Blockdefinition (moddinghints)
This is a "MyObjectBuilder_CubeBlockDefinition" with hints and explanations. This is a community collection. Please feel free to add/correct things.
<Definition xsi:type="MyObjectBuilder_CubeBlockDefinition"> <!-- definition type -->
<Id Type="CubeBlock" Subtype="StoneCube" /> <!-- definition id -->
<DisplayName>DisplayName_Block_StoneBlockCube</DisplayName> <!-- display name used for the block in-game (mods don't support localization) -->
<BlockPairName>StoneBlockCube</BlockPairName> <!-- block pair name is used together with block position (a separate definition) to position the block within the G-screen grid -->
<Public>true</Public> <!-- whether or not the definition is accesible to players (Default: true) -->
<Icon>Textures\GUI\Icons\cubes\StoneCube.dds</Icon> <!-- icon(s) used in the gui -->
<CubeSize>Large</CubeSize> <!-- what grid size the block is using (large / small) (Default: Large) -->
<BlockTopology>TriangleMesh</BlockTopology> <!-- this can be Cube or TriangleMesh (but Cube won't work in ME, it is only useful for SE armor blocks) -->
<Size x="1" y="1" z="1" /> <!-- how many blocks in each direction does the block occupy (Default: 0,0,0) (Default value will make game sad :P) -->
<ModelOffset x="0" y="0" z="0" /> <!-- offset of the model within the block space (Default: 0,0,0) -->
<Model>Models\Cubes\Large\StoneCube.mwm</Model> <!-- model for the fully built block -->
<BuildProgressModels> <!-- building progression models -->
<Model BuildPercentUpperBound="0.5" File="Models\Cubes\large\StoneCube_Construction_1.mwm"> <!-- What block model to use if build integrity is below specified threshold -->
<MountPointOverrides> <!-- overrides for mountpoints, if necessary (To prevent players from attaching to the top of an unfinished block for example) -->
<MountPoint Side="Top" Enabled="false" />
</MountPointOverrides>
</Model>
</BuildProgressModels>
<MountPoints> <!-- mount points for the block, can specify multiple for each side (Default: all sides have some kind of a mount point) -->
<MountPoint Side="Front" StartX="1.0324" StartY="-0.03239999" EndX="-0.032400012" EndY="1.0324" />
<MountPoint Side="Back" StartX="-0.03239999" StartY="-0.03239999" EndX="1.0324" EndY="1.0324" />
<MountPoint Side="Left" StartX="-0.03239999" StartY="-0.03239999" EndX="1.0324" EndY="1.0324" />
<MountPoint Side="Right" StartX="1.0324" StartY="-0.03239999" EndX="-0.032400012" EndY="1.0324" />
<MountPoint Side="Top" StartX="-0.03239999" StartY="1.0324" EndX="1.0324" EndY="-0.032400012" />
<MountPoint Side="Bottom" StartX="-0.03239999" StartY="-0.03239999" EndX="1.0324" EndY="1.0324" />
</MountPoints>
<MirroringY>Z</MirroringY> <!-- for mirrored building, I don't think is is useful for ME -->
<MirroringZ>Y</MirroringZ> <!-- (Default: None) -->
<BuildTimeSeconds>6</BuildTimeSeconds> <!-- how much time you need to build the block (Default: 10) -->
<Direction>Horizontal</Direction> <!-- I honestly don't know (Default: Both) -->
<Rotation>Vertical</Rotation> <!-- which way the block can be rotated (Default: Both) -->
<BuildType>Cube</BuildType> <!-- used for additional model generators (irrelevant if you don't want to use it as generated block or with generated blocks) -->
<PhysicalMaterial>Stone</PhysicalMaterial> <!-- physical material of the block (determines the strength of material, contact sounds, particles and maybe something else) -->
<Components> <!-- 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) -->
<Component Tag="ScrapWood" Count="10" /> <!-- Tag = any item matching the specified tag can be used here -->
<Component Type="InventoryItem" Subtype="LargeStone" Count ="12" /> <!-- item with the specified defintion id needs to be used -->
</Components>
<CriticalComponent Type="InventoryItem" Subtype="LargeStone" Index="0" /> <!-- used to determined at which point in building the block is 'working' (also supports tags) -->
<RandomRotation>true</RandomRotation> <!-- can the block be rotated when placed in line or plane? (Default: false) -->
<CompoundTemplates> <!-- template for compounding (this only works for Large blocks) - (don't use if you don't want to have compound block) -->
<Template>Cube</Template>
</CompoundTemplates>
<GeneratedBlocks> <!-- 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) -->
<GeneratedBlock>
<TypeId>CubeBlock</TypeId>
<SubtypeId>GeneratedStoneSlopeEdgeLeft</SubtypeId>
</GeneratedBlock></GeneratedBlocks><MaxIntegrity>21000</MaxIntegrity> <!-- maximum integrity for the block (essentially HP) (Default: 1) -->
<NavigationDefinition>Default</NavigationDefinition> <!-- not used by the game at all (was used in legacy AI pathfinding) -->
<BuildProgressToPlaceGeneratedBlocks>0.5</BuildProgressToPlaceGeneratedBlocks> <!-- how much of the block needs to be built for the generated blocks to be placed on it -->
</Definition>
<!-- Options used for other blocks -->
<UseModelIntersection>true</UseModelIntersection> <!-- (Default: false) -->
<Mass>20</Mass> <!-- weight of the block (Default: 0) -->
<AvailableInSurvival>true</AvailableInSurvival> <!-- is it buildable in survival? (Default: true) -->
<VoxelPlacement> <!-- rules for placing the block into voxels -->
<StaticMode>
<PlacementMode>Both</PlacementMode>
<!-- None - Cannot be placed at all -->
<!-- InVoxel - Can only be placed in voxels -->
<!-- OutsideVoxel - Can only be placed outside voxels -->
<!-- Both - Can be placed inside or outside voxels -->
<!-- Volumetric - Has to be in voxel and must be in voxel sfor a certain percentage -->
<MaxAllowed>1</MaxAllowed> <!-- maximum of block being inside voxel (0 - 1 maps to 0% - 100%) -->
<MinAllowed>0</MinAllowed> <!-- minimum of block being inside voxel (0 - 1 maps to 0% - 100%) -->
</StaticMode>
<DynamicMode>
<PlacementMode>Both</PlacementMode>
<MaxAllowed>1</MaxAllowed>
<MinAllowed>0</MinAllowed>
</DynamicMode>
</VoxelPlacement><!--Dynamic mode is dynamic placement mode (in the air I think) and Static is placing in voxel or on a static grid -->