General
=======

My planetinfo.plist file (1) specifies various appearance settings for the game,
(2) sets up some POPULATORS. On the latter, see 'my defaults', below.

The code herein comprises titled entries with fields. The entry title determines whether the entry sets defaults (for normal space or interstellar) or whether the entry sets the character of paricular bit of space.


On common or important fields
=============================

	nebula_count_multiplier
	- Default is 1, for normal space.

	sky_color_1
	- Colour setting that takes a triple, e.g. (0, 1, 0.5).

	sky_color_2
	- Colour setting that takes a triple, e.g. (0, 1, 0.5).

	sky_n_blobs
	- Integer determining 'blobbiness' (?) of the sky.

	sky_n_stars
	- Integer.

	sky_blur_alpha
	- Brightness.

	sky_n_blurs
	- Sets the number of blurs. But unsure what default is, and is some suggestion it doesn't work.

	sky_blur_cluster_chance
	- Affects the probability of blurs forming into fewer but more complex nebulae.

	sky_blur_scale
	- The higher this is, the more blurry the sky. High values make very dense skies. Affects performance?


On Oolite's inbuilt values for certain default fields
=====================================================

	Oolite's planetinfo.plist file (in oolite.app/Resources/Config) contains the following
	(as well as many fields for particular planets).

		// The default for all interstellar systems.
		"interstellar space" = {
			sky_color_1 = (0, 1, 0.5);
			sky_color_2 = (0, 1, 0);
			sky_n_stars = 480;
			sky_n_blobs = 128;
		};

		// The default for normal space, I think.
		"universal" = 
		{
			sky_color_1 = (0.75,0.8,1);
			sky_color_2 = (1.0,0.85,0.6);
			stations_require_docking_clearance = no;
		};

		I am unsure whether a default for sky_blur_scale is set anywhere (from somewhere I got the idea the default is 10, at least for normal space).
		The same holds for sky_blur_alpha, the default for which *may* be 0.1.
		nebula_count_multiplier

		The OXP 'Realistic Stars' overwrites the 'universal' entry thus:

			universal = {
				"sun_distance_modifier" = "165.0";
				"sky_rgb_colors" = "0.6 0.7 1.0 1.0 0.8 0.4";
				"ambient_level" = "0.1";
				"corona_flare" = "0.90";
				"sky_n_stars" = 6000;
				"corona_hues" = "0.1";
				"station_roll" = "0.1";
			};


Format for headers -
headers such as "interstellar: 0 218 246"
=========================================

The format is:
	<galaxy number> [starting at 0] <planet#1> <planet#2>

The order of the planet numbers determines when one sees the effects.
E.g. order 'Y Z' (in galaxy X) see the effect is travel from Y to Z but not Y to X.
Hence many of my entries are paired . .


Galaxy numbers & names
======================

Some boxed comments within my planetinfo.plist have this form:

	/*
	======================
	Galaxy #1 (/#2) 'name'
	======================
	*/

#1 is the interal numbering,
#2 is the number shown to player.
'name' is name equivalent of the galaxy number(s) - see https://wiki.alioth.net/index.php/Galaxy_Names_OXP.


// EOF
