I have a couple questions about dfhack stuff. I am interested in interrupting worldgen and mucking aroudn with some memory in the middle of it.
1) How can I get my script to actually run stuff in the middle of worldgen at a predictable point in time? I would like it to interrupt it before the first time that the game natively makes available pausing as an option with the enter key. So it would just have to externally force DF to pause in action. Can that be done? For instance, just putting the main thread to sleep or something from a script based on, say, system clock, without also stopping the script? I'm a little fuzzy on exactly what relationship these scripts / dfhack has to DF itself.
edit: or is it perhaps my lucky day and Toady is actually conscientious enough to have DF throw events for these things? Such as, for example, ANY time stuff is printed to screen?
2) Do people know more about memory entries than is written in the notes in globals.csv? Cause that's... pretty sparse. If not, then okay. I can just start painstakingly probing the various worldgen variables to try and figure stuff out. But if people already know the answers and I'm just not looking in the right place, I would prefer not to waste that time.
For example, even as simple as:
world 2 0x186dd70 0x2 int16_t world.worldgen_status.state
It's not a boolean, so I assume it's not just "paused or active." Probably refers to stages completed or something. Is that just all we know? I can make scripts to sit there and wait for different stages to complete and read it off repeatedly to test hypotheses, but do we already know what the possible values are? If so, where is that sort of knowledge stored? Perhaps only in people's brains, or am I missing important actual documents, or is it nowhere?