Skip to content

Releases: DFHack/dfhack

DFHack 50.15-r1.2

13 Dec 02:52
fcc83fe
Compare
Choose a tag to compare

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

Misc Improvements

  • Updated support for Itch

DFHack 50.15-r1.1

12 Dec 15:12
ff721f1
Compare
Choose a tag to compare

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 Steam and Classic distributions of Dwarf Fortress: Steam, Itch, and Classic. DF 50.15 for Itch has not yet been released.

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

Misc Improvements

  • Updated support for Classic (Itch not available for analysis yet)

DFHack 50.14-r2.1

10 Dec 17:11
3a5c65b
Compare
Choose a tag to compare

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.

If you are running the DF Steam-only adventure beta, please download by subscribing to DFHack's adventure-beta branch on Steam.

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

Unstick wildlife, Satisfy immortals, No sky limit, Realistic melting returns, Text navigation keys, Dreamfort video tutorials

Unstick stuck wildlife

Have you noticed that wildlife sometimes gets stuck on the map? This happens most frequently with birds who just seem to freeze in mid-air, but you will also find the occasional giant elephant stuck in a tree (take that, physics!). Stuck wildlife causes issues because they prevent any new wildlife from entering the map, reducing the player's opportunity for FUN.

When the wildlife system is working properly, a small group of creatures enters the map, wanders around for a while (or aggressively attacks you if it is an agitated group), and then leaves the map. Once all members of the group have left, have been killed, or have been caught in cages, then a new wave (potentially of a different species/agitation level) can enter the map.

You can run the fix/wildlife script without parameters to immediately remove currently stuck wildlife, or you can enable it in gui/control-panel on the Bug Fixes tab to monitor and manage wildlife in the background. When enabled from the control panel, it will monitor for stuck wildlife and remove wildlife that has been stuck for 7 days.

image

Unlike most bugfixes, this one is not enabled by default since some players like to keep wildlife around for creative purposes (e.g. for intentionally stalling wildlife waves or for controlled startling of friendly necromancers). These players can selectively ignore the wildlife they want to keep captive before they enable fix/wildlife.

fix_wildlife

In related news, the force command has gained the ability to spawn new waves of wildlife: force Wildlife will allow a new wave of wildlife to enter the map regardless of how much wildlife is already wandering around.

Have fun : )

Improved lifestyles for immortals

There's no question about it: being immortal is tough! Fort citizens who are immortal (like necromancers or vampires) have no bodily reason to eat or drink. However, they still have personality needs that can only be satisfied by eating or drinking! Despite not needing the nourishment, they can become distracted and unhappy when they go too long without a good meal.

If you enable immortal-cravings in the DFHack control panel, your distracted immortals will be allowed to satisfy their needs for food and drink like any other citizen. This will help reduce their stress (and solve what many players consider to be a bug), but beware that it will make vampires harder to detect -- they'll no longer have a telltale unmet need for food displayed on their info sheet!

image

The sky is no longer the limit

Do you dream of castles in the clouds? Enable infinite-sky in the DFHack control panel and go build one!

tall-tall-mountain

When enabled, infinite-sky will automatically create new z-levels of sky as you build taller and taller constructions.

infinite-sky

Realistic returns from melting items

DF has an odd quirk (just one?) when calculating how many bars of metal you get when melting an item. Depending on the item type, you sometimes get more bars from melting than you used for manufacturing the item in the first place! If this bothers you, you can enable realistic-melting in the Gameplay tab of the DFHack control panel. It normalizes melting returns to about 95% of forging cost per item, with efficiency reductions if the item is damaged.

realistic-melting

Text navigation keys

Thanks to the new custom keybindings added in DF 50.14, DFHack text boxes can now support more advanced cursor navigation keys:

  • Delete the character at the cursor with the Delete key
  • Move the cursor by one word left or right with Ctrl+Left and Ctrl+Right
  • Move the cursor to the beginning or end of the line with Home and End

If any of these hotkeys do not work well for you on your system, you can remap them in the vanilla DF Keybindings config screen. For example, Mac users may want to remap Custom: Ctrl + Left to Meta+Left to avoid conflicts with workspace switching hotkeys.

custom_keybindings

Dreamfort tutorial video series

The popular Dreamfort quickfort blueprint set now has a video walkthrough! After a showcase of the finished fort, I guide you through each step of fort creation, demonstrating and discussing the design choices of Dreamfort along the way.

dreamfort_showcase

Start your journey here: https://youtu.be/N3YpK00Z2VE or browse the entire playlist: https://www.youtube.com/playlist?list=PLzXx9JcB9oXxmrtkO1y8ZXzBCFEZrKxve

dreamfort_videos

Of course, the written walkthrough is available in-game and online as well if you would rather read: https://docs.google.com/spreadsheets/d/15TDBebP8rBNvsFbezb9xuKPmGWNzv7j4XZWq1AsfCio/edit?gid=0#gid=0

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.

Some 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 listed as "unavailable" in the docs do not compile yet and are not accessible 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/wildlife: prevent wildlife from getting stuck when trying to exit the map. This fix needs to be enabled manually in gui/control-panel on the Bug Fixes tab since not all players want this bug to be fixed (you can intentionally stall wildlife incursions by trapping wildlife in an enclosed area so they are not caged but still cannot escape).
  • forceequip: (reinstated) forcibly move items into a unit's inventory
  • immortal-cravings: allow immortals to satisfy their cravings for food and drink
  • infinite-sky: (reinstated, renamed from infiniteSky) automatically create new z-levels of sky to build in
  • justice: pardon a criminal's prison sentence

New F...

Read more

DFHack 50.14-r1.1

27 Sep 11:15
c3f7951
Compare
Choose a tag to compare

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

  • Compatibility with updated Classic and Itch builds
  • autobutcher: fix regression in ordering of butcherable animals
  • preserve-rooms: don't reserve a room for citizens that you expel from the fort

DFHack 50.13-r5

16 Sep 03:01
ef7f30e
Compare
Choose a tag to compare

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 release is available on the DFHack default "None" channel (for DF 50.13), the adventure-beta channel (for DF 51.01-beta), and the 50.14testing channel (for DF 50.14-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

Idle crafting, Room reservations, Ethics violation warning, Matchmaking interface

Idle crafting

Dwarves will now have to option to go craft something when they have the need. The only thing you have to do is designate a Craftsdwarf's workshop as a place where dwarves can elect to go to do their crafting.

At the bottom of the "Workers" tab, you'll now see an option for "Allow idle dwarves to satisfy crafting needs". The option will only be toggleable if the workshop is not already assigned to a master. If you set this option to "yes", then you'll see crafting jobs start to appear as your idle dwarves figure it's time to go craft something. Feel free to trade those crafts away to the next caravan!

Although you can designate any Craftsdwarf's workshop as an idle crafting designation, this feature works best if you build a separate Craftsdwarf's workshop (or two) specifically for idle crafting. If you set the number of "General work orders allowed" to zero on the "Work orders" tab for the workshop then the workshop is kept free for dwarves to use in their down time.

If you have the "Permitted General Work Order Labors" customized for the workshop, the kinds of crafting jobs that dwarves will do there will respect the setting. Note that you must have at least one of Stonecrafting or Bone Carving enabled for the workshop to be used for idle crafting. You can also link the workshop to a stockpile to control which materials will be used for the crafts.

image

Room reservations

This is actually two features in one: a bugfix and a quality of life tool. The bugfix part takes effect automatically when a unit leaves the map. The most common situation is a squad going out on a raid. You may have noticed that when a unit leaves the map, they lose ownership of all their rooms. If you have carefully assigned specific bedrooms to your squad members, you'll be annoyed to see the rooms snagged by some random dwarf while your squad is away. This is even more impactful if you have nobility or administrators in the squad: their room requirements will be suddenly unmet.

Now, when your units leave the map, their room will be reserved in their names for when they get back. The room's zone will be disabled, and you'll see a message when you click on the zone telling you who the room is reserved for. You have the option of cancelling the reservation and making the room available for general use, if you want to. The reservation is automatically canceled if the owner is killed while away on their raid.

The second part of this feature is the ability to reserve rooms for specific noble or administrative roles. You can make a fine office and pre-reserve it for when a baron is appointed. The office will be disabled until a baron appears, and when the role becomes filled, the room will be automatically assigned to the role holder. You can even prepare for the situation where you have many barons. If you reserve 10 fine offices for the baron role, one office will be assigned to each of your 10 barons as they appear.

This is also very useful for administrative roles like managers. If you switch managers frequently, it can be a hassle to reassign the office each time. When you reserve the room for the manager role, the room will be automatically reassigned when a new citizen is appointed to the role.

Image

Ethics violation warning

It is now much harder to accidentally offend the elves. To be clear, you can still offend them if you want to. It's just harder to do it unintentionally.

Elves will refuse to trade for any item that could have come from harming an animal or a tree. They'll then refuse any further trades and leave the map in a huff. It is not always easy to figure out which items will trigger their ire. If a stone craft has a wooden decoration, they'll notice. If you sell innocent sand in an animal leather bag, they'll notice. If your artifact warhammer menaces with spikes of yak bone, they'll definitely notice.

If you do select any of those items in the bartering menu (that is, when you are actually specifying which fort items to trade for which merchant items), you'll see an "Ethics warning" badge next to the Trade button. Clicking on this badge will list the offending items, and it will give you an option to deselect them. If you click the Trade button anyway, you'll get one final confirmation to make absolutely sure you know what you're doing.

Give it a try! Remember, happy elves bring friendly giant animals instead of hostile ones! : )

For elves, the check is for animal and tree ethics, but this feature also works on modded races that have any other combination of ethical requirements.

Image

Matchmaking interface

By popular request by matchmaking role players, we now have an interface for assigning (or reassigning) spouses and lovers: gui/family-affairs. You can also initiate pregnancies with the partners of your choice, regardless of existing relationships. Go forth and meddle!

You can open the tool with the pregnancy tab pre-selected by invoking it as gui/pregnancy.

image

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

  • embark-anyone: allows you to embark as any civilization, including dead and non-dwarven civs
  • gui/family-affairs: (reinstated) inspect or meddle with pregnancies, marriages, or lover relationships
  • idle-crafting: allow dwarves to independently satisfy their need to craft objects
  • notes: attach notes to locations on a fort map
  • preserve-rooms: manage room assignments for off-map units and noble roles. reserves rooms owned by traveling units and reinstates their ownership when they return to the site. also allows you to assign rooms to noble/administrator roles, and the rooms will be automatically assigned whenever the holder of the role changes

New Features

  • caravan:
    • DFHack dialogs for trade screens (both Bring goods to depot and the Trade...
Read more

DFHack 50.13-r5rc1

09 Sep 06:15
8133bdb
Compare
Choose a tag to compare
DFHack 50.13-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.

On Steam, this beta release is available on the DFHack beta channel (for DF 50.13), the adventure-beta channel (for DF 51.01-beta), and the 50.14testing channel (for DF 50.14-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

Idle crafting, Room reservations, Ethics violation warning

Idle crafting

Dwarves will now have to option to go craft something when they have the need. The only thing you have to do is designate a Craftsdwarf's workshop as a place where dwarves can elect to go to do their crafting.

At the bottom of the "Workers" tab, you'll now see an option for "Allow idle dwarves to satisfy crafting needs". The option will only be toggleable if the workshop is not assigned to a master. If you set this option to "yes", then you'll see crafting jobs start to appear as your idle dwarves figure it's time to go craft something. Feel free to trade those crafts away to the next caravan.

This feature works best if you build a separate Craftsdwarf's workshop (or two) specifically for idle crafting, and you set the number of "General work orders allowed" to zero on the "Work orders" tab for the workshop. That way, the workshop is kept free for dwarves to use in their down time.

If you have the "Permitted General Work Order Labors" customized for the workshop, the kinds of crafting jobs that dwarves will do there will respect the setting. Note that you must have at least one of Stonecrafting or Bone Carving enabled for the workshop to be used for idle crafting.

Image

Room reservations

This is actually two things in one: a bugfix and a quality of life tool. The bugfix part takes effect automatically when a unit leaves the map. The most common situation is a squad going out on a raid. You may have noticed that when a unit leaves the map, they lose ownership of all their rooms. If you have carefully assigned specific bedrooms to your squad members, you'll be annoyed to see the rooms snagged by some random dwarf while your squad is away. This is even more impactful if you have nobility or administrators in the squad: their room requirements will be suddenly unmet.

Now, when your units leave the map, their room will be reserved in their name for when they get back. The room's zone will be disabled, and you'll see a message when you click on the zone telling you who the room is reserved for. You have the option of cancelling the reservation and making the room available for general use, if you want to.

The second part of this feature is the ability to reserve rooms for specific noble or administrative roles. You can make a fine office and pre-reserve it for when a baron is appointed. The office will be disabled until a baron appears, and when someone is appointed to that role, the room will be automatically assigned to them. You can even prepare for the situation where you have many barons. If you prepare and reserve 10 offices for the baron role, one office will be assigned to up to 10 barons when they appear.

This is also very useful for administrative roles like managers. If you switch managers frequently, it can be a hassle to reassign the office each time. When you reserve the room for the manager role, the room will be automatically reassigned when a new citizen is appointed to the role.

Image

Ethics violation warning

It is now much harder to accidentally offend the elves. To be clear, you can still offend them if you want to. It's just harder to do it unintentionally.

When you select items for trade in the bartering menu (when you are actually specifying which fort items to trade for which merchant items) and have an item selected that will cause the elves to declare you a heathen, you'll see an "Ethics warning" badge next to the Trade button. Clicking on this badge will list the offending items, and it will give you an option to deselect them. If you click the Trade button anyway, you'll get one final confirmation to make absolutely sure you know what you're doing.

Give it a try! Remember, happy elves bring friendly giant animals instead of hostile ones! : )

Image

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

  • embark-anyone: allows you to embark as any civilization, including dead and non-dwarven civs
  • gui/family-affairs: (reinstated) inspect or meddle with pregnancies, marriages, or lover relationships
  • idle-crafting: allow dwarves to independently satisfy their need to craft objects
  • notes: manage map-specific notes
  • preserve-rooms: manage room assignments for off-map units and noble roles. reserves rooms owned by traveling units and reinstates their ownership when they return to the site. also allows you to assign rooms to noble/administrator roles, and the rooms will be automatically assigned whenever the holder of the role changes

New Features

  • caravan:
    • DFHack dialogs for trade screens (both Bring goods to depot and the Trade barter screen) can now filter by item origins (foreign vs. fort-made) and can filter bins by whether they have a mix of ethically acceptable and unacceptable items in them
    • If you have managed to select an item that is ethically unacceptable to the merchant, an "Ethics warning" badge will now appear next to the "Trade" button. Clicking on the badge will show you which items that you have selected are problematic. The dialog has a button that you can click to deselect the problematic items in the trade list.
  • confirm: If you have ethically unacceptable items selected for trade, the "Are you sure you want to trade" confirmation will warn you about them
  • exportlegends: option to filter by race on historical figures page
  • quickfort: #zone blueprints now integrated with preserve-rooms so you can create a zone and automatically assign it to a noble or administrative role

Fixes

  • DFHack screens that allow keyboard cursor and camera movement while focused now also allow diagonal and Z-change keyboard cursor keys
  • DFHack state for a site is now properly saved when retiring a fort
  • prevent hang when buildings in zones are destroyed in the case where the buildings were not added to the zone in the same order that they were created (uncommon)
  • System clipboard: when pasting single lines from the system clipboar...
Read more

DFHack 50.13-r4

04 Aug 07:42
b493885
Compare
Choose a tag to compare

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

Table of contents in gui/journal, timestream bugfixes and improvements

Table of contents in gui/journal

Community contributor psychowico has continued to deliver improvements to gui/journal. It now supports markdown syntax for section headers, and it will automatically build a hyperlinked table of contents as you add the headers.

journal_toc

To add a header, start a line with "# ", e.g. "# Fortress goals". You can add level 2 subheadings with "## ", and so on.

Due to the tool's popularity, there is now a global hotkey (in fort mode) for launching gui/journal: Ctrl-j

timestream bugfixes and improvements

The FPS fixer timestream has been significantly refined for better behavior at the highest FPS improvement levels. For example, jobs were not being generated quickly enough for the accelerated calendar rate. Also, some non-skill-based jobs, like eating and drinking, were taking too long to complete. With the updates, dwarves will no longer be left jobless or get stuck in the booze stockpile with seemingly unquenchable thirst.

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

  • gui/journal:
    • new hotkey, accessible from anywhere in fort mode: Ctrl-j
    • new automatic table of contents. add lines that start with "# ", like "# Entry for 502-04-02", to add hyperlinked headers to the table of contents

Fixes

  • Copy/Paste: Fix handling of multi-line text when interacting with the system clipboard on Windows
  • add-spatter: fix a crash related to unloading a savegame with add-spatter reactions, then loading a second savegame with add-spatter reactions
  • autodump: cancel any jobs that point to dumped items
  • build-now: fix error when building buildings that (in previous DF versions) required the architecture labor
  • changelayer: fix incorrect lookup of geological region in multi-region embarks
  • fix/dead-units: fix error when removing dead units from burrows and the unit with the greatest ID was dead
  • full-heal: fix -r --all_citizens option combination not resurrecting citizens
  • gui/autodump:
    • prevent dumping into walls or invalid map areas
    • properly turn items into projectiles when they are teleported into mid-air
  • gui/settings-manager: fix position of "settings restored" message on embark when the player has no saved embark profiles
  • gui/unit-info-viewer: correctly display skill levels when rust is involved
  • list-waves: no longer gets confused by units that leave the map and then return (e.g. squads who go out on raids)
  • locate-ore: fix sometimes selecting an incorrect tile when there are multiple mineral veins in a single map block
  • makeown: ensure names given to adopted units (or units created with gui/sandbox) are respected later in legends mode
  • open-legends: don't intercept text bound for vanilla legends mode search widgets
  • plant: properly detect trees in a specified cuboid that only have branches/leaves in the cuboid area
  • prioritize: fix incorrect restoring of saved settings on Windows
  • timestream:
    • fix dwarves spending too long eating and drinking
    • fix jobs not being created at a sufficient rate, leading to dwarves standing around doing nothing
  • zone: fix alignment of animal actions overlay panel (the one where you can click to geld/train/etc.) when the animal has a custom portrait (like named dragons)

Misc Improvements

  • performance improvements for DFHack tools and infrastructure
  • allneeds: display distribution of needs by how severely they are affecting the dwarf
  • autodump: allow dumping items into mid-air, converting them into projectiles like gui/autodump does
  • build-now: if suspendmanager is running, run an unsuspend cycle immediately before scanning for buildings to build
  • gui/pathable: give edge tiles where wagons can enter the map a special highlight to make them more identifiable. this is especially useful when the game decides that only a portion of the map edge is usable by wagons.
  • list-waves:
    • now outputs the names of the dwarves in each migration wave
    • can now display information about specific migration waves (e.g. list-waves 0 to identify your starting 7 dwarves)

Documentation

  • improved docs for dfhack.units module functions

Removed

  • The PRELOAD_LIB environment variable has been renamed to DF_PRELOAD to match the naming scheme of other environment variables used by the dfhack startup script. If you are preloading libraries (e.g. for performance testing) please define DF_PRELOAD instead of PRELOAD_LIB or LD_PRELOAD
  • cuboid::clamp(bool block): renamed to cuboid::clampMap(bool block), name taken by cuboid::clamp(cuboid other)
  • Units::getPhysicalDescription: function requires DF call point that is no longer available. alternative is to navigate the unit info sheet and extract the description from the UI (see markdown)
  • Units::MAX_COLORS, Units::findIndexById, Units::getNumUnits, Units::getUnit: replaced by DFHack::COLOR_MAX and the generated type-specific get_vector functions

API

  • cuboid:
    • construct from df::map_block*, forBlock iterator to access map blocks in cuboid
    • clamp(cuboid other), clampNew(cuboid other) for cuboid intersection. clampNew returns new cuboid instead of modifying.
  • Items: no longer need to pass MapCache parameter to moveToGround, moveToContainer, moveToBuilding, moveToInventory, makeProjectile, or remove
  • setAreaAquifer, removeAreaAquifer: add overloads that take cuboid range specifiers
  • Units::getCasteRaw: get a caste_raw from a unit or race and caste
  • Units::getProfessionName: bool land_title to append "of Sitename" where applicable, use Prisoner/Slave and noble spouse titles (controlled by ignore_noble)
  • Units::getProfession: account for units with fake identities
  • Units::getRaceChildName, getRaceChildNameById, getRaceBabyName, getRaceBabyNameById: bool plural to get plural form
  • Units::getReadableName: correct display of ghost+curse names w/r/t each other and unit prof, use curse.name instead of iterating syndrome name effects
  • Units::isDanger: added bool hiding_curse, passed to isUndead to avoid spoilers
  • `...
Read more

DFHack 50.13-r3

04 Jul 07:13
369b805
Compare
Choose a tag to compare

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...
Read more

DFHack 50.13-r3rc3

29 Jun 09:05
f32e2bc
Compare
Choose a tag to compare
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
Compare
Choose a tag to compare
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