Celestial Body Schema

Type: object

Describes a celestial body to generate

No Additional Properties

Type: string

Unique name of your planet

Must be at least 1 characters long

Type: string
Default: "SolarSystem"

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.

Type: boolean

Does this config describe a quantum state of a custom planet defined in another file?

Type: boolean

Does this config describe a stellar remnant of a custom star defined in another file?

Type: boolean
Default: true

Should this planet ever be shown on the title screen?

Type: boolean

true if you want to delete this planet

Type: array of string

A list of paths to child GameObjects to destroy on this planet

Each item of this array must be:

Type: array

Add ambient lights to this body

Each item of this array must be:

Type: object

No Additional Properties

Type: null or number

The range of the light. Defaults to surfaceSize * 2.

Type: null or number

The lower radius where the light is brightest, fading in from outerRadius. Defaults to surfaceSize.

Type: number
Default: 1.0

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

Type: object

The tint of the light

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: boolean
Default: false

If true, the light will work as a shell between inner and outer radius.

Type: object

The position of the light

No Additional Properties

Type: object

Generate asteroids around this body

No Additional Properties

Type: integer
Default: -1

Amount of asteroids to create.

Value must be greater or equal to -1.0 and lesser or equal to 200.0

Type: number

Angle between the rings and the equatorial plane of the planet.

Type: number

Lowest distance from the planet asteroids can spawn

Value must be greater or equal to 0.0

Type: number

Angle defining the point where the rings rise up from the planet's equatorial plane if inclination is nonzero.

Type: number
Default: 50

Maximum size of the asteroids.

Value must be greater or equal to 0.0

Type: number
Default: 20

Minimum size of the asteroids.

Value must be greater or equal to 0.0

Type: number

Greatest distance from the planet asteroids can spawn

Value must be greater or equal to 0.0

Type: object

How the asteroids are generated

No Additional Properties

Type: object

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: number

Value must be greater or equal to 0.0

Type: integer

Number used to randomize asteroid positions

Type: object

Describes this Body's atmosphere

No Additional Properties

Type: object

Colour of atmospheric shader on the planet.

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: number

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

Type: object

Describes the clouds in the atmosphere

No Additional Properties

Type: enum (of string)

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"

Type: string

Relative filepath to the cloud cap texture, if the planet has clouds.

Type: enum (of string)
Default: "cloud"

Fluid type for sounds/effects when colliding with this cloud.

Must be one of:

  • "none"
  • "water"
  • "cloud"
  • "sand"
  • "plasma"

Type: boolean

Add lightning to this planet like on Giant's Deep.

Type: number

Radius from the center to the inner layer of the clouds.

Type: array

Colour gradient of the lightning, time is in seconds.

Each item of this array must be:

Type: object

No Additional Properties

Type: object

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: number

Radius from the center to the outer layer of the clouds.

Type: string

Relative filepath to the cloud ramp texture, if the planet has clouds. If you don't put anything here it will be
auto-generated.

Type: string

Relative filepath to the cloud texture, if the planet has clouds.

Type: object

Colour of the inner cloud layer.

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: boolean

If the top layer shouldn't have shadows. Set to true if you're making a brown dwarf for example.

Type: number
Default: 0.0

How fast the clouds will rotate relative to the planet in degrees per second.

Type: number

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

Type: number

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

Type: object

Colour of fog on the planet, if you put fog.

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: boolean

Lets you survive on the planet without a suit.

Type: boolean

Does this planet have trees? This will change the notification from "Oxygen tank refilled" to "Trees detected, oxygen tank refilled".

Type: boolean

Does this planet have rain?

Type: boolean

Does this planet have snow?

Type: number

Scale height of the atmosphere

Type: boolean

Whether we use an atmospheric shader on the planet. Doesn't affect clouds, fog, rain, snow, oxygen, etc. Purely
visual.

Type: boolean
Default: true

Whether this atmosphere will have flames appear when your ship goes a certain speed.

Type: number
Default: 100.0

Minimum speed that your ship can go in the atmosphere where flames will appear.

Type: number
Default: 300.0

Maximum speed that your ship can go in the atmosphere where flames will appear at their brightest.

Type: object

Base Properties of this Body

No Additional Properties

Type: boolean

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.

Type: enum (of string)
Default: "linear"

How gravity falls off with distance. Most planets use linear but the sun and some moons use inverseSquared.

Must be one of:

  • "linear"
  • "inverseSquared"

Type: number

Radius of a simple sphere used as the ground for the planet. If you want to use more complex terrain, leave this as
0.

Type: boolean

If the body should have a marker on the map screen.

Type: boolean

Can this planet survive entering a star?

Type: boolean
Default: true

Do we show the minimap when walking around this planet?

Type: number

An override for the radius of the planet's gravitational sphere of influence. Optional

Type: number

The acceleration due to gravity felt as the surfaceSize. Timber Hearth has 12 for reference

Type: number

A scale height used for a number of things. Should be the approximate radius of the body.

Type: integer

Optional. You can force this planet's gravity to be felt over other gravity/zero-gravity sources by increasing this number.

Type: object

Add bramble nodes to this planet and/or make this planet a bramble dimension

No Additional Properties

Type: object

Defining this value will make this body a bramble dimension. Leave it null to not do that.

No Additional Properties

Type: object

The color of the fog inside this dimension.
Leave blank for the default grayish color: (84, 83, 73)

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: number
Default: 6.0

The density of the fog inside this dimension. The default is 6.

Type: string

The name of the node that the player is taken to when exiting this dimension.

Type: number
Default: 750.0

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.

Type: enum (of string)
Default: "hub"

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"

Type: array of integer

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:

Type: array

Place nodes/seeds that take you to other bramble dimensions

Each item of this array must be:

Type: object

No Additional Properties

Type: object

Rotation of the object

No Additional Properties

Type: boolean or null

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.

Type: object

Position of the object

No Additional Properties

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.

Type: string

An optional rename of this object

Type: number
Default: 1.0

The physical scale of the node, as a multiplier of the original size.
Nodes are 150m across, seeds are 10m across.

Type: string

The name of the planet that hosts the dimension this node links to

Type: string

The name of this node. Only required if this node should serve as an exit.

Type: boolean
Default: false

Set this to true to make this node a seed instead of a node the player can enter

Type: object

The color of the fog inside the node.
Leave blank for the default yellowish white color: (255, 245, 217, 255)

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: object

The color of the light from the node. Alpha controls brightness.
Leave blank for the default white color.

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: boolean or null

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.

Type: array of integer

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:

Type: boolean
Default: false

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.

Type: object

Add a cloaking field to this planet

No Additional Properties

Type: number

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.

Type: string

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.

Type: object

Make this body into a focal point (barycenter)

No Additional Properties

Type: string

Name of the primary planet in this binary system

Type: string

Name of the secondary planet in this binary system

Type: object

Add funnel from this planet to another

No Additional Properties

Type: array

Scale this object over time

Each item of this array must be:

Type: object

No Additional Properties

Type: number

A specific point in time

Type: number

The value for this point in time

Type: string

The planet the funnel will flow to

Type: object

Tint of the funnel

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: enum (of string)
Default: "sand"

Type of fluid the funnel transfers

Must be one of:

  • "sand"
  • "water"
  • "lava"
  • "star"

Type: object

Generate the surface of this planet using a heightmap

No Additional Properties

Type: string

Relative filepath to the texture used for the terrain height.

Type: number

The highest points on your planet will be at this height.

Value must be greater or equal to 0.0

Type: number

The lowest points on your planet will be at this height.

Value must be greater or equal to 0.0

Type: object

The scale of the terrain.

No Additional Properties

Type: number

Type: number

Type: number

Type: integer
Default: 204

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

Type: string

Relative filepath to the texture used for the terrain colors.

Type: string

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.

Type: number
Default: 0.0

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

Type: number
Default: 0.0

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

Type: string

Relative filepath to the texture used for the normal (aka bump) map. Optional.

Type: number
Default: 1.0

Strength of the normal map. Usually 0-1, but can go above, or negative to invert the map.

Type: string

Relative filepath to the texture used for emission. Optional.

Type: object

Color multiplier of the emission texture. Defaults to white.

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: string

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).

Type: object

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.

No Additional Properties

Type: number
Default: 1.0

The size, in meters, of each tile.

Value must be greater or equal to 0.0

Type: string

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.

Type: string

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.

Type: string

Relative filepath to a normal (aka bump) texture. Optional.
Blends additively with the main normal map.

Type: number
Default: 1.0

Strength of the tile normal. Usually 0-1, but can go above, or negative to invert the map.

Type: object

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.

No Additional Properties

Type: number
Default: 1.0

The size, in meters, of each tile.

Value must be greater or equal to 0.0

Type: string

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.

Type: string

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.

Type: string

Relative filepath to a normal (aka bump) texture. Optional.
Blends additively with the main normal map.

Type: number
Default: 1.0

Strength of the tile normal. Usually 0-1, but can go above, or negative to invert the map.

Type: object

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.

No Additional Properties

Type: number
Default: 1.0

The size, in meters, of each tile.

Value must be greater or equal to 0.0

Type: string

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.

Type: string

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.

Type: string

Relative filepath to a normal (aka bump) texture. Optional.
Blends additively with the main normal map.

Type: number
Default: 1.0

Strength of the tile normal. Usually 0-1, but can go above, or negative to invert the map.

Type: object

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.

No Additional Properties

Type: number
Default: 1.0

The size, in meters, of each tile.

Value must be greater or equal to 0.0

Type: string

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.

Type: string

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.

Type: string

Relative filepath to a normal (aka bump) texture. Optional.
Blends additively with the main normal map.

Type: number
Default: 1.0

Strength of the tile normal. Usually 0-1, but can go above, or negative to invert the map.

Type: object

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.

No Additional Properties

Type: number
Default: 1.0

The size, in meters, of each tile.

Value must be greater or equal to 0.0

Type: string

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.

Type: string

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.

Type: string

Relative filepath to a normal (aka bump) texture. Optional.
Blends additively with the main normal map.

Type: number
Default: 1.0

Strength of the tile normal. Usually 0-1, but can go above, or negative to invert the map.

Type: object

Add lava to this planet

No Additional Properties

Type: array

Scale this object over time

Each item of this array must be:

Type: object

No Additional Properties

Type: number

A specific point in time

Type: number

The value for this point in time

Type: number

Size of the lava sphere

Type: object

Tint of the lava

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: object

Describes this Body's orbit (or lack there of)

No Additional Properties

Type: object

Specify this if you want the body to remain stationary at a given location (ie not orbit its parent). Required for Bramble dimensions

No Additional Properties

Type: number

Type: number

Type: number

Type: string

The name of the body this one will orbit around

Type: boolean

Is this the moon of a planet? Used for determining when its name is shown on the map.

Type: number

The angle between the normal to the orbital plane and its axis of rotation.

Type: number

Rotation period in minutes.

Type: boolean

Should the body always have one side facing its primary?

Type: object

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.

No Additional Properties

Type: number

Type: number

Type: number

Type: boolean
Default: true

Referring to the orbit line in the map screen.

Type: boolean

Should the orbit line be dotted?

Type: boolean

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.

Type: object

Colour of the orbit-line in the map view.

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: boolean

Should we just draw a line behind its orbit instead of the entire circle/ellipse?

Type: number
Default: 5000.0

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

Type: number

The angle (in degrees) between the body's orbit and the plane of the star system

Type: number

An angle (in degrees) defining the point where the orbit of the body rises above the orbital plane if it has
nonzero inclination.

Type: number

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

Type: number

An angle (in degrees) defining the location of the periapsis (the closest distance to it's primary body) if it has
nonzero eccentricity.

Type: number

Where the planet should start off in its orbit in terms of the central angle.

Type: object

Procedural Generation

No Additional Properties

Type: object

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: number

Value must be greater or equal to 0.0

Type: object

Spawn various objects on this body

No Additional Properties

Type: array

Place props in predefined positions on the planet

Each item of this array must be:

Type: object

No Additional Properties

Type: object

Rotation of the object

No Additional Properties

Type: boolean or null

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.

Type: object

Position of the object

No Additional Properties

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.

Type: string

An optional rename of this object

Type: string

Relative filepath to an asset-bundle to load the prefab defined in path from

Type: string

Either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle

Type: array of string

A list of children to remove from this detail

Each item of this array must be:

Type: boolean

Do we reset all the components on this object? Useful for certain props that have dialogue components attached to
them.

Type: number
Default: 1.0

Scale the prop

Type: object

Scale each axis of the prop. Overrides scale.

No Additional Properties

Type: string

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

Type: boolean

Should this detail stay loaded even if you're outside the sector (good for very large props)

Type: boolean

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.

Type: number
Default: 0.001

The mass of the physics object.
Most pushable props use the default value, which matches the player mass.

Type: number
Default: 1.0

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.

Type: boolean

Set to true if this object's lighting should ignore the effects of sunlight

Type: array

Add dialogue triggers to this planet

Each item of this array must be:

Type: object

No Additional Properties

Type: object

Position of the object

No Additional Properties

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.

Type: string

An optional rename of this object

Type: string

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.

Type: number

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.

Type: string

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.

Type: number

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.

Type: number
Default: 2.0

Distance from radius the prompt appears

Type: object

Allows you to trigger dialogue from a distance when you walk into an area.

No Additional Properties

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.

Type: string

An optional rename of this object

Type: number

The radius of the remote trigger volume.

Type: string

This condition must be met for the remote trigger volume to trigger.

Type: string

Relative path to the xml file defining the dialogue.

Type: enum (of string)
Default: "none"

What type of flashlight toggle to do when dialogue is interacted with

Must be one of:

  • "turnOff"
  • "turnOffThenOn"
  • "none"

Type: array

Add ship log entry locations on this planet

Each item of this array must be:

Type: object

No Additional Properties

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.

Type: string

An optional rename of this object

Type: boolean

Whether this location is cloaked

Type: string

ID of the entry this location relates to

Type: array

Add Geysers to this planet

Each item of this array must be:

Type: object

No Additional Properties

Type: object

Rotation of the object

No Additional Properties

Type: boolean or null

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.

Type: object

Position of the object

No Additional Properties

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.

Type: string

An optional rename of this object

Type: number
Default: -97.5

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.

Type: number
Default: 55.0

Force of the geyser on objects

Type: number
Default: 10.0

Time in seconds eruptions last for

Type: number
Default: 19.0

Time in seconds between eruptions

Type: object

Color of the geyser. Alpha sets the particle density.

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: boolean

Disable the individual particle systems of the geyser

Type: boolean

Disable the individual particle systems of the geyser

Type: boolean

Disable the individual particle systems of the geyser

Type: number
Default: 0.7

Loudness of the geyser

Type: array

Add translatable text to this planet

Each item of this array must be:

Type: object

No Additional Properties

Type: boolean or null

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.

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.

Type: string

An optional rename of this object

Type: array

Additional information about each arc in the text

Each item of this array must be:

Type: object

No Additional Properties

Type: enum (of string)
Default: "adult"

The type of text to display.

Must be one of:

  • "adult"
  • "child"
  • "stranger"
  • "teenager"

Type: object

The local position of this object on the wall. If specified, auto spiral will not touch this arc.

No Additional Properties

Type: null or number

The z euler angle for this arc. If specified, auto spiral will not touch this arc.

Type: boolean or null

Whether to flip the spiral from left-curling to right-curling or vice versa. If specified, auto spiral will not touch this arc.

Type: integer

The random seed used to pick what the text arcs will look like.

Type: object

Only for wall text. Aligns wall text to face towards the given direction, with 'up' oriented relative to its current rotation or alignment.

No Additional Properties

Type: enum (of string)
Default: "wall"

The type of object this is.

Must be one of:

  • "wall"
  • "scroll"
  • "computer"
  • "cairn"
  • "recorder"
  • "preCrashRecorder"
  • "preCrashComputer"
  • "trailmarker"
  • "cairnVariant"
  • "whiteboard"

Type: enum (of string)
Default: "unspecified"

The location of this object. Arcs will be blue if their locations match the wall, else orange.

Must be one of:

  • "unspecified"
  • "a"
  • "b"

Type: string

The relative path to the xml file for this object.

Type: array

Details which will be shown from 50km away. Meant to be lower resolution.

Each item of this array must be:

Type: object

No Additional Properties

Type: object

Rotation of the object

No Additional Properties

Type: boolean or null

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.

Type: object

Position of the object

No Additional Properties

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.

Type: string

An optional rename of this object

Type: string

Relative filepath to an asset-bundle to load the prefab defined in path from

Type: string

Either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle

Type: array of string

A list of children to remove from this detail

Each item of this array must be:

Type: boolean

Do we reset all the components on this object? Useful for certain props that have dialogue components attached to
them.

Type: number
Default: 1.0

Scale the prop

Type: object

Scale each axis of the prop. Overrides scale.

No Additional Properties

Type: string

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

Type: boolean

Should this detail stay loaded even if you're outside the sector (good for very large props)

Type: boolean

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.

Type: number
Default: 0.001

The mass of the physics object.
Most pushable props use the default value, which matches the player mass.

Type: number
Default: 1.0

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.

Type: boolean

Set to true if this object's lighting should ignore the effects of sunlight

Type: array

Add rafts to this planet

Each item of this array must be:

Type: object

No Additional Properties

Type: object

Rotation of the object

No Additional Properties

Type: boolean or null

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.

Type: object

Position of the object

No Additional Properties

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.

Type: string

An optional rename of this object

Type: number
Default: 5.0

Acceleration of the raft. Default acceleration is 5.

Type: array

Scatter props around this planet's surface

Each item of this array must be:

Type: object

No Additional Properties

Type: string

Relative filepath to an asset-bundle

Type: integer

Number of props to scatter

Type: object

Offset this prop once it is placed

No Additional Properties

Type: string

Either the path in the scene hierarchy of the item to copy or the path to the object in the supplied asset bundle

Type: object

Rotate this prop once it is placed

No Additional Properties

Type: number
Default: 1.0

Scale this prop once it is placed

Type: object

Scale each axis of the prop. Overrides scale.

No Additional Properties

Type: integer

The number used as entropy for scattering the props

Type: null or number

The lowest height that these object will be placed at (only relevant if there's a heightmap)

Type: null or number

The highest height that these objects will be placed at (only relevant if there's a heightmap)

Type: boolean
Default: true

Should we try to prevent overlap between the scattered details? True by default. If it's affecting load times turn it off.

Type: boolean

Should this detail stay loaded even if you're outside the sector (good for very large props)

Type: array

Add slideshows (from the DLC) to the planet

Each item of this array must be:

Type: object

No Additional Properties

Type: object

Rotation of the object

No Additional Properties

Type: boolean or null

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.

Type: object

Position of the object

No Additional Properties

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.

Type: string

An optional rename of this object

Type: array of string

The ship log facts revealed after finishing this slide reel.

Each item of this array must be:

Type: array of string

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:

Type: array

The list of slides for this object.

Each item of this array must be:

Type: object

No Additional Properties

Type: object

Ambient light colour when viewing this slide.

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: number

Ambient light intensity when viewing this slide.

Type: number

Ambient light range when viewing this slide.

Type: string

The name of the AudioClip that will continuously play while watching these slides

Type: number

The time to fade into the backdrop audio

Type: string

The name of the AudioClip for a one-shot sound when opening the slide.

Type: number

The time delay until the one-shot audio

Type: number

Before viewing this slide, there will be a black frame for this many seconds.

Type: string

The path to the image file for this slide.

Type: number

Play-time duration for auto-projector slides.

Type: string

Ship log fact revealed when viewing this slide

Type: number

Spotlight intensity modifier when viewing this slide.

Type: enum (of string)
Default: "slideReel"

The type of object this is.

Must be one of:

  • "slideReel"
  • "autoProjector"
  • "visionTorchTarget"
  • "standingVisionTorch"

Type: array

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:

Type: object

No Additional Properties

Type: enum (of string)

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"

Type: string

A unique string used by props (that are marked as quantum) use to refer back to this group

Type: array

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:

Type: object

No Additional Properties

Type: boolean or null

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.

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.

Type: string

An optional rename of this object

Type: number
Default: 1.0

The probability any props that are part of this group will occupy this socket

Type: boolean

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.

Type: boolean

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

Type: boolean
Default: true

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

Type: array

Add tornadoes to this planet

Each item of this array must be:

Type: object

No Additional Properties

Type: object

Rotation of the object

No Additional Properties

Type: boolean or null

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.

Type: object

Position of the object

No Additional Properties

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.

Type: string

An optional rename of this object

Type: number

Alternative to setting the position. Will choose a random place at this elevation.

Type: number
Default: 30.0

The height of this tornado.

Type: object

The colour of the tornado.

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: enum (of string)
Default: "upwards"

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"

Type: number
Default: 45.0

Angular distance from the starting position that it will wander, in terms of the angle around the x-axis.

Type: number
Default: 45.0

Angular distance from the starting position that it will wander, in terms of the angle around the z-axis.

Type: number

The rate at which the tornado will wander around the planet. Set to 0 for it to be stationary. Should be around
0.1.

Type: number

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.

Type: enum (of string)
Default: "cloud"

Fluid type for sounds/effects when colliding with this tornado.

Must be one of:

  • "none"
  • "water"
  • "cloud"
  • "sand"
  • "plasma"

Type: array

Add volcanoes to this planet

Each item of this array must be:

Type: object

No Additional Properties

Type: object

Rotation of the object

No Additional Properties

Type: boolean or null

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.

Type: object

Position of the object

No Additional Properties

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.

Type: string

An optional rename of this object

Type: object

The colour of the meteor's lava.

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: number
Default: 20.0

Maximum time between meteor launches.

Type: number
Default: 150.0

Maximum random speed at which meteors are launched.

Type: number
Default: 5.0

Minimum time between meteor launches.

Type: number
Default: 50.0

Minimum random speed at which meteors are launched.

Type: number

Scale of the meteors.

Type: object

The colour of the meteor's stone.

No Additional Properties

Type: integer

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

Type: integer

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

Type: integer

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

Type: integer
Default: 255

The alpha (opacity) component of this colour

Value must be greater or equal to 0.0 and lesser or equal to 255.0

Type: array

Add black/white-holes to this planet

Each item of this array must be:

Type: object

No Additional Properties

Type: boolean or null

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.

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.

Type: string

An optional rename of this object

Type: array

Scale this object over time

Each item of this array must be:

Type: object

No Additional Properties

Type: number

A specific point in time

Type: number

The value for this point in time

Type: string

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

Type: string

The uniqueID of this white hole or black hole. If not set it will default to the name of the planet

Type: number

Radius of the event horizon (solid part)

Value must be greater or equal to 0.0

Type: number

Radius of the distortion effects. Defaults to 2.5 * horizonRadius

Value must be greater or equal to 0.0

Type: string

If you want a black hole to load a new star system scene, put its name here.

Type: enum (of string)

Type of singularity (white hole or black hole)

Must be one of:

  • "blackHole"
  • "whiteHole"

Type: boolean

Whether a black hole emits blue particles upon warping. It doesn't scale, so disabling this for small black holes is recommended

Type: integer

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

Type: array

Add signalscope signals to this planet

Each item of this array must be:

Type: object

No Additional Properties

Type: string

The audio to use. Can be a path to a .wav/.ogg/.mp3 file, or taken from the AudioClip list.

Type: number

At this distance the sound is at its loudest.

Type: number
Default: 5.0

The sound will drop off by this distance (Note: for signals, this only effects when it is heard aloud and not via the signalscope).

Type: number
Default: 0.5

How loud the sound will play

Type: object

Position of the object

No Additional Properties

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.

Type: string

An optional rename of this object

Type: number

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

Type: string

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.

Type: number
Default: 10.0

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

Type: boolean

Only set to true if you are putting this signal inside a cloaking field.

Type: string

The unique ID of the signal.

Type: boolean
Default: true

false if the player can hear the signal without equipping the signal-scope.

Type: string
Default: ""

A ship log fact to reveal when the signal is identified.

Type: number
Default: 1.0

Radius of the sphere giving off the signal.

Type: array

Add projection pools/platforms, whiteboards, and stones to this planet

Each item of this array must be:

Type: object

No Additional Properties

Type: string

The unique remote id

Type: string

Icon that the will show on the stone, pedastal of the whiteboard, and pedastal of the platform.

Type: object

Whiteboard that the stones can put text onto

No Additional Properties

Type: object

Rotation of the object

No Additional Properties

Type: boolean or null

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.

Type: object

Position of the object

No Additional Properties

Type: string

The relative path from the planet to the parent of this object. Optional (will default to the root sector).

Type: boolean

Whether the positional and rotational coordinates are relative to parent instead of the root planet object.

Type: string

An optional rename of this object

Type: array

The text for each stone

Each item of this array must be:

Type: object

No Additional Properties

Type: string

The id of the stone this text will appear for

Type: array

Additional information about each arc in the text

Each item of this array must be:

Type: object

No Additional Properties

Type: enum (of string)
Default: "adult"

The type of text to display.

Must be one of:

  • "adult"
  • "child"
  • "stranger"
  • "teenager"

Type: object

The local position of this object on the wall. If specified, auto spiral will not touch this arc.

No Additional Properties

Type: null or number

The z euler angle for this arc. If specified, auto spiral will not touch this arc.

Type: boolean or null

Whether to flip the spiral from left-curling to right-curling or vice versa. If specified, auto spiral will not touch this arc.

Type: integer

The random seed used to pick what the text arcs will look like.

Type: enum (of string)
Default: "unspecified"

The location of this object. Arcs will be blue if their locations match the wall, else orange.

Must be one of:

  • "unspecified"
  • "a"
  • "b"

Type: string

The relative path to the xml file for this object.

Type: string

An optional rename of this object

Type: boolean

Disable the wall, leaving only the pedestal and text.

Type: object

Camera platform that the stones can project to and from

No Additional Properties

Type: object

Rotation of the object

No Additional Properties