How to Save a Location in Forest to Find It Again
Saving is a mechanic that saves the game, it can only be washed on certain buildings and game objects. Y'all cannot salvage the game in random locations without the use of Console Commands or mods.
Function [ ]
For unmarried histrion games it allows the histrion to relieve their position in the world and keep their inventory the same and then they tin can rubber quit the game and render to continue where they last saved.
For multiplayer or co-op, you can salvage at your respective positions in the world. When the host saves the game, it takes all current players and their inventories and remembers it. If y'all play with anyone, be sure to have them all online with you when you lot save as they tin can lose their data.
Then its ALWAYS important to save the game before leaving an online server if yous wish to return and have even so items.
Backing up/Accessing your saves [ ]
Step by step in how to get to your Save folder for Windows 8 and 10
- Press the
Left Windows key
+R
to bring upwardly the find/search function. - Blazon in
%appdata%\..\LocalLow\sks\theforest
and clickOK
- The Directory volition look something like this: C:\Users\ **Your Username** \AppData\LocalLow\SKS\TheForest
- Y'all can re-create these files and back them up in a folder elsewhere.
- This is how yous tin can move saves in between single actor and multiplayer every bit well.
- ALWAYS back upwards your saves earlier doing whatsoever modifications.
- Opening older versions of The Wood MAY delete all your save games.
Saving Points [ ]
This is a listing of buildings and in game objects where you lot can save.
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| Can't be built |
Update history [ ]
Version | Changes |
---|---|
v1.0 | Fixed the very first lag spike that use to occur when launching a game Food no longer loads in salve games on fires Added a confirm overwrite salve feature Stock-still player proper name display on load save screen Stock-still stash item whoosh playing when loading a saved game Stock-still molotov liquid sfx playing when loading a saved game Role player can no longer relieve while doing other deportment like entering caves or climbing ropes Fixed missing dates on save slots in championship scene |
v0.72b | Fixed save organisation not e'er initializing correctly, possibly causing some player made structures to go missing such every bit log holders |
v0.72 | (Multiplayer) Fixed ghost cranes non synced properly upon loading a saved game |
v0.71b | Fixed erstwhile saves resetting the strength stat value (if not saved over) |
v0.71 | (Performance) Moved nugget preloading to before loading saved game, while the black screen is upwards rather than right later the game starts |
v0.70 | (functioning) Expressionless enemies are no longer saved in traps on loading |
v0.69 | Fixed dying in the endgame area while not fighting the boss returning actor to the hanging scene without properly unloading the endgame and cleaning up relevant data, leaving game in a unable to salvage state and with broken lighting outside Caves – Added save tent towards finish of game |
v0.68b | Fixed chainsaw not working after loading a salvage if it was equipped while saving |
v0.68 | Added a neglect safe when loading a salvage saying player is in caves to ensure he is really above terrain, this should work around rare/edge cases or bugs that could lead to salve with the wrong in-cave data and wrongly driblet histrion below terrain upon loading the save (Multiplayer) Fixed an upshot crane data initialization when loading a save causing crane to be incorrect size for clients and the bottom trigger take hold of icon to non be visible |
v0.66 | Stock-still very large save games sometimes crashing on load on 64 bit systems Fixed loading saves with toy not initializing properly all renderers |
v0.64 | Stock-still save game timestamps not showing correct save time or correct corporeality of days survived Fixed tree stumps from erstwhile saves non being cuttable in newer builds Added collision to trapped enemies in saved games |
v0.62 | Switched stick marker and sled flag icons to new organization (same has business firm icon on shelters). On the start time loading an old save information technology tries to match the former color to the closest available color Stock-still loading a relieve with chainsaw fuel fully depleted not updating the fuel UI properly Contents of catapult'southward handbasket is at present saved Fixed passenger manifest being invisible if players tried to take it for the first time from a saved game Fixed bonuses from upgrades on weapons not properly restored after loading a saved game (retroactive !) |
v0.61b | Fixed effect with regrowing trees in MP games causes them in some saves to non be cuttable on load Stock-still some issues with storage and water holders for clients in some saves |
v0.61 | (Multiplayer) In-cavern flag is at present stored in player data, this will forestall the cave not loading properly event for clients saving in caves effectually the sinkhole (not retroactive for saves already broken but compatible with working saves and prevents the upshot from that signal forrad) |
v0.60b | Prevented repair system from wrongly prompting thespian for repair in the event of having deprecated HP data in old saves |
v0.threescore | (Dedicated Server) Autosave is now but active if there are players connected to the server (Dedicated Server) Autosave is now triggered instantly when the last player leaves the server (Defended Server) Express autosave time to 15 minutes minimum, and set up default time to thirty minutes. (Defended Server) Clients at present know the game was saved server side, and see a "Server is saving the game" message if saving takes as well long |
v0.58 | Added a failsafe in case inventory was saved with some missing/destroyed inventory views so that it keeps functioning regardless |
v0.57 | Optimized animate being and enemy traps to just spawn in nearby caught animals and enemies instead of loading in all of them to meliorate memory use in large saves |
v0.56c | Fixed excessive memory when opening save menu which could often event in out of retentiveness crashes when saving. |
v0.56 | Flashlight will no longer be replaced with lighter when loading a save whilst property flashlight Added fail prophylactic in inventory when loading a salvage to foreclose losing an detail if an issue occurs while restoring an equipped item Trapped enemies in happy birthday, Noose and Expressionless Fall traps, are saved and loaded. (loaded enemies in noose trap will e'er load in dead) Pedometer at present saves the steps walked when you relieve the game Rock swing trap now properly saves the attached tree ID and also preserves it when rearmed (not retroactive) |
v0.55 | Stock-still a couple rare errors that could prevent a few wall chunks from showing up in saves that suffered information loss later a patch Improved support for updating greeble zones data from old saves, should prevent cases of deprecated data causing error spam and causing severe lag Trapped animals remain in traps afterward salve/load |
v0.54b | Fixed bug with some caves not loading in saved games for clients |
v0.54 | Stock-still some problems with restoring meat decay state afterwards loading a saved game Fixed some problems with restoring arrow bonus later on loading a saved game Fixed log cabin sleep and save icons remaining visible if agile when a wall is destroyed Fixed loading a relieve exterior of caves but in sinkhole not enabling cave grounds properly |
v0.53b | Fixed save game ui issue where single player games would say they were multiplayer saves (had no event on saves themselves, only the ui text) Fixed irresolute Steam user in the save slot window in game not properly refreshing in single player |
v0.53 | Stock-still incendiary upgrade of the upgraded spear not restored after loading a save Fixed modest cabin having the salve icon ever visible Save slot selection screen in title screen now allows to switch to saves from another Steam account than the 1 currently logged in (if there are multiple on same pc) |
v0.50b | (Multiplayer) Fixed bug when attempting to load and play an old saved game with more than xx holes in a flooring (Multiplayer) Stock-still a specific race condition when launching game causing client to fail to joining saved games |
v0.l | Fixed some structures not getting cut from nav mesh correctly on loading a saved game (Multiplayer) Fixed stone caches loaded exploded from a save not properly working for clients Fixed story item pickups respawning when game was saved/loaded |
v0.49 | (Performance) Stock-still excessive overhead occurring when loading saves with huge amount of player made structures, possibly using 50% CPU for up to several minutes after black screen goes off Exploded state of caches is at present saved Difficulty way is now saved in the upper node of the salvage file and visible in title screen salve slot thumbnails |
v0.48 | (Multiplayer) Fixed some issues with tree save states being unlike between host and client depending on where client was when trees were cutting down or game was saved |
v0.47d | Added fail safe to attempt recovering data loss in wrongly saved autofill wall chunks – Note: some walls volition need to be rebuilt in game to role correctly |
v0.47c | Fixed issues with some save games non loading |
v0.47 | Fixed meat not set to back to the saved disuse country after loading a saved game |
v0.46b | Fixed some items being impossible to select in inventory with new snap controller system in old saves |
v0.46 | Fixed a problems when loading a save with ceiling skull lamps causing it to not be properly toggled on/off based on distance with histrion |
v0.45 | (Multiplayer) Fixed issue with missing buildings for clients when loading a saved game with lots of structures (instead of attaching all buildings at once they will instead be attached to the networking organization upward to 100 at a time per frame, this delays just a little the time information technology takes for everything to show upward on clients and should likely be unnoticed) |
v0.44 | Walls/Fences and Floors/Roofs each salvage and restore the latest autofill/transmission way |
v0.44 | Fixed loading game on a computer for the first time clearing deject saves! |
v0.43b | Fixed max amount bonus from having stick or rock handbag in inventory stacking up each time a saved game is loaded |
v0.43 | Fixed some structures not getting cut out of nav mesh correctly on loading relieve game |
v0.42 | (Multiplayer) Fixed ghost tree structures loaded from a saved game non getting removed if tree is cut downwardly Added new cheat code: "woodpaste". Can be used to reset floor & roof holes in a saved game. Crook works once when game is started and so gets reset when going back to title screen. Does nada for MP clients (Multiplayer) Fixed customer not seeing host climb rope animation, if loading a save game with no weapon equipped It is no longer possible to place items such as flop when in range of an interacting trigger (such as save trigger from shelters) to avoid blowing yourself up when trying to salvage with C whilst also holding a bomb. (Multiplayer) Fixed distant cut downward copse not refreshed and showing billboard when late joining a game or joining a saved game Fixed a bug when loading a saved game without owning plane axe preventing inventory organization from performance, notably causing both inventory and book to be impossible to open (Audio) Stock-still some surroundings SFX (like waterfalls) not working after loading a saved game |
v0.41b | Stock-still loading saves with buildings ghost past ingredient requirements, it now automatically completes it (to fix rare cases of this occurring) |
v0.41 | Stock-still plane lod being drastically lower in relieve game versus new game for interior |
v0.twoscore | New difficulty irresolute cheat code: rawmeatmode ! Enables perma death mode, tin can be turned off by typing vegan, vegetarian or meatmode. In this mode the second death in single thespian deletes the save slot and afterwards loading a saved game or having saved once in a new game, it is no longer possible to salvage in another slot. |
v0.39 | (Multiplayer) Fixed lock on afar doors loaded from a save file unusable for host (Multiplayer) Fixed story clues not showing up after loading a saved game for customer (retro active) (Multiplayer) Fixed walky talky non working after loading a game that was saved in SP |
v0.38 | Caves- added more than save tents deeper inside caves Stock-still ghost rock holder loading from save file equally a stick holder |
v0.36 | Effigies now save burn down condition and done duration Pigment on weapons is at present saved Blood on weapons is now saved Fixed lighting fires loaded from a save with 0 fuel causing errors and killing performance Fixed some issues loading saves with meat in inventory (Multiplayer) Fixed loading save as host sometimes causing duplicate ghost bridge to evidence up client side |
v0.35 | Fixed destroying nested building from old saves causing impairment to parent structure, they no longer propagate any damage if not having the right destruction setup Fixed skull lamps sometimes non visible later on loading a saved game Stock-still cave map sometimes not loading correctly from saves (Multiplayer) Fixed loading a saved game inside yacht as client causing player to swim and see ocean through yacht Now saving which garden huckleberry have already been used so that gardens no longer respawn at total yield later loading a saved game if previously consumed Added Steam username display in relieve slot screens of title scene, defaults to Anonymous if not connected, should make information technology clearer that you have to be connected to your own business relationship to come across your saves and avoid experience of having lost salve files (Multiplayer) Stock-still high CPU usage when loading quondam save with tree structures attached to trees that no longer exists |
v0.34 | State of cave enemy encounters are now saved! Instead of all the mutants respawning when you re-enter a cave. |
v0.33c | Fixed operation problems in save games where players had rabbit fur boots |
v0.33b | Fixed issue with cut down trees in some multiplayer save games |
v0.33 | Fixed stick marker overlay flag icon sometimes missing in quondam saves Stock-still effect with garden preventing to load properly from a save if it had planted seeds most player built wood-based structures are now destructible ! (Not retroactive: already congenital structures in saved games will remain not destructible, merely newly built ones will be) Stock-still tree stumps spawning wrong model in saved games Fixed cut upwardly tree stumps being wrong size for some tree types in saved games Fixed an issue with saves that accept rabbit fur boots equipped, was stacking bonuses each time game was loaded |
v0.32 | Stock-still problems with saved games stumps removal Fixed an issue with auto cloud relieve Stock-still sleeping non available out of the box in really former saves Fixed Grass/Shadows/Low retentiveness settings not saved/restored properly |
v0.31 | Texture quality setting is now properly saved and restored |
v0.30 | Passenger manifest is now retrievable from plane in save games if it was not retrieved previously |
v0.29c | Fixed outcome with some walls or fences appearing unfinished in older salvage games even if they were previously completed |
v0.29c | Fixed a bug with stealth icon not operating correctly in some old save games |
v0.29b | Fixed some issues with some salve games alien with latest todo listing save organisation |
v0.28c | Fixed cavern map not loading correctly when salve was done in the outside globe Fixed passenger manifest not loading correctly with saves done in previous versions |
v0.28b | Stock-still plane missing collision in save games |
v0.28 | Fixed Cavern Map not restoring map properly later loading a saved game Cut down thin trees are no longer loaded in saved game equally tiny floating pine tree stumps |
v0.27 | (Art) Torn version of blue tent added (can't be slept in or used to relieve game) |
v0.26d | Fixed a instance of salve with span non loading |
v0.26c | Fixed issue with saving a game if no previous salvage game existed |
v0.26b | (multiplayer) Fixed loading save file with custom rope sometimes breaking loading (multiplayer) Stock-still loading save file with fires erroring Empty save slot tin can no longer be clicked to load from |
v0.26 | (multiplayer) Stock-still a case of relieve failing for clients (performance) Combined ocean/lake depth passes to save memory Stock-still raft sometimes being unusable later loading a saved game Garden revamp: Seeds are at present added ane by ane and spawn trivial dirt piles in the garden. Plants grow visually over time and provide from 1 to 3 of their respective yield based on growth time. Plants dice after 1 to 2 days (depending on establish) at max yield. Plants growth timer now properly saves besides as account for slept time. Hitting escape while in options in game now saves information technology You lot can at present salve/Sleep at the tents in world and in caves! Added a safety net to bridge saving, to allow recovering it if anchor information gets lost. This isn't retro active, cleaved bridges are gone but all the new ones as well every bit working ones from saves will brand utilise of the organization after saving |
v0.25 | (multiplayer) Stock-still event with scale of fire later on loading a saved game in multiplayer |
v0.24b | Fixed issue with lighting arrows when having more than than 12 arrows in a saved game |
v0.24 | Fixed bug with ghost skull decoration when loading a saved game Fixed some survival settings (starvation/thirst/cold) broken afterwards loading a saved game, causing for example animate duration to be really small Fixed issues with save files date not displaying sometimes |
v0.23 | (multiplayer) Fixed client non properly waiting for edifice blare to be loaded before removing black screen, thus causing to fall downward beneath (when game was saved while on a player made construction) |
v0.23 | Stock-still some bugs with fire particle size when fires were re-lit and stocked later on loading a saved game |
v0.22 | (multiplayer) Fixed bug where client inbound salve game would hear multiple building complete sounds (multiplayer) Fixed clients having lighter stuck after loading a saved game with lighter equipped (multiplayer) Fixed partially cut down trees saved as cutting downwards in MP Pressing escape while in save screen at present properly closes information technology Fixed ghost wall defensive not saving properly (retro compatibility hack might cause erstwhile saves to have an overlapping log in between chunks) |
v0.21c | Fixed problems where some one-time saved games wouldn't load Fixed problems where equipping some items in left mitt in old saved games could break items/cause items to vanish |
v0.21 | Following features at present require to hold their respective button for half a 2d to be triggered: cancel ghost buildings, drink & gather h2o, procedural buildings auto fill, eat berries and mushrooms plant in world, eat plane food, consume cooked/stale food, light fires, save, sleep Clicking dorsum button of option menu now saves settings (was done in following menus until now) (multiplayer) Fixed loading a game saved in caves equally client Gamepad mappings are now properly refreshed when a new one is plugged in and each gamepad has its settings saved independently |
v0.20b | (multiplayer)Fixed an outcome that could cause abnormally long salve times or crash game (multiplayer)Fixed possible drastic performance drop if player was cold as host and loaded a saved game (possibly simply relating to 0.nineteen saves) (multiplayer) fixed an effect where if you attached a span to a tree platform, neither of them would replicate out to clients after loading a relieve possible set up for issues with logs not visible in lod sled or log holder for older save games (not able to reproduce hither, permit usa know if its all the same happening) |
v0.xx | Partially cut trees are no longer saved as cut downward, instead they are fully restored when loading a saved game Eaten berries & some bushes no longer respawn after loading a saved game (multiplayer) Stock-still not being able to go on saves as client (multiplayer) Loading a game saved on a building equally customer should now respawn on peak of it (multiplayer) Fixed client not seeing present ingredients in ghost buildings until some more than were added after host loaded a saved game Fixed error in story clue folder when loading a saved game Improved look of salve game thumbnails & added appointment/time (community request) Loading a save with a bridge not attached to anchors now destroys it instead of erroring (could block loading in mp) |
v0.19c | Set up issue where multiplayer save game issues would occur if a tree with a tree platform and connecting bridge was partially cut earlier saving. |
v0.19b | Fixed effect with saved games for players using a fresh install of game. |
v0.19 | (multiplayer) Fixed issues with log sled after loading a saved multiplayer game (multiplayer) Clients now have a different save per server and respawn later loading where they saved instead of in plane (respawn after dying is even so located in plane) (multiplayer) Fixed a bug with experimental stairs in saved games which could crusade issues for clients loading Fixed several tree structures which did non properly save which tree they are built on (not retro agile) Fixed tree structures not getting destroyed when their fastened tree is plant cut downwards later loading a saved game New save slot organisation, you tin can now have up to 5 SP games and upwardly to v mp games (as host) Save slots are organized per steam user id to forestall cloud from messing things up when using the game with multiple steam accounts on a single computer Saving now archives the previous relieve file in case you lot need to restore a backup (local but) New save slot selection screen when saving in game Save black screen is now in sync with the time saving takes Improved cloud salve management Fixed a save/load issue that could cause experimental walls to increment size of salvage game drastically and crash loading Revamped multiplayer start game UI to exist compatible with gamepads and relieve slot system |
v0.18c | Metallic door at present has a trigger on the other side that completely opens the door in one case crossed (to fix result if anyone saved behind it) Fixed loading a saved game with a plastic torch equipped stuck |
v0.18b | Fixed bug where anchors on foundations could cause issues and break relieve games! Fixed one-time plane seat models loaded later loading a saved game |
v0.xviii | Fires now properly salvage their fuel amount and lit state |
v0.17b | Fixed loading a game that was saved inside a cave (not retroactive) |
v0.17 | Fixed item holder being empty when loading a saved game as host |
v0.xvi | Fixed rebreather's air resetting to 0 after loading a saved game |
v0.fifteen | Stock-still loading upgrades from saved games (not retro-active) When the game is already started and an MP invite arrives, actor tin can now choose to either showtime a new game or keep with his saved MP character Fixed hydration icon fill values not set properly after loading a saved game at full thirst |
v0.fourteen | Added monitoring system to alarm players if their save game has been corrupted beyond repair Save script now uses the grabber organization (adding items to item holder next to a shelter no longer saves the game unexpectedly) |
v0.13b | Fix for cleaved saved games (night shadows, no time passing, sleeping at shelters broken and lots of other bugs in corrupt relieve games, forth with low performance due to error spam) |
v0.13 | Stock-still trees initializing after blackness screen removal when loading a saved game |
v0.12 | MP Client loading added – will now keep client thespian stats and inventory when client continues a multiplayer game (buildings are still saved on server) Stock-still crash clearing not removing trees on loading a salve game (fixing upshot where trees would sometimes cake exit from airplane or from dwelling you've congenital near crash site) |
v0.11c | Fixed fault with multiplayer save games sometimes breaking due to racing condition with data fetching in gui. Fixed some problems with single and multiplayer salve games when a large corporeality of buildings were congenital. |
v0.11 | Multiplayer save/load added Note: Currently limited to server being able to load the savegame, clients will start game fresh each time but still be able to enter a previously saved hosts game. Server/host will exist able to save country of game world/structures. Steamworks saving to cloud added – Regular salvage/load still works however it volition now effort and load from cloud first and pick well-nigh recent file (We've just striking the checkbox to enable this, it should be bachelor shortly) |
v0.ten | Re-worked relieve game organization then futurity updates will (probable) not erase save games to work! |
v0.09 | Fixed bug where building a bench could cause salve games to pause |
v0.08d | Improved raft and fixed issues with raft and salvage/load |
v0.08c | Out of engagement saved games will now be ignored, instead of attempted to load if incompatible with latest patch (clicking load on these will start you lot back on plane) Fixed issue where buildings would disappear from your save game and you would have to load from a fresh game to see them. (this one was hard to track downwards! let united states of america know if it's still happening for anyone after this update) |
v0.08b | Fixed some player stats not existence set on load save game (lizard armor, hunger etc) Fixed bug where cut trees were not saved the outset time you saved/loaded a game Fixed suitcases around aeroplane not having working pickups on loading a saved game rabbits should now exist saved in rabbit cages on salve/load Fixed upgrades not showing on weapons later loading a saved game |
v0.06 | You can at present save your game at a shelter without sleeping Fixed plane seats vanishing on loading save game |
v0.04 | Fixed bug where some partially built structures couldn't be completed later loading a saved game Yacht random position won't change at present or go lost when saved game is loaded Stock-still fullness always starting at half when loading a saved game Fixed stick marker vanishing on loading saved game |
v0.03 | Partially built structures are now saved |
v0.02 | Fixed some items not existence saved in inventory when game is loaded (some might still vanish, look more than saving fixes/improvements soon) Fixed log holder not saving logs on load/save |
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Source: https://theforest.fandom.com/wiki/Save