Component Definition
Defines an item that can be used as building material for blocks.
However, the blueprint does not need to be added to any blueprint classes. Refer to vanilla blueprints for ZoneChip, PrototechFrame, plushies, etc for examples.
Elements
MaxIntegrity<MaxIntegrity> | Type: Int32 | Default: 0 |
| The hit points given to the block using this component as building material (defined in block's <Components>). | ||
DeconstructionEfficiency<DeconstructionEfficiency> | Type: Single | Default: 1 |
| Speed multiplier for grinding this component off a block, lower than 1 will take proportionally longer to grind. | ||
DropProbability<DropProbability> | Type: Single | Default: 0 |
Multiple behaviors:
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(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. For ore types, this is a factor on how much they're mined, for details see VoxelMaterial's <MinedOreRatio>. 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. | ||
DepositAllEnabled<DepositAllEnabled> | Type: Boolean | Default: true |
| Whether this item is put away when the player uses quick deposit hotkey. Set to false for items that the engineer must keep on themselves, like tools, weapons, ammo for said weapons, bottles, consumables, etc. (Added in SE v1.208) | ||
CanSpawnFromScreen<CanSpawnFromScreen> | Type: Boolean | Default: true |
| Whether this item appears in the admin spawn menu and in the conveyor sorter's filter list. The <Public> being set to false overrules this and prevents the item from being shown in all the above cases. | ||
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 |
| Optional. When this item is destroyed as a floating object, it spawns the given Id, with <DestroyedPieces> amount.
This does nothing if this item's SubtypeId is Usage: <DestroyedPieceId Type="Ore" Subtype="Stone" />
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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 |
| Raw text to be shown in the item's tooltip seen in inventory screens. If <ExtraInventoryTooltipLineId> is declared then this element is ignored. | ||
ExtraInventoryTooltipLineId<ExtraInventoryTooltipLineId> | Type: String | Default: null |
| Raw text or localization key to be shown in the item's tooltip. This overrides the <ExtraInventoryTooltipLine>.
Since SE v208, when using this on a ConsumableItem item type, you now have the option to get the values from its <Stats> in the text (either raw or the localized version), by using | ||
CanPlayerOrder<CanPlayerOrder> | Type: Boolean | Default: false |
| Whether this item can be used in player's StoreBlocks.
Economy trade stations do not use this, instead what they sell and buy are declared in FactionType's <OffersList> and <OrdersList>. | ||
MinimalPricePerUnit<MinimalPricePerUnit> | Type: Int32 | Default: -1 |
| The base amount of Space Credits that this item should cost, which affects the price of other things that require this item through blueprints, blocks/grids, etc. If you make a blueprint that has this item as both Prerequisites and Results, then you must set this <MinimalPricePerUnit> to 0 or higher! Otherwise you will get an infinite loop and the game will crash because of an infinite loop. 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. | ||||||||||||||||||||||||||
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. | ||||||||||||||||||||||||||