BlockPositions

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Found in game's CubeBlocks\BlockPositions.sbc.

This defines where blocks are placed in the G-menu.

Wrapper & 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">
  <BlockPositions>

    <BlockPosition>
      <Name>TimerBlock</Name>
      <Position>
        <X>0</X>
        <Y>25</Y>
      </Position>
    </BlockPosition>

	<!-- more BlockPosition entries if desired -->

  </BlockPositions>
</Definitions>

Elements

<Name>Type: stringDefaultnull
A block's <BlockPairName>.

If the block is part of a BlockVariantGroup, then you must use the BlockPairName from the block that is picked by the game to be in the front, you can tell which one it is in game from the icon and name when hovering.

This also is the "ID" to use in order to override the position of a vanilla block or another mod's block (mod load order will be respected).
<Position>Type: Vector2IDefault0,0
The suggested position for the given block pair (or its group).

Usage:

<Position>
  <X>0</X>
  <Y>25</Y>
</Position>

Where:

  • <X> is a suggestive column. Warning: valid range is 0 to 9 and anything exceeding that in either direction will add/subtract from <Y> accordingly and roll over back to 0-9.
  • <Y> is the suggested row.

The numbers are integers, cannot have decimal points.

If another block is placed at the exact same coordinates, then the other block is shunted at the end of the row.

To place your block on a vanilla row, do not count rows in-game as they will almost never match. Instead, open the vanilla BlockPositions.sbc and find the block you wish to place next to.

The vanilla BlockPositions.sbc does not use rows 5, 6, 7, 8, 9, 10. They are marked for future use and of course mods can use them too.