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* [[Dev Builds|Development Build Update History]] (Various entries referenced above)
* [[Dev Builds|Development Build Update History]] (Various entries referenced above)


[[Category:Locations]]
[[Category:Galaxy Generation]]
[[Category:Galaxy Generation]]
[[Category:Lore]]
[[Category:Lore]]

Revision as of 06:35, 30 May 2025

This page is a Work in Progress as much of the lore/Development for the game is yet to be established.


This page details the large-scale structure of the simulated Milky Way galaxy within Starship Simulator. The Galaxy Generation system creates a realistic, 1:1 scale representation of our home galaxy, incorporating distinct structural components and a wide variety of celestial objects that influence the distribution and types of stars players encounter.

Overall Structure

The simulated galaxy models the known structure of the Milky Way, primarily consisting of:

Galactic Regions

The Galaxy Generation process defines distinct galactic regions. These regions influence the characteristics of generated star systems.

Galactic Core

  • Description: The innermost region, centred on Sagittarius A* (located at galactic coordinates 0,0,0 in the simulation - Build 0.225.0.14).
  • Characteristics: Features extremely high stellar density and contains the supermassive black hole Sagittarius A*, which is rendered as a unique volumetric object (Build 0.225.0.16). Navigation near the core presents challenges due to high gravity and radiation.

Galactic Bulge

  • Description: A dense, roughly spheroidal region of stars surrounding the Galactic Core.
  • Characteristics: High star density (less than the core). Contains a mix of older and younger stars. Globular Clusters are concentrated here and in the Halo.
  • Simulation Influence: High star density. Contains predominantly older Star types.

Galactic Disc (Thin & Thick)

  • Description: The flattened, rotating structure containing the galaxy's spiral arms. It comprises:
    • Thin Disc: Where most current star formation takes place. Contains younger stars (Population I, like Sol), open clusters, gas, and dust concentrated along the spiral arms.
    • Thick Disc: A more diffuse, older component surrounding the Thin Disc.
  • Characteristics: Moderate to high star density, particularly within spiral arms. Rich in heavier elements. Sol is located within the Thin Disc.
  • Simulation Influence: Contains a mix of Star types, with younger, hotter stars more common in the Thin Disc/spiral arms. Star density varies based on the underlying density map.

Galactic Halo

  • Description: A vast, roughly spherical region extending far beyond the visible disc and bulge. Includes inner and outer halo distinctions.
  • Characteristics: Very low star density. Dominated by very old, metal-poor stars (Population II), often found in Globular Clusters.
  • Simulation Influence: Lowest star density. Primarily older, cooler Star types. Parameters like Oort Cloud size (derived from Hill Sphere / Tidal Truncation Limits) depend on the galactic region, likely differing significantly in the Halo (Build 0.225.0.67).

Globular Clusters

  • Description: Dense, gravitationally bound collections of hundreds of thousands to millions of very old stars.
  • Characteristics: Found mostly orbiting within the Halo, with some associated with the Bulge. Contain Population II stars.
  • Simulation Influence: Represent localized areas of extremely high stellar density within the otherwise sparse Halo or the Bulge.

Simulated Celestial Objects

The Galaxy Generation system populates these regions with a diverse range of celestial objects:

Implemented / Generated Object Types

  • Stars:
    • Main Sequence Classes (O through M).
    • Low-Mass Classes: L, T, Y Stars (Build 0.225.0.16, 0.225.0.24).
    • Evolved/Unusual Types: T-Tauri, Wolf-Rayet Stars (Build 0.225.0.16).
    • Star Remnants: White Dwarfs (DA2 type for Sirius B), Neutron Stars, Black Holes (including Sagittarius A*) (Build 0.225.0.16, 0.225.0.27, 0.225.0.31]).
    • Includes support for 80 stellar sub-classes (O0V to Y9) for temperature/luminosity variations (Build 0.225.0.30).
  • Planetary Bodies:
    • Planets (Generated via the System-Gen process, including Rocky subtypes like Earth Analogue, Water World, Lava World; Gas Giants/Ice Giants, including specific types like Hot Jupiters (Gas Giants orbiting very close to their star); Build 0.225.0.32).
    • Icy Bodies / Dwarf Planets (Generated in Kuiper Belt analogues; specific Sol System examples like Eris, Sedna added - Build 0.225.0.67).
    • Rogue Planets (Groundwork laid - Build 0.225.0.16).
  • Star Clusters: Globular Clusters and Open Clusters (part of galactic structure).
  • Other Structures: Proto-Planetary Disks (simulated during system generation - Build 0.225.0.32). Planetary Rings (generated based on probability - Build 0.225.0.74).

Planned Future Expansion

The following object types and phenomena are planned for future implementation or refinement:

  • Moons (also mentioned in Roadmap 0.226)
  • Multi-star systems
  • Comets
  • Asteroids (also mentioned in Roadmap 0.227)
  • Volumetric Planetary Rings
  • Volumetric Gas Giants
  • Planetary Nebulae
  • Real World Nebulae
  • Oort Clouds
  • Wormholes
  • Additional Stellar Classes

Regional Influence Summary

The Galaxy Generation system uses these defined galactic regions (determined as part of the generation process) to influence:

  • Star Density: The number of stars generated per cubic light-year varies dramatically, driven by a large-scale density map. Densities range from 0 to 8,000 stars per 100ly³ sector.
  • Star Types: The prevalence of different spectral types, ages, and metallicities changes based on the region's typical stellar population.
  • System Parameters: Factors used in procedural generation, such as stellar Hill Sphere / Tidal Truncation limits (affecting Oort Clouds), are influenced by the galactic region (Build 0.225.0.67).

Navigation & Exploration

Understanding the galaxy's structure and the types of objects found within different regions can aid players in navigation and exploration. Searching for specific types of stars or phenomena, anticipating navigational challenges near the core, or reaching sparsely populated areas involves understanding these large-scale structures and distributions.

Development Status

The precise density values, stellar population ratios, specific gameplay effects associated with each galactic region, and the implementation of planned celestial objects are part of the ongoing development and may be refined.

Sources

  • Fleetyard Studios Pitcon Presentation #2 (April 2025) - Slides available Here. - Fleetyard Studios Pitcon Presentation #2 Video Recording (Segment: 2:46:30 - 3:24:00) - Link
  • Development Build Update History (Various entries referenced above)