Plan Ahead

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Author: LordApcom

Last revision: 18 May at 01:26 UTC

File size: 20.03 KB

On Steam Workshop

Description:
Plan Ahead

Place any building before researching its tech. Tech-locked placements are forced into the game’s existing Planning Mode (dormant) and cannot be activated until you actually unlock the technology.

What it does
  • Every building is always selectable in the build menu, regardless of tech.
  • You drag out the footprint exactly like a normal placement — variable sizing is preserved.
  • If the tech is already researched, the building is constructed normally.
  • If the tech is still locked, the construction is automatically created in Planning Mode: it reserves the space, costs no workers and no resources, and waits.
  • A tech-locked construction stays dormant. The game refuses to activate it for as long as the tech remains locked. The moment you finish the research, you activate it like any other plan.

Why it exists

So you can lay out your full city blueprint up-front and watch the city slowly come alive as the corresponding research lines finish.

Compatibility
  • Built against game version 0.70.33 (V70), Java 21.
  • Compatible with Better Blueprints by Nerond — the Ctrl+click saved-prints picker still opens on tech-locked entries, and saved layouts that contain tech-locked rooms are automatically dormantized.
  • Works transparently with any building added by data mods (e.g. Hibiscus Tea by DXDoug). If a modded building has a tech requirement, Plan Ahead handles it like any vanilla one.
  • Safe to remove from a save — the game’s ScriptEngine skips unknown script data on load.


🔧 My other mods

Cartographer’s Dream — settlement-map generation overhaul plus relaxed capital placement. Found your capital almost anywhere (mountains, lakes, oceans, tiny islands), with bigger lakes, archipelagos, sprawling mountain ranges and denser caves. Sea/mountain-bound capitals stay open for trade and immigration.

Workplace Species Filter — per-building species and class filters for both workers and users. Filter bathrooms, temples, canteens and more by race and citizen/slave status, individually per building. A must-have for multi-species kingdoms.

Fixing the Syx — a bundle of quality-of-life fixes. Place houses on mountain rock, drop decorations in evenly-spaced rows with the mouse wheel, fill river shorelines with one Ctrl+Click in the Fishery tool, and run roads straight through mountains.