Changelog

DFHack 0.40.24-r5

New Features

  • confirm:

    • Added a uniform-delete option for military uniform deletion
    • Added a basic in-game configuration UI

Fixes

  • Fixed a rare crash that could result from running keybinding in onLoadWorld.init
  • Script help that doesn’t start with a space is now recognized correctly
  • confirm: Fixed issues with haul-delete, route-delete, and squad-disband confirmations intercepting keys too aggressively
  • emigration should work now
  • fix-unit-occupancy: Significantly optimized - up to 2,000 times faster in large fortresses
  • gui/create-item: Allow exiting quantity prompt
  • gui/family-affairs: Fixed an issue where lack of relationships wasn’t recognized and other issues
  • modtools/create-unit: Fixed a possible issue in reclaim fortress mode
  • search: Fixed a crash on the military screen
  • tweak max-wheelbarrow: Fixed a minor display issue with large numbers
  • workflow: Fixed a crash related to job postings (and added a fix for existing, broken jobs)

Misc Improvements

  • Unrecognized command feedback now includes more information about plugins
  • fix/dry-buckets: replaces the drybuckets plugin
  • feature: now implemented by a script

DFHack 0.40.24-r4

Internals

  • A method for caching screen output is now available to Lua (and C++)
  • Developer plugins can be ignored on startup by setting the DFHACK_NO_DEV_PLUGINS environment variable
  • The console on Linux and OS X now recognizes keyboard input between prompts
  • JSON libraries available (C++ and Lua)
  • More DFHack build information used in plugin version checks and available to plugins and lua scripts
  • Fixed a rare overflow issue that could cause crashes on Linux and OS X
  • Stopped DF window from receiving input when unfocused on OS X
  • Fixed issues with keybindings involving Ctrl-A and Ctrl-Z, as well as Alt-E/U/N on OS X
  • Multiple contexts can now be specified when adding keybindings
  • Keybindings can now use F10-F12 and 0-9
  • Plugin system is no longer restricted to plugins that exist on startup
  • dfhack.init file locations significantly generalized

Lua

  • Scripts can be enabled with the built-in enable/disable commands
  • A new function, reqscript(), is available as a safer alternative to script_environment()
  • Lua viewscreens can choose not to intercept the OPTIONS keybinding

New internal commands

  • kill-lua: Interrupt running Lua scripts
  • type: Show where a command is implemented

New plugins

  • confirm: Adds confirmation dialogs for several potentially dangerous actions
  • fix-unit-occupancy: Fixes issues with unit occupancy, such as faulty “unit blocking tile” messages (Bug 3499)
  • title-version (formerly vshook): Display DFHack version on title screen

New scripts

  • armoks-blessing: Adjust all attributes, personality, age and skills of all dwarves in play
  • brainwash: brainwash a dwarf (modifying their personality)
  • burial: sets all unowned coffins to allow burial (“-pets” to allow pets too)
  • deteriorateclothes: make worn clothes on the ground wear far faster to boost FPS
  • deterioratecorpses: make body parts wear away far faster to boost FPS
  • deterioratefood: make food vanish after a few months if not used
  • elevate-mental: elevate all the mental attributes of a unit
  • elevate-physical: elevate all the physical attributes of a unit
  • emigration: stressed dwarves may leave your fortress if they see a chance
  • fix-ster: changes fertility/sterility of animals or dwarves
  • gui/family-affairs: investigate and alter romantic relationships
  • make-legendary: modify skill(s) of a single unit
  • modtools/create-unit: create new units from nothing
  • modtools/equip-item: a script to equip items on units
  • points: set number of points available at embark screen
  • pref-adjust: Adjust all preferences of all dwarves in play
  • rejuvenate: make any “old” dwarf 20 years old
  • starvingdead: make undead weaken after one month on the map, and crumble after six
  • view-item-info: adds information and customisable descriptions to item viewscreens
  • warn-starving: check for starving, thirsty, or very drowsy units and pause with warning if any are found

New tweaks

  • embark-profile-name: Allows the use of lowercase letters when saving embark profiles
  • kitchen-keys: Fixes DF kitchen meal keybindings
  • kitchen-prefs-color: Changes color of enabled items to green in kitchen preferences
  • kitchen-prefs-empty: Fixes a layout issue with empty kitchen tabs

Fixes

  • Plugins with vmethod hooks can now be reloaded on OS X
  • Lua’s os.system() now works on OS X
  • Fixed default arguments in Lua gametype detection functions
  • Circular lua dependencies (reqscript/script_environment) fixed
  • Prevented crash in Items::createItem()
  • buildingplan: Now supports hatch covers
  • gui/create-item: fixed assigning quality to items, made Esc work properly
  • gui/gm-editor: handles lua tables properly
  • help: now recognizes built-in commands, like “help”
  • manipulator: fixed crash when selecting custom professions when none are found
  • remotefortressreader: fixed crash when attempting to send map info when no map was loaded
  • search: fixed crash in unit list after cancelling a job; fixed crash when disabling stockpile category after searching in a subcategory
  • stocksettings: now checks/sanitizes filenames when saving
  • stocks: fixed a crash when right-clicking
  • steam-engine: fixed a crash on arena load; number keys (e.g. 2/8) take priority over cursor keys when applicable
  • tweak fps-min fixed
  • tweak farm-plot-select: Stopped controls from appearing when plots weren’t fully built
  • workflow: Fixed some issues with stuck jobs. Existing stuck jobs must be cancelled and re-added
  • zone: Fixed a crash when using zone set (and a few other potential crashes)

Misc Improvements

  • DFHack documentation:

    • massively reorganised, into files of more readable size
    • added many missing entries
    • indexes, internal links, offline search all documents
    • includes documentation of linked projects (df-structures, third-party scripts)
    • better HTML generation with Sphinx
    • documentation for scripts now located in source files
  • autolabor:

    • Stopped modification of labors that shouldn’t be modified for brokers/diplomats
    • Prioritize skilled dwarves more efficiently
    • Prevent dwarves from running away with tools from previous jobs
  • automaterial: Fixed several issues with constructions being allowed/disallowed incorrectly when using box-select

  • dwarfmonitor:

    • widgets’ positions, formats, etc. are now customizable (see Readme)
    • weather display now separated from the date display
    • New mouse cursor widget
  • gui/dfstatus: Can enable/disable individual categories and customize metal bar list

  • full-heal: -r option removes corpses

  • gui/gm-editor

    • Pointers can now be displaced
    • Added some useful aliases: “item” for the selected item, “screen” for the current screen, etc.
    • Now avoids errors with unrecognized types
  • gui/hack-wish: renamed to gui/create-item

  • “keybinding list” accepts a context

  • lever:

    • Lists lever names
    • “lever pull” can be used to pull the currently-selected lever
  • memview: Fixed display issue

  • modtools/create-item: arguments are named more clearly, and you can specify the creator to be the unit with id df.global.unit_next_id-1 (useful in conjunction with modtools/create-unit)

  • nyan: Can now be stopped with dfhack-run

  • plug: lists all plugins; shows state and number of commands in plugins

  • prospect: works from within command-prompt

  • quicksave: Restricted to fortress mode

  • remotefortressreader: Exposes more information

  • search:

    • Supports noble suggestion screen (e.g. suggesting a baron)
    • Supports fortress mode loo[k] menu
    • Recognizes ? and ; keys
  • stocks: can now match beginning and end of item names

  • teleport: Fixed cursor recognition

  • tidlers, twaterlvl: now implemented by scripts instead of a plugin

  • tweak:

    • debug output now logged to stderr.log instead of console - makes DFHack start faster
    • farm-plot-select: Fixed issues with selecting undiscovered crops
  • workflow: Improved handling of plant reactions

Removed

  • embark-tools nano: 1x1 embarks are now possible in vanilla 0.40.24

DFHack 0.40.24-r3

Internals

  • Ruby library now included on OS X - Ruby scripts should work on OS X 10.10
  • libstdc++ should work with older versions of OS X
  • Added support for onLoadMap.init/onUnloadMap.init scripts
  • game type detection functions are now available in the World module
  • The DFHACK_LOG_MEM_RANGES environment variable can be used to log information to stderr.log on OS X
  • Fixed adventure mode menu names
  • Fixed command usage information for some commands

Lua

  • Lua scripts will only be reloaded if necessary
  • Added a df2console() wrapper, useful for printing DF (CP437-encoded) text to the console in a portable way
  • Added a strerror() wrapper

New Internal Commands

  • hide, show: hide and show the console on Windows
  • sc-script: Allows additional scripts to be run when certain events occur (similar to onLoad*.init scripts)

New Plugins

New Scripts

New Tweaks

  • fps-min: Fixes the in-game minimum FPS setting
  • shift-8-scroll: Gives Shift+8 (or *) priority when scrolling menus, instead of scrolling the map
  • tradereq-pet-gender: Displays pet genders on the trade request screen

Fixes

Misc Improvements

  • autolabor: A negative pool size can be specified to use the most unskilled dwarves
  • Building-hacks:
    • Added a way to allow building to work even if it consumes more power than is available.
    • Added setPower/getPower functions.
  • catsplosion: Can now trigger pregnancies in (most) other creatures
  • exportlegends: info and all options export legends_plus.xml with more data for legends utilities
  • manipulator:
    • Added ability to edit nicknames/profession names
    • added “Job” as a View Type, in addition to “Profession” and “Squad”
    • added custom profession templates with masking
  • remotefortressreader: Exposes more information

DFHack 0.40.24-r2

Internals

  • Lua scripts can set environment variables of each other with dfhack.run_script_with_env.

  • Lua scripts can now call each others internal nonlocal functions with dfhack.script_environment(scriptName).functionName(arg1,arg2).

  • Eventful: Lua reactions no longer require LUA_HOOK as a prefix; you can register a callback for the completion of any reaction with a name

  • Filesystem module now provides file access/modification times and can list directories (normally and recursively)

  • Units Module: New functions:

    isWar
    isHunter
    isAvailableForAdoption
    isOwnCiv
    isOwnRace
    getRaceName
    getRaceNamePlural
    getRaceBabyName
    getRaceChildName
    isBaby
    isChild
    isAdult
    isEggLayer
    isGrazer
    isMilkable
    isTrainableWar
    isTrainableHunting
    isTamable
    isMale
    isFemale
    isMerchant
    isForest
    isMarkedForSlaughter
    
  • Buildings Module: New Functions:

    isActivityZone
    isPenPasture
    isPitPond
    isActive
    findPenPitAt
    

Fixes

  • dfhack.run_script should correctly find save-specific scripts now.
  • add-thought: updated to properly affect stress.
  • hfs-pit: should work now
  • autobutcher: takes gelding into account
  • init.lua existence checks should be more reliable (notably when using non-English locales)

Misc Improvements

Multiline commands are now possible inside dfhack.init scripts. See dfhack.init-example for example usage.

DFHack 0.40.24-r1

Internals

CMake shouldn’t cache DFHACK_RELEASE anymore. People may need to manually update/delete their CMake cache files to get rid of it.

DFHack 0.40.24-r0

Internals

  • Events from EventManager: fixed crash error with EQUIPMENT_CHANGE event.
  • key modifier state exposed to Lua (ie Ctrl, Alt, Shift)

Fixes

dfhack.sh can now be run from other directories on OS X

New Plugins

  • blueprint: export part of your fortress to quickfort .csv files

New Scripts

  • hotkey-notes: print key, name, and jump position of hotkeys

Removed

  • embark.lua
  • needs_porting/*

Misc Improvements

Added support for searching more lists

DFHack 0.40.23-r1

Internals - plugins will not be loaded if globals they specify as required are not located (should prevent some crashes)

Fixes

  • Fixed numerous (mostly Lua-related) crashes on OS X by including a more up-to-date libstdc++
  • Alt should no longer get stuck on Windows (and perhaps other platforms as well)
  • gui/advfort works again
  • autobutcher: takes sexualities into account
  • devel/export-dt-ini: Updated for 0.40.20+
  • digfort: now checks file type and existence
  • exportlegends: Fixed map export
  • full-heal: Fixed a problem with selecting units in the GUI
  • gui/hack-wish: Fixed restrictive material filters
  • mousequery: Changed box-select key to Alt+M
  • dwarfmonitor: correct date display (month index, separator)
  • putontable: added to the readme
  • siren should work again
  • stderr.log: removed excessive debug output on OS X
  • trackstop: No longer prevents cancelling the removal of a track stop or roller.
  • Fixed a display issue with PRINT_MODE:TEXT
  • Fixed a symbol error (MapExtras::BiomeInfo::MAX_LAYERS) when compiling DFHack in Debug mode

New Plugins

  • fortplan: designate construction of (limited) buildings from .csv file, quickfort-style

New Scripts

  • gui/stockpiles: an in-game interface for saving and loading stockpile settings files.
  • position: Reports the current date, time, month, and season, plus some location info. Port/update of position.py
  • hfs-pit: Digs a hole to hell under the cursor. Replaces needs_porting/hellhole.cpp

Removed

New tweaks

  • eggs-fertile: Displays an egg fertility indicator on nestboxes
  • max-wheelbarrow: Allows assigning more than 3 wheelbarrows to a stockpile

Misc Improvements

  • embark-tools: Added basic mouse support on the local map
  • Made some adventure mode keybindings in dfhack.init-example only work in adventure mode
  • gui/companion-order: added a default keybinding
  • further work on needs_porting

DFHack 0.40.19-r1

Fixes

New plugins

New scripts

  • remove-stress: set selected or all units unit to -1,000,000 stress (this script replaces removebadthoughts)

Misc improvements

  • command-prompt: can now access selected items, units, and buildings
  • autolabor: add an optional talent pool parameter

DFHack 0.40.16-r1

Internals

  • Events from EventManager should handle INTERACTION triggers a little better. It still can get confused about who did what but only rarely.
  • Events from EventManager should no longer trigger REPORT events for old reports after loading a save.
  • lua/persist-table: a convenient way of using persistent tables of arbitrary structure and dimension in Lua

Fixes

New Scripts

  • adaptation: view or set the cavern adaptation level of your citizens
  • add-thought: allows the user to add thoughts to creatures.
  • gaydar: detect the sexual orientation of units on the map
  • markdown: Save a copy of a text screen in markdown (for reddit among others).
  • devel/all-bob: renames everyone Bob to help test interaction-trigger

Misc Improvements

  • autodump: Can now mark a stockpile for auto-dumping (similar to automelt and autotrade)
  • buildingplan: Can now auto-allocate rooms to dwarves with specific positions (e.g. expedition leader, mayor)
  • dwarfmonitor: now displays a weather indicator and date
  • lua/syndrome-util, modtools/add-syndrome: now you can remove syndromes by SYN_CLASS
  • No longer write empty .history files

DFHack 0.40.15-r1

Fixes

  • mousequery: Fixed behavior when selecting a tile on the lowest z-level

Misc Improvements

  • Events from EventManager: deals with frame_counter getting reset properly now.
  • modtools/item-trigger: fixed equip/unequip bug and corrected minor documentation error
  • teleport: Updated with proper argument handling and proper unit-at-destination handling.
  • autotrade: Removed the newly obsolete Mark all functionality.
  • search: Adapts to the new trade screen column width
  • tweak fast-trade: Switching the fast-trade keybinding to Shift-Up/Shift-Down, due to Select All conflict

DFHack 0.40.14-r1

Internals

  • The DFHack console can now be disabled by setting the DFHACK_DISABLE_CONSOLE environment variable: DFHACK_DISABLE_CONSOLE=1 ./dfhack

Fixes

  • Stopped duplicate load/unload events when unloading a world
  • Stopped -e from being echoed when DFHack quits on Linux
  • automelt: now uses a faster method to locate items
  • autotrade: “Mark all” no longer double-marks bin contents
  • drain-aquifer: new script replaces the buggy plugin
  • embark-tools: no longer conflicts with keys on the notes screen
  • fastdwarf: Fixed problems with combat/attacks
  • forum-dwarves: should work now
  • manipulator: now uses a stable sort, allowing sorting by multiple categories
  • rendermax: updated to work with 0.40

New Plugins

  • trackstop: Shows track stop friction and dump direction in its q menu

New Tweaks

  • farm-plot-select: Adds “Select all” and “Deselect all” options to farm plot menus
  • import-priority-category: Allows changing the priority of all goods in a category when discussing an import agreement with the liaison
  • manager-quantity: Removes the limit of 30 jobs per manager order
  • civ-view-agreement: Fixes overlapping text on the “view agreement” screen
  • nestbox-color: Fixes the color of built nestboxes

Misc Improvements

DFHack 0.40.13-r1

Internals

  • unified spatter structs
  • added ruby df.print_color(color, string) method for dfhack console

Fixes

DFHack 0.40.12-r1

Internals

  • support for global onLoadWorld.init and onUnloadWorld.init files, called when loading and unloading a world
  • Close file after loading a binary patch.

New Plugins

  • hotkeys: Shows ingame viewscreen with all dfhack keybindings active in current mode.
  • automelt: allows marking stockpiles so any items placed in them will be designated for melting

Fixes

  • possible crash fixed for gui/hack-wish
  • search: updated to not conflict with BUILDJOB_SUSPEND
  • workflow: job_material_category -> dfhack_material_category

Misc Improvements

  • now you can use @ to print things in interactive Lua with subtley different semantics
  • optimizations for stockpiles for autotrade and stockflow
  • updated exportlegends to work with new maps, dfhack 40.11 r1+

DFHack 0.40.11-r1

Internals - Plugins on OS X now use .plug.dylib` as an extension instead of ``.plug.so

Fixes

DFHack v0.40.10-r1

A few bugfixes.

DFHack v0.40.08-r2

Internals

  • supported per save script folders

  • Items module: added createItem function

  • Sorted CMakeList for plugins and plugins/devel

  • diggingInvaders no longer builds if plugin building is disabled

  • Events from EventManager: EQUIPMENT_CHANGE now triggers for new units. New events:

    ON_REPORT
    UNIT_ATTACK
    UNLOAD
    INTERACTION
    

New Scripts

  • lua/repeat-util: makes it easier to make things repeat indefinitely
  • lua/syndrome-util: makes it easier to deal with unit syndromes
  • forum-dwarves: helps copy df viewscreens to a file
  • full-heal: fully heal a unit
  • remove-wear: removes wear from all items in the fort
  • repeat: repeatedly calls a script or a plugin
  • ShowUnitSyndromes: shows syndromes affecting units and other relevant info
  • teleport: teleports units
  • devel/print-args
  • fix/blood-del: makes it so civs don’t bring barrels full of blood ichor or goo
  • fix/feeding-timers: reset the feeding timers of all units
  • gui/hack-wish: creates items out of any material
  • gui/unit-info-viewer: displays information about units
  • modtools/add-syndrome: add a syndrome to a unit or remove one
  • modtools/anonymous-script: execute an lua script defined by a string. Useful for the *-trigger scripts.
  • modtools/force: forces events: caravan, migrants, diplomat, megabeast, curiousbeast, mischievousbeast, flier, siege, nightcreature
  • modtools/item-trigger: triggers commands based on equipping, unequipping, and wounding units with items
  • modtools/interaction-trigger: triggers commands when interactions happen
  • modtools/invader-item-destroyer: destroys invaders’ items when they die
  • modtools/moddable-gods: standardized version of Putnam’s moddable gods script
  • modtools/projectile-trigger: standardized version of projectileExpansion
  • modtools/reaction-trigger: trigger commands when custom reactions complete; replaces autoSyndrome
  • modtools/reaction-trigger-transition: a tool for converting mods from autoSyndrome to reaction-trigger
  • modtools/random-trigger: triggers random scripts that you register
  • modtools/skill-change: for incrementing and setting skills
  • modtools/spawn-flow: creates flows, like mist or dragonfire
  • modtools/syndrome-trigger: trigger commands when syndromes happen
  • modtools/transform-unit: shapeshifts a unit, possibly permanently

Misc improvements

  • new function in utils.lua for standardized argument processing

Removed

  • digmat.rb: digFlood does the same functionality with less FPS impact
  • scripts/invasionNow: scripts/modtools/force.lua does it better
  • autoSyndrome replaced with scripts/modtools/reaction-trigger.lua
  • syndromeTrigger replaced with scripts/modtools/syndrome-trigger.lua
  • devel/printArgs plugin converted to scripts/devel/print-args.lua
  • outsideOnly plugin replaced by modtools/outside-only

DFHack v0.40.08-r1

Was a mistake. Don’t use it.

DFHack v0.34.11-r5

Internals

  • support for calling a lua function via a protobuf request (demonstrated by dfhack-run –lua).
  • support for basic filesystem operations (e.g. chdir, mkdir, rmdir, stat) in C++ and Lua
  • Lua API for listing files in directory. Needed for mod-manager.
  • Lua API for creating unit combat reports and writing to gamelog.
  • Lua API for running arbitrary DFHack commands
  • support for multiple raw/init.d/*.lua init scripts in one save.
  • eventful now has a more friendly way of making custom sidebars
  • on Linux and OS X the console now supports moving the cursor back and forward by a whole word.

New scripts

  • gui/mod-manager: allows installing/uninstalling mods into df from df/mods directory.
  • gui/clone-uniform: duplicates the currently selected uniform in the military screen.
  • fix/build-location: partial work-around for bug 5991 (trying to build wall while standing on it)
  • undump-buildings: removes dump designation from materials used in buildings.
  • exportlegends: exports data from legends mode, allowing a set-and-forget export of large worlds.
  • log-region: each time a fort is loaded identifying information will be written to the gamelog.
  • dfstatus: show an overview of critical stock quantities, including food, drinks, wood, and bars.
  • command-prompt: a dfhack command prompt in df.

New plugins

  • rendermax: replace the renderer with something else, eg rendermax light- a lighting engine
  • automelt: allows marking stockpiles for automelt (i.e. any items placed in stocpile will be designated for melting)
  • embark-tools: implementations of Embark Anywhere, Nano Embark, and a few other embark-related utilities
  • building-hacks: Allows to add custom functionality and/or animations to buildings.
  • petcapRemover: triggers pregnancies in creatures so that you can effectively raise the default pet population cap
  • ‘plant create’: spawn a new shrub under the cursor

New tweaks

  • craft-age-wear: make crafted items wear out with time like in old versions (bug 6003)
  • adamantine-cloth-wear: stop adamantine clothing from wearing out (bug 6481)
  • confirm-embark: adds a prompt before embarking (on the “prepare carefully” screen)

Misc improvements

  • plant: move the ‘grow’, ‘extirpate’ and ‘immolate’ commands as ‘plant’ subcommands

  • digfort: improved csv parsing, add start() comment handling

  • exterminate: allow specifying a caste (exterminate gob:male)

  • createitem: in adventure mode it now defaults to the controlled unit as maker.

  • autotrade: adds “(Un)mark All” options to both panes of trade screen.

  • mousequery: several usability improvements.

  • mousequery: show live overlay (in menu area) of what’s on the tile under the mouse cursor.

  • search: workshop profile search added.

  • dwarfmonitor: add screen to summarise preferences of fortress dwarfs.

  • getplants: add autochop function to automate woodcutting.

  • stocks: added more filtering and display options.

  • Siege engine plugin:

    • engine quality and distance to target now affect accuracy
    • firing the siege engine at a target produces a combat report
    • improved movement speed computation for meandering units
    • operators in Prepare To Fire mode are released from duty once hungry/thirsty if there is a free replacement

DFHack v0.34.11-r4

New commands

  • diggingInvaders - allows invaders to dig and/or deconstruct walls and buildings in order to get at your dwarves.
  • digFlood - automatically dig out specified veins as they are revealed
  • enable, disable - Built-in commands that can be used to enable/disable many plugins.
  • restrictice - Restrict traffic on squares above visible ice.
  • restrictliquid - Restrict traffic on every visible square with liquid.
  • treefarm - automatically chop trees and dig obsidian

New Scripts

  • autobutcher: A GUI front-end for the autobutcher plugin.
  • invasionNow: trigger an invasion, or many
  • locate_ore: scan the map for unmined ore veins
  • masspit: designate caged creatures in a zone for pitting
  • multicmd: run a sequence of dfhack commands, separated by ‘;’
  • startdwarf: change the number of dwarves for a new embark
  • digmat: dig veins/layers tile by tile, as discovered

Misc improvements

  • autoSyndrome:

    • disable by default
    • reorganized special tags
    • minimized error spam
    • reset policies: if the target already has an instance of the syndrome you can skip, add another instance, reset the timer, or add the full duration to the time remaining
  • core: fix SC_WORLD_(UN)LOADED event for arena mode

  • exterminate: renamed from slayrace, add help message, add butcher mode

  • fastdwarf: fixed bug involving fastdwarf and teledwarf being on at the same time

  • magmasource: rename to source, allow water/magma sources/drains

  • ruby: add df.dfhack_run “somecommand”

  • syndromeTrigger: replaces and extends trueTransformation. Can trigger things when syndromes are added for any reason.

  • tiletypes: support changing tile material to arbitrary stone.

  • workNow: can optionally look for jobs when jobs are completed

New tweaks

  • hive-crash: Prevent crash if bees die in a hive with ungathered products (bug 6368).

New plugins

  • 3dveins: Reshapes all veins on the map in a way that flows between Z levels. May be unstable. Backup before using.
  • autotrade: Automatically send items in marked stockpiles to trade depot, when trading is possible.
  • buildingplan: Place furniture before it’s built
  • dwarfmonitor: Records dwarf activity to measure fort efficiency
  • mousequery: Look and poke at the map elements with the mouse.
  • outsideOnly: make raw-specified buildings impossible to build inside
  • resume: A plugin to help display and resume suspended constructions conveniently
  • stocks: An improved stocks display screen.

Internals

  • Core: there is now a per-save dfhack.init file for when the save is loaded, and another for when it is unloaded
  • EventManager: fixed job completion detection, fixed removal of TICK events, added EQUIPMENT_CHANGE event
  • Lua API for a better random number generator and perlin noise functions.
  • Once: easy way to make sure something happens once per run of DF, such as an error message

DFHack v0.34.11-r3

Internals

  • support for displaying active keybindings properly.
  • support for reusable widgets in lua screen library.
  • Maps::canStepBetween: returns whether you can walk between two tiles in one step.
  • EventManager: monitors various in game events centrally so that individual plugins don’t have to monitor the same things redundantly.
  • Now works with OS X 10.6.8

Notable bugfixes

  • autobutcher can be re-enabled again after being stopped.
  • stopped Dwarf Manipulator from unmasking vampires.
  • Stonesense is now fixed on OS X

Misc improvements

  • fastdwarf: new mode using debug flags, and some internal consistency fixes.

  • added a small stand-alone utility for applying and removing binary patches.

  • removebadthoughts: add –dry-run option

  • superdwarf: work in adventure mode too

  • tweak stable-cursor: carries cursor location from/to Build menu.

  • deathcause: allow selection from the unitlist screen

  • slayrace: allow targetting undeads

  • Workflow plugin:

    • properly considers minecarts assigned to routes busy.
    • code for deducing job outputs rewritten in lua for flexibility.
    • logic fix: collecting webs produces silk, and ungathered webs are not thread.
    • items assigned to squads are considered busy, even if not in inventory.
    • shearing and milking jobs are supported, but only with generic MILK or YARN outputs.
    • workflow announces when the stock level gets very low once a season.
  • Auto syndrome plugin: A way of automatically applying boiling rock syndromes and calling dfhack commands controlled by raws.

  • Infinite sky plugin: Create new z-levels automatically or on request.

  • True transformation plugin: A better way of doing permanent transformations that allows later transformations.

  • Work now plugin: Makes the game assign jobs every time you pause.

New tweaks

  • tweak military-training: speed up melee squad training up to 10x (normally 3-5x).

New scripts

  • binpatch: the same as the stand-alone binpatch.exe, but works at runtime.
  • region-pops: displays animal populations of the region and allows tweaking them.
  • lua: lua interpreter front-end converted to a script from a native command.
  • dfusion: misc scripts with a text based menu.
  • embark: lets you embark anywhere.
  • lever: list and pull fort levers from the dfhack console.
  • stripcaged: mark items inside cages for dumping, eg caged goblin weapons.
  • soundsense-season: writes the correct season to gamelog.txt on world load.
  • create-items: spawn items
  • fix/cloth-stockpile: fixes bug 5739; needs to be run after savegame load every time.

New GUI scripts

  • gui/guide-path: displays the cached path for minecart Guide orders.
  • gui/workshop-job: displays inputs of a workshop job and allows tweaking them.
  • gui/workflow: a front-end for the workflow plugin (part inspired by falconne).
  • gui/assign-rack: works together with a binary patch to fix weapon racks.
  • gui/gm-editor: an universal editor for lots of dfhack things.
  • gui/companion-order: a adventure mode command interface for your companions.
  • gui/advfort: a way to do jobs with your adventurer (e.g. build fort).

New binary patches

(for use with binpatch)

  • armorstand-capacity: doubles the capacity of armor stands.
  • custom-reagent-size: lets custom reactions use small amounts of inputs.
  • deconstruct-heapfall: stops some items still falling on head when deconstructing.
  • deconstruct-teleport: stops items from 16x16 block teleporting when deconstructing.
  • hospital-overstocking: stops hospital overstocking with supplies.
  • training-ammo: lets dwarves with quiver full of combat-only ammo train.
  • weaponrack-unassign: fixes bug that negates work done by gui/assign-rack.

New Plugins

  • fix-armory: Together with a couple of binary patches and the gui/assign-rack script, this plugin makes weapon racks, armor stands, chests and cabinets in properly designated barracks be used again for storage of squad equipment.
  • search: Adds an incremental search function to the Stocks, Trading, Stockpile and Unit List screens.
  • automaterial: Makes building constructions (walls, floors, fortifications, etc) a little bit easier by saving you from having to trawl through long lists of materials each time you place one.
  • Dfusion: Reworked to make use of lua modules, now all the scripts can be used from other scripts.
  • Eventful: A collection of lua events, that will allow new ways to interact with df world.

DFHack v0.34.11-r2

Internals

  • full support for Mac OS X.
  • a plugin that adds scripting in ruby.
  • support for interposing virtual methods in DF from C++ plugins.
  • support for creating new interface screens from C++ and lua.
  • added various other API functions.

Notable bugfixes

  • better terminal reset after exit on linux.
  • seedwatch now works on reclaim.
  • the sort plugin won’t crash on cages anymore.

Misc improvements

  • autodump: can move items to any walkable tile, not just floors.

  • stripcaged: by default keep armor, new dumparmor option.

  • zone: allow non-domesticated birds in nestboxes.

  • workflow: quality range in constraints.

  • cleanplants: new command to remove rain water from plants.

  • liquids: can paint permaflow, i.e. what makes rivers power water wheels.

  • prospect: pre-embark prospector accounts for caves & magma sea in its estimate.

  • rename: supports renaming stockpiles, workshops, traps, siege engines.

  • fastdwarf: now has an additional option to make dwarves teleport to their destination.

  • Autolabor plugin:

    • can set nonidle hauler percentage.
    • broker excluded from all labors when needed at depot.
    • likewise, anybody with a scheduled diplomat meeting.

New commands

  • misery: multiplies every negative thought gained (2x by default).
  • digtype: designates every tile of the same type of vein on the map for ‘digging’ (any dig designation).

New tweaks

  • tweak stable-cursor: keeps exact cursor position between d/k/t/q/v etc menus.
  • tweak patrol-duty: makes Train orders reduce patrol timer, like the binary patch does.
  • tweak readable-build-plate: fix unreadable truncation in unit pressure plate build ui.
  • tweak stable-temp: fixes bug 6012; may improve FPS by 50-100% on a slow item-heavy fort.
  • tweak fast-heat: speeds up item heating & cooling, thus making stable-temp act faster.
  • tweak fix-dimensions: fixes subtracting small amounts from stacked liquids etc.
  • tweak advmode-contained: fixes UI bug in custom reactions with container inputs in advmode.
  • tweak fast-trade: Shift-Enter for selecting items quckly in Trade and Move to Depot screens.
  • tweak military-stable-assign: Stop rightmost list of military->Positions from jumping to top.
  • tweak military-color-assigned: In same list, color already assigned units in brown & green.

New scripts

  • fixnaked: removes thoughts about nakedness.
  • setfps: set FPS cap at runtime, in case you want slow motion or speed-up.
  • siren: wakes up units, stops breaks and parties - but causes bad thoughts.
  • fix/population-cap: run after every migrant wave to prevent exceeding the cap.
  • fix/stable-temp: counts items with temperature updates; does instant one-shot stable-temp.
  • fix/loyaltycascade: fix units allegiance, eg after ordering a dwarf merchant kill.
  • deathcause: shows the circumstances of death for a given body.
  • digfort: designate areas to dig from a csv file.
  • drainaquifer: remove aquifers from the map.
  • growcrops: cheat to make farm crops instantly grow.
  • magmasource: continuously spawn magma from any map tile.
  • removebadthoughts: delete all negative thoughts from your dwarves.
  • slayrace: instakill all units of a given race, optionally with magma.
  • superdwarf: per-creature fastdwarf.
  • gui/mechanisms: browse mechanism links of the current building.
  • gui/room-list: browse other rooms owned by the unit when assigning one.
  • gui/liquids: a GUI front-end for the liquids plugin.
  • gui/rename: renaming stockpiles, workshops and units via an in-game dialog.
  • gui/power-meter: front-end for the Power Meter plugin.
  • gui/siege-engine: front-end for the Siege Engine plugin.
  • gui/choose-weapons: auto-choose matching weapons in the military equip screen.

New Plugins

  • Dwarf Manipulator: Open the unit list, and press ‘l’ to access a Dwarf Therapist like UI in the game.
  • Steam Engine: Dwarven Water Reactors don’t make any sense whatsoever and cause lag, so this may be a replacement for those concerned by it. The plugin detects if a workshop with a certain name is in the raws used by the current world, and provides the necessary behavior. See hack/raw/*_steam_engine.txt for the necessary raw definitions. Note: Stuff like animal treadmills might be more period, but absolutely can’t be done with tools dfhack has access to.
  • Power Meter: When activated, implements a pressure plate modification that detects power in gear boxes built on the four adjacent N/S/W/E tiles. The gui/power-meter script implements the necessary build configuration UI.
  • Siege Engine: When enabled and configured via gui/siege-engine, allows aiming siege engines at a designated rectangular area with 360 degree fire range and across Z levels; this works by rewriting the projectile trajectory immediately after it appears. Also supports loading catapults with non-boulder projectiles, taking from a stockpile, and restricting operator skill range like with ordinary workshops. Disclaimer: not in any way to undermine the future siege update from Toady, but the aiming logic of existing engines hasn’t been updated since 2D, and is almost useless above ground :(. Again, things like making siegers bring their own engines is totally out of the scope of dfhack and can only be done by Toady.
  • Add Spatter: Detects reactions with certain names in the raws, and changes them from adding improvements to adding item contaminants. This allows directly covering items with poisons. The added spatters are immune both to water and ‘clean items’. Intended to give some use to all those giant cave spider poison barrels brought by the caravans.