diff --git a/docs/guides/glossary.md b/docs/guides/glossary.md
index a79aaadb..aa6de172 100644
--- a/docs/guides/glossary.md
+++ b/docs/guides/glossary.md
@@ -4,75 +4,75 @@ This document is a list of common or unusual terms used in EVE third-party devel
### APIs & Data sources
-* [*ESI*](../services/esi/overview.md) — "EVE Swagger Interface"
+* [*ESI*](../services/esi/overview.md) — "EVE Swagger Interface"
The official RESTful API for EVE third-party development
-* [*SDE*](../services/sde/index.md) — "Static Data Export"
- Export of static game data (only changing with game updates)
-* *CREST* — "Carbon RESTful API"
- Previous generation third-party development API (defunct since 2018)
-* *XML API*
- Previous generation third-party development API (defunct since 2018)
-* *IGB* — "In-Game Browser"
- In-game browser and related APIs (defunct since 2016)
-* *Static Data Dump*
- Prior version of the *SDE*
+* [*SDE*](../services/static-data/index.md) — "Static Data Export"
+ Export of static game data (only changing with game updates)
+* *CREST* — "Carbon RESTful API"
+ Previous generation third-party development API (defunct since 2018)
+* *XML API*
+ Previous generation third-party development API (defunct since 2018)
+* *IGB* — "In-Game Browser"
+ In-game browser and related APIs (defunct since 2016)
+* *Static Data Dump*
+ Prior version of the *SDE*
### Data Formats
-* [*EFT*](./fitting.md#eft) — "EVE Fitting Tool"
- Human-Readable format for ship fittings from the now-defunct third-party program of the same name, used in-game for fit copying and pasting
-* [*Ship DNA*](./fitting.md#dna)
+* [*EFT*](./fitting.md#eft) — "EVE Fitting Tool"
+ Human-Readable format for ship fittings from the now-defunct third-party program of the same name, used in-game for fit copying and pasting
+* [*Ship DNA*](./fitting.md#dna)
Compact data format for ship fittings, used in-game for fit links
-* [*XML Fitting*](./fitting.md#xml)
+* [*XML Fitting*](./fitting.md#xml)
XML-based fitting format, used in-game for file-based fit export/import
### Data Types
-* *Type*
- Game object. Types describe most "things" in the game; cargo items, ships, objects in space
- Found in the SDE in `fsd/types.yaml`, through ESI under `/universe/types/`
-* *Item*
- An individual instance of a type; e.g., Type 648 ("Badger") describes all Badger ships, any individual assembled ship has a unique `itemID`.
- An "object" as opposed to a "class" in programming terms
-* *Group*
- Collection of related *Types*
- Not to be confused with *MetaGroup* or *MarketGroup*
- Found in the SDE in `fsd/groups.yaml`, through ESI under `/universe/groups/`
-* *Category*
- Collection of related *Groups*
- Usually differentiates the "kind" of object; E.g. "Ship" and "Module" are different Categories
- Found in the SDE in `fsd/categories.yaml`, through ESI under `/universe/categories/`
-* *MetaGroup*
- Tech-tier such as T1/T2/T3/Faction
- Not to be confused with regular item *Group* or *MarketGroup*
- Found in the SDE in `fsd/metaGroups.yaml`, not available through ESI
-* *MarketGroup*
- A single tab (or tab group) in the market
- Not to be confused with regular item *Group* or *MetaGroup*
- Found in the SDE in `fsd/marketGroups.yaml`, through ESI under `/markets/groups/`
-* *Icon*
- Icon images, such as inventory icons, UI icons, overview icons, etc.
- Found in the SDE in `fsd/iconIDs.yaml`, not available through ESI
-* *Graphic*
- Data about 3D models; Model geometry, textures, icons/renders of those models
- Found in the SDE in `fsd/graphicIDs.yaml`, through ESI under `/universe/graphics/`
-* *Attribute*
- (Additional) properties of a *Type*, such as HP, maximum velocity, and other item stats
- Found in the SDE in `fsd/dogmaAttributes.yaml`, through ESI under `/dogma/attributes/`
-* *Effect*
- Game logic element. Describes interactions between attributes
- Some properties are also stored as effects rather than attributes (E.g. which slot a module uses)
- Found in the SDE in `fsd/dogmaEffects.yaml`, through ESI under `/dogma/effects/`
+* *Type*
+ Game object. Types describe most "things" in the game; cargo items, ships, objects in space
+ Found in the SDE in `fsd/types.yaml`, through ESI under `/universe/types/`
+* *Item*
+ An individual instance of a type; e.g., Type 648 ("Badger") describes all Badger ships, any individual assembled ship has a unique `itemID`.
+ An "object" as opposed to a "class" in programming terms
+* *Group*
+ Collection of related *Types*
+ Not to be confused with *MetaGroup* or *MarketGroup*
+ Found in the SDE in `fsd/groups.yaml`, through ESI under `/universe/groups/`
+* *Category*
+ Collection of related *Groups*
+ Usually differentiates the "kind" of object; E.g. "Ship" and "Module" are different Categories
+ Found in the SDE in `fsd/categories.yaml`, through ESI under `/universe/categories/`
+* *MetaGroup*
+ Tech-tier such as T1/T2/T3/Faction
+ Not to be confused with regular item *Group* or *MarketGroup*
+ Found in the SDE in `fsd/metaGroups.yaml`, not available through ESI
+* *MarketGroup*
+ A single tab (or tab group) in the market
+ Not to be confused with regular item *Group* or *MetaGroup*
+ Found in the SDE in `fsd/marketGroups.yaml`, through ESI under `/markets/groups/`
+* *Icon*
+ Icon images, such as inventory icons, UI icons, overview icons, etc.
+ Found in the SDE in `fsd/iconIDs.yaml`, not available through ESI
+* *Graphic*
+ Data about 3D models; Model geometry, textures, icons/renders of those models
+ Found in the SDE in `fsd/graphicIDs.yaml`, through ESI under `/universe/graphics/`
+* *Attribute*
+ (Additional) properties of a *Type*, such as HP, maximum velocity, and other item stats
+ Found in the SDE in `fsd/dogmaAttributes.yaml`, through ESI under `/dogma/attributes/`
+* *Effect*
+ Game logic element. Describes interactions between attributes
+ Some properties are also stored as effects rather than attributes (E.g. which slot a module uses)
+ Found in the SDE in `fsd/dogmaEffects.yaml`, through ESI under `/dogma/effects/`
### Technical & other terms
-* *BSD* — "Branched Static Data"
- Old authoring format for game data, not all data has been ported over to the new *FSD* "File Static Data"
- No meaningful difference to *FSD* for users
-* *FSD* — "File Static Data"
- New authoring format for game data, not all data has been ported over
- No meaningful difference to *BSD* for users
-* *Dogma*
- Collective term for *Attributes*, *Effects* and the game logic around them
-* *Monolith*
- The EVE Online servers (in particular, the database) for the game itself, as opposed to other services like *ESI*
+* *BSD* — "Branched Static Data"
+ Old authoring format for game data, not all data has been ported over to the new *FSD* "File Static Data"
+ No meaningful difference to *FSD* for users
+* *FSD* — "File Static Data"
+ New authoring format for game data, not all data has been ported over
+ No meaningful difference to *BSD* for users
+* *Dogma*
+ Collective term for *Attributes*, *Effects* and the game logic around them
+* *Monolith*
+ The EVE Online servers (in particular, the database) for the game itself, as opposed to other services like *ESI*
diff --git a/docs/guides/map-data/index.md b/docs/guides/map-data/index.md
index 33a249cf..2290b751 100644
--- a/docs/guides/map-data/index.md
+++ b/docs/guides/map-data/index.md
@@ -2,19 +2,19 @@
## General Information
-Map data is available in the [SDE](../../services/sde/index.md) or through [ESI](../../services/esi/overview/).
+Map data is available in the [SDE](../../services/static-data/index.md) or through [ESI](../../services/esi/overview/).
Objects like regions, constellations, solarsystems, planets, moons, and other celestial bodies have a position.
-There are two kinds of position, each using their own coordinate system:
+There are two kinds of position, each using their own coordinate system:
-* Relative to the center of the New Eden cluster. (Used by regions, constellations, solarsystems)
- The center of the cluster lies near Zarzakh, labelled "Point of No Return" on the in-game map. (See the red dot on the cluster map below)
+* Relative to the center of the New Eden cluster. (Used by regions, constellations, solarsystems)
+ The center of the cluster lies near Zarzakh, labelled "Point of No Return" on the in-game map. (See the red dot on the cluster map below)
-* Relative to the center of a solarsystem. (used by planets, moons, stars, as well as other positions within a solarsystem such as killmails)
+* Relative to the center of a solarsystem. (used by planets, moons, stars, as well as other positions within a solarsystem such as killmails)
The center of a solarsystem is it's star. Not every solarsystem has a star object; for abyssal deadspace systems with neither star nor planet, the origin is an arbitrary point.
- Note: The star objects themselves do not have an explicit position in the SDE or ESI, as their position is always `[0.0, 0.0, 0.0]`.
+ Note: The star objects themselves do not have an explicit position in the SDE or ESI, as their position is always `[0.0, 0.0, 0.0]`.
-These coordinate systems have the same scale (1.0 = 1 meter), but different directions.
+These coordinate systems have the same scale (1.0 = 1 meter), but different directions.
## Universe
@@ -22,13 +22,13 @@ All region (& constellations, solarsystems) share a single coordinate system. Th
The SDE organizes regions into folders by kind:
-* `/abyssal/`: Abyssal Deadspace, entered through abyssal filaments. (Not to be confused with Pochven)
-* `/eve/`: The New Eden Cluster, the main space of the game; Highsec, Lowsec, Nullsec. (Including Pochven)
-* `/void/`: Void Regions. Used for the tutorial & certain events.
-* `/wormhole/`: Wormhole Space.
+* `/abyssal/`: Abyssal Deadspace, entered through abyssal filaments. (Not to be confused with Pochven)
+* `/eve/`: The New Eden Cluster, the main space of the game; Highsec, Lowsec, Nullsec. (Including Pochven)
+* `/void/`: Void Regions. Used for the tutorial & certain events.
+* `/wormhole/`: Wormhole Space.
(The SDE also contains a `/landmarks/` folder, which contains landmark information but not regions)
-In ESI, the endpoints return data for all regions/constellations/systems.
+In ESI, the endpoints return data for all regions/constellations/systems.
For both SDE and ESI, different kinds of space can be identified through [ID ranges](../../guides/id-ranges.md).
### Map
@@ -43,7 +43,7 @@ Note: This forms a **Left**-Handed coordinate system. If you are using a 3D grap

-Note on SDE data:
+Note on SDE data:
Regions, constellations, and solarsystems each have `max` and `min` fields denoting approximate bounding-boxes. These use a different coordinate system to the position field: The minimum and maximum `Z` values are negated. As-is the values are incorrect, and in most cases the `Z` position will not be in the range `Z_min to Z_max`, there are two workarounds:
* Negate and swap z-axis `min` and `max` values; `Z_min, Z_max = -Z_max, -Z_min`
@@ -57,7 +57,7 @@ When matching the 'Space North' orientation as used by the in-game map (see abov
In this orientation, the coordinates have the following directions:
-* `+X` is West/Left, `-X` is East/Right.
+* `+X` is West/Left, `-X` is East/Right.
* `+Y` is Up, `-Y` is Down.
* `+Z` is North/Forward, `-Z` is South/Backward.
@@ -67,12 +67,12 @@ Note: This is different with the Universe's coordinate system, and is **Right**-
### Combining the coordinate systems
-Both coordinate systems have the same scale but different axes. To get the position of a planet within the larger 'universe' coordinate system, it's position can be added to that of the parent star with the x coordinate negated:
-x = xsystem - xplanet
-y = ysystem + yplanet
+Both coordinate systems have the same scale but different axes. To get the position of a planet within the larger 'universe' coordinate system, it's position can be added to that of the parent star with the x coordinate negated:
+x = xsystem - xplanet
+y = ysystem + yplanet
z = zsystem + zplanet
-Caution: 32-bit floating point numbers do not have enough precision to handle both the 'large' scale of the interstellar distances and the 'small' scale of interplanetary distances. This results in a loss of precision and graphical glitches on objects distant from the origin.
+Caution: 32-bit floating point numbers do not have enough precision to handle both the 'large' scale of the interstellar distances and the 'small' scale of interplanetary distances. This results in a loss of precision and graphical glitches on objects distant from the origin.
This problem can be mitigated by either using 64-bit floating point numbers or by using "Floating Origin" techniques.
diff --git a/docs/services/sde/index.md b/docs/services/sde/index.md
deleted file mode 100644
index 93b1f792..00000000
--- a/docs/services/sde/index.md
+++ /dev/null
@@ -1,19 +0,0 @@
----
-title: Static Data Export
----
-# Static Data Export (SDE)
-
-Export of static game data (only changing with game updates)
-
-- [Full SDE (sde.zip)](https://eve-static-data-export.s3-eu-west-1.amazonaws.com/tranquility/sde.zip)
- - [FSD Only (fsd.zip)](https://eve-static-data-export.s3-eu-west-1.amazonaws.com/tranquility/fsd.zip)
- [(checksum)](https://eve-static-data-export.s3-eu-west-1.amazonaws.com/tranquility/fsd.zip.checksum)
- - [BSD Only (bsd.zip)](https://eve-static-data-export.s3-eu-west-1.amazonaws.com/tranquility/bsd.zip)
- [(checksum)](https://eve-static-data-export.s3-eu-west-1.amazonaws.com/tranquility/bsd.zip.checksum)
- - [Universe Only (universe.zip)](https://eve-static-data-export.s3-eu-west-1.amazonaws.com/tranquility/universe.zip)
- [(checksum)](https://eve-static-data-export.s3-eu-west-1.amazonaws.com/tranquility/universe.zip.checksum)
-- [All Checksums](https://eve-static-data-export.s3-eu-west-1.amazonaws.com/tranquility/checksum)
-
-The `Full SDE` package contains the same files as the `FSD`, `BSD`, and `Universe` packages combined.
-
-Some community members have created tools to help manage the SDE, or to provide them in different formats.
diff --git a/docs/services/static-data/index.md b/docs/services/static-data/index.md
new file mode 100644
index 00000000..8424c929
--- /dev/null
+++ b/docs/services/static-data/index.md
@@ -0,0 +1,80 @@
+---
+title: Static Data
+---
+
+# Static Data
+
+The Static Data Export (SDE) contains static game data that only changes with game updates.
+The latest SDE can be found at: [developers.eveonline.com/static-data/](https://developers.eveonline.com/static-data/)
+
+## Data formats
+
+The SDE is available in two formats:
+
+- [JSON Lines](https://jsonlines.org/)
+- [YAML](https://yaml.org/)
+
+### JSON Lines
+
+JSON keys must be strings.
+When the dataset contains integer keys, these are converted to a list format where each entry contains:
+
+- `_key`: The actual key value.
+- `_value`: The value (when the value is not an object).
+
+### YAML
+
+YAML supports integer keys, so it does not require the special encoding used in JSON Lines.
+Note that reading large YAML files can be memory-intensive and slow.
+When working with large datasets such as `mapMoons` and similar files, consider using the JSON Lines format.
+
+## Schema Changes
+
+Schema changes are documented at: [developers.eveonline.com/static-data/tranquility/schema-changelog.yaml](https://developers.eveonline.com/static-data/tranquility/schema-changelog.yaml)
+
+## Automation
+
+For automated access to the SDE:
+
+- **Latest Build Number**: [developers.eveonline.com/static-data/tranquility/latest.jsonl](https://developers.eveonline.com/static-data/tranquility/latest.jsonl).
+ - The latest build number is in the record with the key `sde`.
+- **Data URLs**: `https://developers.eveonline.com/static-data/tranquility/eve-online-static-data--.zip`.
+- **Changes**: `https://developers.eveonline.com/static-data/tranquility/changes/.jsonl`.
+ - This contains the list of changes.
+ The record with key `_meta` contains `lastBuildNumber`, referring to the previous SDE.
+
+Lastly, there are a few short-hand URLs to always fetch the latest version.
+This will redirect to the URL with the latest build number.
+
+- JSON Lines: [developers.eveonline.com/static-data/eve-online-static-data-latest-jsonl.zip](https://developers.eveonline.com/static-data/eve-online-static-data-latest-jsonl.zip)
+- YAML: [developers.eveonline.com/static-data/eve-online-static-data-latest-yaml.zip](https://developers.eveonline.com/static-data/eve-online-static-data-latest-yaml.zip)
+
+## HTTP Caching
+
+All resources fully support ETag and Last-Modified headers.
+Resources will only update when they actually change.
+All non-static files are cached for 5 minutes.
+
+## Celestial names
+
+In the SDE there is generally no mention of the name of stars, planets, moons, asteroid belts, and NPC stations.
+This is because they can be deduced from the solar system name, and a few fields related to the celestial object.
+
+There are a few exceptions; in those cases the celestial has a `name` field with their name.
+In all other cases, follow the below table.
+
+| Celestial | Content |
+| -------------------------------- | ------------------------------------------------- |
+| Solar System | Solar system name as in `mapSolarSystems` |
+| Stars | `` |
+| Planets | ` ` |
+| Moons | ` - Moon ` |
+| Asteroid Belts | ` - Asteroid Belt ` |
+| Stations (with `operationID`) | ` - ` |
+| Stations (without `operationID`) | ` - ` |
+
+Note:
+
+- The `orbitName` is the name of the `orbitID` celestial, constructed via the table above.
+- The `celestialIndex` should be represented in Roman numerals.
+- For stations, use `corporationID` to look up the name via `npcCorporations`.