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Stonesense RC2 Memory.xml for DF 3.12

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  1. <?xml version="1.0" encoding="utf-8"?>
  2. <!-- USE A FIXED WIDTH FONT! -->
  3. <DFExtractor>
  4.   <MemoryDescriptors>
  5.     <Entry version="meta-2010" os="all" id="meta-2010">
  6.       <Offset name="keep_me_happy">0x0</Offset>
  7.             ====================================================================
  8.                                         T R A I T S
  9.             ====================================================================
  10.             <Trait name="Nervousness" level_5="Is a nervous wreck" level_4="Is always tense and jittery" level_3="Is often nervous" level_2="Has a calm demeanor" level_1="Has a very calm demeanor" level_0="Has an incredibly calm demeanor">0</Trait><Trait name="Rage" level_5="In a constant state of internal rage" level_4="Very quick to anger" level_3="Quick to anger" level_2="Slow to anger" level_1="Very slow to anger" level_0="Never becomes angry">1</Trait><Trait name="Depression" level_5="Frequently depressed" level_4="Often sad and dejected" level_3="Often feels discouraged" level_2="Rarely feels discouraged" level_1="Almost never feels discouraged" level_0="Never feels discouraged">2</Trait><Trait name="Neurosis" level_5="Socially crippled by thoughts that everyone is watching and judging" level_4="Concerned about rejection and ridicule" level_3="Self-conscious" level_2="Comfortable in social situations" level_1="Very comfortable in social situations" level_0="Absolutely unfazed by the opinions of others">3</Trait><Trait name="Urge" level_5="Is ruled by irresistible cravings and urges" level_4="Feels strong urges and seeks short-term rewards" level_3="Occassionally overindulges" level_2="Doesn't often experience strong cravings or urges" level_1="Only rarely feels strong cravings or urges" level_0="Never feels tempted to overindulge in anything">4</Trait><Trait name="Stress" level_5="Becomes completely helpless in stressful situations" level_4="Cracks easily under pressure" level_3="Doesn't handle stress well" level_2="Can handle stress" level_1="Confident under pressure" level_0="Impervious to the effects of stress">5</Trait><Trait name="Friendly" level_5="Genuinely likes others, openly expresses positive feelings" level_4="Makes friends quickly" level_3="Very friendly" level_2="Somewhat reserved" level_1="Very distant and reserved" level_0="Does not actively seek friendships, incredibly distant and reserved">6</Trait><Trait name="Company" level_5="Truly treasures the company of others" level_4="Enjoys being in crowds" level_3="Enjoys the company of others" level_2="Tends to avoid crowds" level_1="Prefers to be alone" level_0="Considers time alone much more important than associating with others">7</Trait><Trait name="Leadership" level_5="Loves to take charge and direct activities" level_4="Very assertive" level_3="Assertive" level_2="Unassertive" level_1="Prefers that others handle the leadership roles" level_0="Never speaks out or attempts to direct activities">8</Trait><Trait name="Activeness" level_5="Constantly active and energetic" level_4="Very energetic and active" level_3="Very active" level_2="Relaxed" level_1="Lives life at a leisurely pace" level_0="Can't be bothered with frantic, fast-paced living">9</Trait><Trait name="Thrillseeking" level_5="Lives for risk and excitement" level_4="A risk-taker and a thrill-seeker" level_3="Loves a good thrill" level_2="Is not a risk-taker" level_1="Doesn't need thrills or risks in life" level_0="Entirely adverse to risk and excitement">10</Trait><Trait name="Optimism" level_5="Often feels filled with joy" level_4="Can be very happy and optimistic" level_3="Often cheerful" level_2="Rarely happy or enthusiastic" level_1="A pessimist" level_0="Never optimistic or enthusiastic about anything">11</Trait><Trait name="Imagination" level_5="Bored by reality and has a wonderful imagination" level_4="Incredibly creative" level_3="Has a fertile imagination" level_2="Isn't given to flights of fancy" level_1="Grounded in reality" level_0="Interested only in facts and the real world">12</Trait><Trait name="Artistic" level_5="Can easily become absorbed in art and the beauty of the natural world" level_4="Greatly appreciates art and natural beauty" level_3="Appreciates art and natural beauty" level_2="Does not have a great aesthetic sensitivity" level_1="Not interested in art" level_0="Completely uninterested in art">13</Trait><Trait name="Emotion" level_5="Has a profound understanding of own emotions" level_4="Has a great awareness of own emotions" level_3="Has a good awareness of own emotions" level_2="Tends not to openly express emotions" level_1="Mostly unaware of own emotions and rarely expresses them" level_0="Does not display own emotions and has no awareness of them">14</Trait><Trait name="Adventure" level_5="Highly adventurous and loves fresh experiences" level_4="Eager for new experiences" level_3="Likes to try new things" level_2="Prefers familiar routines" level_1="Uncomfortable with change" level_0="Resistant to change">15</Trait><Trait name="Thinking" level_5="Entranced by riddles and puzzles; loves to debate issues and ideas" level_4="Loves new and fresh ideas" level_3="Open-minded to new ideas" level_2="Dislikes intellectual discussions" level_1="Regards intellectual exercises as a waste of energy" level_0="Completely uninterested in ideas and debates over intellectual issues">16</Trait><Trait name="Rebelliousness" level_5="Revels in chaos and disorder" level_4="Loves to defy convention" level_3="Put off by authority and tradition" level_2="Admires tradition" level_1="Prefers stability and security to ambiguity and disorder" level_0="An ardent believer in convention and traditional society">17</Trait><Trait name="Trusting" level_5="Naturally trustful of everybody" level_4="Very trusting" level_3="Trusting" level_2="Slow to trust others" level_1="Does not trust others" level_0="Sees others as selfish and conniving">18</Trait><Trait name="Honesty" level_5="Incredibly frank and candid in dealings with others" level_4="Very straightforward with others" level_3="Candid and sincere in dealings with others" level_2="Guarded in relationships with others" level_1="Not straightforward when dealing with others" level_0="Believes that some deception is necessary in relationships with others">19</Trait><Trait name="Helpfulness" level_5="Truly fulfilled by assisting those in need" level_4="Finds helping others very rewarding" level_3="Finds helping others rewarding" level_2="Does not go out of own way to help others" level_1="Dislikes helping others" level_0="Views helping others as an imposition on own needs">20</Trait><Trait name="Compromising" level_5="Sacrifices own needs to get along with others" level_4="Dislikes confrontations" level_3="Willing to compromise with others" level_2="Doesn't like to compromise with others" level_1="Would rather intimidate others than compromise with them" level_0="Would never deny own needs just to compromise with somebody else">21</Trait><Trait name="Modesty" level_5="Would never claim to be better than somebody else" level_4="Finds immodesty distasteful" level_3="Modest" level_2="Immodest" level_1="Very willing to compare self favorably with others" level_0="Would never shy away from an opportunity to say they are better than somebody else">22</Trait><Trait name="Compassion" level_5="Incredibly compassionate and feels the pain of others" level_4="Easily moved to pity" level_3="Compassionate" level_2="Not easily moved to pity" level_1="Not affected by the suffering of others" level_0="Would never let an objective judgement be tempered by mercy or pity">23</Trait><Trait name="Confidence" level_5="Incredibly confident" level_4="Very confident" level_3="Confident" level_2="Lacks confidence" level_1="Does not feel effective in life" level_0="Always feels as if they are not in control of own life">24</Trait><Trait name="Organization" level_5="Loves to make lists and keep schedules" level_4="Tries to live a well-organized life" level_3="Organized" level_2="Disorganized" level_1="Very disorganized" level_0="Completely disorganized">25</Trait><Trait name="Lawfulness" level_5="Has a profound sense of duty and obligation" level_4="Has a strong sense of duty" level_3="Has a sense of duty" level_2="Finds rules confining" level_1="Dislikes contracts and regulations" level_0="Hates rules, contracts and other confining elements in own life">26</Trait><Trait name="Excellence" level_5="Constantly strives for perfection" level_4="Thinks it is incredibly important to strive for excellence" level_3="Strives for excellence" level_2="Doesn't go out of own way to do more work than necessary" level_1="Very rarely does more work than necessary" level_0="Does the bare minimum necessary to accomplish the task at hand">27</Trait><Trait name="Perseverance" level_5="Will persist in the face of any difficulty until the task is complete" level_4="Possesses great willpower" level_3="Is self-disciplined" level_2="Is occasionally given to procrastination" level_1="Has very little self-discipline" level_0="Rarely completes tasks and is often overcome by distractions">28</Trait><Trait name="Cautiousness" level_5="Thinks through every alternative and their consequences before acting" level_4="Extremely cautious" level_3="Takes time when making decisions" level_2="Often does the first thing that comes to mind" level_1="Acts impulsively" level_0="Always acts without considering alternatives or thinking through possibilities">29</Trait>
  11.             ====================================================================
  12.                                    P R O F E S S I O N S
  13.             ====================================================================
  14.             TODO: Parse this and turn it into Profession tags.
  15.             Cross-reference with Memory-40d.xml
  16.             <Profession can_assign_labors="true" is_military="false" name="MINER">0</Profession><Profession can_assign_labors="true" is_military="false" name="WOODWORKER">1</Profession><Profession can_assign_labors="true" is_military="false" name="CARPENTER">2</Profession><Profession can_assign_labors="true" is_military="false" name="BOWYER">3</Profession><Profession can_assign_labors="true" is_military="false" name="WOODCUTTER">4</Profession><Profession can_assign_labors="true" is_military="false" name="STONEWORKER">5</Profession><Profession can_assign_labors="true" is_military="false" name="ENGRAVER">6</Profession><Profession can_assign_labors="true" is_military="false" name="MASON">7</Profession><Profession can_assign_labors="true" is_military="false" name="RANGER">8</Profession><Profession can_assign_labors="true" is_military="false" name="ANIMAL_CARETAKER">9</Profession><Profession can_assign_labors="true" is_military="false" name="ANIMAL_TRAINER">10</Profession><Profession can_assign_labors="true" is_military="false" name="HUNTER">11</Profession><Profession can_assign_labors="true" is_military="false" name="TRAPPER">12</Profession><Profession can_assign_labors="true" is_military="false" name="ANIMAL_DISSECTOR">13</Profession><Profession can_assign_labors="true" is_military="false" name="METALSMITH">14</Profession><Profession can_assign_labors="true" is_military="false" name="FURNACE_OPERATOR">15</Profession><Profession can_assign_labors="true" is_military="false" name="WEAPONSMITH">16</Profession><Profession can_assign_labors="true" is_military="false" name="ARMORER">17</Profession><Profession can_assign_labors="true" is_military="false" name="BLACKSMITH">18</Profession><Profession can_assign_labors="true" is_military="false" name="METALCRAFTER">19</Profession><Profession can_assign_labors="true" is_military="false" name="JEWELER">20</Profession><Profession can_assign_labors="true" is_military="false" name="GEM_CUTTER">21</Profession><Profession can_assign_labors="true" is_military="false" name="GEM_SETTER">22</Profession><Profession can_assign_labors="true" is_military="false" name="CRAFTSMAN">23</Profession><Profession can_assign_labors="true" is_military="false" name="WOODCRAFTER">24</Profession><Profession can_assign_labors="true" is_military="false" name="STONECRAFTER">25</Profession><Profession can_assign_labors="true" is_military="false" name="LEATHERWORKER">26</Profession><Profession can_assign_labors="true" is_military="false" name="BONE_CARVER">27</Profession><Profession can_assign_labors="true" is_military="false" name="WEAVER">28</Profession><Profession can_assign_labors="true" is_military="false" name="CLOTHIER">29</Profession><Profession can_assign_labors="true" is_military="false" name="GLASSMAKER">30</Profession><Profession can_assign_labors="true" is_military="false" name="STRAND_EXTRACTOR">31</Profession><Profession can_assign_labors="true" is_military="false" name="FISHERY_WORKER">32</Profession><Profession can_assign_labors="true" is_military="false" name="FISHERMAN">33</Profession><Profession can_assign_labors="true" is_military="false" name="FISH_DISSECTOR">34</Profession><Profession can_assign_labors="true" is_military="false" name="FISH_CLEANER">35</Profession><Profession can_assign_labors="true" is_military="false" name="FARMER">36</Profession><Profession can_assign_labors="true" is_military="false" name="CHEESE_MAKER">37</Profession><Profession can_assign_labors="true" is_military="false" name="MILKER">38</Profession><Profession can_assign_labors="true" is_military="false" name="COOK">39</Profession><Profession can_assign_labors="true" is_military="false" name="THRESHER">40</Profession><Profession can_assign_labors="true" is_military="false" name="MILLER">41</Profession><Profession can_assign_labors="true" is_military="false" name="BUTCHER">42</Profession><Profession can_assign_labors="true" is_military="false" name="TANNER">43</Profession><Profession can_assign_labors="true" is_military="false" name="DYER">44</Profession><Profession can_assign_labors="true" is_military="false" name="PLANTER">45</Profession><Profession can_assign_labors="true" is_military="false" name="HERBALIST">46</Profession><Profession can_assign_labors="true" is_military="false" name="BREWER">47</Profession><Profession can_assign_labors="true" is_military="false" name="SOAP_MAKER">48</Profession><Profession can_assign_labors="true" is_military="false" name="POTASH_MAKER">49</Profession><Profession can_assign_labors="true" is_military="false" name="LYE_MAKER">50</Profession><Profession can_assign_labors="true" is_military="false" name="WOOD_BURNER">51</Profession><Profession can_assign_labors="true" is_military="false" name="ENGINEER">52</Profession><Profession can_assign_labors="true" is_military="false" name="MECHANIC">53</Profession><Profession can_assign_labors="true" is_military="false" name="SIEGE_ENGINEER">54</Profession><Profession can_assign_labors="true" is_military="false" name="SIEGE_OPERATOR">55</Profession><Profession can_assign_labors="true" is_military="false" name="PUMP_OPERATOR">56</Profession><Profession can_assign_labors="true" is_military="false" name="CLERK">57</Profession><Profession can_assign_labors="true" is_military="false" name="ADMINISTRATOR">58</Profession><Profession can_assign_labors="true" is_military="false" name="TRADER">59</Profession><Profession can_assign_labors="true" is_military="false" name="ARCHITECT">60</Profession><Profession can_assign_labors="true" is_military="false" name="ALCHEMIST">61</Profession><Profession can_assign_labors="true" is_military="false" name="DOCTOR">62</Profession><Profession can_assign_labors="true" is_military="false" name="DIAGNOSER">63</Profession><Profession can_assign_labors="true" is_military="false" name="BONE_SETTER">64</Profession><Profession can_assign_labors="true" is_military="false" name="SUTURER">65</Profession><Profession can_assign_labors="true" is_military="false" name="SURGEON">66</Profession><Profession can_assign_labors="true" is_military="false" name="MERCHANT">67</Profession><Profession can_assign_labors="true" is_military="true" name="HAMMERMAN">68</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_HAMMERMAN">69</Profession><Profession can_assign_labors="true" is_military="true" name="SPEARMAN">70</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_SPEARMAN">71</Profession><Profession can_assign_labors="true" is_military="true" name="CROSSBOWMAN">72</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_CROSSBOWMAN">73</Profession><Profession can_assign_labors="true" is_military="true" name="WRESTLER">74</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_WRESTLER">75</Profession><Profession can_assign_labors="true" is_military="true" name="AXEMAN">76</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_AXEMAN">77</Profession><Profession can_assign_labors="true" is_military="true" name="SWORDSMAN">78</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_SWORDSMAN">79</Profession><Profession can_assign_labors="true" is_military="true" name="MACEMAN">80</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_MACEMAN">81</Profession><Profession can_assign_labors="true" is_military="true" name="PIKEMAN">82</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_PIKEMAN">83</Profession><Profession can_assign_labors="true" is_military="true" name="BOWMAN">84</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_BOWMAN">85</Profession><Profession can_assign_labors="true" is_military="true" name="BLOWGUNMAN">86</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_BLOWGUNMAN">87</Profession><Profession can_assign_labors="true" is_military="true" name="RECRUIT">90</Profession><Profession can_assign_labors="true" is_military="false" name="TRAINED_HUNTER">91</Profession><Profession can_assign_labors="true" is_military="false" name="TRAINED_WAR">92</Profession><Profession can_assign_labors="true" is_military="false" name="MASTER_THIEF">93</Profession><Profession can_assign_labors="true" is_military="false" name="THIEF">94</Profession><Profession can_assign_labors="true" is_military="false" name="STANDARD">95</Profession><Profession can_assign_labors="true" is_military="false" name="CHILD">96</Profession><Profession can_assign_labors="true" is_military="false" name="BABY">97</Profession><Profession can_assign_labors="true" is_military="false" name="DRUNK">98</Profession><Profession can_assign_labors="true" is_military="true" name="LASHER">88</Profession><Profession can_assign_labors="true" is_military="true" name="MASTER_LASHER">89</Profession><Profession can_assign_labors="true" is_military="false" name="None">90</Profession>
  17.             ====================================================================
  18.                                           J O B S
  19.             ====================================================================
  20.             TODO: Parse this and turn it into Job tags
  21.             <!--
  22. [dwarf_jobs]
  23. size=212
  24. 0/name = "Carve Fortification"
  25. 0/type = DIG
  26. 1/name = "Detail Wall"
  27. 1/type = TROWEL
  28. 2/name = "Detail Floor"
  29. 2/type = TROWEL
  30. 3/name = "Dig"
  31. 3/type = DIG
  32. 4/name = "Carve Upward Staircase"
  33. 4/type = DIG
  34. 5/name = "Carve Downward Staircase"
  35. 5/type = DIG
  36. 6/name = "Carve Up/Down Staircase"
  37. 6/type = DIG
  38. 7/name = "Carve Ramp"
  39. 7/type = DIG
  40. 8/name = "Dig Channel"
  41. 8/type = DIG
  42. 9/name = "Fell Tree"
  43. 9/type = CUT
  44. 10/name = "Gather Plants"
  45. 11/name = "Remove Construction"
  46. 11/type = BUILD
  47. 12/name = "Collect Webs"
  48. 12/type = HAUL
  49. 13/name = "Bring Item to Depot"
  50. 13/type = HAUL
  51. 14/name = "Bring Item to Shop"
  52. 14/type = HAUL
  53. 15/name = "Eat"
  54. 15/type = FOOD
  55. 16/name = "Get Provisions"
  56. 16/type = FOOD
  57. 17/name = "Drink"
  58. 17/type = DRINK
  59. 18/name = "Drink"
  60. 18/type = DRINK
  61. 19/name = "Fill Waterskin"
  62. 19/type = DRINK
  63. 20/name = "Fill Waterskin"
  64. 20/type = DRINK
  65. 21/name = "Sleep"
  66. 21/type = REST
  67. 22/name = "Collect Sand"
  68. 22/type = HAUL
  69. 23/name = "Fish"
  70. 24/name = "Hunt"
  71. 25/name = "Hunt for Small Creature"
  72. 26/name = "Kidnap"
  73. 26/type = FIGHT
  74. 27/name = "Beat Criminal"
  75. 27/type = FIGHT
  76. 28/name = "Starting Fist Fight"
  77. 28/type = FIGHT
  78. 29/name = "Collect Taxes"
  79. 30/name = "Guard Tax Collector"
  80. 30/type = FIGHT
  81. 31/name = "Catch Live Land Animal"
  82. 32/name = "Catch Live Fish"
  83. 33/name = "Return Kill"
  84. 33/type = HAUL
  85. 34/name = "Check Chesk"
  86. 34/type = SEEK
  87. 35/name = "Store Owned Item"
  88. 35/type = HAUL
  89. 36/name = "Place Item in Tomb"
  90. 36/type = HAUL
  91. 37/name = "Store Item in Stockpile"
  92. 37/type = HAUL
  93. 38/name = "Store Item in Bag"
  94. 38/type = HAUL
  95. 39/name = "Store Item in Hospital"
  96. 39/type = HAUL
  97. 40/name = "Store Item in Chest"
  98. 40/type = HAUL
  99. 41/name = "Store Item in Cabinet"
  100. 41/type = HAUL
  101. 42/name = "Store Weapon"
  102. 42/type = HAUL
  103. 43/name = "Store Armor"
  104. 43/type = HAUL
  105. 44/name = "Store Item in Barrel"
  106. 44/type = HAUL
  107. 45/name = "Store Item in Bin"
  108. 45/type = HAUL
  109. 46/name = "Seek Artifact"
  110. 46/type = SEEK
  111. 47/name = "Seek Infant"
  112. 47/type = SEEK
  113. 48/name = "Attend Party"
  114. 48/type = DRINK
  115. 49/name = "Go Shopping"
  116. 50/name = "Go Shopping"
  117. 51/name = "Clean"
  118. 52/name = "Rest"
  119. 52/type = REST
  120. 53/name = "Pickup Equipment"
  121. 53/type = SEEK
  122. 54/name = "Dump Item"
  123. 54/type = HAUL
  124. 55/name = "Strange Mood Crafter"
  125. 55/type = MOOD
  126. 56/name = "Strange Mood Jeweller"
  127. 56/type = MOOD
  128. 57/name = "Strange Mood Forge"
  129. 57/type = MOOD
  130. 58/name = "Strange Mood Magma Forge"
  131. 58/type = MOOD
  132. 59/name = "Strange Mood Brooding"
  133. 59/type = MOOD
  134. 60/name = "Strange Mood Fell"
  135. 60/type = MOOD
  136. 61/name = "Strange Mood Carpenter"
  137. 61/type = MOOD
  138. 62/name = "Strange Mood Mason"
  139. 62/type = MOOD
  140. 63/name = "Strange Mood Bowyer"
  141. 63/type = MOOD
  142. 64/name = "Strange Mood Tanner"
  143. 64/type = MOOD
  144. 65/name = "Strange Mood Weaver"
  145. 65/type = MOOD
  146. 66/name = "Strange Mood Glassmaker"
  147. 66/type = MOOD
  148. 67/name = "Strange Mood Mechanics"
  149. 67/type = MOOD
  150. 68/name = "Construct Building"
  151. 68/type = BUILD
  152. 69/name = "Construct Door"
  153. 68/type = BUILD
  154. 70/name = "Construct Floodgate"
  155. 70/type = BUILD
  156. 71/name = "Construct ?? Bed"
  157. 71/type = BUILD
  158. 72/name = "Construct ?? Chair/Throne"
  159. 72/type = BUILD
  160. 73/name = "Construct ?? Casket/Sarcophagus/Coffin"
  161. 73/type = BUILD
  162. 74/name = "Construct ?? Table"
  163. 74/type = BUILD
  164. 75/name = "Construct ?? Box/Chest/Bag/Coffer"
  165. 75/type = BUILD
  166. 76/name = "Construct ?? Bin"
  167. 76/type = BUILD
  168. 77/name = "Construct ?? Armor Stand"
  169. 77/type = BUILD
  170. 78/name = "Construct ?? Weapon Rack"
  171. 78/type = BUILD
  172. 79/name = "Construct ?? Cabinet"
  173. 79/type = BUILD
  174. 80/name = "Construct ?? Statue"
  175. 80/type = BUILD
  176. 81/name = "Construct ?? Blocks"
  177. 81/type = BUILD
  178. 82/name = "Make Raw ??"
  179. 83/name = "Make ?? Crafts"
  180. 84/name = "Mint ?? Coins"
  181. 85/name = "Cut ?A?"
  182. 86/name = "Cut ?B?"
  183. 87/name = "Encrust ?something? with ?somethings?"
  184. 88/name = "Encrust ?something? with ?somethings?"
  185. 89/name = "Destroy Building"
  186. 89/type = BUILD
  187. 90/name = "Smelt Ore"
  188. 90/type = FURNACE
  189. 91/name = "Melt a Metal Object"
  190. 91/type = FORGE
  191. 92/name = "Extract Metal Strands"
  192. 92/type = FORGE
  193. 93/name = "Plant Seeds"
  194. 94/name = "Harvest Plants"
  195. 95/name = "Train Hunting Animal"
  196. 95/type = ANIMAL
  197. 96/name = "Train War Animal"
  198. 96/type = ANIMAL
  199. 99/name = "Construct Catapult Parts"
  200. 100/name = "Forge ?? Anvil"
  201. 100/type = FORGE
  202. 101/name = "Construct Catapult Parts"
  203. 102/name = "Construct Ballista Parts"
  204. 103/name = "Forge/Make A"
  205. 103/type = FORGE
  206. 104/name = "Stud with ?something?"
  207. 105/name = "Butcher an Animal"
  208. 106/name = "Prepare a Raw Fish"
  209. 107/name = "Mill Plants"
  210. 108/name = "Bait Trap with Meat/Gem/Fish"
  211. 109/name = "Milk Creature"
  212. 110/name = "Make Cheese"
  213. 111/name = "Process Plants"
  214. 112/name = "Process Plants (Bag)"
  215. 113/name = "Process Plants (Vial)"
  216. 114/name = "Process Plants (Barrel)"
  217. 115/name = "Prepare ?? Meal"
  218. 116/name = "Weave ?? into ??"
  219. 117/name = "Forge/Make ?? something"
  220. 117/type = BUILD
  221. 118/name = "Weave Thread"
  222. 119/name = "Forge/Make D"
  223. 119/type = FORGE
  224. 120/name = "Forge/Make E"
  225. 120/type = FORGE
  226. 121/name = "Forge/Make F"
  227. 121/type = FORGE
  228. 122/name = "Forge/Make Waterskin/Vial/Flask"
  229. 122/type = FORGE
  230. 123/name = "Forge Rope"
  231. 123/type = FORGE
  232. 124/name = "Forge  Flask"
  233. 124/type = FORGE
  234. 125/name = "Forge  Goblet"
  235. 125/type = FORGE
  236. 126/name = "Forge  Instrument"
  237. 126/type = FORGE
  238. 127/name = "Forge  Toy"
  239. 127/type = FORGE
  240. 128/name = "Forge  Animal Trap"
  241. 128/type = FORGE
  242. 129/name = "Forge  Barrel"
  243. 129/type = FORGE
  244. 130/name = "Make Totel"
  245. 130/type = FORGE
  246. 131/name = "Forge Bolts"
  247. 131/type = FORGE
  248. 132/name = "Decorate With ?something?"
  249. 133/name = "Forge/Make G"
  250. 133/type = FORGE
  251. 134/name = "Decorate With Bone"
  252. 135/name = "Make Backpack"
  253. 136/name = "Make Quiver"
  254. 137/name = "Load Catapult"
  255. 138/name = "Load Ballista"
  256. 139/name = "Fire Catapult"
  257. 140/name = "Fire Ballista"
  258. 141/name = "Construct Mechanisms"
  259. 141/type = BUILD
  260. 142/name = "Fire Ballista"
  261. 143/name = "Load Cage Trap"
  262. 144/name = "Load Stone Trap"
  263. 145/name = "Load Weapon Trap"
  264. 146/name = "Clean Trap"
  265. 147/name = "Cast Spell"
  266. 148/name = "Link a Building to Trigger"
  267. 149/name = "Pull the Lever"
  268. 150/name = "Brew Drink"
  269. 150/type = DRINK
  270. 151/name = "Extract from Plants"
  271. 152/name = "Extract from Raw Fish"
  272. 153/name = "Extract from Land Animal"
  273. 154/name = "Tame Small Animal"
  274. 154/type = ANIMAL
  275. 155/name = "Tame ?something?"
  276. 155/type = ANIMAL
  277. 156/name = "Chain Animal"
  278. 156/type = ANIMAL
  279. 157/name = "Unchain Animal"
  280. 157/type = ANIMAL
  281. 158/name = "Unchain Pet"
  282. 158/type = ANIMAL
  283. 159/name = "Release Large Creature"
  284. 159/type = ANIMAL
  285. 160/name = "Release Pet"
  286. 160/type = ANIMAL
  287. 161/name = "Release Small Creature"
  288. 161/type = ANIMAL
  289. 162/name = "Handle Small Creature"
  290. 162/type = ANIMAL
  291. 163/name = "Handle Large Creature"
  292. 163/type = ANIMAL
  293. 164/name = "Cage Large Creature"
  294. 164/type = ANIMAL
  295. 165/name = "Cage Small Creature"
  296. 165/type = ANIMAL
  297. 166/name = "Recover Wounded"
  298. 166/type = MEDICAL
  299. 167/name = "Diagnose Patient"
  300. 167/type = MEDICAL
  301. 168/name = "Immobilize Break"
  302. 168/type = MEDICAL
  303. 169/name = "Dress Wound"
  304. 169/type = MEDICAL
  305. 170/name = "Clean Patient"
  306. 170/type = MEDICAL
  307. 171/name = "Surgery"
  308. 171/type = MEDICAL
  309. 172/name = "Suture"
  310. 172/type = MEDICAL
  311. 173/name = "Set Bone"
  312. 173/type = MEDICAL
  313. 174/name = "Place In Traction"
  314. 174/type = MEDICAL
  315. 175/name = "Drain Aquarium"
  316. 176/name = "Fill Aquarium"
  317. 177/name = "Fill Pond"
  318. 178/name = "Give Water"
  319. 178/type = MEDICAL
  320. 179/name = "Give Food"
  321. 179/type = MEDICAL
  322. 180/name = "Give Water"
  323. 180/type = MEDICAL
  324. 181/name = "Give Food"
  325. 181/type = MEDICAL
  326. 182/name = "Recover Pet"
  327. 183/name = "Pit/Pond Large Animal"
  328. 183/type = ANIMAL
  329. 184/name = "Pit/Pond Small Animal"
  330. 184/type = ANIMAL
  331. 185/name = "Slaughter Animal"
  332. 185/type = ANIMAL
  333. 186/name = "Make Charcoal"
  334. 186/type = FURNACE
  335. 187/name = "Make Ash"
  336. 187/type = FURNACE
  337. 188/name = "Make Lye"
  338. 189/name = "Make Potash From Lye"
  339. 190/name = "Fertilize Field"
  340. 191/name = "Make Potash From Ash"
  341. 192/name = "Dye Thread"
  342. 193/name = "Dye Cloth"
  343. 194/name = "Sew ?? Image"
  344. 195/name = "Manage Work Orders"
  345. 195/type = ADMIN
  346. 196/name = "Operate Pump"
  347. 197/name = "Manage Work Orders"
  348. 197/type = ADMIN
  349. 198/name = "Update Stockpile Records"
  350. 198/type = ADMIN
  351. 199/name = "Trade at Depot"
  352. 199/type = ADMIN
  353. 200/name = "Construct ?? Hatch Cover"
  354. 200/type = BUILD
  355. 201/name = "Construct ?? Grate"
  356. 201/type = BUILD
  357. 202/name = "Remove Stairs/Ramps"
  358. 202/type = DIG
  359. 203/name = "Construct ?? Quern"
  360. 203/type = BUILD
  361. 205/name = "Upgrade Squad Equipment"
  362. 205/type = HAUL
  363. 206/name = "Prepare Equipment Manifests"
  364. 206/type = ADMIN
  365. 207/name = "Construct ?? Splint"
  366. 207/type = BUILD
  367. 208/name = "Construct ?? Crutch"
  368. 208/type = BUILD
  369. 209/name = "Construct Traction Bench"
  370. 209/type = BUILD
  371. 210/name = "Clean Self"
  372. 211/name = "Bring Crutch"
  373. 211/type = MEDICAL
  374. 212/name = "Apply Cast"
  375. 212/type = MEDICAL
  376. -->
  377.             ====================================================================
  378.                                         S K I L L S
  379.             ====================================================================
  380.             <Skill name="Mining">0</Skill><Skill name="Wood Cutting">1</Skill><Skill name="Carpentry">2</Skill><Skill name="Bowmaking">49</Skill><Skill name="Engraving">3</Skill><Skill name="Masonry">4</Skill><Skill name="Animal Training">5</Skill><Skill name="Animal Caretaking">6</Skill><Skill name="Fish Dissection">7</Skill><Skill name="Animal Dissection">8</Skill><Skill name="Fish Cleaning">9</Skill><Skill name="Butchery">10</Skill><Skill name="Trapping">11</Skill><Skill name="Growing">22</Skill><Skill name="Herbalism">23</Skill><Skill name="Ambush">57</Skill><Skill name="Swimming">71</Skill><Skill name="Persuasion">72</Skill><Skill name="Negotiation">73</Skill><Skill name="Judging Intent">74</Skill><Skill name="Appraisal">75</Skill><Skill name="Organization">76</Skill><Skill name="Record Keeping">77</Skill><Skill name="Lying">78</Skill><Skill name="Intimidation">79</Skill><Skill name="Conversation">80</Skill><Skill name="Comedy">81</Skill><Skill name="Flattery">82</Skill><Skill name="Consoling">83</Skill><Skill name="Pacification">84</Skill><Skill name="Tracking">85</Skill><Skill name="Fishing">24</Skill><Skill name="Furnace Operation">25</Skill><Skill name="Strand Extraction">26</Skill><Skill name="Soap Making">67</Skill><Skill name="Potash Making">68</Skill><Skill name="Lye Making">66</Skill><Skill name="Wood Burning">65</Skill><Skill name="Weaponsmithing">27</Skill><Skill name="Armorsmithing">28</Skill><Skill name="Metalsmithing">29</Skill><Skill name="Gem Cutting">30</Skill><Skill name="Gem Setting">31</Skill><Skill name="Wood Crafting">32</Skill><Skill name="Stone Crafting">33</Skill><Skill name="Metal Crafting">34</Skill><Skill name="Glassmaking">35</Skill><Skill name="Studying">86</Skill><Skill name="Concentration">87</Skill><Skill name="Discipline">88</Skill><Skill name="Observation">89</Skill><Skill name="Writing">90</Skill><Skill name="Prose">91</Skill><Skill name="Poetry">92</Skill><Skill name="Reading">93</Skill><Skill name="Speaking">94</Skill><Skill name="Coordination">95</Skill><Skill name="Balance">96</Skill><Skill name="Leadership">97</Skill><Skill name="Teaching">98</Skill><Skill name="Fighting">99</Skill><Skill name="Archery">100</Skill><Skill name="Wrestling">101</Skill><Skill name="Biting">102</Skill><Skill name="Striking">103</Skill><Skill name="Kicking">104</Skill><Skill name="Dodging">105</Skill><Skill name="Axe">38</Skill><Skill name="Sword">39</Skill><Skill name="Mace">41</Skill><Skill name="Hammer">42</Skill><Skill name="Spear">43</Skill><Skill name="Crossbow">44</Skill><Skill name="Pike">50</Skill><Skill name="Bow">52</Skill><Skill name="Shield">45</Skill><Skill name="Armor">46</Skill><Skill name="Siege Engineering">47</Skill><Skill name="Siege Operation">48</Skill><Skill name="Pump Operation">70</Skill><Skill name="Leatherworkering">36</Skill><Skill name="Tanning">12</Skill><Skill name="Dyeing">69</Skill><Skill name="Bone Carving">37</Skill><Skill name="Weaving">13</Skill><Skill name="Brewing">14</Skill><Skill name="Clothes Making">16</Skill><Skill name="Milling">17</Skill><Skill name="Threshing">18</Skill><Skill name="Blowgun">53</Skill><Skill name="Throwing">54</Skill><Skill name="Machinery">55</Skill><Skill name="Nature">56</Skill><Skill name="Knife">40</Skill><Skill name="Lash">51</Skill><Skill name="Cooking">21</Skill><Skill name="Alchemy">15</Skill><Skill name="Building Design">58</Skill><Skill name="Cheese Making">19</Skill><Skill name="Milking">20</Skill><Skill name="Misc. Object">106</Skill><Skill name="Wound Dressing">59</Skill><Skill name="Diagnostics">60</Skill><Skill name="Surgery">61</Skill><Skill name="Bone Setting">62</Skill><Skill name="Suturing">63</Skill><Skill name="Crutch-walking">64</Skill>
  381.  
  382.             ====================================================================
  383.                                         L A B O R S
  384.             ====================================================================
  385.             <Labor name="Mining">0</Labor><Labor name="Stone Hauling">1</Labor><Labor name="Wood Hauling">2</Labor><Labor name="Burial">3</Labor><Labor name="Food Hauling">4</Labor><Labor name="Refuse Hauling">5</Labor><Labor name="Item Hauling">6</Labor><Labor name="Furniture Hauling">7</Labor><Labor name="Animal Hauling">8</Labor><Labor name="Cleaning">9</Labor><Labor name="Wood Cutting">10</Labor><Labor name="Carpentry">11</Labor><Labor name="Stone Detailing">12</Labor><Labor name="Masonry">13</Labor><Labor name="Architecture">14</Labor><Labor name="Animal Training">15</Labor><Labor name="Animal Care">16</Labor><Labor name="Diagnosis">17</Labor><Labor name="Surgery">18</Labor><Labor name="Setting Bones">19</Labor><Labor name="Suturing">20</Labor><Labor name="Dressing Wounds">21</Labor><Labor name="Feed Patients/Prisoners">22</Labor><Labor name="Recovering Wounded">23</Labor><Labor name="Butchery">24</Labor><Labor name="Trapping">25</Labor><Labor name="Small Animal Dissection">26</Labor><Labor name="Leatherworking">27</Labor><Labor name="Tanning">28</Labor><Labor name="Brewing">29</Labor><Labor name="Alchemy">30</Labor><Labor name="Soap Maker">31</Labor><Labor name="Weaving">32</Labor><Labor name="Clothesmaking">33</Labor><Labor name="Milling">34</Labor><Labor name="Plant Processing">35</Labor><Labor name="Cheese Making">36</Labor><Labor name="Milking">37</Labor><Labor name="Cooking">38</Labor><Labor name="Farming (Fields)">39</Labor><Labor name="Plant Gathering">40</Labor><Labor name="Fishing">41</Labor><Labor name="Fish Cleaning">42</Labor><Labor name="Fish Dissection">43</Labor><Labor name="Hunting">44</Labor><Labor name="Furnace Operating">45</Labor><Labor name="Weaponsmithing">46</Labor><Labor name="Armoring">47</Labor><Labor name="Blacksmithing">48</Labor><Labor name="Metalcrafting">49</Labor><Labor name="Gem Cutting">50</Labor><Labor name="Gem Setting">51</Labor><Labor name="Woodcrafting">52</Labor><Labor name="Stonecrafting">53</Labor><Labor name="Bone Carving">54</Labor><Labor name="Glassmaking">55</Labor><Labor name="Strand Extraction">56</Labor><Labor name="Siege Engineering">57</Labor><Labor name="Siege Operating">58</Labor><Labor name="Crossbow-making">59</Labor><Labor name="Mechanics">60</Labor><Labor name="Potash Making">61</Labor><Labor name="Lye Making">62</Labor><Labor name="Dyeing">63</Labor><Labor name="Wood Burning">64</Labor><Labor name="Pump Operating">65</Labor><!--
  386.            * Labor groups *
  387.            <Labor name="Woodworking">4294967294</Labor>
  388.            <Labor name="Stoneworking">4294967293</Labor>
  389.            <Labor name="Hunting/Related">4294967292</Labor>
  390.            <Labor name="Healthcare">4294967291</Labor>
  391.            <Labor name="Farming/Related">4294967290</Labor>
  392.            <Labor name="Fishing/Related">4294967289</Labor>
  393.            <Labor name="Metalsmithing">4294967288</Labor>
  394.            <Labor name="Jewelry">4294967287</Labor>
  395.            <Labor name="Crafts">4294967286</Labor>
  396.            <Labor name="Engineering">4294967285</Labor>
  397.            <Labor name="Hauling">4294967284</Labor>
  398.            <Labor name="Other Jobs">4294967283</Labor>
  399.            -->
  400.             ====================================================================
  401.                                     V -- T A B L E S
  402.                                     (for stonesense)
  403.             ====================================================================
  404.         <VTable name="building_vtable"><multiclass name="building_trapst" typeoffset="0x138"><class name="building_leverst" type="0x0" /><class name="building_pressure_platest" type="0x1" /><class name="building_cage_trapst" type="0x2" /><class name="building_stonefall_trapst" type="0x3" /><class name="building_weapon_trapst" type="0x4" /></multiclass><class name="building_constructionst" /><class name="building_road_pavedst" /><class name="building_road_dirtst" /><class name="building_roadst" /><class name="building_wagonst" /><class name="building_tradedepotst" /><multiclass name="building_workshopst" typeoffset="0x138"><class name="building_carpenters_workshopst" type="0x0" /><class name="building_farmers_workshopst" type="0x1" /><class name="building_masons_workshopst" type="0x2" /><class name="building_craftdwarfs_workshopst" type="0x3" /><class name="building_jewelers_workshopst" type="0x4" /><class name="building_metalsmiths_workshopst" type="0x5" /><class name="building_magma_forgest" type="0x6" /><class name="building_bowyers_workshopst" type="0x7" /><class name="building_mechanics_workshopst" type="0x8" /><class name="building_siege_workshopst" type="0x9" /><class name="building_butchers_shopst" type="0xA" /><class name="building_leather_worksst" type="0xB" /><class name="building_tanners_shopst" type="0xC" /><class name="building_clothiers_shopst" type="0xD" /><class name="building_fisheryst" type="0xE" /><class name="building_stillst" type="0xF" /><class name="building_loomst" type="0x10" /><class name="building_quernst" type="0x11" /><class name="building_kennelsst" type="0x12" /><class name="building_kitchenst" type="0x13" /><class name="building_asheryst" type="0x14" /><class name="building_dyers_shopst" type="0x15" /><class name="building_millstonest" type="0x16" /><class name="building_custom_workshop" type="0x17" /></multiclass><multiclass name="building_furnacest" typeoffset="0x152"><class name="building_wood_furnacest" type="0x0" /><class name="building_smelterst" type="0x1" /><class name="building_glass_furnacest" type="0x2" /><class name="building_kilnst" type="0x3" /><class name="building_magma_smelterst" type="0x4" /><class name="building_magma_glass_furnacest" type="0x5" /><class name="building_magma_kilnst" type="0x6" /></multiclass><class name="building_animaltrapst" /><class name="building_farmplotst" /><class name="building_window_glassst" /><class name="building_window_gemst" /><class name="building_windowst" /><class name="building_statuest" /><class name="building_coffinst" /><class name="building_shopst" /><class name="building_chairst" /><class name="building_tablest" /><class name="building_bedst" /><class name="building_traction_benchst" /><multiclass name="building_siegeenginest" typeoffset="0x138"><class name="building_catapultst" type="0x0" /><class name="building_ballistast" type="0x1" /></multiclass><class name="building_cagest" /><class name="building_chainst" /><class name="building_windmillst" /><class name="building_water_wheelst" /><class name="building_screw_pumpst" /><class name="building_archerytargetst" /><class name="building_weaponst" /><!-- retractable spikes --><class name="building_supportst" /><class name="building_axle_verticalst" /><class name="building_axle_horizontalst" /><class name="building_gear_assemblyst" /><class name="building_trapst" /><class name="building_bars_floorst" /><class name="building_bars_verticalst" /><class name="building_grate_floorst" /><class name="building_grate_wallst" /><class name="building_floodgatest" /><class name="building_bridgest" /><class name="building_hatchst" /><class name="building_doorst" /><class name="building_armorstandst" /><class name="building_weaponrackst" /><class name="building_cabinetst" /><class name="building_boxst" /><class name="building_stockpilest" /><class name="building_wellst" /><class name="building_civzonest" /><!-- zone --><class name="building_actualst" /><class name="buildingst" /></VTable></Entry>
  405.  
  406.    
  407.                     .,:rsr,
  408.                   :2;,;r2A@@5
  409.                   @2::s5A#@@@ @r.       .
  410.                  sd;:riXA#@@ :@@@Gir;;AS9
  411.                  Bs::sS3A#@2 @@#AhXirsS#;
  412.                 iHrLr5d#@@@ .@#95sr;;rie
  413.                 i*'    `*@3 @@A2sr;:;r#5
  414.                 :..:rll:    @@A5sr::r3@
  415.                @Hr;iZ#@@@@   `:rr;;;;:
  416.               S@r.;i2#@@@  @s.      ..
  417.               @2::ri2A@@# B@G2ir:...5i
  418.              :@r,r3X##@@  @G5sr:..,:A
  419.             .@Ar;;rSB@@# H#2sr;,..,is
  420.             .'       `* ,@ASs;:..,:B
  421.                          ;rr;:,..,:.
  422.                              `'''
  423.                   W I N D O W S
  424.                        and
  425.                      W I N E
  426.                      
  427.                      
  428.  
  429.     <Entry version="v0.31.01" os="windows" id="0.31.01" base="meta-2010"><String name="md5">851c1190b6a7b42f2463967623d18575</String><HexValue name="pe_timestamp">0x4BB45F99</HexValue>
  430.  
  431.         Basic things
  432.         ============
  433.         <HexValue name="sizeof_vector">0x18</HexValue><Offset name="vector_triplet">0xC</Offset>
  434.         Vector layout in MSVC 9:
  435.         DWORD Allocator?
  436.         DWORD ?
  437.         DWORD ?
  438.         DWORD Start
  439.         DWORD End
  440.         DWORD AllocationEnd
  441.        
  442.         <HexValue name="sizeof_string">0x1C</HexValue><!-- most probably a static object, because its parts are often
  443.             referenced as offset to this address *and* as addresses    --><Address name="WORLD">0x0165B188</Address>
  444.  
  445.         Position and window dimensions
  446.         ==============================
  447.         <Address name="window_x">0xe32798</Address><Address name="window_y">0xe60838</Address><Address name="window_z">0xe60814</Address><Address name="cursor_xyz">0xae82cc</Address><Address name="window_dims">0x17f5ab8</Address>
  448.         Found addresses: (next to each other!)
  449.         0x17f5ab8
  450.         0x17f5ac0
  451.         0x17f5ac8
  452.         0x17f5ad0
  453.  
  454.         GUI State
  455.         =========
  456.         <Address name="pause_state">0x146e45f</Address>
  457.         Found addresses:
  458.         0x146e45f <!-- looks like a dword -->
  459.         0x185b677 <!-- looks like a word -->
  460.  
  461.         Bogus: <Address name="current_cursor_creature">0xae82cc</Address><Address name="current_menu_state">0x017f6f38</Address>
  462.  
  463.         Bogus: <Address name="view_screen">0xae82cc</Address>
  464.  
  465.         Map stuff
  466.         =========
  467.         <Address name="map_data">0x016AD718</Address><Offset name="map_data_vein_vector">0x08</Offset><Offset name="map_data_type">0x009A</Offset><Offset name="map_data_designation">0x029C</Offset><Offset name="map_data_occupancy">0x069c</Offset><Offset name="map_data_temperature1_offset">0x159c</Offset><Offset name="map_data_temperature2_offset">0x179c</Offset><Offset name="map_data_biome_stuffs">0x1D9C</Offset><Offset name="map_data_pathfinding_offset">0x0D9c</Offset><Offset name="map_data_feature_local">0x2C</Offset> local features
  468.         <Offset name="map_data_feature_global">0x30</Offset> global features
  469.  
  470.         Map Features
  471.         ============
  472.         WORLD + 0x54374
  473.         <Address name="global_feature_vector">0x16AF4FC</Address><Offset name="global_feature_funcptr_">0x100</Offset><Offset name="global_feature_mat">0x34</Offset><Offset name="global_feature_submat">0x38</Offset>
  474.         WORLD + 0x54440
  475.         <Address name="local_feature_start_ptr">0x16AF5C8</Address><Offset name="local_feature_mat">0x30</Offset><Offset name="local_feature_submat">0x34</Offset><!--
  476. map_data_map_x_offset         0x0058
  477. map_data_map_y_offset         0x005A
  478. map_data_type_offset          0x009a
  479. map_data_designation_offset   0x029c
  480. map_data_occupancy_offset     0x069c
  481. map_data_0a60_offset          0x0A9c
  482. map_data_pathfinding_offset   0x0D9c
  483. map_data_1160_offset          0x119c
  484. map_data_1360_offset          0x139c
  485. map_data_temperature1_offset  0x159c
  486. map_data_temperature2_offset  0x179c
  487. map_data_1960_offset          0x199c
  488. map_data_1b60_offset          0x1B9c
  489. -->
  490.        
  491.         * map size in blocks *
  492.         <Address name="x_count_block">0x016ad738</Address><Address name="y_count_block">0x016ad73C</Address><Address name="z_count_block">0x016ad740</Address>
  493.        
  494.         * map size in tiles *
  495.         <Address name="x_count">0x016ad744</Address><Address name="y_count">0x016ad748</Address><Address name="z_count">0x016ad74C</Address>
  496.        
  497.         * Suspected region coords *
  498.         WORLD + 0x525C8
  499.         <Address name="region_x">0x016ad750</Address>
  500.         WORLD + 0x525CC
  501.         <Address name="region_y">0x016ad754</Address>
  502.         WORLD + 0x525D0
  503.         <Address name="region_z">0x016ad758</Address>
  504.        
  505.         * World size * (WORDs)
  506.         <Address name="world_size_x">0x016AEDD4</Address><Address name="world_size_y">0x016AEDD6</Address><Address name="geoblock_vector">0x16AF52C</Address><Address name="ptr2_region_array">0x16AF574</Address><!--
  507.        <Offset name="world_size_x">0x84</Offset>
  508.        <Offset name="world_size_y">0x86</Offset>
  509.        <Offset name="w_geoblocks">0x75C</Offset> vector
  510.        <Offset name="w_regions_arr">0x79C</Offset>
  511.        --><!-- values for the region structure --><HexValue name="region_size">0x64</HexValue><Offset name="region_geo_index_off">0x60</Offset><!-- geoblock offset(s?) --><Offset name="geolayer_geoblock_offset">0x4</Offset> vector
  512.         <Offset name="type_inside_geolayer">0x4</Offset> vector
  513.        
  514.         Name struct
  515.         ===========
  516.         <Offset name="name_firstname">0x0</Offset><Offset name="name_nickname">0x1C</Offset><Offset name="name_words">0x38</Offset>
  517.  
  518.         Creatures
  519.         =========
  520.         <Address name="creature_vector">0x0166ecc4</Address><Address name="dwarf_race_index">0x01470fbc</Address><Address name="dwarf_civ_id">0x01470fb0</Address><Offset name="creature_name">0x0</Offset><Offset name="creature_custom_profession">0x6c</Offset><Offset name="creature_profession">0x88</Offset><Offset name="creature_race">0x8C</Offset><Offset name="creature_position">0x90</Offset><Offset name="creature_flags1">0xF8</Offset><Offset name="creature_flags2">0xFC</Offset><Offset name="creature_sex">0x110</Offset><Offset name="creature_id">0x114</Offset><Offset name="creature_civ">0X120</Offset><Offset name="creature_soulskill_vector">0X1F4</Offset><Offset name="creature_pickup_equipment_bit">0X21C</Offset><Offset name="creature_mood">0x288</Offset><Offset name="creature_pregnancy">0x28C</Offset><Offset name="creature_pregnancy_ptr">0x290</Offset><Offset name="creature_birth_year">0x298</Offset><Offset name="creature_birth_time">0x29C</Offset><Offset name="creature_physical">0x464</Offset><!--
  521.        <Offset name="creature_strength">0x464</Offset>
  522.        <Offset name="creature_agility">0x480</Offset>
  523.        <Offset name="creature_toughness">0x49C</Offset>
  524.        <Offset name="creature_endurance">0x4B8</Offset>
  525.        <Offset name="creature_recuperation">0x4D4</Offset>
  526.        <Offset name="creature_disease_resistance">0x4F0</Offset>
  527.        --><Offset name="creature_current_job">0x390</Offset><!-- from chmod --><Offset name="creature_mood_skill">0x394</Offset> the skill that will be increased at the end of the mood (or not)
  528.         <Offset name="creature_appearance_vector">0x604</Offset> seems to be indexes in the list of possible colors defined in the raws for each group
  529.        
  530.         <Offset name="creature_artifact_name">0x6D0</Offset><Offset name="creature_labors">0x770</Offset><Offset name="creature_soul_vector">0x073C</Offset><Offset name="creature_default_soul">0x0754</Offset><Offset name="creature_happiness">0x830</Offset>
  531.  
  532.         Souls
  533.         =====
  534.         <Offset name="soul_name">0x0</Offset><Offset name="soul_skills_vector">0x1F4</Offset><Offset name="soul_traits">0x224</Offset><Offset name="soul_mental">0x88</Offset>
  535.  
  536.         Job structure
  537.         =============
  538.         <Offset name="job_id">0x0</Offset> Incrementaly assigned
  539.         <Offset name="job_type">0x8</Offset> seems to be just like the old occupations
  540.         <Offset name="job_materials_vector">0xa4</Offset>
  541.  
  542.         Job materials
  543.         =============
  544.         <Offset name="job_material_maintype">0x0</Offset> like mood materials, 0=bars, 4=stone, 5=wood, 57=cloth, 54=leather ...
  545.         <Offset name="job_material_sectype1">0x2</Offset> subsubtype ?
  546.         <Offset name="job_material_sectype2">0x4</Offset> subtype ?
  547.         <Offset name="job_material_sectype3">0x8</Offset> index of material (for example, 2 is for silver)
  548.         <Offset name="job_material_flags">0x18</Offset> set only for shell / bone mood requirements ?
  549.  
  550.         <!--
  551.        mid = AddStrucMember(id,"analytical_ability",   0X88,   0x60000400, GetStrucIdByName("s_attrib"),   28);
  552.        mid = AddStrucMember(id,"focus",    0XA4,   0x60000400, GetStrucIdByName("s_attrib"),   28);
  553.        mid = AddStrucMember(id,"willpower",    0XC0,   0x60000400, GetStrucIdByName("s_attrib"),   28);
  554.        mid = AddStrucMember(id,"creativity",   0XDC,   0x60000400, GetStrucIdByName("s_attrib"),   28);
  555.        mid = AddStrucMember(id,"intuition",    0XF8,   0x60000400, GetStrucIdByName("s_attrib"),   28);
  556.        mid = AddStrucMember(id,"patience", 0X114,  0x60000400, GetStrucIdByName("s_attrib"),   28);
  557.        mid = AddStrucMember(id,"memory",   0X130,  0x60000400, GetStrucIdByName("s_attrib"),   28);
  558.        mid = AddStrucMember(id,"linguistic_ability",   0X14C,  0x60000400, GetStrucIdByName("s_attrib"),   28);
  559.        mid = AddStrucMember(id,"spatial_sense",    0X168,  0x60000400, GetStrucIdByName("s_attrib"),   28);
  560.        mid = AddStrucMember(id,"musicality",   0X184,  0x60000400, GetStrucIdByName("s_attrib"),   28);
  561.        mid = AddStrucMember(id,"kinesthetic_sense",    0X1A0,  0x60000400, GetStrucIdByName("s_attrib"),   28);
  562.        mid = AddStrucMember(id,"empathy",  0X1BC,  0x60000400, GetStrucIdByName("s_attrib"),   28);
  563.        mid = AddStrucMember(id,"social_awareness", 0X1D8,  0x60000400, GetStrucIdByName("s_attrib"),   28);
  564.        -->
  565.        
  566.         Materials
  567.         =========
  568.         soil, stone, metal
  569.         inorganics vector = WORLD + 0x54B7C = 0x16AFD04
  570.         <Address name="mat_inorganics">0x16afd04</Address>
  571.        
  572.         wood and plant matter, WORLD + 0x54B94
  573.         <Address name="mat_organics_all">0x16afd1C</Address>
  574.        
  575.         plant matter, WORLD + 0x54BAC
  576.         <Address name="mat_organics_plants">0x16afd34</Address>
  577.        
  578.         just wood, WORLD + 0x54BDC
  579.         <Address name="mat_organics_trees">0x16afd64</Address>
  580.        
  581.         creature types actually used for creatures,
  582.         WORLD + 0x54CD0
  583.         <Address name="creature_type_vector">0x016AFE58</Address><Offset name="creature_type_caste_vector">0x138</Offset><Offset name="creature_type_extract_vector">0x1A14</Offset><Offset name="creature_tile">0xE0</Offset><Offset name="creature_tile_color">0xF6</Offset><!--
  584.        NOT used yet
  585.        
  586.        Number vectors are vector <uint32_t>
  587.        Others are vector<object *>
  588.        first member of 'object' is a STL string with the name of said object
  589.  
  590.        <Offset name="inorganic_material_template_instantiation">0x178</Offset>
  591.        
  592.        this is an array of 4B pointers to material templates and length 0x292
  593.        base_type_array = WORLD + 0x5DF44
  594.        <Address name="base_type_array">0x016b90cc</Address>
  595.        <Address name="mat_templates">0x16afcec</Address>        
  596.        
  597.        
  598.        
  599.        maybe maps beween organics_all and organics_plants
  600.        <Address name="mat_unk1_numbers">0x16afd4C</Address>
  601.        
  602.        
  603.        
  604.        maybe maps beween organics_all and organics_trees
  605.        <Address name="mat_unk2_numbers">0x16afd7C</Address>
  606.        
  607.        body material stuff
  608.        <Address name="mat_body_material_templates">0x16AFD94</Address>
  609.        <Address name="mat_body_detail_plans">0x16AFDAC</Address>
  610.        <Address name="mat_bodies">0x16AFDC4</Address>
  611.        <Address name="mat_bodygloss">0x16AFDDC</Address>
  612.        <Address name="mat_creature_variations">0x16AFDF4</Address>
  613.        
  614.        *raw* creature types
  615.        <Address name="mat_creature_types">0x16AFE0C</Address>
  616.        -->
  617.        
  618.         Constructions
  619.         =============
  620.         WORLD + 0x108
  621.         <Address name="construction_vector">0x165b290</Address><Offset name="sizeof_construction">0x14</Offset>
  622.        
  623.         Translations
  624.         ============
  625.         WORLD + 0x54E50
  626.         <Address name="language_vector">0x016AFFD8</Address>
  627.         WORLD + 0x54E80
  628.         <Address name="translation_vector">0x016B0008</Address><Offset name="word_table">0x4C</Offset>
  629.        
  630.         Vegetation
  631.         ==========
  632.         WORLD + 0x15184
  633.         <Address name="vegetation_vector">0x0167030C</Address> belal: 0x017f6d98 ... what?
  634.         <Offset name="tree_desc_offset">0x6C</Offset>
  635.        
  636.         Buildings
  637.         =========
  638.         WORLD + 0x14818
  639.         <Address name="buildings_vector">0x0166f9a0</Address><Offset name="building_custom_workshop_type">0x164</Offset>
  640.         WORLD + 0x5D610
  641.         <Address name="custom_workshop_vector">0x016B8798</Address><Offset name="custom_workshop_name">0x4</Offset><Offset name="custom_workshop_type">0x20</Offset>
  642.        
  643.         Effects
  644.         =======
  645.        
  646.         :(
  647.        
  648.         Settlements
  649.         ===========
  650.        
  651.         :(
  652.        
  653.         Hotkeys
  654.         =======
  655.         <Address name="hotkey_start">0x01476ecc</Address><Offset name="hotkey_mode">0x1C</Offset><Offset name="hotkey_xyz">0x20</Offset><HexValue name="hotkey_size">0x2C</HexValue><!--
  656.        addresses from belal: vectors might need 8 subtracted from them
  657.        buildings 0x0166f9a8
  658.        constructions 0xffffffff
  659.        creatures 0x0166eccc
  660.        current_cursor_creature 0x00ae82cc
  661.        current_menu_state 0x017f6f38
  662.        cursor_xyz 0x0166ecd4
  663.        effects_vector 0x017f6da0
  664.        hotkey_start 0x01476ecc
  665.        items 0x0166eda8
  666.        language_vector 0x016affe0
  667.        map_data 0x016ad718
  668.        matgloss 0xffffffff
  669.        notes 0x01474de8
  670.        pause_state 0x0146e45f
  671.        region_x 0x016ad750
  672.        region_y 0x016ad754
  673.        region_z 0x016ad758
  674.        settlement_current 0xffffffff
  675.        settlements 0x016af4a4
  676.        translation_vector 0x016b0010
  677.        view_screen 0xffffffff
  678.        window_dims 0x017f5abc
  679.        window_x 0x00e32798
  680.        window_y 0x00e60838
  681.        window_z 0x00e60814
  682.        world 0x016aed50
  683.        x_count 0x016ad738
  684.        y_count 0x016ad73c
  685.        z_count 0x016ad740
  686.        --></Entry><Entry version="v0.31.02" os="windows" id="0.31.02" base="0.31.01"><String name="md5">23dfe141c7ea4e63ebb3c618a12b48ec</String><HexValue name="pe_timestamp">0x4BBDF378</HexValue></Entry><Entry version="v0.31.03" os="windows" id="0.31.03" base="0.31.01" rebase="0x1000"><String name="md5">94641d97a0ecff6f2194e3d0b310d946</String><HexValue name="pe_timestamp">0x4BC3C470</HexValue>
  687.        
  688.         WORLD: 0x0165c1d0 ?
  689.        
  690.         Position
  691.         ========
  692.         <Address name="window_dims">0x17f6b00</Address> Was 0x17f5ab8
  693.         0x17f6b00
  694.         0x17f6b08
  695.         0x17f6b10
  696.        
  697.         Map
  698.         ===
  699.         <Address name="map_data">0x016AE760</Address>
  700.        
  701.         * map size in blocks *
  702.         <Address name="x_count_block">0x016AE780</Address><Address name="y_count_block">0x016AE784</Address><Address name="z_count_block">0x016AE788</Address>
  703.        
  704.         * map size in tiles *
  705.         <Address name="x_count">0x016AE78C</Address><Address name="y_count">0x016AE790</Address><Address name="z_count">0x016AE794</Address>
  706.        
  707.         * Suspected region coords *
  708.         <Address name="region_x">0x016AE798</Address><Address name="region_y">0x016AE79C</Address><Address name="region_z">0x016AE7A0</Address>
  709.        
  710.         * World size * (WORDs)
  711.         <Address name="world_size_x">0x016AFE1C</Address><Address name="world_size_y">0x016AFE1E</Address>
  712.        
  713.         * geology *
  714.         <Address name="geoblock_vector">0x16B0574</Address><Address name="ptr2_region_array">0x16B05BC</Address>
  715.        
  716.         * features *
  717.         WORLD + 0x54374
  718.         <Address name="global_feature_vector">0x16B0544</Address>
  719.         WORLD + 0x54440
  720.         <Address name="local_feature_start_ptr">0x16B0610</Address>
  721.        
  722.         Creatures
  723.         =========
  724.         <Address name="creature_vector">0x166FD0C</Address><Address name="dwarf_race_index">0x01471fbc</Address><Offset name="creature_name">0x0</Offset><Offset name="creature_custom_profession">0x6c</Offset><Offset name="creature_profession">0x88</Offset><Offset name="creature_race">0x8C</Offset><Offset name="creature_position">0x90</Offset><Offset name="creature_flags1">0xF8</Offset><Offset name="creature_flags2">0xFC</Offset><Offset name="creature_caste">0x110</Offset><Offset name="creature_sex">0x112</Offset><Offset name="creature_id">0x114</Offset><Offset name="creature_civ">0X120</Offset><Offset name="creature_soulskill_vector">0X1F4</Offset><Offset name="creature_pickup_equipment_bit">0X21C</Offset><!--<Offset name="creature_mood">0x238</Offset>--><Offset name="creature_mood">0x288</Offset><Offset name="creature_birth_year">0x298</Offset><Offset name="creature_birth_time">0x29C</Offset><Offset name="creature_physical">0x464</Offset><!--
  725.        <Offset name="creature_strength">0x464</Offset>
  726.        <Offset name="creature_agility">0x480</Offset>
  727.        <Offset name="creature_toughness">0x49C</Offset>
  728.        <Offset name="creature_endurance">0x4B8</Offset>
  729.        <Offset name="creature_recuperation">0x4D4</Offset>
  730.        <Offset name="creature_disease_resistance">0x4F0</Offset>
  731.        --><Offset name="creature_current_job">0x390</Offset><!-- from chmod --><Offset name="creature_mood_skill">0x394</Offset> the skill that will be increased at the end of the mood (or not)
  732.         <Offset name="creature_appearance_vector">0x604</Offset><Offset name="creature_artifact_name">0x6D4</Offset><Offset name="creature_labors">0x774</Offset><Offset name="creature_soul_vector">0x0740</Offset><Offset name="creature_default_soul">0x0758</Offset><Offset name="creature_happiness">0x834</Offset>
  733.  
  734.         Castes
  735.         ======
  736.         <Offset name="color_modifier_part">0x70</Offset><Offset name="color_modifier_startdate">0x64</Offset><Offset name="color_modifier_enddate">0x68</Offset><Offset name="caste_bodypart_vector">0x51C</Offset><Offset name="caste_color_modifiers">0xACC</Offset><Offset name="caste_attributes">0x654</Offset>
  737.  
  738.         Body Parts
  739.         ==========
  740.         <Offset name="bodypart_id">0x0</Offset><Offset name="bodypart_category">0x1C</Offset><Offset name="bodypart_layers_vector">0x44</Offset><Offset name="bodypart_singular_vector">0x78</Offset><Offset name="bodypart_plural_vector">0x90</Offset>
  741.  
  742.         Materials
  743.         =========
  744.         soil, stone, metal
  745.         inorganics vector = WORLD + 0x54B7C = 0x16B0D4C
  746.         <Address name="mat_inorganics">0x16B0D4C</Address>
  747.  
  748.         stuff like glass, coke, ...
  749.         <Address name="mat_other">0x16BA114</Address>
  750.        
  751.         wood and plant matter, WORLD + 0x54B94
  752.         <Address name="mat_organics_all">0x16B0D64</Address>
  753.        
  754.         plant matter, WORLD + 0x54BAC
  755.         <Address name="mat_organics_plants">0x16B0D7C</Address>
  756.        
  757.         just wood, WORLD + 0x54BDC
  758.         <Address name="mat_organics_trees">0x16B0DAC</Address>
  759.        
  760.         creature types actually used for creatures, WORLD + 0x54CD0
  761.         <Address name="creature_type_vector">0x16B0EA0</Address>
  762.  
  763.         stuff that is used somehow
  764.         <Address name="mat_stuff">0x16BA114</Address>
  765.        
  766.         Constructions
  767.         =============
  768.         WORLD + 0x108
  769.         <Address name="construction_vector">0x165C2D8</Address>
  770.        
  771.         Translations
  772.         ============
  773.         WORLD + 0x54E50
  774.         <Address name="language_vector">0x016B1020</Address>
  775.         WORLD + 0x54E80
  776.         <Address name="translation_vector">0x16B1050</Address>
  777.        
  778.         Vegetation
  779.         ==========
  780.         WORLD + 0x15184
  781.         <Address name="vegetation_vector">0x1671354</Address>
  782.        
  783.         Buildings
  784.         =========
  785.         WORLD + 0x14818
  786.         <Address name="buildings_vector">0x16709E8</Address>
  787.         WORLD + 0x5D610
  788.         <Address name="custom_workshop_vector">0x16B97E0</Address><Offset name="custom_workshop_name">0x4</Offset><Offset name="custom_workshop_type">0x20</Offset>
  789.  
  790.         Descriptor colors
  791.         =================
  792.         <Address name="descriptor_vectors_start">0x16B9780</Address><Offset name="descriptor_rawname">0x0</Offset><Offset name="descriptor_name">0x4C</Offset><Address name="descriptor_colors_vector">0x16B9768</Address> this includes RVB
  793.         <Offset name="descriptor_color_r">0x6C</Offset> floats !
  794.         <Offset name="descriptor_color_v">0x70</Offset><Offset name="descriptor_color_b">0x74</Offset><Address name="descriptor_all_colors">0x16B9798</Address> A list of all colors, including eyes and stuff
  795.  
  796.         Items
  797.         =====
  798.         <Address name="items_vector">0x166FE00</Address>
  799.         List of offsets in the VTable :
  800.         <Offset name="item_type_accessor">0x0</Offset><Offset name="item_subtype_accessor">0x4</Offset><Offset name="item_subindex_accessor">0x8</Offset><Offset name="item_index_accessor">0xC</Offset><Offset name="item_quality_accessor">0x238</Offset><Offset name="item_improvement_vector">0xA0</Offset><Offset name="item_improvement_subindex">0x4</Offset><Offset name="item_improvement_index">0x8</Offset><Offset name="item_improvement_quality">0x14</Offset><Offset name="item_type_accessor">0x14</Offset>  (in the vtable)
  801.            
  802.         Time
  803.         ====
  804.         <Address name="current_tick">0x0e47e08</Address><Address name="current_year">0x0e79f00</Address></Entry><Entry version="v0.31.04" os="windows" id="0.31.04" base="0.31.03" rebase="0x0"><String name="md5">655a895c5b90d15eb9bb71e28c6c62e5</String><HexValue name="pe_timestamp">0x4bf014fa</HexValue><Address name="creature_vector">0x167870C</Address><Address name="dwarf_race_index">0x1471FBC</Address><Address name="dwarf_civ_id">0x1471FB0</Address><Address name="mat_inorganics">0x16BD0B0</Address><Address name="mat_other">0x16C6478</Address><Address name="mat_organics_all">0x16BD0C8</Address><Address name="mat_organics_plants">0x16bd0e0</Address><Address name="mat_organics_trees">0x16bd110</Address><Address name="creature_type_vector">0x16BD204</Address><Address name="mat_stuff">0x16C6478</Address><Address name="language_vector">0x16BD384</Address><Address name="translation_vector">0x16BD3B4</Address><Address name="descriptor_colors_vector">0x16C5ACC</Address><Address name="descriptor_vectors_start">0x16C5AE4</Address><Address name="descriptor_all_colors">0x16C5AFC</Address><Address name="current_tick">0xE78780</Address><Address name="current_year">0xEAA878</Address><Address name="map_data">0x016BAAC4</Address><Address name="x_count_block">0x016BAAE4</Address><Address name="y_count_block">0x016BAAE8</Address><Address name="z_count_block">0x016BAAEC</Address><Address name="x_count">0x016BAAF0</Address><Address name="y_count">0x016BAAF4</Address><Address name="z_count">0x016BAAF8</Address><Address name="region_x">0x016BAAFC</Address><Address name="region_y">0x016BAB00</Address><Address name="region_z">0x016BAB04</Address><Address name="world_size_x">0x16BC180</Address><Address name="world_size_y">0x16BC182</Address><Address name="geoblock_vector">0x16BC8D8</Address><Address name="ptr2_region_array">0x16BC920</Address><Address name="global_feature_vector">0x16BC8A8</Address><Address name="local_feature_start_ptr">0x16BC974</Address><Address name="construction_vector">0x1664CD8</Address><Address name="vegetation_vector">0x1679D54</Address><Address name="buildings_vector">0x16793e8</Address><Address name="items_vector">0x1678800</Address><Address name="window_dims">0x18030fc</Address> 0x17f6b00
  805.         <Address name="window_x">0xe640dc</Address>0xe32798 01
  806.         <Address name="window_y">0xe921b0</Address>0xe60838 01
  807.         <Address name="window_z">0xe9218c</Address>0xe60814 01
  808.         <Address name="cursor_xyz">0xae92c8</Address>0xae82cc 01
  809.  
  810.         <Offset name="item_type_accessor">0x0</Offset> Why do i have to redefine this ???
  811.     </Entry><Entry version="v0.31.05" os="windows" id="0.31.05" base="0.31.04" rebase="0x8010"><String name="md5">394ff63fc00fedd5df0b36e4beb589bc</String><HexValue name="pe_timestamp">0x4c091569</HexValue><!--<Address name="creature_vector">0x1678704</Address> CHMOD--><Address name="dwarf_race_index">0x014abee4</Address> CHMOD
  812.         <Address name="dwarf_civ_id">0x1471FB0</Address> BOGUS!
  813.         <Address name="window_dims">0x180b10c</Address> LOOKS O.K.
  814.         <Address name="window_x">0xe6c0dc</Address> VERIFIED
  815.         <Address name="window_y">0xe9a1b0</Address> VERIFIED
  816.         <Address name="window_z">0xe9a18c</Address> VERIFIED
  817.         <Address name="cursor_xyz">0xaf12cc</Address> VERIFIED
  818.         <Address name="current_tick">0xE80780</Address> LOOKS O.K.
  819.         <Address name="current_year">0xEB2878</Address> LOOKS O.K.
  820. <!--
  821.        <Address name="mat_inorganics">0x16BD0B0</Address>
  822.        <Address name="mat_organics_all">0x16BD0C8</Address>
  823.        <Address name="mat_organics_plants">0x16bd0e0</Address>
  824.        <Address name="mat_organics_trees">0x16bd110</Address>
  825.        <Address name="creature_type_vector">0x16BD204</Address>
  826.        <Address name="descriptor_colors_vector">0x16C5ACC</Address>
  827.        <Address name="descriptor_all_colors">0x16C5AFC</Address>
  828.        --><!--<Address name="mat_other">0x16C6478</Address>--><!--<Address name="mat_stuff">0x16C6478</Address> --><!--<Address name="descriptor_vectors_start">0x16C5AE4</Address> --><!--
  829.        <Address name="language_vector">0x16BD384</Address> OLD
  830.        <Address name="translation_vector">0x16BD3B4</Address> OLD
  831.        
  832.        <Address name="language_vector">0x016c539c</Address> CHMOD
  833.        <Address name="translation_vector">0x016c53cc</Address> CHMOD
  834.        --><!--
  835.        <Address name="map_data">0x16c2ad4</Address> old 0x016BAAC4
  836.        <Address name="x_count_block">0x16c2af4</Address> old 0x016BAAE4
  837.        <Address name="y_count_block">0x16c2af8</Address> old 0x016BAAE8
  838.        <Address name="z_count_block">0x16c2afc</Address> old 0x016BAAEC
  839.        <Address name="x_count">0x16c2b00</Address> old 0x016BAAF0
  840.        <Address name="y_count">0x16c2b04</Address> old 0x016BAAF4
  841.        <Address name="z_count">0x16c2b08</Address> old 0x016BAAF8
  842.        <Address name="region_x">0x16c2b0C</Address> old 0x016BAAFC
  843.        <Address name="region_y">0x16c2b10</Address> old 0x016BAB00
  844.        <Address name="region_z">0x16c2b14</Address> old 0x016BAB04
  845.        <Address name="world_size_x">0x16C4190</Address> VERIFIED
  846.        <Address name="world_size_y">0x16C4192</Address> VERIFIED
  847.        <Address name="geoblock_vector">0x16C48E8</Address> LOOKS O.K.
  848.        <Address name="ptr2_region_array">0x16C4930</Address> LOOKS O.K.
  849.        <Address name="global_feature_vector">0x16C48B8</Address> LOOKS O.K.
  850.        <Address name="local_feature_start_ptr">0x16BC974</Address>
  851.  
  852.        <Address name="construction_vector">0x1664CD8</Address>
  853.        <Address name="vegetation_vector">0x1679D54</Address>
  854.        <Address name="buildings_vector">0x16793e8</Address>
  855.        <Address name="items_vector">0x1678800</Address>
  856. --><Offset name="item_type_accessor">0x0</Offset> Why do i have to redefine this ???
  857.         ... what?
  858.     </Entry><Entry version="v0.31.06" os="windows" id="0.31.06" base="0.31.05" rebase="0x10"><String name="md5">c4b7e37dafa2716e31d29110968ac64e</String><HexValue name="pe_timestamp">0x4c0f83d5</HexValue><Address name="cursor_xyz">0xaf12d0</Address>
  859. [addresses]
  860. translation_vector      = 0x016c53dc
  861. language_vector         = 0x016c53ac
  862. creature_vector         = 0x0168071c
  863. dwarf_race_index        = 0x014abef4
  864.     </Entry><Entry version="v0.31.08" os="windows" id="0.31.08" base="0.31.06" rebase="0x1000"><String name="md5">a83e6b21307cf41fb54c315fa40dec86</String><HexValue name="pe_timestamp">0x4c1d69fe</HexValue><Address name="cursor_xyz">0xaf22d8</Address>
  865. [addresses]
  866. translation_vector      = 0x016c53dc
  867. language_vector         = 0x016c53ac
  868. creature_vector         = 0x0168071c
  869. dwarf_race_index        = 0x014abef4
  870.     </Entry>
  871.        <Entry version="v0.31.09" os="windows" id="0.31.09" base="0.31.08" rebase="0xD028" > rebase="0xD030"
  872.         <!-- TODO: fix creature offsets -->
  873.         <!-- TODO: small offsets added all over the place, investigate -->
  874.         <String name="md5">1a85839ab03df082974dc5629d3fbc26</String>
  875.         <HexValue name="pe_timestamp">0x4C3897C0</HexValue>
  876.         <Address name="cursor_xyz">0xaff2d8</Address>      
  877.         <Address name="language_vector">0x16D33CC</Address>
  878.         <Address name="translation_vector">0x16D33FC</Address>
  879.         <Offset name="word_table">0x4c</Offset>
  880.  
  881.         Creatures
  882.         =========
  883.         <Address name="creature_vector">0x168E73C</Address>
  884.         <Address name="dwarf_race_index">0x014b9f1c</Address>    
  885.         <Offset name="creature_soulskill_vector">0X1F4</Offset>
  886.         <Offset name="creature_physical">0x4AC</Offset>      
  887.         <Offset name="creature_appearance_vector">0x64c</Offset> <!-- Maybe slightly wrong -->
  888.         <Offset name="creature_artifact_name">0x71c</Offset>
  889.         <Offset name="creature_labors">0x7Bc</Offset>
  890.         <Offset name="creature_soul_vector">0x0788</Offset>
  891.         <Offset name="creature_default_soul">0x07A0</Offset>
  892.         <Offset name="creature_happiness">0x87c</Offset>
  893.     </Entry>
  894.     <Entry version="v0.31.10" os="windows" id="0.31.10" base="0.31.09">
  895.         <String name="md5">349d1ad6eda7b6c5e87f8e4726a0999a</String>
  896.         <HexValue name="pe_timestamp">0x4C398089</HexValue>
  897.     </Entry>
  898.     <Entry version="v0.31.11" os="windows" id="0.31.11" base="0.31.10" rebase="0x7018">
  899.         <String name="md5">552cfa417fd131204ebfee66aefc4adb</String>
  900.         <HexValue name="pe_timestamp">0x4C496D93</HexValue>
  901.          <Address name="cursor_xyz">0xB062D8</Address>
  902.         <Address name="window_x">0xe81114</Address> VERIFIED
  903.         <Address name="window_y">0xeAF1E8</Address> VERIFIED
  904.         <Address name="window_z">0xeAF1C4</Address> VERIFIED  
  905.     </Entry>
  906.     <Entry version="v0.31.12" os="windows" id="0.31.12" base="0.31.11">
  907.         <String name="md5">f0459165a426a9f2dd8d957e9fa7f01d</String>
  908.         <HexValue name="pe_timestamp">0x4c4c32e7</HexValue>
  909.     </Entry>
  910.                             .-"""-.
  911.                            '       \
  912.                           |,.  ,-.  |   _________________________
  913.                           |()L( ()| |   \                        \
  914.                           |,'  `".| |   /_  Argh !!!              \
  915.                           |.___.',| `     \________________________\
  916.                          .j `--"' `  `.
  917.                         / '        '   \
  918.                        / /          `   `.
  919.                       / /            `    .
  920.                      / /              l   |
  921.                     . ,   L I N U X   |   |
  922.                     ,"`.             .|   |
  923.                  _.'   ``.          | `..-'l
  924.                 |       `.`,        |      `.
  925.                 |         `.    __.j         )
  926.                 |__        |--""___|      ,-'
  927.                    `"--...,+""""   `._,.-'
  928.    
  929.    
  930.     <!-- Windows logo by Microsoft --><!-- Tux logo by the Linux guys :) --><Entry version="linux-offsets-2010" os="all" id="linux-offsets-2010" base="meta-2010">
  931.         Basic things
  932.         ============
  933.         <HexValue name="sizeof_vector">0xC</HexValue> VERIFIED
  934.         <Offset name="vector_triplet">0x0</Offset> VERIFIED
  935.         <HexValue name="sizeof_string">0x4</HexValue> VERIFIED
  936.  
  937.         MAP BLOCK OFFSETS
  938.         =================
  939.         <Offset name="map_data_vein_vector">0x08</Offset> VERIFIED
  940.         <Offset name="map_data_feature_local">0x20</Offset> VERIFIED
  941.         <Offset name="map_data_feature_global">0x24</Offset> VERIFIED
  942.         <Offset name="map_data_type">0x006A</Offset> VERIFIED
  943.         <Offset name="map_data_designation">0x026C</Offset> VERIFIED
  944.         <Offset name="map_data_occupancy">0x066c</Offset> VERIFIED
  945.         <Offset name="map_data_temperature1_offset">0x156c</Offset> VERIFIED
  946.         <Offset name="map_data_temperature2_offset">0x176c</Offset> VERIFIED
  947.         <Offset name="map_data_biome_stuffs">0x1D6C</Offset> VERIFIED
  948.         <Offset name="map_data_pathfinding_offset">0x0D6c</Offset> VERIFIED
  949.        
  950.         MAP FEATURE OFFSETS
  951.         ===================
  952.         <Offset name="global_feature_funcptr_">0x94</Offset> VERIFIED
  953.         <Offset name="global_feature_mat">0x28</Offset> VERIFIED
  954.         <Offset name="global_feature_submat">0x2C</Offset> VERIFIED
  955.        
  956.         <Offset name="local_feature_mat">0x24</Offset> VERIFIED
  957.         <Offset name="local_feature_submat">0x28</Offset> VERIFIED
  958.  
  959.         values for the region structure
  960.         ===============================
  961.         <HexValue name="region_size">0x58</HexValue> VERIFIED
  962.         <Offset name="region_geo_index_off">0x54</Offset> VERIFIED
  963.         geoblock offsets
  964.         ================
  965.         <Offset name="geolayer_geoblock_offset">0x4</Offset> VERIFIED
  966.         <Offset name="type_inside_geolayer">0x4</Offset> VERIFIED
  967.        
  968.         Name struct
  969.         ===========
  970.         <Offset name="name_firstname">0x0</Offset> VERIFIED
  971.         <Offset name="name_nickname">0x4</Offset> VERIFIED
  972.         <Offset name="name_words">0x8</Offset> VERIFIED
  973.  
  974.         Creature offsets
  975.         ================
  976.         <Offset name="creature_name">0x0</Offset><Offset name="creature_custom_profession">0x6c</Offset><Offset name="creature_profession">0x3c</Offset> *
  977.         <Offset name="creature_race">0x44</Offset> *
  978.         <Offset name="creature_position">0x90</Offset><Offset name="creature_flags1">0x8C</Offset> *
  979.         <Offset name="creature_flags2">0x90</Offset> *
  980.         <Offset name="creature_caste">0x110</Offset><Offset name="creature_sex">0xA6</Offset> *
  981.         <Offset name="creature_id">0x114</Offset><Offset name="creature_civ">0XB4</Offset> *
  982.         <Offset name="creature_soulskill_vector">0X1F4</Offset><Offset name="creature_pickup_equipment_bit">0X21C</Offset><Offset name="creature_mood">0x18C</Offset> *
  983.         <Offset name="creature_birth_year">0x19C</Offset> *
  984.         <Offset name="creature_birth_time">0x1A0</Offset> *
  985.         <Offset name="creature_physical">0x464</Offset><Offset name="creature_current_job">0x390</Offset> from chmod
  986.         <Offset name="creature_mood_skill">0x394</Offset> the skill that will be increased at the end of the mood (or not)
  987.         <Offset name="creature_appearance_vector">0x604</Offset><Offset name="creature_artifact_name">0x6D4</Offset><Offset name="creature_labors">0x774</Offset><Offset name="creature_soul_vector">0x0740</Offset><Offset name="creature_default_soul">0x0758</Offset><Offset name="creature_happiness">0x834</Offset>
  988.  
  989.         Souls
  990.         =====
  991.         <Offset name="soul_name">0x0</Offset><Offset name="soul_skills_vector">0x1F4</Offset><Offset name="soul_traits">0x224</Offset><Offset name="soul_mental">0x88</Offset>
  992.  
  993.         Castes
  994.         ======
  995.         <Offset name="color_modifier_part">0x70</Offset><Offset name="color_modifier_startdate">0x64</Offset><Offset name="color_modifier_enddate">0x68</Offset><Offset name="caste_bodypart_vector">0x51C</Offset><Offset name="caste_color_modifiers">0xACC</Offset><Offset name="caste_attributes">0x654</Offset>
  996.  
  997.         Body Parts
  998.         ==========
  999.         <Offset name="bodypart_id">0x0</Offset><Offset name="bodypart_category">0x1C</Offset><Offset name="bodypart_layers_vector">0x44</Offset><Offset name="bodypart_singular_vector">0x78</Offset><Offset name="bodypart_plural_vector">0x90</Offset>
  1000.  
  1001.         Job structure
  1002.         =============
  1003.         <Offset name="job_id">0x0</Offset> Incrementaly assigned
  1004.         <Offset name="job_type">0x8</Offset> seems to be just like the old occupations
  1005.         <Offset name="job_materials_vector">0xa4</Offset>
  1006.  
  1007.         Job materials
  1008.         =============
  1009.         <Offset name="job_material_maintype">0x0</Offset> like mood materials, 0=bars, 4=stone, 5=wood, 57=cloth, 54=leather ...
  1010.         <Offset name="job_material_sectype1">0x2</Offset> subsubtype ?
  1011.         <Offset name="job_material_sectype2">0x4</Offset> subtype ?
  1012.         <Offset name="job_material_sectype3">0x8</Offset> index of material (for example, 2 is for silver)
  1013.         <Offset name="job_material_flags">0x18</Offset> set only for shell / bone mood requirements ?
  1014.  
  1015.         Creature type offsets
  1016.         =====================
  1017.         <Offset name="creature_type_caste_vector">0x60</Offset> VERIFIED
  1018.         <Offset name="creature_type_extract_vector">0x1A14</Offset><Offset name="creature_tile">0xE0</Offset><Offset name="creature_tile_color">0xF6</Offset><!--
  1019.        struct CreatureType
  1020.        {
  1021.            Vector<CreatureCasteType*> creature_type_caste_vector (0x138);
  1022.            Vector<CreatureExtractType*> creature_type_extract_vector (0x1A14);
  1023.            Offset creature_tile (0xE0);
  1024.            Offset creature_tile_color (0xF6);
  1025.        }
  1026.        -->
  1027.  
  1028.         Color descriptors
  1029.         =================
  1030.         <Offset name="descriptor_rawname">0x0</Offset> VERIFIED
  1031.         <Offset name="descriptor_name">0x1C</Offset> VERIFIED
  1032.         <Offset name="descriptor_color_r">0x24</Offset> VERIFIED
  1033.         <Offset name="descriptor_color_v">0x28</Offset> VERIFIED
  1034.         <Offset name="descriptor_color_b">0x2C</Offset> VERIFIED
  1035.  
  1036.         Language tables
  1037.         ===============
  1038.         <Offset name="word_table">0x1C</Offset> VERIFIED
  1039.  
  1040.         Constructions
  1041.         =============
  1042.         <Offset name="sizeof_construction">0x14</Offset></Entry><Entry version="v0.30_04" os="linux" id="30_04lin" base="linux-offsets-2010"><String name="md5">1d759a11af258263ef5c139d6d9a3e15</String><!-- most probably a static object, because its parts are often
  1043.             referenced as offset to this address *and* as addresses    --><Address name="WORLD">0x92D00C0</Address>
  1044.  
  1045.         Position and window dimensions
  1046.         ==============================
  1047.         <Address name="window_x">0x8cd3b18</Address><Address name="window_y">0x8cd3b1c</Address><Address name="window_z">0x8cd3b20</Address><Address name="cursor_xyz">0x8b17370</Address><Address name="window_dims">0x9464d6c</Address>
  1048.  
  1049.         GUI State
  1050.         =========
  1051.         <Address name="pause_state">0x92c971c</Address>
  1052.  
  1053.         Map data
  1054.         =========
  1055.         <Address name="map_data">0x9322d20</Address> WORLD + 0x52C60
  1056.  
  1057.         Map Features
  1058.         ============
  1059.         WORLD + 0x5487C
  1060.         <Address name="global_feature_vector">0x932493C</Address>
  1061.         WORLD + 0x548F4
  1062.         <Address name="local_feature_start_ptr">0x93249B4</Address>
  1063.  
  1064.         * map size in blocks *
  1065.         <Address name="x_count_block">0x9322d34</Address><Address name="y_count_block">0x9322d38</Address><Address name="z_count_block">0x9322d3C</Address>
  1066.        
  1067.         * map size in tiles *
  1068.         <Address name="x_count">0x9322d40</Address><Address name="y_count">0x9322d44</Address><Address name="z_count">0x9322d48</Address>
  1069.        
  1070.         * region coords *
  1071.         WORLD + 0x525C8
  1072.         <Address name="region_x">0x9322d4C</Address>
  1073.         WORLD + 0x525CC
  1074.         <Address name="region_y">0x9322d50</Address>
  1075.         WORLD + 0x525D0
  1076.         <Address name="region_z">0x9322d54</Address>
  1077.        
  1078.         * World size * (WORDs)
  1079.         WORLD + 0x542E0
  1080.         <Address name="world_size_x">0x93243A0</Address>
  1081.         WORLD + 0x542E2
  1082.         <Address name="world_size_y">0x93243A2</Address>
  1083.         WORLD + 0x54894
  1084.         <Address name="geoblock_vector">0x9324954</Address>
  1085.         WORLD + 0x548B8
  1086.         <Address name="ptr2_region_array">0x9324978</Address>
  1087.        
  1088.         Creatures
  1089.         =========
  1090.         <Address name="creature_vector">0x092E3AA0</Address><Address name="dwarf_race_index">0x092CB608</Address><Address name="dwarf_civ_id">0x092CB5FC</Address>
  1091.        
  1092.         Materials
  1093.         =========
  1094.         soil, stone, metal
  1095.         inorganics vector
  1096.         <Address name="mat_inorganics">0x9324e68</Address>0x16afd04
  1097.        
  1098.         wood and plant matter
  1099.         <Address name="mat_organics_all">0x9324E74</Address>
  1100.        
  1101.         plant matter
  1102.         <Address name="mat_organics_plants">0x9324E80</Address>
  1103.        
  1104.         just wood
  1105.         <Address name="mat_organics_trees">0x9324E98</Address>
  1106.  
  1107.         creature types actually used for creatures,
  1108.         <Address name="creature_type_vector">0x09324F14</Address>
  1109.  
  1110.         Color descriptors
  1111.         =================
  1112.         <Address name="descriptor_colors_vector">0x9329378</Address> VERIFIED
  1113.         <Address name="descriptor_all_colors">0x9329390</Address> VERIFIED
  1114.  
  1115.         Translations
  1116.         ============
  1117.         WORLD + 0x54E50
  1118.         <Address name="language_vector">0x9324fd4</Address>
  1119.         WORLD + 0x54E80
  1120.         <Address name="translation_vector">0x9324fec</Address>
  1121.  
  1122.         Constructions
  1123.         =============
  1124.         WORLD + 0x84
  1125.         <Address name="construction_vector">0x92D0144</Address> 0x165b290
  1126.  
  1127.         Time
  1128.         ====
  1129.         <Address name="current_year">0x92C9680</Address><Address name="current_tick">0x92C9688</Address><!--
  1130.        
  1131.        Vegetation
  1132.        ==========
  1133.        WORLD + 0x15184
  1134.        <Address name="vegetation_vector">0x0167030C</Address> belal: 0x017f6d98 ... what?
  1135.        <Offset name="tree_desc_offset">0x6C</Offset>
  1136.        
  1137.        Buildings
  1138.        =========
  1139.        WORLD + 0x14818
  1140.        <Address name="buildings_vector">0x0166f9a0</Address>
  1141.        <Offset name="building_custom_workshop_type">0x164</Offset>
  1142.        WORLD + 0x5D610
  1143.        <Address name="custom_workshop_vector">0x016B8798</Address>
  1144.        <Offset name="custom_workshop_name">0x4</Offset>
  1145.        <Offset name="custom_workshop_type">0x20</Offset>
  1146.        
  1147.        Effects
  1148.        =======
  1149.        
  1150.        :(
  1151.        
  1152.        Settlements
  1153.        ===========
  1154.        
  1155.        :(
  1156.        
  1157.        Hotkeys
  1158.        =======
  1159.        <Address name="hotkey_start">0x01476ecc</Address>
  1160.        <Offset name="hotkey_mode">0x1C</Offset>
  1161.        <Offset name="hotkey_xyz">0x20</Offset>
  1162.        <HexValue name="hotkey_size">0x2C</HexValue>
  1163. --><!--
  1164.        Materials
  1165.        =========
  1166.        <Address name="mat_inorganics">0x9324E64</Address>
  1167.  
  1168.        stuff like glass, coke, ...
  1169.        <Address name="mat_other">17</Address>
  1170.        
  1171.        wood and plant matter, WORLD + 0x54B94
  1172.        <Address name="mat_organics_all">18</Address>
  1173.        
  1174.        plant matter, WORLD + 0x54BAC
  1175.        <Address name="mat_organics_plants">19</Address>
  1176.        
  1177.        just wood, WORLD + 0x54BDC
  1178.        <Address name="mat_organics_trees">20</Address>
  1179.        
  1180.        creature types actually used for creatures, WORLD + 0x54CD0
  1181.        <Address name="creature_type_vector">0x09324F10</Address>
  1182.  
  1183.        stuff that is used somehow
  1184.        <Address name="mat_stuff">21</Address>
  1185.        
  1186.        Constructions
  1187.        =============
  1188.        WORLD + 0x108
  1189.        <Address name="construction_vector">22</Address>
  1190.        
  1191.        Vegetation
  1192.        ==========
  1193.        WORLD + 0x15184
  1194.        <Address name="vegetation_vector">25</Address>
  1195.        
  1196.        Buildings
  1197.        =========
  1198.        WORLD + 0x14818
  1199.        <Address name="buildings_vector">26</Address>
  1200.        WORLD + 0x5D610
  1201.        <Address name="custom_workshop_vector">0</Address>
  1202.        <Offset name="custom_workshop_name">0x4</Offset>
  1203.        <Offset name="custom_workshop_type">0x20</Offset>
  1204.  
  1205.        Descriptor colors
  1206.        =================
  1207.        <Address name="descriptor_vectors_start">27</Address>
  1208.        <Offset name="descriptor_rawname">0x0</Offset>
  1209.        <Offset name="descriptor_name">0x4C</Offset>
  1210.        <Address name="descriptor_colors_vector">28</Address> this includes RVB
  1211.        <Offset name="descriptor_color_r">0x6C</Offset> floats !
  1212.        <Offset name="descriptor_color_v">0x70</Offset>
  1213.        <Offset name="descriptor_color_b">0x74</Offset>
  1214.        <Address name="descriptor_all_colors">29</Address> A list of all colors, including eyes and stuff
  1215.  
  1216.        Items
  1217.        =====
  1218.        <Address name="items_vector">30</Address>
  1219.        List of offsets in the VTable :
  1220.        <Offset name="item_type_accessor">0x0</Offset>
  1221.        <Offset name="item_subtype_accessor">0x4</Offset>
  1222.        <Offset name="item_subindex_accessor">0x8</Offset>
  1223.        <Offset name="item_index_accessor">0xC</Offset>
  1224.        <Offset name="item_quality_accessor">0x238</Offset>
  1225.        <Offset name="item_improvement_vector">0xA0</Offset>
  1226.        <Offset name="item_improvement_subindex">0x4</Offset>
  1227.        <Offset name="item_improvement_index">0x8</Offset>
  1228.        <Offset name="item_improvement_quality">0x14</Offset>
  1229.        <Offset name="item_type_accessor">0x14</Offset>  (in the vtable)
  1230.        --></Entry><Entry version="v0.31.05" os="linux" id="30_05lin" base="linux-offsets-2010"><String name="md5">fea3801a26538b1741f3cc9294139fca</String><!-- most probably a static object, because its parts are often
  1231.             referenced as offset to this address *and* as addresses    --><Address name="WORLD">0x92C60E0</Address> MOST PROBABLY BOGUS!
  1232.  
  1233.         Position and window dimensions
  1234.         ==============================
  1235.         <Address name="window_x">0x8cc9b38</Address> VERIFIED
  1236.         <Address name="window_y">0x8cc9b3c</Address> VERIFIED
  1237.         <Address name="window_z">0x8cc9b40</Address> VERIFIED
  1238.         <Address name="cursor_xyz">0x8b0d36c</Address> VERIFIED
  1239.         <Address name="window_dims">0x945ad8c</Address> VERIFIED
  1240.         GUI State
  1241.         =========
  1242.         <Address name="pause_state">0x92bf73c</Address> VERIFIED
  1243.  
  1244.         Map data
  1245.         ========
  1246.         WORLD + 0x52C60?
  1247.         <Address name="map_data">0x9318D40</Address> VERIFIED
  1248.  
  1249.         Map Features
  1250.         ============
  1251.         WORLD + 0x5487C?
  1252.         <Address name="global_feature_vector">0x931A95C</Address> VERIFIED
  1253.         WORLD + 0x548F4?
  1254.         <Address name="local_feature_start_ptr">0x931A9D4</Address> VERIFIED
  1255.  
  1256.         * map size in blocks *
  1257.         <Address name="x_count_block">0x9318D54</Address> VERIFIED
  1258.         <Address name="y_count_block">0x9318D58</Address> VERIFIED
  1259.         <Address name="z_count_block">0x9318D5C</Address> VERIFIED
  1260.        
  1261.         * map size in tiles *
  1262.         <Address name="x_count">0x9318D60</Address> VERIFIED
  1263.         <Address name="y_count">0x9318D64</Address> VERIFIED
  1264.         <Address name="z_count">0x9318D68</Address> VERIFIED
  1265.        
  1266.         * region coords *
  1267.         WORLD + 0x525C8
  1268.         <Address name="region_x">0x9318D6C</Address> VERIFIED
  1269.         WORLD + 0x525CC
  1270.         <Address name="region_y">0x9318D70</Address> VERIFIED
  1271.         WORLD + 0x525D0
  1272.         <Address name="region_z">0x9318D74</Address> VERIFIED (old = 0x9322d54)
  1273.        
  1274.         * World size * (WORDs)
  1275.         WORLD + 0x542E0
  1276.         <Address name="world_size_x">0x931A3C0</Address> VERIFIED
  1277.         WORLD + 0x542E2
  1278.         <Address name="world_size_y">0x931A3C2</Address> VERIFIED
  1279.         WORLD + 0x54894
  1280.         <Address name="geoblock_vector">0x931A974</Address> VERIFIED
  1281.         WORLD + 0x548B8
  1282.         <Address name="ptr2_region_array">0x931A998</Address> VERIFIED
  1283.  
  1284.         Materials
  1285.         =========
  1286.         soil, stone, metal
  1287.         inorganics vector
  1288.         <Address name="mat_inorganics">0x931ae88</Address> VERIFIED
  1289.        
  1290.         wood and plant matter
  1291.         <Address name="mat_organics_all">0x931ae94</Address> VERIFIED
  1292.        
  1293.         plant matter
  1294.         <Address name="mat_organics_plants">0x931aea0</Address> VERIFIED
  1295.        
  1296.         just wood
  1297.         <Address name="mat_organics_trees">0x931aeb8</Address> VERIFIED
  1298.  
  1299.         creature types actually used for creatures,
  1300.         <Address name="creature_type_vector">0x931af34</Address> VERIFIED
  1301.  
  1302.         Color descriptors
  1303.         =================
  1304.         <Address name="descriptor_colors_vector">0x931f398</Address> VERIFIED
  1305.         <Address name="descriptor_all_colors">0x931f3b0</Address> VERIFIED
  1306.  
  1307.         Translations
  1308.         ============
  1309.         WORLD + 0x54E50
  1310.         <Address name="language_vector">0x931aff4</Address>
  1311.         WORLD + 0x54E80
  1312.         <Address name="translation_vector">0x931b00c</Address></Entry><Entry version="v0.31.06" os="linux" id="30_06lin" base="linux-offsets-2010"><String name="md5">13a1c19e8f59b74e307e094e2a0f28c3</String></Entry></MemoryDescriptors>
  1313. </DFExtractor>
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