AnimalBot Definition

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Found in Bots.sbc and used by bots.

Elements

(Nothing)

(Top) | From Agent Definition:

BotModel

<BotModel>
Type: StringDefault(empty)
Required, the <Name> of a Character definition (not the subtype) to be controlled by this bot.

FactionTag

<FactionTag>
Type: StringDefaultnull
Optional. The <Tag> of a faction to join or create and join.
Some code looks for SPID in this and does something special, it's unclear what (MySpaceFaunaComponent.OnBotCreatedEvent()).

InventoryContentGenerated

<InventoryContentGenerated>
Type: BooleanDefaultfalse
Optional. Whether the <InventoryContainerTypeId> is used.

InventoryContainerTypeId

<InventoryContainerTypeId>
Type: Nullable<SerializableDefinitionId>Defaultnull
Needs <InventoryContentGenerated> to be true for this to be used.

Id of a ContainerType Definition to spawn in the bot's inventory, rolled on every bot spawn.

Example:
<InventoryContainerTypeId Type="ContainerTypeDefinition" Subtype="SpiderLoot" />
While the Type is ignored, it doesn't hurt to keep it accurate just in case.

TargetType

<TargetType>
Type: StringDefault(empty)
Required. Affects how the attacking sequence plays out.

Available values:

  • Wolf
  • Spider
  • Astronaut

The difference between them is what animation and sounds are played when attacking, the attack origin, the timing, etc. It affects a few other elements (details there): <AttackRadius>, <AttackLength>, <AttackSound>.

Mods cannot add new target types nor edit the existing ones.

TargetCharacters

<TargetCharacters>
Type: BooleanDefaulttrue
Whether the bot will consider characters when told to scan for targets. The action itself and the radius are both in the BehaviorTree (assigned by <BotBehaviorTree>).

TargetGrids

<TargetGrids>
Type: BooleanDefaultfalse
Whether the bot will consider blocks when told to scan for targets. The action itself and the radius are both in the BehaviorTree (assigned by <BotBehaviorTree>).

AttackLength

<AttackLength>
Type: Int32Default1000
Duration of an attack sequence in milliseconds.

Depending on the <TargetType>, the actual detection+damage occurs at:

  • Wolf: 50% of this timer.
  • Spider: 75% of this timer.
  • Astronaut: does not use this value at all.

AttackRadius

<AttackRadius>
Type: DoubleDefault0.5
Meters around the attach center (see below) to detect and hit entities.

The sphere has to intersect with character's bounding sphere (height as radius!) or with a block's local boundingbox.
Depending on the <TargetType>, the attack sphere center varies:

  • Wolf: from the character bot pivot, +1.1m forwards and +0.45m upwards.
  • Spider: from the character bot pivot, +2.5m forwards and +1m upwards.
  • Astronaut: does not use this value at all.

CharacterDamage

<CharacterDamage>
Type: Int32Default12
Damage dealt to characters inside the <AttackRadius>.

Set to 0 to disable.

The damage type depends on the <TargetType> and it happens to match exactly.

GridDamage

<GridDamage>
Type: Int32Default0
Damage dealt to blocks inside the <AttackRadius>.

Set to 0 to disable.

The damage type depends on the <TargetType> and it happens to match exactly.

AttackSound

<AttackSound>
Type: StringDefaultArcBotWolfAttack
Only works for Wolf <TargetType>; played at the start of every attack.
SubtypeId (without Arc or Real prefix) of an audio definition (Audio_*.sbc).

RemoveAfterDeath

<RemoveAfterDeath>
Type: BooleanDefaulttrue
If set to false, it will re-spawn the bot somewhere else after it dies.
The exact behavior on the spawning is different based on the behavior logic (<BehaviorType>) used.

(Top) | From Bot Definition:

BotBehaviorTree

<BotBehaviorTree>
Type: BotBehaviorDefaultnull
Required. SubtypeId of a BehaviorTree Definition to use. Syntax:
<BotBehaviorTree Subtype="SpiderBehavior" />

BehaviorType

<BehaviorType>
Type: StringDefault(empty)
Required. The internal bot logic to use which determines the actions that are available to the BehaviorTree's ActionNode.

Available values:

  • Wolf
  • Spider
  • Animal
  • Astronaut

For more details on each logic: Bots (section Bot Logic Types).

Mod scripts cannot add new bot logic nor modify existing ones.

BehaviorSubtype

<BehaviorSubtype>
Type: StringDefault(empty)
Optional. The game code does not use this on any of its bot logics, therefore this has no uses and can be left undeclared.
Falls back to <BehaviorType>'s value if left empty or defined with only whitespace characters.

Commandable

<Commandable>
Type: BooleanDefaultfalse
Whether this bot can be commanded by some specific AIComponent tool, likely remnant from Medieval Engineers or possibly a debugging tool.

(Top) | From DefinitionBase:

Common

Id

<Id>
Type: SerializableDefinitionIdDefault(invalid)
The type and subtype combined make up a unique identifier for this definition.

If two definitions use the same Type+Subtype (Subtypes are only unique per Type), then the last to load will override the first one(s). For more details see Things to know about SBC.

<TypeId>Type: stringDefault(invalid)
Must be an existing type with or without the "MyObjectBuilder_" prefix.

Some types require an xsi:type, refer to the vanilla files for the exact pairing.

TypeId vs xsi:type
<SubtypeId>Type: stringDefault(empty)
This can be invented and only needs to be unique per TypeId.

Vanilla game re-uses some subtypes over multiple types (e.g. Iron is used for Ore type and Ingot type).

An empty value is also a valid subtype (which vanilla also uses on at least 5 blocks).
Type (attribute[1])Type: stringDefault(invalid)
Same behavior as <TypeId>, do not define both.
Subtype (attribute[1])Type: stringDefault(empty)
Same behavior as <SubtypeId>, do not define both.
Example:
<Id>
  <TypeId>CubeBlock</TypeId>
  <SubtypeId>FancyTable</SubtypeId>
</Id>

Because it has attribute alternatives it can also be declared as:

<Id Type="CubeBlock" Subtype="FancyTable" />

DisplayName

<DisplayName>
Type: StringDefaultnull
If the object defined here is visible anywhere in the game GUI, this would be the name shown for it. In cases where it is used, it is very much required.

Can be plain-text.
If the text contains DisplayName_ then:

Description

<Description>
Type: StringDefaultnull
Optional. If the object defined here is shown with a description in the game GUI (Hotbar/G-menu, HUD, etc) then this is the place to write it.

Can be plain-text.
If the text contains Description_ then:

If the final text (plain, localized or variable-replaced) contains {0}, {1}, etc, then they will replaced by kb&m control binds defined in <DescriptionArgs>.

DescriptionArgs

<DescriptionArgs>
Type: StringDefaultnull
Optional. A comma-separated list of control IDs which are referenced in <Description> by {number} tags, which then get replaced by the keyboard or mouse bind that the viewer has for those controls.
Example:
<Description>Press {0} to fire, {1} to change color, {2} to interact.</description>
<DescriptionArgs>PRIMARY_TOOL_ACTION,CUBE_COLOR_CHANGE,USE</DescriptionArgs>

And each player will see their current binds for those actions.

The control IDs can be found in your %appdata%/SpaceEngineers/SpaceEngineers.cfg at the ControlsButtons section.

Icon

<Icon>
Type: String[]Defaultnull
Icon(s) for the definition which may or may not be used depending on the definition type.

Path to a .dds or .png file relative to current mod's folder. Falls back to game folder if not found in current mod. Referencing assets in other mods

Can be declared multiple times which will stack icons on top of eachother, however it will not work for all definitions.

Known definitions to work or not work with multiple icons
  • Working: Blocks, BlockVariantGroups and component items seen in G-menu, BlockInfo (HUD right side) and toolbars; Blueprints in terminal production tab; Blocks and PhysicalItems in gamepad HUD.
  • Partial: Blocks seen in terminal.
  • Not working: HandItems (uses PhysicalItem's icon instead); Blocks and BlockVariantGroups seen in build planner, radial menu and some economy GUIs; PhysicalItems in economy GUIs and stores; Prefabs in stores; BlueprintClass (tabs) in terminal production tab; BankingSystemDefinition (Game\BankingSystem.sbc); Emotes (both kinds of definitions) in gamepad HUD; Block skins; RespawnShips.
  • Special cases: Economy contracts, FactionIcons Definition.

DLC

<DLC>
Type: String[]Defaultnull
Optional. The DLC subtypeId that this definition will require.

For the IDs, refer to <SE>\Content\Data\Game\DLCs.sbc.
Can be declared multiple times to require multiple DLCs.

Most definition types won't check for this, the ones that do: blocks, emotes and possibly anything else that can be placed in the toolbar.

AvailableInSurvival

<AvailableInSurvival>
Type: BooleanDefaulttrue
Depends on the definition if it uses this, and if it does then this determines whether it can be accessible in survival game mode.

Currently known definitions that do use this:

Public

<Public>
Type: BooleanDefaulttrue
If the definition is visible or accessible in some cases.
For blocks, this only hides them and they can still be built using projectors and other means.

Enabled

Enabled (attribute[1])
Type: BooleanDefaulttrue
If set to false it will remove the definition after it's been loaded.
Example usage:
<Definition Enabled="false">

The "Definition" above is the opening element that for the entire definition, not an inner node like <DisplayName> is.

The opening node can have a different name for other definitions, some examples <Component>, <Blueprint>, etc.

xsi:type

xsi:type (attribute[1])
Type: stringDefaultnull

Name of an object that this definition will be deserialized as.
Sometimes required, depends on the definition. The wiki page for any given definition will mention at the top what xsi:type it requires, if any. The game's sbc files are also a reference on what xsi:types are required for a given definition.

This attribute is available on all elements and comes from the XML specification. This game relies on this attribute to change which sub-definition object is used to deserialize that element's contents. It's what allows, for example, a thruster to have unique elements (such as <MinPlanetaryInfluence>) that no other block definitions have.

For more details on how this relates to the TypeId, and usage examples, see: Things to know about SBC - TypeId vs xsi:type.