Desktop app
The desktop editor is a .NET MAUI app that runs unpackaged on Windows (and on macOS via Mac Catalyst). It's a thin front-end over the shared Core engine, so it writes the same output as the CLI. This page is a visual tour of everything it can do.
1. Open a save folder
Start the app. The welcome screen lists any client and dedicated-server save folders it finds on your machine; click LOAD on one, or use OPEN FOLDER (or drag a folder onto the window) to pick your own.
- Client saves:
%LOCALAPPDATA%\AbioticFactor\Saved\SaveGames\<steamid>\Worlds\<WorldName> - Dedicated server: the folder containing
Worlds\<WorldName>.

Once a folder is loaded, the sidebar groups everything it found: the world story / metadata save, players, world regions, and any server config files. Use the search box to filter, or the + on the Players group to add a new player save. Every row has a right-click Open in Explorer / Finder action.
Edits stage until you SAVE
Nothing is written to disk until you press SAVE. Every write keeps a .bak copy of the previous file next to it, so you can always roll back. REVERT discards staged edits.
2. Edit a player
Click a player save in the sidebar to open the player editor. It opens on Vitals: hunger, thirst, sanity, fatigue, continence, and per-body-part health as sliders you can drag or type into, plus your current money. HEAL ALL tops up body health in one click.

Inventory
The Inventory tab shows every slot (backpack, pockets, equipment, hotbar, and a deployed backpack's contents) with the real in-game icons. Select a slot to edit the item, quantity, or durability in the right-hand Slot Editor; drag one slot onto another to swap. The searchable Item Catalogue on the right lets you drop in any item in the game, filtered by category.

Skills
The Skills tab lists all fifteen skills with their level, XP, and milestone perks. Nudge a level, type an exact XP value, MAX one skill, or MAX ALL. Tap a milestone for its full detail in the slot panel.

Recipes
The Recipes tab is your full crafting book: search by item name or recipe id, filter by category, tick recipes on or off individually, or UNLOCK ALL. The counter shows how many of the total you've unlocked.

Character & traits
The Character tab sets your background (job id), and lets you add or remove traits (each shown with its point cost and in-game description) and edit your appearance (head / hair / clothing, stored in ScientistCustomization_*.sav, which applies to every world this account plays).

GatePal journal
The GatePal tab is the in-game journal device: e-mail, notes, the compendium, and the fish journal. Mark entries read or unread, search the full text, and (for fish) see the unlock and catch requirements: bait, location, time of day, and story gate.

Transmog, spawn & achievements
The remaining tabs cover Transmog (armour appearance overrides, slot by slot)…

…Spawn (your respawn point and teleporter-pad tags), Achievements, General (SteamID, raw identity), and Data (a raw view for anything else).
Change a save's Steam account
The General tab can re-home a player save to a new SteamID64. The id lives in both the file name and the save's SaveIdentifier, and bed claims in the world saves are updated to match, all in one step, with a .bak kept.
3. Edit the world
Click a world region (WorldSave_<Region>.sav) to open the world editor. The header shows the world day and time of day, and how many containers the region holds. It opens on Containers: every storage object in the region, with the same item-editing and catalogue tools as a player's inventory.

Quest flags
Quest flags are the one-way switches the game flips as the story advances. The editor shows only the flags this save has actually reached, grouped by story chapter, with a plain-language explainer of how the quest chain works. Set or clear any flag, and when a flag has prerequisites, the editor offers to set them too, so you never create an impossible story state.

NPCs, doors & more
- NPCs shows story characters and your tamed pets. Revive a dead NPC, rename a pet, or change a story character's narrative state.
- Doors toggles lock and open state; Dropped edits items lying on the ground; Bases covers player-built structures; Raw JSON exposes anything the UI doesn't model.

Editable world-state maps
Beyond the tabs above, the world save holds per-actor state maps: elevators, buttons, resource nodes, power sockets, teleporter pads, vehicles, and more. These are editable too (also from the CLI's world command and the in-app Edit World Maps screen): un-harvest a node to refill it, re-tag a teleporter pad, and so on.
4. Server config files
If you opened a dedicated-server folder, the sidebar's Config Files group lists Admin.ini and each world's SandboxSettings.ini. Selecting one opens a key/value editor: change difficulty, XP and stack multipliers, spawn rates, refill rates, and the rest, then SAVE INI (a .bak is kept here too).

5. Settings & spoiler protection
The Settings sheet (bottom-right) covers:
- Theme: Facility Blue or Hazard Orange, plus a light-mode toggle. Switching rebuilds the UI live without losing your loaded save or staged edits.
- Diagnostics: opt-in logging that traces every staged change and records any save content this build doesn't recognise.
- Spoiler protection: seals content you haven't reached yet (future quest flags, traders, recipes, hidden achievements, codex entries) behind a
CLASSIFIEDstamp. Tap a sealed item to reveal it; revealed items stay visible. Re-seal them all at any time. - Game data: Import usmap for a newer game version (see below).
- Plugins: enable/disable installed plugins and open the Manage Plugins panel.

6. Compare two saves
The Compare sheet diffs two saves, or two folders of saves (a world vs one of its backups). It lists every property-level difference, folding out noise (timestamps, instance ids, positions) so the meaningful changes stand out. For two player or two world saves it also builds a friendly, domain-aware summary: which recipes, fish, traits, items, or quest flags differ between them.

Game data and icons
Item, recipe, skill, flag, fish, and trait catalogs (and item icons) come from the installed game's pak archives, read through a bundled type-mappings file. When the game isn't installed, these catalogs come back empty and icons are skipped, but the editor still opens and edits saves.
Keeping the game build in sync (usmap)
Reading the game's data tables needs a Mappings.usmap matching the installed game build. A validated one is bundled; when the game updates, dump a fresh usmap (with Dumper-7 or FModel) and install it via Settings ▸ Import usmap, or copy it to %LOCALAPPDATA%\AbioticEditor\mappings\Mappings.usmap. The user-installed file always wins over the bundled one. Without a matching usmap the editor still opens and edits saves; only asset-backed features degrade.
Updates
The app checks GitHub Releases from its Settings ▸ Updates card. When a newer build is available it downloads the matching asset and replaces the running install in place, with no installer and no admin prompt.
