Changelog¶
This file contains changes grouped by the stable release in which they first appeared. See Building the changelogs for more information.
See Development changelog for a list of changes grouped by development releases.
Contents
DFHack 0.47.05-r7¶
New Plugins¶
autobutcher: split off from zone into its own plugin. Note that to enable, the command has changed from
autobutcher starttoenable autobutcher.autonestbox: split off from zone into its own plugin. Note that to enable, the command has changed from
autonestbox starttoenable autonestbox.overlay: display a “DFHack” button in the lower left corner that you can click to start the new GUI command launcher. The dwarfmonitor weather display had to be moved to make room for the button. If you are seeing the weather indicator rendered over the overlay button, please remove the
dfhack-config/dwarfmonitor.jsonfile to fix the weather indicator display offset.
New Scripts¶
gui/kitchen-info: adds more info to the Kitchen screen
gui/launcher: in-game command launcher with autocomplete, history, and context-sensitive help
gui/workorder-details: adjusts work orders’ input item, material, traits
max-wave: dynamically limit the next immigration wave, can be set to repeat
pop-control: persistent per fortress population cap, hermit, and max-wave management
warn-stealers: warn when creatures that may steal your food, drinks, or items become visible
New Internal Commands¶
Fixes¶
autochop: designate largest trees for chopping first, instead of the smallest
devel/query: fixed error when –tile is specified
dig-now: Fix direction of smoothed walls when adjacent to a door or floodgate
dwarf-op: fixed error when applying the Miner job to dwarves
emigration: fix emigrant logic so unhappy dwarves leave as designed
gui/gm-unit: allow
+and-to adjust skill values as intended instead of letting the filter intercept the charactersgui/unit-info-viewer: fix logic for displaying undead creature names
gui/workflow: restore functionality to the add/remove/order hotkeys on the workflow status screen
quickfort: Dreamfort blueprint set: declare the hospital zone before building the coffer; otherwise DF fails to stock the hospital with materials
view-item-info: fixed a couple errors when viewing items without materials
dfhack.buildings.findCivzonesAt: no longer return duplicate civzones after loading a save with existing civzonesdfhack.run_script: ensure the arguments passed to scripts are always strings. This allows other scripts to callrun_scriptwith numeric args and it won’t break parameter parsing.job.removeJob(): ensure jobs are removed from the world list when they are canceled
Misc Improvements¶
History files:
dfhack.history,tiletypes.history,lua.history, andliquids.historyhave moved to thedfhack-configdirectory. If you’d like to keep the contents of your current history files, please move them todfhack-config.Init scripts:
dfhack.initand other init scripts have moved todfhack-config/init/. If you have customized yourdfhack.initfile and want to keep your changes, please move the part that you have customized to the new location atdfhack-config/init/dfhack.init. If you do not have changes that you want to keep, do not copy anything, and the new defaults will be used automatically.- UX:
You can now move the cursor around in DFHack text fields in
gui/scripts (e.g. gui/blueprint, gui/quickfort, or gui/gm-editor). You can move the cursor by clicking where you want it to go with the mouse or using the Left/Right arrow keys. Ctrl+Left/Right will move one word at a time, and Alt+Left/Right will move to the beginning/end of the text.You can now click on the hotkey hint text in many
gui/script windows to activate the hotkey, like a button. Not all scripts have been updated to use the clickable widget yet, but you can try it in gui/blueprint or gui/quickfort.Label widget scroll icons are replaced with scrollbars that represent the percentage of text on the screen and move with the position of the visible text, just like web browser scrollbars.
- devel/query:
inform the user when a query has been truncated due to
--maxlengthbeing hit.increased default maxlength value from 257 to 2048
do-job-now: new global keybinding for boosting the priority of the jobs associated with the selected building/work order/unit/item etc.: Alt-N
dwarf-op: replaces [ a b c ] option lists with a,b,c option lists
gui/gm-unit: don’t clear the list filter when you adjust a skill value
- gui/quickfort:
better formatting for the generated manager orders report
you can now click on the map to move the blueprint anchor point to that tile instead of having to use the cursor movement keys
display an error message when the blueprints directory cannot be found
gui/workorder-details: new keybinding on the workorder details screen:
Dkeybinding: support backquote (`) as a hotkey (and assign the hotkey to the new gui/launcher interface)
ls: can now filter tools by substring or tag. note that dev scripts are hidden by default. pass the
--devoption to show them.- manipulator:
add a library of useful default professions
move professions configuration from
professions/todfhack-config/professions/to keep it together with other dfhack configuration. If you have saved professions that you would like to keep, please manually move them to the new folder.
orders: added useful library of manager orders. see them with
orders listand import them with, for example,orders import library/basicprioritize: new
defaultskeyword to prioritize the list of jobs that the community agrees should generally be prioritized. Runprioritize -a defaultsto try it out in your fort!prospector: add new
--showoption to give the player control over which report sections are shown. e.g.prospect all --show oreswill just show information on ores.- quickfort:
Dreamfort blueprint set improvements: set traffic designations to encourage dwarves to eat cooked food instead of raw ingredients
library blueprints are now included by default in
quickfort listoutput. Use the new--useronly(or just-u) option to filter out library bluerpints.better error message when the blueprints directory cannot be found
seedwatch:
seedwatch allnow adds all plants with seeds to the watchlist, not just the “basic” crops.materials.ItemTraitsDialog: added a defaulton_select-handler which toggles the traits.
Removed¶
fix/build-location: The corresponding DF bug (5991) was fixed in DF 0.40.05
fix/diplomats: DF bug 3295 fixed in 0.40.05
fix/fat-dwarves: DF bug 5971 fixed in 0.40.05
fix/feeding-timers: DF bug 2606 is fixed in 0.40.12
fix/merchants: DF bug that prevents humans from making trade agreements has been fixed
gui/assign-rack: No longer useful in current DF versions
gui/hack-wish: Replaced by gui/create-item
gui/no-dfhack-init: No longer useful since players don’t have to create their own
dfhack.initfiles anymore
API¶
Removed “egg” (“eggy”) hook support (Linux only). The only remaining method of hooking into DF is by interposing SDL calls, which has been the method used by all binary releases of DFHack.
Removed
Engravingsmodule (C++-only). Accessworld.engravingsdirectly instead.Removed
Notesmodule (C++-only). Accessui.waypoints.pointsdirectly instead.Removed
Windowsmodule (C++-only) - unused.Constructionsmodule (C++-only): removedt_construction,isValid(),getCount(),getConstruction(), andcopyConstruction(). Accessworld.constructionsdirectly instead.Gui::getSelectedItem(),Gui::getAnyItem(): added support for the artifacts screenUnits::teleport(): now setsunit.idle_areato discourage units from walking back to their original location (or teleporting back, if using fastdwarf)
Lua¶
Added
dfhack.screen.hideGuard(): exposes the C++Screen::Hideto LuaHistory: added
dfhack.getCommandHistory(history_id, history_filename)anddfhack.addCommandToHistory(history_id, history_filename, command)so gui scripts can access a commandline history without requiring a terminal.helpdb: database and query interface for DFHack tool help texttile-material: fix the order of declarations. TheGetTileMatfunction now returns the material as intended (always returned nil before). Also changed the license info, with permission of the original author.utils.df_expr_to_ref(): fixed some errors that could occur when navigating tableswidgets.CycleHotkeyLabel: clicking on the widget will now cycle the options and triggeron_change(). This also applies to theToggleHotkeyLabelsubclass.widgets.EditField:new
onsubmit2callback attribute is called when the user hits Shift-Enter.new function:
setCursor(position)sets the input cursor.new attribute:
ignore_keyslets you ignore specified characters if you want to use them as hotkeys
widgets.FilteredList: new attribute:edit_ignore_keysgets passed to the filter EditField asignore_keyswidgets.HotkeyLabel: clicking on the widget will now callon_activate().widgets.Label:scrollfunction now interprets the keywords+page,-page,+halfpage, and-halfpagein addition to simple positive and negative numbers.
Structures¶
Eliminate all “anon_X” names from structure fields
army: changesquadsvector type toworld_site_inhabitant, identifymin_smell_trigger``+``max_odor_level``+``max_low_light_vision``+``sense_creature_classescave_column_rectangle: identify coordinatescave_column: identify Z coordinatesembark_profile: identify reclaim fields, add missing pet_count vectorentity_population: identifylayer_idfeature: identify “shiftCoords” vmethod,irritation_levelandirritation_attacksfieldsflow_guide: identify “shiftCoords” vmethodgeneral_refst: name parameters ongetLocationandsetLocationvmethodsgeneral_ref_locationst: name member fieldshistorical_entity: confirmhostility_levelandsiege_tieritem: identify methodnotifyCreatedMasterworkthat is called when a masterwork is created.language_name_type: identifyElfTreeandSymbolArtificethruSymbolFoodtimed_event: identifylayer_idui_advmode: identify several fields as containing coordinatesui: identify actual contents ofunk5b88fieldunitst: identifyhisteventcol_idfield inside status2viewscreen_barterst: name member fieldsviewscreen_tradegoodsst: rename trade_replyOffendedAnimal``+``OffendedAnimalAlttoOffendedBoth``+``OffendedAnimalworld_site_inhabitant: renameoutcast_idandfounder_outcast_entity_id, identifyinteraction_idandinteraction_effect_idx
Documentation¶
Added DFHack modding guide
Group DFHack tools by tag so similar tools are grouped and easy to find
Update all DFHack tool documentation (300+ pages) with standard syntax formatting, usage examples, and overall clarified text.
DFHack 0.47.05-r6¶
New Scripts¶
assign-minecarts: automatically assign minecarts to hauling routes that don’t have one
deteriorate: combines, replaces, and extends previous deteriorateclothes, deterioratecorpses, and deterioratefood scripts.
gui/petitions: shows petitions. now you can see which guildhall/temple you agreed to build!
gui/quantum: point-and-click tool for creating quantum stockpiles
gui/quickfort: shows blueprint previews on the live map so you can apply them interactively
modtools/fire-rate: allows modders to adjust the rate of fire for ranged attacks
Fixes¶
build-now: walls built above other walls can now be deconstructed like regularly-built walls
- eventful:
fix
eventful.registerReactionto correctly passcall_nativeargument thus allowing canceling vanilla item creation. Updated related documentation.renamed NEW_UNIT_ACTIVE event to UNIT_NEW_ACTIVE to match the
EventManagerevent namefixed UNIT_NEW_ACTIVE event firing too often
gui/dfstatus: no longer count items owned by traders
gui/unit-info-viewer: fix calculation/labeling of unit size
job.removeJob(): fixes regression in DFHack 0.47.05-r5 where items/buildings associated with the job were not getting disassociated when the job is removed. Now build-now can build buildings and gui/mass-remove can cancel building deconstruction againwidgets.CycleHotkeyLabel: allow initial option values to be specified as an index instead of an option value
Misc Improvements¶
build-now: buildings that were just designated with buildingplan are now built immediately (as long as there are items available to build the buildings with) instead of being skipped until buildingplan gets around to doing its regular scan
caravan: new
unloadcommand, fixes endless unloading at the depot by reconnecting merchant pack animals that were disconnected from their owners- confirm:
added a confirmation dialog for removing manager orders
allow players to pause the confirmation dialog until they exit the current screen
deteriorate: new
nowcommand immediately deteriorates items of the specified types- DFHack config file examples:
refine food preparation orders so meal types are chosen intelligently according to the amount of meals that exist and the number of aviailable items to cook with
reduce required stock of dye for “Dye cloth” orders
fix material conditions for making jugs and pots
make wooden jugs by default to differentiate them from other stone tools. this allows players to more easily select jugs out with a properly-configured stockpile (i.e. the new
woodentoolsalias)
list-agreements: now displays translated guild names, worshipped deities, petition age, and race-appropriate professions (e.g. “Craftsdwarf” instead of “Craftsman”)
- Quickfort keystroke alias reference:
new aliases:
forbidsearch,permitsearch, andtogglesearchuse the search plugin to alter the settings for a filtered list of item types when configuring stockpilesnew aliases:
stonetoolsandwoodentools. thejugsalias is deprecated. please usestonetoolsinstead, which is the same as the oldjugsalias.new aliases:
usablehair,permitusablehair, andforbidusablehairalter settings for the types of hair/wool that can be made into cloth: sheep, llama, alpaca, and troll. Thecraftrefusealiases have been altered to use this alias as well.new aliases:
forbidthread,permitthread,forbidadamantinethread,permitadamantinethread,forbidcloth,permitcloth,forbidadamantinecloth, andpermitadamantineclothgive you more control how adamantine-derived items are stored
- quickfort:
Dreamfort blueprint set improvements: automatically create tavern, library, and temple locations (restricted to residents only by default), automatically associate the rented rooms with the tavern
Dreamfort blueprint set improvements: new design for the services level, including were-bitten hospital recovery rooms and an appropriately-themed interrogation room next to the jail! Also fits better in a 1x1 embark for minimalist players.
workorder: a manager is no longer required for orders to be created (matching bevavior in the game itself)
Removed¶
deteriorateclothes: please use
deteriorate --types=clothesinsteaddeterioratecorpses: please use
deteriorate --types=corpsesinsteaddeterioratefood: please use
deteriorate --types=foodinsteaddevel/unforbidall: please use unforbid instead. You can silence the output with
unforbid all --quiet
API¶
word_wrap: argumentbool collapse_whitespaceconverted to enumword_wrap_whitespace_mode mode, with valid modesWSMODE_KEEP_ALL,WSMODE_COLLAPSE_ALL, andWSMODE_TRIM_LEADING.
Lua¶
gui.View: allViewsubclasses (including allWidgets) can now acquire keyboard focus with the newView:setFocus()function. See docs for details.materials.ItemTraitsDialog: new dialog to edit item traits (where “item” is part of a job or work order or similar). The list of traits is the same as in vanilla work order conditions “tchange traits”.widgets.EditField:the
key_sepstring is now configurablecan now display an optional string label in addition to the activation key
views that have an
EditFieldsubview no longer need to manually manage theEditFieldactivation state and input routing. This is now handled automatically by the newgui.Viewkeyboard focus subsystem.
widgets.HotkeyLabel: thekey_sepstring is now configurable
Structures¶
art_image_elementst: identify vmethodmarkDiscoveredand second parameter forgetName2art_image_propertyst: identify parameters forgetNamebuilding_handler: fix vmethodget_machine_hookup_listparametersvermin: identifycategoryfield as new enumworld.unk_26a9a8: rename toallow_announcements
DFHack 0.47.05-r5¶
New Plugins¶
spectate: “spectator mode” – automatically follows dwarves doing things in your fort
New Scripts¶
devel/eventful-client: useful for testing eventful events
New Tweaks¶
tweak:
partial-itemsdisplays percentage remaining for partially-consumed items such as hospital cloth
Fixes¶
autofarm: removed restriction on only planting “discovered” plants
cxxrandom: fixed exception when calling
bool_distribution- devel/query:
fixed a problem printing parents when the starting path had lua pattern special characters in it
fixed a crash when trying to iterate over linked lists
gui/advfort: encrust and stud jobs no longer consume reagents without actually improving the target item
luasocket: return correct status code when closing socket connections so clients can know when to retry
quickfort: contructions and bridges are now properly placed over natural ramps
setfps: keep internal ratio of processing FPS to graphics FPS in sync when updating FPS
Misc Improvements¶
- autochop:
only designate the amount of trees required to reach
max_logspreferably designate larger trees over smaller ones
- autonick:
now displays help instead of modifying dwarf nicknames when run without parameters. use
autonick allto rename all dwarves.added
--quietand--helpoptions
- blueprint:
trackphase renamed tocarvecarved fortifications and (optionally) engravings are now captured in generated blueprints
cursecheck: new option,
--idsprints creature and race IDs of the cursed creature- debug:
DFHack log messages now have configurable headers (e.g. timestamp, origin plugin name, etc.) via the
debugfiltercommand of the debug pluginscript execution log messages (e.g. “Loading script: dfhack_extras.init” can now be controlled with the
debugfiltercommand. To hide the messages, add this line to yourdfhack.initfile:debugfilter set Warning core script
- DFHack config file examples:
add mugs to
basicmanager ordersonMapLoad_dreamfort.initremove “cheaty” commands and new tweaks that are now in the defaultdfhack.init-examplefile
dig-now: handle fortification carving
- Events from EventManager:
add new event type
JOB_STARTED, triggered when a job first gains a workeradd new event type
UNIT_NEW_ACTIVE, triggered when a new unit appears on the active list
gui/blueprint: support new blueprint options and phases
gui/create-item: Added “(chain)” annotation text for armours with the [CHAIN_METAL_TEXT] flag set
manipulator: tweak colors to make the cursor easier to locate
- quickfort:
support transformations for blueprints that use expansion syntax
adjust direction affinity when transforming buildings (e.g. bridges that open to the north now open to the south when rotated 180 degrees)
automatically adjust cursor movements on the map screen in
#queryand#configmodes when the blueprint is transformed. e.g.{Up}will be played back as{Right}when the blueprint is rotated clockwise and the direction key would move the map cursornew blueprint mode:
#config; for playing back key sequences that don’t involve the map cursor (like configuring hotkeys, changing standing orders, or modifying military uniforms)API function
apply_blueprintcan now takedataparameters that are simple strings instead of coordinate maps. This allows easier application of blueprints that are just one cell.
stocks: allow search terms to match the full item label, even when the label is truncated for length
tweak:
stable-cursornow keeps the cursor stable even when the viewport moves a small amountdfhack.init-example: recently-added tweaks added to exampledfhack.initfile
API¶
add functions reverse-engineered from ambushing unit code:
Units::isHidden(),Units::isFortControlled(),Units::getOuterContainerRef(),Items::getOuterContainerRef()Job::removeJob(): use the job cancel vmethod graciously provided by The Toady One in place of a synthetic method derived from reverse engineering
Lua¶
custom-raw-tokens: library for accessing tokens added to raws by mods
dfhack.units: Lua wrappers for functions reverse-engineered from ambushing unit code:isHidden(unit),isFortControlled(unit),getOuterContainerRef(unit),getOuterContainerRef(item)dialogs:show*functions now return a reference to the created dialogdwarfmode.enterSidebarMode(): passingdf.ui_sidebar_mode.DesignateMinenow always results in you enteringDesignateMinemode and notDesignateChopTrees, even when you looking at the surface (where the default designation mode isDesignateChopTrees)dwarfmode.MenuOverlay:if
sidebar_modeattribute is set, automatically manage entering a specific sidebar mode on show and restoring the previous sidebar mode on dismissnew class function
renderMapOverlayto assist with painting tiles over the visible map
ensure_key: new global function for retrieving or dynamically creating Lua table mappingssafe_index: now properly handles lua sparse tables that are indexed by numbersstring: new functionescape_pattern()escapes regex special characters within a stringwidgets:unset values in
frame_insettable default to0FilteredListclass now allows all punctuation to be typed into the filter and can match search keys that start with punctuationminimum height of
ListBoxdialog is now calculated correctly when there are no items in the list (e.g. when a filter doesn’t match anything)if
autoarrange_subviewsis set,Panels will now automatically lay out widgets vertically according to their current height. This allows you to have widgets dynamically change height or become visible/hidden and you don’t have to worry about recalculating frame layoutsnew class
ResizingPanel(subclass ofPanel) automatically recalculates its own frame height based on the size, position, and visibility of its subviewsnew class
HotkeyLabel(subclass ofLabel) that displays and reacts to hotkeysnew class
CycleHotkeyLabel(subclass ofLabel) allows users to cycle through a list of options by pressing a hotkeynew class
ToggleHotkeyLabel(subclass ofCycleHotkeyLabel) toggles betweenOnandOffstatesnew class
WrappedLabel(subclass ofLabel) provides autowrapping of textnew class
TooltipLabel(subclass ofWrappedLabel) provides tooltip-like behavior
Structures¶
adventure_optionst: add missinggetUnitContainervmethodhistorical_figure.T_skills: addaccount_balancefieldjob: addimprovementfield (union withhist_figure_idandrace)report_init.flags: renamesparringflag tohostile_combatviewscreen_loadgamest: add missingLoadingImageSetsandLoadingDivinationSetsenum values tocur_stepfield
Documentation¶
add more examples to the plugin example skeleton files so they are more informative for a newbie
update download link and installation instructions for Visual C++ 2015 build tools on Windows
update information regarding obtaining a compatible Windows build environment
confirm: correct the command name in the plugin help text
cxxrandom: added usage examples
String class extensions: document DFHack string extensions (
startswith(),endswith(),split(),trim(),wrap(), andescape_pattern())Quickfort blueprint creation guide: added screenshots to the Dreamfort case study and overall clarified text
Client libraries: add new Rust client library
Lua API.rst: addedisHidden(unit),isFortControlled(unit),getOuterContainerRef(unit),getOuterContainerRef(item)
DFHack 0.47.05-r4¶
Fixes¶
- blueprint:
fixed passing incorrect parameters to gui/blueprint when you run
blueprint guiwith optional paramskey sequences for constructed walls and down stairs are now correct
exportlegends: fix issue where birth year was outputted as birth seconds
- quickfort:
produce a useful error message instead of a code error when a bad query blueprint key sequence leaves the game in a mode that does not have an active cursor
restore functionality to the
--verbosecommandline flagdon’t designate tiles for digging if they are within the bounds of a planned or constructed building
allow grates, bars, and hatches to be built on flat floor (like DF itself allows)
allow tracks to be built on hard, natural rock ramps
allow dig priority to be properly set for track designations
fix incorrect directions for tracks that extend south or east from a track segment pair specified with expansion syntax (e.g. T(4x4))
fix parsing of multi-part extended zone configs (e.g. when you set custom supply limits for hospital zones AND set custom flags for a pond)
fix error when attempting to set a custom limit for plaster powder in a hospital zone
tailor: fixed some inconsistencies (and possible crashes) when parsing certain subcommands, e.g.
tailor helptiletypes, tiletypes: fix crash when running from an unsuspended core context
Misc Improvements¶
Core: DFHack now prints the name of the init script it is running to the console and stderr
automaterial: ensure construction tiles are laid down in order when using buildingplan to plan the constructions
- blueprint:
all blueprint phases are now written to a single file, using quickfort multi-blueprint file syntax. to get the old behavior of each phase in its own file, pass the
--splitby=phaseparameter toblueprintyou can now specify the position where the cursor should be when the blueprint is played back with quickfort by passing the
--playback-startparametergenerated blueprints now have labels so quickfort can address them by name
all building types are now supported
multi-type stockpiles are now supported
non-rectangular stockpiles and buildings are now supported
blueprints are no longer generated for phases that have nothing to do (unless those phases are explicitly enabled on the commandline or gui)
new “track” phase that discovers and records carved tracks
new “zone” phase that discovers and records activity zones, including custom configuration for ponds, gathering, and hospitals
dig-now: no longer leaves behind a designated tile when a tile was designated beneath a tile designated for channeling
- gui/blueprint:
support the new
--splitbyand--formatoptions for blueprinthide help text when the screen is too short to display it
orders: added
listsubcommand to show existing exported ordersQuickfort blueprint library: added light aquifer tap and pump stack blueprints (with step-by-step usage guides) to the quickfort blueprint library
- quickfort:
Dreamfort blueprint set improvements: added iron and flux stock level indicators on the industry level and a prisoner processing quantum stockpile in the surface barracks. also added help text for how to manage sieges and how to manage prisoners after a siege.
add
quickfort.apply_blueprint()API function that can be called directly by other scriptsby default, don’t designate tiles for digging that have masterwork engravings on them. quality level to preserve is configurable with the new
--preserve-engravingsparamimplement single-tile track aliases so engraved tracks can be specified tile-by-tile just like constructed tracks
allow blueprints to jump up or down multiple z-levels with a single command (e.g.
#>5goes down 5 levels)blueprints can now be repeated up and down a specified number of z-levels via
repeatmarkers in meta blueprints or the--repeatcommandline optionblueprints can now be rotated, flipped, and shifted via
transformandshiftmarkers in meta blueprints or the corresponding commandline options
quickfort, DFHack config file examples: Dreamfort blueprint set improvements based on playtesting and feedback. includes updated profession definitions.
Removed¶
API¶
Buildings::findCivzonesAt(): lookups now complete in constant time instead of linearly scanning through all civzones in the game
Lua¶
argparse.processArgsGetopt(): you can now have long form parameters that are not an alias for a short form parameter. For example, you can now have a parameter like--longparamwithout needing to have an equivalent one-letter-lparam.dwarfmode.enterSidebarMode():df.ui_sidebar_mode.DesignateMineis now a suported target sidebar mode
Structures¶
historical_figure_info.spheres: give spheres vector a usable nameunit.enemy: fix definition ofenemy_status_slotand addcombat_side_id
DFHack 0.47.05-r3¶
New Plugins¶
dig-now: instantly completes dig designations (including smoothing and carving tracks)
New Scripts¶
autonick: gives dwarves unique nicknames
build-now: instantly completes planned building constructions
do-job-now: makes a job involving current selection high priority
prioritize: automatically boosts the priority of current and/or future jobs of specified types, such as hauling food, tanning hides, or pulling levers
reveal-adv-map: exposes/hides all world map tiles in adventure mode
Fixes¶
Core:
altkeydown state is now cleared when DF loses and regains focus, ensuring thealtmodifier state is not stuck on for systems that don’t send standard keyup events in response toalt-tabwindow manager eventsLua:
memscan.field_offset(): fixed an issue causing devel/export-dt-ini to crash sometimes, especially on Windowsautofarm: autofarm will now count plant growths as well as plants toward its thresholds
autogems: no longer assigns gem cutting jobs to workshops with gem cutting prohibited in the workshop profile
devel/export-dt-ini: fixed incorrect vtable address on Windows
- quickfort:
allow machines (e.g. screw pumps) to be built on ramps just like DF allows
fix error message when the requested label is not found in the blueprint file
Misc Improvements¶
assign-beliefs, assign-facets: now update needs of units that were changed
buildingplan: now displays which items are attached and which items are still missing for planned buildings
- devel/query:
updated script to v3.2 (i.e. major rewrite for maintainability/readability)
merged options
-queryand-querykeysinto-searchmerged options
-depthand-keydepthinto-maxdepthreplaced option
-saferwith-excludetypesand-excludekindsimproved how tile data is dealt with identification, iteration, and searching
added option
-findvalueadded option
-showpathsto print full data paths instead of nested fieldsadded option
-nopointersto disable printing values with memory addressesadded option
-aligntoto set the value column’s alignmentadded options
-onelineand alias-1to avoid using two lines for fields with metadataadded support for matching multiple patterns
added support for selecting the highlighted job, plant, building, and map block data
added support for selecting a Lua script (e.g. Data tables)
added support for selecting a Json file (e.g. dwarf_profiles.json)
removed options
-listall,-listfields, and-listkeys- these are now simply default behaviour-tablenow accepts the same abbreviations (global names,unit,screen, etc.) as lua and gui/gm-editor
Data tables: integrated devel/query to show the table definitions when requested with
-listgeld: fixed
-helpoptiongui/gm-editor: made search case-insensitive
- orders:
support importing and exporting reaction-specific item conditions, like “lye-containing” for soap production orders
new
sortcommand. sorts orders according to their repeat frequency. this prevents daily orders from blocking other orders for simlar items from ever getting completed.
- quickfort:
Dreamfort blueprint set improvements: extensive revision based on playtesting and feedback. includes updated
onMapLoad_dreamfort.initsettings file, enhanced automation orders, and premade profession definitions. see full changelog at https://github.com/DFHack/dfhack/pull/1921 and https://github.com/DFHack/dfhack/pull/1925accept multiple commands, list numbers, and/or blueprint lables on a single commandline
tailor: allow user to specify which materials to be used, and in what order
tiletypes, tiletypes: add
--cursorand--quietoptions to support non-interactive use casesunretire-anyone: replaced the ‘undead’ descriptor with ‘reanimated’ to make it more mod-friendly
warn-starving: added an option to only check sane dwarves
API¶
The
ItemsmodulemoveTo*andremovefunctions now handle projectiles
Internals¶
Install tests in the scripts repo into hack/scripts/test/scripts when the CMake variable BUILD_TESTS is defined
Lua¶
new global function:
safe_pairs(iterable[, iterator_fn])will iterate over theiterable(a table or iterable userdata) with theiterator_fn(pairsif not otherwise specified) if iteration is possible. If iteration is not possible or would throw an error, for example ifnilis passed as theiterable, the iteration is just silently skipped.
Structures¶
cursed_tomb: new struct typejob_item: identified several fieldsocean_wave_maker: new struct typeworldgen_parms: moved to new struct type
Documentation¶
DFHack config file examples: documentation for all of Dreamfort’s supporting files (useful for all forts, not just Dreamfort!)
Quickfort blueprint library: updated dreamfort documentation and added screenshots
DFHack 0.47.05-r2¶
New Scripts¶
clear-webs: removes all webs on the map and/or frees any webbed creatures
devel/block-borders: overlay that displays map block borders
devel/luacov: generate code test coverage reports for script development. Define the
DFHACK_ENABLE_LUACOV=1environment variable to start gathering coverage metrics.fix/drop-webs: causes floating webs to fall to the ground
gui/blueprint: interactive frontend for the blueprint plugin (with mouse support!)
gui/mass-remove: mass removal/suspension tool for buildings and constructions
reveal-hidden-sites: exposes all undiscovered sites
set-timeskip-duration: changes the duration of the “Updating World” process preceding the start of a new game, enabling you to jump in earlier or later than usual
Fixes¶
Fixed an issue preventing some external scripts from creating zones and other abstract buildings (see note about room definitions under “Internals”)
Fixed an issue where scrollable text in Lua-based screens could prevent other widgets from scrolling
- bodyswap:
stopped prior party members from tagging along after bodyswapping and reloading the map
made companions of bodyswapping targets get added to the adventurer party - they can now be viewed using the in-game party system
- buildingplan:
fixed an issue where planned constructions designated with DF’s sizing keys (
umkh) would sometimes be larger than requestedfixed an issue preventing other plugins like automaterial from planning constructions if the “enable all” buildingplan setting was turned on
made navigation keys work properly in the materials selection screen when alternate keybindings are used
color-schemes: fixed an error in the
registersubcommand when the DF path contains certain punctuation characterscommand-prompt: fixed issues where overlays created by running certain commands (e.g. gui/liquids, gui/teleport) would not update the parent screen correctly
dwarfvet: fixed a crash that could occur with hospitals overlapping with other buildings in certain ways
embark-assistant: fixed faulty early exit in first search attempt when searching for waterfalls
gui/advfort: fixed an issue where starting a workshop job while not standing at the center of the workshop required advancing time manually
gui/unit-info-viewer: fixed size description displaying unrelated values instead of size
orders: fixed crash when importing orders with malformed IDs
- quickfort:
comments in blueprint cells no longer prevent the rest of the row from being read. A cell with a single ‘#’ marker in it, though, will still stop the parser from reading further in the row.
fixed an off-by-one line number accounting in blueprints with implicit
#digmodelineschanged to properly detect and report an error on sub-alias params with no values instead of just failing to apply the alias later (if you really want an empty value, use
{Empty}instead)improved handling of non-rectangular and non-solid extent-based structures (like fancy-shaped stockpiles and farm plots)
fixed conversion of numbers to DF keycodes in
#queryblueprintsfixed various errors with cropping across the map edge
properly reset config to default values in
quickfort reseteven if if thedfhack-config/quickfort/quickfort.txtconfig file doesn’t mention all config vars. Also now works even if the config file doesn’t exist.
stonesense: fixed a crash that could occur when ctrl+scrolling or closing the Stonesense window
quickfortress.csvblueprint: fixed refuse stockpile config and prevented stockpiles from covering stairways
Misc Improvements¶
Added adjectives to item selection dialogs, used in tools like gui/create-item - this makes it possible to differentiate between different types of high/low boots, shields, etc. (some of which are procedurally generated)
- blueprint:
made
depthandnameparameters optional.depthnow defaults to1(current level only) andnamedefaults to “blueprint”depthcan now be negative, which will result in the blueprints being written from the highest z-level to the lowest. Before, blueprints were always written from the lowest z-level to the highest.added the
--cursoroption to set the starting coordinate for the generated blueprints. A game cursor is no longer necessary if this option is used.
devel/annc-monitor: added
report enable|disablesubcommand to filter combat reportsembark-assistant: slightly improved performance of surveying and improved code a little
gui/advfort: added workshop name to workshop UI
- quickfort:
the Dreamfort blueprint set can now be comfortably built in a 1x1 embark
added the
--cursoroption for running a blueprint at specific coordinates instead of starting at the game cursor positionadded more helpful error messages for invalid modeline markers
added support for extra space characters in blueprints
added a warning when an invalid alias is encountered instead of silently ignoring it
made more quiet when the
--quietparameter is specified
setfps: improved error handling
stonesense: sped up startup time
tweak hide-priority: changed so that priorities stay hidden (or visible) when exiting and re-entering the designations menu
unretire-anyone: the historical figure selection list now includes the
SYN_NAME(necromancer, vampire, etc) of figures where applicable
API¶
Added
dfhack.maps.getPlantAtTile(x, y, z)anddfhack.maps.getPlantAtTile(pos), and updateddfhack.gui.getSelectedPlant()to use itAdded
dfhack.units.teleport(unit, pos)
Internals¶
Room definitions and extents are now created for abstract buildings so callers don’t have to initialize the room structure themselves
The DFHack test harness is now much easier to use for iterative development. Configuration can now be specified on the commandline, there are more test filter options, and the test harness can now easily rerun tests that have been run before.
The
test/maincommand to invoke the test harness has been renamed to justtestUnit tests can now use
delay_until(predicate_fn, timeout_frames)to delay until a condition is metUnit tests must now match any output expected to be printed via
dfhack.printerr()Unit tests now support fortress mode (allowing tests that require a fortress map to be loaded) - note that these tests are skipped by continuous integration for now, pending a suitable test fortress
Lua¶
new library:
argparseis a collection of commandline argument processing functions- new string utility functions:
string:wrap(width)wraps a string at space-separated word boundariesstring:trim()removes whitespace characters from the beginning and end of the stringstring:split(delimiter, plain)splits a string with the given delimiter and returns a table of substrings. ifplainis specified and set totrue,delimiteris interpreted as a literal string instead of as a pattern (the default)
new utility function:
utils.normalizePath(): normalizes directory slashes across platoforms to/and coaleses adjacent directory separatorsreveal: now exposes
unhideFlood(pos)functionality to Luaxlsxreader: added Lua class wrappers for the xlsxreader plugin API
argparse.processArgsGetopt()(previouslyutils.processArgsGetopt()):now returns negative numbers (e.g.
-10) in the list of positional parameters instead of treating it as an option string equivalent to-1 -0now properly handles
--like GNUgetoptas a marker to treat all further parameters as non-optionsnow detects when required arguments to long-form options are missing
gui.dwarfmode: new function:enterSidebarMode(sidebar_mode, max_esc)which uses keypresses to get into the specified sidebar mode from whatever the current screen isgui.Painter: fixed error when callingviewport()method
Structures¶
Identified remaining rhythm beat enum values
ui_advmode.interactions: identified some fields related to party membersui_advmode_menu: identified several enum itemsui_advmode:identified several fields
renamed
waittorest_modeand changed to an enum with correct values
viewscreen_legendsst.cur_page: added missingBooksenum item, which fixes some other values
Documentation¶
Added more client library implementations to the remote interface docs
DFHack 0.47.05-r1¶
Fixes¶
confirm: stopped exposing alternate names when convicting units
embark-assistant: fixed bug in soil depth determination for ocean tiles
orders: don’t crash when importing orders with malformed JSON
prospector: improved pre embark rough estimates, particularly for small clusters
quickfort: raw numeric Dig priorities (e.g.
3, which is a valid shorthand ford3) now works when used in .xlsx blueprints
Misc Improvements¶
autohauler: allowed the
Alchemistlabor to be enabled in manipulator and other labor screens so it can be used for its intended purpose of flagging that no hauling labors should be assigned to a dwarf. Before, the only way to set the flag was to use an external program like Dwarf Therapist.embark-assistant: slightly improved performance of surveying
gui/no-dfhack-init: clarified how to dismiss dialog that displays when no
dfhack.initfile is found- quickfort:
Dreamfort blueprint set improvements: significant refinements across the entire blueprint set. Dreamfort is now much faster, much more efficient, and much easier to use. The checklist now includes a mini-walkthrough for quick reference. The spreadsheet now also includes embark profile suggestions
added aliases for configuring masterwork and artifact core quality for all stockpile categories that have them; made it possible to take from multiple stockpiles in the
quantumstopaliasan active cursor is no longer required for running #notes blueprints (like the dreamfort walkthrough)
you can now be in any mode with an active cursor when running
#queryblueprints (before you could only be in a few “approved” modes, like look, query, or place)refined
#queryblueprint sanity checks: cursor should still be on target tile at end of configuration, and it’s ok for the screen ID to change if you are destroying (or canceling destruction of) a buildingnow reports how many work orders were added when generating manager orders from blueprints in the gui dialog
added
--dry-runoption to process blueprints but not change any game stateyou can now specify the number of desired barrels, bins, and wheelbarrows for individual stockpiles when placing them
quickfort orderson a#placeblueprint will now enqueue manager orders for barrels, bins, or wheelbarrows that are explicitly set in the blueprint.you can now add alias definitions directly to your blueprint files instead of having to put them in a separate aliases.txt file. makes sharing blueprints with custom alias definitions much easier.
new commandline options for setting the initial state of the gui dialog. for example:
quickfort gui -l dreamfort noteswill start the dialog filtered for the dreamfort walkthrough blueprints
Structures¶
Dropped support for 0.47.03-0.47.04
Identified scattered enum values (some rhythm beats, a couple of corruption unit thoughts, and a few language name categories)
viewscreen_loadgamest: renamedcur_stepenumeration to match style ofviewscreen_adopt_regionstandviewscreen_savegamestviewscreen_savegamest: identifiedcur_stepenumeration
Documentation¶
DFHack 0.47.04-r5¶
New Scripts¶
gui/quickfort: fast access to the quickfort interactive dialog
workorder-recheck: resets the selected work order to the
Checkingstate
Fixes¶
- embark-assistant:
fixed order of factors when calculating min temperature
improved performance of surveying
- quickfort:
fixed eventual crashes when creating zones
fixed library aliases for tallow and iron, copper, and steel weapons
zones are now created in the active state by default
solve rare crash when changing UI modes
search: fixed crash when searching the
ksidebar and navigating to another tile with certain keys, like<or>seedwatch: fixed an issue where the plugin would disable itself on map load
stockflow: fixed
jcharacter being intercepted when naming stockpilesstockpiles: no longer outputs hotkey help text beneath stockflow hotkey help text
Misc Improvements¶
Lua label widgets (used in all standard message boxes) are now scrollable with Up/Down/PgUp/PgDn keys
autofarm: now fallows farms if all plants have reached the desired count
- buildingplan:
added ability to set global settings from the console, e.g.
buildingplan set boulders falseadded “enable all” option for buildingplan (so you don’t have to enable all building types individually). This setting is not persisted (just like quickfort_mode is not persisted), but it can be set from onMapLoad.init
modified
Planning Modestatus in the UI to show whether the plugin is in quickfort mode, “enable all” mode, or whether just the building type is enabled.
- quickfort:
Dreamfort blueprint set improvements: added a streamlined checklist for all required dreamfort commands and gave names to stockpiles, levers, bridges, and zones
added aliases for bronze weapons and armor
added alias for tradeable crafts
new blueprint mode:
#ignore, useful for scratch space or personal notesimplement
{Empty}keycode for use in quickfort aliases; useful for defining blank-by-default alias valuesmore flexible commandline parsing allowing for more natural parameter ordering (e.g. where you used to have to write
quickfort list dreamfort -lyou can now writequickfort list -l dreamfort)print out blueprint names that a
#metablueprint is applying so it’s easier to understand what meta blueprints are doingwhitespace is now allowed between a marker name and the opening parenthesis in blueprint modelines. for example,
#dig start (5; 5)is now valid (you used to be required to write#dig start(5; 5))
Lua¶
dfhack.run_command(): changed to interface directly with the console when possible, which allows interactive commands and commands that detect the console encoding to work properlyprocessArgsGetopt()added to utils.lua, providing a callback interface for parameter parsing and getopt-like flexibility for parameter ordering and combination (see docs inlibrary/lua/utils.luaandlibrary/lua/3rdparty/alt_getopt.luafor details).
Structures¶
job: identifiedorder_idfield
Documentation¶
Added documentation for Lua’s
dfhack.run_command()and variants
DFHack 0.47.04-r4¶
New Scripts¶
fix/corrupt-equipment: fixes some military equipment-related corruption issues that can cause DF crashes
Fixes¶
Fixed an issue on some Linux systems where DFHack installed through a package manager would attempt to write files to a non-writable folder (notably when running exportlegends or gui/autogems)
adaptation: fixed handling of units with no cave adaptation suffered yet
assign-goals: fixed error preventing new goals from being created
assign-preferences: fixed handling of preferences for flour
- buildingplan:
fixed an issue preventing artifacts from being matched when the maximum item quality is set to
artifactsstopped erroneously matching items to buildings while the game is paused
fixed a crash when pressing 0 while having a noble room selected
deathcause: fixed an error when inspecting certain corpses
dwarfmonitor: fixed a crash when opening the
prefsscreen if units have vague preferencesdwarfvet: fixed a crash that could occur when discharging patients
- embark-assistant:
fixed an issue causing incursion resource matching (e.g. sand/clay) to skip some tiles if those resources were provided only through incursions
corrected river size determination by performing it at the MLT level rather than the world tile level
- quickfort:
fixed handling of modifier keys (e.g.
{Ctrl}or{Alt}) in query blueprintsfixed misconfiguration of nest boxes, hives, and slabs that were preventing them from being built from build blueprints
fixed valid placement detection for floor hatches, floor grates, and floor bars (they were erroneously being rejected from open spaces and staircase tops)
fixed query blueprint statistics being added to the wrong metric when both a query and a zone blueprint are run by the same meta blueprint
added missing blueprint labels in gui dialog list
fixed occupancy settings for extent-based structures so that stockpiles can be placed within other stockpiles (e.g. in a checkerboard or bullseye pattern)
search: fixed an issue where search options might not display if screens were destroyed and recreated programmatically (e.g. with quickfort)
unsuspend: now leaves buildingplan-managed buildings alone and doesn’t unsuspend underwater tasks
workflow: fixed an error when creating constraints on “mill plants” jobs and some other plant-related jobs
zone: fixed an issue causing the
enumnicksubcommand to run when attempting to runassign,unassign, orslaughter
Misc Improvements¶
- buildingplan:
added support for all buildings, furniture, and constructions (except for instruments)
added support for respecting building job_item filters when matching items, so you can set your own programmatic filters for buildings before submitting them to buildingplan
changed default filter setting for max quality from
artifacttomasterworkchanged min quality adjustment hotkeys from ‘qw’ to ‘QW’ to avoid conflict with existing hotkeys for setting roller speed - also changed max quality adjustment hotkeys from ‘QW’ to ‘AS’ to make room for the min quality hotkey changes
added a new global settings page accessible via the
Ghotkey when on any building build screen;Quickfort Modetoggle for legacy Python Quickfort has been moved to this pageadded new global settings for whether generic building materials should match blocks, boulders, logs, and/or bars - defaults are everything but bars
devel/export-dt-ini: updated for Dwarf Therapist 41.2.0
embark-assistant: split the lair types displayed on the local map into mound, burrow, and lair
gui/advfort: added support for linking to hatches and pressure plates with mechanisms
modtools/add-syndrome: added support for specifying syndrome IDs instead of names
probe: added more output for designations and tile occupancy
- quickfort:
The Dreamfort sample blueprints now have complete walkthroughs for each fort level and importable orders that automate basic fort stock management
added more blueprints to the blueprints library: several bedroom layouts, the Saracen Crypts, and the complete fortress example from Python Quickfort: TheQuickFortress
query blueprint aliases can now accept parameters for dynamic expansion - see dfhack-config/quickfort/aliases.txt for details
alias names can now include dashes and underscores (in addition to letters and numbers)
improved speed of first call to
quickfort listsignificantly, especially for large blueprint librariesadded
query_unsafesetting to disable query blueprint error checking - useful for query blueprints that send unusual key sequencesadded support for bookcases, display cases, and offering places (altars)
added configuration support for zone pit/pond, gather, and hospital sub-menus in zone blueprints
removed
buildings_use_blockssetting and replaced it with more flexible functionality in buildingplanadded support for creating uninitialized stockpiles with c
API¶
buildingplan: added Lua interface API
Buildings::setSize(): changed to reuse existing extents when possibledfhack.job.isSuitableMaterial(): added an item type parameter so thenon_economicflag can be properly handled (it was being matched for all item types instead of just boulders)
Lua¶
utils.addressof(): fixed for raw userdata
Structures¶
building_extents_type: new enum, used forbuilding_extents.extentsworld_mountain_peak: new struct (was previously inline) - used inworld_data.mountain_peaks
Documentation¶
Quickfort keystroke alias reference: alias syntax and alias standard library documentation for quickfort blueprints
Quickfort blueprint library: overview of the quickfort blueprint library
DFHack 0.47.04-r3¶
New Plugins¶
xlsxreader: provides an API for Lua scripts to read Excel spreadsheets
New Scripts¶
quickfort: DFHack-native implementation of quickfort with many new features and integrations - see the Quickfort blueprint creation guide for details
timestream: controls the speed of the calendar and creatures
uniform-unstick: prompts units to reevaluate their uniform, by removing/dropping potentially conflicting worn items
Fixes¶
ban-cooking: fixed an error in several subcommands
buildingplan: fixed handling of buildings that require buckets
getplants: fixed a crash that could occur on some maps
search: fixed an issue causing item counts on the trade screen to display inconsistently when searching
- stockpiles:
fixed a crash when loading food stockpiles
fixed an error when saving furniture stockpiles
Misc Improvements¶
- createitem:
added support for plant growths (fruit, berries, leaves, etc.)
added an
inspectsubcommand to print the item and material tokens of existing items, which can be used to create additional matching items
embark-assistant: added support for searching for taller waterfalls (up to 50 z-levels tall)
search: added support for searching for names containing non-ASCII characters using their ASCII equivalents
stocks: added support for searching for items containing non-ASCII characters using their ASCII equivalents
unretire-anyone: made undead creature names appear in the historical figure list
- zone:
added an
enumnicksubcommand to assign enumerated nicknames (e.g “Hen 1”, “Hen 2”…)added slaughter indication to
uinfooutput
API¶
Added
DFHack::to_search_normalized()(Lua:dfhack.toSearchNormalized()) to convert non-ASCII alphabetic characters to their ASCII equivalents
Structures¶
history_event_masterpiece_createdst: fixed alignment, including subclasses, and identifiedskill_at_timeitem_body_component: fixed some alignment issues and identified some fields (also applies to subclasses likeitem_corpsest)stockpile_settings: removedfurniture.sand_bags(no longer present)
Documentation¶
Fixed syntax highlighting of most code blocks to use the appropriate language (or no language) instead of Python
DFHack 0.47.04-r2¶
New Scripts¶
animal-control: helps manage the butchery and gelding of animals
devel/kill-hf: kills a historical figure
geld: gelds or ungelds animals
list-agreements: lists all guildhall and temple agreements
list-waves: displays migration wave information for citizens/units
New Tweaks¶
Fixes¶
Fixed a segfault when attempting to start a headless session with a graphical PRINT_MODE setting
Fixed an issue with the macOS launcher failing to un-quarantine some files
Fixed
Units::isEggLayer,Units::isGrazer,Units::isMilkable,Units::isTrainableHunting,Units::isTrainableWar, andUnits::isTamableignoring the unit’s casteLinux: fixed
dfhack.getDFPath()(Lua) andProcess::getPath()(C++) to always return the DF root path, even if the working directory has changed- digfort:
fixed y-line tracking when .csv files contain lines with only commas
fixed an issue causing blueprints touching the southern or eastern edges of the map to be rejected (northern and western edges were already allowed). This allows blueprints that span the entire embark area.
embark-assistant: fixed a couple of incursion handling bugs.
embark-skills: fixed an issue with structures causing the
pointsoption to do nothing- exportlegends:
fixed an issue where two different
<reason>tags could be included in a<historical_event>stopped including some tags with
-1values which don’t provide useful information
getplants: fixed issues causing plants to be collected even if they have no growths (or unripe growths)
gui/advfort: fixed “operate pump” job
gui/load-screen: fixed an issue causing longer timezones to be cut off
- labormanager:
fixed handling of new jobs in 0.47
fixed an issue preventing custom furnaces from being built
- modtools/moddable-gods:
fixed an error when creating the historical figure
removed unused
-domainand-descriptionargumentsmade
-depictedAsargument work
- names:
fixed an error preventing the script from working
fixed an issue causing renamed units to display their old name in legends mode and some other places
pref-adjust: fixed some compatibility issues and a potential crash
- RemoteFortressReader:
fixed a couple crashes that could result from decoding invalid enum items (
site_realization_building_typeandimprovement_type)fixed an issue that could cause block coordinates to be incorrect
rendermax: fixed a hang that could occur when enabling some renderers, notably on Linux
- stonesense:
fixed a crash when launching Stonesense
fixed some issues that could cause the splash screen to hang
Misc Improvements¶
Linux/macOS: Added console keybindings for deleting words (Alt+Backspace and Alt+d in most terminals)
- add-recipe:
added tool recipes (minecarts, wheelbarrows, stepladders, etc.)
added a command explanation or error message when entering an invalid command
armoks-blessing: added adjustments to values and needs
- blueprint:
now writes blueprints to the
blueprints/subfolder instead of the df root foldernow automatically creates folder trees when organizing blueprints into subfolders (e.g.
blueprint 30 30 1 rooms/dining digwill create the fileblueprints/rooms/dining-dig.csv); previously it would fail if theblueprints/rooms/directory didn’t already exist
confirm: added a confirmation dialog for convicting dwarves of crimes
devel/query: added many new query options
- digfort:
handled double quotes (”) at the start of a string, allowing .csv files exported from spreadsheets to work without manual modification
documented that removing ramps, cutting trees, and gathering plants are indeed supported
added a
forceoption to truncate blueprints if the full blueprint would extend off the edge of the map
- dwarf-op:
added ability to select dwarves based on migration wave
added ability to protect dwarves based on symbols in their custom professions
- exportlegends:
changed some flags to be represented by self-closing tags instead of true/false strings (e.g.
<is_volcano/>) - note that this may require changes to other XML-parsing utilitieschanged some enum values from numbers to their string representations
added ability to save all files to a subfolder, named after the region folder and date by default
gui/advfort: added support for specifying the entity used to determine available resources
gui/gm-editor: added support for automatically following ref-targets when pressing the
ikeymanipulator: added a new column option to display units’ goals
modtools/moddable-gods: added support for
neutergender- pref-adjust:
added support for adjusting just the selected dwarf
added a new
gothprofile
remove-stress: added a
-valueargument to enable setting stress level directlyworkorder: changed default frequency from “Daily” to “OneTime”
API¶
Added
Filesystem::mkdir_recursiveExtended
Filesystem::listdir_recursiveto optionally make returned filenames relative to the start directoryUnits: added goal-related functions:getGoalType(),getGoalName(),isGoalAchieved()
Internals¶
Added support for splitting scripts into multiple files in the
scripts/internalfolder without polluting the output of ls
Lua¶
Added a
ref_targetfield to primitive field references, corresponding to theref-targetXML attributeMade
dfhack.units.getRaceNameById(),dfhack.units.getRaceBabyNameById(), anddfhack.units.getRaceChildNameById()available to Lua
Ruby¶
Updated
item_findandbuilding_findto use centralized logic that works on more screens
Structures¶
Added a new
<df-other-vectors-type>, which allowsworld.*.othercollections of vectors to use the correct subtypes for itemscreature_raw: renamedgendertosexto match the field inunit, which is more frequently usedcrime: identifiedwitnesses, which contains the data held by the old field namedreportsintrigue: new type (split out fromhistorical_figure_relationships)items_other_id: removedBAD, and by extension,world.items.other.BAD, which was overlapping withworld.items.badjob_type: added job types new to 0.47plant_raw: material_defs now contains arrays rather than loose fieldspronoun_type: new enum (previously documented in field comments)setup_character_info: fixed a couple alignment issues (needed by embark-skills)ui_advmode_menu: identified some new enum items
Documentation¶
Added some new dev-facing pages, including dedicated pages about the remote API, memory research, and documentation
Expanded the installation guide
Made a couple theme adjustments
DFHack 0.47.04-r1¶
New Scripts¶
color-schemes: manages color schemes
devel/print-event: prints the description of an event by ID or index
devel/sc: checks size of structures
devel/visualize-structure: displays the raw memory of a structure
gui/color-schemes: an in-game interface for color-schemes
light-aquifers-only: changes heavy aquifers to light aquifers
on-new-fortress: runs DFHack commands only in a new fortress
once-per-save: runs DFHack commands unless already run in the current save
resurrect-adv: brings your adventurer back to life
reveal-hidden-units: exposes all sneaking units
workorder: allows queuing manager jobs; smart about shear and milk creature jobs
Fixes¶
Fixed a crash in
find()for some types when no world is loadedFixed a crash when starting DFHack in headless mode with no terminal
Fixed translation of certain types of in-game names
autogems: fixed an issue with binned gems being ignored in linked stockpiles
catsplosion: fixed error when handling races with only one caste (e.g. harpies)
- deep-embark:
prevented running in non-fortress modes
ensured that only the newest wagon is deconstructed
devel/visualize-structure: fixed padding detection for globals
- exportlegends:
added UTF-8 encoding and XML escaping for more fields
added checking for unhandled structures to avoid generating invalid XML
fixed missing fields in
history_event_assume_identitystexport
- full-heal:
fixed issues with removing corpses
fixed resurrection for non-historical figures
when resurrected by specifying a corpse, units now appear at the location of the corpse rather than their location of death
resurrected units now have their tile occupancy set (and are placed in the prone position to facilitate this)
spawnunit: fixed an error when forwarding some arguments but not a location to modtools/create-unit
stocks: fixed display of book titles
teleport: fixed setting new tile occupancy
tweak embark-profile-name: fixed handling of the native shift+space key
Misc Improvements¶
Added “bit” suffix to downloads (e.g. 64-bit)
- Tests:
moved from DF folder to hack/scripts folder, and disabled installation by default
made test runner script more flexible
- deep-embark:
improved support for using directly from the DFHack console
added a
-clearoption to cancel
devel/export-dt-ini: updated some field names for DT for 0.47
devel/visualize-structure: added human-readable lengths to containers
dfhack-run: added color output support
- embark-assistant:
updated embark aquifer info to show all aquifer kinds present
added neighbor display, including kobolds (SKULKING) and necro tower count
updated aquifer search criteria to handle the new variation
added search criteria for embark initial tree cover
added search criteria for necro tower count, neighbor civ count, and specific neighbors. Should handle additional entities, but not tested
- exportlegends:
added identity information
added creature raw names and flags
made interaction export more robust and human-readable
removed empty
<item_subtype>and<claims>tagsadded evilness and force IDs to regions
added profession and weapon info to relevant entities
added support for many new history events in 0.47
added historical event relationships and supplementary data
- full-heal:
made resurrection produce a historical event viewable in Legends mode
made error messages more explanatory
getplants: added switches for designations for farming seeds and for max number designated per plant
gui/prerelease-warning: updated links and information about nightly builds
install-info: added DFHack build ID to report
manipulator: added intrigue to displayed skills
modtools/create-item: added
-matchingGlovesand-matchingShoesarguments- modtools/create-unit:
added
-equipoption to equip created unitsadded
-skillsoption to give skills to unitsadded
-professionand-customProfessionoptions to adjust unit professionsadded
-durationargument to make the unit vanish after some timeadded
-locationRangeargument to allow spawning in a random position within a defined areaadded
-locationTypeargument to specify the type of location to spawn in
modtools/syndrome-trigger: enabled simultaneous use of
-synclassand-syndromerepeat: added
-listoptionsearch: added support for the fortress mode justice screen
dfhack.init-example: enabled autodump
API¶
Added
Items::getBookTitleto get titles of books. Catches titles buried in improvements, unlike getDescription.
Internals¶
Added separate changelogs in the scripts and df-structures repos
Improved support for tagged unions, allowing tools to access union fields more safely
Moved
reversingscripts to df_misc repo
Lua¶
pairs()now returns available class methods for DF types
Structures¶
Added an XML schema for validating df-structures syntax
Added globals:
cur_rain,cur_rain_counter,cur_snow,cur_snow_counter,weathertimer,jobvalue,jobvalue_setter,interactitem,interactinvslot,handleannounce,preserveannounce,updatelightstateAdded
divination_set_next_idandimage_set_next_idglobalsDropped support for 0.44.12-0.47.02
abstract_building_type: added types (and subclasses) new to 0.47activity_entry_type: new enum typeadventure_optionst: identified many vmethodsagreement_details_data_plot_sabotage: new struct type, along with relatedagreement_details_type.PlotSabotageagreement_details_type: added enumagreement_details:added struct type (and many associated data types)
identified most fields of most sub-structs
agreement_party: added struct typeannouncement_type: added types new to 0.47architectural_element: new enumartifact_claim_type: added enumartifact_claim:added struct type
identified several fields
artifact_record: identified several fieldsbattlefield: new struct typebreath_attack_type: addedSHARP_ROCKbreed: new struct typebuilding_offering_placest: new classbuilding_type: addedOfferingPlacecaste_raw_flags:renamed many items to match DF names
renamed and identified many flags to match information from Toady
creature_handler: identified vmethodscreature_interaction_effect: added subclasses new to 0.47creature_raw_flags:identified several more items
renamed many items to match DF names
renamed and identified many flags to match information from Toady
crime_type: new enum typecrime: removed fields ofreportsthat are no longer presentdance_form: identified most fieldsdfhack_room_quality_level: added enum attributes for names of rooms of each qualityd_init: added settings new to 0.47entity_name_type: addedMERCHANT_COMPANY,CRAFT_GUILDentity_position_responsibility: added values new to 0.47entity_site_link_type: new enum typeexport_map_type: new enum typefortress_type: added enumgeneral_ref_type: addedUNIT_INTERROGATEEghost_type: addedNonevaluegoal_type: added goals types new to 0.47histfig_site_link: added subclasses new to 0.47historical_entity.flags: identified several flagshistorical_entity.relations: renamed fromunknown1band identified several fieldshistorical_figure.vague_relationships: identifiedhistorical_figure_info.known_info: renamed fromsecret, identified some fieldshistorical_figure: renamedunit_id2tonemesis_idhistory_event_circumstance_info: new struct type (and changed severalhistory_eventsubclasses to use this)history_event_collection: added subtypes new to 0.47history_event_context:added lots of new fields
identified fields
history_event_reason_info: new struct type (and changed severalhistory_eventsubclasses to use this)history_event_reason:added captions for all items
added items new to 0.47
history_event_type: added types for events new to 0.47, as well as correspondinghistory_eventsubclasses (too many to list here)honors_type:added struct type
identified several fields
identity_type: new enumidentity: renamedcivtoentity_id, identifiedtypeimage_set: new struct typeinteraction_effect_create_itemst: new struct typeinteraction_effect_summon_unitst: new struct typeinteraction_effect: added subtypes new to 0.47interaction_source_experimentst: added class typeinteraction_source_usage_hint: added values new to 0.47interface_key: added items for keys new to 0.47interrogation_report: new struct typeitemdef_flags: new enum, withGENERATEDflagitem: identified several vmethodsjob_skill: addedINTRIGUE,RIDINGjustification: new enumlair_type: added enumlayer_type: new enum typelever_target_type: identifiedLeverMechanismandTargetMechanismvaluesmonument_type: added enummusical_form: identified fields, including some renames. Also identified fields inscaleandrhythmnext_global_id: added enumplant.damage_flags: addedis_deadplot_role_type: new enum typeplot_strategy_type: new enum typepoetic_form_action: addedBeseechregion_weather: new struct typerelationship_event_supplement: new struct typerelationship_event: new struct typesetup_character_info: expanded significantly in 0.47specific_ref: moved union data todatafieldsquad_order_cause_trouble_for_entityst: identified fieldstext_system: added layout for structtile_occupancy: addedvaried_heavy_aquifertool_uses: added items:PLACE_OFFERING,DIVINATION,GAMES_OF_CHANCEui_look_list: moved union fields todataand renamed to matchtypeenumui_sidebar_menus.location: added new profession-related fields, renamed and fixed types of deity-related fieldsui_sidebar_mode: addedZonesLocationInfounit_action: rearranged as tagged union with new sub-types; existing code should be compatibleunit_thought_type: added several new thought typesvague_relationship_type: new enum typevermin_flags: identifiedis_roaming_colonyviewscreen_counterintelligencest: new class (only layout identified so far)viewscreen_justicest: identified interrogation-related fieldsviewscreen_workquota_detailsst: identified fieldsworld_data.field_battles: identified and named several fields
DFHack 0.44.12-r3¶
New Plugins¶
autoclothing: automatically manage clothing work orders
autofarm: replaces the previous Ruby script of the same name, with some fixes
map-render: allows programmatically rendering sections of the map that are off-screen
tailor: automatically manages keeping your dorfs clothed
New Scripts¶
assign-attributes: changes the attributes of a unit
assign-beliefs: changes the beliefs of a unit
assign-facets: changes the facets (traits) of a unit
assign-goals: changes the goals of a unit
assign-preferences: changes the preferences of a unit
assign-profile: sets a dwarf’s characteristics according to a predefined profile
assign-skills: changes the skills of a unit
combat-harden: sets a unit’s combat-hardened value to a given percent
deep-embark: allows embarking underground
devel/find-twbt: finds a TWBT-related offset needed by the new map-render plugin
dwarf-op: optimizes dwarves for fort-mode work; makes managing labors easier
forget-dead-body: removes emotions associated with seeing a dead body
gui/create-tree: creates a tree at the selected tile
linger: takes over your killer in adventure mode
modtools/create-tree: creates a tree
modtools/pref-edit: add, remove, or edit the preferences of a unit
modtools/set-belief: changes the beliefs (values) of units
modtools/set-need: sets and edits unit needs
modtools/set-personality: changes the personality of units
modtools/spawn-liquid: spawns water or lava at the specified coordinates
set-orientation: edits a unit’s orientation
unretire-anyone: turns any historical figure into a playable adventurer
Fixes¶
Fixed a crash in the macOS/Linux console when the prompt was wider than the screen width
Fixed inconsistent results from
Units::isGayfor asexual unitsFixed some cases where Lua filtered lists would not properly intercept keys, potentially triggering other actions on the same screen
- autofarm:
fixed biome detection to properly determine crop assignments on surface farms
reimplemented as a C++ plugin to make proper biome detection possible
bodyswap: fixed companion list not being updated often enough
cxxrandom: removed some extraneous debug information
digfort: now accounts for z-level changes when calculating maximum y dimension
- embark-assistant:
fixed bug causing crash on worlds without generated metals (as well as pruning vectors as originally intended).
fixed bug causing mineral matching to fail to cut off at the magma sea, reporting presence of things that aren’t (like DF does currently).
fixed bug causing half of the river tiles not to be recognized.
added logic to detect some river tiles DF doesn’t generate data for (but are definitely present).
eventful: fixed invalid building ID in some building events
exportlegends: now escapes special characters in names properly
getplants: fixed designation of plants out of season (note that picked plants are still designated incorrectly)
gui/autogems: fixed error when no world is loaded
- gui/companion-order:
fixed error when resetting group leaders
leavenow properly removes companion links
gui/create-item: fixed module support - can now be used from other scripts
- gui/stamper:
stopped “invert” from resetting the designation type
switched to using DF’s designation keybindings instead of custom bindings
fixed some typos and text overlapping
- modtools/create-unit:
fixed an error associating historical entities with units
stopped recalculating health to avoid newly-created citizens triggering a “recover wounded” job
fixed units created in arena mode having blank names
fixed units created in arena mode having the wrong race and/or interaction effects applied after creating units manually in-game
stopped units from spawning with extra items or skills previously selected in the arena
stopped setting some unneeded flags that could result in glowing creature tiles
set units created in adventure mode to have no family, instead of being related to the first creature in the world
- modtools/reaction-product-trigger:
fixed an error dealing with reactions in adventure mode
blocked
\\BUILDING_IDfor adventure mode reactionsfixed
-clearto work without passing other unneeded arguments
- modtools/reaction-trigger:
fixed a bug when determining whether a command was run
fixed handling of
-resetPolicy
mousequery: fixed calculation of map dimensions, which was sometimes preventing scrolling the map with the mouse when TWBT was enabled
RemoteFortressReader: fixed a crash when a unit’s path has a length of 0
stonesense: fixed crash due to wagons and other soul-less creatures
tame: now sets the civ ID of tamed animals (fixes compatibility with autobutcher)
title-folder: silenced error when
PRINT_MODEis set toTEXT
Misc Improvements¶
Added a note to dfhack-run when called with no arguments (which is usually unintentional)
On macOS, the launcher now attempts to un-quarantine the rest of DFHack
bodyswap: added arena mode support
combine-drinks: added more default output, similar to combine-plants
createitem: added a list of valid castes to the “invalid caste” error message, for convenience
devel/export-dt-ini: added more size information needed by newer Dwarf Therapist versions
dwarfmonitor: enabled widgets to access other scripts and plugins by switching to the core Lua context
- embark-assistant:
added an in-game option to activate on the embark screen
changed waterfall detection to look for level drop rather than just presence
changed matching to take incursions, i.e. parts of other biomes, into consideration when evaluating tiles. This allows for e.g. finding multiple biomes on single tile embarks.
changed overlay display to show when incursion surveying is incomplete
changed overlay display to show evil weather
added optional parameter “fileresult” for crude external harness automated match support
improved focus movement logic to go to only required world tiles, increasing speed of subsequent searches considerably
exportlegends: added rivers to custom XML export
exterminate: added support for a special
enemycaste- gui/gm-unit:
added support for editing:
added attribute editor
added orientation editor
added editor for bodies and body parts
added color editor
added belief editor
added personality editor
modtools/create-item: documented already-existing
-qualityoption- modtools/create-unit:
added the ability to specify
\\LOCALfor the fort group entitynow enables the default labours for adult units with CAN_LEARN.
now sets historical figure orientation.
improved speed of creating multiple units at once
made the script usable as a module (from other scripts)
- modtools/reaction-trigger:
added
-ignoreWorker: ignores the worker when selecting the targetschanged the default behavior to skip inactive/dead units; added
-dontSkipInactiveto include creatures that are inactiveadded
-range: controls how far elligible targets can be from the workshopsyndromes now are applied before commands are run, not after
if both a command and a syndrome are given, the command only runs if the syndrome could be applied
mousequery: made it more clear when features are enabled
- RemoteFortressReader:
added a basic framework for controlling and reading the menus in DF (currently only supports the building menu)
added support for reading item raws
added a check for whether or not the game is currently saving or loading, for utilities to check if it’s safe to read from DF
added unit facing direction estimate and position within tiles
added unit age
added unit wounds
added tree information
added check for units’ current jobs when calculating the direction they are facing
API¶
Added new
plugin_load_dataandplugin_save_dataevents for plugins to load/save persistent dataAdded
Maps::GetBiomeTypeandMaps::GetBiomeTypeByRefto infer biome types properlyAdded
Units::getPhysicalDescription(note that this depends on theunit_get_physical_descriptionoffset, which is not yet available for all DF builds)
Internals¶
Added new Persistence module
Cut down on internal DFHack dependencies to improve build times
Improved concurrency in event and server handlers
Persistent data is now stored in JSON files instead of historical figures - existing data will be migrated when saving
stonesense: fixed some OpenGL build issues on Linux
Lua¶
Exposed
gui.dwarfmode.get_movement_deltaandgui.dwarfmode.get_hotkey_targetdfhack.run_commandnow returns the command’s return code
Ruby¶
Made
unit_ishostileconsistently return a boolean
Structures¶
Added
unit_get_physical_descriptionfunction offset on some platforms- Added/identified types:
assume_identity_modemusical_form_purposemusical_form_stylemusical_form_pitch_stylemusical_form_featuremusical_form_vocalsmusical_form_melodiesmusical_form_intervalunit_emotion_memory
need_type: fixedPrayOrMeditatetypopersonality_facet_type,value_type: addedNONEvaluestwbt_render_map: added for 64-bit 0.44.12 (for map-render)
DFHack 0.44.12-r2¶
New Plugins¶
New Scripts¶
devel/query: searches for field names in DF objects
extinguish: puts out fires
tame: sets tamed/trained status of animals
Fixes¶
building-hacks: fixed error when dealing with custom animation tables
devel/test-perlin: fixed Lua error (
math.pow())embark-assistant: fixed crash when entering finder with a 16x16 embark selected, and added 16 to dimension choices
embark-skills: fixed missing
skill_points_remainingfield- full-heal:
stopped wagon resurrection
fixed a minor issue with post-resurrection hostility
- gui/companion-order:
fixed issues with printing coordinates
fixed issues with move command
fixed cheat commands (and removed “Power up”, which was broken)
gui/gm-editor: fixed reinterpret cast (
r)gui/pathable: fixed error when sidebar is hidden with
Tab- labormanager:
stopped assigning labors to ineligible dwarves, pets, etc.
stopped assigning invalid labors
added support for crafting jobs that use pearl
fixed issues causing cleaning jobs to not be assigned
added support for disabling management of specific labors
prospector: (also affected embark-tools) - fixed a crash when prospecting an unusable site (ocean, mountains, etc.) with a large default embark size in d_init.txt (e.g. 16x16)
siege-engine: fixed a few Lua errors (
math.pow(),unit.relationship_ids)tweak: fixed
hotkey-clear
Misc Improvements¶
armoks-blessing: improved documentation to list all available arguments
- devel/export-dt-ini:
added viewscreen offsets for DT 40.1.2
added item base flags offset
added needs offsets
- embark-assistant:
added match indicator display on the right (“World”) map
changed ‘c’ancel to abort find if it’s under way and clear results if not, allowing use of partial surveys.
added Coal as a search criterion, as well as a coal indication as current embark selection info.
- full-heal:
added
-all,-all_civand-all_citizensargumentsadded module support
now removes historical figure death dates and ghost data
growcrops: added
allargument to grow all cropsgui/load-screen: improved documentation
labormanager: now takes nature value into account when assigning jobs
open-legends: added warning about risk of save corruption and improved related documentation
points: added support when in
viewscreen_setupdwarfgamestand improved error messagessiren: removed break handling (relevant
misc_trait_typewas no longer used - see “Structures” section)
API¶
- New debug features related to debug plugin:
Classes (C++ only):
Signal<Signature, type_tag>,DebugCategory,DebugManagerMacros:
TRACE,DEBUG,INFO,WARN,ERR,DBG_DECLARE,DBG_EXTERN
Internals¶
Added a usable unit test framework for basic tests, and a few basic tests
Added
CMakeSettings.jsonwith intellisense supportChanged
plugins/CMakeLists.custom.txtto be ignored by git and created (if needed) at build time insteadCore: various thread safety and memory management improvements
Fixed CMake build dependencies for generated header files
Fixed custom
CMAKE_CXX_FLAGSnot being passed to pluginsLinux/macOS: changed recommended build backend from Make to Ninja (Make builds will be significantly slower now)
Lua¶
utils: newOrderedTableclass
Structures¶
Win32: added missing vtables for
viewscreen_storesstandsquad_order_rescue_hfstactivity_event_performancest: renamed poem as written_content_idbody_part_status: identifiedgeldeddance_form: named musical_form_id and musical_written_content_idincident_sub6_performance.participants: named performance_event and role_indexincident_sub6_performance:made performance_event an enum
named poetic_form_id, musical_form_id, and dance_form_id
misc_trait_type: removedLikesOutdoors,Hardened,TimeSinceBreak,OnBreak(all unused by DF)musical_form_instruments: named minimum_required and maximum_permittedmusical_form: named voices fieldplant_tree_info: identifiedextent_east, etc.plant_tree_tile: gave connection bits more meaningful names (e.g.connection_eastinstead ofthick_branches_1)poetic_form: identified many fields and related enum/bitfield typessetup_character_info: identifiedskill_points_remaining(for embark-skills)ui.main: identifiedfortress_siteui.squads: identifiedkill_rect_targets_scrollui: fixed alignment ofmainandsquads(fixes tweak hotkey-clear and DF-AI)unit_action.attack:identified
attack_skilladded
lightly_tapandspar_reportflags
unit_flags3: identifiedmarked_for_geldingunit_personality: identifiedstress_drain,stress_boost,likes_outdoors,combat_hardenedunit_storage_status: newly identified type, stores noble holdings information (used inviewscreen_layer_noblelistst)unit_thought_type: added new expulsion thoughts from 0.44.12viewscreen_layer_arena_creaturest: identified item- and name-related fieldsviewscreen_layer_militaryst: identifiedequip.assigned.assigned_itemsviewscreen_layer_noblelistst: identifiedstorage_status(seeunit_storage_statustype)viewscreen_new_regionst:identified
rejection_msg,raw_folder,load_world_paramschanged many
int8_tfields tobool
viewscreen_setupadventurest: identified some nemesis and personality fields, andpage.ChooseHistfigworld_data: addedmountain_peak_flagstype, includingis_volcanoworld_history: identified names and/or types of some fieldsworld_site: identified names and/or types of some fieldswritten_content: named poetic_form
DFHack 0.44.12-r1¶
Fixes¶
Fixed displayed names (from
Units::getVisibleName) for units with identitiesFixed potential memory leak in
Screen::show()Fixed special characters in command-prompt and other non-console in-game outputs on Linux/macOS (in tools using
df2console)command-prompt: added support for commands that require a specific screen to be visible, e.g. cleaners
die: fixed Windows crash in exit handling
dwarfmonitor, manipulator: fixed stress cutoffs
fix/dead-units: fixed script trying to use missing isDiplomat function
gui/workflow: fixed advanced constraint menu for crafts
modtools/force: fixed a bug where the help text would always be displayed and nothing useful would happen
ruby: fixed calling conventions for vmethods that return strings (currently
enabler.GetKeyDisplay())startdwarf: fixed on 64-bit Linux
stonesense: fixed
PLANT:DESERT_LIME:LEAFtypo
Misc Improvements¶
Linux: added automatic support for GCC sanitizers in
dfhackscriptMade the
DFHACK_PORTenvironment variable take priority overremote-server.jsonReduced time for designation jobs from tools like dig to be assigned workers
dfhack-run: added support for port specified in
remote-server.json, to match DFHack’s behaviordigfort: added better map bounds checking
- embark-assistant:
Switched to standard scrolling keys, improved spacing slightly
Introduced scrolling of Finder search criteria, removing requirement for 46 lines to work properly (Help/Info still formatted for 46 lines).
Added Freezing search criterion, allowing searches for NA/Frozen/At_Least_Partial/Partial/At_Most_Partial/Never Freezing embarks.
- rejuvenate:
Added
-allargument to apply to all citizensAdded
-forceto include units under 20 years oldClarified documentation
- remove-stress:
added support for
-allas an alternative to the existingallargument for consistencysped up significantly
improved output/error messages
now removes tantrums, depression, and obliviousness
ruby: sped up handling of onupdate events
API¶
Added C++-style linked list interface for DF linked lists
- Added to
Unitsmodule: getStressCategory(unit)getStressCategoryRaw(level)stress_cutoffs(Lua:getStressCutoffs())
- Added to
Added
Screen::Hideto temporarily hide screens, like command-promptExposed
Screen::zoom()to C++ (was Lua-only)New functions:
Units::isDiplomat(unit)
Internals¶
Added documentation for all RPC functions and a build-time check
Added support for build IDs to development builds
Changed default build architecture to 64-bit
jsoncpp: updated to version 1.8.4 and switched to using a git submodule
Use
dlsym(3)to find vtables from libgraphics.so
Lua¶
Added
printall_recurseto print tables and DF references recursively. It can be also used with^from the lua interpreter.gui.widgets:List:setChoicescloneschoicesfor internal table changes
Structures¶
Added support for automatically sizing arrays indexed with an enum
Added
start_dwarf_counton 64-bit Linux again and fixed scanning scriptDropped 0.44.10 support
Dropped 0.44.11 support
Removed stale generated CSV files and DT layouts from pre-0.43.05
announcement_type: new in 0.44.11:NEW_HOLDING,NEW_MARKET_LINKarmy_controller: added new vector from 0.44.11belief_system: new type, few fields identifiedbreath_attack_type: addedOTHERhistorical_figure_info.relationships.list: addedunk_3a-unk_3cfields at endhistory_event_entity_expels_hfst: added (new in 0.44.11)history_event_site_surrenderedst: added (new in 0.44.11)history_event_type: addedSITE_SURRENDERED,ENTITY_EXPELS_HF(new in 0.44.11)interface_key: added bindings new in 0.44.11mental_picture: new type, some fields identifiedmission_report:new type (renamed, was
missionbefore)identified some fields
mission: new type (used inviewscreen_civlistst)occupation_type: new in 0.44.11:MESSENGERprofession: new in 0.44.11:MESSENGERspoils_report: new type, most fields identifiedsyndrome: identified a few fieldsui.squads: Added fields new in 0.44.12ui_sidebar_menus:unit.in_squad: renamed tounit.squad_list_opened, fixed locationunit: addedexpel_errorand other unknown fields new in 0.44.11hospital: added, new in 0.44.11num_speech_tokens,unk_17d8: moved out ofcommand_lineto fix layout on x64
viewscreen_civlistst:identified new pages
identified new messenger-related fields
fixed layout and identified many fields
viewscreen_image_creatorst:fixed layout
identified many fields
viewscreen_locationsst: identifiededit_inputviewscreen_reportlistst: added new mission and spoils report-related fields (fixed layout)world.languages: identified (minimal information; whole languages stored elsewhere)world.status:mission_reports: renamed, wasmissionsspoils_reports: identified
world.unk_131ec0,world.unk_131ef0: researched layoutworld.worldgen_status: identified many fieldsworld:belief_systems: identified
DFHack 0.44.10-r2¶
New Plugins¶
cxxrandom: exposes some features of the C++11 random number library to Lua
New Scripts¶
add-recipe: adds unknown crafting recipes to the player’s civ
gui/stamper: allows manipulation of designations by transforms such as translations, reflections, rotations, and inversion
Fixes¶
Fixed many tools incorrectly using the
deadunit flag (they should generally checkflags2.killedinstead)Fixed many tools passing incorrect arguments to printf-style functions, including a few possible crashes (changelayer, follow, forceequip, generated-creature-renamer)
Fixed several bugs in Lua scripts found by static analysis (df-luacheck)
Fixed
-gflag (GDB) in Linuxdfhackscript (particularly on x64)autochop, autodump, autogems, automelt, autotrade, buildingplan, dwarfmonitor, fix-unit-occupancy, fortplan, stockflow: fix issues with periodic tasks not working for some time after save/load cycles
- autogems:
stop running repeatedly when paused
fixed crash when furnaces are linked to same stockpiles as jeweler’s workshops
autogems, fix-unit-occupancy: stopped running when a fort isn’t loaded (e.g. while embarking)
autounsuspend: now skips planned buildings
ban-cooking: fixed errors introduced by kitchen structure changes in 0.44.10-r1
buildingplan, fortplan: stopped running before a world has fully loaded
deramp: fixed deramp to find designations that already have jobs posted
dig: fixed “Inappropriate dig square” announcements if digging job has been posted
fixnaked: fixed errors due to emotion changes in 0.44
remove-stress: fixed an error when running on soul-less units (e.g. with
-all)reveal: stopped revealing tiles adjacent to tiles above open space inappropriately
stockpiles:
loadstocknow sets usable and unusable weapon and armor settingsstocks: stopped listing carried items under stockpiles where they were picked up from
Misc Improvements¶
Added script name to messages produced by
qerror()in Lua scriptsFixed an issue in around 30 scripts that could prevent edits to the files (adding valid arguments) from taking effect
Linux: Added several new options to
dfhackscript:--remotegdb,--gdbserver,--stracebodyswap: improved error handling
buildingplan: added max quality setting
caravan: documented (new in 0.44.10-alpha1)
deathcause: added “slaughtered” to descriptions
- embark-assistant:
changed region interaction matching to search for evil rain, syndrome rain, and reanimation rather than interaction presence (misleadingly called evil weather), reanimation, and thralling
gave syndrome rain and reanimation wider ranges of criterion values
fix/dead-units: added a delay of around 1 month before removing units
fix/retrieve-units: now re-adds units to active list to counteract fix/dead-units
- modtools/create-unit:
added quantity argument
now selects a caste at random if none is specified
- mousequery:
migrated several features from TWBT’s fork
added ability to drag with left/right buttons
added depth display for TWBT (when multilevel is enabled)
made shift+click jump to lower levels visible with TWBT
title-version: added version to options screen too
item-descriptions: fixed several grammatical errors
API¶
- New functions (also exposed to Lua):
Units::isKilled()Units::isActive()Units::isGhost()
Removed Vermin module (unused and obsolete)
Internals¶
Added build option to generate symbols for large generated files containing df-structures metadata
Added fallback for YouCompleteMe database lookup failures (e.g. for newly-created files)
Improved efficiency and error handling in
stl_vsprintfand related functionsjsoncpp: fixed constructor with
longon Linux
Lua¶
Added
profilermodule to measure lua performanceEnabled shift+cursor movement in WorkshopOverlay-derived screens
Structures¶
incident_sub6_performance: identified some fieldsitem_body_component: fixed location ofcorpse_flagsjob_handler: fixed static array layoutjob_type: addedis_designationattributeunit_flags1: renameddeadtoinactiveto better reflect its useunit_personality: fixed location ofcurrent_focusandundistracted_focusunit_thought_type: addedSawDeadBody(new in 0.44.10)
DFHack 0.44.10-r1¶
New Scripts¶
bodyswap: shifts player control over to another unit in adventure mode
caravan: adjusts properties of caravans
devel/find-primitive: finds a primitive variable in memory
gui/autogems: a configuration UI for the autogems plugin
New Tweaks¶
Fixes¶
Fixed uninitialized pointer being returned from
Gui::getAnyUnit()in rare casesLua: registered
dfhack.constructions.designateRemove()correctlyUnits::getAnyUnit(): fixed a couple problematic conditions and potential segfaults if global addresses are missing
autohauler, autolabor, labormanager: fixed fencepost error and potential crash
dwarfvet: fixed infinite loop if an animal is not accepted at a hospital
exterminate: fixed documentation of
thisoption- full-heal:
units no longer have a tendency to melt after being healed
healed units are no longer treated as patients by hospital staff
healed units no longer attempt to clean themselves unsuccessfully
wounded fliers now regain the ability to fly upon being healing
now heals suffocation, numbness, infection, spilled guts and gelding
liquids: fixed “range” command to default to 1 for dimensions consistently
- modtools/create-unit:
creatures of the appropriate age are now spawned as babies or children where applicable
fix: civ_id is now properly assigned to historical_figure, resolving several hostility issues (spawned pets are no longer attacked by fortress military!)
fix: unnamed creatures are no longer spawned with a string of numbers as a first name
prospector: fixed crash due to invalid vein materials
search: fixed 4/6 keys in unit screen search
stockpiles: stopped sidebar option from overlapping with autodump
tweak block-labors: fixed two causes of crashes related in the v-p-l menu
tweak max-wheelbarrow: fixed conflict with building renaming
- view-item-info:
stopped appending extra newlines permanently to descriptions
fixed an error with some armor
Misc Improvements¶
Added logo to documentation
Documented several missing
dfhack.guiLua functionsadv-rumors: bound to Ctrl-A
autogems: can now blacklist arbitrary gem types (see gui/autogems)
blueprint: added a basic Lua API
command-prompt: added support for
Gui::getSelectedPlant()devel/export-dt-ini: added tool offsets for DT 40
devel/save-version: added current DF version to output
exterminate: added more words for current unit, removed warning
fpause: now pauses worldgen as well
gui/advfort: bound to Ctrl-T
gui/room-list: added support for
Gui::getSelectedBuilding()gui/unit-info-viewer: bound to Alt-I
install-info: added information on tweaks
modtools/create-unit: made functions available to other scripts
- search:
added support for stone restrictions screen (under
z: Status)added support for kitchen preferences (also under
z)
API¶
- New functions (all available to Lua as well):
Buildings::getRoomDescription()Items::checkMandates()Items::canTrade()Items::canTradeWithContents()Items::isRouteVehicle()Items::isSquadEquipment()Kitchen::addExclusion()Kitchen::findExclusion()Kitchen::removeExclusion()
syndrome-util: added
eraseSyndromeData()
Internals¶
Added function names to DFHack’s NullPointer and InvalidArgument exceptions
Added some build scripts for Sublime Text
Added
Gui::inRenameBuilding()Changed submodule URLs to relative URLs so that they can be cloned consistently over different protocols (e.g. SSH)
Fixed compiler warnings on all supported build configurations
Linux: required plugins to have symbols resolved at link time, for consistency with other platforms
Windows build scripts now work with non-C system drives
Structures¶
dfhack_room_quality_level: new enumglowing_barrier: identifiedtriggered, added commentsitem_flags2: renamedhas_written_contenttounk_bookkitchen_exc_type: new enum (forui.kitchen)mandate.mode: now an enumunit_personality.emotions.flags.memory: identifiedviewscreen_kitchenprefst.forbidden,possible: now a bitfield,kitchen_pref_flagworld_data.feature_map: added extensive documentation (in XML)
DFHack 0.44.09-r1¶
Fixes¶
Fixed some CMake warnings (CMP0022)
Support for building on Ubuntu 18.04
dig: stopped designating non-vein tiles (open space, trees, etc.)
embark-assistant: fixed detection of reanimating biomes
fix/dead-units: fixed a bug that could remove some arriving (not dead) units
labormanager: fixed crash due to dig jobs targeting some unrevealed map blocks
modtools/item-trigger: fixed token format in help text
Misc Improvements¶
Reorganized changelogs and improved changelog editing process
- embark-assistant:
Added search for adamantine
Now supports saving/loading profiles
fillneeds: added
-alloption to apply to all units- modtools/item-trigger:
added support for multiple type/material/contaminant conditions
added the ability to specify inventory mode(s) to trigger on
RemoteFortressReader: added flows, instruments, tool names, campfires, ocean waves, spiderwebs
Internals¶
OS X: Can now build with GCC 7 (or older)
Structures¶
Several new names in instrument raw structures
army: added vector new in 0.44.07building_type: added human-readablenameattributefurnace_type: added human-readablenameattributeidentity: identifiedprofession,civmanager_order_template: fixed last field typesite_reputation_report: namedreportsvectorviewscreen_createquotast: fixed layoutworkshop_type: added human-readablenameattributeworld.language: movedcolors,shapes,patternstoworld.descriptorsworld.reactions,world.reaction_categories: moved to new compound,world.reactions. Requires renaming:world.reactionstoworld.reactions.reactionsworld.reaction_categoriestoworld.reactions.reaction_categories
DFHack 0.44.05-r2¶
New Plugins¶
embark-assistant: adds more information and features to embark screen
New Scripts¶
adv-fix-sleepers: fixes units in adventure mode who refuse to wake up (Bug 6798)
hermit: blocks caravans, migrants, diplomats (for hermit challenge)
New Features¶
With
PRINT_MODE:TEXT, setting theDFHACK_HEADLESSenvironment variable will hide DF’s display and allow the console to be used normally. (Note that this is intended for testing and is not very useful for actual gameplay.)
Fixes¶
devel/export-dt-ini: fix language_name offsets for DT 39.2+
devel/inject-raws: fixed gloves and shoes (old typo causing errors)
RemoteFortressReader: fixed an issue with not all engravings being included
view-item-info: fixed an error with some shields
Misc Improvements¶
adv-rumors: added more keywords, including names
autochop: can now exclude trees that produce fruit, food, or cookable items
RemoteFortressReader: added plant type support
DFHack 0.44.05-r1¶
New Scripts¶
break-dance: Breaks up a stuck dance activity
devel/check-other-ids: Checks the validity of “other” vectors in the
worldglobaldevel/dump-offsets: prints an XML version of the global table included in in DF
fillneeds: Use with a unit selected to make them focused and unstressed
firestarter: Lights things on fire: items, locations, entire inventories even!
flashstep: Teleports adventurer to cursor
ghostly: Turns an adventurer into a ghost or back
gui/cp437-table: An in-game CP437 table
questport: Sends your adventurer to the location of your quest log cursor
view-unit-reports: opens the reports screen with combat reports for the selected unit
Fixes¶
Fixed a crash that could occur if a symbol table in symbols.xml had no content
Fixed issues with the console output color affecting the prompt on Windows
autolabor, autohauler, labormanager: added support for “put item on display” jobs and building/destroying display furniture
createitem: stopped items from teleporting away in some forts
- devel/inject-raws:
now recognizes spaces in reaction names
now recognizes spaces in reaction names
dig: added support for designation priorities - fixes issues with designations from
digvand related commands having extremely high priority- dwarfmonitor:
fixed display of creatures and poetic/music/dance forms on
prefsscreenadded “view unit” option
now exposes the selected unit to other tools
exportlegends: fixed an error that could occur when exporting empty lists
gui/gm-editor: fixed an error when editing primitives in Lua tables
gui/gm-unit: can now edit mining skill
gui/quickcmd: stopped error from adding too many commands
modtools/create-unit: fixed error when domesticating units
names: fixed many errors
quicksave: fixed an issue where the “Saving…” indicator often wouldn’t appear
Misc Improvements¶
The console now provides suggestions for built-in commands
binpatch: now reports errors for empty patch files
devel/export-dt-ini: avoid hardcoding flags
- exportlegends:
reordered some tags to match DF’s order
added progress indicators for exporting long lists
force: now provides useful help
- full-heal:
can now select corpses to resurrect
now resets body part temperatures upon resurrection to prevent creatures from freezing/melting again
now resets units’ vanish countdown to reverse effects of exterminate
gui/gm-editor: added enum names to enum edit dialogs
- gui/gm-unit:
added a profession editor
misc. layout improvements
made skill search case-insensitive
gui/liquids: added more keybindings: 0-7 to change liquid level, P/B to cycle backwards
gui/pathable: added tile types to sidebar
gui/rename: added “clear” and “special characters” options
launch: can now ride creatures
- modtools/skill-change:
now updates skill levels appropriately
only prints output if
-loudis passed
names: can now edit names of units
- RemoteFortressReader:
support for moving adventurers
support for vehicles, gem shapes, item volume, art images, item improvements
includes item stack sizes
some performance improvements
Removed¶
warn-stuck-trees: Bug 9252 fixed in DF 0.44.01
Internals¶
Gui::getAnyUnit()supports many more screens/menus
Lua¶
Added a new
dfhack.consoleAPIAPI can now wrap functions with 12 or 13 parameters
Exposed
get_vector()(from C++) for all types that supportfind(), e.g.df.unit.get_vector() == df.global.world.units.allImproved
jsonI/O error messagesStopped a crash when trying to create instances of classes whose vtable addresses are not available
Structures¶
Added
buildings_other_id.DISPLAY_CASEAdded
job_type.PutItemOnDisplayAdded
twbt_render_mapcode offset on x64Fixed an issue preventing
enablerfrom being allocated by DFHackFixed
unitalignmentFixed
viewscreen_titlest.start_savegamesalignmentFound
renderervtable on osx64Identified
historical_entity.unknown1b.deities(deity IDs)Located
start_dwarf_countoffset for all builds except 64-bit Linux; startdwarf should work now- New globals:
soul_next_idversionmin_load_versionmovie_versionbasic_seedtitletitle_spacedui_building_resize_radius
The former
announcementsglobal is now a field ind_initThe
ui_menu_widthglobal is now a 2-byte array; the second item is the formerui_area_map_widthglobal, which is now removedadventure_movement_optionst,adventure_movement_hold_tilest,adventure_movement_climbst: named coordinate fieldsartifact_record: fixed layout (changed in 0.44.04)incident: fixed layout (changed in 0.44.01) - note that many fields have movedmission: added typeunit: added 3 new vmethods:getCreatureTile,getCorpseTile,getGlowTileviewscreen_assign_display_itemst: fixed layout on x64 and identified many fieldsviewscreen_reportlistst: fixed layout, addedmission_idvectorworld.status: namedmissionsvectorworldfields formerly beginning withjob_are now fields ofworld.jobs, e.g.world.job_listis nowworld.jobs.list
Older Changelogs¶
Are kept in a separate file: Historical changelogs