RadiationStat Definition

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Requires an xsi:type attribute:

<Stat xsi:type="MyObjectBuilder_RadiationStatDefinition">

Related: EntityStat Definition | FoodStat Definition | RadiationStat Definition | RadiationImmunityStat Definition
If world's EnableRadiation is disabled then so is most of this stat.

Elements

CriticalLevel

<CriticalLevel>
Type: SingleDefault0.8
When this stat's value ratio gets below this ratio (0.1 is 10%), it plays a sound for the affected player (HudVocRadiationCritical).

Also affects <CriticalLevelDamageAmount>.

Cannot be smaller than 0 or larger than 1.

CriticalLevelDamageChance

<CriticalLevelDamageChance>
Type: SingleDefault0.5
Only used if stat's current ratio is above <CriticalLevel> and below <DamageLevel>.

Every 100 ticks exactly (~1.66s), rolls for a random number between 0 and 1 and if it's smaller than this number then it will deal <CriticalLevelDamageAmount> amount of damage to the character.

Cannot be smaller than 0 or larger than 1.

CriticalLevelDamageAmount

<CriticalLevelDamageAmount>
Type: SingleDefault10
Amount of damage dealt to the character (of type Radioactivity) when the <CriticalLevelDamageChance> conditions are met.
Cannot be smaller than 0 or larger than 100.

DamageLevel

<DamageLevel>
Type: SingleDefault0.95
Only used if stat's current ratio is below or equal to <CriticalLevel> and above or equal to <DamageLevel>.

Every 100 ticks exactly (~1.66s), it will deal <DamageLevelDamageAmount> amount of damage to the character.

Cannot be smaller than 0 or larger than 1.

DamageLevelDamageAmount

<DamageLevelDamageAmount>
Type: SingleDefault30
Amount of damage dealt to the character (of type Radioactivity) when the <DamageLevel> conditions are met.
Cannot be smaller than 0 or larger than 500.

DecayWhenNotAffected

<DecayWhenNotAffected>
Type: SingleDefault1
How much stat value (not ratio/percentage) to subtract every 100 ticks exactly (~1.66s) but only if this stat hasn't gained any amount during that time.

Cannot be smaller than 0 or larger than 100.
To calculate this based on a target time: DecayWhenNotAffected = Minutes / 60 / 0.6

Or to calculate time from an existing decay value: Minutes = Amount / (DecayWhenNotAffected * 0.6) / 60 where Amount can be <MaxValue>'s value if expecing full exposure.

(Top) | From EntityStat Definition:

EnabledInCreative

EnabledInCreative (attribute[1])
Type: BooleanDefaultTrue
Optional, whether this stat can be added in Creative game mode.
Usage, on the opening element itself:
<Stat xsi:type="MyObjectBuilder_EntityStatDefinition" EnabledInCreative="true">
The same can be decided for Survival game mode by using the <AvailableInSurvival> element.

Name

<Name>
Type: StringDefault(empty)
The identifier for this stat per-character.

Must be unique per-character but not globally. For example the game uses Health on multiple different stats, but each is used by a different character.
Also used by things like ConsumableItem to mention this stat indirectly.

The SubtypeId is still used to determine if the definition is intended to be overwritten so use a unique one there too.

MinValue

<MinValue>
Type: SingleDefault0
The stat's value cannot go lower than this.
For things like health, this is the "character is dead" value.

MaxValue

<MaxValue>
Type: SingleDefault100
The stat's value cannot go higher than this.

DefaultValue

<DefaultValue>
Type: SingleDefaultNaN
The initial value of this stat.
If undefined (left as Not-A-Number) then it will use the value of <MaxValue>.

ReducedOnSpawnValue

<ReducedOnSpawnValue>
Type: SingleDefault0
Optional. If larger than 0 and world's <EnableReducedStatsOnRespawn> is enabled, then this is the starting value for this stat when the character respawns at a medical room/survival kit.
(Added in SE v1.207)

(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.