Addon reference
LegendaryMissions is both a set of playable missions and a library of reusable
addons you can load into your own mission. Each addon is a .mastlib you list
in your mission's story.json; it registers labels, comms trees, consoles, and
prefabs into the global namespace.
New to mission scripting? The language, GUI/comms/science/AI recipes, and the API live in the sbs_utils documentation. This section is specifically about what the LegendaryMissions addons provide.
Loading addons
{
"sbslib": ["artemis-sbs.sbs_utils.v1.4.0.sbslib"],
"mastlib": [
"artemis-sbs.LegendaryMissions.consoles.v1.4.0.mastlib",
"artemis-sbs.LegendaryMissions.fleets.v1.4.0.mastlib",
"artemis-sbs.LegendaryMissions.docking.v1.4.0.mastlib",
"artemis-sbs.LegendaryMissions.comms.v1.4.0.mastlib",
"artemis-sbs.LegendaryMissions.prefabs.v1.4.0.mastlib",
"artemis-sbs.LegendaryMissions.damage.v1.4.0.mastlib"
]
}
Load only the addons you use — each one adds labels to the global namespace.
The addons
| Addon | Provides |
|---|---|
fleets |
spawn_players, enemy fleet prefabs (prefab_fleet_raider, ...). Needs races for its composition ladders — see below |
races |
Per-race content the other addons look up: the fleet composition ladders fleets reads (gated on NPC_RACES) and the ship interiors for hulls the base game ships without one (gated on PLAYABLE_RACES) |
docking |
player/station docking logic (docking_standard_player_station) |
prefabs |
sides (prefab_side_generic), station/terrain prefabs |
comms |
enemy taunt/surrender comms, player comms menus |
ai |
brain behaviors (chase, patrol, station, civilian) |
consoles |
standard helm/weapons/science/engineering/comms/main-screen consoles |
damage |
destroy handlers for ships/stations, wrecks |
upgrades |
pickup/upgrade collection handlers |
science_scans |
science scan response handlers |
gamemaster / gamemaster_comms |
GM console + spawn/message/map tools |
hangar |
landing bay, bar, hangar comms, sorties |
biomech |
BioMech creatures — a passive/collective/evolving swarm |
fabrication |
Fabrication & Beacons — Engineering build tab + fabricate-only Sensor/Bio beacons |
avatar_editor |
Avatar Editor — in-game WYSIWYG face customizer |
internal_comms |
crew department comms (sickbay, security, ...) |
operator |
operator/admin console for venue use |
side_missions |
structured optional objectives |
A standard multi-console combat mission typically loads: fleets, races,
docking, prefabs, comms, consoles, damage.
races is on that list because the composition ladders moved OUT of fleets and into
it: with fleets alone, fleet_create finds no table for the race, prints one line and
returns None — a fleet that spawns nothing and a mission that quietly has no
enemies. It also matters as soon as the crew flies a non-TSN hull: every Torgoth,
Skaraan, Kralien, Biomech and Pirate entry in the base grid_data.json is empty, and
a hull with no interior has a dead Engineering console.
Minimum without LegendaryMissions
A mission can also skip LegendaryMissions entirely and route consoles, spawn players, and build GUI itself — see the sbs_utils cookbook.