BlockVariantGroups
BlockVariantGroups (BVGs) are the “scroll-groups” of blocks, marked with a +, that you can find in the G-menu.
Once equipped, you can cycle through them using mouse scroll wheel or gamepad d-pad up.
BVGs generally group blocks with similar purposes or of similar types together into one hotbar item, for ease of use. Too many in one group can become a hinderance especially for gamepad users.
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">
<BlockVariantGroups>
<!-- One or more BlockVariantGroup entries are placed here. -->
</BlockVariantGroups>
</Definitions>
This is the entry for the BlockVariantGroup that starts with the basic Light Armor Block.
<BlockVariantGroup>
<Id Type="MyObjectBuilder_BlockVariantGroup" Subtype="ArmorLightCubeGroup"/>
<Icon>Textures\GUI\Icons\Cubes\light_armor_cube.dds</Icon>
<DisplayName>DisplayName_Block_LightArmorBlock</DisplayName>
<Description>Description_LightArmor</Description>
<Blocks>
<Block Type="MyObjectBuilder_CubeBlock" Subtype="LargeBlockArmorBlock"/>
<Block Type="MyObjectBuilder_CubeBlock" Subtype="LargeBlockArmorSlope"/>
<Block Type="MyObjectBuilder_CubeBlock" Subtype="LargeBlockArmorCorner"/>
<Block Type="MyObjectBuilder_CubeBlock" Subtype="LargeBlockArmorCornerInv"/>
<Block Type="MyObjectBuilder_CubeBlock" Subtype="LargeBlockArmorCornerSquare"/>
<Block Type="MyObjectBuilder_CubeBlock" Subtype="LargeBlockArmorCornerSquareInverted"/>
<Block Type="MyObjectBuilder_CubeBlock" Subtype="SmallBlockArmorBlock"/>
<Block Type="MyObjectBuilder_CubeBlock" Subtype="SmallBlockArmorSlope"/>
<Block Type="MyObjectBuilder_CubeBlock" Subtype="SmallBlockArmorCorner"/>
<Block Type="MyObjectBuilder_CubeBlock" Subtype="SmallBlockArmorCornerInv"/>
<Block Type="MyObjectBuilder_CubeBlock" Subtype="SmallBlockArmorCornerSquare"/>
<Block Type="MyObjectBuilder_CubeBlock" Subtype="SmallBlockArmorCornerSquareInverted"/>
</Blocks>
</BlockVariantGroup>
Problems
There are two common sources of trouble for BlockVariantGroups:
- DLC-blocks: If a DLC-block is first in the list of blocks, it will block a player that does not own said DLC from accessing the entire BVG, even if subsequent blocks may not be DLC blocks.
- Small / Large Grid Pairs: Blocks that have a paired block of the other grid size will always be preferred in the BVG order ingame, no matter the order the group is defined in the SBC. This means that if the first block in the SBC list does not have a paired small grid / large grid block, it will be substituted ingame by the first block in the BVG that does.
Elements
Uses <Icon>, <DisplayName> and <Description> only for gamepad radial menu. For keyboard and mouse, it will use one of the blocks in the group for the name, icon and description.
Blocks<Blocks> | Type: SerializableDefinitionId[] | Default: null |
List of blocks to be in this group.
<Blocks>
<Block Type="Reactor" Subtype="SomeBlockSubtype" />
<!-- ... -->
</Blocks>
The Type, the "MyObjectBuilder_" prefix is optional, just like it's optional in the <Id> too. | ||
(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" />
| ||||||||||||||||||||||||||
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.
| ||||||||||||||||||||||||||
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
| ||||||||||||||||||||||||||
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:
| ||||||||||||||||||||||||||
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. | ||||||||||||||||||||||||||