ContractTypeFind Definition
Requires an xsi:type attribute:
<ContractType xsi:type="MyObjectBuilder_ContractTypeFindDefinition">
This contract asks players to search around a given GPS for a grid spawned by the contract.
For more info visit Modding Contracts.
Formulas
First some variables:
Rewardthe amount of money player will get upon finishing the contract.ContractTimeis the time the player will have to finish the contract before it automatically fails, in seconds.DeepStationBonusis 1 if the station is not a deep-space station, otherwise it's <DeepSpaceStationContractBonus> from economy session component.ShipDistanceis the distance in meters from the station to the spawned target ship.
The ones surrounded by < and > are elements in this page.
The formulas:
Reward = (<MinimumMoney> + 1000 * (ShipDistance / <MinGridDistance>)^2.2) * DeepStationBonus
T = ShipDistance * <Duration_TimePerMeter>
N = <MaxGpsOffset> / 1000
A = Pi * N * N * N * <Duration_TimePerCubicKm>
ContractTime = (<Duration_BaseTime> + T + A) * <DurationMultiplier>
Elements
Duration_BaseTime<Duration_BaseTime> | Type: Double | Default: 0 |
| Affects contract duration, see the Formulas section above. | ||
Duration_TimePerCubicKm<Duration_TimePerCubicKm> | Type: Double | Default: 0 |
| Affects contract duration, see the Formulas section above. | ||
Duration_TimePerMeter<Duration_TimePerMeter> | Type: Double | Default: 0 |
| Affects contract duration, see the Formulas section above. | ||
PrefabsSearchableGrids<PrefabsSearchableGrids> | Type: MySerializableList<String> | Default: null |
| List of prefab definition SubtypeIds to randomly pick from. It only spawns one per contract.
If undefined or defined empty, it will fall back to using the Usage: <PrefabsSearchableGrids>
<string>Container_MK-1</string>
<!-- ... -->
</PrefabsSearchableGrids>
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MinGridDistance<MinGridDistance> | Type: Double | Default: 0 |
| See <MaxGridDistance>. | ||
MaxGridDistance<MaxGridDistance> | Type: Double | Default: 0 |
| The target ship that player needs to find will be spawned between <MinGridDistance> and this many meters away from the station. Planet-side it might spawn closer than <MinGridDistance> because it still generates a point on a sphere, then it gets the surface position from that point and if it's directly above or below the station it ends up | ||
MaxGpsOffset<MaxGpsOffset> | Type: Double | Default: 0 |
| The GPS marker for the ship will be random between 0 and this many meters away from the ship spawn location. | ||
TriggerRadius<TriggerRadius> | Type: Double | Default: 0 |
| A sphere of this many meters is created around the target ship's pivot and it must overlap with contract owner's controlled ship or character to mark the ship as found. A large-volume ship would have an advantage. | ||
(Top) | From ContractType Definition:
DurationMultiplier<DurationMultiplier> | Type: Double | Default: 0 | ||||||||||||
| Multiplier to the determined duration for the contract.
How the contract duration is calculated to begin with depends on the contract type, refer to each one's page for the formula. | ||||||||||||||
MinimumMoney<MinimumMoney> | Type: Int64 | Default: 0 | ||||||||||||
| The base money reward for completing this contract.
The final reward depends on the specific contract type, refer there for each one's formula. | ||||||||||||||
MinimumReputation<MinimumReputation> | Type: Int32 | Default: 0 | ||||||||||||
| The reputation reward for completing this contract.
All contract types use this value exactly as it is with no variability. | ||||||||||||||
FailReputationPrice<FailReputationPrice> | Type: Int32 | Default: 0 | ||||||||||||
| Reputation to be subtracted (enter positive values) if the contract is failed.
All contract types use this value exactly as it is with no variability. | ||||||||||||||
MinStartingDeposit<MinStartingDeposit> | Type: Int64 | Default: 0 | ||||||||||||
| Optional. See <MaxStartingDeposit> for details. | ||||||||||||||
MaxStartingDeposit<MaxStartingDeposit> | Type: Int64 | Default: 0 | ||||||||||||
| Optional. Safety deposit (money) required by the player to take this contract. However, this is bugged and it doesn't work as one would expect, it's instead this minus <MinStartingDeposit>, then a random value between 0 and that subtract result (bugreport). It's easier to leave MinStartingDeposit at 0 so it results in a random value between 0 and this. Another issue, this will only display for ContractTypeDeliver (hauling), but it will function for all of them (bugreport). Upon succesful completion, this deposit is refunded and it is not part of the displayed reward amount. | ||||||||||||||
MoneyReputationCoeficient<MoneyReputationCoeficient> | Type: Int64 | Default: 0 | ||||||||||||
| Only used by the ContractTypeHunt. Multiplier to the <MinimumMoney> reward the lower the target's reputation is. | ||||||||||||||
ChancesPerFactionType<ChancesPerFactionType> | Type: MyContractChancePair[] | Default: null | ||||||||||||
| List of chances for this contract to appear for a given FactionType. Each
<ChancesPerFactionType>
<ContractChance>
<DefinitionId Type="MyObjectBuilder_FactionTypeDefinition" Subtype="Military" />
<Value>1.0</Value>
</ContractChance>
<!-- ... -->
</ChancesPerFactionType>
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(Top) | From DefinitionBase:
Common
Id<Id> | Type: SerializableDefinitionId | Default: (invalid) | ||||||||||||||||||||||||
| The type and subtype combined make up a unique identifier for this definition. If two definitions use the same Type+Subtype (Subtypes are only unique per Type), then the last to load will override the first one(s). For more details see Things to know about SBC.
<Id>
<TypeId>CubeBlock</TypeId>
<SubtypeId>FancyTable</SubtypeId>
</Id>
Because it has attribute alternatives it can also be declared as: <Id Type="CubeBlock" Subtype="FancyTable" />
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DisplayName<DisplayName> | Type: String | Default: null | ||||||||||||||||||||||||
| If the object defined here is visible anywhere in the game GUI, this would be the name shown for it. In cases where it is used, it is very much required. Can be plain-text.
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Description<Description> | Type: String | Default: null | ||||||||||||||||||||||||
| Optional. If the object defined here is shown with a description in the game GUI (Hotbar/G-menu, HUD, etc) then this is the place to write it. Can be plain-text.
{0}, {1}, etc, then they will replaced by kb&m control binds defined in <DescriptionArgs>. | ||||||||||||||||||||||||||
DescriptionArgs<DescriptionArgs> | Type: String | Default: null | ||||||||||||||||||||||||
Optional. A comma-separated list of control IDs which are referenced in <Description> by {number} tags, which then get replaced by the keyboard or mouse bind that the viewer has for those controls.Example: <Description>Press {0} to fire, {1} to change color, {2} to interact.</description>
<DescriptionArgs>PRIMARY_TOOL_ACTION,CUBE_COLOR_CHANGE,USE</DescriptionArgs>
And each player will see their current binds for those actions. | ||||||||||||||||||||||||||
Icon<Icon> | Type: String[] | Default: null | ||||||||||||||||||||||||
| Icon(s) for the definition which may or may not be used depending on the definition type. Path to a .dds or .png file relative to current mod's folder. Falls back to game folder if not found in current mod.
Referencing assets in other mods Can be declared multiple times which will stack icons on top of eachother, however it will not work for all definitions. Known definitions to work or not work with multiple icons
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DLC<DLC> | Type: String[] | Default: null | ||||||||||||||||||||||||
| Optional. The DLC subtypeId that this definition will require. For the IDs, refer to <SE>\Content\Data\Game\DLCs.sbc. | ||||||||||||||||||||||||||
AvailableInSurvival<AvailableInSurvival> | Type: Boolean | Default: true | ||||||||||||||||||||||||
| Depends on the definition if it uses this, and if it does then this determines whether it can be accessible in survival game mode.
Currently known definitions that do use this:
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Public<Public> | Type: Boolean | Default: true | ||||||||||||||||||||||||
| If the definition is visible or accessible in some cases. For blocks, this only hides them and they can still be built using projectors and other means. | ||||||||||||||||||||||||||
EnabledEnabled (attribute[1]) | Type: Boolean | Default: true | ||||||||||||||||||||||||
If set to false it will remove the definition after it's been loaded.Example usage: <Definition Enabled="false">
The "Definition" above is the opening element that for the entire definition, not an inner node like <Component>, <Blueprint>, etc. | ||||||||||||||||||||||||||
xsi:typexsi:type (attribute[1]) | Type: string | Default: null | ||||||||||||||||||||||||
Name of an object that this definition will be deserialized as. This attribute is available on all elements and comes from the XML specification. This game relies on this attribute to change which sub-definition object is used to deserialize that element's contents. It's what allows, for example, a thruster to have unique elements (such as For more details on how this relates to the TypeId, and usage examples, see: Things to know about SBC - TypeId vs xsi:type. | ||||||||||||||||||||||||||