Starship Horizons
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Knowledge BaseMap Editor

Map Editor

A map is where a mission happens — a star system, a region of space, a planetary surface. Missions reference a map and place their own objects into it; the map itself holds the permanent scenery.

Locations

A map is a tree of locations, not a flat list of coordinates. A system contains bodies, a body may contain places on or around it. This nesting is load‑bearing rather than cosmetic, because of how environment resolves.

Environment resolves up the tree

Environment — fog, dust, starfield, lighting, sky — is authored per location and resolved by folding from the root of the tree outwards to the location the player is at. A location that authors nothing inherits everything from its ancestors; a location that authors one element overrides just that element and keeps the rest.

Two consequences:

  • Set the general character of a system once, at the root, and only override where somewhere should look different.
  • When somewhere looks wrong, the cause is often above it in the tree rather than in the location you are editing.

Objects

Objects placed on the map are the permanent contents: stations, planets, asteroid fields, derelicts, debris. Each has a position and a rotation, and a model.

One trap worth knowing. Object rotation values are negated when applied — yaw, pitch and roll all invert between the file and the running game. If you are hand‑editing rotations and everything faces the wrong way, this is why. In the editor, set rotations visually rather than numerically and the question does not arise.

Extent

A map's playable extent is computed by the server from its contents and sent to clients as bounds. It is not a field you set. (There is a dimensions field on maps, but it belongs to the galaxy generator and is not a surface map's size — setting it expecting it to resize a map does nothing.)

Editing

The map editor is a 3D view with the location tree beside it. Selection, movement and the property panels work the way you would expect from any scene editor.

Two practical notes:

  • Save whole. The editor's save writes the entire map including its locations. A partial save exists, and is used by the in‑game tuning panel to write a few environment fields without round‑tripping locations it never read — but from the editor, save everything.
  • Particle clouds are hard to click. Point‑based objects like asteroid fields have a pick tolerance measured in world units, so on a map spanning thousands of kilometres they can be effectively unclickable when zoomed out. Zoom in to select them.

Tuning the look from inside the game

There is a renderer tuning panel available in‑game that edits the active environment live — fog, dust, starfield, sky and post‑processing — and can write some of it back. That is a much faster loop for getting a system to look right than editing and relaunching, because you are looking at the real thing under the real lighting.

Last updated 5 September 2026