ModBuildings: Difference between revisions
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| building components - see | | building components - see [[ModcomponentInfos|componentInfos]] | ||
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| category | | category | ||
Revision as of 21:55, 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 componentInfos |
| 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:
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:
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:
and
The unit will path to the top of the collider.
Specific Units to use Floor Colliders can be defined in FloorColliderUnitIdHash within render.json