Starship Horizons
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Knowledge Base›Modding With Hydra Studio

Modding With Hydra Studio

Hydra is the editor suite built into the server. It runs in a browser like any other station, it edits the content on disk, and it is how everything in Horizons was made.

Opening it

Hydra appears on the station selection page in its own Hydra Studio group, as Studio. That entry only appears when the Hydra module is enabled, because the editor's screens are contributed by that module. Without it, the Hydra entry under Admin opens the platform settings and none of the editors.

Open it from the server machine itself — http://localhost:1864/ — or from another browser on your network. Saving content needs an API token, and the server writes it into the editor pages when it serves them, so there is nothing to set up.

How the shell works

Hydra is a shell with a tab strip, not a set of separate pages. The left column is the platform navigation — module list, content directories, extensions, themes, device controllers, server stats. Opening a document (a module, a vessel, a mission) adds a tab, and that tab brings its own section list into the second column.

Tabs are dirty‑tracked: an edited document is marked, and Ctrl+S saves the active one. There is a command palette (Ctrl+Shift+P) for reaching any action by name, which is usually faster than hunting through sections, and Ctrl+P jumps straight to a module, vessel class, mission, map or other record by name.

Documents can also be popped out into their own window, which is how you get a mission and the vessel it uses side by side.

What you can edit

EditorEdits
ModulesA content module and everything in it. The top of the tree.
MissionOne mission: objectives, objects, events, encounters.
Vessel ClassA ship type: hull, roles, components, cameras, decks.
ComponentA device that goes on a ship.
Component PartAn upgrade that fills a component's upgrade slot.
ShipyardFitting components to a hull's hard points, and placing its cameras, docks, lights and effects.
ArchetypeAn NPC commander's role: standing tasks, reflexes, temperament. Read‑only for now.
Task PlanAuthored steps that replace how a task type is carried out.
CampaignA sequence of missions with carried state.
MapA star system or surface: what is where.
ModelsBrowsing art with a live preview, and registering it and its materials, each model in its own tab.
Sound BankNamed, layered audio definitions.
EffectVisual effects built from renderer layers.
Gallery / FilesBrowsing what the loaded modules provide.
PackageSealing a finished module for distribution.

Three rules that apply everywhere

1. Saves are whole records, not patches. An editor reads a record, you change part of it, and the whole thing is written back. Nothing merges. If a field was not loaded into the editor you are using, saving can write it away — which is why sub‑editors that open a slice of a record are the place to be careful, and why two editors open on the same record at once is a bad idea. Save one, reload the other.

2. Records are keyed by name. Renaming is not a rename; it is a new record. The editors handle this by deleting the old one for you, but it means a rename breaks anything that referenced the old name — missions pointing at a vessel class, vessels pointing at a component. Search before you rename.

3. There is no undo. The editors write to disk. Keep your modules in version control, or copy the module folder before a large restructuring.

Where content lives

Everything is files under a module folder, and the folder names are the categories: Missions, Objects (vessel classes), Components, Maps, Campaigns, Models, Textures, Sounds, Music, Video, Dialog, Factions, Pedias, Html, World, and Scripts for code the module's mission scripts share (see Mission Scripting).

You can edit those files by hand, and for bulk changes that is often quicker. The editors and the files are the same content — there is no database in between. See Modules for how several modules layer on top of each other.

Last updated 19 October 2026