Gaia Beyond

Gaia Beyond

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Explanations
By Psycho
Disclaimer: This Guide is just a basic (probably not complete) explanation about the .json files


I recommend UltraEdit because it comes with "UltraCompare", a tool to compare files which is very handy after updates when modded files are replaced. (always make a backup from your modded files before updating)
   
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Ships
Part 1: Ship_Data.json


The file is found in "Your Steam folder"\steamapps\common\Gaia Beyond\data\scripts/Main/

All ships in game are written in the "Ship_Data.json" and I will break it down as best as I can.
(the cazador was taken as example)

"Name"
The Name of the ship, used in other files as reference

"Template"
Linked to "Ship_data_template.json", defines how your ship looks when damaged

"Faction"
The Faction that produces this ship

"Drawable"
What the ship looks like, found in "data\pixmaps\ships"

"hull_max":
Max HP of hull

"mass"
The mass of the ship, affects drag and how fast you stop

"turn_rate_accel"
how fast your turning accelerates

"turn_rate_max"
How fast you can turn

"speed_max"
Ships max speed

"engine_accel"
How fast engine accelerate

"price"
How much it costs at traders

"sound_death"
The sound it makes when the ship explodes, found in data\sounds\ship\death

"sound_engine"
The sound the engines make, found in in data\sounds\ship\engine

"weapon_slots":
The weapon slots of your ship, pretty much unlimited

"type"
The type of the weapon slot. 1: Medium Fixed, 2: Turret, 3: Big Fixed, 4: Big Turret

"pos_x"
"pos_y"
The position of the weapon, 0/0 is in the middle. x+ goes left, x- goes right y- goes up, y+ goes down

"preferred_weapon"
the type of weapon that AI prefers to equip when buying that ship

"shield_slots"
The ships shield slot, currently limited to 1

"id"
uninteresting for now

"type"
Ships shield type, 1: Small, 2: Medium, 3: Big, 4: All(not working)

"device_slots"
Your ships active/passive devices and engine

"type"
Ship device type, 1:Passive Small, 2:P-Medium, 3:P-Big, 4: Engine, 5: Active, 6: All(not working)

"shield_rad"
Radius (bubble) of your shield

"cargo_space"
Cargo space of your ship

"view_range":
View range of your ship

"radar_range"
Radar range of your ship (increasing this or view range too much can have a negative impact on performance and render the mini-radar useless

"exp_death"
How much exp you get when you blow up this ship in battle

"hacking_level"
required hacking level to hack the ship

"spawn_cargo"
what cargo this ship drops after exploding

"name": "Cazador Blueprint"
Name of the cargo, here the bluepring

"percentage"
chance of the cargo drop

"initial_weapon_money"
how much AI spends on the weapons when it gets spawned

"initial_shield_money"
how much AI spends on the shield when it gets spawned

"emitters"
everything below here was not interesting for me since I didnt mod in completely new ships. Its basically all the lights of the ship from signals to engine.

"craft_reqs"
Requirements to craft the ship

"credits"
How much crafting costs

"items"
What items and how many are needed

"name": "Cazador Blueprint",
"blueprint": true
What blueprint you need

"name": "VI-Alloy",
"amount": 3
Name of the good you need and how much of it

---> If you don't want the NPC's to buy and use your modded ships, just add * "is_spawned": 0 * somewhere at the start under "name" or wherever you like. <---

Thats basically it.
Hope it helps a bit^^
3 Comments
StarSeed1983 21 Nov, 2022 @ 2:46pm 
wow:steamhappy:
elZanc0  [developer] 8 Sep, 2020 @ 4:13pm 
- Collisions and image sizes are not in here – they can be found in the settings file which each png has next to it and are a bit more tricky, as polygon colliders are defined from point to point with alternating x and y values.

- Up to this point, the coordinate axes of emitters (for lights, vents and other animated fancy stuff) are flipped, which might drive you crazy if you don't know :D
elZanc0  [developer] 8 Sep, 2020 @ 4:12pm 
Cool, thanks for taking the time to explain this!

Some additions:

- The templates can contain pretty much any of these properties. You can create one in ship_data_templates, give it a name, add as many values as you like and call it in the ship_data. This comes handy if you want multiple ships to share the same values (like ship_damage being used on all ships), or change many ships at once – like a Knarr of all different pirate factions for example. Every value that is not overwritten by the ship_data is used from the template. Works the same way in other files that have a template version, like weapon data.

- With "is_station" and "is_landable" you can easily create stations, too! All stations can be found in the ship_data. Check out how they use "icons" to add your own locations.