Faction Definition

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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>
A typical faction entry
    <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.

Tag

Tag (attribute[1])
Type: StringDefaultnull
Unique short name for this faction.

Must be 3 for player-made ones, 4+ for NPCs. Usually defined with all upper case letters.

Warning: If a different faction (different SubtypeId) has the same Tag as this faction, then the world will fail to load from an error.

Founder

Founder (attribute[1])
Type: StringDefaultnull
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: StringDefaultnull
Optional. <SubtypeId> of a FactionType Definition (FactionTypes.sbc).
Can also have some predefined values: None, Custom, PlayerMade - which have unknown consequences.

FactionIcon

<FactionIcon>
Type: StringDefaultnull
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.
Note: Cannot be changed if the faction is already in the save file because this is stored in the sandbox.sbc.

The game might be crashing if you go to edit the faction in-game.

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 <MyObjectBuilder_Faction> to </MyObjectBuilder_Faction>).
Save the file and load the world again, now the faction will be created every time you load it so you can re-test without doing this again unless you save the world again.

For play worlds: Create a new world with the mod to generate the workshop and icon data then copy only those elements from the new world's MyObjectBuilder_Faction to the existing world's MyObjectBuilder_Faction; do not copy other things.

FactionIconWorkshopId

<FactionIconWorkshopId>
Type: Nullable<WorkshopId>Defaultnull
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:

Id

<Id>
Type: ulongDefault0
The workshop ID of the mod.

For steam it's the id= in the page link. For mod.io it's mentioned on the right side as the ID.
Can be 0 to use the last local mod in mods GUI (or first in save file).

There's no way to get your mod's workshop ID before publishing because it's assigned when published.

ServiceName

<ServiceName>
Type: stringDefaultnull
The workshop platform.
Values: Steam or mod.io
Example:
<FactionIconWorkshopId>
  <Id>1234567890</Id>
  <ServiceName>Steam</ServiceName>
</FactionIconWorkshopId>

IconColor

<IconColor>
Type: Nullable<ColorDefinitionRGBA>Default0,0,0,0
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.

Usage (pick one):
<IconColor R="0" G="85" B="153" A="255" />
<IconColor Hex="#005599" />
<IconColor Hex="#FF005599" />

The hex versions are RGB and ARGB respectively.

If undefined or defined null, it will be black which means if you don't change the background from its also default black then the icon won't be visible.

BackgroundColor

<BackgroundColor>
Type: Nullable<ColorDefinitionRGBA>Default0,0,0,0
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.

Usage (pick one):
<BackgroundColor R="0" G="85" B="153" A="255" />
<BackgroundColor Hex="#005599" />
<BackgroundColor Hex="#FF005599" />

The hex versions are RGB and ARGB respectively.

If undefined or defined null, it will be black.

IsDefault

<IsDefault>
Type: BooleanDefaultfalse
Whether this faction is always created (will get created on existing worlds too).

DefaultRelation

<DefaultRelation>
Type: MyRelationsBetweenFactionsDefaultEnemies
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.
Available values:

  • Neutral
  • Enemies
  • Allies - marked as "Not used in our code, it's here for backwards compatibility"
  • Friends

StartingReputation

<StartingReputation>
Type: Nullable<Int32>Defaultnull
Optional, default reputation this faction has with everyone.

Possibly only works if economy is enabled.

The reputation thresholds are defined in the SessionComponentEconomy Definition (Data\Game\SessionComponents_Economy.sbc).

StaticReputation

<StaticReputation>
Type: BooleanDefaultfalse
If enabled, this faction's reputation cannot be changed by any means.

StartingBalance

<StartingBalance>
Type: Int64Default0
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: BooleanDefaultfalse
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.
Creative mode or creative tools will temporarily show all factions.

Also, characters that don't have the CharacterDiscoveryComponent entity component cannot discover factions.

AcceptHumans

<AcceptHumans>
Type: BooleanDefaultfalse
Whether players are allowed to join this faction.

AutoAcceptMember

<AutoAcceptMember>
Type: BooleanDefaulttrue
Whether join requests are automatically accepted.

EnableFriendlyFire

<EnableFriendlyFire>
Type: BooleanDefaultfalse
Whether characters in this faction can damage eachother.
Does not affect grids.

(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.

Obsolete Elements

Elements that exist in the game code or vanilla SBC, but do nothing

Note: this list only contains root-level from this definition only, nothing from inherited ones.

Name (attribute[1])Type: StringDefaultnull
Not used. The <DisplayName> is used instead.