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Editing 23a:Cheating

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=File Edits=
 
=File Edits=
  
The most common use of editing raw files is to get free items.
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The most common use of editing raw files is to get free items, such as gems, adamantine, or flux.  
  
 
When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected.
 
When changing the raw files, you may or may not need to create a new world in order for your changes to be reflected.
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Worlds created before the modifications were made won't be playable unless the previous version of the raw file is restored. Save your custom raw files if you want to continue playing your game at some future point.
 
Worlds created before the modifications were made won't be playable unless the previous version of the raw file is restored. Save your custom raw files if you want to continue playing your game at some future point.
  
Raw files are located in the "raw/objects" directory and are automatically ''compiled'' into files inside the "data/objects" folder, so you might want to clear out the latter folder to make sure everything updates correctly.
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Attempting to play worlds not generated with identical reaction additions will fail on load.
  
See also: [[Material token]] and [[Creature token]] for making your own custom cheats.
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Raw files are located in the raw/objects directory
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See also: [[Material token]], [[Creature token]], and [[Matgloss token]] for making your own custom cheats.
  
 
==Creature Token Modifications==
 
==Creature Token Modifications==
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Add something like this to their creature entries.
 
Add something like this to their creature entries.
  
[ITEMCORPSE:ARMOR:ITEM_ARMOR_CHAINMAIL:ADAMANTINE]
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    [ITEMCORPSE:ARMOR:ITEM_ARMOR_CHAINMAIL:ADAMANTINE]
[ITEMCORPSE_QUALITY:5]
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    [ITEMCORPSE_QUALITY:5]
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Note that you do ''not'' need to make a new world for this to work, and that you can even change this entry in-between saves on the same adventurer or fortress, which has immense and obvious cheating potential.  You may want to take a look at the [[Item token]] page for a better general understanding of the ITEMCORPSE tag; ITEMCORPSE_QUALITY, on the other hand, simply ranges from 0 (no quality modifier) to 5 (masterpiece quality).
  
Note that you do ''not'' need to make a new world for this to work, and that you can even change this entry in-between saves on the same adventurer or fortress, which has immense and obvious cheating potential.  You may want to take a look at the [[Item token]] page for a better general understanding of the ITEMCORPSE tag; ITEMCORPSE_QUALITY, on the other hand, simply ranges from 0 (no quality modifier) to 5 (masterpiece quality).
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Note that this technique can only be used to create items made of obsidian (with USE_SHARPSTONE), glass, metal (including ores), and various other hardcoded materials (e.g. ash, potash, or pearlash).
  
Note that, in this version, this does not allow specifying a material ''subtype'', so this technique can only be used to create items made of glass, metal (including ores), obsidian (with USE_SHARPSTONE), and various other hardcoded materials (e.g. ash, potash, or pearlash) - it cannot be used to directly make items made of stone, gem, plant, or creature materials. It is, however, possible to create creature/plant items (such as meat, fish, seeds, bones, or shells) for the first 49 creatures/plants defined in the raws by specifying the [[material token]] with a matching index. For example, you could create "cow shells" by specifying [ITEMCORPSE:SHELL:NO_SUBTYPE:GEM_RARE] (since GEM_RARE is the 12th material type, and cows are the 12th creature defined in the raws), very useful if you have no shelled animals in your fortress area and your master crafter gets an unlucky Strange Mood.
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It is also possible to create creature/plant items (such as meat, fish, seeds, bones, or shells) for the first 49 creatures/plants defined in the raws by specifying the [[material token]] with a matching index. For example, you could create "cow shells" by specifying [ITEMCORPSE:SHELL:NO_SUBTYPE:GEM_RARE]; very useful if you have no shelled animals in your fortress area and your mastercrafter gets an unlucky Strange Mood.
  
 
===Super-Fast Dwarves===
 
===Super-Fast Dwarves===
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Savescumming refers to the practice of regularly backing up your saves so you can revert to one if your fortress crumbles to the last. As the documentation suggests doing this anyways (in case of save corruption), some might not consider this to be cheating.
 
Savescumming refers to the practice of regularly backing up your saves so you can revert to one if your fortress crumbles to the last. As the documentation suggests doing this anyways (in case of save corruption), some might not consider this to be cheating.
  
Unlike in newer versions, killing dwarfort.exe from Task Manager is '''not''' safe and can easily result in the Fatal Error "Unit File Corrupted/Missing" (which is identical to the "Nemesis Unit Load Failed" error from later versions), as the data files for a given world are modified ''in-place'' during gameplay (rather than being staged to a temporary folder and then merged in when saving).
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Unlike in newer versions, killing dwarfort.exe from Task Manager is '''not''' safe and can easily result in Nemesis Unit Load Errors, as the data files for a given world are modified ''in-place'' during gameplay (rather than being staged to a temporary folder and then merged back in when saving, as later versions do).
  
 
=Memory Editing=
 
=Memory Editing=

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