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Teleport

Valkerran edited this page Sep 1, 2026 · 1 revision

Teleport

Moves one player to a position — a landmark, a world's arrival point, or coordinates you type.

Important

Teleport edits only the player selected in the dropdown. No other player is touched. Switching the selected player reloads the whole form (world and X/Y/Z) from that player.

The form

Control What it does
Player Whose position is being edited
Planet The destination world — or Other… to type a planet id the save does not list
X / Y / Z The destination coordinates
Teleport Applies the world and coordinates to the selected player, in memory
Reset to player's current position Puts the player's real world and coordinates back into the form

Landmarks

Below the form is a list of landmarks found in your own save: escape pods and teleporters that have a recorded position. Each shows the planet it sits on. Use Position fills X / Y / Z from it.

By default the list is trimmed to the destination world you have selected. Tick Show landmarks from all worlds to see every one. The filter only appears on a save that spans more than one world — see Worlds & Planets.

A landmark whose world PCEdit cannot resolve is labelled with its raw world hash instead of a planet name. It is still usable; PCEdit just cannot name the planet.

Changing worlds

Pick a destination planet different from where the player currently stands and PCEdit fills X / Y / Z from that world's arrival point — its interplanetary escape pod, or a teleporter — so you land somewhere valid. Pick a landmark or type coordinates afterwards for a precise spot. Selecting the player's own world again restores their real position.

Warning

Coordinates from one planet mean nothing on another. If you change worlds, use the auto-filled arrival point or a landmark rather than leaving stale numbers in the boxes — the game may drop the player out of bounds and relocate them somewhere unhelpful.

Multiplayer

PCEdit writes the save correctly for any player, but only the host player's position and planet are reliably applied when the save loads. A non-host player's position is managed by their own game client and synced when they connect.

Edit a non-host player while they are offline, and confirm the result in-game.

Related

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