AssetModifier Definition
Found in AssetModifiers\*.sbc, these define the skins for blocks, characters and tools, and there's nothing solid to differentiate between the types.
- Adding new ones won't show up in the wardrobe or color picker GUIs; the ones there are directly tied to Steam items and DLCs.
- The texture paths do not look inside the mod folder, it will only look in the game folder.
- Not additive therefore existing skins have to be copied fully which means only one mod can make changes to it and will need to keep them updated with Keen's changes (they have done additions and fixes to skins long after release).
Elements
DefaultColor<DefaultColor> | Type: Nullable<Color> | Default: null | ||||||||||||||||||
| Only works for block skins and only has an effect on entity blocks (ones that have a <Model>, as opposed to deformable armor which is made of plates and does not have an entity).
If defined, it changes the block color to this (as if the player chose this color when painting it), the inputs are in RGB instead of HSV though. This will also affect all of its materials that are paintable. Example: <DefaultColor>
<R>85</R>
<G>76</G>
<B>13</B>
<A>255</A>
</DefaultColor>
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MetalnessColorable<MetalnessColorable> | Type: Boolean | Default: false | ||||||||||||||||||
| If true, no longer removes metalness from paint as seen in material comparison screenshots. Might affect the entire entity and might only work on blocks. | ||||||||||||||||||||
Textures<Textures> | Type: List<MyAssetTexture> | Default: null | ||||||||||||||||||
| List of materials for this skin to affect. Each
Example: <Textures>
<Texture Location="PaintedMetal_Colorable" Type="ColorMetal" Filepath="Textures\Models\Cubes\armor\Skins\WoodlandCamo\GenericWoodlandCamo_cm.dds"/>
<Texture Location="PaintedMetal_Colorable" Type="NormalGloss" Filepath="Textures\Models\Cubes\armor\Skins\WoodlandCamo\GenericWoodlandCamo_ng.dds"/>
<Texture Location="PaintedMetal_Colorable" Type="Extensions" Filepath="Textures\Models\Cubes\armor\Skins\WoodlandCamo\GenericWoodlandCamo_add.dds"/>
<Texture Location="SquarePlate" Type="ColorMetal" Filepath="Textures\Models\Cubes\armor\Skins\WoodlandCamo\large_square_plate_cm.dds"/>
<Texture Location="SquarePlate" Type="NormalGloss" Filepath="Textures\Models\Cubes\armor\Skins\WoodlandCamo\large_square_plate_ng.dds"/>
<Texture Location="SquarePlate" Type="Extensions" Filepath="Textures\Models\Cubes\armor\Skins\WoodlandCamo\large_square_plate_add.dds"/>
<!-- etc... -->
</Textures>
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(Top) | From DefinitionBase:
Common
Id<Id> | Type: SerializableDefinitionId | Default: (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.
<Id>
<TypeId>CubeBlock</TypeId>
<SubtypeId>FancyTable</SubtypeId>
</Id>
Because it has attribute alternatives it can also be declared as: <Id Type="CubeBlock" Subtype="FancyTable" />
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DisplayName<DisplayName> | Type: String | Default: null | ||||||||||||||||||||||||
| 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.
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Description<Description> | Type: String | Default: null | ||||||||||||||||||||||||
| 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.
{0}, {1}, etc, then they will replaced by kb&m control binds defined in <DescriptionArgs>. | ||||||||||||||||||||||||||
DescriptionArgs<DescriptionArgs> | Type: String | Default: null | ||||||||||||||||||||||||
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. | ||||||||||||||||||||||||||
Icon<Icon> | Type: String[] | Default: null | ||||||||||||||||||||||||
| 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
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DLC<DLC> | Type: String[] | Default: null | ||||||||||||||||||||||||
| Optional. The DLC subtypeId that this definition will require. For the IDs, refer to <SE>\Content\Data\Game\DLCs.sbc. | ||||||||||||||||||||||||||
AvailableInSurvival<AvailableInSurvival> | Type: Boolean | Default: true | ||||||||||||||||||||||||
| 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:
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Public<Public> | Type: Boolean | Default: true | ||||||||||||||||||||||||
| 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. | ||||||||||||||||||||||||||
EnabledEnabled (attribute[1]) | Type: Boolean | Default: true | ||||||||||||||||||||||||
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 <Component>, <Blueprint>, etc. | ||||||||||||||||||||||||||
xsi:typexsi:type (attribute[1]) | Type: string | Default: null | ||||||||||||||||||||||||
Name of an object that this definition will be deserialized as. 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 For more details on how this relates to the TypeId, and usage examples, see: Things to know about SBC - TypeId vs xsi:type. | ||||||||||||||||||||||||||