ParticleEntityComponent Definition
Requires an xsi:type attribute:
<EntityComponent xsi:type="MyObjectBuilder_ParticleEntityComponentDefinition">
This is part of an entity component, see EntityComponents for usage details.
Elements
DummyName<DummyName> | Type: String | Default: null |
| Optional. Exact dummy name in the model to use for position and orientation of the particle effect.
If the dummy is not found, it will instead use block's center (affected by <ModelOffset>). If undefined or defined with no value, it will spam the SE log with "Warning: Dummy name is empty on particle component.". The workaround is to define it with anything, for example a space: Dummies are immovable, therefore even if you enter a subpart name and something moves said subpart, the particle will not follow. | ||
ParticleEffectName<ParticleEffectName> | Type: String | Default: null |
SubtypeId of a ParticleEffect definition (Particles_*.sbc). | ||
ShowParticleEffectInPreview<ShowParticleEffectInPreview> | Type: Boolean | Default: false |
| Whether to show the particle effect when the entity is a block and it's shown as a projection. Does not work for holding the block in hand when building. | ||
ShowWhenBlockNotFunctional<ShowWhenBlockNotFunctional> | Type: Boolean | Default: false |
| Setting this to true shows the particle even when the block is not functional. The "functional" state of a block means its health is above the red line.
Note: It will not show the particle if the block is in the construction stage (either recently placed or grinded down). (Added in SE v1.207) | ||
ShowWhenBlockNotWorking<ShowWhenBlockNotWorking> | Type: Boolean | Default: false |
| Setting this to true shows the particle even when the block is not working. The "working" state of a block means its turned on, powered (if uses power) and functional (see above). Depending on the block type, additional conditions might be tacked on. For example, suspension isn't working if it doesn't have a wheel attached.
Note: It will not show the particle if the block is in the construction stage (either recently placed or grinded down). (Added in SE v1.207) | ||
ShowWhenBlockNotPowered<ShowWhenBlockNotPowered> | Type: Boolean | Default: true |
| Setting this to true shows the particle even when the block is not receiving power, regardless of grid power state. To understand how the grid can be powered but the block not (and not turned off), see the resource distributor page.
Note: It will not show the particle if the block is in the construction stage (either recently placed or grinded down). (Added in SE v1.208) | ||
RemoveExistingComponentOnNewInsert<RemoveExistingComponentOnNewInsert> | Type: Boolean | Default: false |
| Setting it to false allows this component to exist multiple times on the same entity. | ||
(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. | ||||||||||||||||||||||||||