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@ -18,41 +18,41 @@ for the placed building, it will be created in a suspended state. Buildingplan
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will periodically scan for appropriate items and attach them. Once all items are
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attached, the construction job will be unsuspended and a dwarf will come and
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build the building. If you have the `unsuspend` overlay enabled (it is enabled
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by default), then buildingplan-suspended buildings will appear with a ``P`` marker
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on the main map, as opposed to the usual ``x`` marker for "regular" suspended
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buildings.
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by default), then buildingplan-suspended buildings will appear with a ``P``
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marker on the main map, as opposed to the usual ``x`` marker for "regular"
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suspended buildings.
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If you want to impose restrictions on which items are chosen for the buildings,
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buildingplan has full support for quality and material filters. Before you place
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a building, you can select a component item in the list and hit ``f`` or click on
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the ``filter`` button next to the item description. This will let you choose your
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desired item quality range, whether the item must be decorated, and even which
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specific materials the item must be made out of. This lets you create layouts
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with a consistent color, if that is part of your design.
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a building, you can select a component item in the list and hit ``f`` or click
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on the ``filter`` button next to the item description. This will let you choose
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your desired item quality range, whether the item must be decorated, and even
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which specific materials the item must be made out of. This lets you create
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layouts with a consistent color, if that is part of your design.
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If you just care about the heat sensitivity of the building, you can set the
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building to be fire- or magma-proof in the placement UI screen or in any item
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filter screen, and the restriction will apply to all building items. This makes it
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very easy to create magma-safe pump stacks, for example.
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filter screen, and the restriction will apply to all building items. This makes
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it very easy to create magma-safe pump stacks, for example.
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Buildingplan works very well in conjuction with other design tools like
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`gui/quickfort`, which allow you to apply a building layout from a blueprint. You
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can apply very large, complicated layouts, and the buildings will simply be built
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when your dwarves get around to producing the needed materials. If you set filters
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in the buildingplan UI before applying the blueprint, the filters will be applied
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to the blueprint buildings, just as if you had planned them from the buildingplan
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placement UI.
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`gui/quickfort`, which allow you to apply a building layout from a blueprint.
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You can apply very large, complicated layouts, and the buildings will simply be
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built when your dwarves get around to producing the needed materials. If you
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set filters in the buildingplan UI before applying the blueprint, the filters
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will be applied to the blueprint buildings, just as if you had planned them
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from the buildingplan placement UI.
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One way to integrate buildingplan into your gameplay is to create manager
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workorders to ensure you always have a few blocks/doors/beds/etc. available. You
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can then place as many of each building as you like. Produced items will be used
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to build the planned buildings as they are produced, with minimal space dedicated
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to stockpiles. The DFHack `orders` library can help with setting up these manager
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workorders for you.
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to build the planned buildings as they are produced, with minimal space
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dedicated to stockpiles. The DFHack `orders` library can help with setting up
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these manager workorders for you.
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If you do not wish to use the ``buildingplan`` interface, you can turn off the
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``buildingplan.planner`` overlay in `gui/overlay`. You should not disable the
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``buildingplan`` service entirely in `gui/control-panel` since then existing
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``buildingplan.planner`` overlay in `gui/control-panel`. You should not disable
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the ``buildingplan`` service entirely in `gui/control-panel` since existing
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planned buildings in loaded forts will stop functioning.
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Usage
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@ -92,3 +92,87 @@ constructions::
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on-new-fortress buildingplan set boulders false
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on-new-fortress buildingplan set logs false
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Building placement
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------------------
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Once you have selected a building type to build in the vanilla build menu, the
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`buildingplan` placement UI appears as an `overlay` widget, covering the
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vanilla building placement panel.
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For basic usage, you don't need to change any settings. Just click to place
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buildings of the selected type and right click to exit building mode. Any
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buildings that require materials that you don't have on hand will be suspended
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and built when the items are available.
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When building constructions, you'll get a few extra options, like whether the
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construction area should be hollow or what types of stairs you'd like at the
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top and bottom of a stairwell. Also, unlike other buildings, it is ok if some
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tiles selected in the construction area are not appropriate for building. For
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example, if you want to fill an area with flooring, you can select the entire
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area, and any tiles with existing buildings or walls will simply be skipped.
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Setting heat safety filters
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+++++++++++++++++++++++++++
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If you specifically need the building to be magma- or fire-safe, click on the
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"Building safety" button or hit :kbd:`g` until the desired heat safety is
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displayed. This filter applies to all items used to construct the building.
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Setting quality and material filters
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++++++++++++++++++++++++++++++++++++
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If you want to set restrictions on the items chosen to complete the planned
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building, you can click on the "filter" button next to the item name or select
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the item with the :kbd:`*` and :kbd:`/` keys and hit :kbd:`f` to bring up the
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filter dialog.
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You can select whether the item must be decorated, and you can drag the ends of
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the "Item quality" slider to set your desired quality range. Note that blocks,
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boulders, logs, and bars don't have a quality and the quality options are
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disabled for those types. As you change the quality settings, the number of
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currently available matched items of each material appears in the materials
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list.
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You can click on specific materials to allow only items of those materials when
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building the current type of building. You can also allow or disallow entire
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categories of materials by clicking on the "Type" options on the left. Note
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that it is perfectly fine to choose materials that currently show 0 quantity.
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`buildingplan` will patiently watch for items made of materials you have
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selected.
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Choosing specific items
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+++++++++++++++++++++++
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If you want to choose specific items, click on the "Choose from items" toggle
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or hit :kbd:`i` before placing the building. When you click to place the
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building, a dialog will come up that allows you choose which items to use. The
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list is sorted by most recently used materials for that building type by
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default, but you can change to sort by name or by available quantity by
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clicking on the "Sort by" selector or hitting :kbd:`R`.
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You can select the maximum quantity of a specified item by clicking on the item
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name or selecting it with the arrow keys and hitting :kbd:`Enter`. You can
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instead select items one at a time by Ctrl-clicking (:kbd:`Shift`:kbd:`Right`)
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to increment or Ctrl-Shift-clicking (:kbd:`Shift`:kbd:`Left`) to decrement.
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Once you are satisfied with your choices, click on the "Build" button or hit
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:kbd:`B` to continue building. Note that you don't have to select all the items
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that the building needs. Any remaining items will be automatically chosen from
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other available items (or future items if not all items are available yet). If
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there are multiple item types to choose for the current building, one dialog
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will appear per item type.
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Building status
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---------------
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When viewing a planned building, a separate `overlay` widget appears on the
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building info sheet, showing you which items have been attached and which items
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are still pending. For the pending items, you can see its position in the
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fulfillment queue. If there is a particular building that you need built ASAP,
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you can click on the "make top priority" button (or hit :kbd:`Ctrl`:kbd:`T`) to
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bump the items for this building to the front of their respective queues.
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Note that each item type and filter configuration has its own queue, so even if
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an item is in queue position 1, there may be other queues that snag the needed
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item first.
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