ship_data.csv
A .ship file and a ship_data.csv entry contain all of the information directly about a ship. The more commonly balance tweaked information is in the ship_data.csv while the less commonly edited information is in the .ship file. It is formatted as a comma delimited CSV file.
Elements
At the very top of ship_data.csv, you will see a list of categories. Going from left to right, the function of each will be described:
| Column name | Type | Description |
|---|---|---|
| name | Text | Player-friendly in-game display name of the ship. This isn't the internal name for the ship. |
| id | Text | Internal ID used to reference this ship in the corresponding .ship file, .variant files and campaign scripts. This must be unique across the mod, vanilla files and any other mods active. For this reason it is highly recommended to add some form of unique prefix such as myuniquemod_shipid. Case sensitive. |
| designation | Text | The ship designation display name. Does not affect gameplay. Unused for wings which use values from wing data csv instead. |
| system id | Text | Ship system for this ship. Must match the id of a ship system in the ship systems CSV |
| fleet pts | Abstract number denoting how powerful the ship is. Used for when two AI fleets clash in the campaign and for determining maximum total abstract fleet power for randomly generated fleet doctrines. Unused for fighters. |
|
| hitpoints | ||
| armor rating | ||
| max flux | ||
| 8/6/5/4% | ||
| flux dissipation | ||
| ordnance points | ||
| fighter bays | ||
| max speed | ||
| acceleration | ||
| deceleration | ||
| max turn rate | ||
| turn acceleration | ||
| mass | ||
| shield type | ||
| shield arc | ||
| shield upkeep | ||
| defense id | ||
| shield efficiency | ||
| phase cost | ||
| phase upkeep | ||
| min crew | ||
| cargo | Number | Determins the amount of cargo the ship can carry. Unused for wings. |
| fuel | Determines the amount of fuel the ship can carry. Unused for wings. | |
| fuel/ly | The amount of fuel a ship consumes per lightyear when travelling in hyperspace and when using Emergency Burn. Unused for wings. | |
| range | ||
| max burn | Determines the ship's burn speed. | |
| base value | The amount of base credits the ship costs in the campaign. Unused for wings which use values in wing data csv instead. | |
| cr %/day | How much Combat readiness is recovered per day out of combat. | |
| CR to deploy | Reduction to combat readiness after combat from being deployed. | |
| peak CR sec | Determines the ship's Peak Performance Time; how long the ship can stay in combat before combat readiness begins to decay, in seconds. It is possible to remove CR loss by leaving both peak CR sec & CR loss/sec values blank, which has uses for stations. Unused for wings. | |
| CR loss/sec | ||
| supplies/rec | ||
| supplies/mo | ||
| c/s | ||
| f/s | ||
| f/f | ||
| crew/s | ||
| crew/f | ||
| hints | Text | These 'hints' change the way the game treats this ship in various ways. These refer to ShipHullSpecAPI.ShipTypeHints. Possible hints: ALWAYS_PANIC - makes ship always fire missile weapons as if panicking CARRIER - Changes AI behaviour to primarily fight using its fighters CIVILIAN - Changes AI behaviour to usually be more timid COMBAT - Changes AI behaviour regarding the CARRIER hint. Ships with both COMBAT and CARRIER will fight with both fighters and the ship's own armament. DO_NOT_SHOW_MODULES_IN_FLEET_LIST - https://fractalsoftworks.com/forum/index.php?topic=19126 FREIGHTER HIDE_IN_CODEX - Do not include an entry for this ship in the codex LINER MODULE NEVER_DODGE_MISSILES NO_AUTO_ESCORT SHIP_WITH_MODULES - Required for ships that use modules STATION - This ship becomes uncontrollable, the AI is hinted to not move it during combat (aside from the commonly seen rotation via Axial Rotation hullmod) and this ship will start the battle already deployed, as opposed to being deployed from an edge at the start. TANKER UNBOARDABLE - Cannot be recovered by the player. UNDER_PARENT - Will render module under parent ship. PLAY_FIGHTER_OVERLOAD_SOUNDS - force specific types of fighters to play overload sounds |
| tags | ||
| logistics n/a reason | ||
| codex variant id | ||
| rarity | ||
| breakProb | ||
| minPieces | ||
| maxPieces | ||
| travel drive | ||
| number |