A save-file editor for the game The Planet Crafter. View and edit players, world terraforming, inventories, terra tokens, and teleport a player between locations.
Unofficial fan tool — not affiliated with or endorsed by the developers of The Planet Crafter.
Warning
Editing a save can corrupt it. PCEdit copies your save aside before it first writes to it, but that is a safety net, not a substitute — keep your own backup as well. See DISCLAIMER.md. Provided as is, without warranty of any kind.
Game versions. Tested against The Planet Crafter 2.008, 2.102 (the Skeo update) and 2.103 — 2.008 and 2.102 on both Steam and Xbox / PC Game Pass, 2.103 on Steam. The save format is the same across all three, so older saves still open and still save back unchanged. Content added in 2.102 that PCEdit does not have a friendly name for yet shows up under its raw in-game id — it is still editable and moves between inventories normally.
The PCEdit wiki is the full documentation — a page per editor feature, and a development section covering the save-file format and the code that reads it.
| Installation | Downloads and per-platform notes |
| Save File Locations | Where the game keeps its saves |
| Quick Start | The first edit, end to end |
| FAQ & Troubleshooting | When something does not work |
| Architecture · Save File Format | How PCEdit is built, and the format it edits |
| Contributing | The change workflow and house rules |
Linux: grab the .AppImage (e.g. PCEdit-1.5.0-16.x86_64.AppImage) from the
latest release. It bundles the .NET
runtime and ICU — no install needed, on any distro.
chmod +x PCEdit-*.AppImage
./PCEdit-*.AppImageIf your distro has no FUSE, either install it or run ./PCEdit-*.AppImage --appimage-extract-and-run.
For CJK menus, install your distro's Noto CJK font package.
Windows: Just grab the appropriate zip file, extract and run PCEdit.exe
MacOs: This is untested at the moment as I do not have access to a Mac.
The UI ships in 15 languages (English (US/UK), French, German, Spanish, Simplified & Traditional Chinese, Russian, Polish, Portuguese (PT/BR), Korean, Japanese, Italian, Turkish); it follows the OS language on first run and can be switched in-app.
Note - all non-english languages are AI translated. If anyone spots any translation issues, raise an issue request.
Saves from the interplanetary update span more than one planet (Prime, Aqualis, Selenea, …). Where PCEdit can work out which world something belongs to, it shows it:
- Inventories — on a multi-world save a World filter appears; it narrows the list to one planet. Player and equipment inventories are placed by their owner's current planet; containers by the placed object they belong to. Inventories with no owner (drones, vehicles, rockets, unplaced buffers) can't be matched and fall under Unknown world — they're still shown under All worlds.
- Teleport — each landmark shows the planet it sits on, and the landmark list is trimmed to your chosen destination world (tick Show landmarks from all worlds to see every one).
- Identical items in a container can show as one row with a count. The Identical items setting on the Inventories page chooses: Automatic (only on a save with containers that need attention), Grouped or One by one. Move on a row asks how many to move.
- Each container is tagged Built by you, Map (placed by the developers) or Wreck; the Built by you filter lists just your own.
- A save altered by an inventory-stacking mod can leave containers holding far more than their size. PCEdit flags them (an Overview banner, badges, and a Needs attention filter), and Repair… on the Overview trims them back, optionally moving chosen item types into free slots in your own storage first. The repair is written to a new save file; the save you opened is never changed.
Teleport edits only the player selected in the dropdown. It writes that player's position and their current planet — no other player is touched. Switching the selected player reloads the whole form (world + X/Y/Z) from that player.
- Picking a destination world different from where the player currently stands 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 for a precise spot. Picking the player's own world again restores their real position.
- Coordinates from one planet are meaningless on another — if you change worlds, use the auto-filled arrival point or a landmark rather than leaving stale coordinates, or the game may drop the player out of bounds and relocate them.
Note
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.
Requires the .NET 10 SDK.
dotnet run --project PCEdit.Desktop/PCEdit.Desktop.csprojPCEdit works entirely offline. It reads and writes the save files you point it at, plus its own settings and backup folders, and makes no network connections — there is no update check, no crash reporting and no analytics.
Building from source does not phone home either. Avalonia, the UI framework, normally reports
each build to its authors; PCEdit excludes that component, and CI fails if it ever returns. If
you build other .NET projects, note that the .NET SDK reports builds separately — opt out with
DOTNET_CLI_TELEMETRY_OPTOUT=1.
PCEdit.SaveFileHandler |
Save-file parse / edit / re-serialize (no dependencies) |
PCEdit.App.Core |
Portable app layer (ViewModels, services, localization) behind the UI head |
PCEdit.Desktop |
Avalonia UI head — Linux, Windows, macOS |
deploy/ |
AppImage packaging (details) |
Architecture, the save-file format, the localization workflow, testing and packaging are all covered in the wiki; the working agreement for changes is in CLAUDE.md.
deploy/build-appimage.shBuild on the oldest practical glibc base (Ubuntu 22.04) — see deploy/README.md.
PCEdit is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. See LICENSE.
It is distributed in the hope that it will be useful, but without any warranty — see also DISCLAIMER.md.
The Planet Crafter is a trademark of its respective owners; PCEdit is an unofficial fan tool and is not affiliated with or endorsed by them.
Below are the expected default paths for save files
-
Windows – Steam –
%UserProfile%\AppData\LocalLow\MijuGames\Planet Crafter -
Windows – Xbox –
%LocalAppData%\Packages\MijuGames.ThePlanetCrafter_ta6nvwnbx9v7t\SystemAppData\wgs -
Linux – Steam (Proton) –
~/.steam/steam/steamapps/compatdata/1284190/pfx/drive_c/users/steamuser/AppData/LocalLow/MijuGames/Planet Crafter/ -
macOS –
~/Library/Application Support/MijuGames/Planet Crafter
These are also listed on the About page in the app.
The xbox save files do not use world names for the file name. Instead they use a random alpha numeric name that is regenerated with a new name each time it is saved.
Linux Steam locations may depend on the drive you have installed the game to. Replace "~/.steam/steam" with the folder you installed your steam library to.
What changed in each release is in CHANGELOG.md. Downloads are on the Releases page.