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Releases: DFHack/dfhack

DFHack 50.13-r3

04 Jul 07:13
369b805
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Q: How do I download DFHack?

A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.


This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.

Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!

Highlights

Designation designer, In-game journal, Fix FPS death, Map editing, Immigration control, Quick zoom, Trade depot pathability

Designating digging and constructions with shapes

Our digging layout tool, gui/design has had a major usability overhaul.

gui_design2

There is a new, button-oriented interface for selecting modes and shapes, and the overall experience of designating, stretching, rotating, moving, and applying to the map is much easier than it was before.

Have fun with those curves!

gui_design

Keep notes in-game with the new fort journal

Image

Brought to you by community member psychowico, gui/journal is a multi-line text editor that allows you to take notes on your fort's goals, plans, and progress. The text is saved with your fort, and the editor provides many mouse- and keyboard-friendly text editing conveniences, like cursor movement, text selection, and copy/paste (fully integrated with the system clipboard).

It is especially useful for jotting down what you're in the middle of doing so you can remind yourself when you load the game later.

Image

Fix FPS death with timestream

Screenshot_20240628_142001

timestream has a simple premise: when the FPS drops, speed up reality to compensate. It dynamically adjusts the calendar so that the flow of time scales to match a target FPS (usually 100). Put simply, it makes the game move as quickly as it did when you first embarked, even when you have hundreds of units on the map.

With timestream active, you can keep the game running at full speed as long as the vanilla FPS counter stays above 15 FPS. At that point, the game will still run faster than it would otherwise, but you'll start noticing the slowdown.

This tool breathes new life into old forts. If you start to feel frustrated that the game is getting sluggish, give timestream a try. It's on the "Gameplay" tab of gui/control-panel.

Interactive map editing

You may have heard of tiletypes as the command to use for editing the map. It has a reputation for being difficult to understand, and startlingly easy to get wrong. Thanks to community member tatoyoda600's efforts, we now have gui/tiletypes, which turns map editing into simple point and click!

image

You can now easily fill in gaps in accidentally-dug areas, change tiles to the materials of your choice for decoration, or reshape the terrain to your liking!

gui_tiletypes

Control the rate of immigration

A common complaint is that very large migrant waves can overwhelm fort infrastructure. If you enable the pop-control tool in gui/control-panel (Gameplay tab), you can limit migration waves to a reasonable size. The default is 10, but you can adjust it to any number you feel comfortable with.

pop_control

Note that this tool will overwrite the population caps set in the vanilla settings, so if you have those numbers customized, be sure to update the setting for pop-control itself. For example, if you want a maximum population of 100 (along with the default per-wave maximum of 10 immigrants), run

pop-control set max-pop 100

after you enable pop-control.

Quick find and zoom for people, locations, and artifacts

The new gui/sitemap tool helps you find and zoom to things quickly.

gui_sitemap

It works in both adventure and fort mode. In adventure mode, its primary use is to find what you're looking for when you get to a site. If you have a quest to talk to a specific person or find a specific artifact, it can be very frustrating to arrive at the correct site but then be completely unable to find what you're looking for on the map. It doesn't help that nobody at the site can give you directions! gui/sitemap will list all the people, places, and things of interest and let you zoom the screen to their location with a click. You'll still have to find your way over there, though, which can be a challenge if it's deep underground.

In fort mode, it serves as a faster alternative to the vanilla overview screens. It also has the unique benefit of telling you both the Dwarven and the English names of artifacts. Now, when you get a notification that Thunderbanner has been stolen, you can search for the artifact in gui/sitemap and see that it's actually warning you about Amudzulban. Then you can zoom to its current location and search some pockets.

sitemap

Trade depot pathability visualization for wagons

Screenshot_20240628_143816

Veteran players may remember a feature from Dwarf Fortress in its pre-Steam times: the ability to show where caravan wagons can path on their way to your trade depot. This feature was not brought forward to DF v50, so DFHack offers a replacement. If you are concerned about whether wagons can get to your depot, or if you'd like to identify the choke points, start up gui/pathable and select the "Depot" tab. That will highlight the tiles that wagons can traverse on their way to your trade depot (or any of your trade depots, if you have more than one).

Announcements

What does DFHack do for Adventure mode?, Locale-sensitive number formatting, Dreamfort updates, PSAs

What does DFHack do for Adventure mode?

DFHack supports the DF adventure mode beta on its own adventure-beta Steam branch. If you're subscribed to the beta branch for Dwarf Fortress, please subscribe to the adventure-beta branch for DFHack.

DFHack automatically applies a number of bugfixes and interface enhancements by default, such as:

  • fix corrupt throwing/shooting state, preventing save/load crashes after shooting a weapon
  • extend the searchable keywords in the conversation topic list to make it easier to find the topic you're looking for
  • add "ask whereabouts of" conversation topics so you can discover the location of people with whom you have some sort of relationship (before, you could only ask whereabouts of people involved in rumors)
  • add drowning/suffocation and blood loss countdown displays so you can tell how dire your situation is

There are also bugfixes, productivity tools, and sandbox (armok) tools specifically designed for adventure mode that you can run as needed:

  • advtools party: promotes one of your companions to become a controllable adventurer
  • advtools pets: fixes issues with companions' pets and pets you gift to others in adventure mode
  • fix/sleepers: fix sleeping units belonging to a camp that never wake up
  • gui/sitemap: list and zoom to people, locations, and artifacts
  • unretire-anyone: start an adventure as any historical figure in the world (use on embark preparation screen)
  • gui/reveal: reveal the adventure mode map and keep it revealed as you move
  • bodyswap: move adventurer control to another unit (any other unit)
  • flashstep: jump your adventurer across the map by hovering over a tile with the mouse and hitting a hotkey (Ctrl-t)
  • ghostly: allow your adventurer to walk through walls
  • resurrect-adv: revive a newly dead adventurer
  • `reveal-adv-ma...
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DFHack 50.13-r3rc3

29 Jun 09:05
f32e2bc
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DFHack 50.13-r3rc3 Pre-release
Pre-release

Q: How do I download DFHack?

A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.

On Steam, this beta release is available on the DFHack beta channel (for DF 50.13) and the adventure-beta channel (for DF 51.01-beta).


This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.

Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!

Changelog

Fixes

  • timestream: Don't increase thirst level for animals when skipping time -- animals do not get thirsty

DFHack 50.13-r3rc2

28 Jun 21:42
b1ac93e
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DFHack 50.13-r3rc2 Pre-release
Pre-release

Q: How do I download DFHack?

A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.

On Steam, this beta release is available on the DFHack beta channel (for DF 50.13) and the adventure-beta channel (for DF 51.01-beta).


This beta release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.

Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!

Highlights

In addition to the features introduced in DFHack 50.13-r3rc1, there are some new highlights for this beta release:

Fix FPS death with timestream, Trade depot pathability visualization for wagons

Fix FPS death with timestream

Screenshot_20240628_142001

timestream has a simple premise: when the FPS drops, speed up the world to compensate. It dynamically adjusts the calendar so that time flows at a rate that makes you feel like you're playing at a much higher FPS. It makes the game much more responsive and snappy, even when you have hundreds of units on the map.

With timestream active, you can keep the game running at full speed as long as the vanilla FPS counter stays above 15 FPS. At that point, you'll hit other limitations and you'll start noticing the slowdown.

Trade depot pathability visualization for wagons

Screenshot_20240628_143816

Veteran players may remember a feature from Dwarf Fortress in its pre-Steam times: the ability to show where caravan wagons can path on their way to your trade depot. This feature was not brought forward to DF v50, so DFHack offers a replacement. If you are concerned about whether wagons can get to your depot, or if you'd like to identify the choke points, start up gui/pathable and select the "Depot" tab. That will highlight the tiles that wagons can traverse on their way to your trade depot (or any of your trade depots, if you have more than one).

Announcements

PSAs

PSAs

As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about.

Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable".

The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode.

If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.

Changelog

This changelog has been trimmed to only show the difference from the previous beta.

New tools, fixes, and improvements

New Tools

  • devel/luacov: (reinstated) add Lua script coverage reporting for use in testing and performance analysis
  • fix/sleepers: (reinstated) fixes sleeping units belonging to a camp that never wake up.
  • timestream: (reinstated) keep the game running quickly even when there are large numbers of units on the map

New Features

  • Locale-senstive number formatting: select your preferred format in gui/control-panel. prices and other large numbers in DFHack UIs can be displayed with commas (English formatting), the number formatting used by your system locale, in SI units (e.g. 12.3k), or even in scientific notation
  • gui/pathable: new "Depot" mode that shows whether wagons can path to your trade depot

Fixes

  • clear-smoke: properly tag smoke flows for garbage collection to avoid memory leak
  • overlay: overlay positions are now adjusted according to the configured max interface width percentage in the DF settings
  • zone: animal assignment overlay button moved to not conflict with vanilla aquarium/terrarium button on glass cages

Misc Improvements

  • empty-bin: select a stockpile, tile, or building to empty all containers in the stockpile, tile, or building
  • exterminate:
    • add --limit option to limit number of exterminated creatures
    • add knockout and traumatize method for non-lethal incapacitation
  • gui/unit-syndromes: make werecreature syndromes easier to search for
  • orders: you can now delete your exported orders from the import dialog

Removed

  • adv-fix-sleepers: renamed to fix/sleepers

Lua

  • gui.get_interface_rect, gui.get_interface_frame: convenience functions for working with scaled interfaces
  • overlay: new attributes: fullscreen and full_interface for overlays that need access to the entire screen or the scaled interface area, respectively
  • string:wrap: now preserves inter-word spacing and can return the wrapped lines as a table of strings instead of a single multi-line string

DFHack 50.13-r3rc1

20 Jun 01:23
b1141b1
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DFHack 50.13-r3rc1 Pre-release
Pre-release

Q: How do I download DFHack?

A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.

On Steam, this beta release is available on the DFHack beta channel (for DF 50.13) and the adventure-beta channel (for DF 51.01-beta).


This beta release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.

Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!

Highlights

Designating digging and constructions with shapes, Interactive map editing, Quick find and zoom for people, locations, and artifacts, Controlling rate of immigration, Plant and tree manipulation, Locale-sensitive number formatting

Designating digging and constructions with shapes

Our digging design tool, gui/design has had a major usability overhaul.

gui_design2

There are now icons for selecting modes and shapes, and the overall experience of designating shapes, stretching, rotating, and moving them, and finally applying them to the map is much easier than it was before.

Have fun with those curves!

gui_design

Interactive map editing

You may have heard of tiletypes as the command to use for editing the map. It has a reputation for being difficult to understand, and startlingly easy to get wrong. Thanks to community member tatoyoda600's efforts, we now have gui/tiletypes, which turns map editing into simple point and click!

image

You can now easily fill in gaps in accidentally-dug areas, spawn tiles of the material of your choice for digging, or reshape the surface terrain to your liking!

gui_tiletypes

Quick find and zoom for people, locations, and artifacts

The new gui/sitemap tool helps you find and zoom to things quickly.

gui_sitemap

It works in both adventure and fort mode. In adventure mode, its primary use is to find what you're looking for when you get to a site. If you have a quest to talk to a specific person or find a specific artifact, it can be very frustrating to arrive at the correct site but then be completely unable to find what you're looking for on the map. It doesn't help that nobody at the site can give you directions! gui/sitemap will list all the people, places, and things of interest and let you zoom the screen to their location with a click. You'll still have to find your way over there, though, which can be a challenge if it's deep underground.

In fort mode, it serves as a faster alternative to the vanilla overview screens. It also has the unique benefit of telling you both the Dwarven and the English names of artifacts. Now, when you get a notification that Thunderbanner has been stolen, you can search for the artifact in gui/sitemap and see that it's actually warning you about Amudzulban. Then you can zoom to its current location and search some pockets.

sitemap

Controlling rate of immigration

A common complaint is that very large migrant waves can overwhelm fort infrastructure. If you enable the pop-control tool in gui/control-panel (Gameplay tab), you can limit migration waves to a reasonable size. The default is 10, but you can adjust it to any number you feel comfortable with.

pop_control

Note that this tool will overwrite the population caps set in the vanilla settings, so if you have those numbers customized, be sure to update the setting for pop-control itself. For example, if you want a maximum population of 100 (along with the default per-wave maximum of 10 immigrants), run

pop-control set max-pop 100

after you enable pop-control.

Plant and tree manipulation

For those looking to meddle in the natural order, we now have the commandline plant tool for spawning, growing, and removing plant life.

plant

For example, to grow a sapling into a tree, enter mining mode, enable the keyboard cursor, and highlight the tile with the sapling on it. Then, run plant grow here to increase the sapling's age. Once you unpause the game, the sapling will instantly grow into a tree!

plant

Locale-sensitive number formatting

DFHack tools can display a lot of large numbers, especially where prices and weights are involved. We have traditionally formatted those numbers exactly the same as DF itself does -- that is, no formatting; just numbers. For example, one million is written as 1000000.

This can be hard to read, but it's also not perfectly clear how else the numbers should be formatted. In English, we often add commas to numbers, one comma every third digit, so one million would be written as 1,000,000. That would make it easier to read, assuming English is your native language. People from India might prefer to see one million as 10,00,000, and people from Germany might prefer 1.000.000.

So now you have a choice. In gui/control-panel, in the Preferences tab, there is now a Large number formatting preference that you can set.

number_formatting

You have several options:

  • None (the default), which formats the numbers without embellishment like vanilla DF does (e.g. 1234567)
  • English, which formats the numbers with commas every third digit (e.g. 1,234,567)
  • System locale, which formats the numbers according to the locale settings for your operating system (system-dependent)
  • SI suffix, which shows up to three significant digits and a metric-system suffix (e.g. 1.23M)
  • Scientific, which shows numbers in scientific notation (e.g. 1.2e+06)

Your choice will apply to DFHack displays, such as gui/unit-info-viewer or the prices on the DFHack trade screens. Vanilla DF displays will not be affected.

number_formatting

Announcements

Behind-the-scenes changes, Dreamfort has been updated, PSAs

Behind-the-scenes changes

This release marks a significant step forward in aligning the DFHack names for variables with the actual names used internally by the Dwarf Fortress code. Not only does this help smooth communication between DFHack and DF devs, but it opens up a whole new world for modders who can now access large new sections of the game state. Expect new tools soon that capitalize on this improvement in accessibility, especially in regards to the world map!

One of the major reasons for this beta is to test the existing DFHack tools and ensure they were all properly migrated to the new naming scheme. Please be on the lookout for commands that you know worked before but that now spit out errors.

Dreamfort has been updated

The Dreamfort quickfort blueprints have seen significant updates in this release. If you are in the middle of building from the Dreamfort blueprints, expect some minor errors or misplaced furniture if you started building from the Dreamfort blueprints in the previous DFHack version.

Starting from a new embark, of course, will work perfectly fine.

If you're not already familiar with it, Dreamfort is DFHack's marquee blueprint set for a complete fort layout. It demonstrates good design patterns for new players and shows what the game is capable of. For more experienced players, it provides a simple, yet complete fortress that you can quickly get up and running when you want to focus on specific aspects of the game and not worry too much about infrastructure.

![image](https://github.com/DF...

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DFHack 50.13-r2.1

22 May 14:11
cc27b97
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Q: How do I download DFHack?

A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.


This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.

Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!

Changelog

New tools, fixes, and improvements

Fixes

  • suspendmanager: stop suspending single tile stair constructions

DFHack 50.13-r2

09 May 23:49
5bda414
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Q: How do I download DFHack?

A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.


This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.

Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!

Highlights

Localization support, Adventure mode support, Export unit and item descriptions, Quick switch favorites for building planner materials

Localization support

You can now install both DFHack and the Dwarf Fortress localization project for translating essential parts of the DF UI into your native language!

dfint_translation

It currently has good support for:

  • Spanish
  • Italian
  • Russian
  • German
  • Portuguese (Brazil)
  • French
  • Polish

The translations are done by volunteers. Please consider contributing to the translations if you are bilingual -- these translations help make Dwarf Fortress more accessible to non-English speakers.

More details at the Dwarf Fortress localization project home page: https://github.com/dfint

Adventure mode support

image

Dwarf Fortress adventure mode is currently available on DF's Steam beta branch. DFHack supports the adventure beta on its own adventure-beta branch. Please make sure you are subscribed to DFHack's adventure-beta branch if you are running the DF adventure beta!

image

We are going through our back catalog and steadily updating adventure mode tools. Moreover, we are modifying existing tools as necessary to be useful for adventure mode.

unretire-anyone

Here's what's been validated so far:

  • flashstep: teleport the adventurer to the mouse cursor
  • ghostly: allow the adventurer to walk through walls
  • gui/create-item: create arbitrary items
  • gui/reveal: reveal the map beyond your cone of vision
  • gui/sandbox: create units or trees (or items too)
  • gui/unit-info-viewer: get extended information on the selected unit
  • resurrect-adv: bring your adventurer back to life
  • reveal-adv-map: reveal hidden world map tiles
  • reveal-hidden-sites: reveal hidden world map sites
  • reveal-hidden-units: reveal hidden units on the local map
  • unretire-anyone: start an adventure as anybody in the world

In addition, all tools that aren't mode-specific, such as the mod manager and the new markdown unit/item description export, should work just fine too. If you try to use a tool in adventure mode and it doesn't behave as you'd expect, please tell us so we can improve the experience!

Expectations for the adventure mode beta

DFHack needs to release a new compatible build whenever a new DF beta is pushed, just like we need to release a new compatible build whenever a stable DF version is released.

The good news is that DFHack now has a process in place to automatically build a compatible DFHack version when a new DF beta drops. DFHack should be compatible with new DF betas within 15 minutes. Sometimes, however, Steam gets one update but not the other. If you get a message that DFHack does not recognize the version of Dwarf Fortress, try going into the app settings in your Steam client for both DFHack and Dwarf Fortress, click on Installed Files, and click the Verify integrity of game files button. That will poke Steam to ensure that both DF and DFHack are fully updated.

steam_verify

In addition to compatibility bumps, the adventure-beta branch of DFHack will be updated frequently as DFHack's support for adventure mode is improved.

Export unit and item descriptions

This release includes a unit/item description exporter that will write details about the selected unit or item to a formatted markdown text file.

image

Just select a unit or item and hit the Ctrl-t hotkey (or select markdown from the DFHack logo context menu)! The text will be written to a file in your Dwarf Fortress game directory, named after your current world. If you export multiple times, the text will be appended to the same file, so feel free to run markdown on all your forgotten beasts and expensive artifacts. The whole list will be ready for you when you're done.

markdown

Quick switch favorites for building planner materials

buildingplan_favorites

When you want to use a specific material for construction, say because you are designing a pattern in your tavern floor, it can be annoying to have to set the material filter each time. Now, you can set your favorite material filters and quickly switch among them with the new building planner favorites panel!

buildingplan_favorites

Your favorites are saved with your fort, so they'll be there for you if you save and load the game.

You can also rename a favorite by shift-clicking on the name.

Announcements

PSAs

PSAs

As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about.

Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable".

The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode.

If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.

Changelog

New tools, fixes, and improvements

New Tools

  • Updated for adventure mode:
    • reveal
    • gui/sandbox, gui/create-item, gui/reveal
  • adaptation: (reinstated) inspect or set unit cave adaptation levels
  • fix/engravings: fix corrupt engraving tiles
  • flashstep: (reinstated) teleport your adventurer to the mouse cursor
  • ghostly: (reinstated) allow your adventurer to phase through walls
  • markdown: (reinstated) export description of selected unit or item to a text file
  • resurrect-adv: (reinstated) allow your adventurer to recover from death
  • reveal-adv-map: (reinstated) reveal (or hide) the adventure map
  • unretire-anyone: (reinstated) choose anybody in the world as an adventurer

New Features

  • DFHack and the Dwarf Fortress translation project can now both be run at the same time
  • buildingplan: quick material filter favorites on main planner panel
  • instruments: new subcommand instruments order for creating instrument work orders

Fixes

  • blueprint: correctly define stockpile boundaries in recorded stockpile ("place") blueprints when there are adjacent non-rectangular stockpiles of identical types
  • caravan: don't include undiscovered divine artifacts in the goods lis...
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DFHack 50.13-r1.1

25 Apr 05:39
f7916c0
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Q: How do I download DFHack?

A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.


This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.

Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!

Changelog

See https://github.com/DFHack/dfhack/releases/tag/50.13-r1 for the major changes in this release

New tools, fixes, and improvements

Fixes

  • deathcause: fix error on run
  • gui/quantum: accept all item types in the output stockpile as intended

Documentation

  • Update docs on release procedures and symbol generation

DFHack 50.13-r1

23 Apr 16:03
969bce7
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Q: How do I download DFHack?

A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.

This release is for the non-beta 50.13 release of DF. For the DF v51.01 adventure mode beta, please subscribe to the DFHack adventure-beta beta branch on Steam. The adventure-beta DFHack branch includes everything in this release as well.

steam_adventure_beta


This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.

Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!

Highlights

Point and click quantum stockpiles, Extended unit info summary

Point and click quantum stockpiles

gui_quantum

Run gui/quantum and you'll get a visual, interactive interface for creating quantum stockpiles.

Quantum stockpiles simplify fort management by allowing a small stockpile to contain a large number of items. This reduces the complexity of your storage design, lets your dwarves find items more efficiently, and increases FPS. Until now, though, they were a bit fiddly to set up and it was easy to make a mistake that would prevent them from working correctly.

Quantum stockpiles work by linking a “feeder” or "input" stockpile to a one-tile minecart hauling route. Whenever an item from the feeder stockpile is placed in the minecart, the minecart is tipped and the item spills out onto an adjacent tile. The single-tile "output" stockpile in that adjacent tile holds all the items spilled out of the minecart and is your quantum stockpile. You can also choose to not have a receiving stockpile and instead have the minecart dump into a pit (perhaps a pit filled with magma).

The gui/quantum UI will walk you through the steps:

  • Select a stockpile to be the feeder by clicking on it.
  • Set configuration (like what the quantum stockpile will be named) with the onscreen options.
  • Click on a free tile on the map to build the minecart stop and (optionally) designate the output stockpile.

If there are minecarts available, one will be automatically assigned to the track stop for you. If you don’t have a free minecart, gui/quantum will enqueue a manager order to make a wooden one. Once it is manufactured, you’ll have to run assign-minecarts all to assign it to the route, or you can open the (H)auling menu and assign the minecart manually. The quantum stockpile will not function until the minecart is in place.

See the wiki for more information on quantum stockpiles.

gui_quantum2

Extended unit info summary

unit-info-viewer

gui/unit-info-viewer will give you detailed (but non-spoilery) data on the currently selected unit and their race. Among other things, this handy lookup tool will tell you if a creature needs grass or lays eggs. It will even tell you the unit's current size in cubic centimeters.

If you have any ghosts walking (floating?) around, you'll get some interesting info on them as well : )

Announcements

PSAs

PSAs

As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about.

Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable".

The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode.

If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.

Changelog

New tools, fixes, and improvements

New Tools

  • gui/quantum: (reinstated) point and click interface for creating quantum stockpiles or quantum dumps
  • gui/unit-info-viewer: (reinstated) give detailed information on a unit, such as egg laying behavior, body size, birth date, age, and information about their afterlife behavior (if a ghost)

Fixes

  • Fixed incorrect DFHack background window texture when DF is started in ascii mode and subsequently switched to graphics mode
  • Fixed misidentification of visitors from your own civ as residents; affects all tools that iterate through citizens/residents
  • cursecheck: act on selected unit only if a unit is selected
  • exterminate: don't classify dangerous non-invader units as friendly (e.g. snatchers)
  • gui/create-item:
    • properly restrict bags to bag materials by default
    • allow gloves and shoees to be made out of textiles by default
  • open-legends: don't interfere with the dragging of vanilla list scrollbars

Misc Improvements

  • gui/gm-unit: changes to unit appearance will now immediately be reflected in the unit portrait
  • open-legends: allow player to cancel the "DF will now exit" dialog and continue browsing
  • suspendmanager: Account for walls planned on the z-layer below when determining accessibility to a job

Structures

  • biome_type: add enum attrs for caption and plant_raw_flags

Documentation

  • autoclothing: add section comparing autoclothing and tailor to guide players choosing which to enable

DFHack 50.12-r3

11 Apr 19:43
a0e6dc5
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Q: How do I download DFHack?

A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.


This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.

Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!

Highlights

Open legends mode directly from an active fort, Dig through warm or damp tiles without interruption, Unlink buildings from levers

Open legends mode directly from an active fort

The long-awaited, much-requested feature is here: you can now jump into legends mode without retiring your current fortress!

open_legends

When you run open-legends, you'll get a dialog explaining what is about to happen and you will be prompted to save your game. The dialog gives you a clickable link that will do an autosave, or you can exit the dialog to do a named manual save and come back to open-legends afterwards. Then you can hop right into legends mode and dig into your world's history as it exists right now!

open_legends_window

It's important to save your game because entering legends mode disrupts the state of the game. You can't safely jump back into your fort afterwards. DFHack takes steps to protect your savegame and will exit to desktop when you're done browsing legends mode. You can relaunch DF and load your saved game to continue. This isn't ideal, but it is much easier than the current process: saving to a new timeline, retiring your fort, loading up the world anew for a legends session, browsing, and then deleting (or forgetting to delete) the extra timeline.

Many thanks to Rumrusher, who provided the key insight that allowed this feature to work again!

Here's how it looks from end to end:

open_legends_edited

Dig through warm or damp tiles without interruption

DF has a safety feature: when your miners uncover a warm or damp tile, any dig designation on that tile will be canceled. This is to protect you from blithely mining your way into a lake or an underground magma pool. However, this also means that if you want to dig through a warm or damp area, you will have to monitor as tiles become unhidden and re-designate your digging for every. single. tile. This is very very very painful. Digging through light aquifers or above magma is an exercise in frustration. Many players completely avoid aquifers for this reason.

warmpdamp

There is now a new icon in the mining toolbar. In graphics mode, it looks like a pickaxe with a drop of water and a lava flow behind it. In ASCII mode, it looks like two tildes (~~). Click it (or hit the Ctrl-D hotkey), and you can enable warm and/or damp dig mode. Tiles that you subsequently designate for digging will have a special marker on them (or will blink red/blue in ASCII mode), and they will not be canceled if the designated tile turns out to be warm or damp (respectively).

This means that you can dig without interruption under lakes or through light aquifers.

damp_dig2

If you enable both damp dig and vanilla autodig, e.g. to mine out a mineral vein, the damp dig marker will propagate along with the autodig. This allows you to seamlessly automine veins that cross under lakes or through aquifers. Note that if you autodig through an aquifer, you might want to smooth the walls as you go, otherwise the water might build up behind your miners and trap them.

damp_autodig

You'll also notice that light and heavy aquifers have new icons (or, in ASCII, blink patterns) that distinguish them from each other and from non-leaky "just damp" tiles.

aquifer_icons

The new toolbar and aquifer icons are distributed with DFHack and are derived from vanilla assets. This is done with permission from Bay 12. Thank you Tarn!

There are also some new tools and new functionality in existing tools that go along with warm and damp dig:

  • gui/aquifer allows you to see, add, remove, and modify aquifers
  • gui/reveal now highlights aquifer tiles, even when not in mining mode. It also gained an alternate reveal mode where only aquifers are shown and no tiles are actually unhidden. This allows you to designate your digging with knowledge of where aquifers are, but will not spoil the caverns or other underground surprises.
  • gui/blueprint captures warm and damp dig markers as part of the generated blueprints
  • gui/quickfort reproduces warm and damp dig markers stored in blueprints, and additionally allows you to apply any blueprint with warm and/or damp dig markers
  • the aquifer_tap

Unlink buildings from levers

unlink_lever

When viewing levers or the buildings they are linked to, you will now see buttons for unlinking and freeing unlinked mechanisms. This allows you to repurpose levers without deconstructing them, and allows you to retrieve unused mechanisms from unlinked buildings.

unlink_lever

Announcements

PSAs

PSAs

As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about.

Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable".

The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode.

If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.

Changelog

New tools, fixes, and improvements

New Tools

  • aquifer: commandline tool for creating, draining, and modifying aquifers
  • gui/aquifer: interactive aquifer visualization and editing
  • open-legends: (reinstated) open legends mode directly from a loaded fort

New Features

  • blueprint:
    • designations and active dig jobs are now captured in generated blueprints
    • warm/damp dig markers are captured in generated blueprints
  • buildingplan: add overlays for unlinking and freeing mechanisms from buildings
  • dig:
    • designate tiles for damp or warm dig, which allows you to dig through damp or warm tiles without designations being canceled
    • damp and warm tile icons now remain visible when included in the designation selection box (graphics mode)
    • aquifer tiles are now visually distinct from "just damp" tiles (graphics and ascii modes)
    • light aquifer tiles are now visually distinct from heavy aquifer tiles (graphics and ascii modes)
    • autodig designations that are marked for damp/warm dig propagate the damp/warm tag when expanding to newly exposed tiles
  • gui/notify: opti...
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DFHack 50.12-r3rc1

04 Apr 07:52
80a9a5a
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DFHack 50.12-r3rc1 Pre-release
Pre-release

Q: How do I download DFHack?

A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.


This beta release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.

Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!

What needs testing

Dig through warm or damp tiles without interruption, open legends mode directly from an active fort, unlink levers

Dig through warm or damp tiles without interruption

DF has a safety feature: when your miners uncover a warm or damp tile, any dig designation on that tile will be canceled. This is to protect you from blithely mining your way into a lake or an underground magma pool. However, this also means that if you want to dig through a warm or damp area, you will have to re-designate every. single. tile. as it becomes unhidden. This is very very very painful. Digging through light aquifers or above magma is an exercise in frustration. Many players completely avoid aquifers for this reason.

There is now a new icon in the mining toolbar. In graphics mode, it looks like a pickaxe with a drop of water and a lava flow behind it. In ASCII mode, it looks like two tildes (~~). Click it (or hit the Ctrl-D hotkey), and you can enable warm and/or damp dig mode. Tiles that you subsequently designate for digging will have a special marker on them (or will blink blue/red in ASCII mode), and they will not be canceled if the designated tile turns out to be warm or damp (respectively).

This means that you can dig without interruption under lakes or through light aquifers. If you enable both damp dig and vanilla autodig, e.g. to mine out a mineral vein, the damp dig marker will propagate along with the autodig. This allows you to automine veins that cross under lakes or through aquifers. Note that if you autodig through an aquifer, you might want to smooth the walls as you autodig, otherwise the water might build up behind your miners and trap them.

You'll also notice that light and heavy aquifers have new icons that distinguish them from each other and from non-leaky "just damp" tiles.

The new toolbar and aquifer icons are distributed with DFHack and are derived from vanilla assets. They are used with permission from Bay 12.

There are also some new tools and new functionality in existing tools for warm and damp dig:

  • gui/aquifer allows you to see and edit aquifers
  • gui/reveal now highlights aquifer tiles, even when not in mining mode
  • gui/blueprint captures warm and damp dig markers
  • gui/quickfort reproduces warm and damp dig markers stored in blueprints, and additionally allows you to apply any blueprint with warm and/or damp dig markers

Open legends mode directly from an active fort

The long-awaited, much-requested feature is here: you can now jump into legends mode without retiring your current fortress.

When you run open-legends, you'll get a dialog explaining what is about to happen and you will be prompted to save your game. The dialog gives you a clickable link that will do an autosave, or you can exit the dialog to do a named manual save and then come back to open-legends. Then you can hop right into legends mode and dig into your world's history!

Legends mode, however, disrupts the state of the game. You can't safely jump back into your fort afterwards. DFHack takes steps to protect your savegame and will exit to desktop when you're done browsing legends mode. You can relaunch DF and load your savegame to continue. This isn't ideal, but it is much easier than the current process: saving to a new timeline, retiring your fort, loading up the world anew for a legends session, browsing, and then deleting (or forgetting to delete) the extra timeline.

Many thanks to Rumrusher, who provided the key insight that allowed this feature to work again!

Unlink levers

When viewing levers or the buildings they are linked to, you will now see buttons for unlinking and freeing unlinked mechanisms. This allows you to repurpose levers without deconstructing them, and allows you to retrieve unused mechanisms from unlinked buildings.

Announcements

PSAs

PSAs

As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about.

Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable".

The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode.

If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.

Changelog

New tools, fixes, and improvements

New Tools

  • aquifer: commandline tool for creating, draining, and modifying aquifers
  • gui/aquifer - interactive aquifer visualization and editing
  • open-legends: (reinstated) open legends mode directly from a loaded fort

New Features

  • blueprint:
    • designations and active dig jobs are now captured in generated blueprints
    • warm/damp dig markers are captured in generated blueprints
  • buildingplan: add overlays for unlinking and freeing mechanisms from buildings
  • dig:
    • designate tiles for damp or warm dig, which allows you to dig through damp or warm tiles without designations being canceled
    • damp and warm tile icons now remain visible when included in the designation selection box (graphics mode)
    • aquifer tiles are now visually distinct from "just damp" tiles (graphics and ascii modes)
    • light aquifer tiles are now visually distinct from heavy aquifer tiles (graphics and ascii modes)
    • autodig designations that are marked for damp/warm dig propagate the damp/warm tag when expanding to newly exposed tiles
  • gui/notify: optional notification for general wildlife (not on by default)
  • gui/quickfort: add options for applying blueprints with warm and/or damp dig markers
  • gui/reveal: new "aquifer only" mode to only see hidden aquifers but not reveal any tiles
  • quickfort: add options for applying blueprints with warm and/or damp dig markers

Fixes

  • fix behavior of Linux Steam launcher on systems that don't support the inotify API
  • fix rendering of resize "notch" in lower right corner of resizable windows in ascii mode
  • armoks-blessing: fix error when making class "Normal" attributes legendary
  • fix/loyaltycascade: fix lookup of associated unit metadata when the metadata list is sparse (that is, the script was sometimes failing to fix the loyalties of renegade units because it was failing to find those units' metadata)
  • quickfort:
    • stockpiles can now be placed even if there is water covering the tile, as per vanilla behavior
    • reject tiles for building that contain magma or deep water

Misc Improvements

  • aquifer tap blueprint: now designates in damp dig mode for uninterrupted digging in a light aquifer
  • pump stack blueprint: now designates in warm and damp dig mode for uninterrupted digging through warm and damp tiles
  • gui/control-panel: add alternate "nodump" version for cleanowned that does not cause citizens to toss their old clothes in the dump. this is useful for players who would rather sell old clothes than incinerate the...
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