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User:Andux/Format research/WORLD.SAV
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WORLD.SAV files contain data for worlds which have an active adventurer or fortress.
File structure[edit]
World header[edit]
This immediately follows the save header:
Type | Name | Description |
---|---|---|
int32 | Unk1 | ? |
int32 | Unk2 | ? |
int32 | Unk3 | ? |
int32 | Unk4 | ? |
int32 | Unk5 | ? |
int32 | Unk6 | ? |
int32 | Unk7 | ? |
int32 | Unk8 | ? |
int32 | Unk9 | ? |
int32 | Unk10 | ? |
int32 | Unk11 | ? |
int32 | Unk12 | ? |
int32 | Unk13 | ? |
int32 | Unk14 | ? |
int32 | Unk15 | ? |
int32 | Unk16 | ? |
int32 | Unk17 | ? |
int32 | Unk18 | ? |
int32 | Unk19 | ? |
int32 | Unk20 | ? |
int32 | Unk21 | ? |
uint16 | GameMode | 0 = fortress, 1 = adventurer |
String | GameName | The fort/adventurer's full name in whatever language. |
String | WorldName | The full world name in whatever language. |
Beast defs[edit]
The beast defs are composed of a List of string-lists; each string-list is a List of String structures which contain the raw tags defining a forgotten beast, demon, titan, or night creature.
String tables[edit]
The string tables enumerate all the raw section names used by the save.
Each section is a List of String structures containing the name of a raw object; there are a total of 19 sections:
- INORGANIC materials
- PLANT types
- BODY types
- BODYGLOSS entries
- CREATURE entries
- ITEM types
- BUILDING types (custom workshops)
- ENTITY classes
- WORD entries
- SYMBOL entries
- TRANSLATION entries (languages)
- COLOR entries
- SHAPE entries
- COLOR_PATTERN entries (also includes COLOR entries)
- REACTION entries
- MATERIAL_TEMPLATE types
- TISSUE_TEMPLATE types
- BODY_DETAIL_PLAN entries
- CREATURE_VARIATION types
Game data[edit]
Format unknown.