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[Misc] Bypassing doodad limit (Reforged+)

Here's a short video tutorial on how to bypass the doodad limit. I'm pretty sure @Achille was the first person to discover it. This video is just meant to relay the message to people who may be interested in bypassing the limit, I take no credits.

Also, it should be noted that this utilizes cheat engine. I don't endorse cheating, this is purely for modders, to assist them in their map development.


Possible challenges to keep in mind:
  • This adds a level of hassle when saving your map. To save the map normally after this, you'd have to reduce the doodad count back to 30k, so this should be done when most stuff is complete, unless you want to do this every time you save your map.
  • Doesn't work with third party compilers, only works with the native way of saving.
 
Last edited:

Chaosy

Tutorial Reviewer
Level 41
Joined
Jun 9, 2011
Messages
13,244
Creative and clunky, very Wc3 in spirit that way.

Me personally thinks this is too annoying to be worth it.
If you do the terrain before your code where you'd have to use this trick every time you want to save code progress.
If you rely on this trick and they fix it your map is now locked.

Does not work for other languages such as Typescript and Wurst? they need to recompile the map and inject their code, I have no idea if this is blocked by editor limit or if it bypasses it naturally by not using the editor.

If you're blocked by this while coding you can at least look into hot reloading to reduce the amount of pain.

That said, it's not up to me if this is useful to an individual but I would probably like more 'warnings' on this for newer modders who maybe don't see the full scope of potential downsides and workarounds to reduce these downsides, such as doing the terrain last rather than first.

edit:
Also a more wild thought is that you could script or macro the save process. More food for thought for future readers rather than something reasonable to require in the tutorial.
 
Me personally thinks this is too annoying to be worth it.
If you do the terrain before your code where you'd have to use this trick every time you want to save code progress.
Added some warnings. As for if this is worth it or not, at least to me, this is a huge discovery. I have dreaded the doodad limit since forever, so that there's actually now a way to bypass it on the latest patch is groundbreaking. This is definitely something I will be using in my maps, especially at the end, for the finishing touches.

If you rely on this trick and they fix it your map is now locked.
Your map is not locked, you just have to reduce doodads until you're at 30k if you want to save the map. You can still open it, play it, and change it.

Does not work for other languages such as Typescript and Wurst? they need to recompile the map and inject their code, I have no idea if this is blocked by editor limit or if it bypasses it naturally by not using the editor.
Doubt it, unless the compilers are made to bypass the save prompts. You could try it, and add your findings to this thread.

If you're blocked by this while coding you can at least look into hot reloading to reduce the amount of pain.
You won't be blocked by this, you can still open the map.

Also a more wild thought is that you could script or macro the save process. More food for thought for future readers rather than something reasonable to require in the tutorial.
That would be nice, and I imagine, not too hard. After all, it's just a value that's modified so you can bypass the save prompt, nothing more. So should be ez.
 
I've tried this a long time ago but it won't work. The editor will only save the specified amount of doodads.

So if you placed 28 doodads but changed the value to 20 via cheat engine, the editor will only save 20 doodads.
It works if you follow the instructions in the video.

Don't take my word for it though, open this map, and check the amount of doodads.
 

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