Blueprint Definition

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Defines a recipe for blocks to craft.

Some blocks will abuse these only for setting up the inventory constraint, like OxygenGenerator block type does.

Refer to the Blueprints Tutorial for more info how it all ties together.

Elements

Uses <Icon> (supports multiple stacked) for the icon in production tab and <DisplayName> for the tooltip when hovered (supports lines).

If the blueprint result(s) contain a ConsumableItem, then this blueprint's <DisplayName> will be formatted using {number} starting from 0 ({0}, {1}, etc.), where each is replaced by the respective stat's value from <Stats>. If there are less stats than the highest {number} then the extra ones will be replaced by "N/A".

Prerequisites

<Prerequisites>
Type: BlueprintItem[]Defaultnull
List of required items.

Amounts might be modified by world settings and Yield upgrade module block.
If results are either Ore or Ingot type, the ratio between the items and results is what's considered instead of the exact amounts, making it function with less than the specified amounts too.

Usage:
<Prerequisites>
  <Item Amount="1000.0" TypeId="Ore" SubtypeId="Stone" />
  <!-- ... -->
</Prerequisites>
  • Amount is a "fixed point" decimal number, maximum precision being 6 decimal points and maximum number is 9223372036854.775807.
  • TypeId and SubtypeId should match the ones from the item's <Id>, not the xsi:type or anything else.


Can have blueprints that cost nothing by declaring this as empty <Prerequisites></Prerequisites>, test throughly though as it's uncertain that it's safe.

Results

<Results>
Type: BlueprintItem[]Defaultnull
List of produced items. This is ignored if <Result> is defined.
Usage:
<Results>
  <Item Amount="15.0" TypeId="Ingot" SubtypeId="Stone" />
  <!-- ... -->
</Results>

Result

<Result>
Type: BlueprintItemDefaultnull
Single produced item. Technically the obsolete way of doing it, but defining this will ignore the <Results> and it's recommended to use that one instead of this.
Usage:
<Result Amount="0.007" TypeId="Ingot" SubtypeId="Magnesium" />
If you're going to convert this to the <Results> way, careful that this starts with <Result while that one starts with <Item.

BaseProductionTimeInSeconds

<BaseProductionTimeInSeconds>
Type: SingleDefault1
Time before any modifiers provided by production blocks.

Also affects minimum price for the results and things made from those too.

Formula for production blocks:

  • Assembler: Time = BaseProductionTimeInSeconds / (World_AssemblerSpeedMultiplier * (Assembler_AssemblySpeed + Modules_Productivity))
  • Refinery: Time = BaseProductionTimeInSeconds / (World_RefinerySpeedMultiplier * (Refinery_RefineSpeed + Modules_Productivity))

IsPrimary

<IsPrimary>
Type: BooleanDefaultFalse
Setting this true will use this blueprint when the game looks up blueprint by the first result, for example assembler's disassembly mode.
Leaving this false would automatically use the first blueprint it finds as the primary.

Priority

<Priority>
Type: Int32Default0
Ordered by this number ascending when sorted inside a BlueprintClass (seen in production menu), with <SubtypeId> as a tie-breaker.

IgnoreEfficiencyMultiplier

<IgnoreEfficiencyMultiplier>
Type: BooleanDefaultfalse
If true, this blueprint will not get affected by world's AssemblerEfficiencyMultiplier (behaves as if it were 1), useful for items that aren't divisible.
A similar setting exists on the assembler/survivalkit too.
(Added in SE v1.207)

(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.

Obsolete Elements

Elements that exist in the game code or vanilla SBC, but do nothing

Note: this list only contains root-level from this definition only, nothing from inherited ones.

<ProgressBarSoundCue>Type: StringDefaultnull
Not used.