FarmPlotLogic Definition
Requires an xsi:type attribute:
<EntityComponent xsi:type="MyObjectBuilder_FarmPlotLogicDefinition">
This is part of an entity component, see EntityComponents for usage details.
Logic for Farm Plot blocks, which don't have their own dedicated type, they're FunctionalBlock with lots of entity components.
Elements
PowerConsumption<PowerConsumption> | Type: Single | Default: 0.02 |
| Constant electricity usage in megawatts. | ||
ResourceSinkGroup<ResourceSinkGroup> | Type: String | Default: Factory |
SubtypeId of a sink resource group. | ||
SeedsRequired<SeedsRequired> | Type: Int32 | Default: 1 |
| How many seeds are required to plant on this farm plot. Affects <PlantWaterConsumptionPerMinute> too. | ||
WhitelistedSeeds<WhitelistedSeeds> | Type: SerializableDefinitionId[] | Default: null |
List of SeedItem items that can be planted on this farm plot (only one type at a time).Example: <WhitelistedSeeds>
<SeedId Type="SeedItem" Subtype="Fruit" />
<SeedId Type="SeedItem" Subtype="Grain" />
<!-- ... -->
</WhitelistedSeeds>
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PlantGrowthMinutes<PlantGrowthMinutes> | Type: Single | Default: 10 |
| The amount of minutes that a plant requires to fully grow on this farm plot. Multiplied by the seed's <GrowthTimeMultiplier>. | ||
PlantWaterConsumptionPerMinute<PlantWaterConsumptionPerMinute> | Type: Single | Default: 10 |
| Amount of resource (defined by ResourceStorageComponent Definition) consumed to grow plants or to keep them alive. Multiplied by <SeedsRequired> and seed's <WaterConsumptionMultiplier>, and if fully grown by seed's <FullyGrownWaterConsumptionMultiplier> too. The consumption is done roughly every 100 ticks (~1.66s) with this calculation: Consume = (PlantWaterConsumptionPerMinute / 3600) * SeedsRequired * Seed.WaterConsumptionMultiplier
if plant is fully grown then:
Consume = Consume * Seed.FullyGrownWaterConsumptionMultiplier
Consume = Consume * 100
The 100 is because of running every 100 ticks (but it doesn't always do that). Roughly 1.66s (every 100 ticks) refers to the inaccuracy of Update100. This update is distributed to avoid running all entities in the same tick which would cause hitching, instead only a few run each tick | ||
DamagePerMinuteWithoutWater<DamagePerMinuteWithoutWater> | Type: Single | Default: 10 |
| If the stored resource (defined by ResourceStorageComponent Definition) is empty then the plants will take damage. The damage is done roughly every 100 ticks (~1.66s) with this calculation: PlantHealth = PlantHealth - 100 * (DamagePerMinuteWithoutWater / 3600)
Plant health starts at 100 but the 100 in the formula is because of 100 ticks. Roughly 1.66s (every 100 ticks) refers to the inaccuracy of Update100. This update is distributed to avoid running all entities in the same tick which would cause hitching, instead only a few run each tick | ||
HealthLossPerThreeSecondsInExtremeTemp<HealthLossPerThreeSecondsInExtremeTemp> | Type: Single | Default: 50 |
| If the temperature at the block's location is either freeze or inferno, then the plants will take damage.
The damage is done roughly every 100 ticks (~1.66s) with this calculation: PlantHealth = PlantHealth - 100 * (HealthLossPerThreeSecondsInExtremeTemp / 180)
Plant health starts at 100 but the 100 in the formula is because of 100 ticks. Roughly 1.66s (every 100 ticks) refers to the inaccuracy of Update100. This update is distributed to avoid running all entities in the same tick which would cause hitching, instead only a few run each tick | ||
ItemGatherSound<ItemGatherSound> | Type: String | Default: PlayGatherBush |
| Optional. Played from the block when the item is harvested.
<ItemGatherSound xsi:nil="true" />) to disable. | ||
ItemGatherParticleEffect<ItemGatherParticleEffect> | Type: String | Default: Smoke_Construction |
| Optional.
<ItemGatherParticleEffect></ItemGatherParticleEffect>) or null (<ItemGatherParticleEffect xsi:nil="true" />). | ||
ParticleEffectUpPositionShift<ParticleEffectUpPositionShift> | Type: Single | Default: 0.15 |
| Meters offset upwards relative to SubModelComponent's <DummyName> for the <ItemGatherParticleEffect>. | ||
ParticleEffectScaling<ParticleEffectScaling> | Type: Single | Default: 0.003 |
| Scales the <ItemGatherParticleEffect> by this number, but is affected by <ScaleParticleEffectByModelSize> too. | ||
ScaleParticleEffectByModelSize<ScaleParticleEffectByModelSize> | Type: Boolean | Default: true |
If true, it will use the SubModelComponent's model boundingbox perimeter ((x+y+z) * 4) as an additional multiplier to the particle effect scale. | ||
(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. | ||||||||||||||||||||||||||
Obsolete Elements
Note: this list only contains root-level from this definition only, nothing from inherited ones.
| <ConsumedResourceId> | Type: SerializableDefinitionId | Default: GasProperties/Water |
| Not used at all, ResourceStorageComponent Definition defines the resource needed for maintaining plants. | ||
| <ItemGatherCharacterAnimation> | Type: MyMovementAnimationMapping | Default: Grab, Grab |
| Not used. | ||