VoidExpanse/Content modding: Difference between revisions
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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. | 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 | Please read about adding basics of creation of the mods and adding new ships on this page - [[VoidExpanse/Adding_Ships|Core Mod / Adding Ships]] | ||
== Effects and Types == | == Effects and Types == |
Latest revision as of 12:01, 26 February 2018
This article is a draft and may contain incomplete or even incorrect information. You can help by expanding it. |
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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) |
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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 |