ZERSTORENGAMES

UNLIMITED BUILDING / GUIDE 6 OF 6

Recipes: Unlimited Building in your kind of game

The settings and calls for survival, colony, city-builder, story and sandbox games, with an integration checklist.

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Each recipe lists the settings and the calls that make the building system fit a kind of game. Everything named here is in Project Settings > Game > Unlimited Building (settings), on the UB Building Subsystem (Get World Subsystem), on the UB Building Component (the player's) or in the piece and material tables. Details: Customizing, Blueprint API.

Survival (Rust, Valheim, Conan-like)

  • Costs from your inventory: implement UB Inventory Interface (Get Resource Amount, Consume Resources, Add Resources) on your pawn, controller, player state or one of their components, or call Set Inventory. Cost Mode Survival. Resources are UB Resource rows; map them to your items with Item Id.
  • Building in stages: Staged Construction on. A placed piece is a plan; holding E builds it stage by stage, each stage paid when it starts. Your hammer item calls Work On Piece.
  • Upgrades: give your materials Upgrades To (the plugin has wattle, logs, stone, concrete). The Repair tool (P) upgrades a sound piece on the spot, paying the new material and refunding the old.
  • Raids and decay: Apply Damage / Apply Radial Damage from your weapons and explosives (cracks, holes, rubble, what loses its support collapses); your raiders find where to break in with Find Weakest Entry Piece (the weakest wall, door or window of the outer shell and where to stand to hit it). Wear ages pieces over time; the Repair tool or Repair Piece From mends them.
  • Locks: Set Piece Locked on doors, gates and chests, Set Lock Rule with your keys or codes; On Locked Piece Tried shows your code panel.
  • Where players may build: Set Location Rule (no building near your monuments, in safe zones, on roads), UBBlocksBuilding on actors and components (trees, rocks, quest areas).
  • Upgrade slots on stations: Upgrade Slots on a workbench take its upgrades (a grindstone, a vice); Has Station Upgrade unlocks your recipes.

Colony and village games (villagers who build, work and live)

  • The player plans, villagers build: Staged Construction on; your AI finds work with Find Plans To Build and Find Pieces To Repair, holds it with Claim Work, walks to Find Work Spot and calls Work On Plan (paid from the village store: any object with the inventory interface).
  • Homes and needs: UB Building Requirements (a bed per resident, a hearth, a closed room, water...): every building is evaluated; Get Buildings gives beds, seats, doors, rooms, entrances.
  • Work places: Use Points on a piece (where a character stands, its activity tag, how many at once); Claim Nearest Work Place; Smart Objects near the player. Get Tracked Piece Places for work simulated far away.
  • What pieces are for: Function Tags (Station.Blacksmith, Structure.Granary) found in the whole world, loaded or not; your own values on a piece with Set Piece Game Data (saved with the world).
  • Seats, beds, doors, shelter: the UB Village Subsystem (places, claims, closed doors on the way, Is Outdoors) and On Rain Changed of the weather.
  • Generators: Output Driver on mills and turbines (wind, the river's flow, daylight) or Set Source Output Scale.

City builders and top-down games

  • Camera: the tools aim through the mouse pointer from any camera (mouse mode is the default in build mode). Raise Max Build Distance to build anywhere on screen; Always Show Cursor; your own input with Create Default Input off if your camera pans with a mouse button.
  • Roads and utilities: roads follow uneven ground in segments; pipes and cables run inside walls, floors, roads and soil fills; networks (power, water, drain, air, flue, heating, signal) are solved with supply budgets.
  • Ready-made buildings: premades placed by the player or by your code (Can Place Premade, Place Premade): zoning, plots, a town that grows by itself.
  • Big maps: the open world streams pieces in zones with a far view; Get World Counts counts the whole saved world.

Story and role-playing games (towns built by you, a few things built by the player)

  • Prebuilt towns: build them in the editor or in play and ship a world snapshot (Starting World); the player's changes are saved over it.
  • Only some pieces, some places: availability (eras and unlocks: Set Current Era, Add Unlock, Set Piece Availability, Show Unavailable Pieces), Set Location Rule, Set Buildable Rule.
  • Your look: an Interface Skin (brushes, fonts, sounds, palette), Compact Toolbar, Hidden Tools, Product Name, your own Tour Pages, Build Menu Styles; or hide the HUD and drive everything from your own widgets.

Sandbox and creative building

  • Cost Mode Creative (or ub.Creative 1), Default Overlap Mode Free (H switches it), the move tool (M), copy / paste and saved blueprints (F6 / F7), paint and finishes on each face, the logic network (gates, levers, pistons, lifts, bells), water power.

Integration checklist

You haveConnect it with
An inventoryUB Inventory Interface, or Set Inventory
A save systemExport World Data / Import World Data (bytes for your SaveGame), or the plugin's slots
An AIthe UB Village Subsystem, the Work functions, On Building Area Changed to refresh your caches
A sky / weather (Ultra Dynamic Sky / Weather)found by class name: no setup; Set Wind Query for your own wind
Your own inputCustom Input Actions, or Create Default Input off and the component's Input functions
Your own UIInterface Skin, Extra Hud Class, or Show Hud off and the component's functions
Your own meshesContent Browser right-click > Add as Building Piece; Customizing

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