.. _structures.buildings:
#########
buildings
#########
.. _structures.buildings.building_type:
buildings.building_type
=======================
.. code-block:: xml
.. _structures.buildings.building_flags:
buildings.building_flags
========================
.. code-block:: xml
actually built, not just ordered
items on ground on site
major intersection with another room?
when requesting delete while in_update
.. _structures.buildings.door_flags:
buildings.door_flags
====================
.. code-block:: xml
.. _structures.buildings.gate_flags:
buildings.gate_flags
====================
.. code-block:: xml
?; bridge
bridge
.. _structures.buildings.building_extents:
buildings.building_extents
==========================
.. code-block:: xml
0 - not room; 1 in stockpile; 2 wall; 3 inner; 4 distance
boundary.
.. _structures.buildings.building_drawbuffer:
buildings.building_drawbuffer
=============================
.. code-block:: xml
.. _structures.buildings.building:
buildings.building
==================
.. code-block:: xml
top left
work location
bottom right
other buildings within this room
rooms this building belongs to
v0.40.1
after Remv Cre, prevents unit from taking jobs at building
v0.34.01
v0.34.01
v0.40.1
v0.42.1
v0.42.1
v0.40.1
?
used by the give to building ui of stockpile
from magma OR machine power
bridge: material*10 rough, material*30 smooth
bridge: material*10
same as querying and pressing X
1..10
false if already, or cannot be
the true set looks like things where the unit should stand aside
Add to world.buildings.other.*
Remove from world.buildings.other.*
0 = active/open, 1 = inactive/closed
checks contained_items[0] for FIREIMMUNE
not hidden, or hide/unhide UI mode
checks coordinates, calls isVisibleInUI and checks window_xy
building_wellst only
squad_use_flags.whole
v0.42.01, related to tavern beds
.. _structures.buildings.stockpile_links:
buildings.stockpile_links
=========================
.. code-block:: xml
.. _structures.buildings.building_stockpilest:
buildings.building_stockpilest
==============================
.. code-block:: xml
.. _structures.buildings.hospital_supplies:
buildings.hospital_supplies
===========================
.. code-block:: xml
.. _structures.buildings.civzone_type:
buildings.civzone_type
======================
.. code-block:: xml
.. _structures.buildings.building_civzonest:
buildings.building_civzonest
============================
.. code-block:: xml
only saved as int16
v0.40.14
v0.40.14
v0.43.01
.. _structures.buildings.building_actual:
buildings.building_actual
=========================
.. code-block:: xml
0 not started, then 1 or 3 max depending on type
default false
default false
.. _structures.buildings.building_design:
buildings.building_design
=========================
.. code-block:: xml
+1 per 10 frames while building
rough gabbro road
.. _structures.buildings.furnace_type:
buildings.furnace_type
======================
.. code-block:: xml
.. _structures.buildings.building_furnacest:
buildings.building_furnacest
============================
.. code-block:: xml
.. _structures.buildings.workshop_type:
buildings.workshop_type
=======================
.. code-block:: xml
.. _structures.buildings.workshop_profile:
buildings.workshop_profile
==========================
.. code-block:: xml
.. _structures.buildings.building_workshopst:
buildings.building_workshopst
=============================
.. code-block:: xml
.. _structures.buildings.building_animaltrapst:
buildings.building_animaltrapst
===============================
.. code-block:: xml
.. _structures.buildings.building_archerytargetst:
buildings.building_archerytargetst
==================================
.. code-block:: xml
.. _structures.buildings.building_armorstandst:
buildings.building_armorstandst
===============================
.. code-block:: xml
.. _structures.buildings.building_bars_verticalst:
buildings.building_bars_verticalst
==================================
.. code-block:: xml
.. _structures.buildings.building_bars_floorst:
buildings.building_bars_floorst
===============================
.. code-block:: xml
.. _structures.buildings.building_users:
buildings.building_users
========================
.. code-block:: xml
.. _structures.buildings.building_bedst:
buildings.building_bedst
========================
.. code-block:: xml
.. _structures.buildings.building_bookcasest:
buildings.building_bookcasest
=============================
.. code-block:: xml
.. _structures.buildings.building_boxst:
buildings.building_boxst
========================
.. code-block:: xml
.. _structures.buildings.building_bridgest:
buildings.building_bridgest
===========================
.. code-block:: xml
.. _structures.buildings.building_cabinetst:
buildings.building_cabinetst
============================
.. code-block:: xml
.. _structures.buildings.building_cagest:
buildings.building_cagest
=========================
.. code-block:: xml
.. _structures.buildings.building_chainst:
buildings.building_chainst
==========================
.. code-block:: xml
.. _structures.buildings.building_chairst:
buildings.building_chairst
==========================
.. code-block:: xml
.. _structures.buildings.building_coffinst:
buildings.building_coffinst
===========================
.. code-block:: xml
.. _structures.buildings.construction_type:
buildings.construction_type
===========================
.. code-block:: xml
unused
.. _structures.buildings.building_constructionst:
buildings.building_constructionst
=================================
.. code-block:: xml
.. _structures.buildings.building_doorst:
buildings.building_doorst
=========================
.. code-block:: xml
.. _structures.buildings.building_farmplotst:
buildings.building_farmplotst
=============================
.. code-block:: xml
.. _structures.buildings.building_floodgatest:
buildings.building_floodgatest
==============================
.. code-block:: xml
.. _structures.buildings.building_grate_floorst:
buildings.building_grate_floorst
================================
.. code-block:: xml
.. _structures.buildings.building_grate_wallst:
buildings.building_grate_wallst
===============================
.. code-block:: xml
.. _structures.buildings.building_hatchst:
buildings.building_hatchst
==========================
.. code-block:: xml
.. _structures.buildings.hive_flags:
buildings.hive_flags
====================
.. code-block:: xml
.. _structures.buildings.building_hivest:
buildings.building_hivest
=========================
.. code-block:: xml
up to 100800
up to 100800000; checks timer%hive_product.time[i]==0
down from 1200
down from 1200
.. _structures.buildings.building_instrumentst:
buildings.building_instrumentst
===============================
.. code-block:: xml
.. _structures.buildings.building_nestst:
buildings.building_nestst
=========================
.. code-block:: xml
.. _structures.buildings.building_nest_boxst:
buildings.building_nest_boxst
=============================
.. code-block:: xml
.. _structures.buildings.building_roadst:
buildings.building_roadst
=========================
.. code-block:: xml
.. _structures.buildings.building_road_dirtst:
buildings.building_road_dirtst
==============================
.. code-block:: xml
.. _structures.buildings.building_road_pavedst:
buildings.building_road_pavedst
===============================
.. code-block:: xml
.. _structures.buildings.shop_type:
buildings.shop_type
===================
.. code-block:: xml
.. _structures.buildings.building_shopst:
buildings.building_shopst
=========================
.. code-block:: xml
increments until reaching 200,000,000
.. _structures.buildings.siegeengine_type:
buildings.siegeengine_type
==========================
.. code-block:: xml
.. _structures.buildings.building_siegeenginest:
buildings.building_siegeenginest
================================
.. code-block:: xml
.. _structures.buildings.building_slabst:
buildings.building_slabst
=========================
.. code-block:: xml
.. _structures.buildings.building_statuest:
buildings.building_statuest
===========================
.. code-block:: xml
.. _structures.buildings.building_supportst:
buildings.building_supportst
============================
.. code-block:: xml
.. _structures.buildings.building_tablest:
buildings.building_tablest
==========================
.. code-block:: xml
.. _structures.buildings.building_traction_benchst:
buildings.building_traction_benchst
===================================
.. code-block:: xml
.. _structures.buildings.building_tradedepotst:
buildings.building_tradedepotst
===============================
.. code-block:: xml
.. _structures.buildings.trap_type:
buildings.trap_type
===================
.. code-block:: xml
.. _structures.buildings.pressure_plate_info:
buildings.pressure_plate_info
=============================
.. code-block:: xml
v0.34.08
v0.34.08
.. _structures.buildings.building_trapst:
buildings.building_trapst
=========================
.. code-block:: xml
!=0 = pulled, tripped/needs reloading
plate not active if > 0
v0.34.08
v0.34.08
v0.34.08
v0.34.08
v0.34.08
.. _structures.buildings.building_wagonst:
buildings.building_wagonst
==========================
.. code-block:: xml
.. _structures.buildings.building_weaponst:
buildings.building_weaponst
===========================
.. code-block:: xml
.. _structures.buildings.building_squad_use:
buildings.building_squad_use
============================
.. code-block:: xml
.. _structures.buildings.building_weaponrackst:
buildings.building_weaponrackst
===============================
.. code-block:: xml
.. _structures.buildings.building_wellst:
buildings.building_wellst
=========================
.. code-block:: xml
0-9; counts up when raising, down when lowering
.. _structures.buildings.building_windowst:
buildings.building_windowst
===========================
.. code-block:: xml
.. _structures.buildings.building_window_glassst:
buildings.building_window_glassst
=================================
.. code-block:: xml
.. _structures.buildings.building_window_gemst:
buildings.building_window_gemst
===============================
.. code-block:: xml