In this fortress I just finally gave up from the crawling speed and started a new fortress, only to find it was crawling from the start. Each one would grind the game down to FPS: 2 (2) moments after they took the job, and I had to either forbid the item they were carrying to storage, or create a burrow and pull them away from what they were trying to do. It started with a huge wave of spam about dorfs not being able to find a path to their destination, to store items, to bury bodies, you name it. I had played the Steam Premium version of the game at release and had no trouble, but after a few failed fortresses due to Forgotten Beasts and such (Looking at You Corowa Eelwasted the Hollow), I started having serious issues with FPS/Lag. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Updates and releases will still be posted, as will the questions thread for those needing help. Please note, the subreddit is currently closed to new user submissions, as part of the ongoing Reddit fiasco. It can help make the community's region and legends browsing tools better.Want to start playing? Read this sidebar! If you succeed in figuring out how to find out whether a region is reanimating in the file format, do share this knowledge. It's also possible for multiple booleans to be 'packed' into one flag together, which would make my idea for locating this not work. Note that the game may have 'flattened' the pointers instead of just taking 8 bytes to point to where in the file the vector is located, it may just be directly in the data structure, with some additional field indicating the length. These are the only four possible byte patterns (ignoring the unknown integer) for these 7 bytes. (Note: numbers are always little-endian). So it's likely the save game format would contain data formatted like 01 xx xx xx xx 01 00 D0 8A evil, reanimatingĠ0 xx xx xx xx 01 00 D0 8A evil, not reanimatingĠ0 xx xx xx xx 00 01 D0 8A good (never reanimating)Ġ0 xx xx xx xx 00 00 D0 8A neutral (never reanimating) The interesting part is that the evil/good bools are very close to the reanimating bool. Surmising the information from the structures, you would search for data formatted like so (if the structure were serialized into world.dat, you would get this): len objĨ pointer to pop vector (populations for all creatures).ġ percentage of vegetation to kill on embarkġ boolean indicating reanimating <= the bit we're interested in.ġ boolean indicating evil <= always 1 if reanimating is 1.ġ boolean indicating good <= always 0 if reanimating is 1.Ģ Always contains the value -30000 <= very useful to locate our data. There's a pointer to this name in the world_region struct, followed by the information below. You could find this struct by searching for the region name in the file (encoded in ASCII). Looking at the structures, you would need to find where in the file the world_region structs are located. Some publicly known information is listed in the wiki, the magic strings in there might help you locate the data. The df-structures ( also see this structure) project may provide more insight in reverse-engineering the binary format. Unfortunately there is no documentation as to the specific descriptor for being reanimating. You would need to decompress it first, then open it with a hex editor. You can look around in your world.dat file located in the save game folder. Undead creatures hint a reanimating biome. You can check if it includes the !!FUN!! creatures you are interested in. You can also use its CLI region-pops list Īllowing you to list the regional populations of all wild animals in a certain biome. It functions much like the normal game's embark search tool. Read the forum topic for a complete guide to all the options in this expanded embark finder. In-game, it can do so via the Embark Assistant. Using a few commands or using the advanced tools injected into the game by dfHack you can obtain this info with a little effort:įor starters, DFhack can tell you this property of a region. Trial and error is a reasonable solution: about 50% of all terrifying locations should be reanimating. Being near a necromancer tower also should more often net you reanimating biomes. In particular, terrifying locations tend to be more likely to zombify the dead. ![]() ![]() In order for a region to be reanimating, it has to be evil.
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