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Overview and Terraforming

Valkerran edited this page Oct 2, 2026 · 2 revisions

Overview & Terraforming

The landing page for a loaded save: who is in it, how they are doing, and the terraforming state of every planet.

Players

One row per player in the save, showing:

Field From the save
Name, and whether they are the host name, host
Location — planet and position planetId, playerPosition
Progress — objects crafted and terra tokens earned totalCraftedObjects, totalTerraTokenEarned
Gauges — oxygen, thirst, health, toxicity playerGauge*

The gauges are colour-coded by the same thresholds everywhere in the app (healthy / warning / critical), so a player in trouble is obvious at a glance.

The game version the save was written by is shown at the top of the page. This block is read-only — edit a player's position on the Teleport page and their tokens on Terra Tokens.

Containers that need attention

Since v1.7.0, a save with containers an unmodded game would never produce gets a banner at the top of the page. It counts:

  • containers holding more items than their size — typical of an inventory-stacking mod, and the usual cause of the game stuttering on load;
  • containers close to the game's load limit — more than 7,200 items. The game loads at most 8,000 items into one inventory and silently drops the rest.

An unmodded save never shows the banner. Show them opens the Inventories page on its Needs attention filter.

Repair

Repair… opens a dialog that trims every flagged container:

  1. Keep at most N × each container's size. 1 (the default) keeps exactly what an unmodded game allows; no container keeps more than 7,200 items, whatever N is. Items are removed from the end of each container's list. An item that holds its own inventory, or an entry PCEdit cannot read, is never removed.
  2. Move into free storage first (optional). Tick the item types you want to keep and order them, most important first. They go into free slots in Storage Crates and Lockers you built, on the same world, before anything is removed — a crate already holding that type first, then the emptiest. Logistics containers, and containers that came with the map or from a wreck, are never used.
  3. The preview shows how many items will move, how many will be removed, and from how many containers, before anything happens.
  4. Save repaired copy… writes the result to a new file — by default the next free save slot beside the original (Standard-3.json becomes Standard-4.json), so it shows up in the game's load list. The copy is then the open file. The save you opened is never written. A copy of an Xbox / PC Game Pass save keeps that version's file format.

Repair waits until other unsaved edits are saved: if the copy could not be written, PCEdit reopens the original to undo the repair, and those edits would be lost.

Tip

Think of Repair as a reset that gets the save loading again, at the cost of the excess items. Load the repaired copy in the game and check it before deleting anything — the original is still there.

Terraforming

Below the players, one collapsible card per planet in the save (the first is expanded on load). Each card holds the planet's terraforming units:

Value Notes
Oxygen
Heat
Pressure
Plants
Insects
Animals
Purification Only on planets that have it — see below

Type a new value and press Apply for that planet. The change goes into memory; press Save (or Ctrl+S) in the header to write the file.

Values are the raw unit totals the game stores, not the "Ti" figures shown in-game — the game derives its display from these, so raising a value moves the terraforming stage with it.

Purification

Planets where purification does not apply store -1. PCEdit recognises that, hides the row on those planets, and writes the -1 back untouched when you apply the other values. Do not try to "initialise" it to 0 — that would make the game treat the planet as having a purification stage it does not have.

What a big jump does

The game recalculates stages from these totals on load, which means a large edit can unlock a run of progression at once (biomass stages, terraforming milestones, unlocked blueprints). That is usually the point — but it is also irreversible in the sense that the story flags will have fired. Move in smaller steps if you want to keep the progression readable, and keep your backup.

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