LateGame"	the actual value of this property. if type is "None", then its just a Byte, otherwise a String
===== EnumProperty =====
basic data type	description 	example 	notes
Int 	size 	34 	the number of bytes this property has, starting after the padding
Int 	index 	0 	seems to always be zero
String 	type 	"EIntroTutorialSteps" 	semantics unclear
Byte 	padding 	0 	
String 	the enum value	"EIntroTutorialSteps::ITS_DONE"	the actual value of this property
=====FloatProperty=====
basic data type	description 	example 	notes
Int 	size 	4 	the number of bytes this property has, starting after the padding
Int 	index 	0 	seems to always be zero
Byte 	padding 	0 	
Float 	the float value	0.37677494	the actual value of this property
=====IntProperty=====
basic data type	description 	example	notes
Int 	size 	4 	the number of bytes this property has, starting after the padding
Int 	index 	0 	seems to always be zero
Byte 	padding 	0 	
Int 	the int value	10 	the actual value of this property
=====Int64Property=====
basic data type	description 	example 	notes
Int 	size 	8 	the number of bytes this property has, starting after the padding
Int 	index 	0 	seems to always be zero
Byte 	padding 	0 	
Long 	the long value	2,830,424,080	the actual value of this property
=====MapProperty=====
basic data type	description 	example 	notes
Int 	size 	370 	the number of bytes this property has, starting after the padding
Int 	index 	0 	seems to always be zero
String 	key type 	"ObjectProperty"	the type the keys of this map have
String 	value type 	"IntProperty" 	the type the values of this map have
Byte 	padding 	0 	
Int 	mode type 	0 	semantics unclear, seems to be always 0, but does not seem to be a simple padding
Int 	number of elements	4 	the number of key-value pairs in this map
N/A 	map elements 	N/A 	a list of key-value pairs, according to the stated types and number of pairs. although the types are named like the other "...Property" structures here, they are actually simpler:
*the key type seems to be always "ObjectProperty", which in this context is two Strings per key-value pair, "level name" and "path name"
*the value types seem to always be one of these: 
**"ByteProperty": a single Byte per key-value pair
**"IntProperty": a single Int per key-value pair
**"StructProperty": a list of properties per key-value pair, see "PropertyList" above for one of this list
=====NameProperty=====
basic data type	description 	example 	notes
Int 	size 	17 	the number of bytes this property has, starting after the padding
Int 	index 	0 	seems to always be zero
Byte 	padding 	0 	
String 	the string value	"Rocky Desert"	the actual value of this property
=====ObjectProperty=====
basic data type	description	example 	notes
Int 	size 	104 	the number of bytes this property has, starting after the padding
Int 	index 	0 	seems to always be zero
Byte 	padding 	0 	
String 	level name 	"Persistent_Level" 	
String 	path name 	"Persistent_Level:PersistentLevel.BP_FreightWagon_C_2147208516.StorageInventory"	
=====SetProperty=====
basic data type	description 	example 	notes
Int 	size 	5,240 	the number of bytes this property has, starting after the first padding
Int 	index 	0 	seems to always be zero
String 	type 	"StructProperty"	the type of the elements in this set
Byte 	padding 	0 	
Int 	padding 	0 	
Int 	length 	436 	the number of elements in this set
N/A 	set elements	N/A 	a list of values, according to the stated element type and number of elements. e.g. for the "mRemovalLocations" property of "/Script/FactoryGame.FGFoliageRemoval", each removal location element is of type "StructProperty". The actual location element is simpler than the StructProperty described below, since a location is just x/y/z, each of basic data type Float.
===== StrProperty=====
basic data type	description 	example	notes
Int 	size 	9 	the number of bytes this property has, starting after the padding
Int 	index 	0 	seems to always be zero
Byte 	padding 	0 	
String 	the string value	"Name" 	the actual value of this property
=====StructProperty=====
basic data type	description	example 	notes
Int 	size 	387 	the number of bytes this property has, starting after the padding
Int 	index 	0 	seems to always be zero
String 	type 	"TrainDockingRuleSet"	the type of structure this property's payload represents. if it is "InventoryItem", the structure has an addtional overhead of 42 bytes, compared to the stated size (because in the TypedData below, there is an addtional property of this size - see below in "TypedData" / "InventoryItem")
Long 	padding 	0 	
Long 	padding 	0 	
Byte 	padding 	0 	
N/A 	typed data 	N/A 	the actual payload of the property, see "TypedData" below
=====TextProperty=====
basic data type	description 	example 	notes
Int 	size 	34 	the number of bytes this property has, starting after the padding
Int 	index 	0 	seems to always be zero
Byte 	padding 	0 	
Int 	flags 	18 	semantics unclear
Byte 	history type 	-1 	semantics unclear, seems to be always -1
int 	is text culture invariant?	1 	semantics unclear, seems to be always 1 (as a boolean, this would be "true", sincei it is not zero)
String 	the text value 	"my fancy train station"	the actual value of this property
====TypedData ====
As part of an element in an ArrayProperty or "standalone" as the payload of a StructProperty, several custom types can occur. Note that the actual type is stated beforehand as a String, with a gap of 17 bytes to this structure. By default, the TypedData is just a PropertyList (see above), but there are some special structures:
=====Box=====
basic data type	description	example 	notes
Float 	min x 	-269,069.38	
Float 	min y 	-309,234.5 	
Float 	min z 	-27,460.76 	
Float 	max x 	318,316.0 	
Float 	max y 	303,073.75 	
Float 	max z 	29,100.76 	
Byte 	is valid? 	1 	semantics unclear
=====FluidBox=====
basic data type	description 	example 	notes
Float 	the float value of this FluidBox	6.3548093	
=====InventoryItem=====
basic data type	description 	example 	notes
Int 	padding 	0 	
String 	item type 	"/Game/FactoryGame/Resource/Equipment/NailGun/Desc_RebarGunProjectile.Desc_RebarGunProjectile_C"	
String 	level name 	"Persistent_Level" 	
String 	path name 	"Persistent_Level:PersistentLevel.Equip_RebarGun_Projectile_C_2147354475" 	
N/A 	extra property	IntProperty: NumItems=1 	this extra property is only present if the InventoryItem is part of the payload of a StructProperty. It always seems to be this "NumItems" IntProperty
=====LinearColor=====
basic data type	description	example 	notes
Float 	r 	0.783538	
Float 	g 	0.291771	
Float 	b 	0.057805	
Float 	a 	1.0 	
=====Quat=====
basic data type	description	example 	notes
Float 	x 	0.42907318 	
Float 	y 	-0.13565472	
Float 	z 	-0.23136456	
Float 	w 	0.8625337 	
=====RailroadTrackPosition=====
basic data type	description	example 	notes
String 	level name 	"Persistent_Level" 	
String 	path name 	"Persistent_Level:PersistentLevel.Build_RailroadTrackIntegrated_C_2147205088"	
Float 	offset 	93.29132 	
Float 	forward 	1.0 	
=====Vector=====
basic data type	description	example 	notes
Float 	x 	2.1905906	
Float 	y 	2.1905906	
Float 	z 	2.1905909	
==Trivia==
*Creative Mode can be enabled by editing a save file, with third-party tools providing a GUI interface for doing so. Much like the 4-player limit for multiplayer, that there is no interface to change this option within the Satisfactory client indicates that this feature is unsupported.
Category:Game engine
Category:Gameplay mechanics