InventoryComponent Definition
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: InventoryConstraintDefinition | Default: null | ||||||||||||||||||||||||||||||||||||
| Optional. Defines limits for what item types or item IDs can be allowed in this inventory. Undefined or null will allow all items.
<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>
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CanReceive<CanReceive> | Type: Boolean | Default: false | ||||||||||||||||||||||||||||||||||||
| 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. CargoContainer type blocks because it forces this flag true on spawn.(Added in SE v1.207) | ||||||||||||||||||||||||||||||||||||||
CanSend<CanSend> | Type: Boolean | Default: false | ||||||||||||||||||||||||||||||||||||
| 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. CargoContainer type blocks because it forces this flag true on spawn.(Added in SE v1.207) | ||||||||||||||||||||||||||||||||||||||
Mass<Mass> | Type: Single | Default: 3.402823E+38 | ||||||||||||||||||||||||||||||||||||
| Limit for total item mass allowed in this inventory, in kg. | ||||||||||||||||||||||||||||||||||||||
MaxItemCount<MaxItemCount> | Type: Int32 | Default: 2147483647 | ||||||||||||||||||||||||||||||||||||
| Limit how many stacks can be placed in this inventory. | ||||||||||||||||||||||||||||||||||||||
MultiplierEnabled<MultiplierEnabled> | Type: Boolean | Default: true | ||||||||||||||||||||||||||||||||||||
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: Boolean | Default: false | ||||||||||||||||||||||||||||||||||||
| When the inventory no longer has any items, the entity hosting this will be deleted, useful for temporary boxes. | ||||||||||||||||||||||||||||||||||||||
Size<Size> | Type: Nullable<SerializableVector3> | Default: null | ||||||||||||||||||||||||||||||||||||
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. <Size x="1.0" y="1.0" z="2.3" />
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Volume<Volume> | Type: Single | Default: 3.402823E+38 | ||||||||||||||||||||||||||||||||||||
Overwritten by <Size> if defined.Inventory max volume in cubic meters, 1 m3 = 1000 l. | ||||||||||||||||||||||||||||||||||||||
(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. | ||||||||||||||||||||||||||