PhysicalModel Definition
This is extended by some Other Definitions.
Requires an xsi:type attribute:
<Definition xsi:type="VR.PhysicalModelDefinition">
Common nodes for definitions that can have a model.
Inherited by all block definitions and also used directly by Environment\PhysicalModels_Bushes.sbc as well as Tree Definition.
Elements
Mass<Mass> | Type: Single | Default: 0 |
| Mass in kg. This does not work for blocks, it is overwritten by the cumulative mass of all the <Components> that are required to build it, unless <HasPhysics> is false in which case it contributes 0 mass to the grid. | ||
Model<Model> | Type: String | Default: null |
| The visual and physical model. 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 | ||
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. | ||
UseInstanceRender<UseInstanceRender> | Type: Boolean | Default: true |
| Only when used by planetary environment items. Unclear exactly how it works, however the vanilla game turns this off for its forageable plants, which a guess would be that it being set to true would be faster if the model is decorative, but for interactive models that need to have their own highlight/etc it needs to be turned off. (Added in SE v1.207) | ||
(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. | ||||||||||||||||||||||||||
Other Definitions
Definitions inheriting from this:
- Modding/Reference/SBC/CubeBlocks/CubeBlock Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/FunctionalBlock Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/Reactor Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/FueledPowerProducer Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/PowerProducer Definition (transclusion) (β links)
- Modding/Reference/SBC/Tree Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/GasFueledPowerProducer Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/HydrogenEngine Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/SolarPanel Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/WindTurbine Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/RadioAntenna Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/Decoy Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/ShipTool Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/ShipDrill Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/ShipWelder Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/ShipGrinder Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/MedicalRoom Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/AdvancedDoor Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/Thrust Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/Planter Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/Cockpit Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/ShipController Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/CryoChamber Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/EmotionControllerBlock Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/BatteryBlock Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/ProductionBlock Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/Assembler Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/SurvivalKit Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/UpgradeModule Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/Refinery Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/GasTank Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/WeaponBlock Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/LargeTurretBase Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/AirtightDoorGeneric Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/AirtightHangarDoor Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/AirtightSlideDoor Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/Door Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/Kitchen Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/ExhaustBlock Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/HeatVentBlock Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/CameraBlock Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/Warhead Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/OxygenFarm Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/AirVent Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/ProgrammableBlock Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/BroadcastController Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/TransponderBlock Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/LaserAntenna Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/GravityGeneratorBase Definition (transclusion) (β links)
- Modding/Reference/SBC/CubeBlocks/GravityGenerator Definition (transclusion) (β links)