89 lines
4.4 KiB
ReStructuredText
89 lines
4.4 KiB
ReStructuredText
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buildingplan
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============
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When active (via ``enable buildingplan``), this plugin adds a planning mode for
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building placement. You can then place furniture, constructions, and other buildings
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before the required materials are available, and they will be created in a suspended
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state. Buildingplan will periodically scan for appropriate items, and the jobs will
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be unsuspended when the items are available.
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This is very useful when combined with `workflow` - you can set a constraint
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to always have one or two doors/beds/tables/chairs/etc available, and place
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as many as you like. The plugins then take over and fulfill the orders,
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with minimal space dedicated to stockpiles.
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.. _buildingplan-filters:
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Item filtering
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--------------
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While placing a building, you can set filters for what materials you want the building made
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out of, what quality you want the component items to be, and whether you want the items to
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be decorated.
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If a building type takes more than one item to construct, use :kbd:`Ctrl`:kbd:`Left` and
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:kbd:`Ctrl`:kbd:`Right` to select the item that you want to set filters for. Any filters that
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you set will be used for all buildings of the selected type placed from that point onward
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(until you set a new filter or clear the current one). Buildings placed before the filters
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were changed will keep the filter values that were set when the building was placed.
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For example, you can be sure that all your constructed walls are the same color by setting
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a filter to accept only certain types of stone.
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Quickfort mode
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--------------
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If you use the external Python Quickfort to apply building blueprints instead of the native
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DFHack `quickfort` script, you must enable Quickfort mode. This temporarily enables
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buildingplan for all building types and adds an extra blank screen after every building
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placement. This "dummy" screen is needed for Python Quickfort to interact successfully with
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Dwarf Fortress.
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Note that Quickfort mode is only for compatibility with the legacy Python Quickfort. The
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DFHack `quickfort` script does not need Quickfort mode to be enabled. The `quickfort` script
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will successfully integrate with buildingplan as long as the buildingplan plugin is enabled.
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.. _buildingplan-settings:
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Global settings
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---------------
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The buildingplan plugin has several global settings that can be set from the UI (:kbd:`G`
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from any building placement screen, for example: :kbd:`b`:kbd:`a`:kbd:`G`). These settings
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can also be set from the ``DFHack#`` prompt once a map is loaded (or from your
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``onMapLoad.init`` file) with the syntax::
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buildingplan set <setting> <true|false>
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and displayed with::
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buildingplan set
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The available settings are:
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+----------------+---------+-----------+---------------------------------------+
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| Setting | Default | Persisted | Description |
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+================+=========+===========+=======================================+
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| all_enabled | false | no | Enable planning mode for all building |
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| | | | types. |
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+----------------+---------+-----------+---------------------------------------+
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| blocks | true | yes | Allow blocks, boulders, logs, or bars |
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+----------------+---------+ | to be matched for generic "building |
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| boulders | true | | material" items |
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+----------------+---------+ | |
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| logs | true | | |
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+----------------+---------+ | |
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| bars | false | | |
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+----------------+---------+-----------+---------------------------------------+
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| quickfort_mode | false | no | Enable compatibility mode for the |
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| | | | legacy Python Quickfort (not required |
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| | | | for DFHack quickfort) |
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+----------------+---------+-----------+---------------------------------------+
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For example, to ensure you only use blocks when a "building material" item is required, you
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could add this to your ``onMapLoad.init`` file::
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on-new-fortress buildingplan set boulders false; buildingplan set logs false
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Persisted settings (i.e. ``blocks``, ``boulders``, ``logs``, and ``bars``) are saved with
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your game, so you only need to set them to the values you want once.
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