Marx's guide to boxels / subsectors

This topic seems to come up more and more often lately, so I thought I'd write another guide. Note that this will follow a more practical approach, mostly focused on explorers who heard about boxels and boxels surveys, and it won't go into detail about how sectors and boxel positions are assigned. Beyond mass codes, of course. For such info, I'll include links instead.

What's a boxel?
A boxel is a cube of systems that share some similarities, characteristics that are used for their generation. This is the main reason why people tend to do boxel surveys. A sector is a 1280 ly-sided cube in the galaxy, and boxels are smaller cubes inside them. Like this:
fd-vid.png
From the official Discovery Scanner video - well worth watching, by the way.
Frontier calls these subsectors, by the way: the boxel is just a fan term that stuck somehow. Probably because it's shorter.

What use do boxels have for me when I'm exploring?
Boxels of various type share some similarities, similar starting conditions before the Stellar Forge (the game's procedural generation engine) generates the system you've arrived to. I'll be going into this in plenty of detail in the following questions.

Knowing about boxels is also handy if you're planning on surveying a specific area: determining which boxels you want and copy-pasting the system names into the galaxy map search is faster than picking the systems out each by hand.

Also, as I'll mention later, even if you are travelling from A to B and exploring systems along the way, boxels might be of use to you: if you find something interesting on your way, it might be worth checking the rest of the boxel's systems. Depends on the type of your find, or even whether you have the time required, as some boxels can have lots of systems.

How do I tell boxels apart?
Let's take a look at an example system name: Vegnue WK-E d12-329. The boxel part of this is WK-E d12. If you wanted to survey this particular boxel, you'd have to go to Vegnue WK-E d12-0, Vegnue WK-E d12-1, Vegnue WK-E d12-2, and so on.

Other boxels in this same Vegnue sector will have varying positions and sizes. WK-E is the relative position, and most importantly, d is the mass code. That part leads to the similarities in a boxel's systems' generation, so I'll soon cover that in more detail.

Are there any third-party apps to help me with surveying boxels?
Sure, EDJP has features built exactly for this. The BoxelStats plugin for Observatory Core helps with displaying information you've collected as well. Of course, many other ED utilities can help you with tracking where you've been.

What are mass codes?
Boxels are broken into eight sizes (or categories) by mass code, ranging from a to h. Mass code a boxels are the smallest, only 10 ly in sides, and have the lightest systems. As you go higher, boxels become larger in size and heavier in total mass. At the far end, h boxels cover the entire sector: there is only AA-A h. From then, the sides of cubes are halved: g has 640 ly, f has 320 ly, all the way down to mass code a having tiny 10 ly cubes.

Pictures please? How does all this look?
First off, see the picture in the first answer again.

Then two examples, rendered with EDJP:
boxel-yj-a-f0_2,2,0.png
Boxel YJ-A f: That's the 2,2,0 boxel, and with mass code f, you can see that each side is divided into four cubes, so there are 64 in total.

boxel-mg-x-d1_12,4,2.png
Boxel MG-X d1: That's the 12,4,2 boxel, and with mass code d, you can see that there are many more boxels, 4096 in total.

Notice that by these, a system's name will tell you where it is in the galaxy, down to within a certain cube. The sector name determines a 1280 ly cube, then the boxel determines a cube within that one, its size depending on its mass code. So a mass code a system's estimated position will be within 10 ly, while a mass code h system's will be "somewhere in this 1280 ly cube".

So what are the similarities between systems inside the same boxel?
For the most part, we can't observe these directly, but there are some we can: the system's age, and more importantly, metallicity. (In astronomy, any element above helium is called a metal.) Gas giants in the system will share the same helium levels, and systems within the boxel will share the same range.

In addition, higher mass boxels will have more variety in stars inside them. This can be a blessing or a curse, depending on what you are looking for. "Exotic" stars and varied orbits? You'll want to go as high in mass code as you can. Valuable planet types, like ELWs, AWs, or thin atmo planets? You'll want d the most, perhaps c or e (the latter especially for thin atmos), but going above those will see the chances for these fall like a rock. (More luminous stars pushing the habitable zone farther out, gas giants "crowding out" rocky planets, and so on.)

What's this about metallicity then?
Metallicity does lead to a lot of similarities in the contents of systems. High metallicity boxels tend to have more gas giants with plenty of moons (leading to significantly higher body counts), and fewer smaller planets. Lower metallicity ones tend to be the other way around: fewer gas giants, more planets, lower total body count. At the lowest levels, systems will only have a few small planets, or none at all.
Bear in mind that this isn't guaranteed, and there will be outliers. But the trend is quite clear.

If you happen to be looking for Helium-Rich Gas Giants, then they'll be abundant in high metallicity boxels. This is also why you don't find them inside the galactic core: FD added a cap there, and that leads to gas giants not having enough helium to be classified as such. (At least ~29.5% is required.)

As for planet types within boxels, there does seem to be a relation. I checked for ELWs, and as I detailed in this thread, the higher a boxel's helium level, the lower the chances of Earth-likes. Unfortunately, this doesn't work the other way around: while low helium boxels can have better chances, but that doesn't mean they all will.

What about star types, is there anything about them?
There are clear connections between systems' main star types and the mass codes of their boxels. (Little wonder, what with the total mass.) This goes both ways, whether you list star types within boxels, or boxels within star types. You can find more information and data on this in this thread. In a nutshell, a given star type is most of the time "centered" on one mass code, while a mass code can only have a few specific star types in it.
For example, on the most extreme end, 99.9% of class F main stars are in mass code d, and the remaining 0.1% is divided between mass codes e, g, h. Meanwhile, looking at mass code b, 96.2% will have class M dwarfs as their main star, then 1.79% is TTS, 1.02% is K, 0.99% is L, and there are no others. (T-Tauri Stars can be in any mass code, by the way.)

A curious exception to this are class G main star systems: they are split evenly between mass codes c and d. However, their generation is clearly different between the two mass codes, so the mass code is more important there than the main star type. See this thread for more on this matter.

Can I determine helium levels of a boxel if the system I'm in has no gas giants?
No.
Look in other systems inside the same boxel that do have gas giants in them.

If I found something interesting, should I check the rest of the systems in a boxel?
If you have the time required, then sure: maybe you'll be lucky. However, this depends on the topic of the next question:

How many systems can be inside a boxel? How can I tell how many there are?
This depends on the general star density of the area, and the size of the boxel of course. At the extreme end, inside the galactic core, even a mass code d boxel can have over ten thousand systems, all crammed into a 80 ly cube.
The way you can count them is simple, but manual: use the galaxy map search and see which numbers don't give you a result. For example, you could search for [boxel]-1800, not get any results, then -1700, get a result, then -1750, get a result, -1775, get no result, and so on: you can narrow it down this way.

I can't seem to find any undiscovered mass code h systems, help!
Unfortunately, mass code h boxels are a rather finite resource, so to speak. The game has been out for many years now, so finding new such systems won't be easy, but it's probably still possible. There is the "sector list of AA-A h systems" on EDAstro, in which you can check how many mass code h systems have been uploaded in a sector, what was the highest number, and how many systems does the sector have uploaded in total. You can use these to guess where there might still be some. However, bear in mind that just because a system hasn't been uploaded to EDDN yet doesn't necessarily mean that it's undiscovered.

How does the game generate the names of sectors and boxels?
The sector's name is generated from its position in the galaxy, and the boxel's name is generated from its position in the sector. The details aren't really needed for this guide, but if you're curious about how exactly it works, maybe you want to code something that uses this, see the DISC Wiki page on this subject.

You can also check the code of various projects to see how they handle things. (Unfortunately, EDJP's author decided to close his, so that's not an option there.)

Finally, some curiosities and oddities:

What's up with that weird cross on various star type maps?
That's a special area, known by various names such as the suppression zone, suppression cross, and so on: inside these, systems with more "exotic" (non-main sequence) stars are converted ("suppressed") into more "mundane" ones. The zone wasn't meant to be cross-shaped: the developers' original intent was that such stars shouldn't generate close to the bubble, because it would be weird to see plenty of black holes, very luminous stars etc quite close to Sol. However, a bug crept in, a simple typo: when defining the zone's boundaries, OR was used instead of AND, and instead of the intended box, we got the cross. Unfortunately, this was just discovered just too late to fix it, as by then the game had launched and folks have gone exploring.

So, if you stray inside the cross, you'll notice that things work slightly different there. The most obvious and frequently noticed one is that there are no neutron stars around Sagittarius A* (see EDAstro neutron star map), so explorers have to stop chain-boosting on the final leg of their journey there. However, if you're looking for other types (such as Wolf-Rayets, poor you), then it's always worth keeping the cross in mind: if the boxel is inside the cross, then chances are it'll be different.

You said there's only AA-A h, so why is there a BLEIA5 YE-A h30 nebula?
That's because BLEIA5 isn't a generated sector name, it's inside a name override sphere. The way those work is that Frontier has chosen a central system and a distance, and every system around those has a different sector name displayed. This is most often used for real nebulae, catalogue clusters, and the like. Basically, if a system name has "Sector" in it, it's an override - and the same goes for the remote permit locked spheres, where the developer's Caps Lock key got stuck.
Now, within these, boxel position naming works a bit differently. That's why AA-A h is YE-A h inside there.

Note that the game still tracks the original, generated name of the systems (and this name is used to generate the seed for the system), so if you search for that instead, the galaxy map will center on them. In this example, the original name of the nebula is Vegnoae AA-A h30.

Why are some sectors' mass code h systems numbered all over the place, and not sequential?
If you use the Odyssey system search function, you'll notice that the systems with missing numbers were still there, they just got culled. This happens most frequently in the first sector layer below the galactic plane. Take a look at the mass code h map on EDAstro, and notice how that layer has visibly more systems than the layer above the plane:
mass_code_h_sectors.png
Now, consider that all these are the ones that remained after the culling, and imagine how denser that layer would look if none of those systems were removed.

So, my theory is that for whatever reason, the Forge ended up generating far more mass code h systems in that layer, and the developers added some extra functionality to thin it out, because the difference was easily visible.

Alright, that should be all then: if I forgot something, please post it here. Thanks for reading! And here are some

Handy resources:
 
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T-Tauri Stars can be in any mass code, by the way.
As you're talking about main stars here: Did you take into account that the "Cross of doom" (the area where special star classes get eliminated) is the most likely cause of this?

E.g. this TTS is far too light for being the main star of an e mass boxel. And 3.00 solar masses is the upper end of the possible TTS mass.
I think the "Cross of doom" should have an extra paragraph as the star class rules don't apply there.

As for finding undiscovered h mass systems I recommend Orvidius h mass spreadsheet, it lists how many systems are known in each boxel and the highest system number of those. So one can easily see if unknown systems are likely. (Cross of doom knowledge is needed to know if it's worth travelling there.)
 
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As you're talking about main stars here: Did you take into account that the "Cross of doom" (the area where special star classes get eliminated) is the most likely cause of this?
Yep. A good number of the higher-than-usual-mass-code stars are caused by the suppression cross, although not all. Then there are also the Vz stars. See the class F main stars in mass code e map on EDAstro, or class K main stars in mass code d.
Originally, I thought about mentioning the suppression zone, then decided against it because it might make things too long. However, looking at the end result now, it's already plenty long, so I might as well write about that too.

Oh, and thanks for the mass code h part! I'll be inserting that as well, it's good advice.
 
This seems to be closer to a page I might refer an acquaintance to than anything else I have seen so far. Thanks! To often it's just analyses of the boxel naming standard, which on its own is not even half as interesting as a description of the Dewey Decimal classification.

Suggestions:

While you mention a more practical approach in the first lines, there is no obvious TL/DR. "What use is this? Who would be interested? When should I bother?" A summary would be appreciated. (The Mass Codes and Stars research may be useful to reference directly in that context. An interesting question might be to extend that to Thin Water Bodies: how large percentage of different boxel system are TWB's -- or did I just miss that somewhere?)

Some of the links give me the impression that this may be research in progress -- if that is correct, it may be worth identifying known holes: what questions are not answered, at present. (As raw data at least in some cases seem to limited to limited to well-surveyed sectors, the question of statistical confidence may also require a nod.) Or ... if anyone (Canonn? edastro? other?) do sector/subsector surveys to collect raw data for this kind of work (I just noted Distant Ruins expedition by IGAU which seems to be just that, but sampling different type of mass-code boxels all over would probably be useful), a mention and a link to the researching body. I note several mentions of lack of raw data, so any pointers to data collection work probably would be useful.

Thanks again!
 
Suggestions:

While you mention a more practical approach in the first lines, there is no obvious TL/DR. "What use is this? Who would be interested? When should I bother?" A summary would be appreciated.
Good point, I really should have talked about that at the top. Now I have.

(The Mass Codes and Stars research may be useful to reference directly in that context. An interesting question might be to extend that to Thin Water Bodies: how large percentage of different boxel system are TWB's -- or did I just miss that somewhere?)
I mentioned a conclusion of it in passing, but I did add a link at the end to the Analying Thin Water Atmo bodies distribution thread I wrote.

As for who's doing boxel surveys: well, that's a changing thing, various squadrons start and finish them as they go. Right now, I'm not all that up to speed (I only heard about IGAU's "Distant Ruins" expedition when you mentioned it here), but I think there's the Azura Initiative doing some, the independent Izanami: Land of Dreams expedition can have that if you want, and... that's all that comes to my mind. The situation can always change, of course. If somebody knows of any more, please chime in here!

Or hey, if somebody wants to make new ones but would like some guidance: the TWA research could still use more data, as their rarity (significantly rarer than ELWs) means I could only use a handful of sectors, Graea Hypue and the couple near Colonia. No other sectors had enough fully completed(!) boxels. Some other sectors well far from those would be helpful, especially since GH is inside the suppression zone. But it would have to be quite a large effort, unfortunately.
 
As for who's doing boxel surveys
I think the best example - as it shows that unlike your list it's not a multiplayer thing - would be Chiggy (although he skips main stars he dislikes). There are even threads of him with nice pictures of such a survey's progress.
 
Or hey, if somebody wants to make new ones but would like some guidance: the TWA research could still use more data, as their rarity (significantly rarer than ELWs) means I could only use a handful of sectors, Graea Hypue and the couple near Colonia. No other sectors had enough fully completed(!) boxels. Some other sectors well far from those would be helpful, especially since GH is inside the suppression zone. But it would have to be quite a large effort, unfortunately.

The Raxxla Potato Hunt is not about sector surveying, but it approaches a very closely related problem in a very systematic manner: check out a 20x20x20ly boxel (E? not sure if it is correctly aligned), visit all stars in it, report what you find, get next boxel and repeat. The project looks for signals that might be Raxxla, but in the process it basically requires a boxel survey to be made. That kind of approach -- select the sector, chop it up into E or F boxels, parcel them out to workers, collect results, then hand out the same boxel to someone else for a second opinion, and keep track of what done and what's not, until all is done. Once some suitable number of more-or-less random boxels have been done, it is probably possible to say someting about how similar that sector is to other sectors analyzed in the same manner (assuming they're internally homogeneous)
 
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The Raxxla Potato Hunt is not about sector surveying, but it approaches a very closely related problem in a very systematic manner: check out a 20x20x20ly boxel (E? not sure if it is correctly aligned), visit all stars in it, report what you find, get next boxel and repeat.
A 20 ly boxel would be mass code b, by the way. The thing is, the Raxxla Potato Hunt is based on coordinates, and with such search volumes, with good reason: those 20 ly^3 cubes would still have parts of larger boxels in them. Now, it's much easier to take a larger boxel and scan all smaller ones in it, like "this one specific d boxel and all the c, b, a boxels in it"), than it is to take a specific cube that's not aligned to boxel borders and then choose all the boxels therein.

However, there is one significant factor which makes a boxel-based survey of the bubble unwieldy: the fact that it's full of name override spheres. As I mentioned in the guide, the original names are still there and usable on the galaxy map, but coordinating a search where the displayed system names would be routinely different than the ones they'd enter in the map search, between various people... yeah, that could be a pain.
 
I checked a little list of AA-A H systems and conclusion is (as long as we talk about uploading new data to online databases, for me it is more important, than tagging in game, since tagget and not reported systems are absolutely useless for any datamining and analysis) "we still have plenty to discover"
In game we have 4706 sectors. More than 2300 of them still have some undiscovered systems.
If we will talk about systems, it means:
based on highest number: in Elite galaxy exist more than 335 000 H mass systems
we discovered less than 150 000 of them
 
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They`` say only 0.07 has been discovered, are the reason for that the total empthy space knowing its nothing there, if we know the numbers?
i dont, i just read here.. trying to understand.: is basicially 50% worth playing discovered?
How calculate this? whats actually discovered today and whats worth (due no H mass systems) 60% total to discover? the 0.07 gets pale in a statment to the point for any gamer to include as a cool thing that the game had wow 0,07 only discovered?
is it then a hype? i ask.
i lived the game for more than about 10 years. I love ED. im just very curous about this, exploring is funny, however systems in the dark: Many are not mapped and first footfall etc. however to find a system with the FSS that is not discovered .. damn where are u baby.
 
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Hm, where did you get 0.07% from? Last time I read Frontier posting something, they said 0.06%, so I'm just curious if I had somehow missed another update.
Anyway, there are 400 billion star systems in ED. Roughly a third of the discovered ones are red dwarf main stars, if we lump in the colder dwarfs as well, then let's say that 40% of all the systems are uninteresting for the vast majority of people. That'd leave 240 billion systems for the rest.
Mass code H is simply the rarest, but as far as I can see, people still discover new systems there, it's just running out the quickest. However, looking at the highest voted entries on the GEC, mass code D is the most frequent there, there are E-s and F-s too - and there's no chance of these running out.

As for finding entirely undiscovered systems, that's easy. As things appear to stand now, after roughly 2,000 ly from the bubble, you'll reliably see entirely undiscovered systems, unless you're on a beaten path like the Sol-Colonia straight line. Below that distance, you'll likely only find them if you are sticking to the lowest mass codes, A and B. Soon after that 2,000 ly though, if you're not on a tourist path, undiscovered systems will soon become the norm - unless you go to rare stars that stand out on the galaxy map. For giant stars, carbon stars etc, you'll probably want 4,000 ly.
With current jump ranges, getting out to 2,000 ly takes, what, about 15 minutes? Or half an hour if you don't use neutron star boosts. So yeah, you can head out there and not take long before you start swimming in undiscovered finds.
Good luck out there!
 
They`` say only 0.07 has been discovered, are the reason for that the total empthy space knowing its nothing there, if we know the numbers?

I believe Frontier says that kind of things in X / Twitter postings about once a year. Here's an old one from 2023 : Source: https://x.com/EliteDangerous/status/1612887190031241216?t=EZQcU1irNWzmqb2ZCVVnaw&s=19
which says that "Only 0.059% of the galaxy has been discovered ... " (but note the apparent absence of ambiguity between 'discovered' and 'explored')

0.07% (note: percent) may well be the situation to date, but I can't recall having seen an official statement from 2025.

As it says the number of star systems discovered, that is almost certainly what it refers to: " ... of all star systems in the galaxy". Not empty space.

'Empty space' seems a weird thing to measure. As far as we know there's no way to visit intragalactic space: you are always inside a star systems, even if you try to reach a neighbouring star. And tracing where players have moved inside each star system seems time-consuming and mainly useless.
 
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Yeah, I know, I've been tracking them: I was just wondering if perhaps I had missed something. It wasn't always Twitter, sometimes they mentioned numbers on stream, which was why I thought I might have missed something now. That 0.07% is one off from what they said last year, after all.
 
Hm, where did you get 0.07% from? Last time I read Frontier posting something, they said 0.06%, so I'm just curious if I had somehow missed another update.
Anyway, there are 400 billion star systems in ED. Roughly a third of the discovered ones are red dwarf main stars, if we lump in the colder dwarfs as well, then let's say that 40% of all the systems are uninteresting for the vast majority of people. That'd leave 240 billion systems for the rest.
Mass code H is simply the rarest, but as far as I can see, people still discover new systems there, it's just running out the quickest. However, looking at the highest voted entries on the GEC, mass code D is the most frequent there, there are E-s and F-s too - and there's no chance of these running out.

As for finding entirely undiscovered systems, that's easy. As things appear to stand now, after roughly 2,000 ly from the bubble, you'll reliably see entirely undiscovered systems, unless you're on a beaten path like the Sol-Colonia straight line. Below that distance, you'll likely only find them if you are sticking to the lowest mass codes, A and B. Soon after that 2,000 ly though, if you're not on a tourist path, undiscovered systems will soon become the norm - unless you go to rare stars that stand out on the galaxy map. For giant stars, carbon stars etc, you'll probably want 4,000 ly.
With current jump ranges, getting out to 2,000 ly takes, what, about 15 minutes? Or half an hour if you don't use neutron star boosts. So yeah, you can head out there and not take long before you start swimming in undiscovered finds.
Good luck out there!
Ty that helps a lot and its cool. Now im going to look for all your information here ofc!

Is it a bonus connection pay for first discovery togheter with mapped to first footfall bio findings? or only the mapping and foot fall mixed give the BIG bonus? now i have many things to go home with.

the only thing getting a little worn out now on this trip is my power plant .. the only thing i cant reapir i guess. i will make it deeper and home i think xD.
i belive i have a huge pay if i dont die, then i die for the 3 mounths i play 5-12 hous a day, not died or going back still.. its scary.. what if i something err.. haha

The 0,7% as its not so very importen, however i understand ur curiosity, idk /remember that, i google that, before the update it was 0.6 reply there, after some time it was now 0,7. idk thats a fact.. just what google did reply me that the last period was now made the game reach 0.07.
 
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Is it a bonus connection pay for first discovery togheter with mapped to first footfall bio findings? or only the mapping and foot fall mixed give the BIG bonus? now i have many things to go home with.

Firstly "First Footfall" gives nothing apart from the name, mapping if it's a high value world gives a reasonable amount, up to 5m+ with the bonus. First bio sample for the body gives 5 times bonus, can be up to 100m+ for valuable bio. The only value of getting "first footfall" is that you know the bio has never been sampled before and will therefore all be worth 5x whatever the base value is.
 
Firstly "First Footfall" gives nothing apart from the name, mapping if it's a high value world gives a reasonable amount, up to 5m+ with the bonus. First bio sample for the body gives 5 times bonus, can be up to 100m+ for valuable bio. The only value of getting "first footfall" is that you know the bio has never been sampled before and will therefore all be worth 5x whatever the base value is.
That is all i needed. Ty agin xD.
 
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