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Basic DescriptionEdit

weapon_data.csv is a file containing data for Starfarer's weapons. It controls things like damage, fire rate, OP vales, and similar attributes. Just as all .csv files, it can be opened and edited with Microsoft Excel, or a comparable program.

BreakdownEdit

At the very top of weapon_data.csv, you will see a list of categories. Going from left to right, the function of each will be described:

name - The human-readable name of the weapon that is displayed in-game. This isn't the internal name for the weapon.

id - This is the internal name that is recognized by the code in the background. When modding, this weapon will be referenced everywhere by this ID. It will be used in .variant files, .wpn files, and campaign scripts. If you want to switch out a weapon for another in ship variants, this is the one you use. Remember, if you want to reference this weapon somewhere else, it is this designation that you use, not the one above.

base value - How many credits the weapon costs in the campaign.

tier - This partly controls the store availability of the weapon. Tier 0 weapons can be bought on the open market; anything higher requires a progressively higher relationship with the faction for purchase on a military submarket. Tier >=5 weapons cannot be purchased at all.

range - Determines how far a weapon is fired.

damage/second - Used only for beam weapons. Determines how much damage is inflicted on the target per second.

damage/shot - Used for non-beam weapons. This determines how much damage is inflicted on a target per shot.

emp - This is the amount of EMP damage the weapon applies to the target. EMP damage is used to disable weapons and engines.

impact - Only affects fighters and asteroids. If one of the two is hit by a weapon with a high impact, they will spin out of control. Look at the graviton beam for reference.

turn rate - The rate at which a turret can turn.

OPs - The ordnance points that the weapon requires for you to install into the weapons slot in your ship.

ammo - The total number of shots that a weapon can fire during a single combat round, barring reloads.

ammo/sec - The total number of shots that regenerate per second.

reload size - How many shots are added in a single reload event.

type - Damage type. Can only be: BALLISTIC, ENERGY, HIGH_EXPLOSIVE, or FRAGMENTATION.

energy/shot - Flux generated per shot.

energy/second - Used for beam weapons. Flux generated per second.

chargeup - The time it takes for a projectile weapon to fire a round. For example, if this were set to 1, then there would be a 1 second delay between clicking the mouse, and the weapon being fired. For beam weapons, this determines how long it takes for the beam to reach full intensity.

chargedown - For non-beam weapons, this determines how long it takes for the weapon to be ready to fire again--i.e. cooldown. For beam weapons, this determines how long it takes for the beam to dissipate after the mouse button is released.

burst size - The number of projectiles that are fired when the weapon opens fire. For beam weapons, a value here makes the beam fire in bursts. For example, if this were set to 1 for a beam weapon, then the beam would fire for 1 second after pressing the mouse button, and then fade away.

burst delay - For non-beam weapons, this determines the amount of time between shots fired. Used concurrently with "burst size". For beam weapons with a non-zero value in "burst size", this determines how long it takes for the beam to be ready to fire another burst--i.e. cooldown.

min spread - The minimum angle (in degrees) that projectiles will be constrained to firing within. 0 means that the weapon fire can be perfectly accurate, but may not be due to other factors such as max spread.

max spread - The maximum angle (in degrees) that projectiles will be constrained to firing within. 0 means that the weapon will fire shots with perfect accuracy. A maximum spread of 30 means that fire will be wildly inaccurate outside of point blank range.

spread/shot - How many degrees of spread, per shot, is added to the onto minimum spread. When the maximum spread value is reached, there will be no more continued accuracy reduction. Thus, firing a weapon for an extended period of time could make it less accurate. Without a spread/shot value, a weapon will always fire at its minimum spread value.

spread decay/sec - How many degrees of spread are subtracted, per second, from the weapon's current spread. This value is used to control how quickly a weapon will return to true minimum spread after you stop firing.

beam speed - Determines how fast the beam travels.

proj speed - For non-beam weapons, this determines how projectiles/missiles will move.

launch speed - Deals with missiles. This is the value that governs how fast the missiles are moving before their engines ignite and propel them. Missiles will accelerate to their "proj speed" value defined before this.

flight time - This determines how long a missile's engines will function, in seconds. After this time is up, a missile's engines will cut out, and will no longer be able to accelerate.

proj hitpoints - This determines the number of hitpoints a missile has.

hints - These "hints" are small instructions that tell the AI how to use the weapon. Possible hints:

  • DO_NOT_AIM
- Used primarily for missile weapons, this will make the AI fire the weapon even if the target is not within its firing arc.
  • STRIKE
- This means that this weapon will only be used against ships destroyer-size or above. It will also grant any ship carrying this weapon the "strike" ability.
  • USE_VS_FRIGATES
- Used concurrently with the STRIKE hint. If a weapon contains the STRIKE hint, this will make it so that weapon can be fired against frigates as well.
  • ANTI_FTR
- Presumably tells the AI to target fighters with this ship where appropriate.
  • PD
- Allows the weapon to target missiles.
  • GUIDED_POOR
- Similar to the DO_NOT_AIM hint, but this one will encourage the AI to line up a shot if possible before firing. Used for missiles.
  • SYSTEM
- For things like flares, built-in weapons and decorative weapons. Hides the weapon from the codex and prevents it from being dropped as loot (except by fighters which have the weapon specified in their variant file instead of as a built-in, due to a bug).
  • SHOW_IN_CODEX
- Makes a SYSTEM weapon appear in the codex.

Note: multiple hints are separated via comma. Example: STRIKE,DO_NOT_AIM


number - Unused. Good place to put notes, as nothing here has to actually be a number.




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