public override void OnAddedToScene(object source)
        {
            base.OnAddedToScene(source);
            MyGravityProviderSystem.AddGravityGenerator(this);
            UpdateEmissivity();

            if (ResourceSink != null)
            {
                ResourceSink.Update();
            }
        }
        public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
        {
            base.Init(objectBuilder, cubeGrid);
            if (CubeGrid.CreatePhysics)
            {
                MyGravityProviderSystem.AddGravityGenerator(this);

                // Put on my fake, because it does performance issues
                if (MyFakes.ENABLE_GRAVITY_PHANTOM)
                {
                    var shape = CreateFieldShape();
                    Physics           = new Engine.Physics.MyPhysicsBody(this, Engine.Physics.RigidBodyFlag.RBF_KINEMATIC);
                    Physics.IsPhantom = true;
                    Physics.CreateFromCollisionObject(shape, PositionComp.LocalVolume.Center, WorldMatrix, null, Sandbox.Engine.Physics.MyPhysics.GravityPhantomLayer);
                    shape.Base.RemoveReference();
                    Physics.Enabled = IsWorking;
                }
                NeedsUpdate |= MyEntityUpdateEnum.EACH_FRAME;

                SlimBlock.ComponentStack.IsFunctionalChanged += ComponentStack_IsFunctionalChanged;
            }
        }