This following guide is about save editing that can be used to cheat, OR to save yourself some grief after a character ends up in a situation like stuck in a wall or something. Starting off with, you'll want to locate your save files. They are usually located within the game directory in: Interstellaria\Assets\Resources\SaveData What you'll need: Anything capable of editing XML files. A tree viewer may be even nicer than a simple notepad. Please note that much of what is in here happens to be case sensative, most of the data, save for names, is completely lower case. The following Details are easily understood and manipulated. Money: Self explanitory, you can edit this value to give yourself however much cash you want. Reputation: The values here will determin who will outright openly attack you and who will offer you the time of day. datetime: You can change the data to say you saved this game whenever, even years 'before' the game's release. Crew: Here is where things can get spicey. each Crewman is seperated into their own little section where their stats and details are stored. The following entries are understood. *ID: Unique ID for the character, if two characters share the same ID, they'll not function properly on ships or planets. Its advisable to study the pattern of what species is IDed with, my personal observarions points out that the IDs often contain their skin color, the first two letters of their species name, a 10 (6 for Suna) digit number, and a single letter for if they are male or female, depending on if their species has gender. *Race: You can change your crew's race with this field, a human to anoa or kursha to kaidun. No race shares the same skin coloration though, if you don't change that, then you'll likely cause the game to freeze up. **Races include: Anoa, bashien, dog, drone, dronecopter, human, iraelas, Kaidun, kursha, sholdro, suna, and robot *First & Last name: Yes, you can rename crew here just as much as in the game. *Skin: Heres where i've made plenty of mistakes, not all races have access to the same skin colors, and if you choose a bad one, IT WILL FREEZE THE GAME. A few skin choices also do not have hair colors associated with that particular coloration. This is the only part i'd advise a bit of experimentation with as I do not know which colors go with which. **The following Skin colors for each race are: /Anoa/ Green Yellow grey /Bashien/ bashien /dog/ blackdog dog /Drone/ drone /dronecopter/ quad /Human/ Pink Black Brown /iraelas/ iraelas /Kursha/ Red Blue White /Kaidun/ Orange Black /robot/ robot /sholdro/ sholdro /Suna/ Suna *Sick: Is your crewman sick? set it to 1, otherwise healthy crew are usually given a 0 to say they are fine. *Health: This is how much health your crewman has currently. You can easily use this to heal someone up mid fight *HealthOG: This is the base amount of health your crewmember has, Augments do not end up getting factored in here *Torso, pants, and helmet: This is where you're getting down to the nitty gritty of your crew's equipment, you can change it to known armor types, want a full set of bounty armor on all your crew? this is one of the possible ways to give it to them. The list of equipment further on in this guide can give you the names for each armor. Bear in mind, some armor pieces are not part of a full set and contain only a single piece, such as the case of Nil Helmet (Which is a reference to Megaman X's Zero). Keep in mind, that if its a tee shirt, you're going to want to tack "tee" onto the end of chestpiece, so it looks like "chestpiecetee" there. *fleetIndex: This value is the indicator of which ship your crewmember is on in your fleet. 0 means they're in you're first ship, 4 means they're in your 5th ship, ect. *Traits: If you don't see any of these, DON'T PANIC. It just means that your crewman doesn't have any traits at all! You can add traits in yourself, they're single XML entries of [trait], and a list of them will be provided further on in the guide. *Upgrades: Same deal as traits, if theres none here, it means your crewman doesn't have any augments assigned to them. This is a great way to add and experiment with augments to see what you prefer on crewmen, and a list of augments will be provided below. *Engineering, tactical, scanning, navigation, and repair: These are the levels for all of your crewman's skills, you can directly alter them here. *EXPs: these are the experience values for your crewman's skills, and when they reach a certain point, they'll level up. The exact point of EXP for leveling skills isn't determined yet, so i'd mostly just leave these alone. *Hungry, Sleepy, Bored: Yup, these are your crewman's needs, you can change them around and make them high if you want, but eventually your crewman is still going to want to eat or something. *Gun: Yup, you guessed it, like the armor section above, this is where your crewman's gun is stored. You can change their weapon to whatever weapon entry you know of, and a list of entries will be provided. *Ammo: this determins just how much ammo your crewman's gun has on hand when on ground missions. *Item: This is where the item your crewman is holding gets stored. You can put just about any item in there. *Brainslug: This is what tells the save if your crewman has a brain slug glomped onto their head or not. I don't know what brain slugs do at this time, so if you find out, let me know. And thats all to it about crew. Onplanet: This will only show up if your save happens to be on a planet. I'd advise leaving most of this alone, the only option you might want to look at is fow (Fog of War), Convert all the 1s to 0s, and the game will dispell all the fog for you, handy if you're looking for secrets on a planet. Starmap: Everything here is pretty sensitive so I wouldn't mess around with it all that much. The only thing of interest is the 'maplevel' which goes from 0 to 5. Mind you, I believe that changing that too much may result in triggering elements of your story mission. Ships: Ah, we come to the second most important section of the save, you're actual ship data! This area has as much that can screw up you're game as the crew section. *shipType: This determins the exact type of ship you've got on your hands. Using this, you can change the type of ship you've got! *Name: This changes the name of your ship in the actual fleet manager, instead of the game calling it 'Old Empire Corvette' you can make the game name it as 'Sticky Piece of Filth' instead. *ID: Like crew, ships get their own unique ID, usually it is the same as their name with three 2-digit numbers strung togeather in a style of 00-00-00. *Shields: If your ship has shields, its current value will be here. *Armor: Your ship's current hull armor is here. *usedEN: This value is the number of energy points that are available for you to use on your ship in the game. Yes, this means you can actually trick the game into letting your Old Empire Corvette to have enough energy to power all your stations, have engines at max, AND be able to equip three really powerful, taxing weapons. *EngEN: How many points are in your engines on this ship *eqEN: How many points are in your weapons on this ship *sysEN: How many points are in your systems on this ship *station: These will be present whenever you've got a station on your ship, and they'll list the station's unique ID, their savenamestring, which is their type, if they're damage, if they're powered, and their coordinates. *Fires and Leaks: If you're ship has a hull breach, or there is a fire on deck, it'll be in these two. *CurrentGuns: there will be 6 subsections here per ship, and they'll list a gun in specific slots. This means you can fill your ship to to 6 even if it doesn't have 6 slots. And thats all to know about ships. inventoryItems: this is your fleet cargo's inventory roster, and you'll be able to fill it in with whatever items you know the name of so long as you list the specific string, and a stack value. usually it'll look like "[item][number]" in notepad and other non-tree xml editors. captainItems: This is your Away Mission cargo, and it follows the same rules as the fleet cargo section. and thats all the understood sections that I am aware of what they do. If I find out more, i'll update the guide. Now many of you are probably asking me "Where is the list of items you promised?" The answer? Its right here. Keep in mind, that the list is made with most items having "inventory_" before them. This means that the item can be either put directly onto your crew or ship, or placed in your inventory to place on inside the game. the former methood is the most simplistic and error-free way, while the latter means you don't have to do any more steps, but may cause problems if you don't put it in right. Any object that does not have "Inventory_" goes into the cargo sections as is. So instead of "Inventory_healthpack" it is just "healthpack" Misc: healthpack healthpack20 dogtreat Commodities: inventory_scrap inventory_data inventory_gem inventory_plant inventory_vines inventory_dna inventory_artifact inventory_pwater inventory_fruit inventory_dynium inventory_gas inventory_snow inventory_ooze inventory_warrelics inventory_firestone pixcoin Crew Guns: inventory_gun_ar15 inventory_gun_conthrow inventory_gun_flamethrower inventory_gun_gameboy inventory_gun_googun inventory_gun_handcannon inventory_gun_knife inventory_gun_krill inventory_gun_needlepistol inventory_gun_needlerifle inventory_gun_larifle inventory_gun_laspistol inventory_gun_oldlasgun inventory_gun_riotshield inventory_gun_rocketlauncher inventory_gun_shotgun inventory_gun_shrapgun inventory_gun_sniper inventory_gun_spear inventory_gun_standardpistol inventory_gun_sword Crew armor parts: Spacesuit 1+2+2=5 inventory_armor_spacesuit_chestpeice inventory_armor_spacesuit_helmet inventory_armor_spacesuit_leggings Standard Armor 3+3+2=8 inventory_armor_standardarmor_chestpeice inventory_armor_standardarmor_helmet inventory_armor_standardarmor_leggings Tribal 6+4+2=12 inventory_armor_tribal_chestpeice inventory_armor_tribal_helmet inventory_armor_tribal_leggings Leather 4+6+5=15 inventory_armor_wildarmor_chestpeice inventory_armor_wildarmor_helmet inventory_armor_wildarmor_leggings Ancient Alien Armor 8+8+4=20 inventory_armor_tau_chestpiece inventory_armor_tau_helmet inventory_armor_tau_leggings Hazmat Suit 7+7+8=22 inventory_armor_hazmat_chestpeice inventory_armor_hazmat_helmet inventory_armor_hazmat_leggings Holy Robes 7+8+8=23 inventory_armor_holy_chestpiece inventory_armor_holy_helmet inventory_armor_holy_leggings Gortoid Armor 8+9+9 inventory_armor_klaatu_chestpiece inventory_armor_klaatu_helmet inventory_armor_klaatu_leggings Enviorment 10+10+10=30 inventory_armor_freeze_chestpiece inventory_armor_freeze_helmet inventory_armor_freeze_leggings Experimental Human Armor 11+12+11 inventory_armor_bounty_chestpiece inventory_armor_bounty_helmet inventory_armor_bounty_leggings Zero's Helmet +15 +0.5 melee damage inventory_armor_zero_helmet Crew Full Suits: Power Armor +20 inventory_armor_powerarmor_chestpiece Mech Suit +22 inventory_armor_mechsuit_chestpiece Crew Clothing: inventory_armor_blueshorts_leggings inventory_armor_bow_helmet inventory_armor_eyepatch_helmet inventory_armor_piratecoat_chestpeice inventory_armor_redbandana_helmet inventory_armor_scanner_helmet inventory_armor_spelunky_helmet inventory_armor_plaingreen_chestpiecetee inventory_armor_plainblue_chestpiecetee inventory_armor_plainred_chestpiecetee inventory_armor_blueshorts_leggings inventory_armor_plainblack_leggings inventory_armor_plainbrown_leggings inventory_armor_plainblue_leggings inventory_armor_plaingrey_leggings inventory_armor_piratejacket_chestpiece Ship Stations: inventory_station_engineering_huaman_one inventory_station_engineering_huaman_two inventory_station_engineering_huaman_three inventory_station_entertainment_huaman_one inventory_station_entertainment_huaman_two inventory_station_entertainment_huaman_three inventory_station_food_huaman_one inventory_station_food_huaman_two inventory_station_food_huaman_three inventory_station_medical_huaman_one inventory_station_medical_huaman_two inventory_station_medical_huaman_three inventory_station_navigation_huaman_one inventory_station_navigation_huaman_two inventory_station_navigation_huaman_three inventory_station_scanner_huaman_one inventory_station_scanner_huaman_two inventory_station_scanner_huaman_three inventory_station_sleep_huaman_one inventory_station_sleep_huaman_two inventory_station_sleep_huaman_three inventory_station_tactical_huaman_one inventory_station_tactical_huaman_two inventory_station_tactical_huaman_three Ship Guns: inventory_artillery inventory_deathbeam inventory_disintegrator inventory_emp_one inventory_ewar_one inventory_killswitch inventory_missile_kaidun inventory_missile_one inventory_missile_two inventory_nano_Deconstructor inventory_nuke inventory_overloader inventory_particle_kursha inventory_particle_one inventory_particle_two inventory_podone inventory_projectile_anoa inventory_projectile_one inventory_projectile_two Augments: inventory_hp20 inventory_hp50 inventory_shield inventory_zapzat inventory_psychic inventory_krill The list of traits is as follows: Traits: /Positive/ first ninja keeneye fastlearner energetic ezmoney greasemonkey sharpshooter grabby /Negative/ butterfingers slowlearner dullshooter misfire technicallyblind greed hipster lethargic Also provided are the ships with their associated names: human_corvette_one: Old Empire Corvette anoa_fighter: Anoa Torch Fighter anoa_corvette: Anoa Corvette human_fighter1: Human A2 Fighter human_corvette_two: Human Corvette MK II human_frigate_two: Human Frigate MK II human_cruiser: Human Cruiser Spaceshuttle: Space Shuttle ship_bountyhunter: Experimental Human Ship kaidun_fighter: Kaidun Miner Craft kaidun_corvette: Kaidun Corvette kaidun_frigate: Kaidun Frigate kaidun_cruiser: Kaidun Cruiser kursha_fighter: Kursha Fighter kursha_corvette: Kursha Corvette kursha_frigate: Kursha Frigate kursha_cruiser: Kursha Cruiser suna_fighter: Suna Pod suna_corvette: Suna Corvette suna_frigate: Suna Frigate suna_cruiser: Suna Cruiser tutorial: Cpt. Edward's Ship (Unique ID of tutorialShip). This is really a renamed Kaidun Frigate