Buildings Part 2

Used to Refine Primatives into Polygons on the Mine level. Receives a connection from a TrackLink, and links to another TrackLink, passing the refined materials through itself. Becomes online when 20 Polygons are refined. This cannot be changed.

An item of research that can be captured by an engineer to give the player a new unit/weapon. It has two extra options:
ResearchType: Defaults to Engineer (appears as Engineer in menu). Specifies what the player will receive when their engineer captures this.
Level: The level of the research this item gives.

Creates an Objective point that requires you to get a certain number of units into its area. Eg. The 'Get 200 Darwinians to the Tree' objective on the Containment level. The mission objective isn't automatically created, you have to add it manually (see the scripting section later on). The SafeArea becomes online once enough units of the correct type are in its area.
SafeAreas have 3 extra options:
Size: The size of the safe area. This is the area your units must be in to activate the area.
Capacity: The number of units required to activate the safe area.
Unit type: The type of unit required to activate the safe area. Defaults to Darwinians (appears as Darwinian on the menu).

This triggers a script on one of 2 conditions: Always (when the level loads), or when a unit enters its range.
ScriptTriggers have 3 extra options:
Range: The range a unit that triggers the script needs to be in before it triggers.
Script: The script that is triggered.
Trigger event: How the event is triggered. If set to Always, the script will play when the level starts, otherwise, it will trigger when the selected unit enters its range (or, never, if Never is selected). Defaults to Never (appears as Never on the menu).

Part of the Generator system. Connects to a Pylon, and becomes online when enough Darwinians are at its base.

The spam emails fousnd on the Temple level. They require no links and have no options. Just place them and they're ready to go.

SpawnLinks are used on Biosphere and Temple to carry souls from the SpawnPointMaster to the SpawnPoints. They behave slightly differently from most buildings in the way they link. You can use the normal link button to link them to other SpawnLinks, or to SpawnPoints, however, the normal link value will stay at -1. You can link to as many other SpawnLinks or SpawnPoints as you like. They also have an extra button called Clear links, which deletes all of these links.

The SpawnPoints are found on Biosphere and temple. SpawnLinks are connected to them, and, as long as at least one Darwinian is at its base, it will produce Darwinians. The team of the Darwinians it creates depends on the team of the Darwinians powering it. They can link to more than one thing in the same way as SpawnLinks, and have the same Clear Links button.

The Master Controler for the SpawnPoints. It divides up the souls and sends them along SpawnLinks to the SpawnPoints. You can connect SpawnPointMaster's to SpawnLinks or to SpawnPoints directly, but nothing else can be linked to them, or you will crash the editor. Note that it is not actually nessecery to connect a SpiritSpawner or anything else to a SpawnPointMaster, they spawn spirits themselves.
This building comes online once the population of the Red Team (team 1) on the level has dropped below a certain level.

The SpawnPopulationLock controls the population of all spawnpoints under its search radius. This includes AISPawnPoints, SpawnPoints and AntNests. If the population in its area reaches a certain limit, all the spawn points will shut down until the population is lower. SpawnPopulationLock has 2 extra options:
SearchRadius: The area under which it checks the population and locks spawn points.
MaxPopulation: The maximum population before the Spawn points are shut down.

Part of the Receiver system. All of the ReceiverLinks ultimately lead to one of these. It also links to a ReceiverLink itself, and sends spirits down the line. Placing one of these on a level will also cause spirits to fall all over the map, just like on the Receiver level.

The other part of the Receiver System. These catch spirits and send them to the ReceiverLinks that they are linked to.

The SpiritSpawner looks like a ReceiverLink, except that it creates spirits and sends them along connected ReceiverLinks. It is purely for visual effect - no building requires one of these to be connected to it.

StaticShapes are used to add unique touches to your levels. A StaticShape allows you to enter any shape file, and that file will be loaded by the game into that position. You can theoretically add anything in this way. The large stone Easter Island-like heads on Biosphere are static shapes. The only down side is that they are just that - static. They have no functionality.
StaticShapes have one extra options:
Shape: This is the name of the shape file you want to use. The shapefile must either be in the standard game's Shape directory, or in your Mods Shape directory (darwinia/mods/modname/shapes/).

A TrackEnd is where a cart on a Track system will empty itself. It looks like a regular TrackLink, and behaves like one - it links on to other TrackLinks to continue the system. The only difference is that, if the building that toggles the TrackEnd is active, any cart that passes the TrackEnd will empty. TrackEnds have one extra option:
ToggledBy: The ID of the building that needs to be online before carts will empty at this TrackEnd.

A TrackJunction behaves exactly like a regular TrackLink, except that it can link itself to more than one TrackLink, and carts will split themselves amoungst the links. The Link button works in the same way as the SpiritLink - you can use it as you normally would, except you can use it more than once, and the link field will stay set as -1.

The standard TrackLink. Used to carry carts around the mining system in Mine, and to the Yard facility in Yard. They link to Mines, Refineries, TrackJunctions, TrackEnds, other TrackLinks and TrackStarts. The carts on a track system require a Yard or a Refinery on the level to be online before they will start moving around the system.

Trees are perhaps the coolest thing in the game. Using the Tree building, you can create an unlimited number of totally unique, great looking trees. Trees have so many options that they have their own seperate Tree Editor window open when you select one, in addition to the normal Building Editor. Heres a rundown of what each option in the Tree Editor does:

Randomise : Change the Seed for your tree.

CloneSimilar: Creates a copy of the selected tree with the same colours and other settings, but a different seed. The tree is placed at the Crosshair.

Branch Col: The colour of the trees trunk and branches.

Leaf Col: The colour of the trees leaves.

Height: Make your tree bigger or smaller.

BudSize: Makes each individual leaf spread out more or less. The higher you set it, the blurrier the leaves become.

PushUp: Change how high the brances reach into the air.

PushOut: Change how far out the branches spread.

Iterations: Changes the number of times a branch will split before stopping. This defaults at 6, and while it looks cool, setting it any higher will seriously hurt your performance.

Seed: This is changed by the Randomise button.

The nefarious Triffid. These things will launch triffid eggs into a specified area, which will then hatch into enemy units. These things have loads of options that let you control where they launch and what their eggs hatch into.
Size: The size of the Triffid.

Pitch: The angle that the Triffid is pointing, and will launch the eggs.

Force: How hard, and subsequently how far, it will launch its eggs.

Variance: The Triffids sway from side to side, which effects where their eggs will land. This alters that.

Reload: How often the triffid will launch.

Spawn*: The Spawn variables dictate what will hatch from the eggs. Setting a variable to 1 will give that unit a chance of hatching from the egg (unless you only set one of them to 1, in which case only that will hatch).

UseTrigger: Each Triffid comes with a trigger zone. If this is set to one, it will only start firing if an enemy unit enters the Trigger zone.

Trigger X/Trigger Z: Move the trigger zone. It is represented by a red ring which starts around the triffid.

TriggerRad: Radius of the Trigger zone. Change this to alter the size of the area that triggers the triffid.

Anything that hatches from a triffid egg will be on the same team as the triffid itself.

The big round stargate-like things. TrunkPorts form links between levels on the world map. The game will automatically generate links on the map between areas that are connected by a TrunkPort.
TrunkPorts have one extra option:
TargetLocation: This is the location that the TrunkPort will link to. You can find the location ID of all the locations in your mod in the locations.txt file which is in your mod directory.

When you add a TrunkPort to your level, it will automatically make capturing the TrunkPort a secondary objective, unless you manually add it as a primary. (See the Scripting section later on for info on adding objectives). You will need to link a ControlTower to your TrunkPort so that it can be capured.

This does nothing.

Its a wall. It does what walls do. This will stop units from passing, forcing them to find another way around. They aren't very big though, so you'll likely need more than one of them.

The Armour production facility. Requires links from a PylonEnd and a TrackEnd. It will produce armour once Darwinians are powering it. There's not much else to the yard really, except its size - its needs a lot of space to fit on land properly.

Thats the last of the buildings!
This is the end of the basics. You should now have everything you need to know to make great levels. However, there is still more to learn if you want to make a good, complete mod.