CubeBuilder Definition

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Requires an xsi:type attribute:

<Definition xsi:type="MyObjectBuilder_CubeBuilderDefinition">

World-wide settings for CubeBuilder.
Vanilla file is in <SE>\Content\Data\Game\SessionComponents.sbc.

Elements

BuildingDistSmallSurvivalCharacter

<BuildingDistSmallSurvivalCharacter>
Type: DoubleDefault5
Block preview distance in meters for smallgrid blocks, as a character.

BuildingDistLargeSurvivalCharacter

<BuildingDistLargeSurvivalCharacter>
Type: DoubleDefault10
Block preview distance in meters for largegrid blocks, as a character.

BuildingDistSmallSurvivalShip

<BuildingDistSmallSurvivalShip>
Type: DoubleDefault12.5
Block preview distance in meters for smallgrid blocks while in Cockpit Build Mode.

BuildingDistLargeSurvivalShip

<BuildingDistLargeSurvivalShip>
Type: DoubleDefault12.5
Block preview distance in meters for largegrid blocks while in Cockpit Build Mode.

MinBlockBuildingDistance

<MinBlockBuildingDistance>
Type: SingleDefault1
Only in Creative Mode or Creative Tools when building as a character or spectator (does not work in Cockpit Build Mode).
Minimum meters that the block preview can be away from the character.

MaxBlockBuildingDistance

<MaxBlockBuildingDistance>
Type: SingleDefault20
Only in Creative Mode or Creative Tools when building as a character or spectator (does not work in Cockpit Build Mode).
Maximum meters that the block preview can be away from the character.

DefaultBlockBuildingDistance

<DefaultBlockBuildingDistance>
Type: SingleDefault20
Starting block preview distance in Creative Mode or Creative Tools.

BuildingSettings

<BuildingSettings>
Type: MyPlacementSettingsDefault(see deeper)
Defines placement settings for building mode.
<StaticGridAlignToCenter>Type: BooleanDefaultfalse
Game code's doc:
Align static grids to corners (false) or centers (true).
You should always set to corners in new games.
Center alignment is only for backwards compatibility so that static grids are correctly aligned with already existing saves.
<SmallGrid>Type: MyGridPlacementSettingsDefault(see deeper)
<SnapMode>Type: SnapModeDefaultBase6Directions
Available values: Base6Directions, OneFreeAxis.
<SearchHalfExtentsDeltaAbsolute>Type: SingleDefault0
Meters to extend a boundingbox when testing for placement, unclear exactly what this impacts.
Can be negative to shrink the boundingbox.
<CanAnchorToStaticGrid>Type: BooleanDefaultfalse
If true, allows blocks to be placed near static grids even if they fail the conditions from <VoxelPlacement>.
Sometimes this is used, other times Clipboard's <CanAnchorToStaticGrid> is used.
<VoxelPlacement>Type: Nullable<VoxelPlacementSettings>Defaultnull
Optional. Default settings for placing blocks of this grid size near and not near voxels.

Unknown behavior when left null.

Individual blocks can opt to override these settings using block def's <VoxelPlacement>.

<PlacementMode>Type: VoxelPlacementModeDefaultNone
Available values:
  • None - can't be placed regardless of voxels.
  • Both - fully permissive, allowed both inside and outside of voxels.
  • InVoxel - can only be placed if any boundingbox corner is inside voxels.
  • OutsideVoxel - can only be placed if none of its boundingbox corners are inside voxels.

Note: it can still be placed inside with its middle if the block is large enough, if you wish for any part to not touch voxels use Volumetric with both min and max as 0 instead.

<MinAllowed>Type: SingleDefault0
Only works if <PlacementMode> is set to Volumetric.
Volume ratio required inside voxels to allow placement.
Values from 0.0 to 1.0 but realistically up to 0.5-ish with how placement works.
<MaxAllowed>Type: SingleDefault0
Only works if <PlacementMode> is set to Volumetric.
Volume ratio limit inside voxels where if passed it won't allow placement.
Values from 0.0 to 1.0 but realistically up to 0.5-ish with how placement works.
Obsolete elements
<SearchHalfExtentsDeltaRatio>Type: SingleDefault0
Not used.
<EnablePreciseRotationWhenSnapped>Type: BooleanDefaultfalse
Not used.
Example:
<SmallGrid>
  <SnapMode>OneFreeAxis</SnapMode>
  <SearchHalfExtentsDeltaAbsolute>-0.057</SearchHalfExtentsDeltaAbsolute>
  <CanAnchorToStaticGrid>false</CanAnchorToStaticGrid>
  <VoxelPlacement>
    <PlacementMode>OutsideVoxel</PlacementMode>
	<MinAllowed>0</MinAllowed>
	<MaxAllowed>1</MaxAllowed>
  </VoxelPlacement>
</SmallGrid>
<SmallStaticGrid>Type: MyGridPlacementSettingsDefault(see deeper)
Same syntax as <SmallGrid>.
<LargeGrid>Type: MyGridPlacementSettingsDefault(see deeper)
Same syntax as <SmallGrid>.
<LargeStaticGrid>Type: MyGridPlacementSettingsDefault(see deeper)
Same syntax as <SmallGrid>.

(Top) | From SessionComponent Definition:


(Nothing)
(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.