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Inventories
Every inventory in the save on one page: player backpacks, equipment slots, containers, and the odds and ends that belong to nothing in particular. A real save has hundreds of them — over a thousand on a multi-planet save — so the page is built around finding the one you want.
Each inventory is one card:
- Label — the player's inventory or equipment, or for a container its item name and the container's object number, e.g. Storage (Object #207162514). An inventory with no owner is labelled Inventory #N.
- Inventory id — shown under the label, e.g. Inventory #88 (since v1.5.0). This is the inventory's own id, which for most containers is not the object number in the label. It is left off an unowned inventory, whose label already is its id.
- Origin tag (since v1.7.0) — beside the inventory id: Built by you, Map (placed in the game's map by the developers, there since the world began) or Wreck (found in a wreck). Where the save cannot tell — a countertop, fridge or vault can be built or found in a wreck — there is no tag rather than a guess.
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Capacity —
used/size. The size is the game's slot count for that container. It always shows the container's true fill, even when a search is showing only some of its items. Since v1.7.0 it is flagged over-full when the container holds more items than its size, and near load limit past 7,200 items (the game loads at most 8,000 into one inventory). Hover the badge for the counts. See Overview & Terraforming for the Repair. -
Items — icon, name and item id (since v1.5.0) for each item inside, or one row per stack
of identical items with a count (Wheat × 1500) — see Identical items below. Hover an item for
its internal type id (
Iron,Tree12Seed, …). - Logistics summary — demand / supply / priority, on logistics containers only. See Logistics Editor.
Items whose type PCEdit has no friendly name for show the raw type id and a generic icon. That is rare now — the bundled catalog names 628 items — and they are perfectly editable either way; the name is cosmetic. See Item Catalog.
Three filters, combined:
| Control | What it does |
|---|---|
| Search | By name or by id — see below |
| Type | All · Players · Equipment · Containers · Built by you · Needs attention (shown only when the save has some) |
| World | One planet, or all — shown only on a save that spans more than one world. See Worlds & Planets |
Text matches an inventory's label and world, and each item's name and internal type id — so
iron, Tree12Seed and Alice all work.
A search made only of digits — with or without a leading #, the way ids are displayed — is an
id search. It matches, by prefix:
- the inventory id,
- a container's object number (the one in its label),
- the id of every item inside.
So the list narrows as you type: on a real multi-planet save 1014 leaves a handful of inventories
and 10146 just two, while a short id like 88 finds inventory 88 and not every id that merely
contains an 8. An id search does not also match names, so a bare 100 will not find
Terra Tokens: 100 — type part of the name instead.
- If the inventory itself matches — its label, world, inventory id or container number — the card shows everything in it. You searched for the inventory.
- If only some of its items match, the card lists just those items, with a note such as Showing 2 of 38 items, instead of the container's entire contents (since v1.5.0). The capacity badge still shows the real fill.
Clear the search to see every item again. The list is virtualised, so filtering hundreds of inventories stays quick.
Since v1.7.0 the Identical items chips choose how a card lists items that are the same:
| Choice | What it does |
|---|---|
| Automatic (default) | One row per item, with its id — unless the save has containers that need attention, when identical items are grouped |
| Grouped | One row per stack, with a count |
| One by one | One row per item, with its id |
Items only group when they are truly identical: different genetic traits or growth stay apart. A card with more than 500 items is grouped whatever you choose (it says so) — listing one row per item on a modded chest of thousands froze the page for seconds. An id search lists the matching items one by one, within the same 500 limit. PCEdit remembers your choice.
Move… on an item opens a picker listing every other inventory in the save with its current
used/size and its inventory id, so identically named containers can be told apart. The picker
has its own search, which accepts names and the same id searches as the page. Choose a destination
and the item moves.
On a stack, the picker first asks how many to move (since v1.7.0), with an All button. Containers that are already full are not offered, and one without room for the number you picked is greyed out.
What PCEdit enforces:
- The item leaves the source inventory before it is added to the destination — it is never in two places, and never duplicated.
- A move is all or nothing: if the destination has no room for every item you picked, nothing moves, and the message gives the counts. PCEdit never fills a container past its size; moving items out of an over-full one is always allowed.
- The source inventory itself is not offered as a destination.
What PCEdit does not do: it does not create items or change stack sizes, and moving never deletes anything. It moves existing objects between inventories. (The one thing that removes items is Repair, for containers a mod has filled past their size.) To get an item you do not have, move it from somewhere in the world that does have it.
Note
Moving something into a container the player cannot physically reach is legal in the file and the game will honour it. Moving an item into a machine's inventory (a crafting or processing station) is legal too, but the machine may not do anything sensible with an item it never expects.
The change is in memory until you press Save (Ctrl+S). If a search had narrowed the card you
moved from, the item disappears from it once the page refreshes.
Each item's Move button is announced with the item's name and id, so two identical items no longer sound the same; on a stack it names the item and the stack size. The capacity badge and the origin tag carry their explanation as help text, so a screen reader reads the counts and where the container came from.
- Logistics Editor — demand/supply groups on logistics containers
- Item Catalog — where the names and icons come from, and how to add missing ones
PCEdit · unofficial fan tool for The Planet Crafter · GPL-3.0-or-later · back up your saves (disclaimer)
Using PCEdit
- Installation
- Save File Locations
- Quick Start
- Worlds & Planets
- Overview & Terraforming
- Inventories
- Logistics Editor
- Terra Tokens
- Teleport
- Languages & Settings
- FAQ & Troubleshooting
Development
- Architecture
- Save File Format
- Save File Library
- App Core
- Desktop UI
- Localization
- Item Catalog
- Testing
Shipping