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Underlying mechanism for "Windows<>Linux" incompatibility with UID generation #160
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You sir are a genius! I've been looking for this information since I first made the script! I really appreciate you opening the issue and I'll be adding it to my script asap! |
I understand it's not a perfect solution, but it should be able to help a lot. I was thinking about providing two options: an automatic option for bruteforcing the Steam IDs and a manual option for letting the user provide the Steam IDs. In the automatic option, if there are multiple Steam IDs which result in the same hash and each belongs to a valid account, I'd provide the user with the option to choose between the different usernames of those corresponding Steam IDs. Also, can we reduce the search space by leveraging the fact there is no Steam ID greater than 1.3 billion? |
yea the data is almost 1/3rd the size then. No sense in going to ~4.3 bill |
The underlying mechanism for UIDs being generated differently on Windows and Linux is actually not OS related, but related to how Palworld handles conversion of a
FUniqueNetId
(in the case of Steam clients, the client's 64-bit SteamID) to 32-bitPlayerUid
.In the event that the Steam online subsystem is not available, Palworld uses a different algorithm for converting the Steam IDs. The Steam online subsystem could be unavailable if the
-nosteam
CLI argument was used, or if the Steamworks SDK failed to initialise (for example if no Steam client was installed).I've built a tool for performing these conversions so that people can check if their existing save is using the standard conversion or the no Steam conversion, and take action accordingly.
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