Modding Reference
< Modding
This page provides an overview over the available reference pages for modding Space Engineers. A reference page allows you to look up what something does.
If you want to look up how to do something to achieve an express purpose while using the available tools, check out the Modding Tutorials instead.
The reference pages listed below have been roughly categorized into the different modding fields.
General Reference
- Troubleshooting
- Debug views - performance metrics and debug menus
- Known causes for crashes or errors
- Modding-Relevant changes in game patches
- Physics
- Explosions
- Temperature
- Deep Overview of NPC Economy
- UseObjects
- Old SBM and BIN files explained
SBC Modding Reference
(Quick access: Modding Tutorials - SBC)
- Things to know about SBC files
- Data types - Single, Nullable<>, String, etc that are seen in definition pages
- Text variables
Definitions
Mixed in with some reference pages because they're grouped by relevance.
- CubeBlocks - list of block types with modding info and block definitions
- CubeBlock & CubeBlock Definition - for quick access
- Mount Points - affects airtightness too
- Deformable Armor & Edges
- Block Variant Groups - scrollable block variants
- Blueprint Classes & Blueprints - production recipes
- Emissive Presets & Emissive Colors - (EmissiveColors.sbc)
- LCD Textures - background images for LCDs
- Exhaust Effects - for ExhaustBlock
- Sound Categories - for SoundBlock and Jukebox
- ShipSoundSystem & ShipSounds - (ShipSoundGroups.sbc) unified sound system for thrusters/engines/wheels
- Resource Distribution Groups - energy and gas priorities
- Block Tags - different grouping for block limits in worlds
- Research Blocks & Research Groups - progression
- CubeBuilder & Clipboard - world settings for block builder and clipboard pasting
- Targeting Groups
- Block Positions - locations for the blocks menu
- Items - (AmmoMagazines.sbc, Components.sbc, PhysicalItems*.sbc) all inventory items
- AmmoMagazine Definition, ConsumableItem Definition, and more...
- Explosive Items - how exploding cargo works
- HandItems - additional data for hand-held items
- Weapons - for both blocks and hand-held
- Projectile Ammo & Missile Ammo - (Ammos.sbc) these are not the items
- Block Categories - the g-menu's left side list, not exclusive to blocks
- RadialMenu - not moddable but contains other relevant information
- Entity Components - (EntityComponents.sbc, EntityContainers.sbc) all entity component definitions and how they're used
- Gas Properties - non-item conveyorable resources (hydrogen, oxygen, water)
- Game - various things, some of note: encounter colors, explosive items
- Scenario - (Scenarios.sbx) starting items, toolbar, and a few more.
- Configuration - various things, some of note: loot bags, meteorites
- Characters - engineers and animals
- Animation Controller
- Animation
- Emote
- Entity Stats / FoodStat / RadiationStat / RadiationImmunityStat - (Stats.sbc) for characters
- Bots - bot system overview
- HumanoidBot & AnimalBot - (Bots.sbc)
- BehaviorTree - (AIBehavior.sbc)
- Environment - max ship speeds, skybox, and more
- Hazard Exposure - (Game\SessionComponents.sbc) global settings for hazards
- Planets - (PlanetGeneratorDefinitions.sbc, Triton.sbc, Pertam.sbc)
- Weather Effects
- Procedural Planet Environment
- VoxelMap Collections - surface boulders
- Trees - (TreesMedium.sbc, Environment\PhysicalModels_Trees.sbc)
- Physical Models - (Environment\PhysicalModels_Bushes.sbc)
- Forageables - (Environment\PhysicalModels_Bushes.sbc)
- Voxel Materials
- VoxelMap Storage - for various purposes
- Voxel Material Modifiers - random material swaps for voxelmaps
- Asteroid Generators - procedural generator versions
- Respawn Ships
- Prefabs - grids for spawning
- Encounters - list of encounter types and where to mod them
- Spawn Groups - cargo ships and random/global/planetary encounters
- Drop Containers & Container Drop System - for unknown signals/skin pods
- StationsList - economy trade stations
- GlobalEncounters settings
- Pirate Antenna - drone spawner
- Drone Behavior
- Global Events - cargo ship and meteorite frequencies
- Factions:
- Factions - predefined factions
- Faction Types - generated faction types
- Faction Icons - generated faction icons and colors
- Faction Names - generated faction names
- Reputation
- Economy & Banking System
- Contracts - all contract types
- Container Types - loot tables for prefabs and bots
- Story category & Story - (Stories.sbc)
- SafeZone Textures & SafeZone Settings - (SafeZoneTextures_Economy.sbc) safezone skins
- Audio - sound effects and music
- Particle Effects
- Flares - light glares and lens flares
- Transparent Materials
- Collision Effects - material impact effects and the correlation between the definitions below
- Debris - and ore models too
- Asset Modifiers - texture skin system
Worlds/saves
- Checkpoint (sandbox.sbc)
- WorldConfiguration (sandbox_config.sbc)
- SessionSettings - world settings in both sandbox_config.sbc and sandbox.sbc
Player data
Mod Scripting Reference
(Quick access: Modding Tutorials - Mod Scripting)
- Intro to Mod Scripting
- Mod Script Whitelist
- Official ModAPI docs (does not show the whitelisted .NET types)
- Unofficial/community ModAPI docs (more complete, but does not show the whitelisted .NET types either)
- Script templates and examples
- Saving and synchronizing data
- Mod Profiler and optimizing against it
- Fast lookup in a volume
- Compiler conditions
#if VERSION_205 - Arbitrary oxygen volumes
IMyOxygenProvider- similar exists for natural gravity too, seeMyAPIGateway.GravityProviderSystem - Coloring in terminal's detailed info (PB article)
- Contracts API
Mod-provided APIs
Asset Modding Reference
(Quick access: Modding Tutorials - Assets)