ProceduralWorldEnvironment
Requires an xsi:type attribute:
<Definition xsi:type="VR.ProceduralWorldEnvironment">
An optional and more advanced way of configuring planet environment, linked to a planet through its <Environment>.
This is normally generated when that <Environment> element is not set, those defaults are mentioned below in the elements as well as in the below SBC example:
Last checked in SE v207.
<?xml version="1.0" encoding="UTF-8"?>
<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<Definition xsi:type="VR.ProceduralWorldEnvironment">
<Id Type="MyObjectBuilder_ProceduralWorldEnvironment" Subtype="YourCustomSubtypeHere"/>
<SectorSize>200</SectorSize>
<ItemsPerSqMeter>0.0034</ItemsPerSqMeter>
<MaxSyncLod>0</MaxSyncLod>
<ItemTypes>
<Item Name="Tree">
<LodFrom>-1</LodFrom>
<LodTo>1</LodTo>
<Provider Type="MyObjectBuilder_ProceduralEnvironmentModuleDefinition" Subtype="Static"/>
<Proxy Type="MyObjectBuilder_EnvironmentModuleProxyDefinition" Subtype="Breakable"/>
</Item>
<Item Name="Bush">
<LodFrom>0</LodFrom>
<LodTo>-1</LodTo>
<Provider Type="MyObjectBuilder_ProceduralEnvironmentModuleDefinition" Subtype="Static"/>
<Proxy Type="MyObjectBuilder_EnvironmentModuleProxyDefinition" Subtype="Breakable"/>
</Item>
<Item Name="Forageable">
<LodFrom>-1</LodFrom>
<LodTo>1</LodTo>
<Provider Type="MyObjectBuilder_ProceduralEnvironmentModuleDefinition" Subtype="Static"/>
<Proxy Type="MyObjectBuilder_EnvironmentModuleProxyDefinition" Subtype="Forageable"/>
</Item>
<Item Name="VoxelMap">
<LodFrom>0</LodFrom>
<LodTo>-1</LodTo>
<Provider Type="MyObjectBuilder_ProceduralEnvironmentModuleDefinition" Subtype="Memory"/>
<Proxy Type="MyObjectBuilder_EnvironmentModuleProxyDefinition" Subtype="VoxelMap"/>
</Item>
<Item Name="Bot">
<LodFrom>0</LodFrom>
<LodTo>-1</LodTo>
<Provider xsi:nil="true"/>
<Proxy Type="MyObjectBuilder_EnvironmentModuleProxyDefinition" Subtype="BotSpawner"/>
</Item>
</ItemTypes>
<EnvironmentMappings>
<!-- no static default, it's generated from planet's <EnvironmentItems>; see syntax examples in the element docs below -->
</EnvironmentMappings>
</Definition>
</Definitions>
Elements
MaxSyncLod<MaxSyncLod> | Type: Int32 | Default: 1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Default for generated: 0 Affects multiplayer synchronization of sectors in some way related to the LOD of this sector. Needs more research. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
SectorSize<SectorSize> | Type: Double | Default: 64.0 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Default for generated: 200 Impacts sectors in some way, can affect LOD transition distances too and consequently performance. Needs more research. Also see <ItemsPerSqMeter>. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
ItemsPerSqMeter<ItemsPerSqMeter> | Type: Double | Default: 0.0017 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Default for generated: 0.0034 This combined with <SectorSize> affect the density for spawning <EnvironmentMappings>. Needs more research. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
EnvironmentMappings<EnvironmentMappings> | Type: MyProceduralEnvironmentMapping[] | Default: null | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Default for generated: from planet's <EnvironmentItems> The list of environment items to spawn with a set of rules.
<Mapping>
<Material>Sand_02</Material>
<!-- ... -->
<Biome>0</Biome>
<!-- ... -->
<Item Type="Tree" Subtype="SomeModelCollection" Density="1" />
<!-- ... -->
<Height Min="0" Max="1" />
<Latitude Min="0" Max="90" Mirror="true" />
<Longitude Min="-180" Max="180" />
<Slope Min="0" Max="50" />
</Mapping>
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ItemTypes<ItemTypes> | Type: MyEnvironmentItemTypeDefinition[] | Default: null | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Default for generated: (see at the top of this page). List of environment modules and proxies for the planet to use which provide functionality for <EnvironmentMappings> and possibly other things. Each
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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. | ||||||||||||||||||||||||||
Obsolete Elements
Note: this list only contains root-level from this definition only, nothing from inherited ones.
| <ScanningMethod> | Type: MyProceduralScanningMethod | Default: Random |
| Default for generated: Random Available values: | ||