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DFHack 50.12-r2rc2

17 Mar 22:24
751e0b6
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DFHack 50.12-r2rc2 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?

agitation-rebalance updates

agitation-rebalance updates

agitation-rebalance has seen significant internal improvements, especially around the calculations of chance of invasion. In the previous beta, after a cavern invasion, you'd see the cavern danger level immediately drop to None and then, after sufficient subsequent irritation, it would jump to High in one go.

Now, after clearing an invasion, you'll see your chances of a subsequent invasion smoothly increase from Low to High as you chop more trees and make more noise, which is much closer to the behavior agitation-rebalance provides on the surface for agitated wildlife attacks. Moreover, if you have the monitor panel visible, you will not see the danger level of the caverns update until you clear the current invasion. This is to avoid spoiling exactly when and where a cavern invasion has occurred. This mod is supposed to fix the mechanics of irritation -- it's not supposed to spoil the surprise when it happens!

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

  • fix/ownership: fix instances of multiple citizens claiming the same items, resulting in "Store owned item" job loops
  • modtools/if-entity: (reinstated) modder's resource for triggering scripted content depending on the race of the loaded fort

Fixes

  • autoclothing: don't produce clothes for dead units
  • caravan: fix trade price calculations when the same item was requested for both import and export

Misc Improvements

  • Many tools that previously only worked for citizens or only for dwarves now work for all citizens and residents, e.g. fastdwarf, rejuvenate, etc.
  • allneeds:
    • select a dwarf in the UI to see a summary of needs for just that dwarf
    • provide options for sorting the cumulative needs by different criteria
  • buildingplan: persist hiding of unavailable materials between filterselection invocations
  • dwarfvet:
    • automatically unassign animals from pastures when they need treatment so they can make their way to the hospital. reassign them to their original pasture when treatment is complete.
    • ignore animals assigned to cages or restraints
  • gui/notify: Shift click or Shift Enter on a zoomable notification to zoom to previous target
  • prioritize: print out custom reaction and hauling jobs in the same format that is used for prioritize command arguments so the player can just copy and paste

API

  • Units::getCitizens: now includes residents by default
  • Units::isResident: property check for residents (as opposed to citizens)

Lua

  • dfhack.units.getCitizens: now includes residents by default

Structures

  • activity_event: identify fields and type values
  • unit: identify and define many previously unknown fields, types, and enums

DFHack 50.12-r2rc1

12 Mar 08:31
84800b3
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DFHack 50.12-r2rc1 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?

There are several large new features for this release that could use testing and feedback.

agitation-rebalance, fix/stuck-worship, work details import/export, autoretrain livestock, labor and skill restrictions for workshops

agitation-rebalance smooths out agitated creature attacks and cavern invasions

agitation_monitor

This is the one that needs the most feedback, especially from people who have found the cavern invasions to be frustrating. The basic question is: after you turn this mod on, do you still find the caverns frustrating? Do you feel like the caverns are more fun to explore and utilize?

If you're just confused by the whole agitated animal and cavern invasion thing, there is an overview of how the vanilla system works here: https://docs.dfhack.org/en/latest/docs/tools/agitation-rebalance.html#how-the-df-agitation-system-works

The tl;dr is that your actions annoy nature, and nature retaliates..endlessly. Many people find the constant nature of the retaliation to be overwhelming. This mod tempers the retaliation so once you get attacked, you won't get attacked again until you specifically provoke nature further.

How to use

Open up gui/control-panel and go to the "Gameplay" tab. Turn on agitation-rebalance. If your difficulty settings are at any of the vanilla presets, that's all you have to do. If you have customized the difficulty settings, say to disable cavern invaders, run this command:

agitation-rebalance preset lenient

If you want a tougher experience, you can instead run:

agitation-rebalance preset strict

If you want the visible monitor that shows your current chances of being attacked by nature, run:

agitation-rebalance enable monitor

fix/stuck-worship

stuck_worship

You may have noticed that some dwarves can never satisfy their need to worship. They get stuck praying to the same god over and over, but they never seem to get enough. Their job is listed as a purple "Worship!", which means that the need is so strong that they are unable to do anything else. The issue is that despite having needs to pray to several different gods, the dwarf only prays to one, even if they have already satisfied their need for that particular god. This fix ensures that each god gets their fair share of prayer time.

The fix is on by default -- it will start up as soon as you install this beta and load a fort -- but we'd like some verification that it works well in a wide variety of fort setups. If you have dwarves that are already stuck in a Worship! loop and have a backlog of gods they need to pray to, it may still take them a few days to pray themselves out of that hole. However, after a month or so, does your fort seem more productive than it was before? When your dwarves worship, is is now a friendly green instead of a dire purple?

work details import/export

work_details_import_export

If you go to the Work Details screen (under "Labor"), you'll now see buttons for exporting, importing, and auto-importing your work details for new forts. Try it out! does it make setting up new forts easier?

autoretrain livestock

autoretrain

This one is for those who like to domesticate wild animals. A newborn animal inherits the training level of its parents. If the parents were not yet fully domesticated, the newborn won't be either. If you don't notice that the animal was born and that it doesn't have a trainer assigned, the partial training will decay over time, and eventually the animal will revert to wild, possibly attacking your dwarves or other livestock.

The autoretrainer watches for newborn partially-trained livestock and assigns a trainer. That's it.

You can enable it from the Pets/Livestock screen (under "Creatures")

labor and skill restrictions for workshops

labor_restrictions

This is a new overlay for workshop and furnace buildings where you can configure the workshop to only accept general work orders that pertain to specific labors (the list of allowed labors is different for every workshop).

For example, by default, all weapon, armor, and blacksmithing general manager orders get sent to all forges. With labor restrictions, you can designate specific forges to handle just weapons, just armor, or just metalsmithing. Then, you can assign appropriate legendary masters to each forge, and they will only receive orders for appropriate products.

Or, instead of assigning a workshop master, you can restrict the skill level to Master and above and leave the workshop at "This workshop is free for anybody to use.". This will allow any citizen that is at least a master of armorsmithing to use the workshop to complete the jobs there.

With labor and skill restrictions, you can simplify your work orders, leaving them generalized and not tied to specific shops. The restrictions will self-organize the orders so they get completed at the right places with the right pool of people, even if one or two masters meet an untimely demise.

Veteran players may remember this as a vanilla feature in pre-v50 Dwarf Fortress. This is actually still the case. The DFHack overlay simply provides a UI for the vanilla feature hiding beneath the surface, just like the civilian alert. There was a previous announcement and discussion of this feature here.

New Linux Steam launch behavior

This one's just for the Linux folks. It's important that DF playtime metrics get to DF, so we updated our launcher on Linux to ensure that both DFHack and DF get marked as "running" when you're playing the game from the Steam client. If you're on Linux, could you try:

  • Launching DFHack from the Steam client
  • Launching DF from the Steam client

In both cases, Steam should show that both DF and DFHack are "running". Could you report back whether this is the case for you on your system?

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

  • agitation-rebalance: alter...

DFHack 50.12-r1.1

07 Mar 17:34
ed40ef2
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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

  • sort: fix crash when assigning work animals to units

Removed

  • offline HTML rendered docs are no longer distributed with DFHack since they are randomly triggering Windows Defender antivirus heuristics. If you want to download DFHack docs for offline browsing, you can still get them from the Downloads link at https://dfhack.org/docs

Structures

  • interfacest: realign last element, which was overlapping with gview

DFHack 50.12-r1

06 Mar 20:13
5faddcd
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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!

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

Fixes

  • gui/design: no longer comes up when Ctrl-D is pressed but other DFHack windows have focus
  • gui/notify: persist notification settings when toggled in the UI

Misc Improvements

  • gui/launcher: developer mode hotkey restored to Ctrl-D
  • sort: squad assignment overlay rewritten for compatiblity with new vanilla data structures and screen layouts

Removed

  • burrow: removed overlay 3D box select since it is now provided by the vanilla UI
  • sort: removed Search widgets for screens that now have vanilla search

API

  • Gui::getWidget: retrieve a vanilla DF widget by name or index

Lua

  • dfhack.gui.getWidgetChildren: retrieve a list of child widgets for a given widget container
  • dfhack.gui.getWidget: retrieve a vanilla DF widget by hierarchy path, with each step specified by a widget name or index

DFHack 50.11-r7

03 Mar 06:29
2905866
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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

Extended notification and quick-zoom panel, Tweaks and bugfixes, Animal assignment UI improvements, Toggle animal designations from the animal info sheet

Extended notification and quick-zoom panel

gui_petitions

There are some things that the game doesn't notify you about, despite being very useful to know. The DFHack notification panel fills in those gaps. A small panel will now appear in the lower left corner when you're on the main map and specific conditions are met:

  • When agitated creatures enter the map. Clicking on the notification will zoom you to the first one. You can zoom to each agitated creature in turn by repeatedly clicking on the notification (or hitting the Enter key).
  • When invaders (or other hostiles) enter the map. You can zoom to each individual hostile just like you can for agitated creatures.
  • When a production mandate is nearing its deadline and someone will soon be punished for violating the mandate. Clicking on the notification will open the nobles screen so you can see what you're supposed to be producing. It will be the icon in angry red.
  • When a dwarf is in a strange mood. The notification will tell you what stage of the mood they are in (finding workshop, gathering materials, working on artifact) and will tell you if they can't find what they are looking for or are otherwise stuck.
  • When you have agreed to build a guildhall or temple, but have not yet done so. Clicking on the notification will give you details about what it was that you agreed to build.
  • When a merchant finishes unloading goods and is ready to trade. Clicking on the notification will zoom you to the trade depot.
  • When a unit is starving or stranded. Clicking on the notification will zoom you to the unit(s).
  • When a "curious" creature enters the map that will seek to steal your stuff.

If there are notifications you'd rather not see, click on the gear icon on the notification window and turn those notifications off. Don't worry if you don't see the notification window at all -- if there aren't any notifications to show, the notification window won't be visible. You can still get to the configuration interface by running gui/notify directly.

gui_notify

Tweaks and bugfixes

eggs_fertile

The tweak tool has been reinstated, along with its library of small tweaks that improve the UI or fix bugs from the DF bug tracker. These tweaks are on by default, but can be disabled (if you so wish) on the "Bug Fixes" tab of gui/control-panel.

It includes the following tweaks/fixes:

  • adamantine-cloth-wear: Prevents adamantine clothing from wearing out while being worn (Bug 6481).
  • craft-age-wear: Fixes crafted items not wearing out over time (Bug 6003). With this tweak, items made from cloth and leather will gain a level of wear every 20 in-game years.
  • eggs-fertile: Displays an indicator on fertile eggs.
  • fast-heat: Improves temperature update performance by ensuring that 1 degree of item temperature is crossed in no more than 100 ticks when updating from the environment temperature. This reduces the time it takes for temperature to reach equilibrium and improves FPS when there are many items.
  • flask-contents: Names filled waterskins, flasks, and vials according to their contents, the same way other containers such as barrels, bins, and cages are named. (Bug 4914)
  • partial-items: Displays percentages on partially-consumed items such as hospital cloth.
  • reaction-gloves: Fixes reactions to produce gloves in sets with correct handedness (Bug 6273).

partial_items

Animal assignment UI improvements

assign_animal

The DFHack animal assignment screen now displays the distance the creature is from the selected pasture/pit/cage/restraint. You can now also sort by distance.

There is now also an indicator for how many creatures you have assigned to the pasture/pit/cage/restraint.

Toggle animal designations from the animal info sheet

animal_info_toggle

When viewing the info sheet for an animal, you'll now get a small panel that allows you to mark (or unmark) the animal for butchering, gelding, or adoption. If the animal is not already domesticated, you'll also get a toggle for whether a trainer is assigned.

animal_info_toggle

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

  • add-thought: (reinstated) add custom thoughts to a dwarf
  • combat-harden: (reinstated) set a dwarf's resistence to being affected by visible corpses
  • devel/input-monitor: interactive UI for debugging input issues
  • gui/notify: display important notifications that vanilla doesn't support yet and provide quick zoom links to notification targets.
  • gui/petitions: (reinstated) show outstanding (or all historical) petition agreements for guildhalls and temples
  • list-waves: (reinstated) show migration wave information
  • make-legendary: (reinstated) make a dwarf legendary in specified skills
  • pet-uncapper: (reinstated, renamed from petcapRemover) allow pets to breed beyond the default population cap of 50
  • tweak: (reinstated) a collection of small bugfixes and gameplay tweaks
  • undump-buildings: (reinstated) remove dump designation from in-use building materials

New Features

  • cleanowned: Add a "nodump" option to allow for confiscating items without dumping
  • tweak: Add "flask-contents", makes flasks/vials/waterskins be named according to their contents

Fixes

  • autoclothing: Fix enabled behavior
  • caravan: display book and scroll titles in the goods and trade dialogs instead of generic scroll descriptions
  • dig-now: fix digging stairs in the surface sometimes creating u...

DFHack 50.11-r6

02 Feb 23:10
af6b17f
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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!

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 Features

  • zone: Add overlay for toggling butchering/gelding/adoption/taming options in animal "Overview" tabs

Fixes

  • dig-now:
    • remove diagonal ramps rendered unusable by digging
    • fix error propagating "light" and "outside" properties to newly exposed tiles when piercing the surface
  • item: fix missing item categories when using --by-type
  • makeown: fix error when adopting units that need a historical figure to be created
  • sort: fix potential crash when switching between certain info tabs
  • suspendmanager: overlays for suspended building info panels no longer disappear when another window has focus

Misc Improvements

  • autonestbox: don't automatically assign partially trained egg-layers to nestboxes if they don't have an ongoing trainer assigned since they might revert to wild
  • buildingplan: replace [edit filters] button in planner overlay with abbreviated filter information
  • reveal: automatically reset saved map state when a new save is loaded

Removed

  • nopause: functionality has moved to spectate

API

  • Gui::getAnyJob: get the job associated with the selected game element (item, unit, workshop, etc.)
  • Gui::getAnyWorkshopJob: get the first job associated with the selected workshop
  • Units::assignTrainer: assign a trainer to a trainable animal
  • Units::unassignTrainer: unassign a trainer from an animal

Lua

  • dfhack.gui.getAnyJob: expose API to Lua
  • dfhack.gui.getAnyWorkshopJob: expose API to Lua
  • dfhack.units.assignTrainer: expose API to Lua
  • dfhack.units.isTamable: return false for invaders to match vanilla logic
  • dfhack.units.unassignTrainer: expose API to Lua

Structures

  • soundst: fix alignment

DFHack 50.11-r5

25 Jan 20:36
314b4b0
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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

gui/embark-anywhere, bulk item and building management, squad equipment fixer, biome visualizer, auto-restore difficulty settings and standing orders

The end-of-year holidays have brought a surge of DFHack development! There are many new features and tools to play with. In order to keep these highlights to a reasonable length, we can't even go through them all in detail -- see the Changelog section for a full list.


Be master of your domain with gui/embark-anywhere

embark_anywhere

By popular request, you can now ask Armok to allow you to embark wherever you please!

If you run gui/embark-anywhere when you’re choosing a site for embark, you can bypass any warnings the game gives you about potential embark locations. Want to embark in an inaccessible location on top of a mountain range? Go for it! Want to try a brief existence in the middle of the ocean? Nobody can stop you! Want to tempt fate by embarking inside of a necromancer tower? !!FUN!!

Any and all consequences of embarking in strange locations are up to you to handle (possibly with other armok tools).

The DFHack logo isn't shown on the embark screen (since it would cover the vanilla embark size adjustment widgets), but DFHack hotkeys still work, so you can still bring up the logo menu with Ctrl-Shift-C. There is also a convenience hotkey for running gui/embark-anywhere directly: Ctrl-A, which is only active when on the site choosing screen.

Note that this command (and its hotkey) will not be shown for those who have DFHack's "Mortal Mode" enabled in the gui/control-panel Preferences tab.

embark_anywhere

Bulk item management

item_melt

The new item commandline tool allows you to filter items in you fort by various properties (item type, material, wear-level, quality, etc.), and perform bulk operations like forbid, dump, melt, and their inverses. With one command, you can hide all boulders that are not in stockpiles, or mark all metal items that are less than masterwork quality for melting!

This tool also provides the underlying logic for a planned (but not yet written) GUI-based item management screen.

item_boulder

item_melt

Squad equipment assignment fixing tool

uniform_unstick_report

When you look at your squad equipment, there will be a new button that says "Detect conflicts". This will bring up a report of squad equipment issues, like:

  • squad members assigned to labors that cause issues with military uniforms: mining, hunting, and tree chopping
  • a single piece of equipment assigned to multiple squad members
  • citizens retaining squad membership (and equipment configuration) from previous forts (this can happen with migrants from forts that you have retired)

There's a button at the top of the report that attempts to fix all the problems. It will remove assignments for conflicting gear or will force your dwarves to drop what they have so they can pick it up in the correct order. Remember to click "Update equipment" after running the fixer so that new equipment gets assigned to units that need it.

It may take a few tries (give your dwarves some time to go get their new gear before you try again), but your forever-yellow equipment icons should finally turn green!

uniform_unstick

Visualize biome boundaries with gui/biomes

gui_biomes

If you have embarked at the intersection of two or more biomes, you may have trouble finding a place for your farm plots so that you can grow the crops you want. gui/biomes can show you where the boundaries are, and will also give you information about the biomes themselves, such as their savagery rating.

gui_biomes

Bulk building management with gui/mass-remove

gui_mass_remove

gui/mass-remove has been around for a while, but has received a significant overhaul. You can box select a region and schedule all buildings, constructions, stockpiles, and/or zones for removal. Planned and fully built buildings/constructions can be selected independently. No need to rage quit if you accidentally plan a solid block of 400 walls instead of flooring! Clear it all away in a few clicks!

It can easily cancel removal of buildings or constructions that you have marked for removal as well.

Bring it up when on the main map with the Ctrl-M hotkey.

gui_mass_remove

Auto-restore difficulty settings and standing orders for new embarks

difficulty_restore

Do you find yourself having to remember to go turn corpse hauling off for your dear, bearded, impressionable children? Now, you can set it once, export, and have your settings automatically restored when you start a new embark. It's seamless, and is a huge time-saver for people with highly customized settings!

Both difficulty settings (in the pre-embark setup screen or the Settings screen when a fort is loaded) and standing orders (Labor -> Standing orders) can be saved and restored independently. When on those configuration screens, look for a DFHack overlay toggle where you can enable auto-restore for new embarks.

standing_orders

Announcements

DFHack control panel changes, Plugin ABI bump, PSAs

DFHack control panel changes

gui_control_panel

The DFHack gui/control-panel interface received a significant overhaul. Tools are now categorized into subtabs, gathering the automation, bugfix, and gameplay tools into sublists. The file format for storing control panel configuration has changed as well. When you load this release of DFHack, your previous control panel settings will be seamlessly migrated to the new format. Other than the layout changes, which should make the tools you want easier to find, the primary behavior change is that some things that were only configured globally (like the tools on the now-gone "Maintenance" tab) are now configurable per-fort. There is also more information about what things are and what they do. For example, each overlay now has a short description.

Stonesense, 3D renderer of DF forts, needs your help!

Calling C++ developers!

DFHack's stonesense plugin, the source of the majority of 3D fort renders you see, needs help. The original authors are unavailable, and the plugin, popular as it is, needs a new owner.

The first major task is to port the renderer from the current 10-year old Allegro framework to either a modern version of Allegro or SDL2, whichever turns out to be more appropriate.

Secondly, the codebase needs some overall work to improve stability. There are several known crash bugs in the Stonesense issue tracker that need attention.

Finally, new features and new direction! There are currently o...

DFHack 50.11-r5rc3

19 Jan 18:11
fe4ef09
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DFHack 50.11-r5rc3 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!

New features in need of feedback and testing

gui/embark-anywhere, item bulk management, difficulty settings and standing orders auto-restore, retire unused locations

Embark wherever you please

By popular request, you can now laugh at Armok and embark wherever you please.

If you run gui/embark-anywhere when you’re choosing a site for embark, you can bypass any warnings the game gives you about potential embark locations. Want to embark in an inaccessible location on top of a mountain range? Go for it! Want to try a brief existence in the middle of the ocean? Nobody can stop you! Want to tempt fate by embarking inside of a necromancer tower? !!FUN!!

Any and all consequences of embarking in strange locations are up to you to handle (possibly with other armok tools).

Item bulk management

The item commandline tool allows you to filter items in you fort by various properties (e.g., item type, material, wear-level, quality, …), and perform bulk operations like forbid, dump, melt, and their inverses. With one command, you can hide all boulders that are not in stockpiles, or mark all metal items that are less than masterwork quality for melting!

This tool also provides the underlying logic for a planned (but not yet written) GUI-based item management screen.

Difficulty settings and standing orders auto-restore

If you have preferred custom settings for difficulty or standing orders, it is toilsome to have to go in and manually set them for every embark. Do you find yourself having to remember to go turn corpse hauling off for your children? Now, you can set it once, export, and have your settings automatically restored when you start a new embark. It's seamless, and is a huge time-saver for people with highly customized settings!

Retire unused locations

If you have locations (taverns, libraries, hospitals, temples) you don't need anymore, they just hang around and clutter up your list. Now, there's a button on the location details screen that you can click to retire the location and get it out of the way.

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

  • control-panel: new commandline interface for control panel functions
  • gui/biomes: visualize and inspect biome regions on the map
  • gui/embark-anywhere: bypass those pesky warnings and embark anywhere you want to
  • gui/reveal: temporarily unhide terrain and then automatically hide it again when you're ready to unpause
  • gui/teleport: mouse-driven interface for selecting and teleporting units
  • item: perform bulk operations on groups of items.
  • uniform-unstick: (reinstated) force squad members to drop items that they picked up in the wrong order so they can get everything equipped properly

New Features

  • gui/mass-remove: new global keybinding: Ctrl-M while on the fort map
  • gui/settings-manager: save and load (optionally automatically) embark difficulty settings and standing orders
  • sort: search and sort for the "choose unit to elevate to the barony" screen. units are sorted by the number of item preferences they have and the units are annotated with the items that they have preferences for
  • uniform-unstick: add overlay to the squad equipment screen to show a equipment conflict report and give you a one-click button to fix
  • zone: add button to location details page for retiring unused locations

Fixes

  • DFHack tabs (e.g. in gui/control-panel) are now rendered correctly when there are certain vanilla screen elements behind them
  • Dreamfort: fix holes in the "Inside+" burrow on the farming level (burrow autoexpand is interrupted by the pre-dug miasma vents to the surface)
  • When passing map movement keys through to the map from DFHack tool windows, also pass fast z movements (shift-scroll by default)
  • ban-cooking: fix banning creature alcohols resulting in error
  • buildingplan:
    • when you save a game and load it again, newly planned buildings are now correctly placed in line after existing planned buildings of the same type
    • show correct number of materials required when laying down areas of constructions and some of those constructions are on invalid tiles
  • confirm: properly detect clicks on the remove zone button even when the unit selection screen is also open (e.g. the vanilla assign animal to pasture panel)
  • empty-bin: now correctly sends ammunition in carried quivers to the tile underneath the unit instead of teleporting them to an invalid (or possibly just far away) location
  • getplants: fix crash when processing mod-added plants with invalid materials
  • gui/design: fix incorrect dimensions being shown when placing stockpiles, but a start coordinate hasn't been selected yet
  • misery: fix error when changing the misery factor
  • quickfort: if a blueprint specifies an up/down stair, but the tile the blueprint is applied to cannot make an up stair (e.g. it has already been dug out), still designate a down stair if possible
  • reveal: now avoids revealing blocks that contain divine treasures, encased horrors, and deep vein hollows (so the surprise triggers are not triggered prematurely)
  • sort:
    • fix mouse clicks falling through the squad assignment overlay panel when clicking on the panel but not on a clickable widget
    • fix potential crash when removing jobs directly from the Tasks info screen
  • source: water and magma sources now persist with fort across saves and loads
  • suspendmanager: correctly handle building collisions with smoothing designations when the building is on the edge of the map
  • warn-stranded:
    • Automatically ignore citizens who are gathering plants or digging to avoid issues with gathering fruit via stepladders and weird issues with digging
    • Update onZoom to use df's centering functionality

Misc Improvements

  • Dreamfort: put more chairs adjacent to each other to make the tavern more "social"
  • The "PAUSE FORCED" badge will blink briefly to draw attention if the player attempts to unpause when a DFHack tool window requires the game to be paused
  • wherever units are listed in DFHack tools, properties like "agitated" or (-trained-) are now shown
  • autochop: better error output when target burrows are not specified on the commandline
  • autoclothing : now does not consider worn (x) clothing as usable/available, should help with using with tailor at same time
  • `build...

DFHack 50.11-r5rc2

14 Jan 11:02
e41f249
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DFHack 50.11-r5rc2 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!

New features in need of feedback and testing

gui/control-panel, gui/autobutcher, confirm, uniform-unstick, gui/mass-remove, gui/reveal, gui/biomes, gui/teleport

gui/control-panel layout overhaul

The control panel received a significant overhaul. Tools are now categorized into subtabs, gathering the automation, bugfix, and gameplay tools into sublists. The file format for storing control panel configuration has changed as well. When you load this release of DFHack, your previous control panel settings should be seamlessly migrated to the new format. The main behavior change is that some things that were only configured globally (like the tools on the now-gone "Maintenance" tab) are now configurable per-fort. There is also more information about what things are. For example, each overlay now has a short description.

What do you think of the new layout and tab structure? Is it easier to find the tools you're looking for? Do you feel more confident about enabling new things?

gui/autobutcher mousification

gui/autobutcher finally got updated with modern widgets and mouse gestures. You can now select fields to edit by double clicking on them. The list of livestock now also shows you the total counts per race, and the list of race targets is sortable and filterable. What do you think? Is it easier to use than the previous version? Pro tip: to unmark the slaughter tag from all animals of a particular race, double click on the number in the "Butchering ordered" column.

confirm rewrite and new prompts

The confirm framework has been completely rewritten, and thanks to many good suggestions on Reddit, there are now a wide variety of new confirmation prompts that protect you from accidentally invoking irreversible and highly impactful UI operations (like disbanding a squad or deconstructing the trade depot while merchants are using it). Is there anything you think we've missed? What do you think of the new confirmation prompts? Is it easy to pause them when you want to (e.g. when deleting a bunch of manager orders)?

uniform-unstick uniform fixing tool

When you look at your squad equipment, there will be a new button that says "Detect conflicts". This will bring up a report of squad equipment problems, such as squad members being assigned to conflicting labors like mining or hunting, or the same piece of equipment being assigned to multiple squad members, or even citizens being members of squads from different forts (this can happen with migrants from forts that you have retired). There's a button at the top of the report that attempts to fix all the problems. Does it work for you? Do your forever-yellow equipment icons finally turn green? Remember to click "Update equipment" after running the fixer so that new equipment gets assigned to units that need it.

gui/mass-remove now easier to use

gui/mass-remove is our tool for easily removing multiple buildings and other things. It gained much more configurability, so you can now, for example, have it just remove planned buildings and ignore fully built ones. It can also cancel removal of buildings and constructions via area select. It has a global hotkey for quick access: Ctrl-M while on the main fort map. Give it a try and tell us if it works well for you when you need to remove a bunch of stuff.

gui/reveal for temporary xray vision

I've seen people talk on Reddit and the Discord servers about how to plan your fort layout after you embark but before you unpause. Frequently, I see people advising use of reveal to see where the caverns are so you can plan your fort around them. This is always followed by the warning "Remember to run unreveal before you unpause! Otherwise the caverns get "discovered" early and then if you unreveal later then parts that you dug out will be hidden again and things get weird."

To make this process less error-prone, we now have gui/reveal. It reveals the map when it comes up and forces the game to pause while the gui/reveal window is open. You can scan around the map and designate digging for your fort. When you right click on the little gui/reveal window to close it, the map is hidden again, and you can play the game as normal.

You can choose to keep the map revealed, of course, but the more common case where only a temporary reveal is desired is much easier to handle now.

gui/biomes for biome boundary visualization

If you have embarked at the intersection of two or more biomes, you may have trouble finding a place for your farm plots so that you can grow the crops you want. gui/biomes can show you where the boundaries are, and will also give you information about the biomes themselves, such as their wildness rating.

gui/teleport for mouse-driven unit teleporting

Another painful process I've seen discussed on Reddit relates to when a unit gets into an impossible situation, like when they dodge into a wall or (sometimes) into the unexplored regions of a cavern and they can't get out. This tends to tank your FPS and make the game unplayable. The commandline teleport command does exist, but it's a multi-step process. You have to find the unit ID of the rogue unit, enable the keyboard cursor, get the position of where to teleport the unit to, and feed all that information into the teleport command. Now, with gui/teleport, it's point and click. It also comes with some handy filters for when you're trying to rescue friendly units from among hostiles. You can area select and only pick out the citizens and friendly units.

Announcements

Plugin ABI version bump, PSAs

Plugin ABI version bump

If you are developing an external plugin for DFHack, be aware that the plugin binary interface (ABI) has changed to support the new site-local persistence model. See changes to the sample code in https://github.com/DFHack/dfhack/tree/develop/plugins/examples for details.

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

  • control-panel: new commandline interface for control panel functions
  • gui/biomes: visualize and inspect biome regions on the map
  • gui/reveal: temporarily unhide terrain and then automatically hide it again when you're ready to unpause
  • gui/teleport: mouse-driven interface for selecting and teleporting units
  • uniform-unstick: (reinstated) force squad members to drop items that they picked up in the wrong order so they can get everythin...

DFHack 50.11-r5rc1

05 Jan 11:01
bb9bc27
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DFHack 50.11-r5rc1 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!

New features in need of feedback and testing

gui/control-panel, gui/autobutcher, confirm, uniform-unstick, gui/mass-remove

gui/control-panel layout overhaul

The control panel received a significant overhaul. Tools are now categorized into subtabs, gathering the automation, bugfix, and gameplay tools into sublists. The file format for storing control panel configuration has changed as well. When you load this release of DFHack, your previous control panel settings should be seamlessly migrated to the new format.

What do you think of the new layout and tab structure? Is it easier to find the tools you're looking for? Do you feel more confident about enabling new things?

gui/autobutcher mousification

gui/autobutcher finally got updated with modern widgets and mouse gestures. You can now select fields to edit by double clicking on them. The list of livestock now also shows you the total counts per race, and the list of race targets is sortable and filterable. What do you think? Is it easier to use than the previous version? Pro tip: to unmark the slaughter tag from all animals of a particular race, double click on the number in the "Butchering ordered" column.

confirm rewrite and new prompts

The confirm framework has been completely rewritten, and thanks to many good suggestions on Reddit, there are now a wide variety of new confirmation prompts that protect you from accidentally invoking irreversible and highly impactful UI operations (like disbanding a squad or deconstructing the trade depot while merchants are using it). Is there anything you think we've missed? What do you think of the new confirmation prompts? Is it easy to pause them when you want to (e.g. when deleting a bunch of manager orders)?

uniform-unstick uniform fixing tool

When you look at your squad equipment, there will be a new button that says "Detect conflicts". This will bring up a report of squad equipment problems, such as squad members being assigned to conflicting labors like mining or hunting, or the same piece of equipment being assigned to multiple squad members. There's a button at the top of the report that attempts to fix all the problems. Does it work for you? Do your forever-yellow equipment icons finally turn green? Remember to click "Update equipment" after running the fixer so that new equipment gets assigned to units that need it.

gui/mass-remove now easier to use

gui/mass-remove is our tool for easily removing multiple buildings and other things. It gained much more configurability, so you can now, for example, have it just remove planned buildings and ignore fully built ones. It now also has a global hotkey for quick access: Ctrl-M while on the main fort map. Give it a try and tell us if it works well for you when you need to remove a bunch of stuff.

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

  • control-panel: new commandline interface for control panel functions
  • uniform-unstick: (reinstated) force squad members to drop items that they picked up in the wrong order so they can get everything equipped properly

New Features

  • gui/mass-remove: new global keybinding: Ctrl-M while on the fort map
  • sort: search and sort for the "choose unit to elevate to the barony" screen. units are sorted by the number of item preferences they have and the units are annotated with the items that they have preferences for
  • uniform-unstick: add overlay to the squad equipment screen to show a equipment conflict report and give you a one-click button to fix

Fixes

  • ban-cooking: fix banning creature alcohols resulting in error
  • confirm: properly detect clicks on the remove zone button even when the unit selection screen is also open (e.g. the vanilla assign animal to pasture panel)
  • misery: fix error when changing the misery factor
  • reveal: now avoids revealing blocks that contain divine treasures, encased horrors, and deep vein hollows (so the surprise triggers are not triggered prematurely)
  • sort:
    • fix mouse clicks falling through the squad assignment overlay panel when clicking on the panel but not on a clickable widget
    • fix potential crash when removing jobs directly from the Tasks info screen
  • warn-stranded:
    • Automatically ignore citizens who are gathering plants or digging to avoid issues with gathering fruit via stepladders and weird issues with digging
    • Update onZoom to use df's centering functionality

Misc Improvements

  • wherever units are listed in DFHack tools, properties like "agitated" or (-trained-) are now shown
  • autochop: better error output when target burrows are not specified on the commandline
  • confirm:
    • updated confirmation dialogs to use clickable widgets and draggable windows
    • added confirmation prompt for right clicking out of the trade agreement screen (so your trade agreement selections aren't lost)
    • added confirmation prompts for irreversible actions on the trade screen
    • added confirmation prompt for deleting a uniform
    • added confirmation prompt for convicting a criminal
    • added confirmation prompt for re-running the embark site finder
    • added confirmation prompt for reassigning or clearing zoom hotkeys
    • added confirmation prompt for exiting the uniform customization page without saving
  • gui/autobutcher: interface redesigned to better support mouse control
  • gui/control-panel:
    • reduce frequency for warn-stranded check to once every 2 days
    • tools are now organized by type: automation, bugfix, and gameplay
  • gui/launcher: now persists the most recent 32KB of command output even if you close it and bring it back up
  • gui/mass-remove:
    • can now differentiate planned constructions, stockpiles, and regular buildings
    • can now remove zones
  • gui/quickcmd: clickable buttons for command add/remove/edit operations
  • work-now: now saves its enabled status with the fort

Structures

  • alert_button_announcement_id: now int32_t vector (contains report ids)
  • announcement_alertst: defined
  • announcement_alert_type: enum defined
  • announcement_type: added alert_type enum attribute
  • markup_text_boxst: updated based on information from Bay12
  • markup_text_linkst, markup_text_wordst, script_environmentst: defined
  • ``...