FarmPlotLogic Definition

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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: SingleDefault0.02
Constant electricity usage in megawatts.

ResourceSinkGroup

<ResourceSinkGroup>
Type: StringDefaultFactory
SubtypeId of a sink resource group.

SeedsRequired

<SeedsRequired>
Type: Int32Default1
How many seeds are required to plant on this farm plot. Affects <PlantWaterConsumptionPerMinute> too.

WhitelistedSeeds

<WhitelistedSeeds>
Type: SerializableDefinitionId[]Defaultnull
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>

PlantGrowthMinutes

<PlantGrowthMinutes>
Type: SingleDefault10
The amount of minutes that a plant requires to fully grow on this farm plot.
Multiplied by the seed's <GrowthTimeMultiplier>.

PlantWaterConsumptionPerMinute

<PlantWaterConsumptionPerMinute>
Type: SingleDefault10
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 (entities / 100).
However, an entity registering or unregistering itself to this update can cause other entities' update to run earlier or later than expected.

This means there might be random variance to the frequency of this function, how much depends on what else is happening in the world.

DamagePerMinuteWithoutWater

<DamagePerMinuteWithoutWater>
Type: SingleDefault10
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 (entities / 100).
However, an entity registering or unregistering itself to this update can cause other entities' update to run earlier or later than expected.

This means there might be random variance to the frequency of this function, how much depends on what else is happening in the world.

HealthLossPerThreeSecondsInExtremeTemp

<HealthLossPerThreeSecondsInExtremeTemp>
Type: SingleDefault50
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 (entities / 100).
However, an entity registering or unregistering itself to this update can cause other entities' update to run earlier or later than expected.

This means there might be random variance to the frequency of this function, how much depends on what else is happening in the world.

ItemGatherSound

<ItemGatherSound>
Type: StringDefaultPlayGatherBush
Optional. Played from the block when the item is harvested.

SubtypeId (without Arc or Real prefix) of an audio definition (Audio_*.sbc).

Can be set to null (<ItemGatherSound xsi:nil="true" />) to disable.

ItemGatherParticleEffect

<ItemGatherParticleEffect>
Type: StringDefaultSmoke_Construction
Optional.

SubtypeId of a ParticleEffect definition (Particles_*.sbc).
Spawned at SubModelComponent's <DummyName> position and offset upwards by <ParticleEffectUpPositionShift> meters.

To disable, can be set to empty (<ItemGatherParticleEffect></ItemGatherParticleEffect>) or null (<ItemGatherParticleEffect xsi:nil="true" />).

ParticleEffectUpPositionShift

<ParticleEffectUpPositionShift>
Type: SingleDefault0.15
Meters offset upwards relative to SubModelComponent's <DummyName> for the <ItemGatherParticleEffect>.

ParticleEffectScaling

<ParticleEffectScaling>
Type: SingleDefault0.003
Scales the <ItemGatherParticleEffect> by this number, but is affected by <ScaleParticleEffectByModelSize> too.

ScaleParticleEffectByModelSize

<ScaleParticleEffectByModelSize>
Type: BooleanDefaulttrue
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: 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.

Obsolete Elements

Elements that exist in the game code or vanilla SBC, but do nothing

Note: this list only contains root-level from this definition only, nothing from inherited ones.

<ConsumedResourceId>Type: SerializableDefinitionIdDefaultGasProperties/Water
Not used at all, ResourceStorageComponent Definition defines the resource needed for maintaining plants.
<ItemGatherCharacterAnimation>Type: MyMovementAnimationMappingDefaultGrab, Grab
Not used.