Container Definition

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Found in EntityContainers.sbc. This definition links an entity (block, character, etc) to entity components.

This definition's <Id> must be either an exact match of an existing block/character/etc's <Id>, or the <SubtypeId> can be ommited to become a container for all entities of that type, except for entities that have a container for themselves. More details at EntityComponents.

Wrapper & Examples

<?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">
  <EntityContainers>
  
    <!-- One or more Container entries are placed here. -->
	
  </EntityContainers>
</Definitions>
A typical EntityContainers.sbc entry
<Container>
  <Id>
    <TypeId>TextPanel</TypeId>
    <SubtypeId>LargeTextPanel</SubtypeId>
  </Id>
  <DefaultComponents>
    <Component BuilderType="MyObjectBuilder_LcdSurfaceComponent" ForceCreate="true"/>
    <!-- ... -->
  </DefaultComponents>
</Container>

Elements

DefaultComponents

<DefaultComponents>
Type: DefaultComponentBuilder[]Defaultnull
List of components to reference.

Each <Component> can contain:

BuilderType (attribute[1])Type: StringDefaultnull
An entity component TypeId, see EntityComponents for the list.

Note: The MyObjectBuilder_ prefix is required for types in this attribute!

Either this or <InstanceType> is required.
InstanceType (attribute[1])Type: StringDefaultnull
Class name for the component, recommended to use <BuilderType> instead which has a list in the wiki.
Either this or <BuilderType> is required.
ForceCreate (attribute[1])Type: BooleanDefaultfalse
Whether to add this component for existing entities too.
Recommended to use true!
SubtypeId (attribute[1])Type: StringDefaultnull
Optional. An entity component's SubtypeId to use for configuration.

If not defined it will use the entity's SubtypeId when it spawns.

Example:
<DefaultComponents>
  <Component BuilderType="MyObjectBuilder_TargetLockingComponent" SubtypeId="Character" ForceCreate="true"/>
  <!-- ... -->
</DefaultComponents>

Flags

<Flags>
Type: Nullable<EntityFlags>Defaultnull
Optional. Entity flags to be given to the entity, enter one or more flags separated by space, in any order.

Available flags: (docs from the game code)

  • None
  • Visible - Specifies whether draw this entity or not.
  • Save - Specifies whether save entity when saving sector or not.
  • Near - Specifies whether entity is "near", near entities are cockpit and weapons, these entities are rendered in special way.
  • NeedsUpdate - On this entity and its children will be called UpdateBeforeSimulation and UpdateAfterSimulation each frame.
  • NeedsResolveCastShadow - Needs resolve cast shadows flag (done by parallel raycast to sun).
  • FastCastShadowResolve - Casts only one raycast to determine shadow casting.
  • SkipIfTooSmall - Skip the object in render if detected that it is too small.
  • NeedsUpdate10 - Entity updated each 10th frame.
  • NeedsUpdate100 - Entity updated each 100th frame.
  • NeedsDraw - Draw method of this entity will be called when suitable.
  • InvalidateOnMove - If object is moved, invalidate its renderobjects (update render).
  • Sync - Synchronize object during multiplayer.
  • NeedsDrawFromParent - Draw method of this entity will be called when suitable and only from parent.
  • ShadowBoxLod - Draw LOD shadow as box.
  • Transparent - Render the entity using dithering to simulate transparency.
  • NeedsUpdateBeforeNextFrame - Entity updated once before first frame.
  • DrawOutsideViewDistance - Specifies whether this entity should be drawn even when it is outside the set view distance.
  • IsGamePrunningStructureObject - Can be added, removed, or updated in MyGamePruningStructure.
  • NeedsWorldMatrix - If child, its world matrix must be always updated.
  • IsNotGamePrunningStructureObject - Do not use in prunning, even though it is a root entity.
  • NeedsSimulate - Entity has special simulation update.
  • UpdateRender - Entity call MyRenderComponentBase.UpdateRenderObject() on when added to scene.
  • NeedsUpdateAfter - On this entity and its children will be called UpdateAfterSimulation() each frame.
  • Default - contains: Visible, Save, NeedsResolveCastShadow, SkipIfTooSmall, InvalidateOnMove, NeedsWorldMatrix, UpdateRender.
Example:
<Flags>Default NeedsDraw Sync</Flags>

(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.