Blueprint Definition
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).
{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[] | Default: null |
| List of required items. Amounts might be modified by world settings and Yield upgrade module block. <Prerequisites>
<Item Amount="1000.0" TypeId="Ore" SubtypeId="Stone" />
<!-- ... -->
</Prerequisites>
<Prerequisites></Prerequisites>, test throughly though as it's uncertain that it's safe. | ||
Results<Results> | Type: BlueprintItem[] | Default: null |
| List of produced items. This is ignored if <Result> is defined. Usage: <Results>
<Item Amount="15.0" TypeId="Ingot" SubtypeId="Stone" />
<!-- ... -->
</Results>
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Result<Result> | Type: BlueprintItem | Default: null |
| 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" />
<Results> way, careful that this starts with <Result while that one starts with <Item. | ||
BaseProductionTimeInSeconds<BaseProductionTimeInSeconds> | Type: Single | Default: 1 |
| 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:
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IsPrimary<IsPrimary> | Type: Boolean | Default: False |
| 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: Int32 | Default: 0 |
Ordered by this number ascending when sorted inside a BlueprintClass (seen in production menu), with <SubtypeId> as a tie-breaker. | ||
IgnoreEfficiencyMultiplier<IgnoreEfficiencyMultiplier> | Type: Boolean | Default: false |
| 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: 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. | ||||||||||||||||||||||||||
Obsolete Elements
Note: this list only contains root-level from this definition only, nothing from inherited ones.
| <ProgressBarSoundCue> | Type: String | Default: null |
| Not used. | ||