ID64

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This is an ID format used by the game to identify systems and stellar bodies. The ID is represented as a 64-bit integer.

Format

The 64-bit integer is effectively a structure, with different parts of the bitfield representing different aspects of the system's features.

These parts are:

  • Mass code (3 bits) - the mass code of the system, with a = 0 through to h = 7
  • Z boxel (0-7 bits) - the Z boxel (within-sector) coordinate of the system
  • Z sector (7 bits) - the Z sector coordinate of the system
  • Y boxel (0-7 bits) - the Y boxel (within-sector) coordinate of the system
  • Y sector (6 bits) - the Y sector coordinate of the system
  • X boxel (0-7 bits) - the X boxel (within-sector) coordinate of the system
  • X sector (7 bits) - the X sector coordinate of the system
  • N2 (11-32 bits) - the N2 number (within-boxel identifier) of the system
  • Body ID (9 bits) - the ID of the body within the system; for systems this is always 0 (representing the arrival star)

Note that the X/Y/Z boxel coordinates and the N2 number have variable sizes; this is because the amount of space taken by these pieces of data is different depending on the mass code.

The following image shows the bitfield for each mass code:

ID64.png

Use

The format first became visible with the release of E:D 2.2, as it is used in the VisitedStarsCache data file used to track which stars the player has visited.

It is also used when storing the current active route between game sessions; this is how the stellar body part at the top end of the ID were discovered (since you are able to set a route to planets/stations).