Reference
Keyboard and mouse
| Keys | Action |
|---|---|
| Ctrl+K | Search everything |
| Ctrl+T / Ctrl+W | New tab / close tab |
| Alt+Left / Alt+Right | Back / forward in the tab |
| Ctrl+S / Ctrl+Shift+S | Save the current entity / save all |
| Ctrl+Z / Ctrl+Y | Undo / redo (entity, research tree) |
| Ctrl+click, middle click on a link | Open in a new tab |
| Shift+middle click on a link | Open in a new tab in the background |
| Middle click on a tab | Close it |
| Delete (research tree) | Remove the selected arrow (prerequisite) |
| In the search: ↑ ↓, Enter, Ctrl+Enter, Esc | Choose, open, open in a new tab, close |
| 3D view: drag, wheel, middle drag or Shift+drag, double-click | Turn, zoom, move, frame the mesh |
Files
| What | Where |
|---|---|
| Your mod’s files | only those you change, in the game’s encoding with Windows line endings; text or binary as before |
| Editor settings (game folder, recent mods, global mesh scale, mesh view presets and stored views) | %AppData%\SinsEditor\settings.json |
| Converted game files | %LocalAppData%\SinsEditor\cache – safe to delete |
The editor never writes into the game folder or base mods, and adds no files of its own to your mod.
Command line
SinsOfSlopEditor.exe [options] – all optional; without them the editor opens the last mod.
| Option | Meaning |
|---|---|
--game <folder> | The game folder |
--mod <folder> | The mod to edit |
--base <folder> | A base mod (repeat for several, lowest first) |
--language <name> | The language of the string table |
--target <page> | Open a page: category:frigates, entity:Name, entity:Name@line, research:PlayerName, mesh:Name, texture:Name, meshes, textures, brushes, brush:Name, problems, log |
--search <text> | Open the search with this text |
--screenshot <file.png> | Save a picture of the window and exit (used for this manual) |
Building from source
The source is on GitHub. You need Windows and the .NET 9 SDK.
git clone https://github.com/TobiWahnKenobi/SinsOfSlopEditor.git
cd SinsOfSlopEditor
dotnet build SinsEditor.sln
dotnet test tests/SinsEditor.Tests
pwsh build/publish.ps1
Most tests read the real game: copy testpaths.local.json.example to testpaths.local.json and enter your game folder (and optionally a mod to test against); without it those tests are skipped. build/publish.ps1 makes the self-contained release zip in dist/, and build/screenshots.sh takes this manual’s pictures.
The code is organised in three projects:
SinsEditor.Core– reading and writing the game’s files, the layer stack, the index of everything, validation, editing operations (no user interface)SinsEditor.Viewer– the 3D views: the game-shader renderer (Direct3D 11 via SharpDX) and the simple previewSinsEditor.App– the WPF application