Mods, weapons and cargo
How mods are read
Every Workshop item that has a Data folder is treated as a mod. From each mod the app reads:
- every
Data\**\*.sbcfile (blocks, items, recipes), Data\Localization\MyTexts.resx(names),Data\Scripts\**\*.csfiles — as plain text only, to find weapon definitions. Scripts are never compiled or run.
Mods are read in parallel and merged in a fixed order, so the result is the same every time.
Mods only affect blueprints that use them
Each mod's blocks, items and recipes are stored separately. When a blueprint is analysed, a definition is looked up in this order:
- the mods the blueprint lists in
<Mods>(in that order), - vanilla,
- any other mod on your PC (counted, but marked as coming from a mod the blueprint didn't list).
This matters: one mod on the test PC redefined the vanilla steel plate recipe (21 → 14 iron). Without per-mod data, every blueprint would have shown wrong costs just because that mod was installed.
Weapons
| Kind | How it is recognised |
|---|---|
| Turret | Block type LargeGatlingTurret, LargeMissileTurret, InteriorTurret or any type ending in Turret |
| Fixed gun | Block type SmallGatlingGun, SmallMissileLauncher, SmallMissileLauncherReload, or any block with a WeaponDefinitionId |
| WeaponCore / CoreSystems | See below |
WeaponCore weapons usually appear in the .sbc as ConveyorSorter blocks, so their type says nothing. Their
real definitions are C# files in the mod's Data\Scripts folder:
new MountPointDef {
SubtypeId = "M12Swarm", ← the block this weapon belongs to
AzimuthPartId = "None", ← "None" = fixed gun, a part name = rotating turret
ElevationPartId = "None",
}
The text is scanned for every MountPointDef; matching blocks of that mod become fixed guns or turrets.
Cargo
- If a container defines
<InventorySize>(in m³), cargo = X × Y × Z × 1000 liters. - Otherwise the game's default applies: block volume × 1000 liters, with a cube edge of 2.5 m (large grid) or 0.5 m (small grid). Example: a 3×3×3 large container = 27 × 2.5³ × 1000 = 421,875 L, matching the game.
Next: Cost calculation