Foundations

Last updated for version `1.8.0-BETA-7`

*Main article:* Architect

## Structure Mangement

*Main article:* Structure Management
    Buildings can be moved manually, by moving the controller object or nudged around via the menu after they are placed. Multiple building designs can be selected via a UI system (smiliar to a trade menu), based on the category of the structure. The master controller object can be used to access the options menu per structure. The controller objects are generally small immersive objects, such as mailboxes and power boxes. You can lock the structure in place, so that you can move the small master object around afterwards.

Building structures is easy with Architect:

1. Simply place the appropiate **Controller Object** located in the Buildings or **Foundations** menu in the workshop.
2. Use the controller to bringt up the menu, and click on **Select Building Design**.
3. In the design screen, click on whichever design you want the system to pick, then click **Accept**, then close the window.

The structure menu has many options to customize each building you place. Many structures have multiple **Layers** which contain different levels of detail and objects. Some of these layers: are beds, chairs, lights, doors, stairs, clutter, detailing, furniture, etc. Each layer can be independently toggled on or off using the Default Building Layers menu located int the Architect Options menu. Click the **Expand** button below to see its functions:

This menu allows to set which building layers (such as detail, doors, beds, etc.) will default to On/Off when a building design is selected using any Controller Object.
* Default Beds: On/Off
* Default Chairs: On/Off
* Default Detail (Clutter): On/Off
* Default Detail (Debris): On/Off
* Default Detail (Signs): On/Off
* Default Detail (Main): On/Off
* Default Devices (Lights, etc.): On/Off
* Default Doors: On/Off
* Default Stairs (Main): On/Off
* Default Stairs (Alternate): On/Off
* Default Turret: Random/Last Selection

* Controller Object 1
* Controller Object 2
* Controller Object 3
* Controller Object 4
* Controller Object 5
* Controller Object 6 (Defense)

## Building Foundations

* These pieces are custom modified and fitted so they align properly and match the standard workshop floors
* These pieces use standard workshop floor connection points

* Bunker Foundation (5x6)
* House Foundation (3x6)
* Stone Foundation (5x7)
* Warehouse Foundation (3x3)

**Extended Sky Bridge (1, 3, 7 Segment)**

* Spectacle Island
* Kingsport Lighthouse
* Croup Manor
* (The) Castle

## Boardwalk Foundation

* Foot Bridge
* Pier Bridge (1x16)
* Boardwalk (2 Plots) (Pier)
* Boardwalk (2 Plots) (Warehouse)
* Boardwalk (Large Square)
* Boardwalk (Large Square) (10 Plots)

## Large Foundation

* Parking Garage
* Concrete Bridge (Large)

**Extended Sky Bridge**

* Spectacle Island
* Kingsport Lighthouse
* Croup Manor
* (The) Castle

## Metal Structures

* Industrial Platform
* Industrial Platform 2
* Military Platform
* Military Platform L

## Natural Structures

* Park
* Road (Main Street)
* Terrain Foundation

## Water Structures

* Barge (Small)
* Barge (Large)
* Industrial Platform
* Industrial Platform 2

## Colossal Structures

### Cargo Yard

* This very large foundation is the first structure in the "Colossal Foundation" category
* This structure allows you to basically cover a large area of a settlement
* There's lots of space on top for many buildings, and comes with 2 optional detail layers
* This structure was designed specifically for the expanded Murkwater settlement, but can be used anywhere

* Cargo Yard

### Gallows (3/9-floor)

* A tall 3-story structure which looks like a stripped-down skyscraper, designed for placement at Hangman's Alley
* Comes with special Locking Plate for easy placement
* Does not include any details, only empty floors

## See Also

* Architect
* Structure Management