First Look at Modding

We’re getting close to releasing the alpha, and I’m happy to say that you’ll be able to start modding Starfarer in the very first release.

The entire focus of the alpha is on combat, exposed through a set of missions. In each mission, two fleets face each other in a scenario you’ll run into naturally in the full game. For example, the player might command a freighter fleet during a blockade run, or a small task force ambushing a carrier group inside a nebula.

Missions are the only aspect that will be moddable in the first release, but it’s just a start – we’ll expand modding capabilities to include ships, AI, factions, etc. Technically, I suppose you could add new ships in the first release (and easily tweak existing ones), since they’re all data-driven… but it’s much nicer with an actual editor. (Yes, we’ll release some modding tools.)

Ahem… back to missions!

Each mission is defined with a couple of files you can tweak using a text editor, or copy to use as a baseline for a new mission. To see what a mission is made up of, let’s take a look at a screenshot of the mission selection screen, with the “Turning the Tables” mission selected.

Mission selection screen – click to enlarge

Alright, now, things are about to get technical. And somewhat lengthy. Consider yourself warned.

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