Approach
A behavior node that moves an entity toward a target until it reaches a specified distance.
Attackwall
An AI behavior node that rotates the entity toward nearby walls within a narrow angular cone and attempts to attack the nearest valid target.
Avoidelectricfence
A behavior node that forces an entity to flee away from an active electric fence when it detects proximity or shock events.
Avoidlight
Controls an entity's movement to avoid being in direct light by changing direction periodically or when transitioning between light and shadow.
Beargeroffscreen
Controls off-screen roaming behavior for Bearger by moving it along a predefined wandering path and destroying objects in its path.
Chaseandattack
AI behaviour node that makes entities chase and attack a target with configurable limits.
Chaseandattackandavoid
Manages AI behavior to chase, attack a target, and avoid obstacles when they are closer than a specified distance.
Chaseandram
A behavior node that executes a charged ram attack toward a target, managing pursuit, alignment, and termination conditions such as distance, time, or attack count limits.
Chattynode
A behavior node that periodically triggers speech or chatter from an entity during AI behavior execution.
Controlminions
Controls minion behavior to harvest, pick, or pick up nearby target entities within a defined radius.
Doaction
Executes a dynamically retrieved action on an entity and manages its lifecycle within a behaviour tree.
Faceentity
A behavior node that orients an entity toward a target entity, optionally triggering alert states and stopping locomotion during the facing operation.
Findclosest
AI behaviour node that finds and moves toward the nearest entity matching specified tag filters.
Findfarmplant
Selects a suitable farm plant for tending based on stress state and proximity, then initiates movement to it.
Findflower
Selects the nearest unoccupied flower within sight and plans a pollination action for the entity.
Findlight
A behavior tree node that moves an entity toward the nearest valid light source and maintains a safe distance within it.
Follow
Controls an entity's movement to maintain a specified distance from a target, supporting approach, retreat, and idle behaviors based on distance thresholds.
Leash
Controls entity movement to enforce a "leash" distance from a home point, guiding the entity toward home if it strays too far.
Leashandavoid
Manages AI movement to return an entity toward a home location while optionally avoiding specified obstacles, used primarily for leash-based behavior in world navigation.
Minperiod
Enforces a minimum time interval between successful executions of a child behaviour node in the AI decision tree.
Panic
Causes an entity to move in a random direction repeatedly with brief pauses, simulating a panic-flee behavior.
Panicandavoid
Triggers panicked movement in a random direction while avoiding nearby threats when a specified avoidance condition is met.
Runaway
Causes an entity to flee from a detected hunter or threat by calculating a safe escape direction and moving away, optionally returning home if near a safe location.
Runawaytodist
BehaviourNode that calculates and moves to a safe distance away from a hunter entity; returns SUCCESS when safe distance is achieved.
Stalkerchaseandattack
A deprecated AI behavior component that implements chasing, attacking, and avoidance logic by delegating to ChaseAndAttackAndAvoid with fixed avoidance distance.
StandAndAttack
BehaviourNode that makes an entity stand in place and attack a target until it dies or timeout expires.
Standstill
A behavior node that forces an entity to stop moving and remain stationary, conditionally invoking start/keep functions to determine ongoing validity.
Useshield
Controls shield mechanics by determining when an entity should enter or exit a shielded state based on recent damage, fire, projectiles, or fear events.
Wander
Controls an entity to move randomly within a defined area relative to a home position, using pathfinding and obstacle avoidance to navigate.