More world tools
Coatings, paint, gardens, benches, pets and the other smaller tools. They all follow the usual routine: close the game, make the change, press SAVE, then load the world. The editor keeps its usual .bak copy.
Lists and pickers here come from your installed game, so they match the version you play.
Weapon coatings
Open a player inventory or a container, select a weapon, and expand Weapon coating in the slot editor. Choose a coating and set how much of it is left. A new coating starts at the amount the game gives it. Choose None to remove it.
Coating durability is separate from weapon durability. Weapons the game says cannot be coated do not show the picker.

Painted objects
Select a base in Bases to see Painted objects: every placed object in that base that the game lets you paint, such as benches, crates, cubicles, barricades, beds, rugs and lamps. Choose a colour, or Unpainted / default to remove it. You can also pick a colour on a piece's card in the 3D view.
Bench upgrades
Benches list their upgrades in Bases and on their card in the 3D view. Tick an upgrade on or off.
Garden plots
Open a region and choose Garden plots. Choose a plot, then a Planting spot.
- Water belongs to the whole plot.
- Fertilizer belongs to one spot. Zero means none; 1,000 is the normal amount.
- Crop offers the plants the game lets you grow. Choosing a different crop starts that spot as a fresh planting.
- Growth stage uses the game's names: Sprout, Budding, Juvenile, Flowering, Grown, Harvested, Regrowing and Dead. Growth progress runs from 0 to 10,000 towards the next stage.
A spot that has never held a crop cannot be planted from the editor, and a planted spot cannot be emptied. Plant it in the game first.

Digital garden plots
Digital garden plots have their own tab. Choose a cartridge slot and pick a cartridge: Blank, food, ammunition or Lamogi. Changing a cartridge starts its printing again; the powered plot does the printing in the game.
Chemistry benches
Chemistry benches shows the three input flasks and the output flask of each bench. Edit flask contents opens the bench in the container editor. Mixing happens in the game: run the bench there to make something.

Pet feeding and mutation
Select a carried pet under Companions, or a placed pet under Pets, and expand Feeding and mutation. It lists the foods that tame that pet and the foods that mutate it.
Carried pets also show their mutation progress and which mutation they have, and you can change both.

Power Chairs
A region with a placed Power Chair gets a Power chairs tab. Set its battery charge from 0 to 200.
Sconce lamps
A region with placed Sconce lamps gets a Sconce lamps tab. Turn Lamp on on or off for each lamp, including the Christmas Sconce.
Story characters
The NPCs tab names each story character and says when they appear and leave. Story stage is folded away by default. Stage numbers mean different things for different characters, and changing one can skip dialogue, so change it with care.

Traders and containment cells
The story save (WorldSave_MetaData.sav) has a Traders tab and a Containment tab. Traders shows what each trader sells and how to unlock them. Containment sets which creature each cell holds. Both have Show in 3D buttons that open the right area and take you there.

Add a missing sandbox setting
Open SandboxSettings.ini and expand Add a setting. Pick an option, optionally expand What this changes, then add it. It starts at the game's default value and waits until you save the file. Revert removes additions you have not saved.

Breakable objects
Breakable objects lists every ice wall, spore web, ceiling tile and other breakable prop the save records as broken. The save only remembers an object once it breaks, so untouched ones do not appear. Turn Broken off to repair one.
Corpses
Corpses lists every body still lying in that region by creature type, and whether it was gibbed or looted. Remove this Corpse clears it from the save.
