Celestial Body Schema
Describes a body to generate
Generate asteroids around this body
Amount of asteroids to create.
Value must be greater or equal to 0.0
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
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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 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"
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
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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 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
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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 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.
Base Properties of this Body
The intensity of light the dark side of the body should have. Timber Hearth has 1.4
for reference
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.
If it has a comet tail, it'll be oriented according to these Euler angles.
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 you want the body to have a tail like the Interloper.
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.
Radius of the zero gravity volume. This will make it so no gravity from any planet will affect you. Useful for satellites.
Set to a higher number if you wish for this body to be built sooner
Should this planet ever be shown on the title screen?
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.
Name of an existing AudioClip in the game that will play when entering the cloaking field.
Relative filepath to the .wav file to use as the audio. Mutually exclusive with audioClip.
true
if you want to delete this planet
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 module 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
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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.
Relative filepath to the texture used for the terrain.
Does this config describe a quantum state of a custom planet defined in another file?
Add lava to this planet
Scale this module 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
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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
Unique name of your planet
Must be at least 1
characters long
Describes this Body's orbit (or lack there of)
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?
Colour of the orbit-line in the map view.
The red component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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
An optional rename of the detail
Do we override rotation and try to automatically align this object to stand upright on the body's surface?
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
Position of this prop relative to the body's center
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.
Rotate this prop
Scale the prop
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
Add dialogue triggers to this planet
Each item of this array must be:
No Additional Properties
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 or SolanumAnimController.
When you enter into dialogue, you will look here.
Radius of the spherical collision volume where you get the "talk to" prompt when looking at. If you use a
remoteTriggerPosition, you can set this to 0 to make the dialogue only trigger remotely.
Allows you to trigger dialogue from a distance when you walk into an area.
Distance from radius the prompt appears
The radius of the remote trigger volume.
Relative path to the xml file defining the dialogue.
Add ship log entry locations on this planet
Each item of this array must be:
No Additional Properties
Whether this location is cloaked
ID of the entry this location relates to
The position of this entry location
Add Geysers to this planet
Each item of this array must be:
No Additional Properties
Position of the geyser
Add translatable text to this planet
Each item of this array must be:
No Additional Properties
Additional information about each arc in the text
Each item of this array must be:
No Additional Properties
Whether to flip the spiral from left-curling to right-curling or vice versa.
The local position of this object on the wall.
The type of text to display.
Must be one of:
- "adult"
- "child"
- "stranger"
Which variation of the chosen type to place. If not specified, a random variation will be selected based on the seed provided in the parent module.
The z euler angle for this arc.
Value must be greater or equal to 0.0
and lesser or equal to 360.0
The normal vector for this object. Used for writing on walls and positioning computers.
Position of the root of this text
The euler angle rotation of this object. Not required if setting the normal. Computers and cairns will orient
themselves to the surface of the planet automatically.
The random seed used to pick what the text arcs will look like.
The type of object this is.
Must be one of:
- "wall"
- "scroll"
- "computer"
- "cairn"
- "recorder"
- "preCrashRecorder"
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
An optional rename of the detail
Do we override rotation and try to automatically align this object to stand upright on the body's surface?
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
Position of this prop relative to the body's center
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.
Rotate this prop
Scale the prop
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
Add rafts to this planet
Each item of this array must be:
No Additional Properties
Position of the raft
Add triggers that reveal parts of the ship log on this planet
Each item of this array must be:
No Additional Properties
The max view angle (in degrees) the player can see the volume with to unlock the fact (observe
only)
The max distance the user can be away from the volume to reveal the fact (snapshot
and observe
only)
The position to place this volume at
The radius of this reveal volume
What needs to be done to the volume to unlock the facts
Must be one of:
- "enter"
- "observe"
- "snapshot"
A list of facts to reveal
Each item of this array must be:
An achievement to unlock. Optional.
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
The number used as entropy for scattering the props
Add slideshows (from the DLC) to the planet
Each item of this array must be:
No Additional Properties
The position of this slideshow.
The ship log entries revealed after finishing this slide reel.
Each item of this array must be:
The rotation of this slideshow.
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
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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 entry 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
The location of this socket
The rotation the quantum object will take if it's occupying this socket
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
Alternative to setting the position. Will choose a random place at this elevation.
The height of this tornado.
Position of the tornado
The colour of the tornado.
The red component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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:
- "downwards"
- "upwards"
- "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.
Add volcanoes to this planet
Each item of this array must be:
No Additional Properties
The colour of the meteor's lava.
The red component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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.
Position of this volcano.
Scale of the meteors.
The colour of the meteor's stone.
The red component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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
Reference frame properties of this body
Allows the object to be targeted.
Stop the object from being targeted on the map.
Radius of the brackets that show up when you target this. Defaults to the sphere of influence.
If it should be targetable even when super close.
The maximum distance that the reference frame can be targeted from. Defaults to 100km and cannot be greater than that.
The radius of the sphere around the planet which you can click on to target it. Defaults to twice the sphere of influence.
A list of paths to child GameObjects to destroy on this planet
Each item of this array must be:
Creates a ring around the planet
Scale this module over time
Each item of this array must be:
No Additional Properties
A specific point in time
The value for this point in time
Fluid type for sounds/effects when colliding with this ring.
Must be one of:
- "none"
- "water"
- "cloud"
- "sand"
- "plasma"
Angle between the rings and the equatorial plane of the planet.
Inner radius of the disk
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.
Outer radius of the disk
Value must be greater or equal to 0.0
Allows the rings to rotate.
Relative filepath to the texture used for the rings.
Should this ring be unlit?
Add sand to this planet
Scale this module 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 sand
Tint of the sand
The red component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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 ship log entries to this planet and describe how it looks in map mode
Describe what this planet looks and like in map mode
Place non-selectable objects in map mode (like sand funnels).
Each item of this array must be:
No Additional Properties
Whether to completely hide this detail when the parent AstroBody is unexplored.
The sprite to show when the parent AstroBody is rumored/unexplored.
The position (relative to the parent) to place the detail.
The sprite to show when the parent AstroBody is revealed.
The angle in degrees to rotate the detail.
The amount to scale the x and y-axis of the detail by.
Hide the planet completely if unexplored instead of showing an outline.
Manually place this planet at the specified position.
Extra distance to apply to this object in map mode.
The path to the sprite to show when the planet is unexplored in map mode.
Completely remove this planet (and it's children) from map mode.
The path to the sprite to show when the planet is revealed in map mode.
Scale to apply to the planet in map mode.
A path to the folder where entry sprites are stored.
The relative path to the xml file to load ship log entries from.
Add signals that can be heard via the signal-scope to this planet
List of signals to add (Why did xen do it like this)
Each item of this array must be:
No Additional Properties
Name of an existing AudioClip in the game that will player over the signal.
Relative filepath to the .wav file to use as the audio. Mutually exclusive with audioClip.
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.
Position of the signal's source
A ship log fact to reveal when the signal is identified.
Radius of the sphere giving off the signal.
Add a black or white hole to this planet
Scale this module over time
Each item of this array must be:
No Additional Properties
A specific point in time
The value for this point in time
Only for White Holes. Should this white hole repel the player from it.
The name 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
Position of the singularity
Radius of the singularity. Note that this isn't the same as the event horizon, but includes the entire volume that
has warped effects in it.
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"
Spawn the player at this planet
If you want the player to spawn on the new body, set a value for this. Press P
in game with Debug mode on to have
the game log the position you're looking at to find a good value for this.
Euler angles by which the player will be oriented.
Required for the system to be accessible by warp drive.
Euler angles by which the ship will be oriented.
If you spawn on a planet with no oxygen, you probably want to set this to true ;;)
Make this body a star
Scale this module over time
Each item of this array must be:
No Additional Properties
A specific point in time
The value for this point in time
Colour of the star at the end of its life.
The red component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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 star explode after 22 minutes?
Should we add a star controller to this body? If you want clouds to work on a binary brown dwarf system, set this to false.
The default sun has its own atmosphere that is different from regular planets. If you want that, set this totrue
.
Colour of the light given off.
The red component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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 of the star.
Value must be greater or equal to 0.0
Relative strength of the light compared to the sun.
Value must be greater or equal to 0.0
The tint of the supernova this star creates when it dies.
The red component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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
Colour of the star.
The red component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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 far the light from the star can reach.
Value must be greater or equal to 0.0
Unique star system containing your planet
Version of New Horizons this config is using (Doesn't do anything)
Add water to this planet
Scale this module 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 water sphere
Tint of the water
The red component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The green component of this colour
Value must be greater or equal to 0.0
and lesser or equal to 2147483647.0
The blue component of this colour
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 schema to validate with