The facility: stalls, paddocks, and spaces
Every stall, run, paddock, pasture, and arena is a space. A space can be a home, a turnout, or both, and the Facility page shows where everyone lives and where they go out.
The map
Facility has two views: Stalls and turnout, and Arenas. Stalls and turnout is two columns. Home lists every space a horse can live in, grouped by barn, plus Turnouts that can be a home (pasture board); Turnout lists everywhere a horse goes out. Each space is one line: its name, a tag when it's used for Med / injury or Quarantine, the horses on it, and how full it is (1/1, or 2/1 over in red). Empty spaces read quieter, so the eye finds room fast. A horse that's leaving says until its date.
Tap a barn's line to fold it; a folded barn still says how many are filled and how many have room. What's folded is remembered on that device, and ⋯ → Collapse all barns or Expand all does them all. The chips (Has room, Med / injury, Quarantine, Over capacity) and Find a horse or space narrow both columns and open any folded barn with a match. The Needs you button lists what to fix: a horse with no home (Choose a home) or no turnout (Choose turnout), and a space over capacity (Move one).
Add spaces
- Click Add a space and pick the kind: Barn, Stall, Paddock, Pasture, Arena, or one you added yourself. A Run is never built on its own; it is a checkbox, Give it a run, on the stall it hangs off.
- Name it, say what it's Inside where the kind allows one (a stall in a barn, a paddock in a pasture), and set Holds how many horses. The kind's usual number is filled in.
- Optionally mark it under Used for as a Med / injury space or Quarantine: a label to help staff find one free, since any space can take an injured horse.
- Click Add space.
Adding a barn offers Fill it while you're here: say how many stalls and they arrive as Stall 1 through Stall 12, each with its run if you tick the box. Rename any of them afterwards.
Kinds of space
Settings → Space types is the vocabulary. Each kind says whether it is Somewhere to live, A turnout, how many it Holds by default, and what it Can be inside. A barn holds other spaces and no horse goes in it. Out of the box a stall is a home, a run and a paddock are turnouts, and a pasture is both. Add a type for a foaling stall or a quarantine pen; Archive any kind your barn doesn't have, and Restore brings it back.
One paddock can differ from its fellows. On its page, What it's for switches between Turnout only and Somewhere horses live, for the far paddock with the shed where two horses live out. A home paddock joins the Home tree and adds to what the barn can take.
Change a horse's home or turnout
A horse's turnout is where it goes out, the way its home is where it lives. It isn't whether the horse is out right now: turning out and bringing in each day are the turnout task in the care rounds. Drag a horse's pill onto a space: dropping on the Home column is Change home, and dropping on the Turnout column is Change turnout. The pill moves at once, faded and saying Saving… until it's saved. Dropping a horse on the turnout it already has changes nothing. The + at the end of a line adds a horse there; a horse that already goes out somewhere else says moves from that turnout. On the horse's own page, the Location card's Change home and Change turnout do the same, open spaces listed first and full ones after.
A horse has one home and one turnout at a time. Changing either ends the old one that day, so the space it left shows as open at once. A horse that lives in a pasture goes out there too. Give it a turnout somewhere else and it keeps its pasture home; the pasture stops counting it as going out there (a pasture line on Home says how many go out here, and the horse's pill says where it's out). When a change touches both, 1barn asks: Also move their home? Also remove their turnout?, with the usual answer already picked.
The × on a pill offers Change home or Change turnout (by column) and Remove…. Remove from turnout leaves the home as it is, and the horse shows under No turnout set until one is chosen. Remove home first asks where the horse is going: Another space here is a change of home, Leaving the barn opens Record a departure (which ends everything that day), and Not sure yet removes it; the horse shows as No home yet on Horses and under Needs you until one is chosen.
Capacity
Capacity is a soft limit. A full stall still accepts a drop, because two horses trading stalls means one stall holds both until the other moves. Going over is reported rather than refused: the line reads 2/1 over in red, and Needs you names each crowded space. Move one out, or raise the capacity if the space really holds that many.
On a space's page, change Holds how many horses and choose Correct today's number, or It changes on a date to say when a fence moves; Save changes saves it with everything else on the page. What it held before stays true for before, and the history is listed underneath, so monthly reports read against the capacity in force that month.
Archiving a space
At the bottom of a space's page, Archive takes it out of use. It stays in the history, but it stops being somewhere you can put a horse and leaves the board and the reports. A space with horses still in it refuses to archive until they are moved out. Put back in use undoes it.
Arenas and lessons
An arena holds lessons rather than horses, so its capacity is Lessons at once, usually two. When the lesson program builds a term's schedule it picks the emptiest arena with room for each lesson, and a lesson that can't find one is reported as blocked by a full arena. A barn with no arenas added isn't limited by them; add one when the ring really is the constraint.
Facility → Arenas lists the barn's riding arenas with what each is like: indoor, covered or outdoor, its size (“60 × 120 ft”), its footing, lights, and what it's used for (lessons, events, open riding, lunging, jumping, turnout). Add arena and each arena's Edit set them; ⋯ → Archive takes one out of use. Reserving an arena isn't part of 1barn yet.
Assistants work the same board: barn_assign_stall changes a horse's home, barn_assign_turnout changes its turnout, barn_remove_turnout removes the turnout, barn_remove_home removes a home, and each asks first when the home and the turnout are the same place. barn_end_assignment ends a stay (stall rest, a show), barn_unassigned_horses reads the two lists, and barn_get_facility_map reads the whole tree.