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Change Faction on Death
Alite edited this page Aug 18, 2026
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1 revision
This hediff comp causes the pawn's faction to change when they die. This means that if they are revived, they will usually have a different faction than what they had before they died, though revival effects which change faction will convert the pawn to the correct faction as normal:
<comps>
<li Class="EBSGFramework.HediffCompProperties_FactionChangeOnDeath">
<faction>
<li>Pirate</li>
<li>PirateWaster</li>
<li>PirateYttakin</li>
</faction>
<changeIdeoToPrimary>True</changeIdeoToPrimary>
<changeToKillerFaction>False</changeToKillerFaction>
</li>
</comps>
These are the options available:
- changeToKillerFaction : Default (True) : Causes the pawn to change to their killer's faction when they die. If the game doesn't recognize a specific pawn as the killer (i.e. death by blood loss or disease), then they will stop having a faction
- changeIdeoToPrimary : Default (False) : If the new faction has an ideology that's different from the pawn's current ideology, they will change to the ideology. This does not apply in the event that the new faction doesn't have an ideology, nor in the event where there is no new faction. If a revival effect changes the pawn's faction again, the ideology will remain as whatever this comp set it to unless the revival effect changes that as well
- factions : A list of FactionDefs to try to convert the pawn to. This will go in the order of the list, and in the event that changeToKillerFaction is left True and there is no designated killer, this list will be used to try to give them a faction. The killer's faction (or lack of a faction) will always be used if changeToKillerFaction is True. If none of the factions in this list are found in the game, the pawn will just lose their faction instead
This example causes them to change to one of the pirate factions when they die, and take their ideology. If the current world has no pirate faction, then they just lose their faction:
<HediffDef>
<defName>YouAreAPirate</defName>
<label>you are a pirate</label>
<description>If this pawn dies, they will have the pirate faction if they are revived.</description>
<everCurableByItem>false</everCurableByItem>
<initialSeverity>0.001</initialSeverity>
<stages />
<hediffClass>HediffWithComps</hediffClass>
<scenarioCanAdd>false</scenarioCanAdd>
<comps>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="EBSGFramework.HediffCompProperties_FactionChangeOnDeath">
<factions>
<li>Pirate</li>
<li>CannibalPirate</li>
<li>PirateWaster</li>
<li>PirateYttakin</li>
</factions>
<changeIdeoToPrimary>True</changeIdeoToPrimary>
<changeToKillerFaction>False</changeToKillerFaction>
</li>
</comps>
</HediffDef>
This example causes the pawn to change to their killer's faction without changing ideology. If the game doesn't recognize a specific pawn as their killer, they lose their faction instead:
<HediffDef>
<defName>FollowTheStrong</defName>
<label>follow the strong</label>
<description>If this pawn dies, they will be in their killer's faction if they are revived. If they are killed by something with no faction (including wild animals, disease, infection, lightning strikes, fire, etc), they will have no faction when revived.</description>
<everCurableByItem>false</everCurableByItem>
<initialSeverity>0.001</initialSeverity>
<stages />
<hediffClass>HediffWithComps</hediffClass>
<scenarioCanAdd>false</scenarioCanAdd>
<comps>
<li Class="HediffCompProperties_DisappearsOnDeath"/>
<li Class="EBSGFramework.HediffCompProperties_FactionChangeOnDeath" />
</comps>
</HediffDef>
- Ability Validator
- Add Things To Inventory
- Alter Genes
- Alter Xenotype (Ability)
- Blood Drain
- Blast Attacks
- Burst Attacks
- Change Faction
- Change Gender
- Change Ideology
- Change Traits
- Change Weather
- Charge Battery
- Create Items
- Create Linked Hediffs
- Deal Damage
- Destroy Corpse
- Destroy Filth
- Destroy Items
- Duplicate Pawn
- Fly to Map Tile
- Give Multiple Hediffs
- Instant Death
- Launch Projectile Burst
- Learn Skill
- Long Distance Teleport
- Love the Caster
- Offset Needs Ability
- Orbital Strike
- Push Target
- Reloadable Abilities
- Remove Multiple Hediffs
- Remove Things From Inventory
- Spawn Humanlike (Ability)
- Spawn Pawn Kinds
- Spew
- Stop Mental Break (No Psychic)
- Toggle Hediff
- Trigger Game Condition
- Abilities From Other Genes
- Additional Fertility by Age
- Additional Lovin' Results
- Aging Xenotype
- Biome Genes
- Butchery Changing Genes
- Coma Rest Genes
- Conflicting Genes
- Customizable Bloodclotting
- Damage Modifying Stats Extension
- EBSG Body
- Equip Restrict
- Evolving Genes
- Fertility by Age
- Gender by Age
- Genetic Romance Chance
- Hediff Adder
- Hediff on Consumption
- Hediffs at Age
- Hide Inactive
- Hive Mind Genes
- Inactive at Age
- Ingestible Dependency Genes
- Mutating Genes
- Pregnancy Replacing Genes
- Random Periodic Interaction
- Removed at Age
- Skill Changing Genes
- Spawn Age Limiter
- Thoughts on Down from Gene
- Vanishing Genes
- Various Conditional Stat Affecters
- Aging Hediff
- Alter Xenotype (Hediff)
- Attach Mote
- Create Items
- Create Other Hediffs
- Damage on Removal
- Damage Over Time
- Destroy on Death
- Display Severity
- Flip Gender Periodically
- Gender by Age Hediff
- Gene Randomizer
- Give Abilities at Severities
- Give Hediff to Killer
- Give Hediffs to Non-Allies
- Give Other Hediff Periodically
- Hediff on Kill
- Hediff While Moving
- Hediffs on Removal
- Hediffs While Drafted
- Hediffs While in Severity Ranges
- Hemogen on Kill
- Hemogen Regeneration
- Make Hediff Invisible at Stage
- Memory on Kill
- Modular Hediffs
- Multiple Lives
- Name Color Hediff
- Remove at Severities
- Remove/Damage Parts
- Remove on Faction Change
- Remove When Damaged
- Severity Change per Attack
- Severity Change When Hit
- Severity Per Day by Genes
- Severity per Interval by Terrain
- Shield Hediff
- Skill Change Hediffs
- Spawn Humanlike
- Spawn Pawn Kind on Removal
- Temporary Faction
- Temporary Genes
- Temporary Ideology
- Temporary Relation
- Terrain Cost Override
- Tiered Regeneration
- Various Explosion Hediff Comps
- Severity Setters
- Faction Bond
- Severity by Age
- Severity by Colony Genes
- Severity by Colony Wealth
- Severity by Equipped
- Severity by Gender
- Severity by Genes
- Severity by Light Level
- Severity by Map
- Severity by Mental State
- Severity by Nearby Pawns
- Severity by Need Level
- Severity by Other Hediff Severities
- Severity by Time of Day
- Severity When Downed
- Add or Append Hediff on Ingest
- Alter Genes on Ingest
- Alter Genes on Use
- Alter Xenotype on Ingest
- Alter Xenotype on Use
- Alter Xenotype on Use by Severity
- Damage Modifying Stats Extension
- Equip Restrict
- Flexible Entity Releaser
- Gatherer Spot
- Give Hediff Based on Severity
- Hediff on Damage
- Limited Charges
- Need Charger Buildings
- Projectile Impact Effects
- Random Shot
- Regenerating Things
- Shield Equipment
- Sleep Caskets
- Spawn Baby Thing Comp
- Turret Roof Blocked
- Weapon Trait Extension
- Desired Genes Precept
- Disliked in Faction
- Gene in Colony Mood Precept
- Gene in Colony Mood Toggle Precept
- Opinions About Genes
- People in the Colony
- Random Opinion
- Thought Mood by Hediff Severity
- Thought Multiplying Genes
- Thoughts About Water
- Xenophilobic Thoughts
- The Genes
- Resource Packs
- Craving and Overcharge Hediffs
- Resource Using Abilities
- Converting Resources
- Special DRG Abilities
- Special DRG Hediffs