📄️ Approach
A behaviour node that moves an entity toward a target entity until it reaches a specified distance threshold.
📄️ Attackwall
A behaviour node that instructs an entity to attack the nearest wall-like target within a narrow frontal cone.
📄️ Avoidelectricfence
A behaviour node that triggers evasive movement when the entity is near or shocked by an electrified fence, calculating a safe flee angle and commanding locomotion to run away.
📄️ Avoidlight
A behaviour node that steers an entity away from light sources by dynamically calculating避光 movement angles and coordinating locomotion.
📄️ Beargeroffscreen
Controls off-screen movement and environmental interaction for Bearger during its off-screen phase, including path planning, terrain traversal, obstacle clearing, and trail item generation.
📄️ Chaseandattack
Implements a behavior node that directs an entity to chase and attack a target, handling pursuit logic, attack tracking, timeout conditions, and target validation.
📄️ Chaseandattackandavoid
A behaviour node that enables an entity to chase a target, attack it, and avoid hazardous objects when in close proximity, while supporting timeouts and attack limits.
📄️ Chaseandram
A behaviour node that makes an entity chase and ram toward a combat target, executing attacks along the way while respecting distance, time, and attack count limits.
📄️ Chattynode
A behavior node that periodically triggers speech (chatter or spoken lines) from an entity using talker or npc_talker components, based on configurable timing and message sources.
📄️ Controlminions
Controls minion behavior by locating nearby interactable entities and assigning buffered harvesting, picking, or pickup actions to the nearest available minion.
📄️ Doaction
Executes an action obtained via a callback function as part of the AI behavior system, managing its lifecycle including success, failure, and timeout.
📄️ Faceentity
A behaviour node that orients an entity toward a dynamic target entity and optionally triggers an alert state, primarily used during AI decision-making.
📄️ Findclosest
Selects the closest valid entity within range based on tag filters and moves the owner entity to maintain a safe distance from it.
📄️ Findfarmplant
Identifies and selects a valid tendable farm plant for an entity to approach and tend, based on stress state (stressed or unstressed) and custom validation criteria.
📄️ Findflower
A behaviour node that identifies and selects the nearest valid flower for pollination, then initiates a pollination action.
📄️ Findlight
A behaviour node that guides an entity toward the nearest valid light source within range, maintaining a safe distance once reached.
📄️ Follow
A behaviour node that enables an entity to follow a target entity within configurable distance ranges, adjusting movement based on proximity, platform constraints, and run/walk settings.
📄️ Leash
A behaviour node that moves an entity toward a fixed home position if it exceeds a maximum leash distance, and stops movement when it returns within the return radius.
📄️ Leashandavoid
A behaviour node that moves an entity toward a home location while avoiding an optional target object, ceasing movement if the entity is within the leash radius or succeeding when the return distance is reached.
📄️ Minperiod
Ensures that a child behaviour node executes no more frequently than a specified minimum time interval, acting as a rate-limiting decorator in behaviour trees.
📄️ Panic
Causes an entity to randomly change movement direction at short intervals, simulating erratic panic behavior.
📄️ Panicandavoid
Causes an entity to panic and randomly change direction while attempting to avoid a nearby target object when it is within a specified distance.
📄️ Runaway
A behaviour node that steers an entity away from nearby hostile entities by computing and executing evasive movement paths.
📄️ Stalkerchaseandattack
A deprecated behaviour component that extends ChaseAndAttackAndAvoid with fixed avoidance distance (6 units) for stalker-type entities; retained only for backward compatibility with existing mods.
📄️ Standandattack
A behaviour node that makes an entity face and continuously attempt to attack its current combat target for a limited duration, optionally stopping movement before attacking.
📄️ Standstill
A behaviour node that forces an entity to remain stationary by stopping its locomotor and optionally evaluating conditional logic to maintain or terminate the state.
📄️ Useshield
A behaviour node that controls an entity’s shield state—activating when damage thresholds, incoming projectiles, or fear effects are detected, and deactivating after a configurable cooldown or threat resolution.
📄️ Wander
A behaviour node that causes an entity to wander randomly around a home point or freely, using pathfinding-aware offset calculations and locomotion controls.