PhysicsBodyComponent Definition

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Requires an xsi:type attribute:

<EntityComponent xsi:type="MyObjectBuilder_PhysicsBodyComponentDefinition">

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

Elements

CreateFromCollisionObject

<CreateFromCollisionObject>
Type: BooleanDefaultfalse
If true, it will look for a ModelComponent entity component that points to a model (.mwm) file containing a physical collider which will be used for the entity.

CollisionLayer

<CollisionLayer>
Type: StringDefaultnull
Only works if <CreateFromCollisionObject> is true and its requirements are fulfilled.

The exact layer name to use for this physics object, list at Physics (section Layers). If the name cannot be found then it will use DefaultCollisionLayer.

MassPropertiesComputation

<MassPropertiesComputation>
Type: MyMassPropertiesComputationTypeDefaultNone
Optional. Only works if <CreateFromCollisionObject> is true and its requirements are fulfilled.

Defines the shape for mass computation (not the actual collision shape, that is taken from the model).

There are multiple options but only Box actually does something. It will also use ModelComponent definition's <Size> and <Mass> for the size of the box and its mass.

Serialize

<Serialize>
Type: BooleanDefaultfalse
If true, the data from the component is saved with the entity (linear and angular velocities currently).

LinearDamping

<LinearDamping>
Type: Nullable<Single>Defaultnull

AngularDamping

<AngularDamping>
Type: Nullable<Single>Defaultnull

ForceActivate

<ForceActivate>
Type: BooleanDefaultfalse

RigidBodyFlags

<RigidBodyFlags>
Type: RigidBodyFlagDefaultRBF_DEFAULT
Available flags (can have multiple, separated by space):
  • RBF_DEFAULT - Game's doc: Default flag.
  • RBF_KINEMATIC - Game's doc: Rigid body is kinematic, matrix has to be updated per frame, velocity etc is then computed. (MotionType: Keyframed, QualityType: Keyframed)
  • RBF_STATIC - Game's doc: Rigid body is static, and colliding with it, won't move it (in Havok and SE worlds). (MotionType: Fixed, QualityType: Fixed)
  • RBF_DISABLE_COLLISION_RESPONSE - Game's doc: Rigid body has no collision response. Entities marked with this flag would not update position after Havok physics update. However you still can get position from Havok with code Physics.GetWorldMatrix. (MotionType: Fixed, QualityType: Fixed)
  • RBF_DOUBLED_KINEMATIC - Game's doc: Used for moving objects with high quality of simulation. (MotionType: Dynamic, QualityType: Moving)
  • RBF_BULLET - Game's doc: Used for fast moving objects. (MotionType: Dynamic, QualityType: Bullet)
  • RBF_DEBRIS - Game's doc: Used for low quality physics. (MotionType: Dynamic, QualityType: Debris, SolverDeactivation: Max)
  • RBF_KEYFRAMED_REPORTING - Game's doc: (MotionType: Keyframed, QualityType: KeyframedReporting)
  • RBF_UNLOCKED_SPEEDS - Game's doc: Making maximum Velocity of entity to x10 of Large/Small ShipMaxLinearVelocity. Used for simulation of very fast moving objects.
  • RBF_NO_POSITION_UPDATES - Game's doc: Don't update entity position from havok after simulation.

UpdateFlags

<UpdateFlags>
Type: MyUpdateFlagsDefault0
Optional.

Various logic flags. Can enter the names separated by space to define multiple flags, or can enter the integers added up, where 0 would be no flags in this case.

Available flags:

  • Gravity (1) - makes the entity affected by natural gravity.
(no other flags)

(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.