void CacheProducibles(Actor playerActor)
{
producible.Clear();
if (!Enabled)
return;
var ttc = playerActor.Trait<TechTree>();
foreach (var a in AllBuildables(Info.Type))
{
var bi = a.TraitInfo<BuildableInfo>();
producible.Add(a, new ProductionState());
ttc.Add(a.Name, bi.Prerequisites, bi.BuildLimit, this);
}
}