LightingComponent Definition

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Requires an xsi:type attribute:

<EntityComponent xsi:type="MyObjectBuilder_LightingComponentDefinition">

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

Elements

LightRadius

<LightRadius>
Type: SerializableBoundsDefaultmin:2 max:10 def:2.8
Note: this is not used if the block is either ReflectorLight or Searchlight, it will instead use <LightReflectorRadius>.

Value range and default for the "Radius" slider.

Usage:
<LightRadius Min="0.0" Max="10.0" Default="3.5" />

LightReflectorRadius

<LightReflectorRadius>
Type: SerializableBoundsDefaultmin:2 max:120 def:120
Note: this is only used if the block is either ReflectorLight or Searchlight, otherwise the range is defined by <LightRadius>.

Value range and default for the "Radius" slider, which is not actually a radius but a length.

Usage:
<LightReflectorRadius Min="0.0" Max="10.0" Default="3.5" />

LightFalloff

<LightFalloff>
Type: SerializableBoundsDefaultmin:1 max:3 def:1.5
Value range and default for the "Falloff" slider.
Usage:
<LightFalloff Min="0.0" Max="10.0" Default="3.5" />

The value is exponential falloff where 0 is no light, 1 is linear, 2 is quadratic, 3 cubic and past that it's very hard to tell of any difference.
Values between these numbers can be used which are a blend of the two neighbouring types.

In-game falloff comparisons

Unfortunately lights in this game do not support the realistic inverse-square (comparison).

LightIntensity

<LightIntensity>
Type: SerializableBoundsDefaultmin:0.5 max:5 def:2
Value range and default for the "Intensity" slider.
Usage:
<LightIntensity Min="0.0" Max="10.0" Default="3.5" />

LightOffset

<LightOffset>
Type: SerializableBoundsDefaultmin:0 max:5 def:0.5
Value range and default for the "Offset" slider, in meters.
Usage:
<LightOffset Min="0.0" Max="10.0" Default="3.5" />

LightBlinkIntervalSeconds

<LightBlinkIntervalSeconds>
Type: SerializableBoundsDefaultmin:0 max:30 def:0
Value range and default for the "Blink interval" slider, in seconds.
Usage:
<LightBlinkIntervalSeconds Min="0.0" Max="10.0" Default="3.5" />

LightBlinkLength

<LightBlinkLength>
Type: SerializableBoundsDefaultmin:0 max:100 def:10
Value range and default for the "Blink length" slider, in percentage (0 to 100).
Usage:
<LightBlinkLength Min="0.0" Max="10.0" Default="3.5" />

LightBlinkOffset

<LightBlinkOffset>
Type: SerializableBoundsDefaultmin:0 max:100 def:0
Value range and default for the "Blink offset" slider, in percentage (0 to 100).
Usage:
<LightBlinkOffset Min="0.0" Max="10.0" Default="3.5" />

Flare

<Flare>
Type: StringDefaultNoFlare
Optional. SubtypeId of a Flare Definition (flares.sbc) which will be used on every light source defined by <LightDummyName>.

LightDummyName

<LightDummyName>
Type: StringDefaultlight
Partial name of model dummies that will be used for light positions and orientations.

Subpart models will also be recursively searched for dummies containing this name too.

Note: The value entered here must be lower-case, regardless of the dummy name's letter case.

LightOnlyNoEffectsDummyName

<LightOnlyNoEffectsDummyName>
Type: StringDefault(empty)
Optional. Only affects dummies in the main model, subparts are completely unaffected by this.

Dummies whose name equal this name (but not case sensitive) will be designated as the light emitters, and every other dummy (in the main model) found by <LightDummyName> will only be lens flares. If this is not declared or declared empty, all the dummies found by <LightDummyName> will be light emitters with lens flares.

Tip: Because of the case-insensitivity, this still catch multiple dummies by using different letter cases for each in the model.

PointLightEmissiveMaterial

<PointLightEmissiveMaterial>
Type: StringDefaultEmissive
Exact material name from the block's model or subparts (if it has one of the light dummies) to recolor based on the light color selected in the terminal.

SpotLightEmissiveMaterial

<SpotLightEmissiveMaterial>
Type: StringDefaultEmissiveSpotlight
Optional. Identical behavior as <PointLightEmissiveMaterial>.

(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.