181 lines
8.3 KiB
ReStructuredText
181 lines
8.3 KiB
ReStructuredText
buildingplan
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============
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.. dfhack-tool::
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:summary: Plan building layouts with or without materials.
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:tags: fort design buildings
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Buildingplan allows you to place furniture, constructions, and other buildings,
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regardless of whether the required materials are available. This allows you to
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focus purely on design elements when you are laying out your fort, and defers
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item production concerns to a more convenient time.
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Buildingplan is an alternative to the vanilla building placement UI. It appears
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after you have selected the type of building, furniture, or construction that
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you want to place in the vanilla build menu. Buildingplan then takes over for
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the actual placement step. If the placed building requires materials that
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aren't available yet, it will be created in a suspended state. Buildingplan will
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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.
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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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<Setting quality and material filters>`_). This lets you create layouts with a
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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. This makes it
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very easy to ensure that your pump stacks and floodgates, for example, are
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magma-safe.
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Buildingplan works 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.
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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
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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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If you do not wish to use the ``buildingplan`` interface, you can turn off the
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``buildingplan.planner`` overlay in `gui/control-panel` (on the "Overlays"
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tab). You should not disable the ``buildingplan`` "System service" in
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`gui/control-panel` since existing planned buildings in loaded forts will stop
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functioning.
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Usage
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-----
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::
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buildingplan [status]
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buildingplan set <setting> (true|false)
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Examples
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--------
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``buildingplan``
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Print a report of current settings, which kinds of buildings are planned,
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and what kinds of materials the buildings are waiting for.
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``buildingplan set boulders false``
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When finding items to satisfy "building materials" requirements, don't
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select boulders. Use blocks or logs (if enabled) instead.
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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 affect what materials
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can be chosen when attaching items to planned buildings:
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``blocks``, ``boulders``, ``logs``, ``bars`` (defaults: true, true, true, false)
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Allow blocks, boulders, logs, or bars to be matched for generic "building
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material" items.
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These settings are saved with your fort, so you only have to set them once and
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they will be persisted in your save.
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If you normally embark with some blocks on hand for early workshops, you might
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want to add this line to your ``dfhack-config/init/onMapLoad.init`` file to
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always configure `buildingplan` to just use blocks for buildings and
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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 is adjusted 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 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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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 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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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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