Ship Data CSV

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Description

A .ship file and a ship_data.csv entry contain all of the information directly about a ship. The more commonly balance tweaked information is in the ship_data.csv while the less commonly edited information is in the .ship file. It is formatted as a comma delimited CSV file.

Fighters have .ship files, corresponding entries in ship_data.csv and in addition corresponding entries in the wing data csv file, for fighter specific information.

It is highly recommended to use a spreadsheet application to open or edit CSV files for Starsector rather than a text editor. Please do note that due to a lack of standardisation in the CSV format some spreadsheet programs will not open or save this file as Starsector expects without specifically setting the delimiter as commas in the application.

The order of columns is technically not mandantory since Starsector will read the column headers. Generally the bookeeping or note fields such as c/s are not mandantory however it is generally recommended to keep them in.

Example

For a frigate ship:

Wolf,wolf,Frigate,displacer,5,1500,150,2250,1875,150,50,150,130,100,60,120,200,FRONT,,150,0.4,0.8,,,15,30,50,40,1,40,10,12000,10,20,180,0.25,5,5,,200

For a wing:

Gladius,gladius,,,,500,125,1500,,300,0,150,120,50,90,180,40,NONE,,0,0,0,,,2,2,,,,,10,,3,5,,,1.5,1.5,,109

Elements

At the very top of ship_data.csv, you will see a list of categories. Going from left to right, the function of each will be described:

Column name Type Description
name Text Player-friendly in-game display name of the ship. This isn't the internal name for the ship.
id Text Internal ID used to reference this ship in the corresponding .ship file, .variant files and campaign scripts. This must be unique across the mod, vanilla files and any other mods active. For this reason it is highly recommended to add some form of unique prefix such as myuniquemod_shipid. Case sensitive.
designation Text The ship designation display name. Does not affect gameplay. Unused for wings which use values from wing data csv instead.
system id Text Ship system for this ship. Must match the id of a ship system in the ship systems CSV
fleet pts Number Abstract number denoting how powerful the ship is. Used for when two AI fleets clash in the campaign and for determining maximum total abstract fleet power for randomly generated fleet doctrines. Unused for fighters.
hitpoints Number Determines the ship's hull.
armor rating Number Determines the ship's armor.
max flux Number Determines the ship's base maximum flux capacity.
8/6/5/4% Unused by the game engine in this version. Can be left blank or have any data with no effect.
flux dissipation Number Determines the ship's base flux dissipation.
ordnance points Number Determines the ship's Ordnance Points.
fighter bays Number Determines the ship's number of fighter bays. Note that 6 bays is the maximum safe number. 7 won't break the game but will cause graphical quirks on some resolutions and 8 or more will break things.
max speed Number Determines the ship's maximum speed.
acceleration Number Determines how fast a ship can accelerate. Lower values mean longer acceleration times, while higher values mean faster acceleration times.
deceleration Number Determines how fast a ship can decelerate. Lower values mean longer deceleration times, while higher values mean faster deceleration times.
max turn rate Number Determines the maximum rate a which a ship can turn. This is also used by Axial Rotation to set the rotation speed for stations
turn acceleration Number Determines how fast a ship reaches is maximum turn rate after beginning a turn
mass Number Determines how "heavy" a ship is. Used when calculating damage from collisions with other vessels or asteroids. Also affects how much the ship is moved from weapons with an Impact value, such as Graviton Beam. Ships with higher mass will deal more damage to smaller vessels/asteroids in collisions, and take less damage as well. In the case of stations or other ships with modules then the mass of the base ship plus all module "ships" is added together.
shield type Determines what type of defense the ship has. Possible values are NONE, OMNI, FRONT or PHASE, based on the ShieldAPI.
shield arc Number Determines the maximum coverage of the ship's shield in degrees.
shield upkeep Number (usually decimal) Flux per second cost incurred when the shields are raised. Denoted as a decimal multiplier of the ship's base flux dissipation rate e.g 0.5 means the flux per second cost is half of its dissipation, 0.1 means the flux per second cost is one-tenth of its dissipation.
defense id ID of the Alternate defense systems to use instead of a shield, such as a phase cloak system. Only meaningful if shield type is set to PHASE. Custom build ship systems can be inserted here. Can be left blank unless using PHASE in shield type. Possible entries are valid ship system IDs
shield efficiency Number (usually decimal) Determines how much damage shields take. Denoted as how much flux 1 point of damage will cause. 0.5 would mean that shields take half damage from the weapon impacting it, while 1.0 would mean that shields take full damage from the weapon impacting it.
phase cost Number How much flux is generated per second by the ship's Phase Cloak when activated, if it has one, as a fraction of base flux capacity. Numbers to two decimal places such as 0.04 are normal.
phase upkeep Number How much flux is generated per second by the ship's Phase Cloak, if it has one, during use as a fraction of base flux capacity. Numbers to two decimal places such as 0.04 are normal.
min crew Number Determines the ship's skeleton crew number.
max crew Number Determines the ship's maximum crew.
cargo Number Determins the amount of cargo the ship can carry. Unused for wings.
fuel Number Determines the amount of fuel the ship can carry. Unused for wings.
fuel/ly Number The amount of fuel a ship consumes per lightyear when travelling in hyperspace and when using Emergency Burn. Unused for wings.
range Number The distance in lightyears a ship can travel with full fuel. Fuel capacity divided by fuel/ly. Unused for wings.
max burn Number Determines the ship's burn speed.
base value Number The amount of base credits the ship costs in the campaign. Unused for wings which use values in wing data csv instead.
cr %/day Number How much Combat readiness is recovered per day out of combat.
CR to deploy Number Reduction to combat readiness after combat from being deployed.
peak CR sec Number Determines the ship's Peak Performance Time; how long the ship can stay in combat before combat readiness begins to decay, in seconds. It is possible to remove CR loss by leaving both peak CR sec & CR loss/sec values blank, which has uses for stations. Unused for wings.
CR loss/sec Number How much combat readiness the ship loses per second after peak performance time runs out. It is possible to remove CR loss by leaving both peak CR sec & CR loss/sec values blank, which has uses for stations. Unused for wings.
supplies/rec Number How many supplies the ship takes to recover after being deployed in combat
supplies/mo Number How many supplies the ship consumes per month as maintenance
c/s Number Is not read by the game. Only used for bookkeeping purposes, to keep track of cargo/supplies
c/f Number Is not read by the game. Only used for bookkeeping purposes, to keep track of cargo/fuel
f/s Number Is not read by the game. Only used for bookkeeping purposes, to keep track of fuel/supplies
f/f Number Is not read by the game. Only used for bookkeeping purposes, to keep track of fuel/fuel
crew/s Number Is not read by the game. Only used for bookkeeping purposes, to keep track of crew/supplies
crew/f Number Is not read by the game. Only used for bookkeeping purposes, to keep track of crew/fuel
hints Text These 'hints' change the way the game treats this ship in various ways. These refer to ShipHullSpecAPI.ShipTypeHints. Possible hints:
  • ALWAYS_PANIC - makes ship always fire missile weapons as if panicking
  • CARRIER - Changes AI behaviour to primarily fight using its fighters
  • CIVILIAN - Changes AI behaviour to usually be more timid
  • COMBAT - Changes AI behaviour regarding the CARRIER hint. Ships with both COMBAT and CARRIER will fight with both fighters and the ship's own armament.
  • FREIGHTER
  • HIDE_IN_CODEX - Do not include an entry for this ship in the codex
  • LINER
  • SHIP_WITH_MODULES - Required for ships that use modules
  • STATION - This ship becomes uncontrollable, the AI is hinted to not move it during combat (aside from the commonly seen rotation via Axial Rotation hullmod) and this ship will start the battle already deployed, as opposed to being deployed from an edge at the start.
  • TANKER
  • UNBOARDABLE - Cannot be recovered by the player.
  • PLAY_FIGHTER_OVERLOAD_SOUNDS - force specific types of fighters to play overload sounds
  • DO_NOT_SHOW_MODULES_IN_FLEET_LIST - https://fractalsoftworks.com/forum/index.php?topic=19126
tags Text Determines what blueprint packages the ship is contained in. For example, a ship with the tag 'base_bp' will be known to all factions in the base game, as well as any mod factions which are set to be able to use the base blueprints.
rarity Number Multiplies the base chance for the ship to appear in the market. A value of '1' causes the ship to spawn normally. '0.5' means the ship will appear in markets only half as frequently.
breakProb Number The percent chance that the ship will explode into pieces when destroyed. 0 means it will never shatter, 1 means it will always shatter.
minPieces Number The minimum number of pieces the ship will shatter into, if it shatters.
maxPieces Number The maximum number of pieces the ship will shatter into, if it shatters.
travel drive Can be used to specify custom system for travel drive
  • Defaults to "traveldrive" is not specified
  • System must perform the same basic function in the same basic way
    • Toggleable, same/extremely similar speed bonus, etc
  • Mainly useful for setting up custom sounds and visuals for the system
number Number This impacts the sorting display of ships within a market. I.E. ships will be sorted based on hull size and then based on this number field.
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At least two versions out of date. Last verified for version 0.8.1a. Please refer to Version History and update this page.


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