From Blueprint to Building.
Build It adds a semi-realistic construction process to every building in Farming Simulator 22.
Instead of instantly placing a structure, you can now prepare the ground, deliver materials, and progress through realistic building stages before the final placeable appears.
When you buy and place any building or placeable:
-
Placement Intercept
- A popup appears:
“Do you want to build this manually?”
- No → The building is placed instantly (vanilla behavior).
- Yes → The building is removed and replaced with a construction workflow.
- A popup appears:
-
Stage 1 – Site Preparation
- Marker stakes appear around the future building footprint.
- Stakes show the planned elevation; colors indicate height differences from the ground.
- You may use TerraFarm or other terrain tools to manually level the site.
- Once satisfied, activate the “Confirm Leveling” trigger on site to proceed.
- Tip: If you place the building without “Free Placement”, the base game will flatten the terrain automatically and this step is skipped.
-
Stage 2 – Foundations
- A temporary “construction site” model replaces the markers (fences, dirt, materials).
- Deliver the required fillTypes such as concrete, wood, metal, gravel, etc.
- Each delivery advances progress toward the foundation stage.
-
Stage 3 – Structure and Finishing
- As material quotas are met, scaffolding or frame meshes appear.
- Optional construction time can delay stage transitions.
- When all requirements are satisfied, the final building spawns in the exact same spot and orientation.
-
Completion
- The site clears automatically.
- Your new building becomes fully functional—productions, triggers, and collisions behave as normal.
- Works with any placeable, vanilla or modded.
- Dynamic site footprint sizing using each building’s bounding box.
- Optional integration with TerraFarm for digging and ground work.
- Multi-stage construction logic with material delivery requirements.
- Full savegame persistence—each site remembers its stage and progress.
- Automatic fallback to default placement for quick play.
- Designed for single- and multiplayer compatibility (WIP).
These notes describe features still in development or internal logic you can extend.
BuildIt/ ├── modDesc.xml ├── scripts/ │ ├── ConstructionManager.lua – Hooks into placeable placement events. │ ├── ConstructionSite.lua – Represents an active construction project. │ ├── Stage_SitePrep.lua – Handles markers and leveling. │ ├── RequirementsDatabase.lua – Material lists per building type. │ └── Utils_BoundingBox.lua – Calculates size/rotation of placeables. ├── placeables/ │ ├── markerStake.i3d │ ├── genericConstructionSite.xml │ └── fenceSegment.i3d (optional) ├── ui/ │ └── dialog_constructionStart.xml └── README.md
- ConstructionManager catches
onPlaceableBoughtevent. - Prompts the player for manual or instant build.
- If manual → computes footprint via
getBoundingBox()and spawns a ConstructionSite. - ConstructionSite initializes
Stage_SitePrep. - After confirmation → moves through material stages defined in RequirementsDatabase.
- On completion → respawns original building with identical transform.
- Implement dynamic material requirements per building type
- Procedural fence and dirt plane generation (replace scaling)
- Average-height deviation check for auto-completion of leveling
- Multiplayer synchronization of deliveries and triggers
- Integration with job contracts or NPC construction missions
- Optional weather/time effects on progress
| Stage | Required Materials | Notes |
|---|---|---|
| Site Prep | None | Manual leveling only |
| Foundation | 5000 L Concrete, 1000 L Gravel | Delivered by tipper or mixer |
| Framing | 2000 L Wood, 1500 L Steel | Pallets or crane unload |
| Finishing | 500 L Paint, 500 L Tiles | Optional cosmetic stage |
You can customize these in RequirementsDatabase.lua.
Build It aims to make construction immersive but optional.
If you just want to place buildings quickly, you can.
If you enjoy realism, logistics, and using your machinery for more than fieldwork, this system adds purpose and depth.
- Some modded productions with complex triggers may not reinitialize correctly after respawn.
- Rotations/orientations with non-flat terrain may cause minor offset; will be refined.
- Only basic construction stages implemented (site prep → foundation → build).
- Multiplayer synchronization not yet validated.
- Integration with contracts: build for other farms or towns.
- Animated workers, cranes, and tool usage.
- Specialized construction vehicles (cement truck, roller, compactor).
- Progress UI and statistics panel.
- Weather-dependent progress speed.
Concept & scripting: Depuits
Inspiration: Construction Simulator, TerraFarm, and the FS modding community.
Special thanks to testers and contributors helping shape the first release.
Free for personal use and modding education.
Do not re-upload without permission.