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				@ -19,11 +19,11 @@ periodically scan for appropriate items and attach them to the planned
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				building. Once all items are attached, the construction job will be unsuspended
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				and a dwarf will come and build the building. If you have the `unsuspend`
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				overlay enabled (it is enabled by default), then buildingplan-suspended
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				buildings will appear with a ``P`` marker on the main map, as opposed to the
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				usual ``x`` marker for "regular" suspended buildings. If you have
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				`suspendmanager` running, then buildings will be left suspended when their
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				items are all attached and ``suspendmanager`` will unsuspend them for
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				construction when it is safe to do so.
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				buildings will be tagged with a clock graphic in graphics mode or a ``P``
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				marker in ASCII mode, as opposed to the ``x`` marker for "regular" suspended
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				buildings. If you have `suspendmanager` running, then buildings will be left
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				suspended when their items are all attached and ``suspendmanager`` will
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				unsuspend them for construction when it is safe to do so.
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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 (see `below
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				@ -45,10 +45,10 @@ 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
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				dedicated to stockpiles. The DFHack `orders` library can help with setting
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				these manager workorders up for you.
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				can then place as many of each building as you like. Items will be used to
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				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 these manager
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				workorders up for you.
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				If you don't want to use the ``buildingplan`` interface for the building you're
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				currently trying to place, you can hit :kbd:`Alt`:kbd:`M` or click on the
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				@ -125,16 +125,17 @@ 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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				For weapon and spike traps, you can choose how many weapons will be included
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				on this panel.
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				Some building types will have other options available as well, such as a
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				selector for how many weapons you want in weapon traps or whether you want your
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				built cages to not have any occupants.
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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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				building, you can click on the "[any material]" link next to the item name or
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				select the item with the :kbd:`q` or :kbd:`Q` keys and hit :kbd:`f` to bring up
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				the 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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				@ -147,32 +148,33 @@ 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 zero 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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				`buildingplan` will patiently wait for items made of materials you have
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				selected to become available.
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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`. The configuration for
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				whether you would like to choose specific items is saved per building type and
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				will be restored when you plan more of that building type.
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				If you want to choose specific items instead of using the filters, click on the
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				"Choose items" selector or hit :kbd:`z` before placing the building. You can
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				choose to be prompted for every item ("Manually") or you can have it
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				automatically select the type of item that you last chose for this building
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				type. The list you are prompted with is sorted by most recently used materials
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				for that building type by default, but you can change to sort by name or by
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				available quantity by clicking on the "Sort by" selector or hitting :kbd:`R`.
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				The configuration for whether you would like to choose specific items is saved
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				per building type and will be restored when you plan more of that building type.
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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 "Confirm" button or hit
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				Once you are satisfied with your choices, click on the large green button or hit
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				:kbd:`C` 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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				other available items (or from items produced in the future if not all items
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				are available yet). If there are multiple item types to choose for the current
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				building, one dialog will appear per item type.
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				Building status
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				---------------
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				@ -180,7 +182,8 @@ Building status
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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 a pending item, 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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				fulfillment queue. You need to manufacture these items for them to be attached
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				to the building. 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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