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Desktop app

The desktop editor is a local Razor application for Windows and Linux. It opens in its own native window and binds only to the loopback interface, so saves never leave the machine. It is a thin front-end over the shared Core engine and 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>.

The editor with a save folder loaded

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.

Player vitals tab

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.

Player inventory tab

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.

Player skills tab

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.

Player recipes tab

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).

Player character and traits tab

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. Each fish also shows a reference picture from the Abiotic Factor Wiki (see Reference pictures from the wiki below).

Player journal / GatePal tab

Transmog, spawn & achievements

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

Player transmog tab

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.

World containers tab

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.

World quest flags tab

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.

World NPCs tab

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.

Resource nodes: refill harvestables and repair broken glass

The Resource Nodes tab is for per-actor harvestable state. Search by the friendly node type, select an entry, then edit its fields:

  • Harvestedtrue means the node is depleted; set it to false to make it available immediately.
  • Day Picked Up — the in-game day on which it was harvested. The game uses this for its normal respawn timing; 0 means it has not been picked up.
  • Position — read-only coordinates that help identify one node among several with the same name.

This is also the way to repair the breakable office windows. The game stores these panes as ResourceNode_GlassPane_C nodes, not as normal doors or entries in the generic destructible-state map. Open the region containing the windows (for example, WorldSave_Facility_Office2.sav or WorldSave_Facility_Office3.sav), choose Resource Nodes, search for Glass Pane, and turn Harvested off for each pane you want restored. Save with the game or dedicated server stopped, then load the region again. Leave Day Picked Up unchanged unless you specifically want to adjust the respawn timer.

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).

Sandbox settings INI editor

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. Off by default. Turn it on, reproduce the problem, then click OPEN LOG FOLDER to jump straight to the log file if you need to send it in a bug report (see Reporting a bug below).
  • Spoiler protection: seals content you haven't reached yet (future quest flags, traders, recipes, hidden achievements, codex entries) behind a CLASSIFIED stamp. 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.

Settings 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.

Compare saves panel

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.

Reference pictures from the wiki

A few editor surfaces show a representative picture of the thing you're editing, pulled from the Abiotic Factor Wiki:

  • the fish journal (each species' icon),
  • the vehicles view (how each vehicle looks),
  • and the world features and doors views (teleporter pads, the tram, power sockets).

<div align="center">

AntefishGem CrabGutfish EelForkliftTramTeleporter Pad
AntefishGem CrabGutfish EelForkliftTramTeleporter Pad

<sub>Images: abioticfactor.wiki.gg, licensed CC BY-NC-SA 4.0</sub>

</div>

The editor always tries the live wiki first, so the artwork stays current as the wiki is updated. When the wiki is unreachable, it falls back to a bundled copy shipped next to the editor (a wiki\ folder), so the pictures still appear offline. If neither has an image, the surface simply shows no picture; nothing else is affected. Each image carries the Image: abioticfactor.wiki.gg credit (the content is CC BY-NC-SA).

For maintainers

Regenerating the bundled image set is a maintainer task documented under Maintainer commands.

Keeping the game build in sync (usmap)

Reading the game's data tables needs a Mappings.usmap that matches the installed game build. A validated one is bundled, so this usually just works. When a game update makes the catalogs look stale, you can import a fresh usmap from Settings ▸ Import usmap. The full procedure (where the file lives, how to dump a new one) is in Keeping game data current.

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.

Reporting a bug

If something looks wrong, the fastest way to get it fixed is to include the editor's log file.

  1. Settings ▸ Diagnostics and turn on Diagnostic logging (it's off by default, so nothing is recorded until you flip this on).
  2. Reproduce the problem: reload the save, make the edit, whatever triggered it.
  3. Back in Settings ▸ Diagnostics, click OPEN LOG FOLDER. This opens %LOCALAPPDATA%\AbioticEditor\logs in your file manager; the newest editor-YYYYMMDD.log is today's.
  4. Attach that file to your report, along with what you were doing when it happened, whether your save is Steam or Game Pass, and the editor version (app title bar, or Settings ▸ Updates).

Crashes and write failures are always logged

Errors are logged even with diagnostic logging switched off, so the log folder is worth checking even if you forgot to turn diagnostics on beforehand.

Report it on GitHub Issues (there's a bug report template that walks through all of this), or in the POSTS tab on the Nexus Mods page if you'd rather not use GitHub. Bug reports and ideas are welcome either way.

A fan-made tool. Not affiliated with or endorsed by the developers of Abiotic Factor.