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BuildingAIChanger

This mod adds a field to the Asset Property editor that lets you choose any building AI for the building you're editing.

The main intended use of this mod is to ease the creation of buildings with custom AI classes. Currently, you do need to know the exact name of the AI class, there is no auto-complete or anything like that. If you enter a class that doesn't exist or isn't a PrefabAI, you won't do any harm.

Take care: This mod is mostly intended as a tool for people who know what they are doing. You can mess an asset up easily by choosing the wrong AI class. Usually if you break something by doing that, the change is not irreversable, but if you're not sure, make a backup!

Existing properties on the current AI instance are carried over to the new AI as far as possible, but it's probably still a good idea to select the proper AI as early as possible to avoid problems.

Using custom AI classes

If you intend to use a custom Building AI, make sure to include the namespace of your mod. For example, use MySuperMod.SuperAI. This is not neccessary for the stock AIs as they all seem to be in the root namespace.

Source code, Issues, contributing

The source code of this mod is available at https://github.com/cerebellum42/BuildingAIChanger

If you want to report an issue, please use the Github issues instead of telling me about problems in the steam workshop comments if possible. I read the comments, but creating an issue will probably get it resolved faster.

Thanks to Snow_Cat for contributing!

If you have modified this mod and think your update should be in it, feel free to send a pull request :)

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