Ship Data CSV
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:
|
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
| |
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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