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Version: 0.14.0

Using the Behaviour Tree Editor

The Behaviour Tree Editor is the main content-authoring tool for work and need logic.

Open it from BardTreeLtd/Civil AI/Behaviour Tree Editor.

What it is for​

Use the editor to:

  • create work trees
  • create need trees
  • lay out node relationships visually
  • save and reload behaviour content as your simulation grows

Toolbar​

The toolbar is the main control strip across the top of the editor.

Mode​

Switches between behaviour types such as work and need.

Always confirm the current mode before creating nodes, because the structure rules differ between the tree types.

Save​

Saves the current tree.

Use clear names and save often once the shape of the tree stabilizes.

Load​

Loads an existing tree so you can inspect or continue editing it.

Import​

Brings additional behaviour content into the current workspace without clearing existing nodes first.

Clear​

Resets the current workspace so you can start fresh.

For most users, this order works best:

  1. choose the correct mode
  2. create the top-level node first
  3. build the middle layers next
  4. only add actions after the structure makes sense
  5. save and test in a small scene

How to keep trees readable​

  • keep job, duty, and task names short but specific
  • group related branches close together
  • avoid creating many near-identical methods unless they provide real fallback value
  • test early instead of building a huge tree in one pass

What to put in node names​

Good names explain intent quickly.

Examples:

  • Blacksmith
  • Prepare the forge
  • Gather coal
  • Use shared fuel crate

Less helpful names are vague labels such as Task 1 or Method A.

Connections and ordering​

Connections define parent-child relationships in the tree.

Ordering matters when a group contains multiple candidates. If two nodes could both run, their order and weighting can affect which one is chosen first.

When to test​

Test after every meaningful structural milestone:

  • after the first complete work loop
  • after the first complete need loop
  • after adding a new fallback method
  • after changing references to items, buildings, or points of interest

Barks section​

Nodes have a Barks section:

  • Block Barks keeps agents quiet while they're in that node, or anything beneath it.
  • On job nodes, Add Bark Collection creates barks that only that job's agents use.

Save the tree for changes to Block Barks to take effect. See Barks.

Best companion guides​