Celestial Body Schema
Describes a celestial body to generate
Unique name of your planet
Must be at least 1
characters long
Unique star system containing your planet. If you set this to be a custom solar system remember to add a Spawn module to one of the bodies, or else you can't get to the system.
Does this config describe a quantum state of a custom planet defined in another file?
Does this config describe a stellar remnant of a custom star defined in another file?
Should this planet ever be shown on the title screen?
true
if you want to delete this planet
A list of paths to child GameObjects to destroy on this planet
Each item of this array must be:
Add ambient lights to this body
Each item of this array must be:
No Additional Properties
The range of the light. Defaults to surfaceSize * 2.
The lower radius where the light is brightest, fading in from outerRadius. Defaults to surfaceSize.
The brightness of the light. For reference, Timber Hearth is 1.4
, and Giant's Deep is 0.8
.
Value must be greater or equal to 0.0
The tint of the light
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
If true, the light will work as a shell between inner and outer radius.
The position of the light
Generate asteroids around this body
Amount of asteroids to create.
Value must be greater or equal to -1.0
and lesser or equal to 200.0
Angle between the rings and the equatorial plane of the planet.
Lowest distance from the planet asteroids can spawn
Value must be greater or equal to 0.0
Angle defining the point where the rings rise up from the planet's equatorial plane if inclination is nonzero.
Maximum size of the asteroids.
Value must be greater or equal to 0.0
Minimum size of the asteroids.
Value must be greater or equal to 0.0
Greatest distance from the planet asteroids can spawn
Value must be greater or equal to 0.0
How the asteroids are generated
No Additional Properties
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
Value must be greater or equal to 0.0
Number used to randomize asteroid positions
Describes this Body's atmosphere
Colour of atmospheric shader on the planet.
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
How intense should the sun appear in the sky.
Also affects general atmosphere brightness.
Default value of 1 matches Timber Hearth.
If not set, this will be determined based off the distance to the sun.
Value must be greater or equal to 0.0
Describes the clouds in the atmosphere
Should these clouds be based on Giant's Deep's banded clouds, or the Quantum Moon's non-banded clouds?
Must be one of:
- "giantsDeep"
- "quantumMoon"
- "basic"
- "transparent"
Relative filepath to the cloud cap texture, if the planet has clouds.
Fluid type for sounds/effects when colliding with this cloud.
Must be one of:
- "none"
- "water"
- "cloud"
- "sand"
- "plasma"
Add lightning to this planet like on Giant's Deep.
Radius from the center to the inner layer of the clouds.
Colour gradient of the lightning, time is in seconds.
Each item of this array must be:
No Additional Properties
No Additional Properties
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
Radius from the center to the outer layer of the clouds.
Relative filepath to the cloud ramp texture, if the planet has clouds. If you don't put anything here it will be
auto-generated.
Relative filepath to the cloud texture, if the planet has clouds.
Colour of the inner cloud layer.
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
If the top layer shouldn't have shadows. Set to true if you're making a brown dwarf for example.
How fast the clouds will rotate relative to the planet in degrees per second.
How dense the fog is, if you put fog.
Value must be greater or equal to 0.0
and lesser or equal to 1.0
Radius of fog sphere, independent of the atmosphere. This has to be set for there to be fog.
Value must be greater or equal to 0.0
Colour of fog on the planet, if you put fog.
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
Lets you survive on the planet without a suit.
Does this planet have trees? This will change the notification from "Oxygen tank refilled" to "Trees detected, oxygen tank refilled".
Does this planet have rain?
Does this planet have snow?
Scale height of the atmosphere
Whether we use an atmospheric shader on the planet. Doesn't affect clouds, fog, rain, snow, oxygen, etc. Purely
visual.
Whether this atmosphere will have flames appear when your ship goes a certain speed.
Minimum speed that your ship can go in the atmosphere where flames will appear.
Maximum speed that your ship can go in the atmosphere where flames will appear at their brightest.
Base Properties of this Body
Set this to true if you are replacing the sun with a different body. Only one object in a star system should ever
have this set to true.
How gravity falls off with distance. Most planets use linear but the sun and some moons use inverseSquared.
Must be one of:
- "linear"
- "inverseSquared"
Radius of a simple sphere used as the ground for the planet. If you want to use more complex terrain, leave this as
0.
If the body should have a marker on the map screen.
Can this planet survive entering a star?
Do we show the minimap when walking around this planet?
An override for the radius of the planet's gravitational sphere of influence. Optional
The acceleration due to gravity felt as the surfaceSize. Timber Hearth has 12 for reference
A scale height used for a number of things. Should be the approximate radius of the body.
Optional. You can force this planet's gravity to be felt over other gravity/zero-gravity sources by increasing this number.
Add bramble nodes to this planet and/or make this planet a bramble dimension
Defining this value will make this body a bramble dimension. Leave it null to not do that.
The color of the fog inside this dimension.
Leave blank for the default grayish color: (84, 83, 73)
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
The density of the fog inside this dimension. The default is 6.
The name of the node that the player is taken to when exiting this dimension.
The internal radius (in meters) of the dimension.
The default is 750 for the Hub, Escape Pod, and Angler Nest dimensions, and 500 for the others.
The dimension the vines will be copied from.
Only a handful are available due to batched colliders.
Must be one of:
- "none"
- "hub"
- "cluster"
- "smallNest"
- "exitOnly"
An array of integers from 0-5. By default, all entrances are allowed. To force this dimension to warp players in from only one point (like the anglerfish nest dimension in the base game) set this value to [3], [5], or similar. Values of 0-5 only.
Each item of this array must be:
Place nodes/seeds that take you to other bramble dimensions
Each item of this array must be:
No Additional Properties
Rotation of the object
Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.
Defaults to true for geysers, tornados, and volcanoes, and false for everything else.
Position of the object
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
An optional rename of this object
The physical scale of the node, as a multiplier of the original size.
Nodes are 150m across, seeds are 10m across.
The name of the planet that hosts the dimension this node links to
The name of this node. Only required if this node should serve as an exit.
Set this to true to make this node a seed instead of a node the player can enter
The color of the fog inside the node.
Leave blank for the default yellowish white color: (255, 245, 217, 255)
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
The color of the light from the node. Alpha controls brightness.
Leave blank for the default white color.
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
Should this node have a point of light from afar?
By default, nodes will have a foglight, while seeds won't, and neither will if not in a dimension.
An array of integers from 0-5. By default, all exits are allowed. To force this node to warp players out from only one hole set this value to [3], [5], or similar. Values of 0-5 only.
Each item of this array must be:
If your game hard crashes upon entering bramble, it's most likely because you have indirectly recursive dimensions, i.e. one leads to another that leads back to the first one.
Set this to true for one of the nodes in the recursion to fix this, at the cost of it no longer showing markers for the scout, ship, etc.
Add a cloaking field to this planet
Radius of the cloaking field around the planet. It's a bit finicky so experiment with different values. If you
don't want a cloak, leave this as 0.
The audio that will play when entering the cloaking field. Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list.
Make this body into a focal point (barycenter)
Name of the primary planet in this binary system
Name of the secondary planet in this binary system
Add funnel from this planet to another
Scale this object over time
Each item of this array must be:
No Additional Properties
A specific point in time
The value for this point in time
The planet the funnel will flow to
Tint of the funnel
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
Type of fluid the funnel transfers
Must be one of:
- "sand"
- "water"
- "lava"
- "star"
Generate the surface of this planet using a heightmap
Relative filepath to the texture used for the terrain height.
The highest points on your planet will be at this height.
Value must be greater or equal to 0.0
The lowest points on your planet will be at this height.
Value must be greater or equal to 0.0
The scale of the terrain.
Resolution of the heightmap.
Higher values means more detail but also more memory/cpu/gpu usage.
This value will be 1:1 with the heightmap texture width, but only at the equator.
Value must be greater or equal to 4.0
and lesser or equal to 2000.0
Relative filepath to the texture used for the terrain colors.
Relative filepath to the texture used for the terrain's smoothness and metallic, which are controlled by the texture's alpha and red channels respectively. Optional.
Typically black with variable transparency, when metallic isn't wanted.
How "glossy" the surface is, where 0 is diffuse, and 1 is like a mirror.
Multiplies with the alpha of the smoothness map if using one.
Value must be greater or equal to 0.0
and lesser or equal to 1.0
How metallic the surface is, from 0 to 1.
Multiplies with the red of the smoothness map if using one.
Value must be greater or equal to 0.0
and lesser or equal to 1.0
Relative filepath to the texture used for the normal (aka bump) map. Optional.
Strength of the normal map. Usually 0-1, but can go above, or negative to invert the map.
Relative filepath to the texture used for emission. Optional.
Color multiplier of the emission texture. Defaults to white.
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
Relative filepath to the texture used for blending up to 5 tiles together, using the red, green, blue, and alpha channels, plus a lack of all 4 for a fifth "base" tile.
Optional, even if using tiles (defaults to white, therefore either base or all other channels will be active).
An optional set of textures that can tile and combine with the main maps. This tile will appear when all other tile channels are absent in the blend map, or when no other tiles are defined.
Note that tiles will not be active from afar, so it is recommended to make the main textures control the general appearance, and make the tiles handle up close details.
The size, in meters, of each tile.
Value must be greater or equal to 0.0
Relative filepath to a color texture. Optional.
Note that this tile texture will be multiplied with the main texture map. This means that white will multiply by 2, black by 0, and grey by 1.
Thus, a texture that stays near (128, 128, 128) will blend nicely with the main texture map below.
Colors other than greyscale can be used, but they might multiply strangely.
Relative filepath to a texture for smoothness and metallic, which are controlled by the texture's alpha and red channels respectively. Optional.
Note that this tile texture will be multiplied with the main smoothness map and/or values. This means that black/red will multiply by 2, transparent by 0, and half transparent by 1.
Thus, a texture that stays near half alpha/red will blend nicely with the main smoothness map below.
Relative filepath to a normal (aka bump) texture. Optional.
Blends additively with the main normal map.
Strength of the tile normal. Usually 0-1, but can go above, or negative to invert the map.
An optional set of textures that can tile and combine with the main maps. The distribution of this tile is controlled by red channel of the blend map.
Note that tiles will not be active from afar, so it is recommended to make the main maps control the general appearance more than the tiles.
The size, in meters, of each tile.
Value must be greater or equal to 0.0
Relative filepath to a color texture. Optional.
Note that this tile texture will be multiplied with the main texture map. This means that white will multiply by 2, black by 0, and grey by 1.
Thus, a texture that stays near (128, 128, 128) will blend nicely with the main texture map below.
Colors other than greyscale can be used, but they might multiply strangely.
Relative filepath to a texture for smoothness and metallic, which are controlled by the texture's alpha and red channels respectively. Optional.
Note that this tile texture will be multiplied with the main smoothness map and/or values. This means that black/red will multiply by 2, transparent by 0, and half transparent by 1.
Thus, a texture that stays near half alpha/red will blend nicely with the main smoothness map below.
Relative filepath to a normal (aka bump) texture. Optional.
Blends additively with the main normal map.
Strength of the tile normal. Usually 0-1, but can go above, or negative to invert the map.
An optional set of textures that can tile and combine with the main maps. The distribution of this tile is controlled by green channel of the blend map.
Note that tiles will not be active from afar, so it is recommended to make the main maps control the general appearance more than the tiles.
The size, in meters, of each tile.
Value must be greater or equal to 0.0
Relative filepath to a color texture. Optional.
Note that this tile texture will be multiplied with the main texture map. This means that white will multiply by 2, black by 0, and grey by 1.
Thus, a texture that stays near (128, 128, 128) will blend nicely with the main texture map below.
Colors other than greyscale can be used, but they might multiply strangely.
Relative filepath to a texture for smoothness and metallic, which are controlled by the texture's alpha and red channels respectively. Optional.
Note that this tile texture will be multiplied with the main smoothness map and/or values. This means that black/red will multiply by 2, transparent by 0, and half transparent by 1.
Thus, a texture that stays near half alpha/red will blend nicely with the main smoothness map below.
Relative filepath to a normal (aka bump) texture. Optional.
Blends additively with the main normal map.
Strength of the tile normal. Usually 0-1, but can go above, or negative to invert the map.
An optional set of textures that can tile and combine with the main maps. The distribution of this tile is controlled by blue channel of the blend map.
Note that tiles will not be active from afar, so it is recommended to make the main maps control the general appearance more than the tiles.
The size, in meters, of each tile.
Value must be greater or equal to 0.0
Relative filepath to a color texture. Optional.
Note that this tile texture will be multiplied with the main texture map. This means that white will multiply by 2, black by 0, and grey by 1.
Thus, a texture that stays near (128, 128, 128) will blend nicely with the main texture map below.
Colors other than greyscale can be used, but they might multiply strangely.
Relative filepath to a texture for smoothness and metallic, which are controlled by the texture's alpha and red channels respectively. Optional.
Note that this tile texture will be multiplied with the main smoothness map and/or values. This means that black/red will multiply by 2, transparent by 0, and half transparent by 1.
Thus, a texture that stays near half alpha/red will blend nicely with the main smoothness map below.
Relative filepath to a normal (aka bump) texture. Optional.
Blends additively with the main normal map.
Strength of the tile normal. Usually 0-1, but can go above, or negative to invert the map.
An optional set of textures that can tile and combine with the main maps. The distribution of this tile is controlled by alpha channel of the blend map.
Note that tiles will not be active from afar, so it is recommended to make the main maps control the general appearance more than the tiles.
The size, in meters, of each tile.
Value must be greater or equal to 0.0
Relative filepath to a color texture. Optional.
Note that this tile texture will be multiplied with the main texture map. This means that white will multiply by 2, black by 0, and grey by 1.
Thus, a texture that stays near (128, 128, 128) will blend nicely with the main texture map below.
Colors other than greyscale can be used, but they might multiply strangely.
Relative filepath to a texture for smoothness and metallic, which are controlled by the texture's alpha and red channels respectively. Optional.
Note that this tile texture will be multiplied with the main smoothness map and/or values. This means that black/red will multiply by 2, transparent by 0, and half transparent by 1.
Thus, a texture that stays near half alpha/red will blend nicely with the main smoothness map below.
Relative filepath to a normal (aka bump) texture. Optional.
Blends additively with the main normal map.
Strength of the tile normal. Usually 0-1, but can go above, or negative to invert the map.
Add lava to this planet
Scale this object over time
Each item of this array must be:
No Additional Properties
A specific point in time
The value for this point in time
Size of the lava sphere
Tint of the lava
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
Describes this Body's orbit (or lack there of)
Specify this if you want the body to remain stationary at a given location (ie not orbit its parent). Required for Bramble dimensions
The name of the body this one will orbit around
Is this the moon of a planet? Used for determining when its name is shown on the map.
The angle between the normal to the orbital plane and its axis of rotation.
Rotation period in minutes.
Should the body always have one side facing its primary?
If it is tidally locked, this direction will face towards the primary. Ex: Interloper uses 0, -1, 0
. Most planets
will want something like -1, 0, 0
.
Referring to the orbit line in the map screen.
Should the orbit line be dotted?
Is the body meant to stay in one place without moving? If staticPosition is not set, the initial position
will be determined using its orbital parameters.
Colour of the orbit-line in the map view.
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
Should we just draw a line behind its orbit instead of the entire circle/ellipse?
The semi-major axis of the ellipse that is the body's orbit. For a circular orbit this is the radius.
Value must be greater or equal to 0.0
The angle (in degrees) between the body's orbit and the plane of the star system
An angle (in degrees) defining the point where the orbit of the body rises above the orbital plane if it has
nonzero inclination.
At 0 the orbit is a circle. The closer to 1 it is, the more oval-shaped the orbit is.
Value must be greater or equal to 0.0
and lesser or equal to 1.0
An angle (in degrees) defining the location of the periapsis (the closest distance to it's primary body) if it has
nonzero eccentricity.
Where the planet should start off in its orbit in terms of the central angle.
Procedural Generation
No Additional Properties
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
Value must be greater or equal to 0.0
Spawn various objects on this body
Place props in predefined positions on the planet
Each item of this array must be:
No Additional Properties
Rotation of the object
Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.
Defaults to true for geysers, tornados, and volcanoes, and false for everything else.
Position of the object
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
An optional rename of this object
Relative filepath to an asset-bundle to load the prefab defined in path
from
Either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle
A list of children to remove from this detail
Each item of this array must be:
Do we reset all the components on this object? Useful for certain props that have dialogue components attached to
them.
Scale the prop
Scale each axis of the prop. Overrides scale
.
If this value is not null, this prop will be quantum. Assign this field to the id of the quantum group it should be a part of. The group it is assigned to determines what kind of quantum object it is
Should this detail stay loaded even if you're outside the sector (good for very large props)
Should this object dynamically move around?
This tries to make all mesh colliders convex, as well as adding a sphere collider in case the detail has no others.
The mass of the physics object.
Most pushable props use the default value, which matches the player mass.
The radius that the added sphere collider will use for physics collision.
If there's already good colliders on the detail, you can make this 0.
Set to true if this object's lighting should ignore the effects of sunlight
Add dialogue triggers to this planet
Each item of this array must be:
No Additional Properties
Position of the object
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
An optional rename of this object
Prevents the dialogue from being created after a specific persistent condition is set. Useful for remote dialogue
triggers that you want to have happen only once.
If a pathToAnimController is supplied, if you are within this distance the character will look at you. If it is set
to 0, they will only look at you when spoken to.
If this dialogue is meant for a character, this is the relative path from the planet to that character's
CharacterAnimController, TravelerController, TravelerEyeController (eye of the universe), FacePlayerWhenTalking, or SolanumAnimController.
If none of those components are present it will add a FacePlayerWhenTalking component.
Radius of the spherical collision volume where you get the "talk to" prompt when looking at. If you use a
remoteTrigger, you can set this to 0 to make the dialogue only trigger remotely.
Distance from radius the prompt appears
Allows you to trigger dialogue from a distance when you walk into an area.
Position of the object
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
An optional rename of this object
The radius of the remote trigger volume.
This condition must be met for the remote trigger volume to trigger.
Relative path to the xml file defining the dialogue.
What type of flashlight toggle to do when dialogue is interacted with
Must be one of:
- "turnOff"
- "turnOffThenOn"
- "none"
Add ship log entry locations on this planet
Each item of this array must be:
No Additional Properties
Position of the object
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
An optional rename of this object
Whether this location is cloaked
ID of the entry this location relates to
Add Geysers to this planet
Each item of this array must be:
No Additional Properties
Rotation of the object
Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.
Defaults to true for geysers, tornados, and volcanoes, and false for everything else.
Position of the object
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
An optional rename of this object
Vertical offset of the geyser. From 0, the bubbles start at a height of 10, the shaft at 67, and the spout at 97.5.
Force of the geyser on objects
Time in seconds eruptions last for
Time in seconds between eruptions
Color of the geyser. Alpha sets the particle density.
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
Disable the individual particle systems of the geyser
Disable the individual particle systems of the geyser
Disable the individual particle systems of the geyser
Loudness of the geyser
Add translatable text to this planet
Each item of this array must be:
No Additional Properties
Rotation of the object
Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.
Defaults to true for geysers, tornados, and volcanoes, and false for everything else.
Position of the object
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
An optional rename of this object
Additional information about each arc in the text
Each item of this array must be:
No Additional Properties
The type of text to display.
Must be one of:
- "adult"
- "child"
- "stranger"
- "teenager"
The local position of this object on the wall. If specified, auto spiral will not touch this arc.
The z euler angle for this arc. If specified, auto spiral will not touch this arc.
Whether to flip the spiral from left-curling to right-curling or vice versa. If specified, auto spiral will not touch this arc.
The random seed used to pick what the text arcs will look like.
Only for wall text. Aligns wall text to face towards the given direction, with 'up' oriented relative to its current rotation or alignment.
The type of object this is.
Must be one of:
- "wall"
- "scroll"
- "computer"
- "cairn"
- "recorder"
- "preCrashRecorder"
- "preCrashComputer"
- "trailmarker"
- "cairnVariant"
- "whiteboard"
The location of this object. Arcs will be blue if their locations match the wall, else orange.
Must be one of:
- "unspecified"
- "a"
- "b"
The relative path to the xml file for this object.
Details which will be shown from 50km away. Meant to be lower resolution.
Each item of this array must be:
No Additional Properties
Rotation of the object
Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.
Defaults to true for geysers, tornados, and volcanoes, and false for everything else.
Position of the object
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
An optional rename of this object
Relative filepath to an asset-bundle to load the prefab defined in path
from
Either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle
A list of children to remove from this detail
Each item of this array must be:
Do we reset all the components on this object? Useful for certain props that have dialogue components attached to
them.
Scale the prop
Scale each axis of the prop. Overrides scale
.
If this value is not null, this prop will be quantum. Assign this field to the id of the quantum group it should be a part of. The group it is assigned to determines what kind of quantum object it is
Should this detail stay loaded even if you're outside the sector (good for very large props)
Should this object dynamically move around?
This tries to make all mesh colliders convex, as well as adding a sphere collider in case the detail has no others.
The mass of the physics object.
Most pushable props use the default value, which matches the player mass.
The radius that the added sphere collider will use for physics collision.
If there's already good colliders on the detail, you can make this 0.
Set to true if this object's lighting should ignore the effects of sunlight
Add rafts to this planet
Each item of this array must be:
No Additional Properties
Rotation of the object
Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.
Defaults to true for geysers, tornados, and volcanoes, and false for everything else.
Position of the object
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
An optional rename of this object
Acceleration of the raft. Default acceleration is 5.
Scatter props around this planet's surface
Each item of this array must be:
No Additional Properties
Relative filepath to an asset-bundle
Number of props to scatter
Offset this prop once it is placed
Either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle
Rotate this prop once it is placed
Scale this prop once it is placed
Scale each axis of the prop. Overrides scale
.
The number used as entropy for scattering the props
The lowest height that these object will be placed at (only relevant if there's a heightmap)
The highest height that these objects will be placed at (only relevant if there's a heightmap)
Should we try to prevent overlap between the scattered details? True by default. If it's affecting load times turn it off.
Should this detail stay loaded even if you're outside the sector (good for very large props)
Add slideshows (from the DLC) to the planet
Each item of this array must be:
No Additional Properties
Rotation of the object
Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.
Defaults to true for geysers, tornados, and volcanoes, and false for everything else.
Position of the object
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
An optional rename of this object
The ship log facts revealed after finishing this slide reel.
Each item of this array must be:
The ship log facts that make the reel play when they are displayed in the computer (by selecting entries or arrows).
You should probably include facts from reveals
here.
If you only specify a rumor fact, then it would only play in its ship log entry if this has revealed only
rumor facts because an entry with revealed explore facts doesn't display rumor facts.
Each item of this array must be:
The list of slides for this object.
Each item of this array must be:
No Additional Properties
Ambient light colour when viewing this slide.
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
Ambient light intensity when viewing this slide.
Ambient light range when viewing this slide.
The name of the AudioClip that will continuously play while watching these slides
The time to fade into the backdrop audio
The name of the AudioClip for a one-shot sound when opening the slide.
The time delay until the one-shot audio
Before viewing this slide, there will be a black frame for this many seconds.
The path to the image file for this slide.
Play-time duration for auto-projector slides.
Ship log fact revealed when viewing this slide
Spotlight intensity modifier when viewing this slide.
The type of object this is.
Must be one of:
- "slideReel"
- "autoProjector"
- "visionTorchTarget"
- "standingVisionTorch"
A list of quantum groups that props can be added to. An example of a group would be a list of possible locations for a QuantumSocketedObject.
Each item of this array must be:
No Additional Properties
What type of group this is: does it define a list of states a single quantum object could take or a list of sockets one or more quantum objects could share?
Must be one of:
- "sockets"
- "states"
- "FailedValidation"
A unique string used by props (that are marked as quantum) use to refer back to this group
Only required if type is sockets
. This lists all the possible locations for any props assigned to this group.
Each item of this array must be:
No Additional Properties
Rotation of the object
Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.
Defaults to true for geysers, tornados, and volcanoes, and false for everything else.
Position of the object
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
An optional rename of this object
The probability any props that are part of this group will occupy this socket
Optional. Only used if type is states
. If this is true, then the first prop made part of this group will be used to construct a visibility box for an empty game object, which will be considered one of the states.
Optional. Only used if type is states
. If this is true, then the states will be presented in order, rather than in a random order
Optional. Only used if type is states
and sequential
is true. If this is false, then after the last state has appeared, the object will no longer change state
Add tornadoes to this planet
Each item of this array must be:
No Additional Properties
Rotation of the object
Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.
Defaults to true for geysers, tornados, and volcanoes, and false for everything else.
Position of the object
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
An optional rename of this object
Alternative to setting the position. Will choose a random place at this elevation.
The height of this tornado.
The colour of the tornado.
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
What type of cyclone should this be? Upwards and downwards are both tornados and will push in that direction.
Must be one of:
- "upwards"
- "downwards"
- "hurricane"
Angular distance from the starting position that it will wander, in terms of the angle around the x-axis.
Angular distance from the starting position that it will wander, in terms of the angle around the z-axis.
The rate at which the tornado will wander around the planet. Set to 0 for it to be stationary. Should be around
0.1.
The maximum distance at which you'll hear the sounds of the cyclone. If not set it will scale relative to the size of the cyclone.
Fluid type for sounds/effects when colliding with this tornado.
Must be one of:
- "none"
- "water"
- "cloud"
- "sand"
- "plasma"
Add volcanoes to this planet
Each item of this array must be:
No Additional Properties
Rotation of the object
Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.
Defaults to true for geysers, tornados, and volcanoes, and false for everything else.
Position of the object
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
An optional rename of this object
The colour of the meteor's lava.
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
Maximum time between meteor launches.
Maximum random speed at which meteors are launched.
Minimum time between meteor launches.
Minimum random speed at which meteors are launched.
Scale of the meteors.
The colour of the meteor's stone.
The red component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour from 0-255, higher values will make the colour glow if applicable.
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The alpha (opacity) component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 255.0
Add black/white-holes to this planet
Each item of this array must be:
No Additional Properties
Rotation of the object
Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.
Defaults to true for geysers, tornados, and volcanoes, and false for everything else.
Position of the object
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
An optional rename of this object
Scale this object over time
Each item of this array must be:
No Additional Properties
A specific point in time
The value for this point in time
The uniqueID of the white hole or black hole that is paired to this one. If you don't set a value, entering will kill
the player
The uniqueID of this white hole or black hole. If not set it will default to the name of the planet
Radius of the event horizon (solid part)
Value must be greater or equal to 0.0
Radius of the distortion effects. Defaults to 2.5 * horizonRadius
Value must be greater or equal to 0.0
If you want a black hole to load a new star system scene, put its name here.
Type of singularity (white hole or black hole)
Must be one of:
- "blackHole"
- "whiteHole"
Whether a black hole emits blue particles upon warping. It doesn't scale, so disabling this for small black holes is recommended
Optional override for the render queue. If the singularity is rendering oddly, increasing this to 3000 can help
Value must be greater or equal to 2501.0
and lesser or equal to 3500.0
Add signalscope signals to this planet
Each item of this array must be:
No Additional Properties
The audio to use. Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list.
At this distance the sound is at its loudest.
The sound will drop off by this distance (Note: for signals, this only effects when it is heard aloud and not via the signalscope).
How loud the sound will play
Position of the object
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
An optional rename of this object
How close the player must get to the signal to detect it. This is when you get the "Unknown Signal Detected"
notification.
Value must be greater or equal to 0.0
The frequency ID of the signal. The built-in game values are Default
, Traveler
, Quantum
, EscapePod
,Statue
, WarpCore
, HideAndSeek
, and Radio
. You can also put a custom value.
How close the player must get to the signal to identify it. This is when you learn its name.
Value must be greater or equal to 0.0
Only set to true
if you are putting this signal inside a cloaking field.
The unique ID of the signal.
false
if the player can hear the signal without equipping the signal-scope.
A ship log fact to reveal when the signal is identified.
Radius of the sphere giving off the signal.
Add projection pools/platforms, whiteboards, and stones to this planet
Each item of this array must be:
No Additional Properties
The unique remote id
Icon that the will show on the stone, pedastal of the whiteboard, and pedastal of the platform.
Whiteboard that the stones can put text onto
Rotation of the object
Do we try to automatically align this object to stand upright relative to the body's center? Stacks with rotation.
Defaults to true for geysers, tornados, and volcanoes, and false for everything else.
Position of the object
The relative path from the planet to the parent of this object. Optional (will default to the root sector).
Whether the positional and rotational coordinates are relative to parent instead of the root planet object.
An optional rename of this object
The text for each stone
Each item of this array must be:
No Additional Properties
The id of the stone this text will appear for
Additional information about each arc in the text
Each item of this array must be:
No Additional Properties
The type of text to display.
Must be one of:
- "adult"
- "child"
- "stranger"
- "teenager"
The local position of this object on the wall. If specified, auto spiral will not touch this arc.
The z euler angle for this arc. If specified, auto spiral will not touch this arc.
Whether to flip the spiral from left-curling to right-curling or vice versa. If specified, auto spiral will not touch this arc.
The random seed used to pick what the text arcs will look like.
The location of this object. Arcs will be blue if their locations match the wall, else orange.
Must be one of:
- "unspecified"
- "a"
- "b"
The relative path to the xml file for this object.
An optional rename of this object
Disable the wall, leaving only the pedestal and text.
Camera platform that the stones can project to and from
Rotation of the object