Explorer
Search and click your way through the data tree. Find the JSON entry for any item, condition, or interaction, and trace incoming/outgoing references with edge metadata (condition values, loot weights) preserved.
data-graph navigator for Ostranauts modders
Ostranauts ships ~70 folders of JSON arrays driving every condition, condowner, interaction, loot table, and pledge in the game. References between objects are plain strName strings — no foreign keys, no schema enforcement, just convention. Modders editing this tree want to know: what entries reference this one? what does this field do? where are the folders nobody has documented yet?
The explorer parses the data with a schema-driven extractor (rules derived from schema field descriptions, not hand-curated), and renders the resulting graph as a navigable site. Each tab below addresses a different question.
Search and click your way through the data tree. Find the JSON entry for any item, condition, or interaction, and trace incoming/outgoing references with edge metadata (condition values, loot weights) preserved.
What reference rules the parser learned from each folder's schema. See which folders have rich coverage and which still need overlays in comment_mod/.
Folders the parser sees no edges for, plus what the auto-detector found instead. Promote a candidate into the Comment Mod and the field becomes a real edge on the next build.
Dangling refs (target doesn't exist), orphans (nothing points to them), and cross-folder duplicate strNames. Surfaces real bugs in the data, sometimes blind spots in the extractor.
Top objects ranked by incoming-reference count, with copy-to-clipboard buttons producing self-contained LLM prompts for folder templates or per-object blurbs. Drafts go through a model you choose.
End-to-end scoring scenarios — a modder's question, the data answer, and the path through the explorer that should reach it. Some test the current explorer; some are forward-looking acceptance specs for the code-side AST plan.
Build-checklist tool for one ship at a time. Pick a vanilla ship from the dropdown (43 canned) or upload your own ship JSON; the inspector lays out the floor plan from item coordinates, groups components by bucket with per-strName counters, and surfaces the room-classification requirements that fire on that hull. Check off components as you build them — state persists per ship in your browser.
Drop in an Ostranauts save zip (the <name>_<epoch>.zip from any Saves/ folder) and inspect each ship inside it through the same checklist/floor-plan UI. Save-format ships carry runtime state (damage, install progress) the inspector understands. Zips stay client-side; nothing leaves the browser.
Plots every ship in your save at its objSS position. Icons mass-scaled; blue if ever visited, gray if not. Ships sharing a body stack into one dot — hover for the stack list, click to lock + drill into any member. Zoom is generous (drag to pan, wheel to zoom around the cursor) so sub-km separations resolve eventually.
The room-classification specs (Reactor, Bridge, Galley, Cabin, …): trigger requirements, forbids, priority order, and the gotchas that make rooms misclassify in modded layouts. The companion to the Ship Inspector's per-room cards.
Standalone modder-facing guides. Each handoff is a self-contained HTML page covering one mod recipe, save-fix walkthrough, or system deep-dive end-to-end — fire propagation, sprite scaling, OKLG public-enemy doom loops, needs-suppression traits. Verified-vs-inferred tagged per claim, citations into both data/ and the decompiled C#.
Spiffy-Panda/Ostranaut-Explorer on GitHub. Issues, schema overlay PRs, and user-story rewrites all welcome.