.. _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