InventoryComponent Definition

From Space Engineers Wiki
Jump to navigation Jump to search

Requires an xsi:type attribute:

<EntityComponent xsi:type="MyObjectBuilder_InventoryComponentDefinition">

This is part of an entity component, see EntityComponents for usage details.

Adds or overrides inventory.
For blocks it works on all block types and most commonly will override the hardcoded inventory size, however other rules like constraints are likely to be enforced depending on the block type. For details, find the desired block type's page in the list of blocks.

When testing changes, spawn a new entity/place a new block because this component saves most of its settings in the entity itself and will not react to changes.

Elements

InputConstraint

<InputConstraint>
Type: InventoryConstraintDefinitionDefaultnull
Optional. Defines limits for what item types or item IDs can be allowed in this inventory.

Undefined or null will allow all items.
Contains more elements:

Whitelist (attribute[1])Type: BooleanDefaulttrue
Determines if the list of entries is the only things that are allowed (true) or the things that are not allowed (false).
Description (attribute[1])Type: StringDefaultnull
Tooltip shown when hovering an empty slot (a bit buggy right now).
Icon (attribute[1])Type: StringDefaultnull
Path to background image (.dds or .png) shown on empty slots, should be used to hint at the types of items that are allowed.
Relative path to current mod's folder. Falls back to game folder if not found in current mod. (Referencing assets in other mods)
<Entry>Type: SerializableDefinitionIdDefault(invalid)
This element can be repeated to define more than one.
Type (attribute[1])Type: StringDefault(invalid)
An item's <TypeId>, required.
Subtype (attribute[1])Type: StringDefaultnull
Optional, <SubtypeId> of an item if you wish to be specific.
If empty or undeclared it will whitelist/blacklist the entire type.
Usage and examples:
<InputConstraint 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 -->
  <!-- ... -->
</InputConstraint>

CanReceive

<CanReceive>
Type: BooleanDefaultfalse
Required (because of the default). Whether this inventory can receive items from conveyor network.

This does not affect the ability to manually place items in this inventory.

Note: ignored for CargoContainer type blocks because it forces this flag true on spawn.
(Added in SE v1.207)

CanSend

<CanSend>
Type: BooleanDefaultfalse
Whether this inventory is allowed to send items to the conveyor network. If the block actually sends items or not is up to its logic.

This does not affect the ability to manually take items from this inventory.

Note: ignored for CargoContainer type blocks because it forces this flag true on spawn.
(Added in SE v1.207)

Mass

<Mass>
Type: SingleDefault3.402823E+38
Limit for total item mass allowed in this inventory, in kg.

MaxItemCount

<MaxItemCount>
Type: Int32Default2147483647
Limit how many stacks can be placed in this inventory.

MultiplierEnabled

<MultiplierEnabled>
Type: BooleanDefaulttrue
Whether the numerical limits (Mass, Size/Volume and MaxItemCount) are multiplied by the world settings.
CharactersInventoryMultiplier world setting is used if the host entity is a Character or InventoryBagEntity, otherwise BlocksInventorySizeMultiplier world setting is used.

RemoveEntityOnEmpty

<RemoveEntityOnEmpty>
Type: BooleanDefaultfalse
When the inventory no longer has any items, the entity hosting this will be deleted, useful for temporary boxes.

Size

<Size>
Type: Nullable<SerializableVector3>Defaultnull
Inventory max volume in cubic meters, 1 m3 = 1000 l. The final volume value is the result of multiplying all axis together: X * Y * Z.

The size itself is not used elsewhere, only the volume result is, therefore you can set 2 axis to 1 and the 3rd to the final volume in cubic meters to have.
Note: this is saved with the entity therefore existing entities in worlds/blueprints/prefabs/clipboard/etc will keep the old volume.

Usage:
<Size x="1.0" y="1.0" z="2.3" />

Volume

<Volume>
Type: SingleDefault3.402823E+38
Overwritten by <Size> if defined.

Inventory max volume in cubic meters, 1 m3 = 1000 l.

Note: this is saved with the entity therefore existing entities in worlds/blueprints/prefabs/clipboard/etc will keep the old volume.

(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.