--- Title: Ship Log Description: A guide to editing the ship log in New Horizons Sort_Priority: 40 --- # Intro Welcome! this page outlines how to create a custom ship log. If you haven't already, you may want to take a look at [Understanding XML]({{ "Understanding XML"|route }}) to get a better idea of how XML works. # Understanding Ship Logs First thing's first, I'll define some terminology regarding ship logs in the game, and how ship logs are structured. ## Entries An entry is a card you see in rumor mode, it represents a specific area or concept in the game, such as Timber Hearth's village or the southern observatory on Brittle Hollow. An entry is split up into facts, a fact can either be a rumor fact or an explore fact. ![entryExample]({{ "images/ship_log/entry_example.webp"|static }}) *In red you can see an entry, in green you can see the entry's facts* ### Curiosities Curiosities are entries that represent big ideas in the story, such as the ATP or the OPC. Non-curiosity entries have a Curiosity attribute that can be set to make the color of that entry match the color of the curiosity (Like how everything regarding the Vessel is red) ![curiosityExample]({{ "images/ship_log/curiosity_example.webp"|static }}) *The Ash Twin Project is an example of a curiosity (internally it's called TIME_LOOP)* ### Child Entries Entries can be children of other entries, meaning they'll be smaller. ![childEntryExample]({{ "images/ship_log/child_entry_example.webp"|static }}) *The murals at the old settlement on Brittle Hollow are examples of child entries* ## Rumor Facts A rumor fact represents the information you might hear about a specific area or concept, usually, you get these through dialogue or maybe by observing a faraway planet. ![rumorFactExample]({{ "images/ship_log/rumor_example.webp"|static }}) ## Explore Facts Explore facts represent the information you learn about a specific area or concept. ![exploreFactExample]({{ "images/ship_log/explore_example.webp"|static }}) # The XML Now that we know some terminology, let's get into how the XML works. Every planet in the ship log is represented by a single XML file, you can see this if you use the unity explorer mod and navigate to ShipLogManager. ## Example File ```xml EXAMPLE_PLANET EXAMPLE_ENTRY Example Planet EXAMPLE_ENTRY EXAMPLE_EXPLORE_FACT EXAMPLE_RUMOR_FACT Cool Rock RUMOR Example Rumor Text EXAMPLE_EXPLORE_FACT Example Explore Fact This is orange]]> Different Text To Display]]> EXAMPLE_CHILD_RUMOR_FACT EXAMPLE_CHILD_ENTRY Example Child Entry COOL_ROCK EXAMPLE_CHILD_RUMOR_FACT Example Child Rumor Fact Example Child Rumor Fact Text EXAMPLE_CHILD_EXPLORE_FACT Example Child Explore Fact Text EXAMPLE_ENTRY_2 Example Entry 2 EXAMPLE_ENTRY EXAMPLE_EXPLORE_FACT_2 EXAMPLE_RUMOR_FACT_2 EXAMPLE_ENTRY Example Rumor Fact 2 Example Rumor Fact 2 EXAMPLE_EXPLORE_FACT_2 Example Explore Fact 2 EXAMPLE_EXPLORE_FACT_3 Example Explore Fact 3 ``` ## Using The Schema In the example XML, you may notice something like `xsi:noNamespaceSchemaLocation` at the top, this tells whatever editor you're using that the file at that link is the schema. The game simply ignores this though, so it won't be able to catch errors at runtime. Some editors may require you to [Trust](https://code.visualstudio.com/docs/editor/workspace-trust){ target="_blank" } the workspace to use the schema file. Doing this varies per-editor, and you may also have to right-click the link and click download. ## Loading The File You can load your XML file to your planet by doing adding the following to your planet's config ```json { "ShipLog": { "xmlFile": "planets/example.xml" } } ``` # Rumor Mode Options ## Entry Layout By default, entries in rumor mode are laid out by rows, where each row is one planet. This will not make for a perfect layout, so you can use the `entryPositions` property in your star system config to change them For example, if I want to change an entry with the ID of `EXAMPLE_ENTRY` and another with the ID of `EXAMPLE_ENTRY_2`: ```json { "entryPositions": [ { "id": "EXAMPLE_ENTRY", "position": { "x": 100, "y": 200 } }, { "id": "EXAMPLE_ENTRY_2", "position": { "x": 200, "y": 100 } } ] } ``` To help with this, download the unity explorer mod and manually position entries, then simply use the dev tools to dump all the entries to a json string you can copy and paste into your config. ![autoDetectiveMode]({{ "images/ship_log/auto_rumor_mode.webp"|static }}) *A set of entries laid out with auto mode* ## Images Custom entry images are a bit different from other custom images, instead of pointing to each file for each entry, you point to a folder: ```json { "ShipLog": { "xmlFile": "planets/example.xml", "spriteFolder": "planets/example_planet_entry_sprites/" } } ``` Each file is in this folder is then named the ID of each entry. for example, `EXAMPLE_ENTRY`'s file would be named `EXAMPLE_ENTRY.png`. you set alternate sprites by making a file with the entry's ID and `_ALT` at the end, so `EXAMPLE_ENTRY`'s alt image would be `EXAMPLE_ENTRY_ALT.png`. ## Curiosity Colors Colors for each curiosity is given in a list, so if I wanted the curiosity `EXAMPLE_ENTRY` to have a color of blue: ```json { "ShipLog": { "xmlFile": "planets/example.xml", "curiosities": [ { "id": "EXAMPLE_ENTRY", "color": { "r": 0, "g": 0, "b": 100, "a": 255 }, "highlightColor": { "r": 0, "g": 1, "b": 255, "a": 255 } } ] } } ``` ![curiosityColorChange]({{ "images/ship_log/change_color.webp"|static }}) *The curiosity's color is changed to blue* # Map Mode Options ## Layout Layout in map mode can be handled in two different ways, either manual or automatic, if you try to mix them you'll get an error. Also, adding planets to the vanilla solar system requires you to use manual layout. ### Automatic Layout In automatic layout, each planet that orbits the center of the solar system is put in a row, then, each planet orbiting those planets are put in a column, then, each planet orbiting *those* planets are put in a row for as many planets there are. The order of each planet is determined by their semi-major axis, if two planets have the same semi-major axis then they're sorted by order loaded in. ![autoMapMode]({{ "images/ship_log/auto_map_mode.webp"|static }}) *An example system laid out with auto mode* #### Offset The `offset` option lets you adjust a planet's offset from the last planet. ```json { "ShipLog": { "xmlFile": "planets/example.xml", "mapMode": { "offset": -5.0 } } } ``` For example, this offsets example planet in map mode by -5 units. ### Manual Layout The manual layout is a lot more involved than automatic but offers much greater freedom. Manual layout **requires** you to fill out both `manualPosition` and `manualNavigationPosition` #### Manual Position Setting the `manualPosition` option in the `mapMode` object sets its position (if manual position isn't set, it assumes the planet is using automatic mode) ```json { "ShipLog": { "xmlFile": "planets/example.xml", "mapMode": { "manualPosition": { "x": 0, "y": 500 }, "manualNavigationPosition": { } } } } ``` #### Manual Navigation Position This setting tells Outer Wilds how to handle navigation for this object, the x and y values correlate to the row and column of this planet. For example, the sun station is at navigationPosition (0, 1) as it is in the first column on the second row (you can't select the sun, so it doesn't have a row or column). So, by making a navigation position of: ```json { "ShipLog": { "xmlFile": "planets/example.xml", "mapMode": { "manualPosition": { "x": 0, "y": 500 }, "manualNavigationPosition": { "x": 1, "y": 1 } } } } ``` We say this planet is to the right of the sun station (putting in a position that is already occupied will override what is in that position). ![navigationIndices]({{ "images/ship_log/map_indices.webp"|static }}) #### Overriding Vanilla Planets You can also move vanilla planets by creating configs with their names and changing their manualPosition and manualNavigationPosition ### Settings for both layouts These settings can be used for both type of layouts #### Sprites ##### Reveal Sprite A path to the sprite to show for when the planet is revealed ##### Outline Sprite A path to an outline to show for when the planet is undiscovered #### Invisible When Hidden Settings `invisibleWhenHidden` to true makes the planet entirely invisible when not discovered instead of showing an outline. #### Scale How much to scale this planet in the map mode screen (you may have to change offset to compensate) ```json { "ShipLog": { "xmlFile": "planets/example.xml", "mapMode": { "scale": 0.5 } } } ``` Shrinks the planet by one half #### Remove Don't include this planet in map mode at all, simply ignore it #### Details Details are images that go on top of a planet in map mode, and changes states with the planet (like the sand funnel between Ash Twin and Ember Twin) ```json { "ShipLog": { "xmlFile": "planets/example.xml", "mapMode": { "details": [ { "revealedSprite": "planets/assets/image.png", "outlineSprite": "planets/assets/outline.png", "invisibleWhenHidden": true, "rotation": 45, "scale": { "x": 0.2, "y": 0.2 }, "position": { "x": 20, "y": 10 } } ] } } } ``` As you can see, they have similar properties to planets, with the addition of rotation # Revealing Facts Of course, having a custom ship log is neat and all, but what use is it if the player can't unlock it? ## Initial Reveal You can set facts to reveal as soon as the player enters the system by adding the `initialReveal` property ```json { "ShipLog": { "xmlFile": "planets/example.xml", "initialReveal": [ "EXAMPLE_RUMOR_FACT" ] } } ``` ## Signal Discovery You can set a fact to reveal as soon as a signal is identified by editing the signal's `Reveals` attribute ```json { "Signal": { "Signals": [ { "Frequency": "Quantum", "Name": "Quantum Planet", "AudioClip": "OW_QuantumSignal", "SourceRadius": 1000, "Reveals": "EXAMPLE_EXPLORE_FACT" } ] } } ``` ## Dialogue You can set a fact to reveal in dialogue with the `` tag ```xml 1 Check your ship log! EXAMPLE_EXPLORE_FACT ``` ## Reveal Volumes Reveal volumes are triggers/colliders in the world that can unlock facts from a variety of actions. Reveal volumes are specified in the `Props` module, its key is `reveal`. ### Position The position of the reveal volume, relative to this planet's center ### Radius How big the collider is (use the collider visualizer mod for help) ### Reveals A list of facts this volume reveals ### Reveal On Can be any of the following: #### Enter When the player or probe enters the trigger, reveal the facts #### Observe When the player observes the trigger, reveal the facts #### Snapshot When the player takes a picture of the trigger, reveal the facts ### Max Distance Can only be used if `revealOn` is set to Observe or Snapshot, the max distance away the player can be and still be able to trigger the reveal ### Max Angle Can only be used if `revealOn` is set to Observe, the max angle the player can be looking away from the trigger to still trigger the reveal ### Example ```json { "Props": { "reveal": [ { "position": { "x": -55.65454, "y": 83.1335, "z": 2.7004 }, "revealOn": "snapshot", "reveals": [ "EXAMPLE_EXPLORE_FACT", "EXAMPLE_EXPLORE_FACT_2" ], "radius": 5.0 } ] } } ``` # Setting Entry Locations Entry locations are the "Mark On HUD" option you see when in map mode, this allows the player to go back to where they were in the event of the big funny. Adding an entry location is similar to adding a Reveal Volume: ```json { "Props": { "entryLocation": [ { "id": "EXAMPLE_ENTRY", "position": { "x": -55.65454, "y": 83.1335, "z": 2.7004 }, "cloaked": false } ] } } ``` ![entryLocationExample]({{ "images/ship_log/entry_position.webp"|static }})