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tedit.dev

Web browser editor for terraria maps. Open source

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2026
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Website review

This review may include AI-generated content and is not individually verified. Domain, certificate and other facts come from the observed data on this page.

What is Terraria Map Editor?

Terraria Map Editor on Terraria Map Editor is a browser-based, open-source tool for editing Terraria world maps. Because it runs in the browser, you don't install a separate desktop program; you load a world file and work on the map directly in a web page (the site notes JavaScript must be enabled to run it).

What it's for

It suits players who want to inspect or adjust a world outside the game—for example, viewing map layout, making targeted terrain or structure changes, or preparing a world before sharing it. Being open source means the code can be reviewed and adapted by technically minded users, which appeals to people who prefer transparent tools over closed ones.

Practical trade-offs

  • Convenience: No installation and cross-platform by nature, since it's just a browser tab.
  • Dependence on the browser: It requires JavaScript, and very large world files may feel slower than a native editor.
  • Back up first: Always keep a copy of your original world file before editing, since map changes are easy to make but hard to undo.

If you're deciding whether to use it, start by opening a copy of a world you don't mind altering and confirm it loads and displays correctly before making changes to a world you care about.

How do I open and edit a Terraria world file in the browser?

You open a Terraria world file in a browser-based map editor by loading the .wld file into the editor's page; the browser does the decoding locally, so no desktop install is needed. The catch is that the editor needs JavaScript enabled—without it, the app won't run at all.

Practical steps

  1. Locate the world file on your computer. Terraria stores worlds as .wld files, typically in the game's Worlds folder (on Windows, usually under Documents\My Games\Terraria\Worlds).
  2. Open the editor in a browser with JavaScript enabled.
  3. Use the editor's open/load control to select the .wld file from your machine.
  4. Inspect or edit the map, then save/export the result and place it back in the Worlds folder if you want the game to load it.

What to expect and decide

  • Audience: Casual players who want to view a world layout, check terrain, or make small tweaks without installing modding tools.
  • Trade-off: Browser editors are convenient and cross-platform, but very large worlds and heavy edits can be slower than a dedicated desktop tool, and you should keep a backup of the original .wld before saving changes.
  • Decision criterion: If you only need a quick look or minor edits, the browser route is the fastest. For complex structural changes or modded content, a desktop editor may be more reliable.

As a next step, make a copy of the world file first, then load the copy—so an accidental save can't damage your main world.

Do I need to install anything to use this editor, or does it run entirely online?

It runs in your browser and needs no installation. The site is a JavaScript web application, so the only requirements are a modern browser and JavaScript enabled — if scripting is off, the page will not load the editor. There is nothing to download or set up locally, and no account is implied by the page.

This makes it a good fit for quick edits on a borrowed or locked-down machine, or for opening a map file you just want to inspect. For a concrete case: you want to fix a corrupted spawn area or check a world before sharing it — open the site, load the map, make the change, save. Someone who edits maps regularly may prefer a desktop tool they can run offline, since a browser tab depends on the site staying reachable and on your connection.

As a next step, confirm JavaScript is enabled in your browser, then load a copy of your map rather than the original so you can compare results before overwriting anything.

Can I use this editor to change tiles, walls, and chests in an existing Terraria map?

Yes, that is the core use case: tedit.dev is a browser-based Terraria map editor, so you can open an existing .wld world file and edit its tiles, walls, and chests directly rather than starting from a blank world. Because it runs in the browser, there is nothing to install, but JavaScript must be enabled for the editor to load, and you should keep a backup copy of the original world file before saving changes.

Practical workflow

  1. Copy your world file (typically in Documents/My Games/Terraria/Worlds) to a separate folder as a backup.
  2. Open the editor in your browser and load the world file.
  3. Make your changes—replacing tiles, repainting walls, adjusting chest contents or placement.
  4. Save/export the edited file and put it back in the Worlds folder under the original name if you want to keep playing that world.

What to expect by edit type

  • Tiles and walls: the most reliable kind of edit, since you are changing the block/wall layer of the map directly. Useful for fixing damaged terrain, carving out a build area, or repairing corruption spread.
  • Chests: you can generally reposition chests and change their contents, but be aware that chests are tied to the world's chest data, not just the tile. Moving a chest tile without updating its data can leave an orphaned or misplaced chest, so test the world in-game after editing.
  • Things to avoid: large structural edits to a world you actively play, or editing while Terraria has the world open, can cause save conflicts. Edit on a copy first and verify in-game.

Decision criterion

If you only need small fixes (a broken wall, a misplaced chest, a blocked passage), a browser editor is a fast, low-commitment option. If you plan sweeping terrain changes, work on a duplicate world and keep the original untouched until you have confirmed the result loads correctly in Terraria.

For players who prefer a desktop tool with more advanced world-generation features, TEdit on GitHub is the long-standing alternative; the browser version is best treated as a quick, no-install way to make targeted edits.

Is my Terraria world file uploaded to a server, or is it processed locally in the browser?

Tedit.dev is described as a browser-based editor for Terraria maps, and the page evidence shows only a JavaScript-required message, so the available material does not confirm whether your world file is processed locally or uploaded to a server.

How to check before opening a world

  • Watch network activity. Open the browser's developer tools, switch to the Network tab, then load a world file. If the file's contents appear in a request to another host, it is being uploaded.
  • Work offline as a test. Disconnect from the network after the page loads and try opening a file. If editing still works, processing is local.
  • Read the source. The project is open source, so its repository will show whether file handling happens in client-side code or through a server endpoint.

Practical decision

For a large or long-played world, treat the file as sensitive until you have confirmed local processing. If offline editing works, use that mode for routine edits. If it does not, keep a backup of the world before uploading and avoid doing so on shared or public networks.

For general reference on the game and world files, see Terraria.

Where can I find the source code and contribute to the open-source project?

The source code for the Terraria Map Editor is hosted on GitHub, the standard home for open-source projects. The site itself is a browser-based tool, so the repository is where you would look for the codebase, issue tracker and contribution guidelines.

Where to start

  • Repository: Search GitHub for the project name shown on the site, "Terraria Map Editor," and confirm the account or organization matches the official Terraria Map Editor site before cloning or opening issues.
  • Issues and pull requests: Use the repository's issue list to see known bugs and feature requests, and read any CONTRIBUTING file before submitting a pull request.
  • Build and run locally: Because the editor runs in the browser, you will need a local web server and a JavaScript toolchain; check the README for the exact setup steps rather than assuming them.

A practical contribution path

A useful first step is to reproduce a small, clearly described bug from the issue tracker in your own browser, then trace it to the relevant source file. This gives you a concrete change to propose and makes review easier than starting with a large feature.

If you are new to open source, a documentation fix or a small UI correction in the map editor is a lower-risk entry point than touching the map parsing or rendering logic, which affects every user.

Related questions

More questions →
What Are Open-Source UI Element Libraries and How Do They Differ From UI Frameworks?

An open-source UI element library is a collection of individual, ready-made interface pieces—buttons, cards, inputs, toggles, loaders—that you copy into your own project and adapt. A UI framework, by contrast, is a structured system of components, conventions, and often a theming layer that governs how your whole interface is built. The practical difference: an element library gives you a snippet; a framework gives you a way of working. If you need a polished button in ten minutes, reach for the element library. If you're building a 40-screen product with a team, you probably want the framework.

What "open-source UI element library" actually means

The term gets used loosely, so it helps to separate the parts:

  • Open-source: the code is publicly available, and the license tells you what you may do with it—copy, modify, redistribute, or use commercially.
  • UI element: a single, self-contained piece of interface, usually small enough to read in one sitting. A button with hover states, a pricing card, a search field.
  • Library: a browsable, searchable collection of those elements, typically contributed by many different people.

On a site like Uiverse, elements are shared by a community and written in plain CSS or Tailwind. You find one you like, copy the markup and styles, paste them into your project, and adjust colors, spacing, and text to fit. There's no package to install and no build step required—which is exactly the appeal, and also the source of most of the confusion.

Element library vs. UI framework: the core differences

Dimension Open-source UI element library UI framework / design system
Unit of reuse A single snippet you copy A component you import or call
Installation None; paste into your code Package install, config, sometimes a provider
Consistency Depends on you; each element may look different Enforced by shared tokens and APIs
Theming Manual edits per element Central theme/config file
Updates You own the copy; no upstream updates Version bumps bring fixes and changes
Accessibility Varies per contributor; must be checked Usually tested and documented
Best for Prototypes, landing pages, small sites, one-off needs Multi-page apps, teams, long-lived products
Learning curve Low—read the CSS Higher—learn the API and conventions

The table isn't a verdict. It's a map of trade-offs. Element libraries win on speed and freedom; frameworks win on consistency and maintenance.

Licensing and attribution: what to check before you paste

This is where people get into trouble, and it's worth slowing down for.

  1. Find the license. Every element or collection should state one. Common open-source licenses include MIT, Apache-2.0, and BSD. Some projects use copyleft licenses like GPL, which can impose obligations if you redistribute your code.
  2. Understand what the license permits. MIT and Apache-2.0 are permissive: you can typically use the code in commercial and closed-source projects. Copyleft licenses may require you to release derivative source under the same terms.
  3. Check attribution requirements. Permissive licenses usually require you to keep the copyright notice and license text somewhere in your project. That's a real obligation, not a formality.
  4. Look for per-element terms. On community sites, the site's overall terms and the individual contributor's stated wishes may differ. If a contributor asks for credit, honor it.
  5. When in doubt, ask or avoid. If a snippet has no license at all, you don't have clear permission to reuse it. Treat "no license" as "not open source," even if the code is publicly visible.

This article is general information, not legal advice. For commercial products with real exposure, have someone qualified review the licenses you're relying on.

How to use a community element in your project: a practical workflow

Here's a repeatable process that avoids most of the usual mess.

1. Start from a real need, not a browsing session

Decide what you need first—"a compact primary button with a loading state"—then search. Browsing aimlessly produces a pile of pretty snippets that don't fit together.

2. Copy the smallest version that works

Take the markup and the styles. Strip anything you don't need: demo wrappers, extra animations, decorative layers. Less code means fewer surprises.

3. Convert it to your conventions

If your project uses design tokens or CSS variables, replace hard-coded values:

/* Before: hard-coded */
.button { background: #4f46e5; border-radius: 8px; }

/* After: token-based */
.button { background: var(--color-primary); border-radius: var(--radius-md); }

This one step is what keeps a copied element from looking like a foreign object in your UI.

4. Check accessibility before you ship

Community elements vary widely here. Verify at minimum:

  • Keyboard focus is visible and the element is reachable by Tab.
  • Color contrast meets WCAG AA (4.5:1 for normal text).
  • Interactive elements use semantic HTML (<button>, not a clickable <div>).
  • Form inputs have associated labels.
  • Motion respects prefers-reduced-motion.

5. Test in context

Paste it into a real page with real content. Long labels, small screens, and dark mode break more copied elements than anything else.

6. Note where it came from

Keep a short comment or an internal credits file: source, license, date. Future you—and your legal reviewer—will be grateful.

Where element libraries genuinely shine

  • Prototypes and demos: you need something clickable today, not a design system.
  • Landing pages and marketing sites: a handful of distinctive elements, each custom.
  • Filling gaps: your framework lacks one specific component, and you don't want to build it from scratch.
  • Learning: reading well-made CSS is one of the fastest ways to improve.
  • Small projects: a personal site doesn't need a theming architecture.

Where they fall short

  • Consistency at scale: ten elements from ten contributors rarely look like one product.
  • Maintenance: you own every copy. When your design changes, you edit each one.
  • Accessibility debt: you inherit whatever the contributor did or didn't do.
  • No upstream fixes: a bug fixed in the original won't reach your copy.
  • Integration friction: different naming conventions, different units, different assumptions about resets.

When to choose which

Choose an element library when the scope is small, the timeline is short, or you need a few distinctive pieces rather than a whole system.

Choose a framework or design system when multiple people build multiple screens over months, when consistency is a product requirement, or when accessibility and theming need to be guaranteed rather than checked.

A hybrid works well for many teams: adopt a framework for the structural components—forms, navigation, layout—and borrow individual elements for the places where you want personality. Just route every borrowed element through the same token and accessibility checks, so it lands as part of your system rather than beside it.

The short version: open-source UI element libraries are a fast, flexible way to get good-looking interface pieces into a project. They are not a substitute for a design system, and the license and accessibility details are the part worth reading carefully.

How to Get Started with Terraria Map Editor (tedit.dev) in Your Browser

To start using tedit.dev, open the site in a browser with JavaScript enabled, then load a Terraria map file into the editor. The site identifies itself as a web browser editor for Terraria maps and is open source. Its page only confirms that JavaScript must be enabled to run the web application; it does not document specific menu locations, supported file versions, or save behavior, so treat the steps below as a general workflow and verify details in the interface itself.

Before You Begin

  • A JavaScript-enabled browser. The site explicitly states JavaScript has to be enabled to run the web application. If scripts are blocked, the editor will not load.
  • A Terraria map file. Have the .wld file you want to edit available on the device where you are using the browser.
  • A backup copy. Keep an untouched copy of the original map before editing, so you can restore it if a save goes wrong.

The site does not publish pricing or login information on the referenced page, so do not assume the editor is free or requires no account — check the site itself for any such conditions.

Step-by-Step: Opening and Editing a Map

  1. Enable JavaScript. In your browser settings, confirm that JavaScript is allowed for tedit.dev (or for all sites). Reload the page after changing the setting.
  2. Open tedit.dev. Navigate to the site. A working page means the application has loaded; a blank page or a message about JavaScript usually means scripts are still blocked.
  3. Load your map file. Use the editor's file-loading control to open your .wld file. The expected result is that the map's world appears in the editor canvas. If nothing appears, check that the file is a Terraria world file and that it is not corrupted.
  4. Make your edits. Use the editor's tools to modify tiles, walls, or other map elements. Work in small changes and check the result on the canvas before continuing.
  5. Save or export. Use the editor's save or download option to write the edited map back out. Then confirm the file exists and opens correctly before replacing your original.

Common Sticking Points

Symptom Likely cause What to try
Page stays blank JavaScript disabled or blocked Allow JavaScript for the site and reload
Map does not appear after loading Wrong file type or damaged file Confirm it is a Terraria .wld file; try a known-good map
Edits look wrong after saving Changes not applied as expected Reopen the saved file and compare with your backup

What to Verify in the Interface

Because the site's own page does not list supported map versions, tool names, or save formats, confirm these directly in the editor: which Terraria versions your map file comes from, whether saving overwrites or downloads a new file, and whether any account or payment step appears. If those details matter for your project, test with a copy of a map first rather than your only save.

What Terraria Map Files Can I Edit with tedit.dev?

tedit.dev is a browser-based Terraria map editor, so the files it is built to work with are Terraria world/map files. The site itself is a web application that requires JavaScript to be enabled in your browser; it does not publish a detailed file-format compatibility list on the page. That means the practical rule is: confirm that your specific world file format is supported before you upload or open it, rather than assuming every Terraria map variant will load.

What the editor is designed for

  • Terraria world/map files — the editor is described as a "web browser editor for terraria maps," so its target input is Terraria map data rather than arbitrary image or tile files.
  • Editing in the browser — you work on the map inside the web app; there is no separate desktop install described on the site.
  • Open source — the project is labeled open source, which matters if you want to inspect how it parses map files or check for format support in the code.

What to check before uploading

Because the page evidence does not list accepted file extensions or version numbers, verify compatibility in this order:

  1. Identify your file type. Know whether you have a Terraria world file (the .wld world save) versus a player file or a backup. The editor is described for maps/worlds, not player data.
  2. Check the version. Terraria world formats have changed across game updates. If your world was saved by a much newer or older game version, test with a copy first.
  3. Work on a copy. Keep your original world file untouched and open a duplicate in the editor so a failed load or save cannot damage your only copy.
  4. Confirm JavaScript is on. The application will not run without JavaScript enabled, so a blank page usually means the script was blocked, not that the file is invalid.

Practical example

Suppose you want to flatten a section of a world you built in Terraria. Export or locate the world save, make a duplicate, enable JavaScript, and open the duplicate in tedit.dev. If the map renders, the format is readable by the editor and you can proceed. If it fails to load, the likely causes are an unsupported game version or a file that is not a world/map file — in that case, convert or re-save the world in a compatible Terraria version before trying again.

Bottom line

Use tedit.dev for Terraria world/map files edited in the browser, and treat format compatibility as something to verify with a test copy rather than assume. The site confirms the browser and JavaScript requirement but does not publish a version-by-version file support table, so your own test load is the reliable check.

Is tedit.dev Open Source, and Does It Cost Anything?

tedit.dev describes itself as an open-source, browser-based editor for Terraria maps, and its page shows no pricing information, sign-up requirement, or payment flow. So the honest answer is: the site presents itself as open source and does not present any cost, but the page itself does not link to a repository or license, so you cannot confirm the license terms or the "free" status from the page alone. Treat "open source" as the project's own claim until you locate the code and license, and treat "no price shown" as "no price stated," not as a guarantee of free access.

What the page actually tells you

The available page evidence is thin. The site title is "Terraria Map Editor," the description reads "Web browser editor for terraria maps. Open source," and the only visible functional message is a notice that JavaScript must be enabled to run the web application. There are no headings, no pricing links, no payment platforms, and no feature list captured on the page.

That gives you three concrete facts and one gap:

Question What the page supports What it does not support
Is it open source? The site's own description says "Open source" No repository link, license name, or copyright statement is shown
Does it cost anything? No price, subscription, or payment option appears Absence of a price is not proof that every use is free
Do I need an account? Nothing on the page asks for one Login could still be required inside the app
What can I edit? It is described as a Terraria map editor No file formats, versions, or limits are listed

How to verify the open-source claim yourself

Because the page does not point to the code, verification takes a few manual steps. The expected result at each step is a concrete artifact, not a feeling of trust.

  1. Load the app with JavaScript enabled. The page explicitly requires JavaScript; without it you will only see the warning message. With it enabled, the editor interface should appear. If it does not, the blocker is your browser settings, an extension, or a network filter, not the tool itself.
  2. Look for a source or GitHub link in the app's footer, menu, or About panel. Open-source browser tools almost always expose this somewhere in the UI even when the landing page does not.
  3. Search a code-hosting site for the project name plus "Terraria map editor." Match the result against the domain and the described functionality before trusting it; similarly named projects exist.
  4. Read the license file in the repository. The license is what actually defines your rights — whether you can reuse the code, redistribute a modified version, or use it commercially. "Open source" without a named license is an incomplete claim.
  5. Check the commit history and issue tracker dates. Recent activity tells you whether bugs you hit are likely to be fixed.

What "no pricing shown" means in practice

A page with no pricing signals is common for open-source, client-side tools: the editor runs in your browser, so there may be no server cost to recover and no reason to charge. That is a plausible explanation, not a confirmed one.

Use these conditions to decide:

  • If you find a public repository with an OSI-approved license, you can reasonably treat the tool as open source and free to use under that license's terms, including any attribution requirements.
  • If you find a repository but no license file, the code is publicly visible but not clearly licensed for reuse; you can still use the hosted editor, but you should not assume rights to copy or redistribute it.
  • If you find no repository at all, rely on the hosted editor only, keep backups of your map files, and do not treat the "open source" label as verified.
  • If the app later asks you to sign in or pay, that would contradict the current page, which shows neither. Nothing in the available evidence says access is unrestricted forever.

A practical caution before you edit

Terraria world files are the kind of data you do not want to lose to an experimental edit. Whatever you conclude about licensing and cost, copy your .wld file to a separate folder before opening it in any editor, and keep the original untouched until you have loaded the edited version back into the game successfully. This matters more, not less, when the tool's version support and file-format documentation are not stated on its page.

Bottom line

tedit.dev calls itself an open-source Terraria map editor and shows no price or payment mechanism, so there is no evidence of a cost and no evidence of a paywall. The open-source claim, however, is unverified on the page itself — confirm it by locating the repository and reading its license before you rely on it for anything beyond personal map editing.

What Is Terraria Map Editor (tedit.dev)?

tedit.dev is a browser-based, open-source editor for Terraria map files. You use it to open and modify Terraria world data directly in a web browser, without installing a desktop application. It is aimed at players and tinkerers who want to inspect or adjust a world map. Because it runs as a JavaScript web app, JavaScript must be enabled in your browser before the editor will load.

What the site offers

The site describes itself as a "Web browser editor for terraria maps" and as open source. That means two practical things:

  • No local install described. The editor is delivered through the browser rather than as a downloadable program.
  • Source is available. Being open source means the code can be inspected or built upon, which matters if you want to verify behavior or contribute changes.

The only functional requirement stated on the page is JavaScript. If scripts are blocked, the application will not run.

What it does not tell you

The page evidence is thin. It does not list supported Terraria versions, the exact world-file format it accepts, whether it can create new worlds or only edit existing ones, or any limits on map size. It also gives no pricing information, so you should not assume the tool is free or that no account is needed — those details simply aren't stated. Check the site itself before relying on it for a specific task.

When this tool fits your task

Use tedit.dev when you want a quick, browser-based way to look at or change a Terraria map and you are comfortable enabling JavaScript. A concrete example: you have a .wld world file and want to inspect its layout or make a small edit without installing separate map-editing software.

If your task depends on a guaranteed supported game version, large-world performance, or a documented feature list, verify those points on the site first, since the available description doesn't cover them.

How to get started

  1. Open tedit.dev in a modern browser.
  2. Confirm JavaScript is enabled — the page explicitly requires it to run the application.
  3. Load your Terraria map file through the editor interface once it appears.
  4. Make your edits and save the result, then test the world in Terraria to confirm the changes behave as expected.

Common snag: a blank or non-loading page usually means JavaScript is disabled or blocked by an extension. Enable scripts for the site and reload before troubleshooting anything else.

Website Overview

Several search or sharing settings need attention. Together they may make snippets, preview images or preferred URLs less consistent across platforms.

Domain and Registration

The domain was registered less than a year ago and has limited historical evidence to assess. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. The registrar is CloudFlare, Inc., a widely used domain service provider. The domain uses the common .dev extension, which is not an independent safety signal.

DNS and Email

Nameservers are provided by Cloudflare, indicating managed DNS hosting. MX records point to the Cloudflare Email Routing email service. No CNAME was found; the observed records resolve directly to addresses. SPF and DMARC are configured. DKIM status is unknown. DNSSEC signatures were not detected, so this additional DNS authenticity protection is not confirmed.

TLS and Certificates

The public key uses EC with 256 bits. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued within the Google Trust Services cloud or CDN ecosystem. The certificate's total validity is about 90 days, consistent with a short renewal cycle.

HTTP and Browser Security

The response lacks these common security headers: CSP, Referrer-Policy, Permissions-Policy, clickjacking protection. CORS permits any origin to read this response. This is common for public resources; sensitive responses need narrower handling. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. The cf-ray, x-cache, x-served-by, via response header indicates a CDN or caching proxy in the delivery path. No obvious internal addresses or debug information were found in the headers.

Technology Stack Analysis

The public page identifies Cloudflare, Fastly without precise versions, leaving fewer clues for version-specific scanning.

Search and Social Sharing

No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. No Open Graph metadata was detected, so social previews may depend on platform inference. The title has 19 characters, within a common display range. A meta description is present, with 49 characters. The observed directives allow indexing and link following.

Hosting and Email

DNSCloudflare
HostingFastly
EmailCloudflare Email Routing
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) Location unknown Inferred 104.21.52.222

Registration details

RDAP / WHOIS

RegistrarCloudFlare, Inc.
Registered2026-01-26
Expires2027-01-26
Domain statusclient transfer prohibited
Nameserversmichael.ns.cloudflare.com、tori.ns.cloudflare.com
DNSSECunsigned

DNS records

DNS

TypeNameValueTTLPriority
Atedit.dev104.21.52.222300—
Atedit.dev172.67.204.179300—
AAAAtedit.dev2606:4700:3033::6815:34de300—
AAAAtedit.dev2606:4700:3033::ac43:ccb3300—
MXtedit.devroute2.mx.cloudflare.net30043
MXtedit.devroute1.mx.cloudflare.net30048
MXtedit.devroute3.mx.cloudflare.net30070
NStedit.devmichael.ns.cloudflare.com86400—
NStedit.devtori.ns.cloudflare.com86400—
TXTtedit.devv=spf1 include:_spf.mx.cloudflare.net ~all300—
DMARC_dmarc.tedit.devv=DMARC1; p=quarantine; rua=mailto:[email protected]300—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjecttedit.dev
IssuerGoogle Trust Services
Valid until2026-12-18T05:36 · Remaining when checked: 57 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html; charset=utf-8
cache-controlmax-age=600
servercloudflare
strict-transport-securitymax-age=31536000; includeSubDomains
x-content-type-optionsnosniff
access-control-allow-origin*

Identified technologies

CloudflareFastly

Pages, Search and Sharing

Meta descriptionWeb browser editor for terraria maps. Open source
Canonical URLNot detected
LanguageEnglish (default)
Twitter CardNot detected

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