BlockCategories
A category for the Toolbar Config shown on the left side.
Can contain not only blocks to be built but also blocks from a ship to be used with clicks, hand-held items and emotes too.
For a more guided approach see the Block Categories tutorial.
Wrapper & Entry Example
<?xml version="1.0" encoding="utf-8"?>
<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<CategoryClasses>
<!-- One or more BlockCategory entries are placed here. -->
</CategoryClasses>
</Definitions>
This is the entry for the BlockCategory Production, containing Refineries, Assemblers, O2 Generators, etc.
<Category xsi:type="MyObjectBuilder_GuiBlockCategoryDefinition">
<Id>
<TypeId>GuiBlockCategoryDefinition</TypeId>
<SubtypeId/>
</Id>
<Name>Section1_Position3_Production</Name>
<DisplayName>DisplayName_Category_Production</DisplayName>
<StrictSearch>true</StrictSearch>
<ItemIds>
<string>Assembler/BasicAssembler</string>
<string>Assembler/LargeAssembler</string>
<string>Assembler/LargeAssemblerIndustrial</string>
<string>Assembler/LargePrototechAssembler</string>
<string>OxygenFarm/LargeBlockOxygenFarm</string>
<string>OxygenGenerator/OxygenGeneratorSmall</string>
<string>OxygenGenerator/</string>
<string>Refinery/Blast Furnace</string>
<string>Refinery/LargePrototechRefinery</string>
<string>Refinery/LargeRefinery</string>
<string>Refinery/LargeRefineryIndustrial</string>
<string>Refinery/SmallPrototechRefinery</string>
<string>SurvivalKit/SurvivalKit</string>
<string>SurvivalKit/SurvivalKitLarge</string>
<string>UpgradeModule/LargeEffectivenessModule</string>
<string>UpgradeModule/LargeEnergyModule</string>
<string>UpgradeModule/LargeProductivityModule</string>
</ItemIds>
</Category>
Using the same vanilla Production category exampled above to show that the existing IDs should not be included.
<Category xsi:type="MyObjectBuilder_GuiBlockCategoryDefinition">
<Id>
<TypeId>GuiBlockCategoryDefinition</TypeId>
<SubtypeId />
</Id>
<Name>Section1_Position3_Production</Name>
<ItemIds>
<string>Refinery/ExtremeFurnanceMark55</string>
</ItemIds>
</Category>
Elements
Name<Name> | Type: String | Default: null |
| The unique identifier for this category because the <SubtypeId> is not used at all. If another category with the same name exists, then only the <ItemIds> is read and added to the existing one. There is a special condition for "VoxelHands" (exact name) where it requires EnableVoxelHand world setting to be enabled enabled, and either creative mode or creative tools. | ||
IsAnimationCategory<IsAnimationCategory> | Type: Boolean | Default: false |
| Designates category for character emotes. If <IsShipCategory> is also true, then this category will be for both block and character toolbars. | ||
IsBlockCategory<IsBlockCategory> | Type: Boolean | Default: true |
| Designates category for blocks that can be placed. | ||
IsToolCategory<IsToolCategory> | Type: Boolean | Default: false |
| Designates category for things that can be equipped and then triggered using primary/secondary/etc actions.
If <IsShipCategory> is true, then the category becomes exclusive to equippable block weapons and tools that are already built on a ship, otherwise it's exclusive to hand-held weapons and tools. | ||
IsShipCategory<IsShipCategory> | Type: Boolean | Default: false |
| If the category shows up in block toolbars (cockpit, remote control, seat, etc). Depending on the other settings, it can become exclusive to block toolbars. | ||
SearchBlocks<SearchBlocks> | Type: Boolean | Default: true |
| Whether the contents of the category should show up as search results or not. | ||
StrictSearch<StrictSearch> | Type: Boolean | Default: false |
| By default, if a block is part of a BlockVariantGroup, it will be displayed in any category the first block in the group is part of. If this element is set to true, this is prevented. | ||
ShowInCreative<ShowInCreative> | Type: Boolean | Default: true |
| If this category is visible in creative mode (no special cases for admins). <AvailableInSurvival> also works for these to decide if they're shown in survival mode, however it is ignored if user is admin and always seen by them. | ||
ShowAnimations<ShowAnimations> | Type: Boolean | Default: false |
| Whether this category should automatically include all things containing "AnimationDefinition" (exact case) in their full ID (TypeId/SubtypeId). This does mean it will include things that are not animations if the subtype happens to contain that text. | ||
ItemIds<ItemIds> | Type: String[] | Default: null |
| The list of definitionIds to add to this category, see <Name>. For this reason, you should not include the existing IDs when trying to add your own to existing ones. Refer to examples above if still uncertain.
Look at your PhysicalItem's or CubeBlock's An ID can be part of multiple categories and it's used like that by the game too (like the Small Blocks and Large Blocks having all the blocks that other categories do). Usage:<ItemIds>
<string>TypeId/SubtypeId</string>
<!-- ... -->
</ItemIds>
<string>...</string> can be repeated as many times as you want. | ||
(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. | ||||||||||||||||||||||||||