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Urbek City Builder: Modding Doc
  • Urbek City Builder: Modding
  • Getting Started
    • Creating Your First Mod
    • How to use JSON
    • Make a 3D Model
    • Mod Folder Structure
  • Guides
    • Adding Constructions
    • Adding Models
    • Replace Models
  • In depth knowledge
    • Structure Model Format
    • Structure Attributes
      • Appearance
      • Availability & Unblock
      • Identification
      • Placement
      • Paths
      • Policy
      • Resources
      • Sound
      • Upgrades & Abandon
    • In-Game Data Names
      • Biomes
      • Building Category
      • Building Names
        • Map 0 - Temperate
        • Map 1 - Desert
        • Map 2 - Archipel
        • Map 3 - Forest
        • Map 4 - Ruins
      • Global Variables
      • Local Variables
      • Resources
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On this page
  • Behaviour
  • Root - root
  • Buildable - buildable
  • Replaces - replaces
  • Area
  • Buildings Needed - buildingsNeeded
  • Distance To Road - distanceToRoad
  • Local Variables Needed - localVariablesNeeded
  • Resources Needed - resourcesNeeded
  • Biomes
  • Biome Able - biomeAble
  • Biome Unable - biomeUnable
  • Placement Type
  • Line - line
  • Zone - zone
  • Water Related
  • Can Water Artificial - canWaterArtificial
  • Can Water River - canWaterRiver
  • Can Water Sea - canWaterSea
  • Coastal - coastal
  • Coastal Depth - coastalDepth
  • Maritime - maritime
  • River Side - riverSide
  1. In depth knowledge
  2. Structure Attributes

Placement

Every condition limiting the placement of a building

Behaviour

Root - root

Code Name of the main building, when a multi-block is broken, replace other tiles by this building.

Attribute Type: Building Code Name

Buildable - buildable

Can be built manually.

Attribute Type: Boolean (default: True).

Replaces - replaces

Can be built directly above specifics buildings. Example: Bus stop for Roads.

Attribute Type: List of Building Code Names.

Area

You can set the value of qto 0 to not allow other buildings/variables in the area.

Buildings Needed - buildingsNeeded

List of buildings needed in a specific area around it.

Attribute Type: Building Needed

Building Needed

Format:

{
    "building": "escuela",
    "radio": 10,
    "q": 2,
    "biggerThan": false
}

Building: CodeName of any existing building.

Radio: Area around the building that will be checked.

Q: Quantity.

Bigger Than: If true, will check for the quantity or more. If false, will check for quantity or less.

Needs at least 1 or more puerto in a radius of 8.

"buildingsNeeded": [
    {        
        "building": "puerto",        
        "radio": 8,        
        "q": 1,        
        "biggerThan": true    
    }
]
  • Cannot have (0 or less) a puerto in a radius of 8.

  • Needs at 2 or less campo in a radius of 10.

"buildingsNeeded": [
    {        
        "building": "puerto",        
        "radio": 8,        
        "q": 0,        
        "biggerThan": false
    },
    "buildingsNeeded": [
    {        
        "building": "campo",        
        "radio": 10,        
        "q": 2,        
        "biggerThan": false
    }
]

Distance To Road - distanceToRoad

Distance from any road maximum.

Attribute Type: Number.

Local Variables Needed - localVariablesNeeded

List of local variables needed in a specific area around it.

Attribute Type: Local Variable Needed

Local Variable Needed

Format:

{
    "localVariable": "educacion",
    "radio": 10,
    "q": 2,
    "biggerThan": false,
    "threshold": 5,
    "onlyUpdate": false
}

Local Variable: Name of local variable.

Radio: Radius around the building that will be checked.

Q: Quantity.

Bigger Than: If true, will check for the quantity or more. If false, will check for quantity or less.

Threshold: How many resources each building must have to be counted in quantity.

Only Update: YET TO BE KNOWN.

Resources Needed - resourcesNeeded

List of resources needed.

Attribute Type: Resource Needed List

Resource Needed Format

Format:

{
   "resource": "frutosRojos",
   "radio": 2,
   "q": 1,
   "biggerThan": true
 }

Resource (Resource): Name of resource

Radio: Radius around the building that will be checked.

Q: Quantity.

Bigger Than: If true, will check for the quantity or more. If false, will check for quantity or less.

Biomes

Check the number of each biome at this page:

Biome Able - biomeAble

List of biomes where it can be placed (as a whitelist).

Attribute Type: List of biome numbers.

Biome Unable - biomeUnable

List of biomes where it cannot be placed (as a blacklist).

Attribute Type: List of biome numbers.

Placement Type

Line - line

Can be placed in lines like roads or bridge.

Attribute Type: Boolean (default: False).

Zone - zone

Can be placed in whole zones like farms or houses.

Attribute Type: Boolean (default: False).

Water Related

Can Water Artificial - canWaterArtificial

Can be placed on coastal tiles next to natural or artificial lagoons.

Restriction: only relevant with the attribute coastal set as True.

Attribute Type: Boolean (default: True).

Can Water River - canWaterRiver

Can be placed on coastal tiles next to rivers.

Restriction: only relevant with the attribute coastal set as True.

Attribute Type: Boolean (default: True).

Can Water Sea - canWaterSea

Can be placed on coastal tiles next to the sea.

Restriction: only relevant with the attribute coastal set as True.

Attribute Type: Boolean (default: True).

Coastal - coastal

Can only be placed on coastal tiles.

Attribute Type: Boolean (default: False).

Coastal Depth - coastalDepth

Amount of water needed in front of the building.

WARNING: Feature not yet implemented totally, for now the only values accepted are 0 and 2.

Attribute Type: Number.

Attribute Type: Number.

Maritime - maritime

Distance from the coast where you can build on water.

WARNING: Feature not yet implemented totally, for now any value above 0 will allow the building to be built close to the coast.

Attribute Type: Number.

River Side - riverSide

Can be placed in the river, next to the coast.

Attribute Type: Boolean (default: False).

PreviousIdentificationNextPaths

Last updated 2 years ago

Green: land Blue: water Red: Building Yellow: Water needed.

Green: land Blue: water Red: Building Yellow: Water needed.

Biomes