Difference between revisions of "Planetinfo.plist"
Wildeblood (talk | contribs) (→Properties of the Sun: added sun name.) |
Wildeblood (talk | contribs) (→galactic_hyperspace_behaviour) |
||
Line 436: | Line 436: | ||
A lot of the keys for the main planet, like: '''percent_land''', can also used in custom planets. |
A lot of the keys for the main planet, like: '''percent_land''', can also used in custom planets. |
||
− | =galactic_hyperspace_behaviour= |
||
+ | =Hyperspace Travel= |
||
+ | |||
+ | ==Galactic Hyperspace Behaviour== |
||
The key galactic_hyperspace_behaviour controls where the player will arrive after a G.H. has been executed. There are three possible types of G.H. behavior and are as follows: |
The key galactic_hyperspace_behaviour controls where the player will arrive after a G.H. has been executed. There are three possible types of G.H. behavior and are as follows: |
||
Line 444: | Line 446: | ||
2) All systems reachable. Same as above, only this time we do not check for arrival at an isolated system. Using this method, systems like Oresrati in G8, the lower left hand cluster of systems in G7, the two islands of isolated systems in G6 etc. are now possible arrival points. If you land there, you may not be able to exit again, depending on the tech levels of the systems you get to. Mission scripters may want to use this. This behaviour is set by assigning the string BEHAVIOUR_ALL_SYSTEMS_REACHABLE to galactic_hyperspace_behaviour key in planetinfo.plist. |
2) All systems reachable. Same as above, only this time we do not check for arrival at an isolated system. Using this method, systems like Oresrati in G8, the lower left hand cluster of systems in G7, the two islands of isolated systems in G6 etc. are now possible arrival points. If you land there, you may not be able to exit again, depending on the tech levels of the systems you get to. Mission scripters may want to use this. This behaviour is set by assigning the string BEHAVIOUR_ALL_SYSTEMS_REACHABLE to galactic_hyperspace_behaviour key in planetinfo.plist. |
||
− | 3) Fixed coordinates arrival point. This will make Oolite simulate some older 8-bit versions, that were putting the player in the same fixed point every time a galactic jump was performed, but there is also good potential for scripting (see below). This is set by assigning the string BEHAVIOUR_FIXED_COORDINATES to the galactic_hyperspace_behaviour key. |
+ | 3) Fixed coordinates arrival point. This will make Oolite simulate some older 8-bit versions, that were putting the player in the same fixed point every time a galactic jump was performed, but there is also good potential for scripting (see below). This is set by assigning the string BEHAVIOUR_FIXED_COORDINATES to the galactic_hyperspace_behaviour key. |
+ | |||
+ | ==Galactic Hyperspace Fixed Coords== |
||
+ | |||
+ | If the fixed coordinates method is chosen, then the engine will look in planetinfo.plist for a key named galactic_hyperspace_fixed_coords, from which it will read the actual coordinates that will be used as the arrival point in the next galaxy. If none is found, then coordinates (96,96) will be used. |
||
[[Category:Oolite]] |
[[Category:Oolite]] |
Revision as of 08:43, 10 December 2012
planetinfo.plist in 'AddOns/Config' contains a dictionary for each of systems for which you wish to set custom data. A list of all galaxies and planets can be found here.
Contents
Universal settings
Some options can be applied to the entire universe, such as ambient lighting levels, eg.
"universal" = { ... }
Universal options can be overriden by specifying the same option for a specific system or location in interstellar space. Obviously, not all options make sense to apply to the whole universe.
System settings
Each system is keyed by a string consisting of the galaxy number (0..7) followed by a space and then the planet number (0..255), eg.
"0 7" = { ... }
specifies system 7, in galaxy 0, Lave.
Interstellar settings
You can also specify a position in interstellar space, eg.
"interstellar: 0 7 129" = { ... }
specifies the space in galaxy 0 between systems 7 and 129, Lave and Zaonce.
Conditions for interstellar space in general can be set with the “interstellar space” key.
Each of the following properties can be set (but, notably, not the location of the main planet, which is hard coded into the system seed value):
About the Inhabitants
Government
0: Anarchy
1: Feudal
2: Multi-Governmental
3: Dictatorship
4: Communist
5: Confederacy
6: Democracy
7: Corporate State
Economy
0: Rich Industrial
1: Average Industrial
2: Poor Industrial
3: Mainly Industrial
4: Mainly Agricultural
5: Rich Agricultural
6: Average Agricultural
7: Poor Agricultural
Tech Level
An integer between 0 and 14 indicating the sophistication of the planets technology. The tech level displayed on the system data screens in game is one higher than this number (range 1 to 15).
Example:
"techlevel" = "13";
Population
An integer between 0 and 67 indicating the amount of inhabitants of a planet.
Example:
"population" = "23";
Productivity
An integer indicating the productivity of a planet.
Example:
"productivity" = "1000";
Name
The name of the planet.
Example:
"name" = "The planet's name";
Inhabitant
The name for one of the inhabitants of the main planet.
Example:
"inhabitant" = "Green Platypus";
Inhabitants
The name of the inhabitants of the main planet.
Example:
"inhabitants" = "Green Platypi";
Description
A short description of the planet.
Example:
"description" = "Really, anything you want to say about the place!";
Properties of the Planet
Atmosphere Rotational Velocity
Sets how fast the atmosphere is rotating. (A random value between 0.0 to 0.03 is the default).
Example:
"atmosphere_rotational_velocity" = "0.1";
Cloud Alpha
(1.77 or later)
The transparency level of the cloud layer, relative to the standard transparency. 1.0 is the default. Texture packs which include clouds on the planetary texture may wish to reduce this.
Example:
"cloud_alpha" = "0.2";
Land HSB Color
Example:
"land_hsb_color" = "0.0..1.0 0.0..1.0 0.0..1.0";
Percent Land
The percentage of the planet occupied by land.
Example:
"percent_land" = "0..100";
Radius
An integer between 3000 and 7000 indicating the radius of the main planet. On the F7 screen, this is measured in kilometres. The radius in game is 1/100th of this.
Example:
"radius" = "5500";
Rotational Velocity
A number describing the rotational velocity of the planet in radians per second. Overrides rotation_speed if both are set.
Example:
"rotational_velocity" = 0.0015;
Rotation Speed
A number describing the rotational velocity of the planet in radians per second. Unlike rotational_velocity, this is affected by rotation_speed_factor.
Example:
"rotation_speed" = 0.0015;
Rotation Speed Factor
The rotational speed of all planets whose rotational speed was set by rotation_speed and not by rotational_velocity will be multiplied by this number.
Example:
"rotation_speed_factor" = 1.0;
(Intended more for the universal section as a "personal taste" option than for individual planets)
Sea HSB Color
Example:
"sea_hsb_color" = "0.0..1.0 0.0..1.0 0.0..1.0";
Texture
The replacement texture to be used by a system's main planet.
For textures you can use lat-long maps (twice as wide as high) with a special elongation at the poles or cube maps. Other maps also will be wraped around planets but give always distortions.
Since Oolite 1.74 you can also use cube maps for planets. Cube maps are 6 times higher as wide and will be recognised automatic by Oolite, based on its dimensions. Cube maps are the preferred method because lat-long give some distortion and have the poles improperly placed in Oolites implementation. See also Planettool for conversion from lat-long into cube maps.
Example:
"texture" = "newPlanetTexture.png";
- N.B.
This feature is disabled by setting Detailed Planets:Off in the game setting menu. Enabled by default (Detailed Planets:On).
Texture HSB Color
This changes the overall hue of the replacement texture.
Example:
"texture_hsb_color" = "0.0..1.0 0.0..1.0 0.0..1.0";
Terraforming Example
For the planet Lave, you would use the key '0 7' (planet 7 in galaxy 0) Then you set the values. The following example sets Lave's sea to blue, land to green, and land to sea ratio to 75%.
Code:
{ "0 7" = { "percent_land" = "75"; "land_hsb_color" = "0.333 1.0 1.0"; "sea_hsb_color" = "0.667 1.0 1.0"; } }
Then you can override any of the settings listed above, for example to change Zaatxe's (Galaxy 0 Planet 8) inhabitants into blue frogs you'd enter
Code:
"0 8" = { "inhabitants" = "Blue Frogs"; }
You can use any or all of the keys in each of the entries. It's probably best to only use the key's you want to change. So, another example, to change the sky_blur_xxx settings for Zaonce (Galaxy 0 Planet 129) to big, heavily clustered, but pale blurs - you'd enter
Code:
"0 129" = { "sky_blur_cluster_chance" = "0.9"; "sky_blur_alpha" = "0.1"; "sky_blur_scale" = "32.0"; }
Properties of the Sky
Ambient Level
Sets how much ambient light (shed by stars and nebulae) illuminates the dark side of objects like planets and ships. Values should typically be between 0.0 and 1.0 (1.0 is the default) but can be higher for a flat lit, cartoon-like effect.
Example:
"ambient_level" = "0.0";
Nebula Count Multiplier
This is used for defining the number of nebulas. Default is 1.0. Number can be greater or less than default and is also randomised a bit.
Example:
"nebula_count_multiplier" = "1.5";
Sky Blur Alpha
Default 0.1
Example:
"sky_blur_alpha" = "0.0 .. 1.0";
Sky Blur Cluster Chance
This is used for creating nebulae (typically 0.80)
Example:
"sky_blur_cluster_chance" = "0.85";
Sky Blur Scale
Default 10. Larger numbers generate bigger nebula, but slow down the game considerable on slower machines.
Example:
"sky_blur_scale" = "0.0 .. 128.0 or more";
Sky N Blurs
This is used for defining the number of nebulas (typical is 80, maximum is 1280). This key overrides a "nebula_count_multiplier" definition.
Example:
"sky_n_blurs" = "800";
Sky N Stars
This is used for defining the number of stars (typical = 600, maximum in 1.76 or earlier is 4800). This key overrides a "star_count_multiplier" definition. In reduced detail mode, this number will be capped to 2400.
Example:
"sky_n_stars" = "1200";
Sky RGB Colors
These are rgb values (from 0.0 to 1.0) for the two colours between which the colour of the stars (and nebulaesque blurs) vary, ordered r1 g1 b1 r2 g2 b2 where (r1 g1 b1) defines the first colour and (r2 g2 b2) the second.
(Default values are "0.0 1.0 0.5 0.0 1.0 0.0")
Example:
"sky_rgb_colors" = "0.0..1.0 0.0..1.0 0.0..1.0 0.0..1.0 0.0..1.0 0.0..1.0";
Alternatively, two colour specifiers may be used:
"sky_color_1" = "redColor"; "sky_color_2" = { "hue" = "60"; "brightness" = "0.8"; }
Star Count Multiplier
This is used for defining the number of stars. Default is 1.0. Number can be greater or less than default and is also randomised a bit.
Example:
"star_count_multiplier" = "0.5";
Properties of the Station
Market
The market to be used in this system as the default market. It points to a key in commodities.plist
Example:
"market" = "rockhermit";
Will use the rockhermit market as default for for all stations in the system. When no market is defined a key in commodities.plist is used that matches the role of the main station. Than that is not defined, the default market is used in this system.
Station
The type of station orbiting the planet.
Example:
"station" = "coriolis..dodec..special";
Station Roll
The speed at which the station rotates (as with all rotational velocities this is in radians per second) and affects all rotating stations in a system. For a specific station you can use the key station_roll in shipdata.plist.
Example:
"station_roll" = "0.5";
Stations Require Docking Clearance
Specifies if a player has to explicit ask docking permission. See also Oolite Docking Clearance
Properties of the Sun
- N.B.
The corona effect, modified by the first three properties mentioned below, is disabled by setting Reduced Detail:On in the game setting menu. Enabled by default (Reduced Detail:Off).
Corona Flare
Sets the overall size of the corona in proportion to its sun. (See note above.)
A number from 0.0 (invisibly small) to 1.0 (huge)
Example:
"corona_flare" = "0.075";
Corona Hues
Specifies whether the corona should have visible bands of colours within the corona. (See note above.)
A number from 0.0 (monochromatic) to 1.0 (vivid alternating colours).
Example:
"corona_hues" = "0.6";
Corona Shimmer
Specifies how quickly the corona colours change. (See note above.)
A number from 0.0 (very slow) to 1.0 (very fast).
Example:
"corona_shimmer" = "0.4";
Sun Color
Sets the colour of a system's sun.
Can be any colour specifier or named colour. The specified colour is blended with 50% white so it will never be a saturated colour. Dark colours will be brightened by this blending.
Example:
"sun_color" = "blueColor";
Sun Distance Modifier
Sets the approximate distance between a system sun and its main planet. The standard distance is 20 planetary radii. Setting it much lower (10, or even less) will cause delays when generating systems, as Oolite compensates for possible collisions between the sun and other system objects.
Example:
"sun_distance_modifier" = "15.0";
Sun Gone Nova
Sets a nova sun in the system.
Example:
"sun_gone_nova" = "YES";
Sun Name
Stores the name of a system's sun. This is not implemented in Oolite in any way, but may be useful to OXP scripts.
Example:
"sun_name" = "Alpha Centauri";
Sun Radius
Sets the radius of a system's sun.
Example:
"sun_radius" = "100000";
Script Actions
Script_actions work exactly as in shipData.plist, and get activated by the player entering the specified system, or interstellar space.
Example
"script_actions" = ( "addShipsAtPrecisely: my_ship 2 wpm 0 0 15000" )
Custom Planet settings
Finally you can also add keys for your own custom planets and moons, eg.
"LavesPurpleMoon" = { ... }
The contents of the { could be: Orientation of the planet in space (seems not to be working correct)
"orientation" = "0.0 1.0 0.0 0.0";
Position of the planet in space. You can use 3 or 4 parameters. With only 3 parameters the internal absolute coordinates are used.
"position" = "0 -50000 0";
or
"position" = "pwm 0 -50000 0";
Radius of the planet in km. e.g. a value of 500 is drawn with a radius of 5000 meters but in player dialogues this value is presented as 500 km.
"radius" = "500";
Rotation of the planet in rotations per second.
"rotational_velocity" = "1";
The name of the texture file that is used to wrap around the surface.
"texture" = "grid.png";
Seed value used to set planet surface parameters. When no seed is defined it uses random values.
"seed" = "1 2 3 4 5 6";
A lot of the keys for the main planet, like: percent_land, can also used in custom planets.
Hyperspace Travel
Galactic Hyperspace Behaviour
The key galactic_hyperspace_behaviour controls where the player will arrive after a G.H. has been executed. There are three possible types of G.H. behavior and are as follows:
1) Oolite standard. This is what we have up to this moment. Executing a G.H. jump will poisition the player in the next galaxy, to the closest non-isolated system with regards to their current galaxy coordinates. So, for example, if you jump from coordinates (100, 50) in galaxy 1 you will arrive in galaxy 2 at the same coordinates, unless these coordinates refer to an unreachable system, in which case the arrival point will be adjusted by the engine to maybe something like (102, 51). This is set as default behavior. It is set by assigning the string BEHAVIOUR_STANDARD to the galactic_hyperspace_behaviour key.
2) All systems reachable. Same as above, only this time we do not check for arrival at an isolated system. Using this method, systems like Oresrati in G8, the lower left hand cluster of systems in G7, the two islands of isolated systems in G6 etc. are now possible arrival points. If you land there, you may not be able to exit again, depending on the tech levels of the systems you get to. Mission scripters may want to use this. This behaviour is set by assigning the string BEHAVIOUR_ALL_SYSTEMS_REACHABLE to galactic_hyperspace_behaviour key in planetinfo.plist.
3) Fixed coordinates arrival point. This will make Oolite simulate some older 8-bit versions, that were putting the player in the same fixed point every time a galactic jump was performed, but there is also good potential for scripting (see below). This is set by assigning the string BEHAVIOUR_FIXED_COORDINATES to the galactic_hyperspace_behaviour key.
Galactic Hyperspace Fixed Coords
If the fixed coordinates method is chosen, then the engine will look in planetinfo.plist for a key named galactic_hyperspace_fixed_coords, from which it will read the actual coordinates that will be used as the arrival point in the next galaxy. If none is found, then coordinates (96,96) will be used.