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	<updated>2026-04-27T07:56:47Z</updated>
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	<entry>
		<id>https://medievalengineerswiki.com/index.php?title=Blockdefinition_(moddinghints)&amp;diff=6107</id>
		<title>Blockdefinition (moddinghints)</title>
		<link rel="alternate" type="text/html" href="https://medievalengineerswiki.com/index.php?title=Blockdefinition_(moddinghints)&amp;diff=6107"/>
		<updated>2017-08-28T17:06:13Z</updated>

		<summary type="html">&lt;p&gt;Köbi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a &amp;quot;MyObjectBuilder_CubeBlockDefinition&amp;quot; with hints and explanations. This is a community collection. Please feel free to add/correct things. &lt;br /&gt;
   &lt;br /&gt;
&amp;lt;source lang=&amp;quot;xml&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;Definition xsi:type=&amp;quot;MyObjectBuilder_CubeBlockDefinition&amp;quot;&amp;gt; &amp;lt;!-- definition type --&amp;gt;&lt;br /&gt;
    &amp;lt;Id Type=&amp;quot;CubeBlock&amp;quot; Subtype=&amp;quot;StoneCube&amp;quot; /&amp;gt; &amp;lt;!-- definition id  --&amp;gt;&lt;br /&gt;
    &amp;lt;DisplayName&amp;gt;DisplayName_Block_StoneBlockCube&amp;lt;/DisplayName&amp;gt; &amp;lt;!-- display name used for the block in-game (mods don&#039;t support localization) --&amp;gt;&lt;br /&gt;
    &amp;lt;BlockPairName&amp;gt;StoneBlockCube&amp;lt;/BlockPairName&amp;gt; &amp;lt;!-- block pair name is used together with block position (a separate definition) to position the block within the G-screen grid --&amp;gt;&lt;br /&gt;
    &amp;lt;Public&amp;gt;true&amp;lt;/Public&amp;gt; &amp;lt;!-- whether or not the definition is accesible to players (Default: true) --&amp;gt;&lt;br /&gt;
    &amp;lt;Icon&amp;gt;Textures\GUI\Icons\cubes\StoneCube.dds&amp;lt;/Icon&amp;gt; &amp;lt;!-- icon(s) used in the gui --&amp;gt;&lt;br /&gt;
    &amp;lt;CubeSize&amp;gt;Large&amp;lt;/CubeSize&amp;gt; &amp;lt;!-- what grid size the block is using (large / small) (Default: Large) --&amp;gt;&lt;br /&gt;
    &amp;lt;BlockTopology&amp;gt;TriangleMesh&amp;lt;/BlockTopology&amp;gt; &amp;lt;!-- this can be Cube or TriangleMesh (but Cube won&#039;t work in ME, it is only useful for SE armor blocks) --&amp;gt;&lt;br /&gt;
    &amp;lt;Size x=&amp;quot;1&amp;quot; y=&amp;quot;1&amp;quot; z=&amp;quot;1&amp;quot; /&amp;gt; &amp;lt;!-- how many blocks in each direction does the block occupy (Default: 0,0,0) (Default value will make game sad :P) --&amp;gt;&lt;br /&gt;
    &amp;lt;ModelOffset x=&amp;quot;0&amp;quot; y=&amp;quot;0&amp;quot; z=&amp;quot;0&amp;quot; /&amp;gt; &amp;lt;!-- offset of the model within the block space (Default: 0,0,0) --&amp;gt;&lt;br /&gt;
    &amp;lt;Model&amp;gt;Models\Cubes\Large\StoneCube.mwm&amp;lt;/Model&amp;gt; &amp;lt;!-- model for the fully built block --&amp;gt;&lt;br /&gt;
    &amp;lt;BuildProgressModels&amp;gt; &amp;lt;!-- building progression models --&amp;gt;&lt;br /&gt;
      &amp;lt;Model BuildPercentUpperBound=&amp;quot;0.5&amp;quot; File=&amp;quot;Models\Cubes\large\StoneCube_Construction_1.mwm&amp;quot;&amp;gt; &amp;lt;!-- What block model to use if build integrity is below specified threshold --&amp;gt;&lt;br /&gt;
        &amp;lt;MountPointOverrides&amp;gt; &amp;lt;!-- overrides for mountpoints, if necessary (To prevent players from attaching to the top of an unfinished block for example) --&amp;gt;&lt;br /&gt;
          &amp;lt;MountPoint Side=&amp;quot;Top&amp;quot; Enabled=&amp;quot;false&amp;quot; /&amp;gt; &lt;br /&gt;
        &amp;lt;/MountPointOverrides&amp;gt;&lt;br /&gt;
      &amp;lt;/Model&amp;gt;&lt;br /&gt;
    &amp;lt;/BuildProgressModels&amp;gt;&lt;br /&gt;
    &amp;lt;MountPoints&amp;gt; &amp;lt;!-- mount points for the block, can specify multiple for each side (Default: all sides have some kind of a mount point) --&amp;gt;&lt;br /&gt;
      &amp;lt;MountPoint Side=&amp;quot;Front&amp;quot; StartX=&amp;quot;1.0324&amp;quot; StartY=&amp;quot;-0.03239999&amp;quot; EndX=&amp;quot;-0.032400012&amp;quot; EndY=&amp;quot;1.0324&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;MountPoint Side=&amp;quot;Back&amp;quot; StartX=&amp;quot;-0.03239999&amp;quot; StartY=&amp;quot;-0.03239999&amp;quot; EndX=&amp;quot;1.0324&amp;quot; EndY=&amp;quot;1.0324&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;MountPoint Side=&amp;quot;Left&amp;quot; StartX=&amp;quot;-0.03239999&amp;quot; StartY=&amp;quot;-0.03239999&amp;quot; EndX=&amp;quot;1.0324&amp;quot; EndY=&amp;quot;1.0324&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;MountPoint Side=&amp;quot;Right&amp;quot; StartX=&amp;quot;1.0324&amp;quot; StartY=&amp;quot;-0.03239999&amp;quot; EndX=&amp;quot;-0.032400012&amp;quot; EndY=&amp;quot;1.0324&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;MountPoint Side=&amp;quot;Top&amp;quot; StartX=&amp;quot;-0.03239999&amp;quot; StartY=&amp;quot;1.0324&amp;quot; EndX=&amp;quot;1.0324&amp;quot; EndY=&amp;quot;-0.032400012&amp;quot; /&amp;gt;&lt;br /&gt;
      &amp;lt;MountPoint Side=&amp;quot;Bottom&amp;quot; StartX=&amp;quot;-0.03239999&amp;quot; StartY=&amp;quot;-0.03239999&amp;quot; EndX=&amp;quot;1.0324&amp;quot; EndY=&amp;quot;1.0324&amp;quot; /&amp;gt;&lt;br /&gt;
    &amp;lt;/MountPoints&amp;gt;&lt;br /&gt;
    &amp;lt;MirroringY&amp;gt;Z&amp;lt;/MirroringY&amp;gt; &amp;lt;!-- for mirrored building, I don&#039;t think is is useful for ME --&amp;gt;&lt;br /&gt;
    &amp;lt;MirroringZ&amp;gt;Y&amp;lt;/MirroringZ&amp;gt; &amp;lt;!-- (Default: None) --&amp;gt;&lt;br /&gt;
    &amp;lt;BuildTimeSeconds&amp;gt;6&amp;lt;/BuildTimeSeconds&amp;gt; &amp;lt;!-- how much time you need to build the block (Default: 10) --&amp;gt;&lt;br /&gt;
    &amp;lt;Direction&amp;gt;Horizontal&amp;lt;/Direction&amp;gt; &amp;lt;!-- I honestly don&#039;t know (Default: Both) --&amp;gt;&lt;br /&gt;
    &amp;lt;Rotation&amp;gt;Vertical&amp;lt;/Rotation&amp;gt; &amp;lt;!-- which way the block can be rotated (Default: Both) --&amp;gt;&lt;br /&gt;
    &amp;lt;BuildType&amp;gt;Cube&amp;lt;/BuildType&amp;gt; &amp;lt;!-- used for additional model generators (irrelevant if you don&#039;t want to use it as generated block or with generated blocks) --&amp;gt;&lt;br /&gt;
    &amp;lt;PhysicalMaterial&amp;gt;Stone&amp;lt;/PhysicalMaterial&amp;gt; &amp;lt;!-- physical material of the block (determines the strength of material, contact sounds, particles and maybe something else) --&amp;gt;&lt;br /&gt;
    &amp;lt;Components&amp;gt; &amp;lt;!-- components used for building one of these blocks (every block needs at least a component - integrity / total component count is used to calculate how much integrity the block can have with currently built components) --&amp;gt;&lt;br /&gt;
      &amp;lt;Component Tag=&amp;quot;ScrapWood&amp;quot; Count=&amp;quot;10&amp;quot; /&amp;gt; &amp;lt;!-- Tag = any item matching the specified tag can be used here --&amp;gt;&lt;br /&gt;
      &amp;lt;Component Type=&amp;quot;InventoryItem&amp;quot; Subtype=&amp;quot;LargeStone&amp;quot; Count =&amp;quot;12&amp;quot; /&amp;gt; &amp;lt;!-- item with the specified defintion id needs to be used --&amp;gt;&lt;br /&gt;
    &amp;lt;/Components&amp;gt;&lt;br /&gt;
    &amp;lt;CriticalComponent Type=&amp;quot;InventoryItem&amp;quot; Subtype=&amp;quot;LargeStone&amp;quot; Index=&amp;quot;0&amp;quot; /&amp;gt; &amp;lt;!-- used to determined at which point in building the block is &#039;working&#039; (also supports tags) --&amp;gt;&lt;br /&gt;
    &amp;lt;RandomRotation&amp;gt;true&amp;lt;/RandomRotation&amp;gt; &amp;lt;!-- can the block be rotated when placed in line or plane? (Default: false) --&amp;gt;&lt;br /&gt;
    &amp;lt;CompoundTemplates&amp;gt; &amp;lt;!-- template for compounding (this only works for Large blocks) - (don&#039;t use if you don&#039;t want to have compound block) --&amp;gt;&lt;br /&gt;
      &amp;lt;Template&amp;gt;Cube&amp;lt;/Template&amp;gt;&lt;br /&gt;
    &amp;lt;/CompoundTemplates&amp;gt;&lt;br /&gt;
    &amp;lt;GeneratedBlocks&amp;gt; &amp;lt;!-- generated blocks when built (for the stone cube and walls it adds the corner stone pillars) (no need to use for block without additional decoration) (no used for small grids) --&amp;gt;&lt;br /&gt;
      &amp;lt;GeneratedBlock&amp;gt;&lt;br /&gt;
        &amp;lt;TypeId&amp;gt;CubeBlock&amp;lt;/TypeId&amp;gt;&lt;br /&gt;
        &amp;lt;SubtypeId&amp;gt;GeneratedStoneSlopeEdgeLeft&amp;lt;/SubtypeId&amp;gt;&lt;br /&gt;
    &amp;lt;/GeneratedBlock&amp;gt;&amp;lt;/GeneratedBlocks&amp;gt;&amp;lt;MaxIntegrity&amp;gt;21000&amp;lt;/MaxIntegrity&amp;gt; &amp;lt;!-- maximum integrity for the block (essentially HP) (Default: 1) --&amp;gt;&lt;br /&gt;
    &amp;lt;NavigationDefinition&amp;gt;Default&amp;lt;/NavigationDefinition&amp;gt; &amp;lt;!-- not used by the game at all (was used in legacy AI pathfinding) --&amp;gt;&lt;br /&gt;
    &amp;lt;BuildProgressToPlaceGeneratedBlocks&amp;gt;0.5&amp;lt;/BuildProgressToPlaceGeneratedBlocks&amp;gt; &amp;lt;!-- how much of the block needs to be built for the generated blocks to be placed on it --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Options used for other blocks --&amp;gt;&lt;br /&gt;
  &amp;lt;UseModelIntersection&amp;gt;true&amp;lt;/UseModelIntersection&amp;gt; &amp;lt;!-- (Default: false) --&amp;gt;&lt;br /&gt;
  &amp;lt;Mass&amp;gt;20&amp;lt;/Mass&amp;gt; &amp;lt;!-- weight of the block (Default: 0) --&amp;gt;&lt;br /&gt;
  &amp;lt;AvailableInSurvival&amp;gt;true&amp;lt;/AvailableInSurvival&amp;gt; &amp;lt;!-- is it buildable in survival? (Default: true) --&amp;gt;&lt;br /&gt;
  &amp;lt;VoxelPlacement&amp;gt; &amp;lt;!-- rules for placing the block into voxels --&amp;gt;&lt;br /&gt;
    &amp;lt;StaticMode&amp;gt;           &lt;br /&gt;
      &amp;lt;PlacementMode&amp;gt;Both&amp;lt;/PlacementMode&amp;gt;&lt;br /&gt;
      &amp;lt;!-- None - Cannot be placed at all --&amp;gt;&lt;br /&gt;
      &amp;lt;!-- InVoxel - Can only be placed in voxels --&amp;gt;&lt;br /&gt;
      &amp;lt;!-- OutsideVoxel - Can only be placed outside voxels --&amp;gt;&lt;br /&gt;
      &amp;lt;!-- Both - Can be placed inside or outside voxels --&amp;gt;&lt;br /&gt;
      &amp;lt;!-- Volumetric - Has to be in voxel and must be in voxel sfor a certain percentage --&amp;gt;&lt;br /&gt;
      &amp;lt;MaxAllowed&amp;gt;1&amp;lt;/MaxAllowed&amp;gt; &amp;lt;!-- maximum of block being inside voxel (0 - 1 maps to 0% - 100%) --&amp;gt;&lt;br /&gt;
      &amp;lt;MinAllowed&amp;gt;0&amp;lt;/MinAllowed&amp;gt; &amp;lt;!-- minimum of block being inside voxel (0 - 1 maps to 0% - 100%) --&amp;gt;&lt;br /&gt;
    &amp;lt;/StaticMode&amp;gt;&lt;br /&gt;
    &amp;lt;DynamicMode&amp;gt;&lt;br /&gt;
      &amp;lt;PlacementMode&amp;gt;Both&amp;lt;/PlacementMode&amp;gt;&lt;br /&gt;
      &amp;lt;MaxAllowed&amp;gt;1&amp;lt;/MaxAllowed&amp;gt;&lt;br /&gt;
      &amp;lt;MinAllowed&amp;gt;0&amp;lt;/MinAllowed&amp;gt;&lt;br /&gt;
    &amp;lt;/DynamicMode&amp;gt;&lt;br /&gt;
  &amp;lt;/VoxelPlacement&amp;gt;&amp;lt;!--Dynamic mode is dynamic placement mode (in the air I think) and Static is placing in voxel or on a static grid --&amp;gt;&lt;br /&gt;
 &amp;lt;/Definition&amp;gt;&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
[[Category:Community_Modding_Guides]]&lt;/div&gt;</summary>
		<author><name>Köbi</name></author>
	</entry>
	<entry>
		<id>https://medievalengineerswiki.com/index.php?title=Blockdefinition_(moddinghints)&amp;diff=6046</id>
		<title>Blockdefinition (moddinghints)</title>
		<link rel="alternate" type="text/html" href="https://medievalengineerswiki.com/index.php?title=Blockdefinition_(moddinghints)&amp;diff=6046"/>
		<updated>2017-08-25T16:16:39Z</updated>

		<summary type="html">&lt;p&gt;Köbi: New page for unofficial Modding Tipps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a &amp;quot;MyObjectBuilder_CubeBlockDefinition&amp;quot; with hints and explanations. This is a community collection. Please feel free to add/correct things. &lt;br /&gt;
For better readability copy/paste the text into a XML capable programm like notepad++.&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
   &amp;lt;Definition xsi:type=&amp;quot;MyObjectBuilder_CubeBlockDefinition&amp;quot;&amp;gt; // definition type&lt;br /&gt;
   &amp;lt;Id Type=&amp;quot;CubeBlock&amp;quot; Subtype=&amp;quot;StoneCube&amp;quot; /&amp;gt; // definition id &lt;br /&gt;
   &amp;lt;DisplayName&amp;gt;DisplayName_Block_StoneBlockCube&amp;lt;/DisplayName&amp;gt; // display name used for the block in-game (mods don&#039;t support localization)&lt;br /&gt;
   &amp;lt;BlockPairName&amp;gt;StoneBlockCube&amp;lt;/BlockPairName&amp;gt; // block pair name is used together with block position (a separate definition) to position the block within the G-screen grid&lt;br /&gt;
   &amp;lt;Public&amp;gt;true&amp;lt;/Public&amp;gt; // whether or not the definition is accesible to players (Default: true)&lt;br /&gt;
   &amp;lt;Icon&amp;gt;Textures\GUI\Icons\cubes\StoneCube.dds&amp;lt;/Icon&amp;gt; // icon(s) used in the gui&lt;br /&gt;
   &amp;lt;CubeSize&amp;gt;Large&amp;lt;/CubeSize&amp;gt; // what grid size the block is using (large / small) (Default: Large)&lt;br /&gt;
   &amp;lt;BlockTopology&amp;gt;TriangleMesh&amp;lt;/BlockTopology&amp;gt; // this can be Cube or TriangleMesh (but Cube won&#039;t work in ME, it is only useful for SE armor blocks)&lt;br /&gt;
   &amp;lt;Size x=&amp;quot;1&amp;quot; y=&amp;quot;1&amp;quot; z=&amp;quot;1&amp;quot; /&amp;gt; // how many blocks in each direction does the block occupy (Default: 0,0,0) (Default value will make game sad :P)&lt;br /&gt;
   &amp;lt;ModelOffset x=&amp;quot;0&amp;quot; y=&amp;quot;0&amp;quot; z=&amp;quot;0&amp;quot; /&amp;gt; // offset of the model within the block space (Default: 0,0,0)&lt;br /&gt;
   &amp;lt;Model&amp;gt;Models\Cubes\Large\StoneCube.mwm&amp;lt;/Model&amp;gt; // model for the fully built block&lt;br /&gt;
   &amp;lt;BuildProgressModels&amp;gt; // building progression models&lt;br /&gt;
   &amp;lt;Model BuildPercentUpperBound=&amp;quot;0.5&amp;quot; File=&amp;quot;Models\Cubes\large\StoneCube_Construction_1.mwm&amp;quot;&amp;gt; // What block model to use if build integrity is below specified threshold&lt;br /&gt;
   &amp;lt;MountPointOverrides&amp;gt; // overrides for mountpoints, if necessary (To prevent players from attaching to the top of an unfinished block for example)&lt;br /&gt;
   &amp;lt;MountPoint Side=&amp;quot;Top&amp;quot; Enabled=&amp;quot;false&amp;quot; /&amp;gt; &lt;br /&gt;
   &amp;lt;/MountPointOverrides&amp;gt;&lt;br /&gt;
   &amp;lt;/Model&amp;gt;&lt;br /&gt;
   &amp;lt;/BuildProgressModels&amp;gt;&lt;br /&gt;
   &amp;lt;MountPoints&amp;gt; // mount points for the block, can specify multiple for each side (Default: all sides have some kind of a mount point)&lt;br /&gt;
     &amp;lt;MountPoint Side=&amp;quot;Front&amp;quot; StartX=&amp;quot;1.0324&amp;quot; StartY=&amp;quot;-0.03239999&amp;quot; EndX=&amp;quot;-0.032400012&amp;quot; EndY=&amp;quot;1.0324&amp;quot; /&amp;gt;&lt;br /&gt;
     &amp;lt;MountPoint Side=&amp;quot;Back&amp;quot; StartX=&amp;quot;-0.03239999&amp;quot; StartY=&amp;quot;-0.03239999&amp;quot; EndX=&amp;quot;1.0324&amp;quot; EndY=&amp;quot;1.0324&amp;quot; /&amp;gt;&lt;br /&gt;
     &amp;lt;MountPoint Side=&amp;quot;Left&amp;quot; StartX=&amp;quot;-0.03239999&amp;quot; StartY=&amp;quot;-0.03239999&amp;quot; EndX=&amp;quot;1.0324&amp;quot; EndY=&amp;quot;1.0324&amp;quot; /&amp;gt;&lt;br /&gt;
     &amp;lt;MountPoint Side=&amp;quot;Right&amp;quot; StartX=&amp;quot;1.0324&amp;quot; StartY=&amp;quot;-0.03239999&amp;quot; EndX=&amp;quot;-0.032400012&amp;quot; EndY=&amp;quot;1.0324&amp;quot; /&amp;gt;&lt;br /&gt;
     &amp;lt;MountPoint Side=&amp;quot;Top&amp;quot; StartX=&amp;quot;-0.03239999&amp;quot; StartY=&amp;quot;1.0324&amp;quot; EndX=&amp;quot;1.0324&amp;quot; EndY=&amp;quot;-0.032400012&amp;quot; /&amp;gt;&lt;br /&gt;
     &amp;lt;MountPoint Side=&amp;quot;Bottom&amp;quot; StartX=&amp;quot;-0.03239999&amp;quot; StartY=&amp;quot;-0.03239999&amp;quot; EndX=&amp;quot;1.0324&amp;quot; EndY=&amp;quot;1.0324&amp;quot; /&amp;gt;&lt;br /&gt;
   &amp;lt;/MountPoints&amp;gt;&lt;br /&gt;
   &amp;lt;MirroringY&amp;gt;Z&amp;lt;/MirroringY&amp;gt; // for mirrored building, I don&#039;t think is is useful for ME&lt;br /&gt;
   &amp;lt;MirroringZ&amp;gt;Y&amp;lt;/MirroringZ&amp;gt; // (Default: None)&lt;br /&gt;
   &amp;lt;BuildTimeSeconds&amp;gt;6&amp;lt;/BuildTimeSeconds&amp;gt; // how much time you need to build the block (Default: 10)&lt;br /&gt;
   &amp;lt;Direction&amp;gt;Horizontal&amp;lt;/Direction&amp;gt; // I honestly don&#039;t know (Default: Both)&lt;br /&gt;
   &amp;lt;Rotation&amp;gt;Vertical&amp;lt;/Rotation&amp;gt; // which way the block can be rotated (Default: Both)&lt;br /&gt;
   &amp;lt;BuildType&amp;gt;Cube&amp;lt;/BuildType&amp;gt; // used for additional model generators (irrelevant if you don&#039;t want to use it as generated block or with generated blocks)&lt;br /&gt;
   &amp;lt;PhysicalMaterial&amp;gt;Stone&amp;lt;/PhysicalMaterial&amp;gt; // physical material of the block (determines the strength of material, contact sounds, particles and maybe something else)&lt;br /&gt;
   &amp;lt;Components&amp;gt; // components used for building one of these blocks (every block needs at least a component - integrity / total component count is used to calculate how much integrity the block can have with currently built components)&lt;br /&gt;
     &amp;lt;Component Tag=&amp;quot;ScrapWood&amp;quot; Count=&amp;quot;10&amp;quot; /&amp;gt; // Tag = any item matching the specified tag can be used here&lt;br /&gt;
     &amp;lt;Component Type=&amp;quot;InventoryItem&amp;quot; Subtype=&amp;quot;LargeStone&amp;quot; Count =&amp;quot;12&amp;quot; /&amp;gt; // item with the specified defintion id needs to be used&lt;br /&gt;
   &amp;lt;/Components&amp;gt;&lt;br /&gt;
   &amp;lt;CriticalComponent Type=&amp;quot;InventoryItem&amp;quot; Subtype=&amp;quot;LargeStone&amp;quot; Index=&amp;quot;0&amp;quot; /&amp;gt; // used to determined at which point in building the block is &#039;working&#039; (also supports tags)&lt;br /&gt;
   &amp;lt;RandomRotation&amp;gt;true&amp;lt;/RandomRotation&amp;gt; // can the block be rotated when placed in line or plane? (Default: false)&lt;br /&gt;
   &amp;lt;CompoundTemplates&amp;gt; // template for compounding (this only works for Large blocks) - (don&#039;t use if you don&#039;t want to have compound block)&lt;br /&gt;
   &amp;lt;Template&amp;gt;Cube&amp;lt;/Template&amp;gt;&lt;br /&gt;
   &amp;lt;/CompoundTemplates&amp;gt;&lt;br /&gt;
   &amp;lt;GeneratedBlocks&amp;gt; // generated blocks when built (for the stone cube and walls it adds the corner stone pillars) (no need to use for block without additional decoration) (no used for small grids)&lt;br /&gt;
   &amp;lt;GeneratedBlock&amp;gt;&amp;lt;TypeId&amp;gt;CubeBlock&amp;lt;/TypeId&amp;gt;&lt;br /&gt;
       &amp;lt;SubtypeId&amp;gt;GeneratedStoneSlopeEdgeLeft&amp;lt;/SubtypeId&amp;gt;&lt;br /&gt;
   &amp;lt;/GeneratedBlock&amp;gt;&amp;lt;/GeneratedBlocks&amp;gt;&amp;lt;MaxIntegrity&amp;gt;21000&amp;lt;/MaxIntegrity&amp;gt; // maximum integrity for the block (essentially HP) (Default: 1)&lt;br /&gt;
   &amp;lt;NavigationDefinition&amp;gt;Default&amp;lt;/NavigationDefinition&amp;gt; // not used by the game at all (was used in legacy AI pathfinding)&lt;br /&gt;
   &amp;lt;BuildProgressToPlaceGeneratedBlocks&amp;gt;0.5&amp;lt;/BuildProgressToPlaceGeneratedBlocks&amp;gt; // how much of the block needs to be built for the generated blocks to be placed on it&lt;br /&gt;
 &amp;lt;/Definition&amp;gt;&lt;br /&gt;
   &amp;lt;UseModelIntersection&amp;gt;true&amp;lt;/UseModelIntersection&amp;gt; // (Default: false)&lt;br /&gt;
   &amp;lt;Mass&amp;gt;20&amp;lt;/Mass&amp;gt; // weight of the block (Default: 0)&lt;br /&gt;
   &amp;lt;AvailableInSurvival&amp;gt;true&amp;lt;/AvailableInSurvival&amp;gt; // is it buildable in survival? (Default: true)&lt;br /&gt;
   &amp;lt;VoxelPlacement&amp;gt; // rules for placing the block into voxels&lt;br /&gt;
     &amp;lt;StaticMode&amp;gt;           &lt;br /&gt;
      &amp;lt;PlacementMode&amp;gt;Both&amp;lt;/PlacementMode&amp;gt;&lt;br /&gt;
       // None - Cannot be placed at all&lt;br /&gt;
       // InVoxel - Can only be placed in voxels&lt;br /&gt;
       // OutsideVoxel - Can only be placed outside voxels&lt;br /&gt;
       // Both - Can be placed inside or outside voxels&lt;br /&gt;
       // Volumetric - Has to be in voxel and must be in voxel sfor a certain percentage&lt;br /&gt;
       &amp;lt;MaxAllowed&amp;gt;1&amp;lt;/MaxAllowed&amp;gt; // maximum of block being inside voxel (0 - 1 maps to 0% - 100%)&lt;br /&gt;
       &amp;lt;MinAllowed&amp;gt;0&amp;lt;/MinAllowed&amp;gt; // minimum of block being inside voxel (0 - 1 maps to 0% - 100%)&lt;br /&gt;
     &amp;lt;/StaticMode&amp;gt;&lt;br /&gt;
     &amp;lt;DynamicMode&amp;gt;&lt;br /&gt;
       &amp;lt;PlacementMode&amp;gt;Both&amp;lt;/PlacementMode&amp;gt;&lt;br /&gt;
       &amp;lt;MaxAllowed&amp;gt;1&amp;lt;/MaxAllowed&amp;gt;&lt;br /&gt;
       &amp;lt;MinAllowed&amp;gt;0&amp;lt;/MinAllowed&amp;gt;&lt;br /&gt;
     &amp;lt;/DynamicMode&amp;gt;&lt;br /&gt;
   &amp;lt;/VoxelPlacement&amp;gt;//Dynamic mode is dynamic placement mode (in the air I think) and Static is placing in voxel or on a static grid&lt;/div&gt;</summary>
		<author><name>Köbi</name></author>
	</entry>
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