ModBuildings: Difference between revisions
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| baseOffsets | | baseOffsets | ||
| array | | array | ||
| building tile information - see | | building tile information - see [[ModbaseOffsets|baseOffsets]] | ||
|- | |- | ||
| doesHeightRequireModulus2 | | doesHeightRequireModulus2 | ||
Revision as of 00:44, 28 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 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 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 | within existing player territory, always TRUE? |
| 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 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