ModBuildings: Difference between revisions
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'''Mod Building''' | '''Mod Building''' | ||
=JSON= | =JSON= | ||
see [[ModRequirementsTable|Table of requirements values]] | Table of main building.json entries: | ||
{| class="wikitable sortable" style="text-align: center" | |||
|- | |||
! Value !! Type !! Description | |||
|- | |||
| typeId | |||
| integer | |||
| building ID | |||
|- | |||
| ageComponentsDict | |||
| array | |||
| by level 1 to 3, see link ... | |||
|- | |||
| baseOffsets | |||
| array | |||
| building tile information - see link ... | |||
|- | |||
| doesHeightRequireModulus2 | |||
| boolean | |||
| some type of terrain height adjustment? | |||
|- | |||
| customEntranceDirections | |||
| array | |||
| alternate entrance(s) to 0,-1 tile | |||
|- | |||
| maxAmount | |||
| integer | |||
| number of building limiter (used by Trading Ships) | |||
|- | |||
| unitPositions | |||
| array | |||
| worker, repair, and stackbots - see link ... | |||
|- | |||
| requirements | |||
| array | |||
| see [[ModRequirementsTable|Table of requirements values]] | |||
|- | |||
| isAvailable | |||
| boolean | |||
| <font color="red"> deprecated? used to hide buildings | |||
|- | |||
| constructionSiteIdleLoc | |||
| array | |||
| location of BuilderBot when idle | |||
|- | |||
| constructionSiteWorkerSubLocs | |||
| array | |||
| location(s) of BuilderBot when building | |||
|- | |||
| doesRequireLandOwnership | |||
| boolean | |||
| tile within existing player territory | |||
|- | |||
| componentInfos | |||
| array | |||
| building components - see ... | |||
|- | |||
| category | |||
| integer | |||
| Menu category for the building - see [[BuildingCatModIds]] | |||
|- | |||
|} | |||
==Assets== | ==Assets== | ||
Revision as of 14:58, 11 July 2022
Mod Buildings Translation.csv
List of fields used in translation.csv for Buildings
placeholder for now - to link to translation.csv for Buildings
Add other Building specific info later
Mod Building
JSON
Table of main building.json entries:
| Value | Type | Description |
|---|---|---|
| typeId | integer | building ID |
| ageComponentsDict | array | by level 1 to 3, see link ... |
| baseOffsets | array | building tile information - see link ... |
| doesHeightRequireModulus2 | boolean | some type of terrain height adjustment? |
| customEntranceDirections | array | alternate entrance(s) to 0,-1 tile |
| maxAmount | integer | number of building limiter (used by Trading Ships) |
| unitPositions | array | worker, repair, and stackbots - see link ... |
| requirements | array | see Table of requirements values |
| isAvailable | boolean | deprecated? used to hide buildings |
| constructionSiteIdleLoc | array | location of BuilderBot when idle |
| constructionSiteWorkerSubLocs | array | location(s) of BuilderBot when building |
| doesRequireLandOwnership | boolean | tile within existing player territory |
| componentInfos | array | building components - see ... |
| category | integer | Menu category for the building - see BuildingCatModIds |
Assets
Icon
image file naming convention: building_200_L1.png, building_200_L2.png
image file should be 128x128 pixel size with transparent background
Example file:
3D Models
Github3DModels
For building selection. a collider should be sized appropriately, placed on Layer 9 (Content), and placed in the building to allow selection but not cover any resources inside the building that may need selection.
For buildings that adjust unit vertical location (such as Watchtowers), a collider should be added within the game object for the building level and placed on Layer 8 (Floor). The unit should path to the top of the collider.