ContractTypeHunt Definition
Requires an xsi:type attribute:
<ContractType xsi:type="MyObjectBuilder_ContractTypeHuntDefinition">
This contract asks a player to kill another player's character.
For more info visit Modding Contracts.
Formulas
First some variables:
RewardMoneyis the amount of money that the player will get upon succesfully finishing the contract.RewardRepis the reputation gained with the contract's faction upon succesfully finishing the contract.ContractTimeis the seconds that the player will have to finish the contract before it automatically fails.DeepStationBonusis 1 if the station is not a deep-space station, otherwise it's SessionComponentEconomy def's <DeepSpaceStationContractBonus>.ReputationNeutralMin,ReputationFriendlyMin,ReputationFriendlyMaxare under the same names in the SessionComponentEconomy definition.TargetReputationWithPiratesis the target's reputation number with the pirate faction.
In the formula boxes, the variables surrounded by < and > are elements in this page.
Picking the target
Players are only picked if they're not enemies with the pirate faction and they don't have exactly 0 reputation with them. However, the chance that they get picked for this contract is affected by their reputation to the pirate faction.
Each player that matches the above conditions will compute this:
R = (TargetReputationWithPirates - ReputationNeutralMin) / (ReputationFriendlyMax - ReputationNeutralMin)
TargetWeight = 100 + R * 900
Those target weights will affect their chances in the random draw for who is picked as the target.
A visual example. We have 4 objects: red, green, purple, yellow, and each has its weight number:
![]()
(1.0/7.5)*100, but if any other entry's number were to be changed or any object removed, then the red object's chance also changes and needs to be recalculated with the new total.Duration
ContractTime = <Duration_BaseTime> * <DurationMultiplier>
Rewards
K = <KillRangeMultiplier>
if target was directly killed by the contract owner
K = 1
R = TargetReputationWithPirates - ReputationFriendlyMin
R cannot be smaller than 0
R = R * R * <MoneyReputationCoeficient>
RewardMoney = (<MinimumMoney> + R) * DeepStationBonus * K
RewardRep = <MinimumReputation> * K
Elements
Duration_BaseTime<Duration_BaseTime> | Type: Double | Default: 0 |
| The contract max duration in seconds. Multiplied by <DurationMultiplier> and that's it for this contract type. | ||
KillRange<KillRange> | Type: Double | Default: 0 |
| Only relevant when the target dies from an unknown attacker. If that happens and the contract owner is within this many meters from the victim, then the contract completes but the <KillRangeMultiplier> applies to the monetary and reputation rewards. | ||
KillRangeMultiplier<KillRangeMultiplier> | Type: Single | Default: 0 |
| Only used if the target dies from an unknown attacker (no player was identified, not even themselves) while the contract owner is withn <KillRange> meters from the victim. When that happens, this value will be used as a multiplier for the reputation and monetary rewards as shown in the above formulas. | ||
RemarkPeriodInS<RemarkPeriodInS> | Type: Int32 | Default: 0 |
RemarkVariance<RemarkVariance> | Type: Single | Default: 0 |
ReputationLossForTarget<ReputationLossForTarget> | Type: Int32 | Default: 0 |
RewardRadius<RewardRadius> | Type: Double | Default: 0 |
(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. | ||||||||||||||||||||||||||