Saving with custom parts: editor keys - emd4600/SporeModder-FX GitHub Wiki

If you create a mod that adds new parts or new skinpaints, by default creations using those parts will not be saved (if they are, then you have the Force Save mod). That can be fixed easily, with Editor Keys manifest.

Editor keys are just a .prop.prop_t with a list of all the parts that can be saved. They look something like this

key parent palette_config~!TemplateManifest.prop
keys validEditorKeys
	# You add all your parts here
	creature_rigblock~!MyModParts_ce_details_test_01
	creature_rigblock~!MyModParts_ce_details_test_02
	creature_rigblock~!MyModParts_ce_mouth_willosaur
end

The file goes into a specific folder, depending on the editor (there's a complete list below). For example, since this is for creature parts, I'll put it in the ce_EditorKeys~ folder. The name of your file doesn't matter, but you must give it a name unique to your mod; for example, I'll name it MyModParts_Manifest.prop.prop_t (but you should name it something different!)

Depending on your part, sometimes you'll need to add it to more than one editor key: for example, if you add a creature part, you will also have to add it to all the outfitters (sa_, ta_, ca_, cap_); if you are adding a building part, you will have to add it to the _house, _factory, etc. You can reference other editor keys manifests using validAdditionalManifestGroupIDs. For example, now we could add this file to cap_EditorKeys~, ca_EditorKeys~, sa_EditorKeys~ , ta_EditorKeys~:

key parent palette_config~!TemplateManifest.prop
keys validAdditionalManifestGroupIDs
	ce_EditorKeys~!MyModParts_Manifest
end

List of Editor Keys folders

This list contains the names of all the folders related with editor keys. Some notes:

  • c2c means cell to creature
  • lvl0vl is the starting cell editor
  • cl is the advanced cell editor, the one with more parts
  • cap is the Captain Editor
  • sa: Space Accessories, ta: Tribal Accessories, etc
  • ce: Creature Editor, be: Building Editor, etc
lvl0cl_EditorKeys~ 
c2c_EditorKeys~ 
c2c_paints_EditorKeys~ 
cl_EditorKeys~ 
cl_paints_EditorKeys~ 
ce_EditorKeys~ 
skinpaints_EditorKeys~ 
ta_EditorKeys~ 
ca_EditorKeys~ 
sa_EditorKeys~ 
cap_EditorKeys_1~
be_EditorKeys_entertainment~ 
be_EditorKeys_factory~ 
be_EditorKeys_house~ 
be_EditorKeys_cityHall~ 
be_paints_EditorKeys~ 
ve_EditorKeys_harvester~ 
ve_EditorKeys_military-water~ 
ve_EditorKeys_military-land~ 
ve_EditorKeys_military-air~ 
ve_EditorKeys_economic-water~ 
ve_EditorKeys_economic-land~ 
ve_EditorKeys_economic-air~ 
ve_EditorKeys_cultural-water~ 
ve_EditorKeys_cultural-land~ 
ve_EditorKeys_cultural-air~ 
ve_EditorKeys_colony-air~ 
ve_EditorKeys_colony-water~ 
ve_EditorKeys_colony-land~ 
ve_paints_EditorKeys~ 
ufo_paints_EditorKeys~ 
fe_EditorKeys~ 
fe_paints_EditorKeys~