Chem O’DunReferences and Guides

libraries

libraries/ is where the universe is defined. Which wares exist and what they cost, which factions own what and how they feel about each other, which ships and stations the game creates and where, how a crew is skilled, what the player's keys do. Each of those is one XML file, and most mods that change the game rather than add behaviour to it change one of these files with a diff.

This article lists every file in the folder as version 9.00 ships it, grouped by subject, with what it holds and the root element a diff addresses. Where an article covers a file in full, the row links to it. It describes version 9.00.

Three things hold for the whole folder. A file is a collection, so an extension can add to it with a whole file of its own that is gathered with the base one, or change it with a diff; How a file joins the game covers the choice. A file whose root element carries xsi:noNamespaceSchemaLocation names the schema that describes it, and libraries.xsd is the one shared by the ship, station, module, room, character, god and job tables; the schema is the authoritative description of what a file may contain. And a name in {page,id} form is a text reference into t/, so adding an entry with a name of its own also means a text file.

The last column says what the expansions do with the file. diff means every expansion that touches it ships a <diff>; whole means they ship a complete file that is gathered with the base one; both means some do one and some the other, which is a sign that either form works. An empty cell means no expansion touches the file. Reading an expansion's copy is the quickest way to see a working example of either form.

Contents

Wares, ships, stations and equipment

What exists in the universe and what it is made of.

File Root Holds Expansions
wares.xml <wares> Every ware: price range, volume, production recipes, owners, restrictions and the component it stands for; a ship, module, weapon or paint is a ware here too, which is what makes it buildable and buyable diff
waregroups.xml <groups> The ware groups (agricultural, energy, food, hightech...), each with its name, icons and tier
baskets.xml <baskets> Named ware baskets, from a single ware up to a faction's whole trade list; what a trade job or a trader stock refers to diff
stock.xml <stocks> What an NPC trader of a given faction and entity type carries, as wares or baskets with min, max and chance diff
drops.xml <droplists> Drop lists: what a destroyed ship, a mined asteroid or an opened lockbox leaves behind, built from reusable ware and ammunition baskets; the linked article covers it in full whole
ships.xml <ships> The ship table used to select ships by faction, size and tags: each entry names a macro and its categories whole
shipgroups.xml <groups> Named groups of ship macros per faction and role (arg_builder_xl, ...), the select targets jobs and god entries use whole
stations.xml <stations> The station table for selection by faction and tags: each entry names a station group and its categories both
stationgroups.xml <groups> Named groups of stations, each selecting a construction plan both
constructionplans.xml <plans> Complete station layouts, module by module with positions; what a god entry or a station group places, and what the game saves a player design as whole
modules.xml <modules> The station module table: each module macro with its categories (faction, type, tags) for selection both
modulegroups.xml <groups> Named groups of module macros by purpose, used when a station is built up from parts whole
modulesets.xml <modulesets> The station kinds a faction can build (factory, wharf, shipyard...), which races get each, and whether a construction vessel is required whole
loadouts.xml <loadouts> Named ship loadouts: engines, shields, weapons, software and consumables for a given macro whole
loadoutrules.xml <rules> Which drone and deployable macros of which mark a unit may carry (transport, defence, build, mine, repair, lasertower, satellite...), by category and tags; the linked article covers it in full diff
equipmentcompatibilities.xml <compatibilitytypes> The compatibility classes equipment and slots share (standard, missile, mining, highpower, venture...)
equipmentmods.xml <equipmentmods> Equipment modifications: for each weapon, engine, ship and shield mod ware, the bonus ranges by quality diff
paintmods.xml <paintmods> Paint modifications: hue, brightness, metal, dirt and pattern per paint ware
clothingmods.xml <clothingmods> The same for clothing
themes.xml <themes> Paint and clothing themes: which paint mod a faction or group uses by default diff
adsigns.xml <adsigns> Which advertisement sign macro shows for which ware, by sign type and faction diff
props.xml, propgroups.xml <props>, <groups> Dock area props and their groups: which prop macros fill a corner or a slot, by tags diff (props.xml)
rooms.xml, roomgroups.xml <rooms>, <groups> Station interior rooms and their groups, with categories for selection whole

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Factions and people

Who lives in the universe, and the crews that fly it.

File Root Holds Expansions
factions.xml <factions> Every faction: name, race, colour and icon, account, licences, relations to the others and the signals it reacts to; the linked article covers it in full diff
races.xml <races> The races: name and name pool, icon, relations, and per-race settings for characters, agents, spacesuits, engine effects and trails; the linked article covers it in full
diplomacy.xml <diplomacy> The diplomacy system: actions, events, gifts, the experience and rank tables, and the influence cost curve; the linked article covers it in full diff
characters.xml <characters> The character table for selection by faction, entity type and tags; each entry names a character macro and its categories diff
charactergroups.xml <characters> Named groups of character macros diff
character_components.xml, character_macros.xml <components>, <macros> The character components and macros themselves, with the body parts, faces, animations and identification each is built from; the same shape as the components and macros under assets/ whole
bodypartgroups.xml <bodypartgroups> The named groups a body part belongs to (casual, terran)
people.xml <peopledefinitions> Crew populations: for each definition, how full a ship's crew is and which roles are drawn from which factions and tags; the linked article covers it in full whole
entitytypes.xml <entitytypes> The entity types an NPC can be (officer, trader, faction representative, shady guy, crowd, agent), with names and icons
posts.xml <posts> The control posts on a ship or station (pilot, manager, defence...), which skills each weighs and who may hold it
roles.xml <roles> The crew roles (service, marine, passenger, prisoner, worker, unassigned), the skills each weighs and its tier names
assignments.xml <assignments> The assignments a subordinate can be given (defence, attack, interception, trade...), and whether a ship or a station can be the commander
purposes.xml <purposes> The purposes of ships and station modules (trade, fight, build, mine, production, storage, habitation...) and the icon each gives per class
experiences.xml <experiences> How much skill an event gives: for each experience id, the skills it trains for the individual and for the group, with base, falloff and limit
npc_tools.xml <tools> The props an NPC carries in an animation (tools, mugs)
emotedb.xml <emotes> The emotes a character animation can show
stances.xml <stances> Stances (empty in the base game)

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Populating the universe

What the game places at the start of a game and keeps in place afterwards.

File Root Holds Expansions
god.xml <god> What the god engine places: stations, products, objects and landmarks, with quotas and locations; the linked article covers it in full diff
jobs.xml <jobs> What the job engine keeps flying: every NPC ship job with its ship, orders, quota and location; the linked article covers it in full both
quotas.xml <quotas> Galaxy-wide limits on offers (trade, fight, build, think) per zone, with overrides per cluster, sector and zone; the linked article covers it in full
objectspawnpoints.xml <objectspawnpoints> Fixed positions on a station module macro where a hidden lockbox sits, with the macro that appears there; the linked article covers it in full, together with objectspawnrules.xml
objectspawnrules.xml <objectspawnrules> Which hidden lockbox a station gets and which crystal clusters an asteroid field grows, by owner, station type, field type, size and hazard, first matching rule wins; the linked article covers it in full
targetpoints.xml <targetpoints> Points on a module macro that a scan or a similar action targets
infounlocklist.xml <infounlocklist> Which information about an object unlocks at which scan level, by secrecy level
unlocks.xml <unlocks> Discounts, commissions and blueprint unlocks a station scan can reveal, with the conditions, amount and duration of each; the linked article covers it in full

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The map's data

What the universe files under maps/ refer to, and the defaults every object starts from.

File Root Holds Expansions
defaults.xml <defaults> Default properties per component class (a dataset per class: ship sizes, turrets, asteroids, adsigns...), including the relation changes for attacking, killing, scanning and hacking
mapdefaults.xml <defaults> The same mechanism per map macro: a dataset for the galaxy, each cluster and each sector with its balancing data, encyclopedia information and, since 9.00, its resource areas. See Resource areas whole
region_definitions.xml <regions> The regions (asteroid fields, nebulae, debris) a cluster places: their shape, density, objects and effects whole
regionyields.xml <regionyields> The resource area definitions: yield boundaries, gather speeds and the sizes of each ware's areas. See Resource areas
regionobjectgroups.xml <groups> Named groups of asteroid and debris macros a region draws from
region_lodvalues.xml <regionlods> Fade and distance values for region levels of detail
highwayconfigurations.xml <highwayconfigurations> Tube, gate, blocker and booster configurations for local and super highways
classcatalog.xml <catalogs> Template names per component class the map editor offers whole
component.xml, macro.xml <components>, <macros> A few test components and macros kept outside assets/ whole (macro.xml)
macrohints.xml <macros> Macros to load at start so their first use causes no stall
patchactions.xml <actions> Objects and components that a version replaced, and how saves are patched to the new state whole

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Game starts, story and progress

File Root Holds Expansions
gamestarts.xml <gamestarts> Every game start: the player character, ships and property, location, known space and budgets, and the universe it runs in; the linked article covers it in full diff
missiongroups.xml <missiongroups> The mission groups offers are sorted into in the mission menu: guilds, wars, stories and game starts, each with its faction and enemy; the linked article covers it in full whole
timeline.xml <timeline> The history timeline the encyclopedia shows: dated entries with text, voice and video
chapters.xml <categories> Empty in the base game; filled by the ventures extension
terraforming.xml <terraforming> Terraforming: the planet stats and their ranges, the project groups and the projects with their resources and effects; the linked article covers it in full diff
stats.xml <stats> The statistics the game tracks (time played, distance flown, trades, missions, diplomacy, terraforming...), each with its name text and units; the linked article covers it in full
notificationtypes.xml <notificationtypes> The notification types the player can switch off in the settings, in three categories, which scripts check before showing a message; the linked article covers it in full
voicesequences.xml <voicesequences> Spoken sequences: delays and lines from a text page, by id
news.xml <news> The start menu news items, their icons and store links per platform
startmenu.xml <startmenu> The start menu background scenes: cutscene, music and map per scene; the linked article covers it in full diff
progressbar.xml <progressbar> The expected duration of each loading step, for the loading bar
influenceconfigurations.xml <influencelistconfigurations> Status effects an object can be under (EMP, disabled boost or travel...), with their profile and duration per class whole

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Balancing and behaviour

File Root Holds Expansions
parameters.xml <parameters> The game's tuning numbers in one place: player and AI flight, combat, first person, prices, skills and much more, one section per subject, plus the scriptparams table the scripts read through the param keyword; the linked article covers it in full diff
behaviours.xml <behaviours> Dogfight behaviour sets: which manoeuvres an AI pilot may pick in normal and evasive flight, with chance and minimum skill
camerasettings.xml <camerasettings> Follow camera speed and offsets per ship class whole
aicompat.xml <compatibility> For each AI script and version, where a script running in a save may be resumed after the script changed; the game's own save compatibility table for aiscripts/

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Input, interface and configuration

File Root Holds Expansions
inputmap.xml <inputmap> The input actions, states and ranges the game knows, with the default keyboard and mouse binding of each
inputmap_defaults_*.xml <inputmap> One default binding set per supported controller, joystick and HOTAS
contexts.xml <inputcontexts> The input contexts (flight, map, menu, first person...) and which actions are active in each
controlschemes_*.xml <controlschemes> The control schemes the options menu offers, default, experimental and movie capturing
inputfeedback.xml <inputfeedback> Which actions give a control message or a voice confirmation
mousecursors.xml <index> The cursor images in mousecursors/, by name
icons.xml <icons> Every named icon: its texture and size; the names an icon="..." in a library, a script or Lua refers to whole
colors.xml <colormap> The named colours the interface and the map use, the mappings between them, and the colour blindness transformations
fonts.xml, fonts-l0NN.xml <fonts> The fonts and aliases, with one file per language that needs its own
languages.xml <languages> The languages the game offers, with their ids
config.xml, config_*.xml <root> The graphics options and the low, medium and ultra presets, plus the Linux and Steam Deck variants

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Rendering, effects and sound

These files describe how things look and sound rather than what they are, and are mostly the domain of asset work.

File Root Holds Expansions
effects.xml <effects> The effect library: weapon, damage, explosion and generic effects built from elements, states and references whole
particle_effects.xml <effects> Particle effect parameters and their level of detail classes diff
lens_effects.xml <lenseffects> Lens flares and glows diff
trail_effects.xml <effects> Engine trails per ship size both
trigger_events.xml <effects> The events an effect can be triggered by (damage, activation, opening...)
eventdefs.xml <events> The events a cutscene can raise, with the meaning of each parameter
animation_sequences.xml <sequencestates> Animation state machines, such as a door's closed, opening, open and closing states and the triggers between them diff
material_library.xml, material_library_1.xml <materiallibrary> The materials every model refers to: shader, textures and parameters, in collections diff
envmapprobes.xml <envmapprobes> Environment map probe presets and templates for reflections whole
renderparam_library.xml <renderparameters> Level of detail and render rules by distance and size
medium_library.xml <library> The media light passes through: fog and air absorption and phase settings
volume_library.xml <volumes> Volumetric fog definitions and their textures
stardust_library.xml <stardust> The stardust configuration
sound_library.xml <soundlibrary> Every sound: its files, volume, range and variation diff
sound_env_library.xml <soundenvironmentlibrary> Sound environments (room size, density, occlusion) by place
audiologs.xml <audiologs> Audio logs (empty in the base game)

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Schemas and tool files

Not data, but what describes and reads the data.

File Holds
libraries.xsd The schema for ships.xml, stations.xml, modules.xml, rooms.xml, characters.xml, props.xml, modulesets.xml, god.xml and jobs.xml
common.xsd The types and the script commands shared by MD and AI scripts: class and ware lookups, the expression grammar, and the actions and conditions both script languages accept. See Scripting/MD/Libraries/Map
md.xsd, aiscripts.xsd The schemas of the two script languages, each including common.xsd
diff.xsd The schema of a diff file. See XML diff patching
<name>.xsd The schema of the file of the same name, for the files that have one: colors, diplomacy, drops, effects, factions, gamestarts, influenceconfigurations, inputfeedback, loadoutrules, material_library, missiongroups, notificationtypes, objectspawnpoints, objectspawnrules, parameters, people, quotas, races, region_definitions, region_lodvalues, regionobjectgroups, regionyields, sound_library, stances, stats, terraforming, timeline, unlocks, voicesequences, audiologs, classcatalog
scriptproperties.xml, .xsd, .xsl, .css The script property reference: every datatype, keyword and property an expression can use. scriptproperties.html in the game's root renders it in a browser
editor.xml, editor.js, editor.css The job editor's configuration, with jobeditor.html in the game's root
animation_sequences.dtd, icons.dtd, lenseffects.dtd Document type definitions for three of the files above

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