A mod for Sector Space that adds an in-game window listing every planet in your current sector, with colony, market, population, extractor and scan information at a glance — and expandable rows that show the results of your planet scans (gases and resources) plus extractor and static planet details.
It is an SSFML / Fabric-style mixin mod that hooks into the game at runtime, so no game files are modified permanently.
Source: github.com/jpreed00/PlanetList
- Press K (default) to open or close the Planet List window.
- The window lists all planets in the current sector, sorted alphabetically, in a
table with these columns:
- Name, Type
- Slots — filled / total extractor slots
- Colony —
None, the owning faction, orPlayer - Market — colony market saturation %
- Pop — colony population
- Scan — whether you have scanned the planet yet
- Click any row to expand it and see:
- Gases and Resources captured from the scan (only shown once you have actually scanned that planet)
- Planet type and colony suitability
- Each extractor slot's contents, tier and extraction %
- A Refresh button rebuilds the list on demand.
The mod is almost entirely event-driven:
- Scan capture hooks
game.planet.PlanetResources.showInfoWindow, which the game invokes exactly when you scan a planet. It records the scan and caches the same gas/resource text the game shows in chat. - Sector changes hook
game.world.Galaxy.setCurrentSector, which fires once per sector transition, to rebuild the list (only when the window is open). - The only per-frame code is a single key check in
game.HeadsUpDisplay.updateto detect the toggle key. - While the window is open, the moving values (market %, population, extraction %) refresh on a slow (~30s) throttle inside the window's periodic update. While the window is closed, the mod does effectively nothing.
Scanned planets (and their captured gas/resource readouts) are saved per world in
planetlist_data/<world>.txt next to the game, so your scan history persists
across sessions.
- Sector Space
>= 0.6.0.2(may work with older versions; only tested on this one). - SSFML (the Sector Space Fabric Mod Loader) with Fabric Loader
>= 0.18.4. - JDK 25+ (only needed to build from source, not to play).
- Download
planetlist.jarfrom GitHub Releases or build from source. - Copy it into the
mods\folder inside your Sector Space install directory, e.g.:...\Steam\steamapps\common\Sector Space\mods\planetlist.jar - Launch Sector Space (with SSFML installed). The mod loads automatically.
The mod compiles against the game's own jars, so the project folder is expected
to live inside your Sector Space install directory (alongside
Sector Space.jar, SSFML.jar, and libs\):
Sector Space\
├─ Sector Space.jar
├─ SSFML.jar
├─ libs\*.jar
├─ mods\
└─ PlanetList\ <- this repo
├─ planetlist\mixin\*.java
├─ code\window\*.java
├─ code\store\*.java
├─ fabric.mod.json
└─ planetlist.mixins.json
git clone https://github.com/jpreed00/PlanetList.git
Make sure a JDK 25+ javac/jar is on your PATH, or note the path to its
bin folder (the bundled Makefile defaults to D:\Java\jdk-25.0.4.1).
From the PlanetList folder:
make
That compiles the sources against the game jars one directory up and packages
..\mods\planetlist.jar, ready to load. make run will also launch the game.
From the Sector Space directory, make builds every mod that has a Makefile.
To build by hand instead:
javac -encoding UTF-8 -cp "../Sector Space.jar;../SSFML.jar;../libs/*" -d build/classes planetlist/mixin/*.java code/window/*.java code/store/*.java
jar --create --file ../mods/planetlist.jar -C build/classes . -C . fabric.mod.json -C . planetlist.mixins.json
On Linux/macOS, use
:instead of;as the classpath separator.
| Path | Purpose |
|---|---|
planetlist/mixin/ |
Mixins: scan capture, sector-change refresh, toggle key |
code/window/ |
The Planet List window and its row model |
code/store/ |
Persistent record of scanned planets |
fabric.mod.json |
Mod metadata, dependencies, and mixin registration |
planetlist.mixins.json |
Mixin configuration |
Released under the MIT License.
