VoidExpanse/Content modding

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Content modding

All objects in the game are represented by XML files which define their properties and behavior. These content files are located in "/data/..." folders.

So, if you want to add a new item or a ship - it'll be asset modding.

Let's take a look at a ship hull "shuttle". Hull of this ship is defined in "data/items/hulls/light_frigates/hull_shuttle.xml". This file includes all information needed for the game to make this hull work: weapons slots, model references, textures references, blinks, engine trails, physics, etc.

Basically, to add a new ship all that you need is to add one more hull items to "data/items" folder of your mod. And model with textures, of course.

Please read about adding basics of creation of the mods and adding new ships on this page - Core Mod / Adding Ships

Effects and Types

The global list of effect types that appear in the core.cpk (data/items/**/*.xml), are, in order:

 acceleration_percent
 acceleration_value
 armor_value
 cargo_capacity_value
 collision_damage_self_special
 collision_damage_target_special
 consumables_energy_recharge_percent
 consumables_shield_restore_percent
 consumables_structure_repair_percent
 deceleration_special
 energy_capacity_value
 energy_consumption_engine_value
 energy_consumption_generic_value
 energy_consumption_grappler_value
 energy_consumption_radar_value
 energy_consumption_shield_percent
 energy_consumption_shield_value
 energy_production_generator_value
 fuel_consumption_generator_percent
 fuel_consumption_generator_value
 grappler_force_value
 grappler_pickup_range_value
 grappler_range_value
 hull_regeneration_value
 maneuvering_percent
 maneuvering_value
 mining_amount_percent
 mining_range_percent
 mining_speed_percent
 radar_range_percent
 radar_range_value
 radar_targeting_defense_percent
 radar_targeting_range_percent
 radar_targeting_range_value
 radar_targeting_speed_percent
 radar_targeting_speed_value
 shield_charge_value
 shield_deflection_percent
 shield_deflection_value
 shield_reestablishment_value
 shield_regeneration_delay_value
 shield_regeneration_percent
 shield_regeneration_value
 speed_cruising_special
 speed_max_percent
 speed_max_value
 speed_strafe_special
 structure_value
 warp_distance_percent
 warp_recharge_percent
 warp_recharge_value  

There are various type values given to items used in the game, as seen in the core.cpk file. Those types are as follows:

 1 - Ships
 These appear to ships of any kind. Despite the ship declaration files being separated into multiple directories, 
 light_cruisers, heavy_cruisers, light_frigates, heavy_frigates and other, they all appear to use a type of 1
 2 - Engines
 All the various engines found in the game appear to have a type of 2
 3 - RCS
 All the various thrusters found in the game appear to have a type of 3
 5 - Generators
 All the various electrical generators found in the game appear to have a type of 5
 6 - Shields
 All the shields, and presumably armor, found in the game appear to have a type of 6
 7 - Radars
 All the radars found in the game appear to have a type of 7
 8 - Grappler
 All the grapplers found in the game appear to have a type of 8
 10 - Boosters
 All the boosters found in the game appear to have a type of 10

The effects used in the items of the game, sorted by the types in which they are found, sorted, are as follows:

1:light_cruisers

 'armor_value',
 'cargo_capacity_value',
 'maneuvering_percent',
 'radar_targeting_defense_percent',
 'structure_value' 


1:heavy_cruisers

 'acceleration_percent',
 'armor_value',
 'cargo_capacity_value',
 'collision_damage_self_special',
 'collision_damage_target_special',
 'maneuvering_percent',
 'radar_targeting_defense_percent',
 'speed_max_percent',
 'structure_value' 


1:heavy_frigates

 'armor_value',
 'cargo_capacity_value',
 'maneuvering_percent',
 'radar_targeting_defense_percent',
 'radar_targeting_range_percent',
 'radar_targeting_speed_percent',
 'shield_deflection_percent',
 'speed_max_percent',
 'structure_value',
 'warp_recharge_percent' 


1:light_frigates

 'armor_value',
 'cargo_capacity_value',
 'maneuvering_percent',
 'radar_targeting_defense_percent',
 'speed_max_percent',
 'structure_value',
 'warp_recharge_percent' 


1:other

 'acceleration_percent',
 'armor_value',
 'cargo_capacity_value',
 'collision_damage_self_special',
 'collision_damage_target_special',
 'maneuvering_percent',
 'structure_value' 


2:engines

 'acceleration_value',
 'deceleration_special',
 'energy_consumption_engine_value',
 'maneuvering_value',
 'speed_cruising_special',
 'speed_max_value',
 'speed_strafe_special',
 'warp_recharge_value' 


3:rcs

 'acceleration_value',
 'energy_consumption_engine_value',
 'maneuvering_value' 


5:generators

 'energy_capacity_value',
 'energy_production_generator_value',
 'fuel_consumption_generator_value' 


6:shields

 'armor_value',
 'energy_consumption_generic_value',
 'energy_consumption_shield_value',
 'shield_charge_value',
 'shield_deflection_value',
 'shield_reestablishment_value',
 'shield_regeneration_delay_value',
 'shield_regeneration_value' 


7:radars

 'energy_consumption_radar_value',
 'radar_range_value',
 'radar_targeting_range_value',
 'radar_targeting_speed_value' 


8:grappler

 'energy_consumption_grappler_value',
 'grappler_force_value',
 'grappler_pickup_range_value',
 'grappler_range_value' 


10:boosters

 'acceleration_percent',
 'cargo_capacity_value',
 'consumables_energy_recharge_percent',
 'consumables_shield_restore_percent',
 'consumables_structure_repair_percent',
 'energy_capacity_value',
 'energy_consumption_generic_value',
 'energy_consumption_shield_percent',
 'fuel_consumption_generator_percent',
 'hull_regeneration_value',
 'maneuvering_percent',
 'mining_amount_percent',
 'mining_range_percent',
 'mining_speed_percent',
 'radar_range_percent',
 'radar_targeting_range_percent',
 'radar_targeting_speed_percent',
 'shield_charge_value',
 'shield_regeneration_percent',
 'speed_max_percent',
 'structure_value',
 'warp_distance_percent',
 'warp_recharge_percent' 


VoidExpanse Modding (Edit template)

Using mods: Installing and using mods

Overview articles: Modding (main article), Package files structure

Topic specific articles: Assets modding, Content Modding, Scripting overview, Scripting API, Scripting Events system, Localization

Detailed scripting articles: Internal scripts, Global scripts, object scripts, Device scripts, Consumable scripting

Tools: VE Physics Adjuster, VE Mod Uploader (Steam), AT Localization Utility