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Version: 0.13.0

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.

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

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