Skip to content

Modding language reference

The Modding language reference covers the languages and frameworks a mod is written in. These are not in-universe abstractions — they are constructs in the modder’s editor that exist to control what happens in-game.

When you have a question like:

  • “How does a Cue’s lifecycle work?” → look up Cue
  • “What attributes can <order> take in an aiscript?” → look up Order definition
  • “How do I register a Lua callback for an MD signal?” → look up Globals (RegisterEvent)
  • “What’s the schema of god.xml?” → look up god.xml

You’ll find: schema, attributes, lifecycle, common idioms, gotchas, examples.

For the in-universe entities these languages control — Station, Ship, Sector, Faction — see the Game API instead.

The high-level event-driven scripting language used for missions, story content, and most mod logic. Cue, Library, Action, Condition (event), Expression, Variable, Namespace.

The lower-level language used to define NPC ship behavior. Order definition, Interrupt, Attention, state-machine patterns.

Player-facing UI written in Lua. Helper API, Globals (RegisterEvent, SetScript), FFI bridge, third-party APIs (SN Mod Support APIs).

XML schemas modders read or diff to add game content. god.xml, parameters.xml, macro.xml, stationgroups.xml, constructionplans.xml, etc.


A modder reasoning about what they want to do uses a different mental model than a modder reasoning about how to write it. Mixing the two — Cue under the same heading as Station — buries language constructs in a list of game entities and slows lookup.

The two trees cross-reference freely. The Cue page mentions Station as an example of an object you can manipulate; the Station page mentions which Cue events fire about it.


All pages in this section are currently placeholders demonstrating the navigation structure.