Space Engineers

Space Engineers

Tiered Tech Blocks
Sadragos  [开发者] 2020 年 5 月 28 日 下午 10:56
Customizing / Configuration
I've been getting many request for some customization or the possibility to configure this mod recently. For this reason I wanted to leave some guidance here.

First of: I'm not going to add a config files to change every tidbit of the mod - it's simply too big (adding far over 100 blocks would lead to a massive config file which nobody wants). However, SE allows for very easy changing of mods and i'm going to describe how to change my specifig mod here. Keep in mind, most mod authors (me included) require at least an attribution link in the mod description.

- First you'd have to locate your SE Mod folder, which usually is here: C:\Program Files (x86)\Steam\steamapps\workshop\content\244850
- Inside the mods folder there is another folder with the id of tiered tech blocks (1682499145) as name. Make a copy of this folder and give it a speaking name
- Move the new folder to %appdata%\SpaceEngineers\Mods
- Now inside that folder are 3 folders and two files. You should go ahead and replace the thumb.jpg with a new image of your liking - it will be displayed in the steam workshop.
- The most important folder is data - here you can completly overhaul the mod. Inside you'll find plenty of .sbc which you can open with any text editor. Any file, which starts with "CubeBlocks_" adds (or modifies) blocks. Open these files and you'll be presented with an XML which you can edit to your liking (more info on that further down).
- After you're satisfied with your changes start up SE and create an new, empty world and go to the mods setting - you should find your newly created mod there as a local mod. Add only this mod and start testing your changes. The game will either crash or throw an error message if you've made any mistake, however that should not happen if you don't change the XML structure and only edit values.
- If the test went smoothly edit your savegame (ingame) and go to the mods tab again. Click on your new mod and hit publish - a small form will pupup for you to enter some information about your mod. After your submission a steam overlay window should popup leading you to your mod-overview page in the steamworkshop. Here you can edit the title, description visibility and so on. Note, that the mod needs to be public to be used on a server.
- Once you're ready you can now add your new mod to your server as usual

Here are some parts in the xml files you can change:

<Components>
<Component Subtype="Tech2x" Count="1"/>
<Component Subtype="SteelPlate" Count="3"/>
<Component Subtype="Construction" Count="2"/>
<Component Subtype="PowerCell" Count="3">
<DeconstructId>
<TypeId>Ore</TypeId>
<SubtypeId>Scrap</SubtypeId>
</DeconstructId>
</Component>
<Component Subtype="Computer" Count="3"/>
<Component Subtype="Construction" Count="2"/>
<Component Subtype="SteelPlate" Count="3"/>
</Components>

This Part defines the component cost for a block. If you change the values in the Count attribute you'll change material cost. Theoretically you can also add new components to the list, but I will not go into the details here

<PCU>10</PCU>

Defines how many PCU is used by that block. However I would advise against changing this values too much. The PCU is kept the same for every tier to encourage players to use few higher tier units instead of many lower tier units. Every processing block in the game creates a certain load for the server - the more blocks, the more work the server has to do, the more likely you'll get lag. Which means less blocks = less lag. The higher tier variants of a block in most cases does not or only marginally increase the work, that the block requires, hence the static PCU value.
If you want to limit your players from using too many high tier blocks you should look into blocklimits instead, which is a server config option.

<InventorySize>
<X>5</X>
<Y>2.5</Y>
<Z>2.5</Z>
</InventorySize>

Is an example for the Inventorysize of a block. Most blocks like cargo containers us this to calculate the available volume of the block. You'll have to change the dimensions to increase or decrease the capacity. Don't be afraid, this is only used internaly to calculate the volume - the block wont grow or shrink ;) For some Blocks like the Refinery this is overwritten by <InventoryMaxVolume>11.2500</InventoryMaxVolume>, which you can change instead.

There are also many other values in the files - many of which are unique for the specific block. For example
- <BuildTimeSeconds>21</BuildTimeSeconds> (How long it takes with a default hand welder to build the block)
- <RequiredPowerInput>0.0035</RequiredPowerInput> (How much Power in MW is required to toggle the block on)
- <StandbyPowerConsumption>0.001</StandbyPowerConsumption> (How much Power in MW does that Block use by "being there")
- <OperationalPowerConsumption>0.9800</OperationalPowerConsumption> (How much Power in MW does that Block use when running)
simply look through the lines to find any values that you may want to change.

If you have any questions you can leave them here and I'll try to answer.
最后由 Sadragos 编辑于; 2020 年 8 月 29 日 上午 3:20
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Sargonnas 2020 年 6 月 22 日 上午 8:18 
Hello Sadragos. I was wondering if you could also modify the thrust amount of each block. I recently replaced the an armored thruster mod for yours and my players wanted the thrust amount to be comparable to the other mod. Is it possible to modify thrust amount in one of the config files?
Sadragos  [开发者] 2020 年 6 月 24 日 上午 8:37 
I'm afraid, there is no config option for changing thrust - it's a fixed value per block by game definition (at least without a massive amount of coding for just the thruster). You can however create your own copy of the mod as descriped in the initial post.You'd have to look in the CubeBlocks_[SOMEWHAT]Thruster.sbc files. The setting, that defines the thrust is called "ForceMagnitude" which you can modify for each tier and thruster individually.
Hix Ra 2020 年 8 月 31 日 上午 10:17 
Hi Sadragos, I'd like to have some of the items not available to my players. How would I do this?
Sadragos  [开发者] 2020 年 9 月 1 日 上午 1:50 
That depends on what Items you mean. You'd have to copy the mod as described in the original post. If you want to remove a group of blocks you can then simply delete the .sbc file for that Block. If you only want to remove a specific block you can remove <Definition> of the blcok (which you can identify by looking at the typeId and subtypeId.
Hix Ra 2020 年 9 月 1 日 上午 11:54 
That's exactly the info I needed confirmed, thank you for responding!
dionisiovega 2020 年 11 月 24 日 上午 9:39 
Greetings, love the mod, but running into an issue with applying block limits to your assemblers and refineries. In the .sbc files, I see them listed as LargeAssembler2x, LargeAssembler4x, LargeAssembler8x, LargeRefinery2x, LargeRefinery4x, and LargeRefinery8x, but those subtype id's do not work in the Sandboc_config.sbc BlockTypeLimits area. Am I missing some part of the name for them to be recognized properly for block limits? I know I am using the block limits section properly as another mod that is installed is limited correctly. Thank you for your time.
Sadragos  [开发者] 2020 年 11 月 24 日 上午 9:43 
If I remember correctly ou have to use the BlockPairName instead of the SubtypeID. That might already help you.
最后由 Sadragos 编辑于; 2020 年 11 月 24 日 下午 11:10
dionisiovega 2020 年 11 月 24 日 上午 9:55 
Do you mean BlockPairName? If so, then I have tried that as well, and it doesn't work.
dionisiovega 2020 年 11 月 24 日 上午 9:59 
This is what I currently have in the Sandbox_config.sbc, the very first entry works but none of the entries from your mod do:
<BlockTypeLimits>
<dictionary>
<item>
<Key>SELtdNanobotBuildAndRepairSystem</Key>
<Value>20</Value>
</item>
<item>
<Key>LargeAssembler2x</Key>
<Value>4</Value>
</item>
<item>
<Key>LargeAssembler4x</Key>
<Value>2</Value>
</item>
<item>
<Key>LargeAssembler8x</Key>
<Value>2</Value>
</item>
<item>
<Key>LargeRefinery2x</Key>
<Value>4</Value>
</item>
<item>
<Key>LargeRefinery4x</Key>
<Value>2</Value>
</item>
<item>
<Key>LargeRefinery8x</Key>
<Value>2</Value>
</item>
</dictionary>
</BlockTypeLimits>
Sadragos  [开发者] 2020 年 11 月 24 日 下午 11:10 
Hm I can't even add Vanilla Blocks to the List with neither Subtype nor BlockPairName. I'm not sure how to get that working then, sorry...
If you're on Torch you might want to look into the BlockLimiter Plugin, which gives you mich finer control over the Limits - it works flawlessly with every block I've tried so far and you can even specify per world, per player or even per grid limits and group blocks into groups.
Sadragos  [开发者] 2020 年 11 月 25 日 上午 12:34 
After further testing in a new World the limits worked just fine when using the BlockPairName (Assembler2x) for example. I think you'll have to manually add the limits to the sandbox.sbc and sandbox_config.sbc - atleast that is what I did.
dionisiovega 2020 年 11 月 25 日 下午 3:30 
understood, thanks for trying on your end. I will try again with those names and see if it works or not since SE just got a new update.
RoboRob 2020 年 12 月 20 日 上午 10:41 
Hi Sadragos, Loving the mod!!! what is the process of changing the model for the tech components? i tried changing the models location but doesn't seem to have worked.

Thanks
Sadragos  [开发者] 2020 年 12 月 20 日 下午 12:02 
Since I dont have any models and don't know how to create custom Models for SE they'll propably stay the same for now, sorry...
JakeFromSt8Farm 2022 年 5 月 4 日 上午 10:47 
Hello, is there a way to remove the tech spawning from NPCs automatically and use the More loot mod to give it sparingly? I've noticed npcs spawn with tons of rare and exotic tech in their cargos.
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