Decal Definition
Found in Decals.sbc.
Defines a dynamic decal that can be placed in world by various systems (footsteps, bullet impacts, etc).
This applies to scripts too because the decals are sent straight to render where they're not accessible by modAPI.
Decal definitions cannot be overwritten because the game sends them to a different system without checking if they already exist there, and because of the way they're stored this doesn't cause errors. (from MyDefinitionManager.PostprocessDecals() ends up in a Dictionary<string, List<MyDecalMaterial>> in MyDecalMaterials)
Elements
Source<Source> | Type: String | Default: (empty) | ||||||||||||||||||||||||||||||
| Usually a subtypeId of a Physical Material of the "attacker". This combined with <Target> make up a lookup key, however it points to a list meaning if multiple definitions have the same source and target, they will both be rendered when that is requested. If null or empty it will useNULL. | ||||||||||||||||||||||||||||||||
Target<Target> | Type: String | Default: (empty) | ||||||||||||||||||||||||||||||
| Usually a subtypeId of a Physical Material of the "victim". If null or empty it will use NULL. | ||||||||||||||||||||||||||||||||
Blacklist<Blacklist> | Type: String[] | Default: null | ||||||||||||||||||||||||||||||
| Only used for decals by wheels trails, landing gears prints and character footprints, all against voxels. An optional list of SubtypeIDs of voxel materials to avoid placing this decal on. Example: <Blacklist>
<VoxelMaterial>AlienIce</VoxelMaterial>
<!-- ... -->
</Blacklist>
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Material<Material> | Type: MyDecalMaterialDesc | Default: (empty) | ||||||||||||||||||||||||||||||
| Textures used by this decal. Contains more elements:
Elements that exist in the game code or vanilla SBC, but do nothing
Each texture is optional, omit the element entirely if you wish to not define it. More info on what each texture type means: Materials. Full example:<Material>
<ColorMetalTexture>Textures/Decals/Bullet_Metal_Hit_01_cm.dds</ColorMetalTexture>
<NormalmapTexture>Textures/Decals/Bullet_Metal_Hit_01_ng.dds</NormalmapTexture>
<ExtensionsTexture>Textures/Decals/Bullet_Metal_Hit_01_add.dds</ExtensionsTexture>
<AlphamaskTexture>Textures/Decals/Bullet_Metal_Hit_01_alphamask.dds</AlphamaskTexture>
</Material>
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Transparent<Transparent> | Type: Boolean | Default: False | ||||||||||||||||||||||||||||||
Alpha<Alpha> | Type: Single | Default: 1 | ||||||||||||||||||||||||||||||
MinSize<MinSize> | Type: Single | Default: 1 | ||||||||||||||||||||||||||||||
| Decal's size in meters picked as a random number between this and <MaxSize>, per spawn. | ||||||||||||||||||||||||||||||||
MaxSize<MaxSize> | Type: Single | Default: 2 | ||||||||||||||||||||||||||||||
| Decal's size in meters picked as a random number between <MinSize> and this, per spawn. Cannot be smaller than <MinSize>, gets automatically raised up to that. | ||||||||||||||||||||||||||||||||
Depth<Depth> | Type: Single | Default: 0.2 | ||||||||||||||||||||||||||||||
| The depth of the decal projection, in meters. | ||||||||||||||||||||||||||||||||
RenderDistance<RenderDistance> | Type: Single | Default: 50 | ||||||||||||||||||||||||||||||
| Max draw distance (in meters) for this decal on high or extreme Shader Quality. For medium it gets multiplied by 0.44444 and for low by 0.11111. | ||||||||||||||||||||||||||||||||
Rotation<Rotation> | Type: Single | Default: Infinity | ||||||||||||||||||||||||||||||
| Fixed rotation angle if defined, in degrees. Otherwise random rotation angle if left as infinity. | ||||||||||||||||||||||||||||||||
Spacing<Spacing> | Type: Single | Default: -1 | ||||||||||||||||||||||||||||||
| Only used by Wheel block type for its trails. This multiplied by <MinSize> is used as a minimum meters to travel before more decals are placed. | ||||||||||||||||||||||||||||||||
XOffset<XOffset> | Type: Single | Default: 0 | ||||||||||||||||||||||||||||||
| Only used by Wheel block type for its trails. Offsets the decal relative to the wheel's sides, positive values outwards and negative values inwards. | ||||||||||||||||||||||||||||||||
YOffset<YOffset> | Type: Single | Default: 0 | ||||||||||||||||||||||||||||||
| Only used by Wheel block type for its trails. Possibly does nothing. | ||||||||||||||||||||||||||||||||
(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. | ||||||||||||||||||||||||||