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@ -723,11 +723,11 @@ While placing a building, you can set filters for what materials you want the bu
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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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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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be decorated.
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If a building type takes more than one item to construct, use
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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:`Left` and :kbd:`Ctrl`:kbd:`Right` to select the item that you
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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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want to set filters for. Any filters that you set will be used for all buildings
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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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of the selected type from that point onward (until you set a new filter or clear
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(until you set a new filter or clear the current one). Buildings placed before the filters
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the current one).
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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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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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a filter to accept only certain types of stone.
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@ -745,6 +745,42 @@ Note that Quickfort mode is only for compatibility with the legacy Python Quickf
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DFHack `quickfort` script does not need Quickfort mode to be enabled. The `quickfort` script
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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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will successfully integrate with buildingplan as long as the buildingplan plugin is enabled.
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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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The available settings are:
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+----------------+---------+---------------------------------------+
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| Setting | Default | Description |
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+================+=========+=======================================+
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| blocks | true | 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 | 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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You only need to set the settings for new fortresses since your current filter settings
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are saved with your game.
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.. _confirm:
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.. _confirm:
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confirm
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confirm
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