Using the Behaviour Tree Editor
The Behaviour Tree Editor is the main content-authoring tool for work and need logic.
Open it from CIVIL-AI-SYSTEM -> 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.
Recommended editing workflow
For most users, this order works best:
- choose the correct mode
- create the top-level node first
- build the middle layers next
- only add actions after the structure makes sense
- 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:
BlacksmithPrepare the forgeGather coalUse 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