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	<updated>2026-04-10T17:06:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=98226</id>
		<title>v0.31 Talk:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Experience&amp;diff=98226"/>
		<updated>2010-04-23T22:59:41Z</updated>

		<summary type="html">&lt;p&gt;Bpuk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Legendary +1...==&lt;br /&gt;
Do we have any proof - or even any hint - that these still exist?--[[User:Albedo|Albedo]] 21:49, 7 April 2010 (UTC)&lt;br /&gt;
:Only in the sense that they *used to* exist.  I left it on the table; if someone else is braver than I, they can remove it until such time as they are proved to exist and matter. [[Special:Contributions/129.2.164.85|129.2.164.85]]&lt;br /&gt;
::At least in adventure mode it is possible to have a higher level than 500. I had a wrestler and fighter skill of about [*****/50000], which would be a level of (50000/100(for the experience))-5(for starting experience) which is about level 495. I got this by wrestling a bronze &amp;lt;s&amp;gt;titan&amp;lt;/s&amp;gt;colossus after I dropped him into a murky pool. I have still a pic of THAT but not of the experience. I haven't modded the game nor used cheats/hacks. &amp;lt;s&amp;gt;I try to redo that (deleted the save) and make PICS!&amp;lt;/s&amp;gt; Not needed you can use the battle arena to do this. Just make a bronze colossus in the water and another creature on the ground above the water. Then attack/wrestle it. You easy get a very high wrestling skill since EVERY attack of wrestling increases wrestling and fighter about 5000-30000 points.&lt;br /&gt;
On this topic, I have evidence (if not proof) that Legendary +1 (etc.) exist.  I have two miners, both legendary, but one of whom has been mining for a quite a bit longer, and mines appreciably faster (50% faster or so).  So, there could be other factors at work here, but the obvious answer is Legendary+1. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
:Whatever Dwarf Therapist uses for it seems to think so because it's still listed as legandary +x. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 18:53, 23 April 2010 (UTC)&lt;br /&gt;
::Technically, skill beyond Legendary wouldn't have any effect on miners, but it '''would''' have an effect on anybody producing goods - a straight Legendary mason would occasionally produce *superior* goods, while Legendary+5 would be strictly ≡exceptional≡ and ☼masterwork☼ goods. Considering this behavior has been present ever since the 2D version, it's '''highly''' unlikely that it would have been removed now. --[[User:Quietust|Quietust]] 19:24, 23 April 2010 (UTC)&lt;br /&gt;
:::It's not been removed - levels 16-20 still show in memory. The effects of levels 16-20 on produced item quality could have changed (but do not appear to based on anecdotal tests of legendary engravers). [[User:Bpuk|Bpuk]] 22:59, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Experience amounts==&lt;br /&gt;
The experience amounts listed in this table are wrong. They are not 1..2..3.. etc. They are the same as the 40d table. [[User:Garanis|Garanis]] 02:38, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bpuk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Seed&amp;diff=98224</id>
		<title>v0.31 Talk:Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Seed&amp;diff=98224"/>
		<updated>2010-04-23T22:52:41Z</updated>

		<summary type="html">&lt;p&gt;Bpuk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How many seeds to a bag in DF2010?  (25?)&lt;br /&gt;
How many seed bags to a barrel?  (10?)&lt;br /&gt;
Is there still a limit to the number of seeds of each variety that a fortress can store? (200?)&lt;br /&gt;
:I just embarked with 200 seeds, made a 1x1 seed pile, one bag went there, I marked the bag for dumping and my stocks showed 50 marked for dumping.  So.... at least 50 in a bag? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:39, 23 April 2010 (UTC)&lt;br /&gt;
::Pulling up the stock screen on my current fortress shows 302 whip vine seeds - it is possible that I may have accidentally bought or gathered more to take me over a limit, Marking a whip vine seed barrel (containing 2 bags) for dumping showed roughly 180 seeds (I lost count at about 130 - so likely to be a few more) as marked for dumping on the stock screen. [[User:Bpuk|Bpuk]] 22:52, 23 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bpuk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=98221</id>
		<title>v0.31 Talk:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Sparring&amp;diff=98221"/>
		<updated>2010-04-23T22:38:22Z</updated>

		<summary type="html">&lt;p&gt;Bpuk: Confirming that dwarves do occasionally spar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==This isn't funny, guys==&lt;br /&gt;
But it is [[Fun]]. How do I get them to use wooden training sword for training and metal swords for everything else? I spent months watching my swordsdwarves beating an ettin with what are essentially sticks, and when I finally get them using metal swords, one trainee sticks one in his sparring partner's stomach and twists it around! I thought they were supposed to be smart enough to switch on their own; I'm feeling pretty dumb that I can't even get them to switch on command. Help? --[[User:Zombiejustice|Zombiejustice]] 01:21, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Pffft, ''you'' feel dumb, I can't even ''get them to spar'' in the current setup :/ Stupid drills and lessons [[User:Greep|Greep]] 01:13, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Don't feel dumb, the military is horrendously bugged right now and some people are even having a hard time getting them to pick up something. [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
::I'm having the problem right now.  They picked stuff up fine (more or less), but this current fort, I can't even get hunters to pick up their stuff. --[[User:LegacyCWAL|LegacyCWAL]] 17:49, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just to annoy you a little bit, my dwarves train fine, level up quite fast, train with steel and bronze weapons and i have yet to see any injury :P I will admit though that the military screen gave me quite a bit of headache at first. --[[Special:Contributions/92.202.9.88|92.202.9.88]] 14:26, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::For my edification, are they sparring with these metal weapons, or doing individual training? --[[User:Zombiejustice|Zombiejustice]] 22:56, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm with Greep; my dwarves don't spar whatsoever. I have the military screen largely figured out, I have my barracks designated for training, another for sleeping, etc. but I only see them standing around in a large group &amp;quot;Waiting for Combat Training&amp;quot; and whatnot. I never see my recruits pushing eachother around with the occasional smear of blood across the wall, like they use to (sparring, basically). Are they supposed to just stand around now and passively gain military skill, or do they move around? If so, '''HOW DO I GET THEM TO SPAR'''?! Much thanks. --[[User:Bronzebeard|Bronzebeard]] 02:58, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::To get them to spar, assign the squad a barracks, make an alert for that squad with a schedule that calls for training, and give that squad that alert. --[[User:Zombiejustice|Zombiejustice]] 19:23, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I've done all that. I don't see any sparring, though, unless it's been entirely taken out of the game and replaced with &amp;quot;individual combat drills&amp;quot; and demonstrations. The latter never seem to work because, for whatever reason, the dwarves can't all be there at the same time (unless they do work without the entire squad) BUT I have noticed that one way or another, my dwarves are improving their combat skills by just standing around doing drills and demonstrations. I have to assume that sparring -- dwarves knocking each other around -- has been eliminated from the game. --[[User:Bronzebeard|Bronzebeard]] 19:29, 23 April 2010 (UTC)&lt;br /&gt;
::::: My dwarves spar sometimes. Like most of the military jobs in 0.31.03 it seems to be somewhat buggy. All I did to get them to spar originally was to assign them a firing range, a barracks (both designated as training) and set their schedule to 'Train'. Getting them to not put each other in hospital on the other hand... [[User:Bpuk|Bpuk]] 22:38, 23 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Bpuk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=95887</id>
		<title>User:Bpuk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=95887"/>
		<updated>2010-04-20T00:24:27Z</updated>

		<summary type="html">&lt;p&gt;Bpuk: Another material ID field - Sorry for the edit spam. Keep thinking I've found everything for the night and then spotting something new.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0.31.03==&lt;br /&gt;
&lt;br /&gt;
Manager queue found at 0x0165c418&lt;br /&gt;
&lt;br /&gt;
Looks like each queue item is &amp;lt;s&amp;gt;88&amp;lt;/s&amp;gt; 60 bytes long. Some offsets defined in constructor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Job ID&lt;br /&gt;
| Mostly matches up with job ID's in Dwarf Therapist. One or two seem off&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown. May be part of 04h&lt;br /&gt;
| Only seen 0xFFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Item ID&lt;br /&gt;
| Is 0xFFFF for jobs with only one output item (i.e. rock door) - pulls from enums for armour/weapons&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;06h-0Bh&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| BYTE&lt;br /&gt;
| &lt;br /&gt;
| Set to 0 by the constructor. No change observed to date&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Dh-1Bh&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| DWORD&lt;br /&gt;
| &lt;br /&gt;
| Set to 0 by the constructor. No change observed to date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| DWORD&lt;br /&gt;
| &lt;br /&gt;
| Set to 15 by the constructor. No change observed to date&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h-27h&amp;lt;/code&amp;gt;&lt;br /&gt;
| probably 4&lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Material definition. 0xFFFF for jobs with no material choice.&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| bitfield&lt;br /&gt;
| Target definition? changes to 4/64/1024 for Encrust Ammo/Furniture/Finished Goods with &amp;lt;mat&amp;gt; - operates as a bitfield&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Eh&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;30h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| bitfield&lt;br /&gt;
| Another material bitfield. This one covers plant/cloth/wood/leather/bone/horn/pearl at a minimum.&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;32h&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;34h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Runs remaining&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;36h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Total Number of runs&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;38h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| DWORD&lt;br /&gt;
| Validated&lt;br /&gt;
| Looks like a very large bool. Set to 0 by the constructor. Wonder why it's so large - guessing alignment packing&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item ID===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | 04h - Weaponsmithing (J:97)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | 04h - Armoursmithing (J:101)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | 2Ch - Encrust  with  (J:87)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Whip&lt;br /&gt;
| Breastplate&lt;br /&gt;
| 4: Furniture &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Battle Axe &lt;br /&gt;
| Iron Shirt &lt;br /&gt;
| 64: Ammo &lt;br /&gt;
|- &lt;br /&gt;
| 2 &lt;br /&gt;
| War Hammer&lt;br /&gt;
| Armor &lt;br /&gt;
| 1024: Finished Goods &lt;br /&gt;
|- &lt;br /&gt;
| 3 &lt;br /&gt;
| Short Sword &lt;br /&gt;
| Coat &lt;br /&gt;
 &lt;br /&gt;
|- &lt;br /&gt;
| 4 &lt;br /&gt;
| Spear &lt;br /&gt;
| Shirt &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| 5 &lt;br /&gt;
| Mace &lt;br /&gt;
| Cloak   &lt;br /&gt;
|- &lt;br /&gt;
| 6 &lt;br /&gt;
| Crossbow &lt;br /&gt;
| Tunic  &lt;br /&gt;
|- &lt;br /&gt;
| 7 &lt;br /&gt;
| Pick &lt;br /&gt;
| Toga  &lt;br /&gt;
|- &lt;br /&gt;
| 8 &lt;br /&gt;
| Bow  &lt;br /&gt;
| Vest &lt;br /&gt;
|- &lt;br /&gt;
| 9 &lt;br /&gt;
| Blowgun &lt;br /&gt;
| Dress   &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material ID===&lt;br /&gt;
&lt;br /&gt;
Partial list only&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Iron&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gold&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Silver&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Copper&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Nickel&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Zinc&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bronze&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Brass&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Steel&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Pig Iron&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Platinum&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==0.28.40d19==&lt;br /&gt;
&lt;br /&gt;
Initial passes of a couple of memory structures. This should all be taken as low confidence until at least another pass has been run over them.&lt;br /&gt;
&lt;br /&gt;
I'm going to cross check some of the values found here against the raws and see if they match up. I'll come back to the building structure once I've had a quick look at the job and item structures.&lt;br /&gt;
&lt;br /&gt;
Never did get around to updating these... Ah well, archiving them&lt;br /&gt;
&lt;br /&gt;
==Building Structure==&lt;br /&gt;
&lt;br /&gt;
Found at the addresses found by Mithaldu. See [[User:Jifodus/Memory research]]&lt;br /&gt;
&lt;br /&gt;
The building structure is 248 bytes in length&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Always 0x0097 on the saves I've tested to date. Possibly a race ID?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| [[User:Bpuk#Building Types|Building Type]]&lt;br /&gt;
| Multiple building 'types' seem to share the same designation. For example all workshops are 0x0E10C. Changing this type often results in the building 'dissapearing'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (left)&lt;br /&gt;
| This, and the following co-ords, could be shorts. I've yet to see a value that isn't 0x00XX&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (top)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (right)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (bottom)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Z co-ordinate &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Built&lt;br /&gt;
| Could simply be a boolean padded to 4 bytes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Material?&lt;br /&gt;
| Workshops built out of the same type of wood have the save value. Values for furniture match those for workshops&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0 for workshops and furniture. Stockpiles appear to have a pointer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4*4&lt;br /&gt;
| long*4&lt;br /&gt;
| Stockpile dimensions&lt;br /&gt;
| Top left co-ord, width, height&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Varies while the game is unpaused. Part of AI?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Building ID?&lt;br /&gt;
| This is a counter, each building has a unique value. Values do not appear to be reused.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Only appears to be defined for stockpiles. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| List of jobs&lt;br /&gt;
| Remove building appears to be classed as a 'job'. Vector increases/decreases as jobs are added to workshops. Has values for some farm plots, workshops, stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen once on a chair. The chair was defining a throne room, which had items in it. It was also overlapped with a dining room.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long/pointer&lt;br /&gt;
| Defines Room?&lt;br /&gt;
| For furniture the lowest bit is 0/1 if that building is defining a room. Also often looks like a pointer. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Owner?&lt;br /&gt;
| Only seen on furniture allocated as a room with an owner. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;A0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Appears to be a bitfield for stockpile storage settings. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Items&lt;br /&gt;
| Seems to be a list of items contained within the building (T). Doesn't seem to be relevant for stockpiles or ropes. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen on trade depot and an archery target&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C8h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown/Part of stockpile profile?&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Profile/Part of stockpile profile&lt;br /&gt;
| Seems to contain workshop profile, or part of the stockpile profile if it is a stockpile. Untested on furniture&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Minimum skill level&lt;br /&gt;
| For workshops this details the minimum skill level. For stockpiles it seems to be part of the stockpile settings&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Maximum skill level&lt;br /&gt;
| For workshops this details the maximum skill level. Dabbling is 0. Grand Master is 14. Legendary is 3 million. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 6*4&lt;br /&gt;
| long[6]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Some of these appear to have useful values for workshops. Generally seem to be part of stockpile profiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Building Job Structure===&lt;br /&gt;
&lt;br /&gt;
Appears to be 128 bytes long. Appears that this is actually a 'task' structure for any task. I suspect that there will be a pointer to one of these in the creature structure. Maybe even pointing to the same object?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| ID&lt;br /&gt;
| Increases with each new job. Doesn't appear to reuse. Haven't tried to rollover&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Material Type?&lt;br /&gt;
| Common types for wood, cloth, rock etc. Sure I've seen a list on the wiki of these, but if not I'll throw one together&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ah&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Task&lt;br /&gt;
| Interestingly contains all dwarf tasks. Including half a dozen strange moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Generally the same for the same workshop. Probably a pair of shorts&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Work left on item&lt;br /&gt;
| Unstarted jobs are 0xFFFFFFFF. When job becomes active changes to a job specific value then counts down. At 0 job is complete and removed from vector.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Often 0, FFFFFFFF or 80008&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Generally 0, 0C00, FFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ah&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Status bitfield&lt;br /&gt;
| 1 is repeat, 2 is suspend, 4 is active. 8 has been seen - appears to be 'about to start'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Remains 0xFFFFFFFF. May be non-workshop related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually FFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;22h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0000. Active job sometimes has a different value. Kitchens usually do. May be a quantity modifier?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 5*4&lt;br /&gt;
| long[5]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs usually have values. Sometimes these look like pointers. Sometimes not. Inactive jobs are almost always 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Never seen it anything other than 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Never seen it anything other than F&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs sometimes have values. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs only. List of materials? list of dwarves?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| I'm not convinced this one is a vector, but it looks a lot like one. I'll keep looking at it&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Pretty sure this one is a vector. Generally seems to have 1-2 somethings each.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building Types ===&lt;br /&gt;
&lt;br /&gt;
This table lists the known building ID's (at offset 2) to date. This is likely to be incomplete&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| B50C || Door&lt;br /&gt;
|-&lt;br /&gt;
| E10C || Workshop&lt;br /&gt;
|-&lt;br /&gt;
| B0EC || Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| DCEC || Farm Plot&lt;br /&gt;
|-&lt;br /&gt;
| D1EC || Bed&lt;br /&gt;
|-&lt;br /&gt;
| DE4C || Animal Trap&lt;br /&gt;
|-&lt;br /&gt;
| 9FE4 || Stockpile&lt;br /&gt;
|-&lt;br /&gt;
| E26C || Trade Depot&lt;br /&gt;
|-&lt;br /&gt;
| C00C || Trap?&lt;br /&gt;
|-&lt;br /&gt;
| D4AC || Chair&lt;br /&gt;
|-&lt;br /&gt;
| D34C || Table&lt;br /&gt;
|-&lt;br /&gt;
| D8CC || Statue&lt;br /&gt;
|-&lt;br /&gt;
| CF2C || Cage&lt;br /&gt;
|-&lt;br /&gt;
| 9D34 || Rope&lt;br /&gt;
|-&lt;br /&gt;
| B3AC || Armour Stand&lt;br /&gt;
|-&lt;br /&gt;
| C84C || Archery Target&lt;br /&gt;
|-&lt;br /&gt;
| AF8C || Coffer&lt;br /&gt;
|-&lt;br /&gt;
| E3CC || Wagon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bpuk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=95805</id>
		<title>User:Bpuk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=95805"/>
		<updated>2010-04-19T23:44:00Z</updated>

		<summary type="html">&lt;p&gt;Bpuk: Correct length of manager job structure. Update table slightly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0.31.03==&lt;br /&gt;
&lt;br /&gt;
Manager queue found at 0x0165c418&lt;br /&gt;
&lt;br /&gt;
Looks like each queue item is &amp;lt;s&amp;gt;88&amp;lt;/s&amp;gt; 60 bytes long. Some offsets defined in constructor. Since most of these haven't been observed at any other value it may be interesting finding out what they do&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Job ID&lt;br /&gt;
| Mostly matches up with job ID's in Dwarf Therapist. One or two seem off&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown. May be part of 04h&lt;br /&gt;
| Only seen 0xFFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Item ID&lt;br /&gt;
| Is 0xFFFF for jobs with only one output item (i.e. rock door) - pulls from enums for armour/weapons&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;06h-0Bh&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| BYTE&lt;br /&gt;
| &lt;br /&gt;
| Set to 0 by the constructor. No change observed to date&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Dh-1Bh&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| DWORD&lt;br /&gt;
| &lt;br /&gt;
| Set to 0 by the constructor. No change observed to date&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| DWORD&lt;br /&gt;
| &lt;br /&gt;
| Set to 15 by the constructor. No change observed to date&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h-27h&amp;lt;/code&amp;gt;&lt;br /&gt;
| probably 4&lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Material definition. 0xFFFF for jobs with no material choice.&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| bitfield&lt;br /&gt;
| Target definition? changes to 4/64/1024 for Encrust Ammo/Furniture/Finished Goods with &amp;lt;mat&amp;gt; - operates as a bitfield&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Eh-33h&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;34h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Runs remaining&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;36h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Total Number of runs&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;38h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| DWORD&lt;br /&gt;
| Validated. &lt;br /&gt;
| Looks like a very large bool. Set to 0 by the constructor &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item ID===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | 04h - Weaponsmithing (J:97)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | 04h - Armoursmithing (J:101)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | 2Ch - Encrust  with  (J:87)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Whip&lt;br /&gt;
| Breastplate&lt;br /&gt;
| 4: Furniture &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Battle Axe &lt;br /&gt;
| Iron Shirt &lt;br /&gt;
| 64: Ammo &lt;br /&gt;
|- &lt;br /&gt;
| 2 &lt;br /&gt;
| War Hammer&lt;br /&gt;
| Armor &lt;br /&gt;
| 1024: Finished Goods &lt;br /&gt;
|- &lt;br /&gt;
| 3 &lt;br /&gt;
| Short Sword &lt;br /&gt;
| Coat &lt;br /&gt;
 &lt;br /&gt;
|- &lt;br /&gt;
| 4 &lt;br /&gt;
| Spear &lt;br /&gt;
| Shirt &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| 5 &lt;br /&gt;
| Mace &lt;br /&gt;
| Cloak   &lt;br /&gt;
|- &lt;br /&gt;
| 6 &lt;br /&gt;
| Crossbow &lt;br /&gt;
| Tunic  &lt;br /&gt;
|- &lt;br /&gt;
| 7 &lt;br /&gt;
| Pick &lt;br /&gt;
| Toga  &lt;br /&gt;
|- &lt;br /&gt;
| 8 &lt;br /&gt;
| Bow  &lt;br /&gt;
| Vest &lt;br /&gt;
|- &lt;br /&gt;
| 9 &lt;br /&gt;
| Blowgun &lt;br /&gt;
| Dress   &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material ID===&lt;br /&gt;
&lt;br /&gt;
Partial list only&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Iron&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gold&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Silver&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Copper&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Nickel&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Zinc&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bronze&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Brass&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Steel&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Pig Iron&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Platinum&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==0.28.40d19==&lt;br /&gt;
&lt;br /&gt;
Initial passes of a couple of memory structures. This should all be taken as low confidence until at least another pass has been run over them.&lt;br /&gt;
&lt;br /&gt;
I'm going to cross check some of the values found here against the raws and see if they match up. I'll come back to the building structure once I've had a quick look at the job and item structures.&lt;br /&gt;
&lt;br /&gt;
Never did get around to updating these... Ah well, archiving them&lt;br /&gt;
&lt;br /&gt;
==Building Structure==&lt;br /&gt;
&lt;br /&gt;
Found at the addresses found by Mithaldu. See [[User:Jifodus/Memory research]]&lt;br /&gt;
&lt;br /&gt;
The building structure is 248 bytes in length&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Always 0x0097 on the saves I've tested to date. Possibly a race ID?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| [[User:Bpuk#Building Types|Building Type]]&lt;br /&gt;
| Multiple building 'types' seem to share the same designation. For example all workshops are 0x0E10C. Changing this type often results in the building 'dissapearing'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (left)&lt;br /&gt;
| This, and the following co-ords, could be shorts. I've yet to see a value that isn't 0x00XX&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (top)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (right)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (bottom)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Z co-ordinate &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Built&lt;br /&gt;
| Could simply be a boolean padded to 4 bytes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Material?&lt;br /&gt;
| Workshops built out of the same type of wood have the save value. Values for furniture match those for workshops&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0 for workshops and furniture. Stockpiles appear to have a pointer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4*4&lt;br /&gt;
| long*4&lt;br /&gt;
| Stockpile dimensions&lt;br /&gt;
| Top left co-ord, width, height&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Varies while the game is unpaused. Part of AI?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Building ID?&lt;br /&gt;
| This is a counter, each building has a unique value. Values do not appear to be reused.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Only appears to be defined for stockpiles. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| List of jobs&lt;br /&gt;
| Remove building appears to be classed as a 'job'. Vector increases/decreases as jobs are added to workshops. Has values for some farm plots, workshops, stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen once on a chair. The chair was defining a throne room, which had items in it. It was also overlapped with a dining room.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long/pointer&lt;br /&gt;
| Defines Room?&lt;br /&gt;
| For furniture the lowest bit is 0/1 if that building is defining a room. Also often looks like a pointer. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Owner?&lt;br /&gt;
| Only seen on furniture allocated as a room with an owner. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;A0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Appears to be a bitfield for stockpile storage settings. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Items&lt;br /&gt;
| Seems to be a list of items contained within the building (T). Doesn't seem to be relevant for stockpiles or ropes. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen on trade depot and an archery target&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C8h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown/Part of stockpile profile?&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Profile/Part of stockpile profile&lt;br /&gt;
| Seems to contain workshop profile, or part of the stockpile profile if it is a stockpile. Untested on furniture&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Minimum skill level&lt;br /&gt;
| For workshops this details the minimum skill level. For stockpiles it seems to be part of the stockpile settings&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Maximum skill level&lt;br /&gt;
| For workshops this details the maximum skill level. Dabbling is 0. Grand Master is 14. Legendary is 3 million. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 6*4&lt;br /&gt;
| long[6]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Some of these appear to have useful values for workshops. Generally seem to be part of stockpile profiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Building Job Structure===&lt;br /&gt;
&lt;br /&gt;
Appears to be 128 bytes long. Appears that this is actually a 'task' structure for any task. I suspect that there will be a pointer to one of these in the creature structure. Maybe even pointing to the same object?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| ID&lt;br /&gt;
| Increases with each new job. Doesn't appear to reuse. Haven't tried to rollover&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Material Type?&lt;br /&gt;
| Common types for wood, cloth, rock etc. Sure I've seen a list on the wiki of these, but if not I'll throw one together&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ah&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Task&lt;br /&gt;
| Interestingly contains all dwarf tasks. Including half a dozen strange moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Generally the same for the same workshop. Probably a pair of shorts&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Work left on item&lt;br /&gt;
| Unstarted jobs are 0xFFFFFFFF. When job becomes active changes to a job specific value then counts down. At 0 job is complete and removed from vector.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Often 0, FFFFFFFF or 80008&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Generally 0, 0C00, FFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ah&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Status bitfield&lt;br /&gt;
| 1 is repeat, 2 is suspend, 4 is active. 8 has been seen - appears to be 'about to start'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Remains 0xFFFFFFFF. May be non-workshop related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually FFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;22h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0000. Active job sometimes has a different value. Kitchens usually do. May be a quantity modifier?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 5*4&lt;br /&gt;
| long[5]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs usually have values. Sometimes these look like pointers. Sometimes not. Inactive jobs are almost always 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Never seen it anything other than 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Never seen it anything other than F&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs sometimes have values. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs only. List of materials? list of dwarves?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| I'm not convinced this one is a vector, but it looks a lot like one. I'll keep looking at it&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Pretty sure this one is a vector. Generally seems to have 1-2 somethings each.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building Types ===&lt;br /&gt;
&lt;br /&gt;
This table lists the known building ID's (at offset 2) to date. This is likely to be incomplete&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| B50C || Door&lt;br /&gt;
|-&lt;br /&gt;
| E10C || Workshop&lt;br /&gt;
|-&lt;br /&gt;
| B0EC || Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| DCEC || Farm Plot&lt;br /&gt;
|-&lt;br /&gt;
| D1EC || Bed&lt;br /&gt;
|-&lt;br /&gt;
| DE4C || Animal Trap&lt;br /&gt;
|-&lt;br /&gt;
| 9FE4 || Stockpile&lt;br /&gt;
|-&lt;br /&gt;
| E26C || Trade Depot&lt;br /&gt;
|-&lt;br /&gt;
| C00C || Trap?&lt;br /&gt;
|-&lt;br /&gt;
| D4AC || Chair&lt;br /&gt;
|-&lt;br /&gt;
| D34C || Table&lt;br /&gt;
|-&lt;br /&gt;
| D8CC || Statue&lt;br /&gt;
|-&lt;br /&gt;
| CF2C || Cage&lt;br /&gt;
|-&lt;br /&gt;
| 9D34 || Rope&lt;br /&gt;
|-&lt;br /&gt;
| B3AC || Armour Stand&lt;br /&gt;
|-&lt;br /&gt;
| C84C || Archery Target&lt;br /&gt;
|-&lt;br /&gt;
| AF8C || Coffer&lt;br /&gt;
|-&lt;br /&gt;
| E3CC || Wagon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bpuk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=95725</id>
		<title>User:Bpuk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=95725"/>
		<updated>2010-04-19T19:47:34Z</updated>

		<summary type="html">&lt;p&gt;Bpuk: Added to category Hacking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0.31.03==&lt;br /&gt;
&lt;br /&gt;
Manager queue found at 0x0165c418&lt;br /&gt;
&lt;br /&gt;
Looks like each queue item is 88 bytes long&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Job ID&lt;br /&gt;
| Mostly matches up with job ID's in Dwarf Therapist. One or two seem off&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown. May be part of 04h&lt;br /&gt;
| Only seen 0xFFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Item ID&lt;br /&gt;
| Is 0xFFFF for jobs with only one output item (i.e. rock door) - pulls from enums for armour/weapons&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;06h-27h&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Material definition. 0xFFFF for jobs with no material choice.&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| bitfield&lt;br /&gt;
| Target definition? changes to 4/64/1024 for Encrust Ammo/Furniture/Finished Goods with &amp;lt;mat&amp;gt; - operates as a bitfield&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Eh-33h&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;34h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Runs remaining&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;36h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Total Number of runs&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;38h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Validated. &lt;br /&gt;
| Looks like a very large bool&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ah-4Eh&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4Fh-57h&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Vector? Two DW and a W?&lt;br /&gt;
| This data varies between most jobs. Some jobs of same type have similar values, but is generally different for each job. pointers of some form are v. likely&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item ID===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | 04h - Weaponsmithing (J:97)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | 04h - Armoursmithing (J:101)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | 2Ch - Encrust  with  (J:87)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Whip&lt;br /&gt;
| Breastplate&lt;br /&gt;
| 4: Furniture &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Battle Axe &lt;br /&gt;
| Iron Shirt &lt;br /&gt;
| 64: Ammo &lt;br /&gt;
|- &lt;br /&gt;
| 2 &lt;br /&gt;
| War Hammer&lt;br /&gt;
| Armor &lt;br /&gt;
| 1024: Finished Goods &lt;br /&gt;
|- &lt;br /&gt;
| 3 &lt;br /&gt;
| Short Sword &lt;br /&gt;
| Coat &lt;br /&gt;
 &lt;br /&gt;
|- &lt;br /&gt;
| 4 &lt;br /&gt;
| Spear &lt;br /&gt;
| Shirt &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| 5 &lt;br /&gt;
| Mace &lt;br /&gt;
| Cloak   &lt;br /&gt;
|- &lt;br /&gt;
| 6 &lt;br /&gt;
| Crossbow &lt;br /&gt;
| Tunic  &lt;br /&gt;
|- &lt;br /&gt;
| 7 &lt;br /&gt;
| Pick &lt;br /&gt;
| Toga  &lt;br /&gt;
|- &lt;br /&gt;
| 8 &lt;br /&gt;
| Bow  &lt;br /&gt;
| Vest &lt;br /&gt;
|- &lt;br /&gt;
| 9 &lt;br /&gt;
| Blowgun &lt;br /&gt;
| Dress   &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material ID===&lt;br /&gt;
&lt;br /&gt;
Partial list only&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Iron&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gold&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Silver&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Copper&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Nickel&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Zinc&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bronze&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Brass&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Steel&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Pig Iron&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Platinum&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==0.28.40d19==&lt;br /&gt;
&lt;br /&gt;
Initial passes of a couple of memory structures. This should all be taken as low confidence until at least another pass has been run over them.&lt;br /&gt;
&lt;br /&gt;
I'm going to cross check some of the values found here against the raws and see if they match up. I'll come back to the building structure once I've had a quick look at the job and item structures.&lt;br /&gt;
&lt;br /&gt;
Never did get around to updating these... Ah well, archiving them&lt;br /&gt;
&lt;br /&gt;
==Building Structure==&lt;br /&gt;
&lt;br /&gt;
Found at the addresses found by Mithaldu. See [[User:Jifodus/Memory research]]&lt;br /&gt;
&lt;br /&gt;
The building structure is 248 bytes in length&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Always 0x0097 on the saves I've tested to date. Possibly a race ID?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| [[User:Bpuk#Building Types|Building Type]]&lt;br /&gt;
| Multiple building 'types' seem to share the same designation. For example all workshops are 0x0E10C. Changing this type often results in the building 'dissapearing'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (left)&lt;br /&gt;
| This, and the following co-ords, could be shorts. I've yet to see a value that isn't 0x00XX&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (top)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (right)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (bottom)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Z co-ordinate &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Built&lt;br /&gt;
| Could simply be a boolean padded to 4 bytes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Material?&lt;br /&gt;
| Workshops built out of the same type of wood have the save value. Values for furniture match those for workshops&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0 for workshops and furniture. Stockpiles appear to have a pointer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4*4&lt;br /&gt;
| long*4&lt;br /&gt;
| Stockpile dimensions&lt;br /&gt;
| Top left co-ord, width, height&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Varies while the game is unpaused. Part of AI?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Building ID?&lt;br /&gt;
| This is a counter, each building has a unique value. Values do not appear to be reused.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Only appears to be defined for stockpiles. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| List of jobs&lt;br /&gt;
| Remove building appears to be classed as a 'job'. Vector increases/decreases as jobs are added to workshops. Has values for some farm plots, workshops, stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen once on a chair. The chair was defining a throne room, which had items in it. It was also overlapped with a dining room.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long/pointer&lt;br /&gt;
| Defines Room?&lt;br /&gt;
| For furniture the lowest bit is 0/1 if that building is defining a room. Also often looks like a pointer. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Owner?&lt;br /&gt;
| Only seen on furniture allocated as a room with an owner. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;A0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Appears to be a bitfield for stockpile storage settings. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Items&lt;br /&gt;
| Seems to be a list of items contained within the building (T). Doesn't seem to be relevant for stockpiles or ropes. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen on trade depot and an archery target&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C8h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown/Part of stockpile profile?&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Profile/Part of stockpile profile&lt;br /&gt;
| Seems to contain workshop profile, or part of the stockpile profile if it is a stockpile. Untested on furniture&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Minimum skill level&lt;br /&gt;
| For workshops this details the minimum skill level. For stockpiles it seems to be part of the stockpile settings&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Maximum skill level&lt;br /&gt;
| For workshops this details the maximum skill level. Dabbling is 0. Grand Master is 14. Legendary is 3 million. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 6*4&lt;br /&gt;
| long[6]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Some of these appear to have useful values for workshops. Generally seem to be part of stockpile profiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Building Job Structure===&lt;br /&gt;
&lt;br /&gt;
Appears to be 128 bytes long. Appears that this is actually a 'task' structure for any task. I suspect that there will be a pointer to one of these in the creature structure. Maybe even pointing to the same object?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| ID&lt;br /&gt;
| Increases with each new job. Doesn't appear to reuse. Haven't tried to rollover&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Material Type?&lt;br /&gt;
| Common types for wood, cloth, rock etc. Sure I've seen a list on the wiki of these, but if not I'll throw one together&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ah&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Task&lt;br /&gt;
| Interestingly contains all dwarf tasks. Including half a dozen strange moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Generally the same for the same workshop. Probably a pair of shorts&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Work left on item&lt;br /&gt;
| Unstarted jobs are 0xFFFFFFFF. When job becomes active changes to a job specific value then counts down. At 0 job is complete and removed from vector.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Often 0, FFFFFFFF or 80008&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Generally 0, 0C00, FFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ah&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Status bitfield&lt;br /&gt;
| 1 is repeat, 2 is suspend, 4 is active. 8 has been seen - appears to be 'about to start'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Remains 0xFFFFFFFF. May be non-workshop related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually FFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;22h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0000. Active job sometimes has a different value. Kitchens usually do. May be a quantity modifier?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 5*4&lt;br /&gt;
| long[5]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs usually have values. Sometimes these look like pointers. Sometimes not. Inactive jobs are almost always 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Never seen it anything other than 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Never seen it anything other than F&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs sometimes have values. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs only. List of materials? list of dwarves?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| I'm not convinced this one is a vector, but it looks a lot like one. I'll keep looking at it&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Pretty sure this one is a vector. Generally seems to have 1-2 somethings each.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building Types ===&lt;br /&gt;
&lt;br /&gt;
This table lists the known building ID's (at offset 2) to date. This is likely to be incomplete&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| B50C || Door&lt;br /&gt;
|-&lt;br /&gt;
| E10C || Workshop&lt;br /&gt;
|-&lt;br /&gt;
| B0EC || Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| DCEC || Farm Plot&lt;br /&gt;
|-&lt;br /&gt;
| D1EC || Bed&lt;br /&gt;
|-&lt;br /&gt;
| DE4C || Animal Trap&lt;br /&gt;
|-&lt;br /&gt;
| 9FE4 || Stockpile&lt;br /&gt;
|-&lt;br /&gt;
| E26C || Trade Depot&lt;br /&gt;
|-&lt;br /&gt;
| C00C || Trap?&lt;br /&gt;
|-&lt;br /&gt;
| D4AC || Chair&lt;br /&gt;
|-&lt;br /&gt;
| D34C || Table&lt;br /&gt;
|-&lt;br /&gt;
| D8CC || Statue&lt;br /&gt;
|-&lt;br /&gt;
| CF2C || Cage&lt;br /&gt;
|-&lt;br /&gt;
| 9D34 || Rope&lt;br /&gt;
|-&lt;br /&gt;
| B3AC || Armour Stand&lt;br /&gt;
|-&lt;br /&gt;
| C84C || Archery Target&lt;br /&gt;
|-&lt;br /&gt;
| AF8C || Coffer&lt;br /&gt;
|-&lt;br /&gt;
| E3CC || Wagon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Bpuk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=95716</id>
		<title>User:Bpuk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=95716"/>
		<updated>2010-04-19T18:55:33Z</updated>

		<summary type="html">&lt;p&gt;Bpuk: /* Item ID */  Hit save instead of preview - correcting bad table syntax&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0.31.03==&lt;br /&gt;
&lt;br /&gt;
Manager queue found at 0x0165c418&lt;br /&gt;
&lt;br /&gt;
Looks like each queue item is 88 bytes long&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Job ID&lt;br /&gt;
| Mostly matches up with job ID's in Dwarf Therapist. One or two seem off&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown. May be part of 04h&lt;br /&gt;
| Only seen 0xFFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Item ID&lt;br /&gt;
| Is 0xFFFF for jobs with only one output item (i.e. rock door) - pulls from enums for armour/weapons&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;06h-27h&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Material definition. 0xFFFF for jobs with no material choice.&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| bitfield&lt;br /&gt;
| Target definition? changes to 4/64/1024 for Encrust Ammo/Furniture/Finished Goods with &amp;lt;mat&amp;gt; - operates as a bitfield&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Eh-33h&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;34h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Runs remaining&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;36h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Total Number of runs&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;38h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Validated. &lt;br /&gt;
| Looks like a very large bool&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ah-4Eh&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4Fh-57h&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Vector? Two DW and a W?&lt;br /&gt;
| This data varies between most jobs. Some jobs of same type have similar values, but is generally different for each job. pointers of some form are v. likely&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item ID===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | 04h - Weaponsmithing (J:97)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | 04h - Armoursmithing (J:101)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | 2Ch - Encrust  with  (J:87)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| Whip&lt;br /&gt;
| Breastplate&lt;br /&gt;
| 4: Furniture &lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Battle Axe &lt;br /&gt;
| Iron Shirt &lt;br /&gt;
| 64: Ammo &lt;br /&gt;
|- &lt;br /&gt;
| 2 &lt;br /&gt;
| War Hammer&lt;br /&gt;
| Armor &lt;br /&gt;
| 1024: Finished Goods &lt;br /&gt;
|- &lt;br /&gt;
| 3 &lt;br /&gt;
| Short Sword &lt;br /&gt;
| Coat &lt;br /&gt;
 &lt;br /&gt;
|- &lt;br /&gt;
| 4 &lt;br /&gt;
| Spear &lt;br /&gt;
| Shirt &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| 5 &lt;br /&gt;
| Mace &lt;br /&gt;
| Cloak   &lt;br /&gt;
|- &lt;br /&gt;
| 6 &lt;br /&gt;
| Crossbow &lt;br /&gt;
| Tunic  &lt;br /&gt;
|- &lt;br /&gt;
| 7 &lt;br /&gt;
| Pick &lt;br /&gt;
| Toga  &lt;br /&gt;
|- &lt;br /&gt;
| 8 &lt;br /&gt;
| Bow  &lt;br /&gt;
| Vest &lt;br /&gt;
|- &lt;br /&gt;
| 9 &lt;br /&gt;
| Blowgun &lt;br /&gt;
| Dress   &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material ID===&lt;br /&gt;
&lt;br /&gt;
Partial list only&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Iron&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gold&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Silver&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Copper&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Nickel&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Zinc&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bronze&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Brass&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Steel&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Pig Iron&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Platinum&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==0.28.40d19==&lt;br /&gt;
&lt;br /&gt;
Initial passes of a couple of memory structures. This should all be taken as low confidence until at least another pass has been run over them.&lt;br /&gt;
&lt;br /&gt;
I'm going to cross check some of the values found here against the raws and see if they match up. I'll come back to the building structure once I've had a quick look at the job and item structures.&lt;br /&gt;
&lt;br /&gt;
Never did get around to updating these... Ah well, archiving them&lt;br /&gt;
&lt;br /&gt;
==Building Structure==&lt;br /&gt;
&lt;br /&gt;
Found at the addresses found by Mithaldu. See [[User:Jifodus/Memory research]]&lt;br /&gt;
&lt;br /&gt;
The building structure is 248 bytes in length&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Always 0x0097 on the saves I've tested to date. Possibly a race ID?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| [[User:Bpuk#Building Types|Building Type]]&lt;br /&gt;
| Multiple building 'types' seem to share the same designation. For example all workshops are 0x0E10C. Changing this type often results in the building 'dissapearing'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (left)&lt;br /&gt;
| This, and the following co-ords, could be shorts. I've yet to see a value that isn't 0x00XX&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (top)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (right)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (bottom)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Z co-ordinate &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Built&lt;br /&gt;
| Could simply be a boolean padded to 4 bytes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Material?&lt;br /&gt;
| Workshops built out of the same type of wood have the save value. Values for furniture match those for workshops&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0 for workshops and furniture. Stockpiles appear to have a pointer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4*4&lt;br /&gt;
| long*4&lt;br /&gt;
| Stockpile dimensions&lt;br /&gt;
| Top left co-ord, width, height&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Varies while the game is unpaused. Part of AI?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Building ID?&lt;br /&gt;
| This is a counter, each building has a unique value. Values do not appear to be reused.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Only appears to be defined for stockpiles. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| List of jobs&lt;br /&gt;
| Remove building appears to be classed as a 'job'. Vector increases/decreases as jobs are added to workshops. Has values for some farm plots, workshops, stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen once on a chair. The chair was defining a throne room, which had items in it. It was also overlapped with a dining room.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long/pointer&lt;br /&gt;
| Defines Room?&lt;br /&gt;
| For furniture the lowest bit is 0/1 if that building is defining a room. Also often looks like a pointer. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Owner?&lt;br /&gt;
| Only seen on furniture allocated as a room with an owner. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;A0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Appears to be a bitfield for stockpile storage settings. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Items&lt;br /&gt;
| Seems to be a list of items contained within the building (T). Doesn't seem to be relevant for stockpiles or ropes. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen on trade depot and an archery target&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C8h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown/Part of stockpile profile?&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Profile/Part of stockpile profile&lt;br /&gt;
| Seems to contain workshop profile, or part of the stockpile profile if it is a stockpile. Untested on furniture&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Minimum skill level&lt;br /&gt;
| For workshops this details the minimum skill level. For stockpiles it seems to be part of the stockpile settings&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Maximum skill level&lt;br /&gt;
| For workshops this details the maximum skill level. Dabbling is 0. Grand Master is 14. Legendary is 3 million. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 6*4&lt;br /&gt;
| long[6]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Some of these appear to have useful values for workshops. Generally seem to be part of stockpile profiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Building Job Structure===&lt;br /&gt;
&lt;br /&gt;
Appears to be 128 bytes long. Appears that this is actually a 'task' structure for any task. I suspect that there will be a pointer to one of these in the creature structure. Maybe even pointing to the same object?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| ID&lt;br /&gt;
| Increases with each new job. Doesn't appear to reuse. Haven't tried to rollover&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Material Type?&lt;br /&gt;
| Common types for wood, cloth, rock etc. Sure I've seen a list on the wiki of these, but if not I'll throw one together&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ah&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Task&lt;br /&gt;
| Interestingly contains all dwarf tasks. Including half a dozen strange moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Generally the same for the same workshop. Probably a pair of shorts&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Work left on item&lt;br /&gt;
| Unstarted jobs are 0xFFFFFFFF. When job becomes active changes to a job specific value then counts down. At 0 job is complete and removed from vector.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Often 0, FFFFFFFF or 80008&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Generally 0, 0C00, FFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ah&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Status bitfield&lt;br /&gt;
| 1 is repeat, 2 is suspend, 4 is active. 8 has been seen - appears to be 'about to start'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Remains 0xFFFFFFFF. May be non-workshop related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually FFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;22h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0000. Active job sometimes has a different value. Kitchens usually do. May be a quantity modifier?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 5*4&lt;br /&gt;
| long[5]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs usually have values. Sometimes these look like pointers. Sometimes not. Inactive jobs are almost always 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Never seen it anything other than 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Never seen it anything other than F&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs sometimes have values. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs only. List of materials? list of dwarves?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| I'm not convinced this one is a vector, but it looks a lot like one. I'll keep looking at it&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Pretty sure this one is a vector. Generally seems to have 1-2 somethings each.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building Types ===&lt;br /&gt;
&lt;br /&gt;
This table lists the known building ID's (at offset 2) to date. This is likely to be incomplete&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| B50C || Door&lt;br /&gt;
|-&lt;br /&gt;
| E10C || Workshop&lt;br /&gt;
|-&lt;br /&gt;
| B0EC || Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| DCEC || Farm Plot&lt;br /&gt;
|-&lt;br /&gt;
| D1EC || Bed&lt;br /&gt;
|-&lt;br /&gt;
| DE4C || Animal Trap&lt;br /&gt;
|-&lt;br /&gt;
| 9FE4 || Stockpile&lt;br /&gt;
|-&lt;br /&gt;
| E26C || Trade Depot&lt;br /&gt;
|-&lt;br /&gt;
| C00C || Trap?&lt;br /&gt;
|-&lt;br /&gt;
| D4AC || Chair&lt;br /&gt;
|-&lt;br /&gt;
| D34C || Table&lt;br /&gt;
|-&lt;br /&gt;
| D8CC || Statue&lt;br /&gt;
|-&lt;br /&gt;
| CF2C || Cage&lt;br /&gt;
|-&lt;br /&gt;
| 9D34 || Rope&lt;br /&gt;
|-&lt;br /&gt;
| B3AC || Armour Stand&lt;br /&gt;
|-&lt;br /&gt;
| C84C || Archery Target&lt;br /&gt;
|-&lt;br /&gt;
| AF8C || Coffer&lt;br /&gt;
|-&lt;br /&gt;
| E3CC || Wagon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bpuk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=95715</id>
		<title>User:Bpuk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=95715"/>
		<updated>2010-04-19T18:53:04Z</updated>

		<summary type="html">&lt;p&gt;Bpuk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==0.31.03==&lt;br /&gt;
&lt;br /&gt;
Manager queue found at 0x0165c418&lt;br /&gt;
&lt;br /&gt;
Looks like each queue item is 88 bytes long&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Job ID&lt;br /&gt;
| Mostly matches up with job ID's in Dwarf Therapist. One or two seem off&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown. May be part of 04h&lt;br /&gt;
| Only seen 0xFFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Item ID&lt;br /&gt;
| Is 0xFFFF for jobs with only one output item (i.e. rock door) - pulls from enums for armour/weapons&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;06h-27h&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Material definition. 0xFFFF for jobs with no material choice.&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| bitfield&lt;br /&gt;
| Target definition? changes to 4/64/1024 for Encrust Ammo/Furniture/Finished Goods with &amp;lt;mat&amp;gt; - operates as a bitfield&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Eh-33h&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;34h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Runs remaining&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;36h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Total Number of runs&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;38h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Validated. &lt;br /&gt;
| Looks like a very large bool&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ah-4Eh&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| SNS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;4Fh-57h&amp;lt;/code&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Vector? Two DW and a W?&lt;br /&gt;
| This data varies between most jobs. Some jobs of same type have similar values, but is generally different for each job. pointers of some form are v. likely&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item ID===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | 04h - Weaponsmithing (J:97)&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | 04h - Armoursmithing (J:101)&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | 2Ch - Encrust &amp;lt;&amp;gt; with &amp;lt;&amp;gt; (J:87)&lt;br /&gt;
|- | 0 | Whip | Breastplate | 4: Furniture&lt;br /&gt;
|- | 1 | Battle Axe | Iron Shirt | 64: Ammo&lt;br /&gt;
|- | 2 | War Hammer | Armor | 1024: Finished Goods &lt;br /&gt;
|- | 3 | Short Sword | Coat | &lt;br /&gt;
|- | 4 | Spear | Shirt | &lt;br /&gt;
|- | 5 | Mace | Cloak |  &lt;br /&gt;
|- | 6 | Crossbow | Tunic | &lt;br /&gt;
|- | 7 | Pick | Toga | &lt;br /&gt;
|- | 8 | Bow  | Vest | &lt;br /&gt;
|- | 9 | Blowgun | Dress |  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Material ID===&lt;br /&gt;
&lt;br /&gt;
Partial list only&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Iron&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Gold&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Silver&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Copper&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Nickel&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Zinc&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Bronze&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Brass&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Steel&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Pig Iron&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Platinum&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==0.28.40d19==&lt;br /&gt;
&lt;br /&gt;
Initial passes of a couple of memory structures. This should all be taken as low confidence until at least another pass has been run over them.&lt;br /&gt;
&lt;br /&gt;
I'm going to cross check some of the values found here against the raws and see if they match up. I'll come back to the building structure once I've had a quick look at the job and item structures.&lt;br /&gt;
&lt;br /&gt;
Never did get around to updating these... Ah well, archiving them&lt;br /&gt;
&lt;br /&gt;
==Building Structure==&lt;br /&gt;
&lt;br /&gt;
Found at the addresses found by Mithaldu. See [[User:Jifodus/Memory research]]&lt;br /&gt;
&lt;br /&gt;
The building structure is 248 bytes in length&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Always 0x0097 on the saves I've tested to date. Possibly a race ID?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| [[User:Bpuk#Building Types|Building Type]]&lt;br /&gt;
| Multiple building 'types' seem to share the same designation. For example all workshops are 0x0E10C. Changing this type often results in the building 'dissapearing'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (left)&lt;br /&gt;
| This, and the following co-ords, could be shorts. I've yet to see a value that isn't 0x00XX&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (top)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (right)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (bottom)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Z co-ordinate &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Built&lt;br /&gt;
| Could simply be a boolean padded to 4 bytes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Material?&lt;br /&gt;
| Workshops built out of the same type of wood have the save value. Values for furniture match those for workshops&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0 for workshops and furniture. Stockpiles appear to have a pointer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4*4&lt;br /&gt;
| long*4&lt;br /&gt;
| Stockpile dimensions&lt;br /&gt;
| Top left co-ord, width, height&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Varies while the game is unpaused. Part of AI?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Building ID?&lt;br /&gt;
| This is a counter, each building has a unique value. Values do not appear to be reused.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Only appears to be defined for stockpiles. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| List of jobs&lt;br /&gt;
| Remove building appears to be classed as a 'job'. Vector increases/decreases as jobs are added to workshops. Has values for some farm plots, workshops, stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen once on a chair. The chair was defining a throne room, which had items in it. It was also overlapped with a dining room.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long/pointer&lt;br /&gt;
| Defines Room?&lt;br /&gt;
| For furniture the lowest bit is 0/1 if that building is defining a room. Also often looks like a pointer. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Owner?&lt;br /&gt;
| Only seen on furniture allocated as a room with an owner. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;A0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Appears to be a bitfield for stockpile storage settings. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Items&lt;br /&gt;
| Seems to be a list of items contained within the building (T). Doesn't seem to be relevant for stockpiles or ropes. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen on trade depot and an archery target&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C8h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown/Part of stockpile profile?&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Profile/Part of stockpile profile&lt;br /&gt;
| Seems to contain workshop profile, or part of the stockpile profile if it is a stockpile. Untested on furniture&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Minimum skill level&lt;br /&gt;
| For workshops this details the minimum skill level. For stockpiles it seems to be part of the stockpile settings&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Maximum skill level&lt;br /&gt;
| For workshops this details the maximum skill level. Dabbling is 0. Grand Master is 14. Legendary is 3 million. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 6*4&lt;br /&gt;
| long[6]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Some of these appear to have useful values for workshops. Generally seem to be part of stockpile profiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Building Job Structure===&lt;br /&gt;
&lt;br /&gt;
Appears to be 128 bytes long. Appears that this is actually a 'task' structure for any task. I suspect that there will be a pointer to one of these in the creature structure. Maybe even pointing to the same object?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| ID&lt;br /&gt;
| Increases with each new job. Doesn't appear to reuse. Haven't tried to rollover&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Material Type?&lt;br /&gt;
| Common types for wood, cloth, rock etc. Sure I've seen a list on the wiki of these, but if not I'll throw one together&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ah&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Task&lt;br /&gt;
| Interestingly contains all dwarf tasks. Including half a dozen strange moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Generally the same for the same workshop. Probably a pair of shorts&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Work left on item&lt;br /&gt;
| Unstarted jobs are 0xFFFFFFFF. When job becomes active changes to a job specific value then counts down. At 0 job is complete and removed from vector.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Often 0, FFFFFFFF or 80008&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Generally 0, 0C00, FFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ah&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Status bitfield&lt;br /&gt;
| 1 is repeat, 2 is suspend, 4 is active. 8 has been seen - appears to be 'about to start'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Remains 0xFFFFFFFF. May be non-workshop related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually FFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;22h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0000. Active job sometimes has a different value. Kitchens usually do. May be a quantity modifier?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 5*4&lt;br /&gt;
| long[5]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs usually have values. Sometimes these look like pointers. Sometimes not. Inactive jobs are almost always 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Never seen it anything other than 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Never seen it anything other than F&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs sometimes have values. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs only. List of materials? list of dwarves?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| I'm not convinced this one is a vector, but it looks a lot like one. I'll keep looking at it&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Pretty sure this one is a vector. Generally seems to have 1-2 somethings each.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building Types ===&lt;br /&gt;
&lt;br /&gt;
This table lists the known building ID's (at offset 2) to date. This is likely to be incomplete&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| B50C || Door&lt;br /&gt;
|-&lt;br /&gt;
| E10C || Workshop&lt;br /&gt;
|-&lt;br /&gt;
| B0EC || Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| DCEC || Farm Plot&lt;br /&gt;
|-&lt;br /&gt;
| D1EC || Bed&lt;br /&gt;
|-&lt;br /&gt;
| DE4C || Animal Trap&lt;br /&gt;
|-&lt;br /&gt;
| 9FE4 || Stockpile&lt;br /&gt;
|-&lt;br /&gt;
| E26C || Trade Depot&lt;br /&gt;
|-&lt;br /&gt;
| C00C || Trap?&lt;br /&gt;
|-&lt;br /&gt;
| D4AC || Chair&lt;br /&gt;
|-&lt;br /&gt;
| D34C || Table&lt;br /&gt;
|-&lt;br /&gt;
| D8CC || Statue&lt;br /&gt;
|-&lt;br /&gt;
| CF2C || Cage&lt;br /&gt;
|-&lt;br /&gt;
| 9D34 || Rope&lt;br /&gt;
|-&lt;br /&gt;
| B3AC || Armour Stand&lt;br /&gt;
|-&lt;br /&gt;
| C84C || Archery Target&lt;br /&gt;
|-&lt;br /&gt;
| AF8C || Coffer&lt;br /&gt;
|-&lt;br /&gt;
| E3CC || Wagon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bpuk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=48755</id>
		<title>User:Bpuk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=48755"/>
		<updated>2009-05-02T23:41:13Z</updated>

		<summary type="html">&lt;p&gt;Bpuk: /* Building Job Structure */ Added very crude first pass of job struct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial passes of a couple of memory structures. This should all be taken as low confidence until at least another pass has been run over them.&lt;br /&gt;
&lt;br /&gt;
I'm going to cross check some of the values found here against the raws and see if they match up. I'll come back to the building structure once I've had a quick look at the job and item structures.&lt;br /&gt;
&lt;br /&gt;
==Building Structure==&lt;br /&gt;
&lt;br /&gt;
Found at the addresses found by Mithaldu. See [[User:Jifodus/Memory research]]&lt;br /&gt;
&lt;br /&gt;
The building structure is 248 bytes in length&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Always 0x0097 on the saves I've tested to date. Possibly a race ID?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| [[User:Bpuk#Building Types|Building Type]]&lt;br /&gt;
| Multiple building 'types' seem to share the same designation. For example all workshops are 0x0E10C. Changing this type often results in the building 'dissapearing'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (left)&lt;br /&gt;
| This, and the following co-ords, could be shorts. I've yet to see a value that isn't 0x00XX&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (top)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (right)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (bottom)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Z co-ordinate &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Built&lt;br /&gt;
| Could simply be a boolean padded to 4 bytes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Material?&lt;br /&gt;
| Workshops built out of the same type of wood have the save value. Values for furniture match those for workshops&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0 for workshops and furniture. Stockpiles appear to have a pointer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4*4&lt;br /&gt;
| long*4&lt;br /&gt;
| Stockpile dimensions&lt;br /&gt;
| Top left co-ord, width, height&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Varies while the game is unpaused. Part of AI?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Building ID?&lt;br /&gt;
| This is a counter, each building has a unique value. Values do not appear to be reused.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Only appears to be defined for stockpiles. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| List of jobs&lt;br /&gt;
| Remove building appears to be classed as a 'job'. Vector increases/decreases as jobs are added to workshops. Has values for some farm plots, workshops, stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen once on a chair. The chair was defining a throne room, which had items in it. It was also overlapped with a dining room.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long/pointer&lt;br /&gt;
| Defines Room?&lt;br /&gt;
| For furniture the lowest bit is 0/1 if that building is defining a room. Also often looks like a pointer. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Owner?&lt;br /&gt;
| Only seen on furniture allocated as a room with an owner. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;A0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Appears to be a bitfield for stockpile storage settings. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Items&lt;br /&gt;
| Seems to be a list of items contained within the building (T). Doesn't seem to be relevant for stockpiles or ropes. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen on trade depot and an archery target&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C8h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown/Part of stockpile profile?&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Profile/Part of stockpile profile&lt;br /&gt;
| Seems to contain workshop profile, or part of the stockpile profile if it is a stockpile. Untested on furniture&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Minimum skill level&lt;br /&gt;
| For workshops this details the minimum skill level. For stockpiles it seems to be part of the stockpile settings&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Maximum skill level&lt;br /&gt;
| For workshops this details the maximum skill level. Dabbling is 0. Grand Master is 14. Legendary is 3 million. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 6*4&lt;br /&gt;
| long[6]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Some of these appear to have useful values for workshops. Generally seem to be part of stockpile profiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Building Job Structure===&lt;br /&gt;
&lt;br /&gt;
Appears to be 128 bytes long. Appears that this is actually a 'task' structure for any task. I suspect that there will be a pointer to one of these in the creature structure. Maybe even pointing to the same object?&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;00h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| ID&lt;br /&gt;
| Increases with each new job. Doesn't appear to reuse. Haven't tried to rollover&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Material Type?&lt;br /&gt;
| Common types for wood, cloth, rock etc. Sure I've seen a list on the wiki of these, but if not I'll throw one together&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ah&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Task&lt;br /&gt;
| Interestingly contains all dwarf tasks. Including half a dozen strange moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Generally the same for the same workshop. Probably a pair of shorts&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Work left on item&lt;br /&gt;
| Unstarted jobs are 0xFFFFFFFF. When job becomes active changes to a job specific value then counts down. At 0 job is complete and removed from vector.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Often 0, FFFFFFFF or 80008&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Generally 0, 0C00, FFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ah&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Status bitfield&lt;br /&gt;
| 1 is repeat, 2 is suspend, 4 is active. 8 has been seen - appears to be 'about to start'.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Remains 0xFFFFFFFF. May be non-workshop related&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually FFFF&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;22h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0000. Active job sometimes has a different value. Kitchens usually do. May be a quantity modifier?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 5*4&lt;br /&gt;
| long[5]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs usually have values. Sometimes these look like pointers. Sometimes not. Inactive jobs are almost always 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Never seen it anything other than 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Never seen it anything other than F&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs sometimes have values. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Active jobs only. List of materials? list of dwarves?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| I'm not convinced this one is a vector, but it looks a lot like one. I'll keep looking at it&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Pretty sure this one is a vector. Generally seems to have 1-2 somethings each.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building Types ===&lt;br /&gt;
&lt;br /&gt;
This table lists the known building ID's (at offset 2) to date. This is likely to be incomplete&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| B50C || Door&lt;br /&gt;
|-&lt;br /&gt;
| E10C || Workshop&lt;br /&gt;
|-&lt;br /&gt;
| B0EC || Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| DCEC || Farm Plot&lt;br /&gt;
|-&lt;br /&gt;
| D1EC || Bed&lt;br /&gt;
|-&lt;br /&gt;
| DE4C || Animal Trap&lt;br /&gt;
|-&lt;br /&gt;
| 9FE4 || Stockpile&lt;br /&gt;
|-&lt;br /&gt;
| E26C || Trade Depot&lt;br /&gt;
|-&lt;br /&gt;
| C00C || Trap?&lt;br /&gt;
|-&lt;br /&gt;
| D4AC || Chair&lt;br /&gt;
|-&lt;br /&gt;
| D34C || Table&lt;br /&gt;
|-&lt;br /&gt;
| D8CC || Statue&lt;br /&gt;
|-&lt;br /&gt;
| CF2C || Cage&lt;br /&gt;
|-&lt;br /&gt;
| 9D34 || Rope&lt;br /&gt;
|-&lt;br /&gt;
| B3AC || Armour Stand&lt;br /&gt;
|-&lt;br /&gt;
| C84C || Archery Target&lt;br /&gt;
|-&lt;br /&gt;
| AF8C || Coffer&lt;br /&gt;
|-&lt;br /&gt;
| E3CC || Wagon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bpuk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=48754</id>
		<title>User:Bpuk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=48754"/>
		<updated>2009-05-02T22:16:13Z</updated>

		<summary type="html">&lt;p&gt;Bpuk: /* Building Structure */  Corrected internal link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial passes of a couple of memory structures. This should all be taken as low confidence until at least another pass has been run over them.&lt;br /&gt;
&lt;br /&gt;
I'm going to cross check some of the values found here against the raws and see if they match up. I'll come back to the building structure once I've had a quick look at the job and item structures.&lt;br /&gt;
&lt;br /&gt;
==Building Structure==&lt;br /&gt;
&lt;br /&gt;
Found at the addresses found by Mithaldu. See [[User:Jifodus/Memory research]]&lt;br /&gt;
&lt;br /&gt;
The building structure is 248 bytes in length&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Always 0x0097 on the saves I've tested to date. Possibly a race ID?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| [[User:Bpuk#Building Types|Building Type]]&lt;br /&gt;
| Multiple building 'types' seem to share the same designation. For example all workshops are 0x0E10C. Changing this type often results in the building 'dissapearing'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (left)&lt;br /&gt;
| This, and the following co-ords, could be shorts. I've yet to see a value that isn't 0x00XX&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (top)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (right)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (bottom)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Z co-ordinate &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Built&lt;br /&gt;
| Could simply be a boolean padded to 4 bytes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Material?&lt;br /&gt;
| Workshops built out of the same type of wood have the save value. Values for furniture match those for workshops&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0 for workshops and furniture. Stockpiles appear to have a pointer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4*4&lt;br /&gt;
| long*4&lt;br /&gt;
| Stockpile dimensions&lt;br /&gt;
| Top left co-ord, width, height&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Varies while the game is unpaused. Part of AI?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Building ID?&lt;br /&gt;
| This is a counter, each building has a unique value. Values do not appear to be reused.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Only appears to be defined for stockpiles. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| List of jobs&lt;br /&gt;
| Remove building appears to be classed as a 'job'. Vector increases/decreases as jobs are added to workshops. Has values for some farm plots, workshops, stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen once on a chair. The chair was defining a throne room, which had items in it. It was also overlapped with a dining room.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long/pointer&lt;br /&gt;
| Defines Room?&lt;br /&gt;
| For furniture the lowest bit is 0/1 if that building is defining a room. Also often looks like a pointer. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Owner?&lt;br /&gt;
| Only seen on furniture allocated as a room with an owner. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;A0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Appears to be a bitfield for stockpile storage settings. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Items&lt;br /&gt;
| Seems to be a list of items contained within the building (T). Doesn't seem to be relevant for stockpiles or ropes. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen on trade depot and an archery target&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C8h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown/Part of stockpile profile?&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Profile/Part of stockpile profile&lt;br /&gt;
| Seems to contain workshop profile, or part of the stockpile profile if it is a stockpile. Untested on furniture&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Minimum skill level&lt;br /&gt;
| For workshops this details the minimum skill level. For stockpiles it seems to be part of the stockpile settings&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Maximum skill level&lt;br /&gt;
| For workshops this details the maximum skill level. Dabbling is 0. Grand Master is 14. Legendary is 3 million. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 6*4&lt;br /&gt;
| long[6]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Some of these appear to have useful values for workshops. Generally seem to be part of stockpile profiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Building Job Structure===&lt;br /&gt;
&lt;br /&gt;
Appears to be 128 bytes long. Haven't looked at this yet.&lt;br /&gt;
&lt;br /&gt;
=== Building Types ===&lt;br /&gt;
&lt;br /&gt;
This table lists the known building ID's (at offset 2) to date. This is likely to be incomplete&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| B50C || Door&lt;br /&gt;
|-&lt;br /&gt;
| E10C || Workshop&lt;br /&gt;
|-&lt;br /&gt;
| B0EC || Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| DCEC || Farm Plot&lt;br /&gt;
|-&lt;br /&gt;
| D1EC || Bed&lt;br /&gt;
|-&lt;br /&gt;
| DE4C || Animal Trap&lt;br /&gt;
|-&lt;br /&gt;
| 9FE4 || Stockpile&lt;br /&gt;
|-&lt;br /&gt;
| E26C || Trade Depot&lt;br /&gt;
|-&lt;br /&gt;
| C00C || Trap?&lt;br /&gt;
|-&lt;br /&gt;
| D4AC || Chair&lt;br /&gt;
|-&lt;br /&gt;
| D34C || Table&lt;br /&gt;
|-&lt;br /&gt;
| D8CC || Statue&lt;br /&gt;
|-&lt;br /&gt;
| CF2C || Cage&lt;br /&gt;
|-&lt;br /&gt;
| 9D34 || Rope&lt;br /&gt;
|-&lt;br /&gt;
| B3AC || Armour Stand&lt;br /&gt;
|-&lt;br /&gt;
| C84C || Archery Target&lt;br /&gt;
|-&lt;br /&gt;
| AF8C || Coffer&lt;br /&gt;
|-&lt;br /&gt;
| E3CC || Wagon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bpuk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bpuk&amp;diff=48759</id>
		<title>User talk:Bpuk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bpuk&amp;diff=48759"/>
		<updated>2009-05-02T22:15:38Z</updated>

		<summary type="html">&lt;p&gt;Bpuk: Remove redirect after moving page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Bpuk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Bpuk&amp;diff=48758</id>
		<title>User talk:Bpuk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Bpuk&amp;diff=48758"/>
		<updated>2009-05-02T22:15:07Z</updated>

		<summary type="html">&lt;p&gt;Bpuk: moved User talk:Bpuk to User:Bpuk:&amp;amp;#32;User error. Dropped the whole page into the wrong place&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Bpuk]]&lt;/div&gt;</summary>
		<author><name>Bpuk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=48753</id>
		<title>User:Bpuk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=48753"/>
		<updated>2009-05-02T22:15:07Z</updated>

		<summary type="html">&lt;p&gt;Bpuk: moved User talk:Bpuk to User:Bpuk:&amp;amp;#32;User error. Dropped the whole page into the wrong place&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial passes of a couple of memory structures. This should all be taken as low confidence until at least another pass has been run over them.&lt;br /&gt;
&lt;br /&gt;
I'm going to cross check some of the values found here against the raws and see if they match up. I'll come back to the building structure once I've had a quick look at the job and item structures.&lt;br /&gt;
&lt;br /&gt;
==Building Structure==&lt;br /&gt;
&lt;br /&gt;
Found at the addresses found by Mithaldu. See [[User:Jifodus/Memory research]]&lt;br /&gt;
&lt;br /&gt;
The building structure is 248 bytes in length&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Always 0x0097 on the saves I've tested to date. Possibly a race ID?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| [[User_talk:Bpuk#Building Types|Building Type]]&lt;br /&gt;
| Multiple building 'types' seem to share the same designation. For example all workshops are 0x0E10C. Changing this type often results in the building 'dissapearing'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (left)&lt;br /&gt;
| This, and the following co-ords, could be shorts. I've yet to see a value that isn't 0x00XX&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (top)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (right)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (bottom)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Z co-ordinate &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Built&lt;br /&gt;
| Could simply be a boolean padded to 4 bytes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Material?&lt;br /&gt;
| Workshops built out of the same type of wood have the save value. Values for furniture match those for workshops&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0 for workshops and furniture. Stockpiles appear to have a pointer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4*4&lt;br /&gt;
| long*4&lt;br /&gt;
| Stockpile dimensions&lt;br /&gt;
| Top left co-ord, width, height&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Varies while the game is unpaused. Part of AI?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Building ID?&lt;br /&gt;
| This is a counter, each building has a unique value. Values do not appear to be reused.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Only appears to be defined for stockpiles. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| List of jobs&lt;br /&gt;
| Remove building appears to be classed as a 'job'. Vector increases/decreases as jobs are added to workshops. Has values for some farm plots, workshops, stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen once on a chair. The chair was defining a throne room, which had items in it. It was also overlapped with a dining room.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long/pointer&lt;br /&gt;
| Defines Room?&lt;br /&gt;
| For furniture the lowest bit is 0/1 if that building is defining a room. Also often looks like a pointer. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Owner?&lt;br /&gt;
| Only seen on furniture allocated as a room with an owner. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;A0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Appears to be a bitfield for stockpile storage settings. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Items&lt;br /&gt;
| Seems to be a list of items contained within the building (T). Doesn't seem to be relevant for stockpiles or ropes. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen on trade depot and an archery target&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C8h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown/Part of stockpile profile?&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Profile/Part of stockpile profile&lt;br /&gt;
| Seems to contain workshop profile, or part of the stockpile profile if it is a stockpile. Untested on furniture&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Minimum skill level&lt;br /&gt;
| For workshops this details the minimum skill level. For stockpiles it seems to be part of the stockpile settings&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Maximum skill level&lt;br /&gt;
| For workshops this details the maximum skill level. Dabbling is 0. Grand Master is 14. Legendary is 3 million. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 6*4&lt;br /&gt;
| long[6]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Some of these appear to have useful values for workshops. Generally seem to be part of stockpile profiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Building Job Structure===&lt;br /&gt;
&lt;br /&gt;
Appears to be 128 bytes long. Haven't looked at this yet.&lt;br /&gt;
&lt;br /&gt;
=== Building Types ===&lt;br /&gt;
&lt;br /&gt;
This table lists the known building ID's (at offset 2) to date. This is likely to be incomplete&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| B50C || Door&lt;br /&gt;
|-&lt;br /&gt;
| E10C || Workshop&lt;br /&gt;
|-&lt;br /&gt;
| B0EC || Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| DCEC || Farm Plot&lt;br /&gt;
|-&lt;br /&gt;
| D1EC || Bed&lt;br /&gt;
|-&lt;br /&gt;
| DE4C || Animal Trap&lt;br /&gt;
|-&lt;br /&gt;
| 9FE4 || Stockpile&lt;br /&gt;
|-&lt;br /&gt;
| E26C || Trade Depot&lt;br /&gt;
|-&lt;br /&gt;
| C00C || Trap?&lt;br /&gt;
|-&lt;br /&gt;
| D4AC || Chair&lt;br /&gt;
|-&lt;br /&gt;
| D34C || Table&lt;br /&gt;
|-&lt;br /&gt;
| D8CC || Statue&lt;br /&gt;
|-&lt;br /&gt;
| CF2C || Cage&lt;br /&gt;
|-&lt;br /&gt;
| 9D34 || Rope&lt;br /&gt;
|-&lt;br /&gt;
| B3AC || Armour Stand&lt;br /&gt;
|-&lt;br /&gt;
| C84C || Archery Target&lt;br /&gt;
|-&lt;br /&gt;
| AF8C || Coffer&lt;br /&gt;
|-&lt;br /&gt;
| E3CC || Wagon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bpuk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Jifodus/Memory_research&amp;diff=48756</id>
		<title>User talk:Jifodus/Memory research</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Jifodus/Memory_research&amp;diff=48756"/>
		<updated>2009-05-02T21:11:21Z</updated>

		<summary type="html">&lt;p&gt;Bpuk: Created page with '==Buildings== I've done an initial pass over the building vectors. I can confirm that 0x015838F0 excludes stockpiles, it seems to include everything else, but I'm still checking ...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Buildings==&lt;br /&gt;
I've done an initial pass over the building vectors. I can confirm that 0x015838F0 excludes stockpiles, it seems to include everything else, but I'm still checking that one. I've put the few bits I've worked out on my user talk page (I managed to put it all on the talk page instead of the user page somehow... I'll shift it later). Hope that lot is helpful [[User:Bpuk|Bpuk]] 21:11, 2 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Bpuk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=48752</id>
		<title>User:Bpuk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Bpuk&amp;diff=48752"/>
		<updated>2009-05-02T21:09:15Z</updated>

		<summary type="html">&lt;p&gt;Bpuk: Initial revision - Memory research on building structures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Initial passes of a couple of memory structures. This should all be taken as low confidence until at least another pass has been run over them.&lt;br /&gt;
&lt;br /&gt;
I'm going to cross check some of the values found here against the raws and see if they match up. I'll come back to the building structure once I've had a quick look at the job and item structures.&lt;br /&gt;
&lt;br /&gt;
==Building Structure==&lt;br /&gt;
&lt;br /&gt;
Found at the addresses found by Mithaldu. See [[User:Jifodus/Memory research]]&lt;br /&gt;
&lt;br /&gt;
The building structure is 248 bytes in length&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; | Offset&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Size&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Name&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0000h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| Unknown&lt;br /&gt;
| Always 0x0097 on the saves I've tested to date. Possibly a race ID?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;02h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Short&lt;br /&gt;
| [[User_talk:Bpuk#Building Types|Building Type]]&lt;br /&gt;
| Multiple building 'types' seem to share the same designation. For example all workshops are 0x0E10C. Changing this type often results in the building 'dissapearing'&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;04h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (left)&lt;br /&gt;
| This, and the following co-ords, could be shorts. I've yet to see a value that isn't 0x00XX&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;08h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (top)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;0Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;10h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| X co-ordinate (right)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;14h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (bottom)&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;18h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Y co-ordinate (centre)&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;1Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Z co-ordinate &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;20h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Built&lt;br /&gt;
| Could simply be a boolean padded to 4 bytes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;24h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Material?&lt;br /&gt;
| Workshops built out of the same type of wood have the save value. Values for furniture match those for workshops&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;28h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Usually 0 for workshops and furniture. Stockpiles appear to have a pointer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;2Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4*4&lt;br /&gt;
| long*4&lt;br /&gt;
| Stockpile dimensions&lt;br /&gt;
| Top left co-ord, width, height&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;3Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Varies while the game is unpaused. Part of AI?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;40h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Building ID?&lt;br /&gt;
| This is a counter, each building has a unique value. Values do not appear to be reused.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;44h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Only appears to be defined for stockpiles. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;48h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| List of jobs&lt;br /&gt;
| Remove building appears to be classed as a 'job'. Vector increases/decreases as jobs are added to workshops. Has values for some farm plots, workshops, stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;58h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen once on a chair. The chair was defining a throne room, which had items in it. It was also overlapped with a dining room.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;68h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;78h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long/pointer&lt;br /&gt;
| Defines Room?&lt;br /&gt;
| For furniture the lowest bit is 0/1 if that building is defining a room. Also often looks like a pointer. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;7Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;8Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;9Ch&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer&lt;br /&gt;
| Owner?&lt;br /&gt;
| Only seen on furniture allocated as a room with an owner. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;A0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector?&lt;br /&gt;
| Unknown&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown&lt;br /&gt;
| Appears to be a bitfield for stockpile storage settings. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;B4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Items&lt;br /&gt;
| Seems to be a list of items contained within the building (T). Doesn't seem to be relevant for stockpiles or ropes. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| pointer?&lt;br /&gt;
| Unknown&lt;br /&gt;
| Seen on trade depot and an archery target&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;C8h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Unknown/Part of stockpile profile?&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;CCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| vector&lt;br /&gt;
| Profile/Part of stockpile profile&lt;br /&gt;
| Seems to contain workshop profile, or part of the stockpile profile if it is a stockpile. Untested on furniture&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;DCh&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Minimum skill level&lt;br /&gt;
| For workshops this details the minimum skill level. For stockpiles it seems to be part of the stockpile settings&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E0h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| long&lt;br /&gt;
| Maximum skill level&lt;br /&gt;
| For workshops this details the maximum skill level. Dabbling is 0. Grand Master is 14. Legendary is 3 million. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;E4h&amp;lt;/code&amp;gt;&lt;br /&gt;
| 6*4&lt;br /&gt;
| long[6]&lt;br /&gt;
| Unknown&lt;br /&gt;
| Some of these appear to have useful values for workshops. Generally seem to be part of stockpile profiles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Building Job Structure===&lt;br /&gt;
&lt;br /&gt;
Appears to be 128 bytes long. Haven't looked at this yet.&lt;br /&gt;
&lt;br /&gt;
=== Building Types ===&lt;br /&gt;
&lt;br /&gt;
This table lists the known building ID's (at offset 2) to date. This is likely to be incomplete&lt;br /&gt;
&lt;br /&gt;
{|  border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| B50C || Door&lt;br /&gt;
|-&lt;br /&gt;
| E10C || Workshop&lt;br /&gt;
|-&lt;br /&gt;
| B0EC || Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| DCEC || Farm Plot&lt;br /&gt;
|-&lt;br /&gt;
| D1EC || Bed&lt;br /&gt;
|-&lt;br /&gt;
| DE4C || Animal Trap&lt;br /&gt;
|-&lt;br /&gt;
| 9FE4 || Stockpile&lt;br /&gt;
|-&lt;br /&gt;
| E26C || Trade Depot&lt;br /&gt;
|-&lt;br /&gt;
| C00C || Trap?&lt;br /&gt;
|-&lt;br /&gt;
| D4AC || Chair&lt;br /&gt;
|-&lt;br /&gt;
| D34C || Table&lt;br /&gt;
|-&lt;br /&gt;
| D8CC || Statue&lt;br /&gt;
|-&lt;br /&gt;
| CF2C || Cage&lt;br /&gt;
|-&lt;br /&gt;
| 9D34 || Rope&lt;br /&gt;
|-&lt;br /&gt;
| B3AC || Armour Stand&lt;br /&gt;
|-&lt;br /&gt;
| C84C || Archery Target&lt;br /&gt;
|-&lt;br /&gt;
| AF8C || Coffer&lt;br /&gt;
|-&lt;br /&gt;
| E3CC || Wagon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bpuk</name></author>
	</entry>
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