ModBuildings: Difference between revisions

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| unitPositions
| unitPositions
| array
| array
| worker, repair, and stackbots - see link ...
| worker, repair, and stackbots - see [[ModUnitPositions|UnitPositions]]
|-
|-
| requirements
| requirements

Revision as of 21:32, 30 July 2022

Mod Buildings Translation.csv

List of fields used in translation.csv for Buildings Buildings Translation

Mod Buildings ui.json

Note buildings need an entry in ui.json to determine the order shown.
see details in Building Categories and ui.json

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 baseOffsets
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 UnitPositions
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 within existing player territory, always TRUE?
componentInfos array building components - see ...
category integer Menu category for the building - see BuildingCatModIds

Assets

Icon

The image file shown for the building in the game interface.
image file naming convention: building_200_L1.png, building_200_L2.png
image file should be 128x128 pixel size with transparent background
Example file: Bakery

3D Models

Github3DModels
For building selection. a collider should be sized appropriately, placed on Layer 9 (Content), and placed on the building top level (usually) to allow selection but not cover any resources inside the building that may need selection. See Chocolate Factory example: ExampleBuildingCollider

For buildings that adjust unit vertical location (such as Watchtowers), a collider should be added within a sub-game object (e.g. "FloorColliderHolder_L1") for the building level and placed on Layer 8 (Floor). See: ExampleFloorCollider and ExampleFloorColliderLayer
The unit will path to the top of the collider.
Specific Units to use Floor Colliders can be defined in FloorColliderUnitIdHash within render.json