BehaviorTree Definition
Found in AIBehavior.sbc and used by bots.
Elements
FirstNode<FirstNode> | Type: BehaviorTreeNode | Default: null |
| The root of this behavior tree. Syntax example: <FirstNode xsi:type="MyObjectBuilder_BehaviorTreeSequenceNode">
<!-- elements depend on the chosen xsi:type -->
</FirstNode>
xsi:type="..." can be one of the Node Types. | ||
Behavior<Behavior> | Type: String | Default: Barbarian |
| Does nothing in the game, it's only info for readers to know what Bot <BehaviorType> this tree was designed for, because that logic dictates what actions are available. | ||
(Top) | From DefinitionBase:
Common
Id<Id> | Type: SerializableDefinitionId | Default: (invalid) | ||||||||||||||||||||||||
| The type and subtype combined make up a unique identifier for this definition. If two definitions use the same Type+Subtype (Subtypes are only unique per Type), then the last to load will override the first one(s). For more details see Things to know about SBC.
<Id>
<TypeId>CubeBlock</TypeId>
<SubtypeId>FancyTable</SubtypeId>
</Id>
Because it has attribute alternatives it can also be declared as: <Id Type="CubeBlock" Subtype="FancyTable" />
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DisplayName<DisplayName> | Type: String | Default: null | ||||||||||||||||||||||||
| If the object defined here is visible anywhere in the game GUI, this would be the name shown for it. In cases where it is used, it is very much required. Can be plain-text.
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Description<Description> | Type: String | Default: null | ||||||||||||||||||||||||
| Optional. If the object defined here is shown with a description in the game GUI (Hotbar/G-menu, HUD, etc) then this is the place to write it. Can be plain-text.
{0}, {1}, etc, then they will replaced by kb&m control binds defined in <DescriptionArgs>. | ||||||||||||||||||||||||||
DescriptionArgs<DescriptionArgs> | Type: String | Default: null | ||||||||||||||||||||||||
Optional. A comma-separated list of control IDs which are referenced in <Description> by {number} tags, which then get replaced by the keyboard or mouse bind that the viewer has for those controls.Example: <Description>Press {0} to fire, {1} to change color, {2} to interact.</description>
<DescriptionArgs>PRIMARY_TOOL_ACTION,CUBE_COLOR_CHANGE,USE</DescriptionArgs>
And each player will see their current binds for those actions. | ||||||||||||||||||||||||||
Icon<Icon> | Type: String[] | Default: null | ||||||||||||||||||||||||
| Icon(s) for the definition which may or may not be used depending on the definition type. Path to a .dds or .png file relative to current mod's folder. Falls back to game folder if not found in current mod.
Referencing assets in other mods Can be declared multiple times which will stack icons on top of eachother, however it will not work for all definitions. Known definitions to work or not work with multiple icons
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DLC<DLC> | Type: String[] | Default: null | ||||||||||||||||||||||||
| Optional. The DLC subtypeId that this definition will require. For the IDs, refer to <SE>\Content\Data\Game\DLCs.sbc. | ||||||||||||||||||||||||||
AvailableInSurvival<AvailableInSurvival> | Type: Boolean | Default: true | ||||||||||||||||||||||||
| Depends on the definition if it uses this, and if it does then this determines whether it can be accessible in survival game mode.
Currently known definitions that do use this:
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Public<Public> | Type: Boolean | Default: true | ||||||||||||||||||||||||
| If the definition is visible or accessible in some cases. For blocks, this only hides them and they can still be built using projectors and other means. | ||||||||||||||||||||||||||
EnabledEnabled (attribute[1]) | Type: Boolean | Default: true | ||||||||||||||||||||||||
If set to false it will remove the definition after it's been loaded.Example usage: <Definition Enabled="false">
The "Definition" above is the opening element that for the entire definition, not an inner node like <Component>, <Blueprint>, etc. | ||||||||||||||||||||||||||
xsi:typexsi:type (attribute[1]) | Type: string | Default: null | ||||||||||||||||||||||||
Name of an object that this definition will be deserialized as. This attribute is available on all elements and comes from the XML specification. This game relies on this attribute to change which sub-definition object is used to deserialize that element's contents. It's what allows, for example, a thruster to have unique elements (such as For more details on how this relates to the TypeId, and usage examples, see: Things to know about SBC - TypeId vs xsi:type. | ||||||||||||||||||||||||||
Node Types
Types that can be entered in xsi:type="..." of elements of BehaviorTreeNode type such as <FirstNode>, but not only.
MyObjectBuilder_BehaviorTreeDecoratorNode
Exact function is unknown.| <DecoratorLogic> | Type: Logic | Default: null |
Syntax example: <DecoratorLogic xsi:type="CounterLogic">
<!-- elements depend on the chosen xsi:type -->
</DecoratorLogic>
xsi:type="..."> can be one of the Logic Types. | ||
| <DefaultReturnValue> | Type: MyDecoratorDefaultReturnValues | Default: SUCCESS |
Available values:
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| <BTNode> | Type: BehaviorTreeNode | Default: null |
Syntax example: <BTNode xsi:type="MyObjectBuilder_BehaviorTreeActionNode">
<!-- elements depend on the chosen xsi:type -->
</BTNode>
xsi:type="..." can be one of the Node Types. | ||
MyObjectBuilder_BehaviorTreeActionNode
Triggers an action on the bot's logic.| <ActionName> | Type: String | Default: null |
| The action name from the bot's logic (<BehaviorType>), this name cannot be invented. | ||
| <Parameters> | Type: TypeValue[] | Default: null |
| Optional. List of parameters for the action. These parameters are defined inside the game code and are different for every action and logic. Visit the Bot's <BehaviorType> page for documentation and make sure to enter the parameters in the exact order and with the exact types as mentioned there. <Parameters>
<Parameter xsi:type="BoolType" BoolValue="true" />
<Parameter xsi:type="FloatType" FloatValue="40.5" />
<Parameter xsi:type="IntType" IntValue="12" />
<Parameter xsi:type="MemType" MemName="target" />
<Parameter xsi:type="StringType" StringValue="some text" />
</Parameters>
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MyObjectBuilder_BehaviorControlBaseNode
Exact function is unknown.| <Name> | Type: String | Default: null |
| <IsMemorable> | Type: Boolean | Default: false |
| <BTNodes> | Type: BehaviorTreeNode[] | Default: null |
| A list of nodes. Syntax example: <BTNodes>
<BTNode xsi:type="MyObjectBuilder_BehaviorTreeActionNode">
<!-- elements depend on the chosen xsi:type -->
</BTNode>
<!-- ... -->
</BTNodes>
xsi:type="..." can be one of the Node Types. | ||
MyObjectBuilder_BehaviorTreeSelectorNode
Exact function is unknown.Inherits MyObjectBuilder_BehaviorControlBaseNode therefore has all its elements.
MyObjectBuilder_BehaviorTreeSequenceNode
Exact function is unknown.Inherits MyObjectBuilder_BehaviorControlBaseNode therefore has all its elements.
Logic Types
Types that can be entered in xsi:type="..." for MyObjectBuilder_BehaviorTreeDecoratorNode's <DecoratorLogic>.
TimerLogic
Exact function is unknown.| <TimeInMs> | Type: Int64 | Default: 0 |