Prefab Definition

From Space Engineers Wiki
Jump to navigation Jump to search

This is extended by some Other Definitions.

Requires an xsi:type attribute:

<Prefab xsi:type="MyObjectBuilder_PrefabDefinition">

Defines a group of grids that can be spawned by other definitions like: RespawnShip Definition, SpawnGroup Definition, DropContainer Definition, sold from Trade Stations and more.

For converting between this and a ship blueprint, see the Convert between Prefab and ShipBlueprint tutorial.

Important

When a prefab is spawned, it will generate a .sbcB5 file next to this .sbc which will do it in downloaded mods too. Subsequent spawns will only read that .sbcB5 file.
Knowing that you need to ensure:

  • Any manual changes to the .sbc need to be followed by deleting the .sbcB5 in order to re-generate it with the new data.
  • Before publishing, ensure all your prefabs have .sbcB5 counterparts to override them on clients that had this mod before.

If you have lots of prefabs that you need to generate .sbcB5 for, use the [Dev Tool] Force Prefab Binary (.sbcB5) mod.

Elements

CubeGrid

<CubeGrid>
Type: CubeGridDefaultnull
Defines a single grid. Use <CubeGrids> instead for multiple grids.
Usage:
<CubeGrid>
  <!-- grid data -->
</CubeGrid>
The "grid data" is the same data you find in blueprints and worlds (SANDBOX_0_0_0_.sbs), can be copied from either.

CubeGrids

<CubeGrids>
Type: CubeGrid[]Defaultnull
Defines a list of grids.
Usage:
<CubeGrids>
  <CubeGrid>
    <!-- grid data -->
  </CubeGrid>
  <!-- more grids... -->
</CubeGrids>

The "grid data" is the same data you find in blueprints and worlds (SANDBOX_0_0_0_.sbs), can be copied from either.

Note: this is ignored if the <CubeGrid> is defined.

EnvironmentType

<EnvironmentType>
Type: MyEnvironmentTypesDefaultNone
Only used by the economy trade stations selling ships, defined at FactionType Definition (section GridsForSale).

A list of space-separated flags that define what kind of environments this prefab would support.
Available values:

  • None - with no other flags, this would skip checking the trade station type entirely.
  • All - includes the 3 flags from below.
  • Space - allow for trade stations of type MiningStation, OrbitalStation or SpaceStation.
  • PlanetWithAtmosphere - allow for trade stations of type Outpost while on a planet with atmosphere.
  • PlanetWithoutAtmosphere - allow for trade stations of type Outpost while on a planet with no atmosphere.

Example:

<EnvironmentType>PlanetWithAtmosphere PlanetWithoutAtmosphere</EnvironmentType>
Trade station types are declared at StationsList Definition.

TooltipImage

<TooltipImage>
Type: StringDefault(empty)
Only used by store blocks selling ships, defined at FactionType Definition (section GridsForSale).

The <DisplayName> is required for it to show this, alongside <Description> and <Icon> (and only shows first icon).

This image is supposed to be a larger view of the ship, shown when the cursor is hovering over the icon in the list of ships.

Warning: This and <Icon> only sometimes work (bugreport), however there's a mod to fix ship icons in store.

(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.

Obsolete Elements

Elements that exist in the game code or vanilla SBC, but do nothing

Note: this list only contains root-level from this definition only, nothing from inherited ones.

<PrefabPath>Type: StringDefaultnull
Don't use, it's automatically assigned to the path of the file that loads it.
<RespawnShip>Type: BooleanDefaultFalse
Obsolete. All it does is add a definition warning in F11 about using RespawnShip Definition instead.

Other Definitions

Definitions inheriting from this: