FactionType Definition

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Requires an xsi:type attribute:

<Definition xsi:type="MyObjectBuilder_FactionTypeDefinition">

A template for generating factions.

Wrapper & Entry Example

This definition not have its own list element, therefore the entries are the generic <Definition> with an xsi:type to specify its definition type, as shown in the example below.

<?xml version="1.0" encoding="utf-8" ?>
<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
  <!-- One or more entries are placed here. -->
</Definitions>
A typical faction type entry
  <Definition xsi:type="MyObjectBuilder_FactionTypeDefinition">
    <Id Type="MyObjectBuilder_FactionTypeDefinition" Subtype="Miner"/>
    <TypeDescription>EconomyFaction_Description_Miner</TypeDescription>
    <TypeDescriptionVariants>5</TypeDescriptionVariants>
    <FactionRatio>4</FactionRatio>
    <Relations>
      <Relation Faction="Miner" Variant="HostileMin_NeutralMid"/>
      <Relation Faction="Trader" Variant="FriendlyMax_HostileMid"/>
      <Relation Faction="Builder" Variant="Zero"/>
      <Relation Faction="Military" Variant="Zero"/>
      <Relation Faction="Pirate" Variant="HostileMin_NeutralMid"/>
    </Relations>
    <FriendsWith>
      <Faction>Trader</Faction>
    </FriendsWith>
    <PreferDeep>false</PreferDeep>
    <Station_Rule_Min_Outpost>2</Station_Rule_Min_Outpost>
    <Station_Rule_Max_Outpost>4</Station_Rule_Max_Outpost>
    <Station_Rule_Min_StationM>1</Station_Rule_Min_StationM>
    <Station_Rule_Max_StationM>2</Station_Rule_Max_StationM>
    <MaxContractCount>15</MaxContractCount>
    <CanSellOxygen>true</CanSellOxygen>
    <CanSellHydrogen>true</CanSellHydrogen>
    <OffersList>
      <ItemId Type="MyObjectBuilder_Ore" Subtype="Iron"/>
      <ItemId Type="MyObjectBuilder_Ore" Subtype="Nickel"/>
      <ItemId Type="MyObjectBuilder_Ore" Subtype="Cobalt"/>
      <ItemId Type="MyObjectBuilder_Ore" Subtype="Magnesium"/>
      <ItemId Type="MyObjectBuilder_Ore" Subtype="Silicon"/>
      <ItemId Type="MyObjectBuilder_Ore" Subtype="Silver"/>
      <ItemId Type="MyObjectBuilder_Ore" Subtype="Gold"/>
      <ItemId Type="MyObjectBuilder_Ore" Subtype="Platinum"/>
      <ItemId Type="MyObjectBuilder_Ore" Subtype="Uranium"/>
      <ItemId Type="MyObjectBuilder_Datapad" Subtype="Datapad"/>
      <ItemId Type="MyObjectBuilder_Ingot" Subtype="Iron"/>
      <ItemId Type="MyObjectBuilder_Ingot" Subtype="Nickel"/>
      <ItemId Type="MyObjectBuilder_Ingot" Subtype="Silicon"/>
      <ItemId Type="MyObjectBuilder_Ingot" Subtype="Cobalt"/>
      <ItemId Type="MyObjectBuilder_Ingot" Subtype="Magnesium"/>
      <ItemId Type="MyObjectBuilder_Ingot" Subtype="Silver"/>
      <ItemId Type="MyObjectBuilder_Ingot" Subtype="Gold"/>
      <ItemId Type="MyObjectBuilder_Ingot" Subtype="Platinum"/>
      <ItemId Type="MyObjectBuilder_Ingot" Subtype="Uranium"/>
      <ItemId Type="MyObjectBuilder_PhysicalGunObject" Subtype="HandDrill3Item"/>
      <ItemId Type="MyObjectBuilder_PhysicalGunObject" Subtype="HandDrill4Item"/>
      <ItemId Type="MyObjectBuilder_ConsumableItem" Subtype="Medkit"/>
      <ItemId Type="MyObjectBuilder_ConsumableItem" Subtype="Powerkit"/>
      <ItemId Type="MyObjectBuilder_ConsumableItem" Subtype="ClangCola"/>
      <ItemId Type="MyObjectBuilder_ConsumableItem" Subtype="CosmicCoffee"/>
    </OffersList>
    <OrdersList>
      <ItemId Type="MyObjectBuilder_Ore" Subtype="Cobalt"/>
      <ItemId Type="MyObjectBuilder_Ore" Subtype="Magnesium"/>
      <ItemId Type="MyObjectBuilder_Ore" Subtype="Silver"/>
      <ItemId Type="MyObjectBuilder_Ore" Subtype="Gold"/>
      <ItemId Type="MyObjectBuilder_Ore" Subtype="Platinum"/>
      <ItemId Type="MyObjectBuilder_Ore" Subtype="Uranium"/>
      <ItemId Type="MyObjectBuilder_Component" Subtype="SteelPlate"/>
      <ItemId Type="MyObjectBuilder_Component" Subtype="Construction"/>
      <ItemId Type="MyObjectBuilder_Component" Subtype="Detector"/>
      <ItemId Type="MyObjectBuilder_Component" Subtype="Motor"/>
      <ItemId Type="MyObjectBuilder_Component" Subtype="Computer"/>
      <ItemId Type="MyObjectBuilder_Component" Subtype="LargeTube"/>
    </OrdersList>
  </Definition>

Faction

TypeDescription

<TypeDescription>
Type: StringDefaultnull
Plain text or localization key (from .resx files).

Used as the faction's description text.

Can have multiple options with the help of <TypeDescriptionVariants>.
(Added in SE v1.205)

TypeDescriptionVariants

<TypeDescriptionVariants>
Type: Int32Default0
Attempts to find localization by using the <TypeDescription> followed by a random number between 0 and this (exclusive).

For example, this set to 3 and <TypeDescription> is set to Description_FancyFaction, it will pick a random one out of: Description_FancyFaction0, Description_FancyFaction1, Description_FancyFaction2.
If the particular one it picked doesn't exist, then Description_FancyFaction is used.

However, if not found, it will fall back to using the <TypeDescription> as-is.
(Added in SE v1.205)

FactionRatio

<FactionRatio>
Type: Int32Default0
The total number of generated factions is defined by the world's TradeFactionsCount and this FactionRatio affects how each faction type is weighted when dividing that total up.
Capped to a minimum of 1.

FriendsWith

<FriendsWith>
Type: String[]Defaultnull
Optional list of other FactionType SubtypeIds to befriend.

Game's sbc says: "Become friends with the closest proximity of these spawned faction types."

Usage:
<FriendsWith>
  <Faction>Trader</Faction>
  <!-- ... -->
</FriendsWith>
(Added in SE v1.205)

Relations

<Relations>
Type: FactionRelation[]Defaultnull
Define relations with other FactionType SubtypeIds.

Each <Relation> element can have:

Faction (attribute[1])Type: stringDefaultnull
The SubtypeId of another FactionType.
Variant (attribute[1])Type: FactionRelationVariantDefaultHostileMin
Available options:
  • HostileMin - Hostile relations
  • HostileMin_NeutralMid - Hostile to Neutral relations
  • FriendlyMax_HostileMid - Neutral to Friendly relations
  • Zero - Neutral relations
Usage:
<Relations>
  <Relation Faction="Miner" Variant="HostileMin_NeutralMid" />
  <!-- ... -->
</Relations>
(Added in SE v1.205)

Stations

MaxContractCount

<MaxContractCount>
Type: Int32Default0
Maximum amount of contracts each of this faction's stations can offer at any one time.

PreferDeep

<PreferDeep>
Type: BooleanDefaultFalse
Whether this faction prefers to have stations in deep-space.
The deep-space ring size is configured by StationsDistanceOuterRadiusStart&End in world settings.
(Added in SE v1.205)

Station_Rule_Min_Orbit

<Station_Rule_Min_Orbit>
Type: Int32Default0
Minimum number of trade stations in planet orbits
(Added in SE v1.205)

Station_Rule_Max_Orbit

<Station_Rule_Max_Orbit>
Type: Int32Default0
Maximum number of trade stations in planet orbits
(Added in SE v1.205)

Station_Rule_Min_Outpost

<Station_Rule_Min_Outpost>
Type: Int32Default0
Minimum number of trade stations on planets
(Added in SE v1.205)

Station_Rule_Max_Outpost

<Station_Rule_Max_Outpost>
Type: Int32Default0
Maximum number of trade stations on planets
(Added in SE v1.205)

Station_Rule_Min_Station

<Station_Rule_Min_Station>
Type: Int32Default0
Minimum number of space trade stations
(Added in SE v1.205)

Station_Rule_Max_Station

<Station_Rule_Max_Station>
Type: Int32Default0
Maximum number of space trade stations
(Added in SE v1.205)

Station_Rule_Min_StationM

<Station_Rule_Min_StationM>
Type: Int32Default0
Minimum number of space mining stations
(Added in SE v1.205)

Station_Rule_Max_StationM

<Station_Rule_Max_StationM>
Type: Int32Default0
Maximum number of space mining stations
(Added in SE v1.205)

Station_Rule_Min_Deep

<Station_Rule_Min_Deep>
Type: Int32Default0
Minimum number of deep-space trade stations
(Added in SE v1.205)

Station_Rule_Max_Deep

<Station_Rule_Max_Deep>
Type: Int32Default0
Maximum number of deep-space trade stations
(Added in SE v1.205)

Selling

BaseCostProductionSpeedMultiplier

<BaseCostProductionSpeedMultiplier>
Type: SingleDefault1
Multiplier on crafting recipe time when calculating prices (both buy and sell) for grids and items on stations owned by this faction.
Higher value makes things more expensive. More details in: Deep Overview of NPC Economy

CanSellOxygen

<CanSellOxygen>
Type: BooleanDefaultFalse
Whether the trade stations for this faction sell oxygen.

MinimumOxygenPrice

<MinimumOxygenPrice>
Type: Int32Default150
Base price for "a unit" of oxygen.
More details in: Deep Overview of NPC Economy

CanSellHydrogen

<CanSellHydrogen>
Type: BooleanDefaultFalse
Whether the trade stations for this faction sell hydrogen.

MinimumHydrogenPrice

<MinimumHydrogenPrice>
Type: Int32Default150
Base price for "a unit" of hydrogen.
More details in: Deep Overview of NPC Economy

MinimumOfferGasAmount

<MinimumOfferGasAmount>
Type: Int32Default100
Minimum "units" of oxygen and/or hydrogen to offer.

MaximumOfferGasAmount

<MaximumOfferGasAmount>
Type: Int32Default10000
Maximum "units" of oxygen and/or hydrogen to offer.

GridsForSale

<GridsForSale>
Type: String[]Defaultnull
Optional. List of SubtypeIds of Prefab Definition that the trade stations of this faction can sell.
Usage:
<GridsForSale>
  <PrefabName>ATV-Survivor</PrefabName>
  <!-- ... -->
</GridsForSale>

OffersList

<OffersList>
Type: SerializableDefinitionId[]Defaultnull
Optional. List of item IDs that trade stations of this faction can sell.
Usage:
<OffersList>
  <ItemId Type="Ore" Subtype="Cobalt" />
  <!-- ... -->
</OffersList>

OfferMaxUpdateCount

<OfferMaxUpdateCount>
Type: ByteDefault3
Defines how many price variations there are. Cuts any unreached values on the way to <OfferPriceBellowMinimumMultiplier>.

More details in: Deep Overview of NPC Economy

OfferPriceBellowMinimumMultiplier

<OfferPriceBellowMinimumMultiplier>
Type: SingleDefault0.85
Sets minimum price you can meet in the Update Cycle under <MinimalPricePerUnit>. Can never be reached if not enough <OfferMaxUpdateCount> is set. Replaces any Update Cycle step with value lower than itself.

More details in: Deep Overview of NPC Economy

OfferPriceDownMultiplierMax

<OfferPriceDownMultiplierMax>
Type: SingleDefault0.925
Sets how fast price changes down with the Update Cycle. Maximum value of the range.

More details in: Deep Overview of NPC Economy

OfferPriceDownMultiplierMin

<OfferPriceDownMultiplierMin>
Type: SingleDefault0.85
Sets how fast price changes down with the Update Cycle. Minimum value of the range.

More details in: Deep Overview of NPC Economy

OfferPriceStartingMultiplier

<OfferPriceStartingMultiplier>
Type: SingleDefault1.15
Sets maximum price you can meet in the Update Cycle over <MinimalPricePerUnit>.

More details in: Deep Overview of NPC Economy

OfferPriceUpDownPoint

<OfferPriceUpDownPoint>
Type: SingleDefault0.75
Part of the calculations which is affected by player Buying or Selling Items. Determines if price change will use <OfferPriceDownMultiplierMax> or <OfferPriceUpMultiplierMax> range.

More details in: Deep Overview of NPC Economy

OfferPriceUpMultiplierMax

<OfferPriceUpMultiplierMax>
Type: SingleDefault1.1
Sets how fast price changes up with the Update Cycle. Maximum value of the range.

More details in: Deep Overview of NPC Economy

OfferPriceUpMultiplierMin

<OfferPriceUpMultiplierMin>
Type: SingleDefault1.05
Sets how fast price changes up with the Update Cycle. Minimum value of the range.

More details in: Deep Overview of NPC Economy

Buying

OrdersList

<OrdersList>
Type: SerializableDefinitionId[]Defaultnull
Optional. List of item IDs that trade stations of this faction can buy.
Usage:
<OrdersList>
  <ItemId Type="Component" Subtype="Computer" />
  <!-- ... -->
</OrdersList>

OrderMaxUpdateCount

<OrderMaxUpdateCount>
Type: ByteDefault3
Defines how many price variations there are. Cuts any unreached values on the way to <OrderPriceOverMinimumMultiplier>.

More details in: Deep Overview of NPC Economy

OrderPriceOverMinimumMultiplier

<OrderPriceOverMinimumMultiplier>
Type: SingleDefault1.1
Sets maximum price you can meet in the Update Cycle over <MinimalPricePerUnit>. Can never be reached if not enough <OrderMaxUpdateCount> is set. Replaces any Update Cycle step with value lower than itself.

More details in: Deep Overview of NPC Economy

OrderPriceDownMultiplierMax

<OrderPriceDownMultiplierMax>
Type: SingleDefault0.95
Sets how fast price changes down with the Update Cycle. Maximum value of the range.

More details in: Deep Overview of NPC Economy

OrderPriceDownMultiplierMin

<OrderPriceDownMultiplierMin>
Type: SingleDefault0.85
Sets how fast price changes down with the Update Cycle. Minimum value of the range.

More details in: Deep Overview of NPC Economy

OrderPriceStartingMultiplier

<OrderPriceStartingMultiplier>
Type: SingleDefault0.8
Sets maximum price you can meet in the Update Cycle over <MinimalPricePerUnit>

More details in: Deep Overview of NPC Economy

OrderPriceUpDownPoint

<OrderPriceUpDownPoint>
Type: SingleDefault0.75
Part of the calculations which is affected by player Buying or Selling Items. Determines if price change will use <OrderPriceDownMultiplierMax> or <OrderPriceUpMultiplierMax> range.

More details in: Deep Overview of NPC Economy

OrderPriceUpMultiplierMax

<OrderPriceUpMultiplierMax>
Type: SingleDefault1.11
Sets how fast price changes up with the Update Cycle. Maximum value of the range.

More details in: Deep Overview of NPC Economy

OrderPriceUpMultiplierMin

<OrderPriceUpMultiplierMin>
Type: SingleDefault1.07
Sets how fast price changes up with the Update Cycle. Minimum value of the range.

More details in: Deep Overview of NPC Economy

(Top) | From DefinitionBase:

Common

Id

<Id>
Type: SerializableDefinitionIdDefault(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.

<TypeId>Type: stringDefault(invalid)
Must be an existing type with or without the "MyObjectBuilder_" prefix.

Some types require an xsi:type, refer to the vanilla files for the exact pairing.

TypeId vs xsi:type
<SubtypeId>Type: stringDefault(empty)
This can be invented and only needs to be unique per TypeId.

Vanilla game re-uses some subtypes over multiple types (e.g. Iron is used for Ore type and Ingot type).

An empty value is also a valid subtype (which vanilla also uses on at least 5 blocks).
Type (attribute[1])Type: stringDefault(invalid)
Same behavior as <TypeId>, do not define both.
Subtype (attribute[1])Type: stringDefault(empty)
Same behavior as <SubtypeId>, do not define both.
Example:
<Id>
  <TypeId>CubeBlock</TypeId>
  <SubtypeId>FancyTable</SubtypeId>
</Id>

Because it has attribute alternatives it can also be declared as:

<Id Type="CubeBlock" Subtype="FancyTable" />

DisplayName

<DisplayName>
Type: StringDefaultnull
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.
If the text contains DisplayName_ then:

Description

<Description>
Type: StringDefaultnull
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.
If the text contains Description_ then:

If the final text (plain, localized or variable-replaced) contains {0}, {1}, etc, then they will replaced by kb&m control binds defined in <DescriptionArgs>.

DescriptionArgs

<DescriptionArgs>
Type: StringDefaultnull
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.

The control IDs can be found in your %appdata%/SpaceEngineers/SpaceEngineers.cfg at the ControlsButtons section.

Icon

<Icon>
Type: String[]Defaultnull
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
  • Working: Blocks, BlockVariantGroups and component items seen in G-menu, BlockInfo (HUD right side) and toolbars; Blueprints in terminal production tab; Blocks and PhysicalItems in gamepad HUD.
  • Partial: Blocks seen in terminal.
  • Not working: HandItems (uses PhysicalItem's icon instead); Blocks and BlockVariantGroups seen in build planner, radial menu and some economy GUIs; PhysicalItems in economy GUIs and stores; Prefabs in stores; BlueprintClass (tabs) in terminal production tab; BankingSystemDefinition (Game\BankingSystem.sbc); Emotes (both kinds of definitions) in gamepad HUD; Block skins; RespawnShips.
  • Special cases: Economy contracts, FactionIcons Definition.

DLC

<DLC>
Type: String[]Defaultnull
Optional. The DLC subtypeId that this definition will require.

For the IDs, refer to <SE>\Content\Data\Game\DLCs.sbc.
Can be declared multiple times to require multiple DLCs.

Most definition types won't check for this, the ones that do: blocks, emotes and possibly anything else that can be placed in the toolbar.

AvailableInSurvival

<AvailableInSurvival>
Type: BooleanDefaulttrue
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:

Public

<Public>
Type: BooleanDefaulttrue
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.

Enabled

Enabled (attribute[1])
Type: BooleanDefaulttrue
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 <DisplayName> is.

The opening node can have a different name for other definitions, some examples <Component>, <Blueprint>, etc.

xsi:type

xsi:type (attribute[1])
Type: stringDefaultnull

Name of an object that this definition will be deserialized as.
Sometimes required, depends on the definition. The wiki page for any given definition will mention at the top what xsi:type it requires, if any. The game's sbc files are also a reference on what xsi:types are required for a given definition.

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 <MinPlanetaryInfluence>) that no other block definitions have.

For more details on how this relates to the TypeId, and usage examples, see: Things to know about SBC - TypeId vs xsi:type.