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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Sadragos  [开发者] 2022 年 5 月 4 日 下午 12:14 
Yes - if you've loaded the world once inside the world-save storage folder will be one for this mod. Inside you'll find a config. Simply set all spawn chances to 0 to disable spawning (or adjust them to your liking)
JakeFromSt8Farm 2022 年 5 月 4 日 下午 1:48 
引用自 Sadragos
Yes - if you've loaded the world once inside the world-save storage folder will be one for this mod. Inside you'll find a config. Simply set all spawn chances to 0 to disable spawning (or adjust them to your liking)
Thank you very much! I didnt know it could be done without the more loot mod.
Sadragos  [开发者] 2022 年 5 月 5 日 上午 4:11 
In fact the options in this mod user the same code internally like the more loot mod :) The more Loot mod has much more customizability though and can of course also spawn any other item that you'd like.
JakeFromSt8Farm 2022 年 5 月 9 日 下午 8:07 
引用自 Sadragos
In fact the options in this mod user the same code internally like the more loot mod :) The more Loot mod has much more customizability though and can of course also spawn any other item that you'd like.


I have a follow up question. Can I remove the tech from being sold by NPC trade stations somehow with a reuploaded version? Or adjust the price to make it much more expensive?

Edit: I found it I believe in the Components file in the Data folder. I just need to change the values to reflect what I want offered and at what price correct?
最后由 JakeFromSt8Farm 编辑于; 2022 年 5 月 9 日 下午 8:12
Sadragos  [开发者] 2022 年 5 月 10 日 上午 9:24 
Yes either that or remove the file FactionTypes_Economy.sbc from the mod folder.
JakeFromSt8Farm 2022 年 5 月 10 日 下午 8:14 
引用自 Sadragos
Yes either that or remove the file FactionTypes_Economy.sbc from the mod folder.
Thanks again for your fast response and insight!
rolstone76 2023 年 6 月 30 日 下午 3:31 
Hi Sadragos, I am trying to modify the materials cost of the "Tech" Components and finding it difficult.

I have unpacked the mod as explained above into the mods folder, I have tried editing the values in Blueprints.SBC like so, however when I load the world with the mod in, the assemblers still show the original recipe costs, I'm not sure what I'm doing wrong, can you help? :)

<Blueprint>
<Id>
<TypeId>BlueprintDefinition</TypeId>
<SubtypeId>Tech4x</SubtypeId>
</Id>
<DisplayName>Rare Tech</DisplayName>
<Icon>Textures\tech4x.dds</Icon>
<Prerequisites>
<Item Amount="80" TypeId="Ingot" SubtypeId="Iron"/>
<Item Amount="60" TypeId="Ingot" SubtypeId="Silicon"/>
<Item Amount="24" TypeId="Ingot" SubtypeId="Cobalt"/>
<Item Amount="18" TypeId="Ingot" SubtypeId="Silver"/>
<Item Amount="10" TypeId="Ingot" SubtypeId="Gold"/>
<Item Amount="10" TypeId="Ingot" SubtypeId="Naquadah"/>
<Item Amount="7.5" TypeId="Ingot" SubtypeId="Trinium"/>
</Prerequisites>
<Result Amount="1" TypeId="Component" SubtypeId="Tech4x"/>
<BaseProductionTimeInSeconds>20</BaseProductionTimeInSeconds>
</Blueprint>
Sadragos  [开发者] 2023 年 7 月 1 日 上午 1:15 
You'll have to load the world with the unpacked mod folder - the original must then not be loaded. Then it normally should work.
rolstone76 2023 年 7 月 1 日 下午 3:12 
引用自 Sadragos
You'll have to load the world with the unpacked mod folder - the original must then not be loaded. Then it normally should work.


I think that's what I am doing?

Loading the world with the Ore Mod, the unpacked modified tiered block mod, and finally the mod that allows building of the "Tech" components
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2997531703

As you can see here, it still shows the original recipie
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2997531638

I have obviously overlooked something, but I am not sure what?
Sadragos  [开发者] 2023 年 7 月 1 日 下午 11:04 
Ah there you have it - the mod, that allows building the tech has its own recipies added in - since you load it after your own mod this recipies are then used. if you only want to change the recipies without any other modifications to the base mod you could only modify the crafting mod.

The recipies in the base mod are "fake": NPC traders calculate prices based on the raw ressources needed to craft components - thats the only reason they exist in the first place.
最后由 Sadragos 编辑于; 2023 年 7 月 1 日 下午 11:05
rolstone76 2023 年 7 月 2 日 上午 10:43 
Forgive me for being dense here... I can only find BlueprintClasses.sbc in the crafting mod, and not Blueprints.sbc where the recipe appeared to be in the Base mod?
Sadragos  [开发者] 2023 年 7 月 3 日 上午 6:48 
Could also be me, who forgot what he did like 5 years ago :) I unfortunatly dont have the source of the craftable tech mod anymore - and I'm currently not able to run the game to test what's happeneing.

You could try to merge the BlueprintClasses files: If you added the contents of

<Blueprints>
...bluebrints...
</Blueprints>

of the file from the craft mod just at the bottom of the file in your modified tiered tech mod (above </Blueprints>) you should be able to use it - then you'd only need your mod and can throw out the craft mod.
rolstone76 2023 年 7 月 3 日 上午 11:10 
引用自 Sadragos
Could also be me, who forgot what he did like 5 years ago :) I unfortunatly dont have the source of the craftable tech mod anymore - and I'm currently not able to run the game to test what's happeneing.

You could try to merge the BlueprintClasses files: If you added the contents of

<Blueprints>
...bluebrints...
</Blueprints>

of the file from the craft mod just at the bottom of the file in your modified tiered tech mod (above </Blueprints>) you should be able to use it - then you'd only need your mod and can throw out the craft mod.


This was the key ^ Thank You for your patience :)
Sadragos  [开发者] 2023 年 7 月 4 日 上午 7:59 
No problem, glad I could help :-)
Jack Schitt 2024 年 3 月 2 日 下午 4:12 
The description says "You could also make this components available to the players by special events.". I'm interested in how to do that but I don't see any info on how to. How do you do that?
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