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UB1HouseholdBizDataAsset

Overview

  • Data asset defining global configuration for the household business system, including customer settings, fee rates, notifications, UI text maps, timeline IDs, tip system settings, and FarSite simulation parameters.

Metadata

FieldValue
Kindclass
EnvironmentB1 - Presentation
Categoryclasses
ExtendsUB1DataAssetBase

Properties (125)

NameTypeDescription
AccommodationCheckInScriptIdsstring[]Scripts run once for each guest when an accommodation booking is created. The guest is Self.
AccommodationCheckOutHourintegerHour of day used when calculating accommodation checkout ticks.
AccommodationCheckOutNoticeHoursintegerHow many hours before checkout the pre-checkout notice activity feed is sent. Must be in [1, 23].
AccommodationCheckOutPairScriptIdsstring[]Scripts run once for each unordered guest pair when an accommodation booking finishes.
AccommodationCheckOutSelfScriptIdsstring[]Scripts run once for each guest when an accommodation booking finishes. The guest is Self.
AccommodationCrowdCheckInHourintegerHour of day at which the accommodation crowd system checks vacant rooms and places guests.
AccommodationCrowdCityConfigsFB1AccommodationCrowdCityConfig[]Per-city min/max target range for occupied accommodation rooms. Cities not listed here are opted out of the accommodation crowd system (no rooms will be filled there).
AccommodationCrowdMaxStayDaysintegerMaximum number of nights a system-placed accommodation crowd guest stays.
AccommodationCrowdMinStayDaysintegerMinimum number of nights a system-placed accommodation crowd guest stays.
AccommodationGuestRecentHouseholdCooldownCountintegerHow many most-recently-placed waiting-family households are held back from the accommodation crowd guest pool, so the same family does not show up as a guest over and over. 0 disables the cooldown. Keep this below the city's waiting-family count, otherwise every candidate ends up on cooldown and the system falls back to reusing the oldest one.
AccommodationMaxStayDaysintegerMaximum number of days allowed for an accommodation booking.
AlreadyGiveTipsBuffIdstringBuff ID used to track that a tip has already been given today (one-day cooldown).
BizBaseExpintegerBase experience points awarded for a successful business day.
BizEmptySiteIconUTexture2DIcon texture displayed when the business site is empty or unoccupied.
BizEmptySiteNamestringLocalized text ID for the empty business site name displayed in the UI.
BizExpGrowthRateintegerExponential growth rate applied to business experience requirements per level.
BizJobIconUTexture2DIcon texture representing the business job role in the UI.
BizLevelRewardIconMaptable<integer, string>Map of business level to its reward icon ID used in the business record UI.
BizMaxLevelintegerMaximum level a business can reach.
BizStallPurchaseInteractionBagIdstringInteractionBagId used when a saleable object is placed on a business stall/sale surface.
BizTemplateThumbnailUTexture2DThumbnail texture used to represent a generic business template in the UI.
BusinessRelationshipLevelScorestable<integer, integer>Map of relationship level to customer satisfaction score bonus.
BusinessReviewFactorRangestable<EB1BusinessReviewFactorType, FB1BizFactorRange>Min/max satisfaction score bounds per review factor type; keep default values to use open bounds.
BusinessStallObjectTagstringObject tag that marks a sale surface object for business purchases.
CustomerBaseTimelineIdstringBase timeline ID used for customer characters.
CustomerBaseVisitHourintegerBase number of hours a customer stays per visit.
CustomerDissatisfiedMinStayHoursintegerMinimum number of hours a customer must stay before a dissatisfaction icon is displayed.
CustomerGaugeZOffsetnumberZ offset for the customer purchase desire gauge widget above the character's head.
CustomerSatisfactionBonusRelationshipIdstringRelationship type ID used to apply bonus satisfaction scores for customers.
CustomerSpawnDelayMaxMinutesintegerMaximum delay (in game minutes) before the first customer arrives after business opens.
CustomerSpawnDelayMinMinutesintegerMinimum delay (in game minutes) before the first customer arrives after business opens.
DailyBusinessEndByDisasterNotificationIdstringNotification ID sent when the daily business session ends due to a disaster.
DailyBusinessEndNotificationIdstringNotification ID sent when the daily business session ends normally.
DailyBusinessFeeRatenumberDaily fee rate charged proportional to the site price at the start of each business day.
DailyBusinessStartNotificationIdstringNotification ID sent when the daily business session starts.
EmployeeBaseTimelineIdstringBase timeline ID used for employee characters.
EmployeeSuddenLeaveNotificationIdstringNotification ID sent when an employee unexpectedly leaves during the business day.
EndDailyBusinessReasonTextMaptable<EB1HouseholdBizEndDailyBusinessReason, string>Map of end-of-daily-business reason enum to localized display text ID.
EntranceFeeTypeTextMaptable<EB1HouseholdBizEntranceFeeType, string>Map of entrance fee type enum to localized display text ID.
EntrepreneurAmbitionCompleteDiscountnumberAdditional daily business fee discount rate applied when the Entrepreneur ambition is fully completed (0.0–1.0).
EntrepreneurAmbitionIdstringAmbition ID for the Entrepreneur business ambition.
EvictedCustomerEntryBlockDayCountintegerNumber of in-game date changes before an evicted customer can enter the business again.
FarSiteBaseCustomerCountPerHourintegerBase number of customers simulated per hour in the FarSite simplified simulation.
FarSiteBaseProductRevenueintegerBase product purchase revenue per customer in the FarSite simplified simulation.
FarSiteBaseSatisfactionScoreintegerBase satisfaction score used in the FarSite simplified simulation.
FarSiteBaseServiceRevenueintegerBase service revenue per customer in the FarSite simplified simulation.
FarSiteSatisfactionBonusPerEmployeeintegerAdditional satisfaction score added per employee in the FarSite simplified simulation.
FarSiteSatisfactionBonusPerSkillLevelintegerAdditional satisfaction score added per top skill level point in the FarSite simplified simulation.
FranchiseLicenseUnlockLevelintegerBusiness level at which the franchise license is unlocked, allowing additional businesses to be opened.
HouseholdQuestIdPrefixstringQuest ID prefix used to identify household business tutorial quests.
ImmigrationButtonImagestringBackground image for the "Go Immigration" card button on the city-move selection screen. B1Texture2D.Id.
InsufficientDailyBusinessFeeEmployeeNotificationIdstringNotification ID sent to employees when the daily business fee cannot be paid.
InsufficientDailyBusinessFeeManagerNotificationIdstringNotification ID sent to the manager when the daily business fee cannot be paid.
Level4RevenueBonusnumberRevenue bonus rate applied when the business reaches level 4 (0.0–1.0).
ManagerBaseTimelineIdstringBase timeline ID used for the business manager character.
ManagerTooYoungNotificationIdstringNotification ID sent to the manager when the business cannot start due to age restrictions. DA_HouseholdBiz never set this value, so the alert never fired. The default is kept in code instead of relying on data.
MaxBizDescLenintegerMaximum allowed length for the business description string.
MaxBizNameLenintegerMaximum allowed length for the business name string.
MaxBusinessCountWithLicenseintegerMaximum number of businesses that can be operated when a franchise license is held.
MaxBusinessCountWithoutLicenseintegerMaximum number of businesses that can be operated without a franchise license.
MaxCustomerActivityCountintegerMaximum number of recommended customer activities that can be configured.
MaxCustomerFilterCountintegerMaximum number of customer filter conditions that can be configured.
MaxRecipeNumintegerMaximum number of recipes that can be configured for a business.
MaxStaffActivityCountintegerMaximum number of staff activities that can be configured per role.
MaxUniformSlotCountintegerMaximum number of uniform slots displayed per page in the uniform selection widget.
NegativeSubIconstringInner thought icon ID displayed for negative status in the business management sub-tab.
NoEmployeeNotificationIdstringNotification ID sent when no employees are present at the business site.
PositiveSubIconstringInner thought icon ID displayed for positive status in the business management sub-tab.
PricePolicyMultiplierstable<EB1HouseholdBizPricePolicyType, number>Service price multipliers keyed by price policy type.
PricePolicyTypeTextMaptable<EB1HouseholdBizPricePolicyType, string>Map of price policy type enum to localized display text ID.
PurchaseDesireCheckIntervalMinutesintegerInterval in game minutes between purchase desire threshold checks.
PurchaseDesireKioskPaymentInteractionBagIdstringInteractionBagId used to initiate the KIOSK payment interaction when threshold is reached.
PurchaseDesireMaxnumberMaximum absolute purchase desire value a customer can accumulate.
PurchaseDesirePaymentFailureDecreasenumberPurchase desire decrease amount when the payment flow fails after retries.
PurchaseDesirePaymentInteractionBagIdstringInteractionBagId used to initiate the payment interaction when threshold is reached.
PurchaseDesirePaymentRetryDurationMinutesintegerMaximum game minutes to keep driving (retrying) the purchase payment after the threshold is reached, before applying the failure decrease.
PurchaseDesirePaymentSuccessDecreasenumberPurchase desire decrease amount applied at the C++ transaction-success point of a purchase.
PurchaseDesireProductInteractionTagsstring[]InteractionBag tags that identify product-purchase interactions. Used to cache purchasable object interactions for payment completion.
PurchaseDesireScanBatchSizeintegerNumber of objects to scan per TimeTask tick when building the purchasable interaction cache.
PurchaseDesireThresholdnumberPurchase desire threshold that triggers a payment interaction for the customer.
PurchaseDesireUIChangeThresholdnumberMinimum absolute purchase desire delta required before the customer gauge toast is visible.
PurchaseDesireUIShowDurationSecondsnumberDuration in seconds for the customer gauge toast after a visible purchase desire change.
PurchaseKioskRecommendedObjectIdstringKIOSK object recommended in build mode when the KIOSK payment method is selected.
PurchasePaymentMethodTextMaptable<EB1HouseholdBizPurchasePaymentMethod, string>Map of purchase payment method enum to localized display text ID.
RelationshipEventCooldownMaxDaysintegerMaximum cooldown in days before another relationship-based event can trigger (Min <= Max; both 0 means no cooldown).
RelationshipEventCooldownMinDaysintegerMinimum cooldown in days before another relationship-based event can trigger (0 means no cooldown).
RelationshipEventRulesFB1HouseholdBizRelationshipEventRule[]List of relationship-based event rules evaluated at the end of each business day.
RequiredNoticeRecipeCategorystringRecipe crafting category that carries the "required" notice for a restaurant-type business. Must be the first VisibleRecipeCategory entry.
RestaurantCustomerSpawnCutoffLeadMinutesintegerLead time in game minutes before closing that stops automatic restaurant customer spawning. Skipped when the day's operating span does not exceed this value.
RestaurantGroupHouseholdWeightintegerRelative weight for selecting the Household companion pool when spawnable candidates exist. Zero disables the pool.
RestaurantGroupMinRelationshipValuenumberMinimum relationship stat value (romance/business/friendship, whichever is highest) for a related Zoi to be picked as a party companion.
RestaurantGroupOtherWeightintegerRelative weight for selecting the non-Household, non-romance relationship companion pool. Zero disables the pool.
RestaurantGroupRomanceWeightintegerRelative weight for selecting the non-Household romance companion pool when spawnable candidates exist. Zero disables the pool.
RestaurantGroupSeedRelationshipValuenumberFriendship value seeded between otherwise-unrelated single Zois so they can form a restaurant party.
RestaurantGroupVisitChancenumberProbability [0,1] that a spawned restaurant customer arrives as the anchor of a relationship-based party.
RestaurantPossessClaimIntervalMinutesintegerInterval in game minutes at which restaurant reconciler steps may act on possessed characters (claim assignment/revocation, and system-queued guide/order/payment toward a possessed customer).
RestaurantReconcileIntervalMinutesintegerInterval in game minutes between restaurant reconciler task ticks.
RestaurantServiceCompletedCooldownMinutesintegerGame minutes a customer must stay away after completing restaurant payment before re-entering counts as a new visit (resets bRestaurantServiceCompleted).
RestaurantServiceStallCheckIntervalMinutesintegerInterval in game minutes between restaurant service stall checks. Kept coarse because the stall threshold is hours.
RestaurantServiceStallSatisfactionScoreintegerServiceAvailability satisfaction score applied to each customer of a table whose service stalled past the timeout.
RestaurantServiceStallTimeoutMinutesintegerGame minutes a restaurant table may stay in the same service state before its party is sent home.
RestaurantServingSlotObjectDestroySatisfactionScoreintegerSatisfaction score applied when restaurant serving destroys a non-customer object occupying the assigned food slot.
RoleDefaultActivityDataFB1HouseholdBizRoleActivityDataDefault activity tags automatically assigned per role (Manager/Employee/Customer) without explicit user selection.
SalaryLevelMultiplierstable<EB1HouseholdBizSalaryLevelType, number>Hourly wage multipliers keyed by salary level type.
SalaryLevelTypeTextMaptable<EB1HouseholdBizSalaryLevelType, string>Map of salary level type enum to localized display text ID.
SaleableHHBStateGroupIdstringStateGroupId that marks an object as saleable for HouseholdBiz slot scanning.
SatisfactionToExpRationumberAmount of experience gained per 1 point of customer satisfaction score.
ServiceCustomerEntryDefaultPriceintegerDefault auto-revenue price on customer entry for a business with zero recipes (service-centric). The business level / PricePolicy multiplier is additionally applied.
SkillSalaryInfoListFB1HouseholdBizSkillSalaryInfo[]Salary multiplier entries mapped to employee skill level thresholds.
StoreMannequinAutoPurchaseInteractionBagIdstringInteractionBagId used for automatic store mannequin purchase completion.
TargetCustomerDataFB1TargetCustomerDataFull target customer data used in the business customer-targeting configuration widget.
TipBottleEmptyStateIdstringState ID representing the empty state of the tip bottle.
TipBottleFullNotificationIdstringNotification ID sent when the tip bottle becomes full.
TipBottleFullStateIdstringState ID representing the full state of the tip bottle.
TipBottleHalfFullStateIdstringState ID representing the half-full state of the tip bottle.
TipBottleObjectTagstringObject tag used to identify the tip bottle object in the scene.
TipBottleStateGroupIdstringState group ID used to change the visual appearance of the tip bottle object.
TipConfigFB1HouseholdBizTipConfigGlobal configuration for the tip system, including base amounts, multipliers, and probabilities.
TipSuccessBuffIdstringBuff ID applied to the employee upon successfully receiving a tip.
TravelButtonImagestringBackground image for the "Go Travel" card button on the city-move selection screen. B1Texture2D.Id.
TravelForcedReturnBuffIdstringBuff granted to the travel party when a city travel ends early. Checkout scripts branch on it.
TravelStampTextureMaptable<string, string>Stamp image shown on the travel confirm page, keyed by destination city. Key = Map.Id (city), Value = B1Texture2D.Id.
UniformDataListFB1BizUniformAssetData[]List of uniform assets available for selection in the business uniform widget.
ValidateFailedReasonTextMaptable<EB1HouseholdBizValidateFailedReason, string>Map of validation failure reason enum to localized display text ID.
VisibleRecipeCategorystring[]Recipe categories displayed in the business recipe panel. The array order is the display order and is fixed by spec; RequiredNoticeRecipeCategory must stay at index 0.