ConveyorEndpointComponent Definition
Requires an xsi:type attribute:
<EntityComponent xsi:type="MyObjectBuilder_ConveyorEndpointComponentDefinition">
This is part of an entity component, see EntityComponents for usage details.
Adds conveyor network support to the given block, and configures push/pull constraints too.
The block's model still needs the conveyor dummies in order to know where the ports are.
The below information is also available on block TypeId pages for ones that have inherent conveyor support.
Supports detector_conveyor* to connect to the conveyor network and provides an interactive area to open inventory/terminal.
Then the * can be various suffixes (if multiple are wanted, add them in this order):
linesuffix to prevent this from being an interactive port._smallsuffix to be a small port (can only transfer items small enough, see item's <Size>), otherwise it's a large port._inor_outsuffix can be used to make it directional, however it does not work for gases.
Past that they can have another _ followed by numbers (or really anything) to declare more than one with the same name.
detector_conveyorline_small_out_001Elements
AllowSelfPulling<AllowSelfPulling> | Type: Boolean | Default: false | ||||||||||||||||||||||||||||||||||||
| Whether to allow pulling items from this entity's other inventories, only relevant if it has 2+ inventories. | ||||||||||||||||||||||||||||||||||||||
PullConstraint<PullConstraint> | Type: InventoryConstraintDefinition | Default: null | ||||||||||||||||||||||||||||||||||||
| Optional. Limits for pulling items from the conveyor network. Undefined or null will allow all items.
<PullConstraint Whitelist="true" Description="Tooltip here" Icon="Texture\SomeIcon.dds">
<Entry Type="ItemTypeHere" Subtype="OptionalSubtypeHere" />
<Entry Type="AmmoMagazine" /> <!-- all magazine items -->
<Entry Type="Component" Subtype="SteelPlate" /> <!-- only steel plate item -->
<!-- ... -->
</PullConstraint>
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PushConstraint<PushConstraint> | Type: InventoryConstraintDefinition | Default: null | ||||||||||||||||||||||||||||||||||||
| Optional. Limits for pushing items to the conveyor network. Undefined or null will allow all items. | ||||||||||||||||||||||||||||||||||||||
(Top) | From ComponentDefinitionBase:
(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. | ||||||||||||||||||||||||||