Reference

  1. Keyboard and mouse
  2. Files
  3. Command line
  4. Building from source

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 preview
  • SinsEditor.App – the WPF application

Sins of Slop Editor © 2026 Tobias Liebhart / lt-design · code under GPL-3.0, logos all rights reserved · built entirely by AI (Claude) · Sins of a Solar Empire is a trademark of Stardock Entertainment and Ironclad Games.