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.
DFHack future¶
New Tools¶
aquifer: commandline tool for creating, draining, and modifying aquifers
gui/aquifer - interactive aquifer visualization and editing
open-legends: (reinstated) open legends mode directly from a loaded fort
New Features¶
- blueprint:
designations and active dig jobs are now captured in generated blueprints
warm/damp dig markers are captured in generated blueprints
buildingplan: add overlays for unlinking and freeing mechanisms from buildings
- dig:
designate tiles for damp or warm dig, which allows you to dig through damp or warm tiles without designations being canceled
damp and warm tile icons now remain visible when included in the designation selection box (graphics mode)
aquifer tiles are now visually distinct from “just damp” tiles (graphics and ascii modes)
light aquifer tiles are now visually distinct from heavy aquifer tiles (graphics and ascii modes)
autodig designations that are marked for damp/warm dig propagate the damp/warm tag when expanding to newly exposed tiles
gui/notify: optional notification for general wildlife (not on by default)
gui/quickfort: add options for applying blueprints with warm and/or damp dig markers
gui/reveal: new “aquifer only” mode to only see hidden aquifers but not reveal any tiles
quickfort: add options for applying blueprints with warm and/or damp dig markers
Fixes¶
fix behavior of Linux Steam launcher on systems that don’t support the inotify API
fix rendering of resize “notch” in lower right corner of resizable windows in ascii mode
agitation-rebalance: fix calculated percent chance of cavern invasion
armoks-blessing: fix error when making class “Normal” attributes legendary
emigration: remove units from burrows when they emigrate
fix/loyaltycascade: fix lookup of associated unit metadata when the metadata list is sparse (that is, the script was sometimes failing to fix the loyalties of renegade units because it was failing to find those units’ metadata)
- quickfort:
stockpiles can now be placed even if there is water covering the tile, as per vanilla behavior
reject tiles for building that contain magma or deep water
Misc Improvements¶
aquifer tap blueprint: now designates in damp dig mode for uninterrupted digging in a light aquifer
pump stack blueprint: now designates in warm and damp dig mode for uninterrupted digging through warm and damp tiles
agitation-rebalance: when more than the maximum allowed cavern invaders are trying to enter the map, prefer keeping the animal people invaders instead of their war animals
gui/control-panel: add alternate “nodump” version for cleanowned that does not cause citizens to toss their old clothes in the dump. this is useful for players who would rather sell old clothes than incinerate them
gui/reveal: show aquifers even when not in mining mode
keybinding: you can now assign keybindings to mouse buttons (if your mouse has more than the three buttons already used by DF)
tailor: allow turning off automatic confiscation of tattered clothing
Removed¶
drain-aquifer: replaced by
aquifer drain --all; an alias now exists sodrain-aquiferwill automatically run the new command
API¶
Buildings::checkFreeTiles: now takes aallow_flowparameter to control whether water- or magma-filled tiles are validUnits::citizensRange: c++-20 std::range filter for citizen unitsUnits::forCitizens: iterator callback function for citizen unitsUnits::paintTile,Units::readTile: now takes an optional field specification for reading and writing to specific map compositing layers
Lua¶
dfhack.gui.matchFocusString: focus string matching is now case sensitive (for performance reasons)
Structures¶
name many previously-unknown map-related fields and flag bits
job_type: new job class type: “Carving” (for smoothing and detailing)unit_action_data_attack(unit_move_attackst): identify flags
Documentation¶
Lua API: documented existingenum:next_item(index)function
DFHack 50.12-r2.1¶
Fixes¶
control-panel: properly auto-enable newly added bugfixes
fix/noexert-exhaustion: fix typo in control panel registry entry which prevented the fix from being run when enabled
gui/suspendmanager: fix script startup errors
orders: don’t intercept keyboard input for setting skill or labor restrictions on workshop workers tab when the player is setting the building nickname
Misc Improvements¶
gui/unit-syndromes: make syndromes searchable by their display names (e.g. “necromancer”)
DFHack 50.12-r2¶
New Tools¶
agitation-rebalance: alter mechanics of irriation-related attacks so they are less constant and are more responsive to recent player bahavior
devel/block-borders: (reinstated) highlights boundaries of map blocks or embark tile blocks
fix/noexert-exhaustion: fix “Tired” NOEXERT units. Enabling via gui/control-panel prevents NOEXERT units from getting stuck in a “Tired” state
fix/ownership: fix instances of multiple citizens claiming the same items, resulting in “Store owned item” job loops
fix/stuck-worship: fix prayer so units don’t get stuck in uninterruptible “Worship!” states
instruments: provides information on how to craft the instruments used by the player civilization
modtools/if-entity: (reinstated) modder’s resource for triggering scripted content depending on the race of the loaded fort
modtools/item-trigger: (reinstated) modder’s resource for triggering scripted content when specific items are used
New Features¶
exterminate: new “disintegrate” kill method that additionally destroys carried items
gui/settings-manager: add import, export, and autoload for work details
logistics:
autoretrainwill automatically assign trainers to your partially-trained (but not yet domesticated) livestock. this prevents children of partially-trained parents from reverting to wild if you don’t notice they were bornorders: add overlay for configuring labor and skill level restrictions for workshops
quickfort: allow setting of workshop profile properties (e.g. labor, skill restrictions) from build blueprints
sort: updated and reinstated military status/squad membership/burrow membership filter for work animal assignment screen
stocks: add button/hotkey for removing empty categories from the stocks list
Fixes¶
autochop: fix underestimation of log yield for cavern mushrooms
autoclothing: don’t produce clothes for dead units
caravan: fix trade price calculations when the same item was requested for both import and export
catsplosion: only cause pregnancies in adults
control-panel: fix filtering not filtering when running the
listcommand- gui/launcher:
fix detection on Shift-Enter for running commands and autoclosing the launcher
fix history scanning (Up/Down arrow keys) being slow to respond when in minimal mode
- gui/notify:
prevent notification overlay from showing up in arena mode
don’t zoom to forbidden depots for merchants ready to trade notification
- logistics:
don’t melt/trade/dump empty containers that happen to be sitting on the stockpile unless the stockpile accepts those item types
don’t send autotrade items to forbidden depots
Misc Improvements¶
- Dreamfort:
the four Craftsdwarf’s workshops on the industry level are now specialized for Stonecrafting, Woodcrafting, Bone Carving, and miscellaneous tasks, respectively
update embark profile recommendations and example embark profile
Many tools that previously only worked for citizens or only for dwarves now work for all citizens and residents, e.g. fastdwarf, rejuvenate, etc.
When launched from the Steam client on Linux, both Dwarf Fortress and DFHack will be shown as “Running”. This ensures that DF has proper accounting for Linux player usage.
- allneeds:
select a dwarf in the UI to see a summary of needs for just that dwarf
provide options for sorting the cumulative needs by different criteria
autobutcher: prefer butchering partially trained animals and save fully domesticated animals to assist in wildlife domestication programs
autodump: can now teleport items loosely stored in buildings (clutter)
- buildingplan:
remember player preference for whether unavailable materials should be hidden in the filter selection dialog
sort by available quantity by default int he filter selection dialog
cleaners: protect farm plots when cleaning mud
control-panel: enable tweaks quietly on fort load so we don’t spam the console
devel/tile-browser: simplify interface now that SDL automatically normalizes texture scale
- dwarfvet:
automatically unassign animals from pastures when they need treatment so they can make their way to the hospital. reassign them to their original pasture when treatment is complete.
ignore animals assigned to cages or restraints
exterminate: make race name matching case and space insensitive
gui/gm-editor: support opening engraved art for inspection
- gui/launcher:
add interface for browsing and filtering commands by tags
add support for history search (Alt-s hotkey) when in minimal mode
add support for the
clearcommand and clearing the scrollback buffer
gui/notify: Shift click or Shift Enter on a zoomable notification to zoom to previous target
gui/teleport: add global Ctrl-Shift-T keybinding (only avaiable when DFHack mortal mode is disabled)
prioritize: print out custom reaction and hauling jobs in the same format that is used for
prioritizecommand arguments so the player can just copy and pastesuspendmanager: improve performance when there are many active jobs
tweak: add
quietoption for silent enablement and disablement of tweaks
API¶
Units::getCitizens: now includes residents by defaultUnits::isForgottenBeast: property check for forgotten beastsUnits::isGreatDanger: now includes forgotten beastsUnits::isResident: property check for residents (as opposed to citizens)
Lua¶
helpdb:
search_entriesnow returns a match if all filters in theincludelist are matched. previous behavior was to match if anyincludefilter matched.dfhack.units.getCitizens: now includes residents by defaultdfhack.units.isForgottenBeast: make new units method available to Luamatinfo.decode: now directly handles plant objectswidgets.Label:*penattributes can now either be a pen or a function that dynamically returns a pen
Structures¶
activity_event: identify fields and type valuesplant_tree_info: define tree body and branch flagsplotinfo.hauling: name fields related to the hauling route panelunit: identify and define many previously unknown fields, types, and enums
Documentation¶
Introduction and overview: refresh getting started content
DFHack overlay dev guide: updated examples and troubleshooting steps
Quickstart guide: refresh quickstart guide
DFHack 50.12-r1.1¶
Fixes¶
sort: fix crash when assigning work animals to units
Removed¶
offline HTML rendered docs are no longer distributed with DFHack since they are randomly triggering Windows Defender antivirus heuristics. If you want to download DFHack docs for offline browsing, you can still get them from the Downloads link at https://dfhack.org/docs
DFHack 50.12-r1¶
Fixes¶
gui/design: no longer comes up when Ctrl-D is pressed but other DFHack windows have focus
gui/notify: persist notification settings when toggled in the UI
Misc Improvements¶
gui/launcher: developer mode hotkey restored to Ctrl-D
sort: squad assignment overlay rewritten for compatiblity with new vanilla data structures and screen layouts
Removed¶
API¶
Gui::getWidget: retrieve a vanilla DF widget by name or index
Lua¶
dfhack.gui.getWidgetChildren: retrieve a list of child widgets for a given widget containerdfhack.gui.getWidget: retrieve a vanilla DF widget by hierarchy path, with each step specified by a widget name or index
DFHack 50.11-r7¶
New Tools¶
add-thought: (reinstated) add custom thoughts to a dwarf
combat-harden: (reinstated) set a dwarf’s resistence to being affected by visible corpses
devel/input-monitor: interactive UI for debugging input issues
gui/notify: display important notifications that vanilla doesn’t support yet and provide quick zoom links to notification targets.
gui/petitions: (reinstated) show outstanding (or all historical) petition agreements for guildhalls and temples
list-waves: (reinstated) show migration wave information
make-legendary: (reinstated) make a dwarf legendary in specified skills
pet-uncapper: (reinstated, renamed from
petcapRemover) allow pets to breed beyond the default population cap of 50tweak: (reinstated) a collection of small bugfixes and gameplay tweaks
undump-buildings: (reinstated) remove dump designation from in-use building materials
New Features¶
cleanowned: Add a “nodump” option to allow for confiscating items without dumping
tweak: Add “flask-contents”, makes flasks/vials/waterskins be named according to their contents
Fixes¶
autoclothing: Fix enabled behavior
caravan: display book and scroll titles in the goods and trade dialogs instead of generic scroll descriptions
dig-now: fix digging stairs in the surface sometimes creating underworld gates.
dig: overlay that shows damp designations in ASCII mode now propertly highlights tiles that are damp because of an aquifer in the layer above
fix/retrieve-units: prevent pulling in duplicate units from offscreen
gui/blueprint: changed hotkey for setting blueprint origin tile so it doesn’t conflict with default map movement keys
gui/control-panel: fix error when toggling autostart settings
gui/design: clicking the center point when there is a design mark behind it will no longer simultaneously enter both mark dragging and center dragging modes. Now you can click once to move the shape, and click twice to move only the mark behind the center point.
item: avoid error when scanning items that have no quality rating (like bars and other construction materials)
source: fix issue where removing sources would make some other sources inactive
strangemood: correctly recognize Stonecutter and Stone Carver as moodable skills, move the Mason’s boosted mood chance to the Stone Carver, and select Fell/Macabre based on long-term stress
- warn-stranded:
don’t complain about units that aren’t on the map (e.g. soldiers out on raids)
when there was at least one truly stuck unit and miners were actively mining, the miners were also confusingly shown in the stuck units list
gui.View:getMouseFramePos: function now detects the correct coordinates even when the widget is nested within other framesGui::makeAnnouncement,Gui::autoDFAnnouncement: don’t display popup for all announcement typesGui::revealInDwarfmodeMap: properly center the zoom even when the target tile is near the edge of the mapUnits::getVisibleName: don’t reveal the true identities of units that are impersonating other historical figures
Misc Improvements¶
autonestbox: assign egg layers to the nestbox they have chosen if they have already chosen a nestbox
buildingplan: use closest matching item rather than newest matching item
caravan: move goods to trade depot dialog now allocates more space for the display of the value of very expensive items
exportlegends: make progress increase smoothly over the entire export and increase precision of progress percentage
extinguish: allow selecting units/items/buildings in the UI to target them for extinguishing; keyboard cursor is only required for extinguishing map tiles that cannot be selected any other way
gui/autobutcher: ask for confirmation before zeroing out targets for all races
gui/mod-manager: will automatically unmark the default mod profile from being the default if it fails to load (due to missing or incompatible mods)
- gui/quickfort:
can now dynamically adjust the dig priority of tiles designated by dig blueprints
can now opt to apply dig blueprints in marker mode
- item:
change syntax so descriptions can be searched for without indicating the
--descriptionoption. e.g. it’s nowitem count royalinstead ofitem count --description royaladd
--verboseoption to print each item as it is matched
probe: act on the selected building/unit instead of requiring placement of the keyboard cursor for
bprobeandcproberegrass: also regrow depleted cavern moss
- zone:
animal assignment dialog now shows distance to pasture/cage and allows sorting by distance
animal assignment dialog shows number of creatures assigned to this pasture/cage/etc.
Removed¶
gui/create-tree: replaced by gui/sandbox
gui/manager-quantity: the vanilla UI can now modify manager order quantities after creation
warn-starving: combined into gui/notify
warn-stealers: combined into gui/notify
API¶
Gui focus strings will now include
dwarfmode/Defaultif the only other panel open is the Squads panelGui module Announcement functions now use DF’s new announcement alert system
Gui::addCombatReport,Gui::addCombatReportAuto: add versions that takereport *instead of report vector indexGui::MTB_clean,Gui::MTB_parse,Gui::MTB_set_width: new functions for manipulatingmarkup_text_boxstGui::revealInDwarfmodeMap: unfollow any currently followed units/items so the viewport doesn’t just jump back to where it wastoupper_cp437(char),tolower_cp437(char): newMiscUtilsfunctions, return a char with case changed, respecting CP437toUpper,toLower:MiscUtilsfunctions renamed totoUpper_cp437andtoLower_cp437, CP437 compliant
Lua¶
Overlay framework now respects
activeandvisiblewidget attributesdfhack.guiannouncement functions use default arguments when omitteddfhack.units.getCitizensnow only returns units that are on the mapdfhack.upperCp437(string),dfhack.lowerCp437(string): new functions, return string with all chars changed, respecting CP437 code page
Structures¶
buildings_other: add correct types for civzone building vectorsjob_skill: correctmoodableproperty for several professions
DFHack 50.11-r6¶
New Features¶
zone: Add overlay for toggling butchering/gelding/adoption/taming options in animal “Overview” tabs
Fixes¶
- dig-now:
remove diagonal ramps rendered unusable by digging
fix error propagating “light” and “outside” properties to newly exposed tiles when piercing the surface
item: fix missing item categories when using
--by-typemakeown: fix error when adopting units that need a historical figure to be created
sort: fix potential crash when switching between certain info tabs
suspendmanager: overlays for suspended building info panels no longer disappear when another window has focus
Misc Improvements¶
autonestbox: don’t automatically assign partially trained egg-layers to nestboxes if they don’t have an ongoing trainer assigned since they might revert to wild
buildingplan: replace
[edit filters]button in planner overlay with abbreviated filter informationreveal: automatically reset saved map state when a new save is loaded
Removed¶
nopause: functionality has moved to spectate
API¶
Gui::getAnyJob: get the job associated with the selected game element (item, unit, workshop, etc.)Gui::getAnyWorkshopJob: get the first job associated with the selected workshopUnits::assignTrainer: assign a trainer to a trainable animalUnits::unassignTrainer: unassign a trainer from an animal
Lua¶
dfhack.gui.getAnyJob: expose API to Luadfhack.gui.getAnyWorkshopJob: expose API to Luadfhack.units.assignTrainer: expose API to Luadfhack.units.isTamable: return false for invaders to match vanilla logicdfhack.units.unassignTrainer: expose API to Lua
Structures¶
soundst: fix alignment
DFHack 50.11-r5¶
New Tools¶
control-panel: new commandline interface for control panel functions
gui/biomes: visualize and inspect biome regions on the map
- gui/embark-anywhere:
new keybinding (active when choosing an embark site): Ctrl-A
bypass those pesky warnings and embark anywhere you want to
gui/reveal: temporarily unhide terrain and then automatically hide it again when you’re ready to unpause
gui/teleport: mouse-driven interface for selecting and teleporting units
item: perform bulk operations on groups of items.
uniform-unstick: (reinstated) force squad members to drop items that they picked up in the wrong order so they can get everything equipped properly
New Features¶
gui/mass-remove: new global keybinding: Ctrl-M while on the fort map
gui/settings-manager: save and load embark difficulty settings and standing orders; options for auto-load on new embark
sort: search and sort for the “choose unit to elevate to the barony” screen. units are sorted by the number of item preferences they have and the units are annotated with the items that they have preferences for
uniform-unstick: add overlay to the squad equipment screen to show a equipment conflict report and give you a one-click button to (attempt to) fix
zone: add button to location details page for retiring unused locations
Fixes¶
DFHack tabs (e.g. in gui/control-panel) are now rendered correctly when there are certain vanilla screen elements behind them
Dreamfort: fix holes in the “Inside+” burrow on the farming level (burrow autoexpand is interrupted by the pre-dug miasma vents to the surface)
When passing map movement keys through to the map from DFHack tool windows, also pass fast z movements (shift-scroll by default)
ban-cooking: fix banning creature alcohols resulting in error
- buildingplan:
when you save a game and load it again, newly planned buildings are now correctly placed in line after existing planned buildings of the same type
treat items in wheelbarrows as unavailable, just as vanilla DF does. Make sure the fix/empty-wheelbarrows fix is enabled so those items aren’t permanently unavailable!
show correct number of materials required when laying down areas of constructions and some of those constructions are on invalid tiles
caravan: ensure items are marked for trade when the move trade goods dialog is closed even when they were selected and then the list filters were changed such that the items were no longer actively shown
confirm: properly detect clicks on the remove zone button even when the unit selection screen is also open (e.g. the vanilla assign animal to pasture panel)
empty-bin: now correctly sends ammunition in carried quivers to the tile underneath the unit instead of teleporting them to an invalid (or possibly just far away) location
- fastdwarf:
prevent units from teleporting to inaccessible areas when in teledwarf mode
allow units to meander and satisfy needs when they have no current job and teledwarf mode is enabled
getplants: fix crash when processing mod-added plants with invalid materials
- gui/design:
fix incorrect highlight when box selecting area in ASCII mode
fix incorrect dimensions being shown when you’re placing a stockpile, but a start coordinate hasn’t been selected yet
misery: fix error when changing the misery factor
quickfort: if a blueprint specifies an up/down stair, but the tile the blueprint is applied to cannot make an up stair (e.g. it has already been dug out), still designate a down stair if possible
reveal: now avoids revealing blocks that contain divine treasures, encased horrors, and deep vein hollows (so the surprise triggers are not triggered prematurely)
- sort:
fix mouse clicks falling through the squad assignment overlay panel when clicking on the panel but not on a clickable widget
fix potential crash when removing jobs directly from the Tasks info screen
source: water and magma sources and sinks now persist with fort across saves and loads
stonesense: fix crash in cleanup code after mega screenshot (Ctrl-F5) completes; however, the mega screenshot will still make stonesense unresponsive. close and open the stonesense window to continue using it.
suspendmanager: correctly handle building collisions with smoothing designations when the building is on the edge of the map
warn-stranded: don’t warn for citizens who are only transiently stranded, like those on stepladders gathering plants or digging themselves out of a hole
Maps::getBiomeType,Maps::getBiomeTypeWithRef: fix identification of tropical oceans
Misc Improvements¶
Dreamfort: put more chairs adjacent to each other to make the tavern more “social”
The “PAUSE FORCED” badge will blink briefly to draw attention if the player attempts to unpause when a DFHack tool window requires the game to be paused
wherever units are listed in DFHack tools, properties like “agitated” or (-trained-) are now shown
autochop: better error output when target burrows are not specified on the commandline
autoclothing : now does not consider worn (x) clothing as usable/available; reduces overproduction when using tailor at same time
buildingplan: add option for preventing constructions from being planned on top of existing constructions (e.g. don’t build floors on top of floors)
burrow: flood fill now requires an explicit toggle before it is enabled to help prevent accidental flood fills
- confirm:
updated confirmation dialogs to use clickable widgets and draggable windows
added confirmation prompt for right clicking out of the trade agreement screen (so your trade agreement selections aren’t lost)
added confirmation prompts for irreversible actions on the trade screen
added confirmation prompt for deleting a uniform
added confirmation prompt for convicting a criminal
added confirmation prompt for re-running the embark site finder
added confirmation prompt for reassigning or clearing zoom hotkeys
added confirmation prompt for exiting the uniform customization page without saving
fastdwarf: now saves its state with the fort
fix/stuck-instruments: now handles instruments that are left in the “in job” state but that don’t have any actual jobs associated with them
gui/autobutcher: interface redesigned to better support mouse control
- gui/control-panel:
reduce frequency for warn-stranded check to once every 2 days
tools are now organized by type: automation, bugfix, and gameplay
- gui/launcher:
now persists the most recent 32KB of command output even if you close it and bring it back up
make autocomplete case insensitive
- gui/mass-remove:
can now differentiate planned constructions, stockpiles, and regular buildings
can now remove zones
can now cancel removal for buildings and constructions
gui/quickcmd: clickable buttons for command add/remove/edit operations
orders: reduce prepared meal target and raise booze target in
basicimportable orders in the orders library- sort:
add “Toggle all filters” hotkey button to the squad assignment panel
rename “Weak mental fortitude” filter to “Dislikes combat”, which should be more understandable
uniform-unstick: warn if a unit belongs to a squad from a different site (can happen with migrants from previous forts)
warn-stranded: center the screen on the unit when you select one in the list
work-now: now saves its enabled status with the fort
- zone:
add include/only/exclude filter for juveniles to the pasture/pit/cage/restraint assignment screen
show geld status and custom profession (if set, it’s the lower editable line in creature description) in pasture/pit/cage/restraint assignment screen
Removed¶
channel-safely: (temporarily) removed due to stability issues with the underlying DF API
persist-table: replaced by newdfhack.persistentAPI
API¶
New plugin API for saving and loading persistent data. See plugins/examples/skeleton.cpp and plugins/examples/persistent_per_save_example.cpp for details
Plugin ABI (binary interface) version bump! Any external plugins must be recompiled against this version of DFHack source code in order to load.
capitalize_string_words: newMiscUtilsfunction, returns string with all words capitalizedConstructions::designateRemove: no longer designates the non-removable “pseudo” construtions that represent the top of wallsgrab_token_string_pos: newMiscUtilsfunction, used for parsing tokensItems: add item melting logiccanMelt(item),markForMelting(item), andcancelMelting(item)Persistence:persistent keys are now namespaced by an entity_id (e.g. a player fort site ID)
data is now stored one file per entity ID (plus one for the global world) in the DF savegame directory
random_index,vector_get_random: newMiscUtilsfunctions, for getting a random entry in a vectorUnits.isDanger: now returns true for agitated wildlifeWorld:GetCurrentSiteId()returns the loaded fort site ID (or -1 if no site is loaded)IsSiteLoaded()check to detect if a site (e.g. a player fort) is active (as opposed to the world or a map)AddPersistentDataand related functions replaced withAddPersistentSiteDataandAddPersistentWorldDataequivalents
Lua¶
dfhack.capitalizeStringWords: new function, returns string with all words capitalizeddfhack.isSiteLoaded: returns whether a site (e.g. a player fort) is loadeddfhack.items: access tocanMelt(item),markForMelting(item), andcancelMelting(item)fromItemsmoduledfhack.persistent: new, table-driven API for easier world- and site-associated persistent storage. See the Lua API docs for details.dfhack.world.getCurrentSite: returns thedf.world_siteinstance of the currently loaded fortwidgets.Divider: linear divider to split an existing frame; configurable T-junction edges and frame style matching
Structures¶
alert_button_announcement_id: now int32_t vector (contains report ids)announcement_alertst: definedannouncement_alert_type: enum definedannouncement_type: addedalert_typeenum attributefeature_init_flags: more enum values definedmarkup_text_boxst: updated based on information from Bay12markup_text_linkst,markup_text_wordst,script_environmentst: definedoccupation: realignedplotinfost:unk23c8_flagsrenamed toflags, updated based on information from Bay12service_orderst: type definedservice_order_type: enum definedsoundst: definedviewscreen_choose_start_sitest: fix structure of warning flags – convert series of bools to a proper bitmaskworld_raws:unk_v50_1,unk_v50_2,unk_v50_3renamed totext_set,music,sound
Documentation¶
DFHack developer’s guide updated, with refreshed Architecture diagrams
UTF-8 text in tool docs is now properly displayed in-game in gui/launcher (assuming that it can be converted to cp-437)
Installing: Add installation instructions for wineskin on Mac
DFHack modding guide: Add examples for script-only and blueprint-only mods that you can upload to DF’s Steam Workshop
DFHack 50.11-r4¶
New Tools¶
build-now: (reinstated) instantly complete unsuspended buildings that are ready to be built
Fixes¶
RemoteServer: don’t shut down the socket prematurely, allowing continuing connections from, for example, dfhack-run
buildingplan: fix choosing the wrong mechanism (or something that isn’t a mechanism) when linking a lever and manually choosing a mechanism, but then canceling the selection
combine: prevent stack sizes from growing beyond quantities that you would normally see in vanilla gameplay
gui/design: Center dragging shapes now track the mouse correctly
- sort:
fix potential crash when exiting and re-entering a creatures subtab with a search active
prevent keyboard keys from affecting the UI when search is active and multiple keys are hit at once
tailor: fix corner case where existing stock was being ignored, leading to over-ordering
Misc Improvements¶
- buildingplan:
save magma safe mechanisms for when magma safety is requested when linking levers and pressure plates to targets
when choosing mechanisms for linking levers/pressure plates, filter out unreachable mechanisms
caravan: enable searching within containers in trade screen when in “trade bin with contents” mode
sort: when searching on the Tasks tab, also search the names of the things the task is associated with, such as the name of the stockpile that an item will be stored in
DFHack 50.11-r3¶
New Tools¶
burrow: (reinstated) automatically expand burrows as you dig
sync-windmills: synchronize or randomize movement of active windmills
trackstop: (reimplemented) integrated overlay for changing track stop and roller settings after construction
New Features¶
buildingplan: allow specific mechanisms to be selected when linking levers or pressure plates
burrow: integrated 3d box fill and 2d/3d flood fill extensions for burrow painting mode
fix/dead-units: gained ability to scrub dead units from burrow membership lists
gui/design: show selected dimensions next to the mouse cursor when designating with vanilla tools, for example when painting a burrow or designating digging
prospector: can now give you an estimate of resources from the embark screen. hover the mouse over a potential embark area and run prospector.
quickfort: new
burrowblueprint mode for designating or manipulating burrowssort: military and burrow membership filters for the burrow assignment screen
unforbid: now ignores worn and tattered items by default (X/XX), use -X to bypass
Fixes¶
RemoteServer: continue to accept connections as long as the listening socket is valid instead of closing the socket after the first disconnect
buildingplan: overlay and filter editor gui now uses ctrl-d to delete the filter to avoid conflict with increasing the filter’s minimum quality (shift-x)
caravan: price of vermin swarms correctly adjusted down. a stack of 10000 bees is worth 10, not 10000
emigration: fix clearing of work details assigned to units that leave the fort
gui/unit-syndromes: show the syndrome names properly in the UI
sort: when filtering out already-established temples in the location assignment screen, also filter out the “No specific deity” option if a non-denominational temple has already been established
stockpiles: hide configure and help buttons when the overlay panel is minimized
tailor: fix crash on Linux where scanned unit is wearing damaged non-clothing (e.g. a crown)
Misc Improvements¶
- buildingplan:
display how many items are available on the planner panel
make it easier to build single-tile staircases of any shape (up, down, or up/down)
Dreamfort: Inside+ and Clearcutting burrows now automatically created and managed
- sort:
allow searching by profession on the squad assignment page
add search for places screens
add search for work animal assignment screen; allow filtering by miltary/squad/civilian/burrow
on the squad assignment screen, make effectiveness and potential ratings use the same scale so effectiveness is always less than or equal to potential for a given unit. this way you can also tell when units are approaching their maximum potential
new overlay on the animal assignment screen that shows how many work animals each visible unit already has assigned to them
warn-stranded: don’t warn for units that are temporarily on unwalkable tiles (e.g. as they pass under a waterfall)
Removed¶
- gui/control-panel:
removed always-on system services from the
Systemtab: buildingplan, confirm, logistics, and overlay. The base services should not be turned off by the player. Individual confirmation prompts can be managed via gui/confirm, and overlays (including those for buildingplan and logistics) are managed on the control panelOverlaystab.removed autolabor from the
FortandAutostarttabs. The tool does not function correctly with the new labor types, and is causing confusion. You can still enable autolabor from the commandline withenable autolaborif you understand and accept its limitations.
API¶
Buildings::completebuild: used to link a newly created building into the worldBurrows::setAssignedUnit: now properly handles inactive burrowsGui::getMousePos: now takes an optionalallow_out_of_boundsparameter so coordinates can be returned for mouse positions outside of the game map (i.e. in the blank space around the map)Gui::revealInDwarfmodeMap: gainedhighlightparameter to control setting the tile highlight on the zoom targetMaps::getWalkableGroup: get the walkability group of a tileUnits::getReadableName: now returns the untranslated name
Lua¶
dfhack.buildings.completebuild: expose new module APIdfhack.gui.getMousePos: support new optionalallow_out_of_boundsparameterdfhack.gui.revealInDwarfmodeMap: gainedhighlightparameter to control setting the tile highlight on the zoom targetdfhack.maps.getWalkableGroup: get the walkability group of a tilegui.FRAME_THIN: a panel frame suitable for floating tooltips
Structures¶
burrow: add new graphics mode texture and color fieldsjob_item_flags3: identify additional flags
Documentation¶
Document the Lua API for the
dfhack.worldmodule
DFHack 50.11-r2¶
New Tools¶
add-recipe: (reinstated) add reactions to your civ (e.g. for high boots if your civ didn’t start with the ability to make high boots)
burial: (reinstated) create tomb zones for unzoned coffins
fix/corrupt-jobs: prevents crashes by automatically removing corrupted jobs
preserve-tombs: keep tombs assigned to units when they die
spectate: (reinstated) automatically follow dwarves, cycling among interesting ones
New Scripts¶
warn-stranded: new repeatable maintenance script to check for stranded units, similar to warn-starving
New Features¶
burial: new options to configure automatic burial and limit scope to the current z-level
- drain-aquifer:
gained ability to drain just above or below a certain z-level
new option to drain all layers except for the first N aquifer layers, in case you want some aquifer layers but not too many
gui/control-panel:
drain-aquifer --top 2added as an autostart optionlogistics:
automeltnow optionally supports melting masterworks; click on gear icon on stockpiles overlay frame- sort:
new search widgets for Info panel tabs, including all “Creatures” subtabs, all “Objects” subtabs, “Tasks”, candidate assignment on the “Noble” subtab, and the “Work details” subtab under “Labor”
new search and filter widgets for the “Interrogate” and “Convict” screens under “Justice”
new search widgets for location selection screen (when you’re choosing what kind of guildhall or temple to dedicate)
new search widgets for burrow assignment screen and other unit assignment dialogs
new search widgets for artifacts on the world/raid screen
new search widgets for slab engraving menu; can filter for only units that need a slab to prevent rising as a ghost
stocks: hotkey for collapsing all categories on stocks screen
Fixes¶
- buildingplan:
remove bars of ash, coal, and soap as valid building materials to match v50 rules
fix incorrect required items being displayed sometimes when switching the planner overlay on and off
dwarfvet: fix invalid job id assigned to
Restjob, which could cause crashes on reloadfull-heal: fix removal of corpse after resurrection
gui/sandbox: fix scrollbar moving double distance on click
hide-tutorials: fix the embark tutorial prompt sometimes not being skipped
sort: don’t count mercenaries as appointed officials in the squad assignment screen
suspendmanager: fix errors when constructing near the map edge
toggle-kbd-cursor: clear the cursor position when disabling, preventing the game from sometimes jumping the viewport around when cursor keys are hit
- zone:
races without specific child or baby names will now get generic child/baby names instead of an empty string
don’t show animal assignment link for cages and restraints linked to dungeon zones (which aren’t normally assignable)
Misc Improvements¶
Help icons added to several complex overlays. clicking the icon runs gui/launcher with the help text in the help area
- buildingplan:
support filtering cages by whether they are occupied
show how many items you need to make when planning buildings
gui/gm-editor: for fields with primitive types, change from click to edit to click to select, double-click to edit. this should help prevent accidental modifications to the data and make hotkeys easier to use (since you have to click on a data item to use a hotkey on it)
gui/overlay: filter overlays by current context so there are fewer on the screen at once and you can more easily click on the one you want to reposition
orders:
recheckcommand now only resets orders that have conditions that can be recheckedoverlay: allow
overlay_onupdate_max_freq_secondsto be dynamically set to 0 for a burst of high-frequency updatesprioritize: refuse to automatically prioritize dig and smooth/carve job types since it can break the DF job scheduler; instead, print a suggestion that the player use specialized units and vanilla designation priorities
quickfort: now allows constructions to be built on top of constructed floors and ramps, just like vanilla. however, to allow blueprints to be safely reapplied to the same area, for example to fill in buildings whose constructions were canceled due to lost items, floors will not be rebuilt on top of floors and ramps will not be rebuilt on top of ramps
sort: added help button for squad assignment search/filter/sort
tailor: now adds to existing orders if possilbe instead of creating new ones
zone: animals trained for war or hunting are now labeled as such in animal assignment screens
Removed¶
FILTER_FULL_TEXT: moved fromgui.widgetstoutils; if your full text search preference is lost, please reset it in gui/control-panel
API¶
added
Items::getCapacity, returns the capacity of an item as a container (reverse-engineered), needed for combine
Lua¶
added
dfhack.items.getCapacityto expose the new module APIadded
GRAYcolor aliases forGREYcolorsutils.search_text: text search routine (generalized from internalwidgets.FilteredListlogic)
Structures¶
add new globals:
translate_name,buildingst_completebuildartifact_rumor_locationst: definedviewscreen_worldst: defined types forview_modeandartifacts_arlfieldsworld_view_mode_type: defined
Documentation¶
unavailable tools are no longer listed in the tag indices in the online docs
DFHack 50.11-r1¶
New Tools¶
startdwarf: (reinstated) set number of starting dwarves
tubefill: (reinstated) replenishes mined-out adamantine
New Features¶
A new searchable, sortable, filterable dialog for selecting items for display on pedestals and display cases
startdwarf: overlay scrollbar so you can scroll through your starting dwarves if they don’t all fit on the screen
Fixes¶
EventManager: Unit death event no longer misfires on units leaving the map
autolabor: ensure vanilla work details are reinstated when the fort or the plugin is unloaded
suspendmanager: fixed a bug where floor grates, bars, bridges etc. wouldn’t be recognised as walkable, leading to unnecessary suspensions in certain cases.
dfhack.TranslateName(): fixed crash on certain invalid names, which affected warn-starving
Misc Improvements¶
- EventManager:
guard against potential iterator invalidation if one of the event listeners were to modify the global data structure being iterated over
for
onBuildingCreatedDestroyedevents, changed firing order of events so destroyed events come before created events
devel/inspect-screen: display total grid size for UI and map layers
- dig:
designate only visible tiles by default, and use “auto” dig mode for following veins
added options for designating only current z-level, this z-level and above, and this z-level and below
- hotkeys:
make the DFHack logo brighten on hover in ascii mode to indicate that it is clickable
use vertical bars instead of “!” symbols for the DFHack logo in ascii mode to make it easier to read
suspendmanager: now suspends constructions that would cave-in immediately on completion
Lua¶
mouse key events are now aligned with internal DF semantics:
_MOUSE_Lindicates that the left mouse button has just been pressed and_MOUSE_L_DOWNindicates that the left mouse button is being held down. similarly for_MOUSE_Rand_MOUSE_M. 3rd party scripts may have to adjust.
Structures¶
add new global:
start_dwarf_count
DFHack 50.10-r1¶
Fixes¶
‘fix/general-strike: fix issue where too many seeds were getting planted in farm plots
Linux launcher: allow Steam Overlay and game streaming to function
autobutcher: don’t ignore semi-wild units when marking units for slaughter
Misc Improvements¶
‘sort’: Improve combat skill scale thresholds
DFHack 50.09-r4¶
New Features¶
dig: new overlay for ASCII mode that visualizes designations for smoothing, engraving, carving tracks, and carving fortifications
Fixes¶
buildingplan: make the construction dimensions readout visible again
gui/mod-manager: don’t continue to display overlay after the raws loading progress bar appears
seedwatch: fix a crash when reading data saved by very very old versions of the plugin
Misc Improvements¶
autofish: changed
--rawargument format to allow explicit setting to on or offcaravan: move goods to depot screen can now see/search/trade items inside of barrels and pots
gui/launcher: show tagged tools in the autocomplete list when a tag name is typed
- sort:
add sort option for training need on squad assignment screen
filter mothers with infants, units with weak mental fortitude, and critically injured units on the squad assignment screen
display a rating relative to the current sort order next to the visible units on the squad assignment screen
API¶
overlay: overlay widgets can now declare a
versionattribute. changing the version of a widget will reset its settings to defaults. this is useful when changing the overlay layout and old saved positions will no longer be valid.
Lua¶
argparse.boolean: convert arguments to lua boolean values.
Structures¶
Identified a number of previously anonymous virtual methods in
itemst
Documentation¶
add instructions for downloading development builds to the
Installingpage
DFHack 50.09-r3¶
New Tools¶
devel/scan-vtables: scan and dump likely vtable addresses (for memory research)
hide-interface: hide the vanilla UI elements for clean screenshots or laid-back fortress observing
hide-tutorials: hide the DF tutorial popups; enable in the System tab of gui/control-panel
set-orientation: tinker with romantic inclinations (reinstated from back catalog of tools)
New Features¶
buildingplan: one-click magma/fire safety filter for planned buildings
exportlegends: new overlay that integrates with the vanilla “Export XML” button. Now you can generate both the vanilla export and the extended data export with a single click!
sort: search, sort, and filter for squad assignment screen
zone: advanced unit assignment screens for cages, restraints, and pits/ponds
Fixes¶
- Core:
reload scripts in mods when a world is unloaded and immediately loaded again
fix text getting added to DFHack text entry widgets when Alt- or Ctrl- keys are hit
autobutcher: fix
tickscommandline option incorrectly rejecting positive integers as valid valuesbuildingplan: ensure selected barrels and buckets are empty (or at least free of lye and milk) as per the requirements of the building
- caravan:
corrected prices for cages that have units inside of them
correct price adjustment values in trade agreement details screen
apply both import and export trade agreement price adjustments to items being both bought or sold to align with how vanilla DF calculates prices
cancel any active TradeAtDepot jobs if all caravans are instructed to leave
- emigration:
fix errors loading forts after dwarves assigned to work details or workshops have emigrated
fix citizens sometimes “emigrating” to the fortress site
fix/retrieve-units: fix retrieved units sometimes becoming duplicated on the map
gui/launcher, gui/gm-editor: recover gracefully when the saved frame position is now offscreen
gui/sandbox: correctly load equipment materials in modded games that categorize non-wood plants as wood
orders: prevent import/export overlay from appearing on the create workorder screen
quickfort: cancel old dig jobs that point to a tile when a new designation is applied to the tile
seedwatch: ignore unplantable tree seeds
starvingdead: ensure sieges end properly when undead siegers starve
- suspendmanager:
Fix the overlay enabling/disabling suspendmanager unexpectedly
improve the detection on “T” and “+” shaped high walls
tailor: remove crash caused by clothing items with an invalid
maker_racedialogs.MessageBox: fix spacing around scrollable text
Misc Improvements¶
Surround DFHack-specific UI elements with square brackets instead of red-yellow blocks for better readability
autobutcher: don’t mark animals for butchering if they are already marked for some kind of training (war, hunt)
caravan: optionally display items within bins in bring goods to depot screen
createitem: support creating items inside of bags
devel/lsmem: added support for filtering by memory addresses and filenames
gui/design: change “auto commit” hotkey from
ctoAlt-cto avoid conflict with the default keybinding for z-level down- gui/gm-editor:
hold down shift and right click to exit, regardless of how many substructures deep you are
display in the title bar whether the editor window is scanning for live updates
gui/liquids: support removing river sources by converting them into stone floors
gui/quickfort: blueprint details screen can now be closed with Ctrl-D (the same hotkey used to open the details)
hotkeys: don’t display DFHack logo in legends mode since it covers up important interface elements. the Ctrl-Shift-C hotkey to bring up the menu and the mouseover hotspot still function, though.
quickfort: linked stockpiles and workshops can now be specified by ID instead of only by name. this is mostly useful when dynamically generating blueprints and applying them via the quickfort API
sort: animals are now sortable by race on the assignment screens
suspendmanager: display a different color for jobs suspended by suspendmanager
API¶
RemoteFortressReader: add a
force_reloadoption to the GetBlockList RPC API to return blocks regardless of whether they have changed since the last requestGui:getAnyStockpileandgetAnyCivzone(along with theirgetSelectedvariants) now work through layers of ZScreens. This means that they will still return valid results even if a DFHack tool window is in the foereground.Items::getValue(): removecaravan_buyingparameter since the identity of the selling party doesn’t actually affect the item valueUnits: new animal propery check functionsisMarkedForTraining(unit),isMarkedForTaming(unit),isMarkedForWarTraining(unit), andisMarkedForHuntTraining(unit)
Lua¶
dfhack.gui: newgetAnyCivZoneandgetAnyStockpilefunctions; also behavior ofgetSelectedCivZoneandgetSelectedStockpilefunctions has changes as per the related API notesdfhack.items.getValue(): removecaravan_buyingparam as per C++ API changedfhack.screen.readTile(): now populates extended tile property fields (liketop_of_text) in the returnedPenobjectdfhack.units: new animal propery check functionsisMarkedForTraining(unit),isMarkedForTaming(unit),isMarkedForWarTraining(unit), andisMarkedForHuntTraining(unit)new(): improved error handling so that certain errors that were previously uncatchable (creating objects with members with unknown vtables) are now catchable withpcall()widgets.BannerPanel: panel with distinctive border for marking DFHack UI elements on otherwise vanilla screenswidgets.Panel: new functions to override instead of setting corresponding properties (useful when subclassing instead of just setting attributes):onDragBegin,onDragEnd,onResizeBegin,onResizeEnd
Structures¶
Added
global_tableglobal and correspondingglobal_table_entrytypehelp_context_type: fix typo in enum name:EMBARK_TUTORIAL_CHICE->EMBARK_TUTORIAL_CHOICEplotinfo: name the fields related to tutorial popupsviewscreen_legendsst: realign structureviewscreen_new_arenast: added (first appeared in 50.06)
DFHack 50.09-r2¶
New Plugins¶
3dveins: reinstated for v50, this plugin replaces vanilla DF’s blobby vein generation with veins that flow smoothly and naturally between z-levels
dig: new
dig.asciiwarmdampoverlay that highlights warm and damp tiles when in ASCII mode. there is no effect in graphics mode since the tiles are already highlighted theredwarfvet: reinstated and updated for v50’s new hospital mechanics; allow your animals to have their wounds treated at hospitals
zone: new searchable, sortable, filterable screen for assigning units to pastures
New Scripts¶
caravan: new trade screen UI replacements for bringing goods to trade depot and trading
fix/empty-wheelbarrows: new script to empty stuck rocks from all wheelbarrows on the map
Fixes¶
Fix extra keys appearing in DFHack text boxes when shift (or any other modifier) is released before the other key you were pressing
gui/autodump: when “include items claimed by jobs” is on, actually cancel the job so the item can be teleported
gui/create-item: when choosing a citizen to create the chosen items, avoid choosing a dead citizen
gui/gm-unit: fix commandline processing when a unit id is specified
- logistics:
don’t autotrain domestic animals brought by invaders (they’ll get attacked by friendly creatures as soon as you let them out of their cage)
don’t bring trade goods to depot if the only caravans present are tribute caravans
fix potential crash when removing stockpiles or turning off stockpile features
- suspendmanager:
take in account already built blocking buildings
don’t consider tree branches as a suitable access path to a building
Misc Improvements¶
Dreamfort: give noble suites double-thick walls and add apartment doors
Suppress DF keyboard events when a DFHack keybinding is matched. This prevents, for example, a backtick from appearing in a textbox as text when you launch gui/launcher from the backtick keybinding.
autonick: add more variety to nicknames based on famous literary dwarves
gui/unit-syndromes: make lists searchable
logistics: bring an autotraded bin to the depot if any item inside is tradeable instead of marking all items within the bin as untradeable if any individual item is untradeable
quickfort: blueprint libraries are now moddable – add a
blueprints/directory to your mod and they’ll show up in quickfort and gui/quickfort!stockpiles: include exotic pets in the “tameable” filter
suspendmanager: display the suspension reason when viewing a suspended building
widgets.EditField: DFHack edit fields now support cut/copy/paste with the system clipboard with Ctrl-X/Ctrl-C/Ctrl-V
API¶
Items::markForTrade(),Items::isRequestedTradeGood(),Items::getValue: see Lua notes belowUnits::getUnitByNobleRole,Units::getUnitsByNobleRole: unit lookup API by role
Internals¶
Price calculations fixed for many item types
Lua¶
dfhack.items.getValue: gained optionalcaravanandcaravan_buyingparameters for prices that take trader races and agreements into accountdfhack.items.isRequestedTradeGood: discover whether an item is named in a trade agreement with an active caravandfhack.items.markForTrade: mark items for tradedfhack.units.getUnitByNobleRole,dfhack.units.getUnitsByNobleRole: unit lookup API by rolewidgets.TextButton: wraps aHotkeyLabeland decorates it to look more like a button
Structures¶
build_req_choicest: realign structure and fix vmethodssquad_orderst: fix vmethods
Documentation¶
misery: rewrite the documentation to clarify the actual effects of the plugin
DFHack 50.09-r1¶
Misc Improvements¶
caravan: new overlay for selecting all/none on trade request screen
suspendmanager: don’t suspend constructions that are built over open space
Internals¶
Core: update SDL interface from SDL1 to SDL2
Structures¶
tiletype_shape: changed RAMP_TOP and ENDLESS_PIT to not walkable to reflect how scripts actually need these types to be treated
DFHack 50.08-r4¶
New Plugins¶
logistics: automatically mark and route items or animals that come to monitored stockpiles. options are toggleable on an overlay that comes up when you have a stockpile selected.
Fixes¶
buildingplan: don’t include artifacts when max quality is masterful
dig-now: clear item occupancy flags for channeled tiles that had items on them
emigration: reassign home site for emigrating units so they don’t just come right back to the fort
gui/create-item: allow blocks to be made out of wood when using the restrictive filters
gui/liquids: ensure tile temperature is set correctly when painting water or magma
- gui/quickfort:
allow traffic designations to be applied over buildings
protect against meta blueprints recursing infinitely if they include themselves
gui/sandbox: allow creatures that have separate caste-based graphics to be spawned (like ewes/rams)
RemoteFortressReader: fix a crash with engravings with undefined images
workorder: prevent
autoMilkCreaturefrom over-counting milkable animals, which was leading to cancellation spam for the MilkCreature job
Misc Improvements¶
- Blueprint library:
dreamfort: full rewrite and update for DF v50
pump_stack: updated walkthrough and separated dig and channel steps so boulders can be cleared
aquifer_tap: updated walkthrough
autonick: additional nicknames based on burrowing animals, colours, gems, and minerals
combine: reduce max different stacks in containers to 30 to prevent contaners from getting overfull
dig-now: can now handle digging obsidian that has been formed from magma and water
gui/autodump: add option to clear the
traderflag from teleported items, allowing you to reclaim items dropped by merchants- gui/control-panel:
add some popular startup configuration commands for autobutcher and autofarm
add option for running fix/blood-del on new forts (enabled by default)
- gui/quickfort:
adapt “cursor lock” to mouse controls so it’s easier to see the full preview for multi-level blueprints before you apply them
only display post-blueprint messages once when repeating the blueprint up or down z-levels
gui/sandbox: when creating citizens, give them names appropriate for their races
- orders:
only display import/export/sort/clear panel on main orders screen
refine order conditions for library orders to reduce cancellation spam
prioritize: add wild animal management tasks and lever pulling to the default list of prioritized job types
quickfort: significant rewrite for DF v50! now handles zones, locations, stockpile configuration, hauling routes, and more
stockpiles: added
barrels,organic,artifacts, andmasterworksstockpile presets- suspendmanager:
now suspends construction jobs on top of floor designations, protecting the designations from being erased
suspend blocking jobs when building high walls or filling corridors
workorder: reduce existing orders for automatic shearing and milking jobs when animals are no longer available
Removed¶
gui/automelt: replaced by an overlay panel that appears when you click on a stockpile
Structures¶
abstract_building_libraryst: initialize unknown variables as DF doesmisc_trait_type: realign
Documentation¶
Quickfort blueprint library: update Dreamfort screenshots and links, add
aquifer_tapscreenshot
DFHack 50.08-r3¶
Fixes¶
Fix crash for some players when they launch DF outside of the Steam client
DFHack 50.08-r2¶
New Plugins¶
add-spatter: (reinstated) allow mods to add poisons and magical effects to weapons
changeitem: (reinstated) change item material, quality, and subtype
createitem: (reinstated) create arbitrary items from the command line
deramp: (reinstated) removes all ramps designated for removal from the map
flows: (reinstated) counts map blocks with flowing liquids
lair: (reinstated) mark the map as a monster lair (this avoids item scatter when the fortress is abandoned)
luasocket: (reinstated) provides a Lua API for accessing network sockets
work-now: (reinstated, renamed from
workNow) prevent dwarves from wandering aimlessly with “No job” after completing a task
New Scripts¶
assign-minecarts: (reinstated) quickly assign minecarts to hauling routes
diplomacy: view or alter diplomatic relationships
exportlegends: (reinstated) export extended legends information for external browsing
fix/stuck-instruments: fix instruments that are attached to invalid jobs, making them unusable. turn on automatic fixing in gui/control-panel in the
Maintenancetab.gui/autodump: point and click item teleportation and destruction interface (available only if
armoktools are shown)gui/mod-manager: automatically restore your list of active mods when generating new worlds
gui/sandbox: creation interface for units, trees, and items (available only if
armoktools are shown)light-aquifers-only: (reinstated) convert heavy aquifers to light
modtools/create-item: (reinstated) commandline and API interface for creating items
necronomicon: search fort for items containing the secrets of life and death
Fixes¶
DFHack screen backgrounds now use appropriate tiles in DF Classic
RemoteServer: fix crash on malformed json in
dfhack-config/remote-server.jsonautolabor: work detail override warning now only appears on the work details screen
deathcause: fix incorrect weapon sometimes being reported
gui/create-item: allow armor to be made out of leather when using the restrictive filters
gui/design: Fix building and stairs designation
- quickfort:
properly allow dwarves to smooth, engrave, and carve beneath walkable tiles of buildings
fixed detection of tiles where machines are allowed (e.g. water wheels can be built on stairs if there is a machine support nearby)
fixed rotation of blueprints with carved track tiles
RemoteFortressReader: ensured names are transmitted in UTF-8 instead of CP437
Misc Improvements¶
Core: new commandline flag/environment var: pass
--disable-dfhackon the Dwarf Fortress commandline or specifyDFHACK_DISABLE=1in the environment to disable DFHack for the current session.Dreamfort: improve traffic patterns throughout the fortress
Settings: recover gracefully when settings files become corrupted (e.g. by DF CTD)
- Window behavior:
non-resizable windows now allow dragging by their frame edges by default
if you have multiple DFHack tool windows open, scrolling the mouse wheel while over an unfocused window will focus it and raise it to the top
autodump: no longer checks for a keyboard cursor before executing, so
autodump destroy(which doesn’t require a cursor) can still functiongui/autodump: fort-mode keybinding: Ctrl-H (when
armoktools are enabled in gui/control-panel)gui/blueprint: recording of stockpile layouts and categories is now supported. note that detailed stockpile configurations will not be saved (yet)
gui/control-panel: new preference for whether filters in lists search for substrings in the middle of words (e.g. if set to true, then “ee” will match “steel”)
gui/create-item: ask for number of items to spawn by default
gui/design: Improved performance for drawing shapes
- gui/gm-editor:
when passing the
--freezeoption, further ensure that the game is frozen by halting all rendering (other than for DFHack tool windows)Alt-A now enables auto-update mode, where you can watch values change live when the game is unpaused
- gui/quickfort:
blueprints that designate items for dumping/forbidding/etc. no longer show an error highlight for tiles that have no items on them
place (stockpile layout) mode is now supported. note that detailed stockpile configurations were part of query mode and are not yet supported
you can now generate manager orders for items required to complete bluerpints
light-aquifers-only: now available as a fort Autostart option in gui/control-panel. note that it will only appear if “armok” tools are configured to be shown on the Preferences tab.
orders: update orders in library for prepared meals, bins, archer uniforms, and weapons
overlay: add links to the quickstart guide and the control panel on the DF title screen
stockpiles: allow filtering creatures by tameability
Removed¶
orders:
library/military_include_artifact_materialslibrary file removed since recent research indicates that platinum blunt weapons and silver crossbows are not more effective than standard steel. the alternate military orders file was also causing unneeded confusion.
Internals¶
dfhack.internal: added memory analysis functions:msizeAddress,getHeapState,heapTakeSnapshot,isAddressInHeap,isAddressActiveInHeap,isAddressUsedAfterFreeInHeap,getAddressSizeInHeap, andgetRootAddressOfHeapObject
Lua¶
ensure_keys: walks a series of keys, creating new tables for any missing valuesgui: changed frame naming scheme toFRAME_Xrather thanX_FRAME, and added aliases for backwards compatibility. (for exampleBOLD_FRAMEis now calledFRAME_BOLD)overlay.reload(): has been renamed tooverlay.rescan()so as not to conflict with the globalreload()function. If you are developing an overlay, please take note of the new function name for reloading your overlay during development.
Structures¶
Removed
steam_mod_managerandgame_extraglobals. Their contents have been merged back intogame.abstract_building_contents: identify fields and flags related to location item countsarena_tree: identify fields related to tree creationarena_unit: identify fields related to unit creationmod_headerst: renamenon_vanillaflag tovanillato reflect its actual usageprofession: renamed captionsCheese MakertoCheesemaker,Bee KeepertoBeekeeper, andBone SettertoBone Doctor
DFHack 50.08-r1¶
Fixes¶
autoclothing: eliminate game lag when there are many inventory items in the fort
- buildingplan:
fixed size limit calculations for rollers
fixed items not being checked for accessibility in the filter and item selection dialogs
deteriorate: ensure remains of enemy dwarves are properly deteriorated
dig-now: properly detect and complete smoothing designations that have been converted into active jobs
suspendmanager: Fix over-aggressive suspension of jobs that could still possibly be done (e.g. jobs that are partially submerged in water)
Misc Improvements¶
- buildingplan:
planner panel is minimized by default and now remembers minimized state
can now filter by gems (for gem windows) and yarn (for ropes in wells)
combine: Now supports ammo, parts, powders, and seeds, and combines into containers
deteriorate: add option to exclude useable parts from deterioration
- gui/control-panel:
add preference option for hiding the terminal console on startup
add preference option for hiding “armok” tools in command lists
- gui/gm-editor:
press
gto move the map to the currently selected item/unit/buildingpress
Ctrl-Dto toggle read-only mode to protect from accidental changes; this state persists across sessionsnew
--freezeoption for ensuring the game doesn’t change while you’re inspecting it
gui/launcher: DFHack version now shown in the default help text
gui/prerelease-warning: widgets are now clickable
overlay: add the DFHack version string to the DF title screen
Dwarf Therapist: add a warning to the Labors screen when Dwarf Therapist is active so players know that changes they make to that screen will have no effect. If you’re starting a new embark and nobody seems to be doing anything, check your Labors tab for this warning to see if Dwarf Therapist thinks it is in control (even if it’s not running).toggle-kbd-cursor: add hotkey for toggling the keyboard cursor (Alt-K)version: add alias to display the DFHack help (including the version number) so something happens when players try to run “version”
Removed¶
title-version: replaced by an overlay widget
Lua¶
gui.ZScreenModal: ZScreen subclass for modal dialogswidgets.CycleHotkeyLabel: exposed “key_sep” and “option_gap” attributes for improved stylistic control.widgets.RangeSlider: new mouse-controlled two-headed slider widget
Structures¶
convert
mod_managerfields to pointers
DFHack 50.07-r1¶
New Plugins¶
autoslab: automatically create work orders to engrave slabs for ghostly dwarves
faststart: speeds up the “Loading…” screen so the Main Menu appears faster
getplants: reinstated: designate trees for chopping and shrubs for gathering according to type
prospector: reinstated: get stone, ore, gem, and other tile property counts in fort mode.
New Scripts¶
allneeds: list all unmet needs sorted by how many dwarves suffer from them.
autofish: auto-manage fishing labors to control your stock of fish
combine: combines stacks of food and plant items.
devel/tile-browser: page through available textures and see their texture ids
fix/civil-war: removes negative relations with own government
fix/general-strike: fix known causes of the general strike bug (contributed by Putnam)
fix/protect-nicks: restore nicknames when DF loses them
forbid: forbid and list forbidden items on the map
gui/autochop: configuration frontend and status monitor for the autochop plugin
gui/autofish: GUI config and status panel interface for autofish
gui/automelt: GUI config and status panel interface for automelt
gui/civ-alert: configure and trigger civilian alerts
gui/control-panel: quick access to DFHack configuration
gui/design: digging and construction designation tool with shapes and patterns
gui/seedwatch: GUI config and status panel interface for seedwatch
gui/suspendmanager: graphical configuration interface for suspendmanager
gui/unit-syndromes: browser for syndrome information
makeown: makes the selected unit a citizen of your fortress
suspendmanager: automatic job suspension management (replaces autounsuspend)
suspend: suspends building construction jobs
Fixes¶
autochop: fixed a crash when processing trees with corrupt data structures (e.g. when a trunk tile fails to fall when the rest of the tree is chopped down)
autoclothing: fixed a crash that can happen when units are holding invalid items.
autodump: changed behaviour to only change
dumpandforbidflags if an item is successfully dumped.blueprint: interpret saplings, shrubs, and twigs as floors instead of walls
- build-now:
now correctly avoids adjusting non-empty tiles above constructions that it builds
don’t error on constructions that do not have an item attached
- buildingplan:
upright spike traps are now placed extended rather than retracted
you can no longer designate constructions on tiles with magma or deep water, mirroring the vanilla restrictions
catsplosion: now only affects live, active units
combine: fix error processing stockpiles with boundaries that extend outside of the map
devel/query: can now properly index vectors in the –table argument
dig-now: fixed multi-layer channel designations only channeling every second layer
getplants: trees are now designated correctly
gui/launcher: tab characters in command output now appear as a space instead of a code page 437 “blob”
make-legendary: “MilitaryUnarmed” option now functional
orders: library/military now sticks to vanilla rules and does not add orders for normally-mood-only platinum weapons. A new library orders file
library/military_include_artifact_materialsis now offered as an alternatelibrary/militaryset of orders that still includes the platinum weapons.quickfort: allow floor bars, floor grates, and hatches to be placed over all stair types like vanilla allows
showmood properly count required number of bars and cloth when they aren’t the main item for the strange mood
stockpiles: fix crash when importing settings for gems from other worlds
- tailor:
properly discriminate between dyed and undyed cloth
take queued orders into account when calculating available materials
skip units who can’t wear clothes
identify more available items as available, solving issues with over-production
block making clothing sized for toads; make replacement clothing orders use the size of the wearer, not the size of the garment
now respects the setting of the “used dyed clothing” standing order toggle
- warn-starving:
no longer warns for dead units
no longer warns for enemy and neutral units
Buildings::StockpileIterator: fix check for stockpile items on block boundary.dfhack.job.isSuitableMaterial: now properly detects lack of fire and magma safety for vulnerable materials with high melting pointsUnits::isFortControlled: Account for agitated wildlifewidgets.WrappedLabel: no longer resets scroll position when window is moved or resized
Misc Improvements¶
Core: hide DFHack terminal console by default when running on Steam Deck
DFHack tool windows that capture mouse clicks (and therefore prevent you from clicking on the “pause” button) now unconditionally pause the game when they open (but you can still unpause with the keyboard if you want to). Examples of this behavior: gui/quickfort, gui/blueprint, gui/liquids
Mods: scripts in mods are now automatically added to the DFHack script path. DFHack recognizes two directories in a mod’s folder:
scripts_modinstalled/andscripts_modactive/.scripts_modinstalled/folders will always be added the script path, regardless of whether the mod is active in a world.scripts_modactive/folders will only be added to the script path when the mod is active in the current loaded world.Scrollable widgets now react to mouse wheel events when the mouse is over the widget
the
dfhack-config/scripts/folder is now searched for scripts by default- autobutcher:
logs activity to the console terminal instead of making disruptive in-game announcements
changed defaults from 5 females / 1 male to 4 females / 2 males so a single unfortunate accident doesn’t leave players without a mating pair
now immediately loads races available at game start into the watchlist
autodump: new hotkey for
autodump-destroy-here: Ctrl-H- automelt:
now allows metal chests to be melted (workaround for DF bug 2493 is no longer needed)
stockpile configuration can now be set from the commandline
autounsuspend: now saves its state with your fort
- ban-cooking:
ban announcements are now hidden by default; use new option
--verboseto show them.report number of items banned.
- Quickfort blueprint library:
library blueprints have moved from
blueprintstohack/data/blueprintsplayer-created blueprints should now go in the
dfhack-config/blueprintsfolder. please move your existing blueprints fromblueprintstodfhack-config/blueprints. you don’t need to move the library blueprints – those can be safely deleted from the oldblueprintsdirectory.
blueprint: now writes blueprints to the
dfhack-config/blueprintsdirectorybuild-now: now handles dirt roads and initializes farm plots properly
- buildingplan:
can now filter by cloth and silk materials (for ropes)
filters and global settings are now ignored when manually choosing items for a building, allowing you to make custom choices independently of the filters that would otherwise be used
if suspendmanager is running, then planned buildings will be left suspended when their items are all attached. suspendmanager will unsuspsend them for construction when it is safe to do so.
add option for autoselecting the last manually chosen item (like automaterial used to do)
entirely new UI for building placement, item selection, and materials filtering!
caravan: add trade screen overlay that assists with seleting groups of items and collapsing groups in the UI
channel-safely: new monitoring for cave-in prevention
- combine:
you can select a target stockpile in the UI instead of having to use the keyboard cursor
added
--quietoption for no output when there are no changes
- confirm:
adds confirmation for removing burrows via the repaint menu
configuration data is now persisted globally.
devel/click-monitor: report on middle mouse button actions
devel/inspect-screen: updated for new rendering semantics and can now also inspect map textures
devel/query: will now search for jobs at the map coordinate highlighted, if no explicit job is highlighted and there is a map tile highlighted
devel/visualize-structure: now automatically inspects the contents of most pointer fields, rather than inspecting the pointers themselves
dig-now: added handling of dig designations that have been converted into active jobs
emigration: now saves its state with your fort
enable: can now interpret aliases defined with the alias command
- exterminate:
add support for
vaporizekill method for when you don’t want to leave a corpseadded drown method. magma and drown methods will now clean up liquids automatically.
getplants: ID values will now be accepted regardless of case
- gui/control-panel:
bugfix services are now enabled by default
new global hotkey for quick access: Ctrl-Shift-E
Now detects overlays from scripts named with capital letters
- gui/cp437-table:
now has larger key buttons and clickable backspace/submit/cancel buttons, making it fully usable on the Steam Deck and other systems that don’t have an accessible keyboard
dialog is now fully controllable with the mouse, including highlighting which key you are hovering over and adding a clickable backspace button
converted to a movable, mouse-enabled window
- gui/create-item:
added ability to spawn ‘whole’ corpsepieces (every layer of a part)
support spawning corpse pieces (e.g. shells) under “body part”
added search and filter capabilities to the selection lists
added whole corpse spawning alongside corpsepieces. (under “corpse”)
- gui/gm-editor:
can now jump to material info objects from a mat_type reference with a mat_index using
ithe key column now auto-fits to the widest key
can now open the selected stockpile if run without parameters
will now inspect a selected building itself if the building has no current jobs
now supports multiple independent data inspection windows
now prints out contents of coordinate vars instead of just the type
converted to a movable, resizable, mouse-enabled window
gui/gm-unit: converted to a movable, resizable, mouse-enabled window
- gui/launcher:
sped up initialization time for faster window appearance
make command output scrollback separate from the help text so players can continue to see the output of the previous command as they type the next one
allow double spacebar to pause/unpause the game, even while typing a command
clarify what is being shown in the autocomplete list (all commands, autocompletion of partially typed command, or commands related to typed command)
support running commands directly from the autocomplete list via double-clicking
now supports a smaller, minimal mode. click the toggle in the launcher UI or start in minimal mode via the
Ctrl-Shift-Pkeybindingcan now be dragged from anywhere on the window body
now remembers its size and position between invocations
gui/liquids: interface overhaul, also now allows spawning river sources, setting/adding/removing liquid levels, and cleaning water from being salty or stagnant
gui/overlay: now focuses on repositioning overlay widgets; enabling, disabling, and getting help for overlay widgets has moved to the new gui/control-panel
- gui/quickcmd:
now has its own global keybinding for your convenience: Ctrl-Shift-A
converted to a movable, resizable, mouse-enabled window
commands are now stored globally so you don’t have to recreate commands for every fort
gui/quickfort: don’t close the window when applying a blueprint so players can apply the same blueprint multiple times more easily
hotkeys: overlay hotspot widget now shows the DFHack logo in graphics mode and “DFHack” in text mode
locate-ore: now only searches revealed tiles by default
misery: now persists state with the fort
modtools/spawn-liquid: sets tile temperature to stable levels when spawning water or magma
nestboxes: now saves enabled state in your savegame
- orders:
add minimize button to overlay panel so you can get it out of the way to read long statue descriptions when choosing a subject in the details screen
add option to delete exported files from the import dialog
orders plugin functionality is now accessible via an overlay widget when the manager orders screen is open
- prioritize:
revise and simplify the default list of prioritized jobs – be sure to tell us if your forts are running noticeably better (or worse!)
now automatically starts boosting the default list of job types when enabled
now saves its state with your fort
quickfort: now reads player-created blueprints from
dfhack-config/blueprints/instead of the oldblueprints/directory. Be sure to move over your personal blueprints to the new directory!rejuvenate: now takes an –age parameter to choose a desired age.
Script paths: removed “raw” directories from default script paths. now the default locations to search for scripts are
dfhack-config/scripts,save/*/scripts, andhack/scriptsseedwatch: now persists enabled state in the savegame, automatically loads useful defaults, and respects reachability when counting available seeds
showmood: now shows the number of items needed for cloth and bars in addition to the technically correct but always confusing “total dimension” (150 per bar or 10,000 per cloth)
- stockpiles:
support applying stockpile configurations with fully enabled categories to stockpiles in worlds other than the one where the configuration was exported from
support partial application of a saved config based on dynamic filtering (e.g. disable all tallow in a food stockpile, even tallow from world-specific generated creatures)
additive and subtractive modes when applying a second stockpile configuration on top of a first
write player-exported stockpile configurations to the
dfhack-config/stockpilesfolder. If you have any stockpile configs in other directories, please move them to that folder.now includes a library of useful stockpile configs (see docs for details)
stonesense: added an
INVERT_MOUSE_Zoption to invert the mouse wheel direction- stripcaged:
added
--skip-forbiddenoption for greater control over which items are marked for dumpingitems that are marked for dumping are now automatically unforbidden (unless
--skip-forbiddenis set)
tailor: add support for adamantine cloth (off by default); improve logging
- troubleshoot-item:
output as bullet point list with indenting, with item description and ID at top
reports on items that are hidden, artifacts, in containers, and held by a unit
reports on the contents of containers with counts for each contained item type
unforbid: avoids unforbidding unreachable and underwater items by default
- unsuspend:
overlay now displays different letters for different suspend states so they can be differentiated in graphics mode (P=planning, x=suspended, X=repeatedly suspended)
overlay now shows a marker all the time when in graphics mode. ascii mode still only shows when paused so that you can see what’s underneath.
init.d: directories have moved from therawsubfolder (which no longer exists) to the root of the main DF folder or a savegame folder
Removed¶
Ruby is no longer a supported DFHack scripting language
autohauler: no plans to port to v50, as it just doesn’t make sense with the new work detail system
automaterial: all functionality has been merged into buildingplan
autounsuspend: replaced by suspendmanager
combine-drinks: replaced by combine
combine-plants: replaced by combine
create-items: replaced by gui/create-item
--multishow-unit-syndromes: replaced by gui/unit-syndromes; html export is no longer supported
fix-job-postingsfrom the workflow plugin is now obsolete since affected savegames can no longer be loaded
API¶
Gui focus strings will no longer get the “dfhack/” prefix if the string “dfhack/” already exists in the focus string
Units module: added new predicates for
isGeldable(),isMarkedForGelding(), andisPet()overlay: overlay widgets can now specify a default enabled state if they are not already set in the player’s overlay config file
Buildings::containsTile(): no longer takes aroomparameter since that’s not how rooms work anymore. If the building has extents, the extents will be checked. otherwise, the result just depends on whether the tile is within the building’s bounding box.Gui::any_civzone_hotkey,Gui::getAnyCivZone,Gui::getSelectedCivZone: new functions to operate on the new zone systemGui::getDFViewscreen: returns the topmost underlying DF viewscreenGui::getDwarfmodeDims: now only returns map viewport dimensions; menu dimensions are obsoleteLua::Push: now supportsstd::unordered_mapMaps::GetBiomeTypeRefrenamed toMaps::getBiomeTypeReffor consistencyMaps::GetBiomeTyperenamed toMaps::getBiomeTypefor consistencyMilitary:New module for military functionality
new
makeSquadto create a squadchanged
getSquadNameto take a squad identifiernew
updateRoomAssignmentsfor assigning a squad to a barracks and archery range
Screen::Pen:now accepts
top_of_textandbottom_of_textproperties to support offset text in graphics modenow accepts
keep_lowerandwrite_to_lowerproperties to support foreground and background textures in graphics mode
Units::getCitizens(): gets a list of citizens, which otherwise you’d have to iterate over all units the world to discover
Lua¶
added two new window borders:
gui.BOLD_FRAMEfor accented elements andgui.INTERIOR_MEDIUM_FRAMEfor a signature-less frame that’s thicker than the existinggui.INTERIOR_FRAMERemoved
os.execute()andio.popen()built-in functions- helpdb:
new function:
helpdb.refresh()to force a refresh of the database. Call if you are a developer adding new scripts, loading new plugins, or changing help text during playchanged from auto-refreshing every 60 seconds to only refreshing on explicit call to
helpdb.refresh(). docs very rarely change during a play session, and the automatic database refreshes were slowing down the startup of gui/launcher and anything else that displays help text.
- overlay:
overlay widgets can now specify focus paths for the viewscreens they attach to so they only appear in specific contexts. see DFHack overlay dev guide for details.
OverlayWidgetnow inherits fromPanelinstead ofWidgetto get all the frame and mouse integration goodies
tiletypes: now has a Lua API!
tiletypes_setTiledfhack.gui.getDFViewscreen(): returns the topmost underlying DF viewscreendfhack.gui.getSelectedCivZone: returns the Zone that the user has selected currentlydfhack.job.attachJobItem(): allows you to attach specific items to a jobdfhack.screen.paintTile(): you can now explicitly clear the interface cursor from a map tile by passing0as the tile valuedfhack.units.getCitizens(): gets a list of citizensgui.CLEAR_PEN: now clears the background and foreground and writes to the background (before it would always write to the foreground)gui.KEEP_LOWER_PEN: a general use pen that writes associated tiles to the foreground while keeping the existing backgroundgui.View:visibleandactivecan now be functions that return a booleannew function
view:getMouseFramePos()for detecting whether the mouse is within (or over) the exterior frame of a view
gui.ZScreen: Screen subclass that implements window raising, multi-viewscreen input handling, and viewscreen event pass-through so the underlying map can be interacted with and dragged around while DFHack screens are visiblemaps.getBiomeType: exposed preexisting function to Luawidgets.CycleHotkeyLabel:options that are bare integers will no longer be interpreted as the pen color in addition to being the label and value
option labels and pens can now be functions that return a label or pen
add
label_belowattribute for compact 2-line outputAdded
key_backoptional parameter to cycle backwards.now supports rendering option labels in the color of your choice
new functions
setOption()andgetOptionPen()
widgets.FilteredList:Added
edit_on_changeoptional parameter to allow a custom callback on filter edit change.Added
case_sensitiveoptional paramter to determine if filtering is case sensitive.
widgets.HotkeyLabel:Added
setLabelmethod to allow easily updating the label text without mangling the keyboard shortcut.Added
setOnActivatemethod to allow easily updating theon_activatecallback.
widgets.Label:tokens can now specify a
htileproperty to indicate the tile that should be shown when the Label is hovered over with the mouseclick handlers no longer get the label itself as the first param to the click handler
token
tileproperties can now be functions that return a valuelabel.scroll()now understandshomeandendkeywords for scrolling to the top or bottomtoken
tileproperties can now be either pens or numeric texture idstiles can now have an associated width
widgets.List: new callbacks for double click and shift double clickwidgets.Panel: new attributes to control window dragging and resizing with mouse or keyboardwidgets.TabBar: new library widget (migrated from control-panel.lua)widgets.ToggleHotkeyLabel: now renders theOnoption in green textwidgets.Window: Panel subclass with attributes preset for top-level windows
Structures¶
add “hospital” language name category
added missing tiletypes and corrected a few old ones based on a list supplied by Toady
correct bit size of tree body data
corrected alignment in
world.statuscorrected misalignment in
historical_entitycorrected misalignment in
unitst(affectingoccupationandadjective)identified fields for squads and other military structures
identified fields in
deep_vein_hollow,glowing_barrier, andcursed_tombmap eventsidentified some anons in
unitstrelated to textures (thanks, putnam)identified two fields related to saves/autosaves to facilitate quicksave implementation
identified two old and one new language name groups
identified
divine_treasureandencased_horrormap eventsidentify a table of daily events scheduled to take place inthe current year
identify item vmethod 213 (applies a thread improvements to appropriate items based on an RNG)
identify two anons in
difficultystidentify various data types related to job completion/cancellation
partially identified squad-related structures in
plotinfoand corrected position ofciv_alert_idx(does not affect alignment)realigned and fleshed out
entity_site_link(again, thanks, putnam)realigned
furniture_typeenum (added BAG)realigned
stockpile_settingsfor new “corpses” vectorremove some no-longer-valid reputation types
- Renamed globals to match DF:
ui: renamed toplotinfoui_advmode: renamed toadventureui_build_selector: renamed tobuildrequi_sidebar_menus: renamed togame
split
gamestintogamestandgamest_extrato accommodate steam-specific data ingamest.mod_manageractivity_info:unit_actor,unit_noble, andplaceconverted from pointers to integer references.building_civzonest: identify two variables,dir_xanddir_y, that handle archery range direction.building_design: corrected misalignmentscreature_raw_graphics: corrected misalignmentsdipscript_popup:meeting_holderconverted from unit pointer into two unit refsmeeting_holder_actorandmeeting_holder_noble.history_eventst: Removedhistory_event_masterpiece_created_arch_designstand related enum valueitem.setSharpness(): more info about paramsoccupation_type: add enum values for new occupations related to hospitalsplotinfost.``equipment``: Converteditems_unmanifested,items_unassigned, anditems_assignedvectors from pointers to item refsplot_infost.``unk_8``: renamed totheft_intrigues. Fieldsunk_1thruunk_8renamed totarget_item,mastermind_hf,mastermind_plot_id,corruptor_hf,corruptor,corruptee_hf,corruptee, andtheft_agreement.unk_1renamed toitem_known_pos.specific_ref_type: RemovedBUILDING_PARTY,PETINFO_PET, andPETINFO_OWNERenum values to fix alignment.
Documentation¶
added DFHack architecture diagrams to the dev intro
added DFHack Quickstart guide
the
untestedtag has been renamed tounavailableto better reflect the status of the remaining unavaialable tools. most of the simply “untested” tools have now been tested and marked as working. the remaining tools are known to need development work before they are available again.Compilation: instructions added for cross-compiling DFHack for Windows from a Linux Docker builder
devel/hello-world: updated to be a better example from which to start new gui scripts
Installing: updated to include Steam installation instructions
DFHack modding guide: guide updated to include information for 3rd party script developers
DFHack overlay dev guide: added troubleshooting tips and common development workflows
DFHack 0.47.05-r8¶
New Plugins¶
channel-safely: auto-manage channel designations to keep dwarves safe
overlay: plugin is transformed from a single line of text that runs gui/launcher on click to a fully-featured overlay injection framework. It now houses a popup menu for keybindings relevant to the current DF screen, all the widgets previously provided by dwarfmonitor (e.g. the current date and number of happy/unhappy dwarves), the overlay that highlights suspended buildings when you pause, and others. See DFHack overlay dev guide for details.
New Scripts¶
gui/overlay: configuration interface for the DFHack overlays and overlay widgets. includes a click-and-drag interface for repositioning widgets!
Fixes¶
Core: ensure
foo.initalways runs beforefoo.*.init(e.g.dfhack.initshould always run beforedfhack.something.init)autofarm: flush output so status text is visible immediately after running the command
autolabor, autohauler: properly handle jobs 241, 242, and 243
- automaterial:
fix the cursor jumping up a z level when clicking quickly after box select
fix rendering errors with box boundary markers
buildingplan: fix crash when canceling out of placement mode for a building with planning mode enabled and subsequently attempting to place a building that does not have planning mode enabled and that has no pertinent materials available
dwarf-op: fixed error when matching dwarves by name
gui/create-item: prevent materials list filter from intercepting sublist hotkeys
gui/gm-unit: fixed behavior of
+and-to adjust skill values instead of populating the search fieldhotkeys: correctly detect hotkeys bound to number keys, F11, and F12
labormanager: associate quern construction with the correct labor
mousequery: fix the cursor jumping up z levels sometimes when using TWBT
tiletypes: no longer resets dig priority to the default when updating other properties of a tile
- warn-stealers:
register callback with correct event name so that units entering the map are detected
announce thieving creatures that spawn already revealed
cache unit IDs instead of unit objects to avoid referencing stale pointers
workorder: fix interpretation of json-specified orders that set the
item_typefieldEventManager:fix a segmentation fault with the
REPORTeventfix the
JOB_STARTEDevent only sending events to the first handler listed instead of all registered handlers
Misc Improvements¶
- UX:
List widgets now have mouse-interactive scrollbars
You can now hold down the mouse button on a scrollbar to make it scroll multiple times.
You can now drag the scrollbar up and down to scroll to a specific spot
autolabor, autohauler: refactored to use DFHack’s messaging system for info/debug/trace messages
- blueprint:
new
--smoothoption for recording all smoothed floors and walls instead of just the ones that require smoothing for later carvingrecord built constructions in blueprints
record stockpile/building/zone names in blueprints
record room sizes in blueprints
generate meta blueprints to reduce the number of blueprints you have to apply
support splitting the output file into phases grouped by when they can be applied
when splitting output files, number them so they sort into the order you should apply them in
dig: new
-zoption for digtype to restrict designations to the current z-level and downdwarfmonitor: widgets have been ported to the overlay framework and can be enabled and configured via the gui/overlay UI
gui/blueprint: support new blueprint phases and options
gui/cp437-table: new global keybinding for the clickable on-screen keyboard for players with keyboard layouts that prevent them from using certain keys: Ctrl-Shift-K
gui/create-item: restrict materials to those normally allowed by the game by default, introduce new
--unrestrictedoption for full freedom in choosing materialsgui/launcher: show help for commands that start with ‘:’ (like
:lua)gui/quantum: add option to allow corpses and refuse in your quantum stockpile
- hotkeys:
hotkey screen has been transformed into an interactive overlay widget that you can bring up by moving the mouse cursor over the hotspot (in the upper left corner of the screen by default). Enable/disable/reposition the hotspot in the gui/overlay UI. Even if the hotspot is disabled, the menu can be brought up at any time with the Ctrl-Shift-C hotkey.
now supports printing active hotkeys to the console with
hotkeys list
- ls:
indent tag listings and wrap them in the rightmost column for better readability
new
--excludeoption for hiding matched scripts from the output. this can be especially useful for modders who don’t want their mod scripts to be included inlsoutput.
modtools/create-unit: better unit naming, more argument checks, assign nemesis save data for units without civilization so they can be properly saved when offloaded
orders: replace shell craft orders in the standard orders list you get with
orders import library/basicwith orders for shell leggings. They have a slightly higher trade price. Also, “shleggings” is just hilarious.Quickfort blueprint library: improved layout of marksdwarf barracks in the example Dreamfort blueprints
- spectate:
new
auto-unpauseoption for auto-dismissal of announcement pause events (e.g. sieges).new
auto-disengageoption for auto-disengagement of plugin through player interaction whilst unpaused.new
tick-thresholdoption for specifying the maximum time to follow the same dwarfnew
animalsoption for sometimes following animalsnew
hostilesoption for sometimes following hostilesnew
visitingoption for sometimes following visiting merchants, diplomats or plain visitorsadded persistent configuration of the plugin settings
unsuspend: new overlay for displaying status of suspended buildings (functionality migrated from removed resume plugin)
Removed¶
gui/create-item: removed
--restrictedoption. it is now the default behaviorresume: functionality (including suspended building overlay) has moved to unsuspend
API¶
Constructions module: added
insert()to insert constructions into the game’s sorted list.MiscUtils: added the following string transformation functions (refactored from
uicommon.h):int_to_string,ltrim,rtrim, andtrim; addedstring_to_int- Units module:
added new predicates for:
isUnitInBox()isAnimal()isVisiting()any visiting unit (diplomat, merchant, visitor)isVisitor()ie. not merchants or diplomatsisInvader()isDemon()returns true for unique/regular demonsisTitan()isMegabeast()isGreatDanger()returns true if unit is a demon, titan, or megabeastisSemiMegabeast()isNightCreature()isDanger()returns true if is a ‘GreatDanger’, semi-megabeast, night creature, undead, or invadermodified predicates:
isUndead()now optionally ignores vampires instead of always ignoring vampiresisCitizen()now optionally ignores insane citizens instead of always ignoring insane citizensnew action timer API for speeding up of slowing down units
Gui::anywhere_hotkey: for plugin commands bound to keybindings that can be invoked on any screenGui::autoDFAnnouncement,Gui::pauseRecenter: added functionality reverse-engineered from announcement codeGui::revealInDwarfmodeMap: Now enforce valid view bounds when pos invalid, add variant accepting x, y, zLua::Push(): now handles maps with otherwise supported keys and valuesLua::PushInterfaceKeys(): transforms viewscreenfeed()keys into something that can be interpreted by lua-based widgets
Internals¶
Constructions module:
findAtTilenow uses a binary search intead of a linear searchMSVC warning level upped to /W3, and /WX added to make warnings cause compilations to fail.
Lua¶
Lua mouse events now conform to documented behavior in DFHack Lua API Reference –
_MOUSE_L_DOWNwill be sent exactly once per mouse click and_MOUSE_Lwill be sent repeatedly as long as the button is held down. Similarly for right mouse button events.dfhack.constructions.findAtTile(): exposed preexisting function to Lua.dfhack.constructions.insert(): exposed new function to Lua.gui.Screen.show(): now returnsselfas a conveniencegui.View.getMousePos()now takes an optionalViewRectparameter in case the caller wants to get the mouse pos relative to a rect that is not the frame_body (such as the frame_rect that includes the frame itself)widgets.EditField: now allows other widgets to process characters that theon_charcallback rejects.widgets.FilteredList: now provides a useful default search key for list items made up of text tokens instead of plain textwidgets.HotkeyLabel: now ignores mouse clicks whenon_activateis not definedwidgets.List:new
getIdxUnderMouse()function for detecting the list index under the active mouse cursor. this allows for “selection follows mouse” behaviorshift-clicking now triggers the
submit2attribute function if it is defined
widgets.Panel: newframe_styleandframe_titleattributes for drawing frames around groups of widgetswidgets.ResizingPanel: now accounts for frame inset when calculating frame sizewidgets.Scrollbar: new scrollbar widget that can be paired with an associated scrollable widget. Integrated withwidgets.Labelandwidgets.List.
Structures¶
general_refst: type virtual union member forITEM_GENERALhistorical_figure_info.T_reputation.unk_2c: identifyyear+year_ticksitemst: identify two vmethods related to adding thread improvements to items made of cloth, and label several previously unknown return typesproj_magicst: correct structure fields (to match 40d)unit_action_type_group: added enum and taggedunit_action_typeentries with its groups for DFHack’s new action timer API.world: identify type of a vector (still not known what it’s for, but it’s definitely an item vector)
Documentation¶
DFHack overlay dev guide: documentation and guide for injecting functionality into DF viewscreens from Lua scripts and creating interactive overlay widgets
dfhack.gui.revealInDwarfmodeMap: documentcenterbool for Lua API
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
modtools/moddable-gods: fixed an error when assigning spheres
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: identifyElfTreeandSymbolArtificethruSymbolFoodmisc_trait_type: update auto-decrement markers, remove obsolete referencestimed_event: identifylayer_idui_advmode: identify several fields as containing coordinatesui_build_selector: identifycur_walk_tagandmin_weight_races``+``max_weight_racesui: identify actual contents ofunk5b88field, identify infiltrator referencesunitst: 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- The “Autostart” subtab:
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 blueprint creation guide:
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
- The “Autostart” subtab:
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, The “Autostart” subtab: 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¶
The “Autostart” subtab: 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 blueprint creation guide: 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
unretire-anyone: added
-deadargument to revive and enable selection of a dead historical figure to use as an adventurer in adv modedfhack.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