AmmoMagazine Definition
An inventory item that can hold rounds (ammo).
Referenced by Weapon Definition (section AmmoMagazines) and of course anywhere else that where an item can be referenced.
Elements
AmmoDefinitionId<AmmoDefinitionId> | Type: AmmoDefinition | Default: (invalid) |
Required. The ammo that this magazine holds. Expects SubtypeId of either a ProjectileAmmo Definition or MissileAmmo Definition. <AmmoDefinitionId Subtype="PistolCaliber" />
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Capacity<Capacity> | Type: Int32 | Default: 0 |
Amount of rounds this magazine holds. Needs at least 1 to function properly. |
(Top) | From PhysicalItem Definition:
Model<Model> | Type: String | Default: Models\Components\Sphere.mwm |
Shown for this item when it's a floating object, unless <Models> is defined in which case this is ignored. Path to a .mwm file relative to current mod's folder. Falls back to game folder if not found in current mod. Referencing assets in other mods | ||
Models<Models> | Type: String[] | Default: null |
A list of paths to .mwm files where the game will pick one randomly when the item spawns as a floating object. Relative path to current mod's folder. Falls back to game folder if not found in current mod. <Models>
<Model>Models\SomeModel1.mwm</Model>
<!-- ... -->
</Models>
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Volume<Volume> | Type: Nullable<Single> | Default: null |
How much space it occupies in an inventory, in liters. If undefined, uses <Size>'s volume (). | ||
Size<Size> | Type: Vector3 | Default: {X:0 Y:0 Z:0} |
Used in a few places:
<Size>
<X>0.5</X>
<Y>0.5</Y>
<Z>0.01</Z>
</Size>
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Health<Health> | Type: Int32 | Default: 100 |
Hit points when this item is a floating item. It also takes 10x the damage therefore this should be 10 times larger than it needs to be.
Note: not used for Smoke_Construction particle when it's destroyed (on all types). | ||
Mass<Mass> | Type: Single | Default: 0 |
In kg, the mass of the item. Note: if this is an Component type used for building a block it affects the block's base mass (unless <HasPhysics> is false on the block). | ||
IconSymbol<IconSymbol> | Type: String | Default: null |
Text shown top-right in the item's icon. | ||
MaxStackAmount<MaxStackAmount> | Type: MyFixedPoint | Default: 9223372036854.775807 |
Max number of items that can be stacked into one inventory slot. | ||
CanSpawnFromScreen<CanSpawnFromScreen> | Type: Boolean | Default: true |
Whether this item appears in the admin spawn menu and in the conveyor sorter's filter list. | ||
RotateOnSpawnX<RotateOnSpawnX> | Type: Boolean | Default: false |
Whether to spawn the item facing 90deg up. | ||
RotateOnSpawnY<RotateOnSpawnY> | Type: Boolean | Default: false |
Whether to spawn the item facing 90deg right. It rotates after <RotateOnSpawnX> 's rotation. | ||
RotateOnSpawnZ<RotateOnSpawnZ> | Type: Boolean | Default: false |
Whether to spawn the item rolled 90deg left. It should not be used with <RotateOnSpawnY> enabled. | ||
DestroyedPieceId<DestroyedPieceId> | Type: SerializableDefinitionId? | Default: null |
When this item is destroyed as a floating object, it spawns the given Id, with <DestroyedPieces> amount. Usage: <DestroyedPieceId Type="Ore" Subtype="Stone" />
If left null it will not spawn anything. Scrap SubtypeId (of any type). | ||
DestroyedPieces<DestroyedPieces> | Type: Int32 | Default: 0 |
How many of <DestroyedPieceId> to spawn. | ||
DestroySound<DestroySound> | Type: String | Default: null |
Only used if the item explodes, for the explosion sound. See Explosive Items for details. | ||
ExtraInventoryTooltipLine<ExtraInventoryTooltipLine> | Type: String | Default: null |
Text to be added to the item's tooltip seen in inventory screens. | ||
ExtraInventoryTooltipLineId<ExtraInventoryTooltipLineId> | Type: String | Default: null |
Localization key for text to be added to the item's tooltip. It likely will also print the raw text if the key does not exist. If defined, this overrides <ExtraInventoryTooltipLine>. | ||
CanPlayerOrder<CanPlayerOrder> | Type: Boolean | Default: false |
Whether this item can be used in player's StoreBlocks. | ||
MinimalPricePerUnit<MinimalPricePerUnit> | Type: Int32 | Default: -1 |
The minimum Space Credits that this item should cost. If set to | ||
MinimumOfferAmount<MinimumOfferAmount> | Type: Int32 | Default: 0 |
See <MaximumOfferAmount>. | ||
MaximumOfferAmount<MaximumOfferAmount> | Type: Int32 | Default: 0 |
For Economy trade stations sold items (FactionTypes.sbc), picks a random number between <MinimumOfferAmount> and this when the trade station refreshes its stock. More details in: Deep Overview of NPC Economy | ||
MinimumOrderAmount<MinimumOrderAmount> | Type: Int32 | Default: 0 |
See <MaximumOrderAmount>. | ||
MaximumOrderAmount<MaximumOrderAmount> | Type: Int32 | Default: 0 |
For Economy trade stations buy requests (FactionTypes.sbc), picks a random number between <MinimumOrderAmount> and this when the trade station refreshes its stock. More details in: Deep Overview of NPC Economy | ||
MinimumAcquisitionAmount<MinimumAcquisitionAmount> | Type: Int32 | Default: 10 |
See <MaximumAcquisitionAmount>. | ||
MaximumAcquisitionAmount<MaximumAcquisitionAmount> | Type: Int32 | Default: 100 |
Only if this item is used in an obtain and deliver's <AvailableItems>. Random amount between <MinimumAcquisitionAmount> and this (both included) would be required for the contract if this item is picked. | ||
PhysicalMaterial<PhysicalMaterial> | Type: String | Default: null |
SubtypeId of a PhysicalMaterial Definition (PhysicalMaterials.sbc).
Visit Collision Effects for more details on what it's used for in general. Rock for the floating object instead. | ||
VoxelMaterial<VoxelMaterial> | Type: String | Default: null |
A subtypeId for a voxel material (VoxelMaterials*.sbc). Note: If undefined it can still get a material assigned automatically if the item type is Ore and any voxel material's <MinedOre> points to this item's SubtypeId.
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(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. |
Obsolete Elements
Note: this list only contains root-level from this definition only, nothing from inherited ones.
<Category> | Type: MyAmmoCategoryEnum | Default: SmallCaliber |
Obsolete. Was replaced by <AmmoDefinitionId>. Available options: LargeCaliber , SmallCaliber , Missile - which will look up that exact subtype of ammo. |