Faction Definition
A predefined faction.
Wrapper & Entry Example
<?xml version="1.0"?>
<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<Factions>
<!-- One or more Faction entries are placed here. -->
</Factions>
</Definitions>
<Faction Tag="SPRT" Founder="Space Pirates">
<Id>
<TypeId>MyObjectBuilder_FactionDefinition</TypeId>
<SubtypeId>SpacePirates</SubtypeId>
</Id>
<DisplayName>DisplayName_Faction_SpacePirates</DisplayName>
<Description>Description_Faction_Pirate</Description>
<Type>Pirate</Type>
<FactionIcon>Textures\FactionLogo\PirateIcon.dds</FactionIcon>
<IsDefault>true</IsDefault>
<AcceptHumans>false</AcceptHumans>
<AutoAcceptMember>false</AutoAcceptMember>
<StartingBalance>100000000</StartingBalance>
<DiscoveredByDefault>true</DiscoveredByDefault>
</Faction>
Elements
The <Id>, <DisplayName> and <Description> from inherited definitions are also used.
TagTag (attribute[1]) | Type: String | Default: null | ||||||||||||
| Unique short name for this faction. Must be 3 for player-made ones, 4+ for NPCs. Usually defined with all upper case letters. | ||||||||||||||
FounderFounder (attribute[1]) | Type: String | Default: null | ||||||||||||
| The name given to the founder NPC. Note: Cannot be changed if the faction is already in the save file because this is stored in the sandbox.sbc. | ||||||||||||||
Type<Type> | Type: String | Default: null | ||||||||||||
Optional. <SubtypeId> of a FactionType Definition (FactionTypes.sbc).Can also have some predefined values: None, Custom, PlayerMade - which have unknown consequences. | ||||||||||||||
FactionIcon<FactionIcon> | Type: String | Default: null | ||||||||||||
| Icon used in the faction symbol. Relative path to a .dds or .png file. Warning: this requires both <IconColor> and <FactionIconWorkshopId> to be assigned for this icon to work. Ways to update existing worlds For test worlds: Open the sandbox.sbc, find the faction exact tag or display name and then delete the entire section (from | ||||||||||||||
FactionIconWorkshopId<FactionIconWorkshopId> | Type: Nullable<WorkshopId> | Default: null | ||||||||||||
| Effectively required if you want <FactionIcon> to point to the current mod. This does not work for pointing to other mods because of bugs.
Note: Cannot be changed if the faction is already in the save file because this is stored in the sandbox.sbc. Contents:
<FactionIconWorkshopId>
<Id>1234567890</Id>
<ServiceName>Steam</ServiceName>
</FactionIconWorkshopId>
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IconColor<IconColor> | Type: Nullable<ColorDefinitionRGBA> | Default: 0,0,0,0 | ||||||||||||
| The color multiplier used on the <FactionIcon>. Alpha is not used. Note: Cannot be changed if the faction is already in the save file because this is stored in the sandbox.sbc. <IconColor R="0" G="85" B="153" A="255" />
<IconColor Hex="#005599" />
<IconColor Hex="#FF005599" />
The hex versions are RGB and ARGB respectively. | ||||||||||||||
BackgroundColor<BackgroundColor> | Type: Nullable<ColorDefinitionRGBA> | Default: 0,0,0,0 | ||||||||||||
| The color used on the background of the faction icon. Alpha is not used. Note: Cannot be changed if the faction is already in the save file because this is stored in the sandbox.sbc. <BackgroundColor R="0" G="85" B="153" A="255" />
<BackgroundColor Hex="#005599" />
<BackgroundColor Hex="#FF005599" />
The hex versions are RGB and ARGB respectively. | ||||||||||||||
IsDefault<IsDefault> | Type: Boolean | Default: false | ||||||||||||
| Whether this faction is always created (will get created on existing worlds too). | ||||||||||||||
DefaultRelation<DefaultRelation> | Type: MyRelationsBetweenFactions | Default: Enemies | ||||||||||||
| The default relation to some other factions. Code comment on this also says "Enemies state is with highest prority and does not care if other faction want to be friend." but it's untested.
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StartingReputation<StartingReputation> | Type: Nullable<Int32> | Default: null | ||||||||||||
| Optional, default reputation this faction has with everyone. Possibly only works if economy is enabled. | ||||||||||||||
StaticReputation<StaticReputation> | Type: Boolean | Default: false | ||||||||||||
| If enabled, this faction's reputation cannot be changed by any means. | ||||||||||||||
StartingBalance<StartingBalance> | Type: Int64 | Default: 0 | ||||||||||||
| The amount of credits this faction starts with. Note: Cannot be changed if the faction is already in the save file because this is stored in the sandbox.sbc. | ||||||||||||||
DiscoveredByDefault<DiscoveredByDefault> | Type: Boolean | Default: false | ||||||||||||
| Whether this faction is visible to everyone, otherwise players have to see a radio signal from that faction to discover it. Only non-player factions can be hidden until discovered. CharacterDiscoveryComponent entity component cannot discover factions. | ||||||||||||||
AcceptHumans<AcceptHumans> | Type: Boolean | Default: false | ||||||||||||
| Whether players are allowed to join this faction. | ||||||||||||||
AutoAcceptMember<AutoAcceptMember> | Type: Boolean | Default: true | ||||||||||||
| Whether join requests are automatically accepted. | ||||||||||||||
EnableFriendlyFire<EnableFriendlyFire> | Type: Boolean | Default: false | ||||||||||||
| Whether characters in this faction can damage eachother. Does not affect grids. | ||||||||||||||
(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. | ||||||||||||||||||||||||||
Obsolete Elements
Note: this list only contains root-level from this definition only, nothing from inherited ones.
| Name (attribute[1]) | Type: String | Default: null |
| Not used. The <DisplayName> is used instead. | ||