Name | DFHack - Dwarf Fortress Modding Engine | ||
Developer | The DFHack Team | ||
Publisher | The DFHack Team | ||
Tags | |||
Release | 2023-04-13 | ||
Steam | |||
News | |||
Controls | Keyboard Mouse Partial Controller Support Full Controller Support | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store |
This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Highlights[/h2][h3]Localization support[/h3] You can now install both DFHack and the Dwarf Fortress localization project for translating essential parts of the DF UI into your native language! It currently has good support for:
The translations are done by volunteers. Please consider contributing to the translations if you are bilingual -- these translations help make Dwarf Fortress more accessible to non-English speakers. More details at the Dwarf Fortress localization project home page: https://github.com/dfint [h3]Adventure mode support[/h3] Dwarf Fortress adventure mode is currently available on DF's Steam beta branch. DFHack supports the adventure beta on its own adventure-beta branch. Please make sure you are subscribed to DFHack's adventure-beta branch if you are running the DF adventure beta! We are going through our back catalog and steadily updating adventure mode tools. Moreover, we are modifying existing tools as necessary to be useful for adventure mode. Here's what's been validated so far:
In addition, all tools that aren't mode-specific, such as the mod manager and the new markdown unit/item description export, should work just fine too. If you try to use a tool in adventure mode and it doesn't behave as you'd expect, please tell us so we can improve the experience! [h2]Expectations for the adventure mode beta[/h2] DFHack needs to release a new compatible build whenever a new DF beta is pushed, just like we need to release a new compatible build whenever a stable DF version is released. The good news is that DFHack now has a process in place to automatically build a compatible DFHack version when a new DF beta drops. DFHack should be compatible with new DF betas within 15 minutes. Sometimes, however, Steam gets one update but not the other. If you get a message that DFHack does not recognize the version of Dwarf Fortress, try going into the app settings in your Steam client for both DFHack and Dwarf Fortress, click on Installed Files, and click the Verify integrity of game files button. That will poke Steam to ensure that both DF and DFHack are fully updated. In addition to compatibility bumps, the adventure-beta branch of DFHack will be updated frequently as DFHack's support for adventure mode is improved. [h3]Export unit and item descriptions[/h3] This release includes a unit/item description exporter that will write details about the selected unit or item to a formatted markdown text file. Just select a unit or item and hit the Ctrl-t hotkey (or select markdown from the DFHack logo context menu)! The text will be written to a file in your Dwarf Fortress game directory, named after your current world. If you export multiple times, the text will be appended to the same file, so feel free to run markdown on all your forgotten beasts and expensive artifacts. The whole list will be ready for you when you're done. [h3]Quick switch favorites for building planner materials[/h3] When you want to use a specific material for construction, say because you are designing a pattern in your tavern floor, it can be annoying to have to set the material filter each time. Now, you can set your favorite material filters and quickly switch among them with the new building planner favorites panel! Your favorites are saved with your fort, so they'll be there for you if you save and load the game. You can also rename a favorite by shift-clicking on the name. [h2]Announcements[/h2][h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Changelog[h2]New Tools[/h2]
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This release is for the non-beta 50.13 release of DF. For the DF v51.01 adventure mode beta, please subscribe to the DFHack adventure-beta beta branch on Steam. The adventure-beta DFHack branch includes everything in this release as well. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Highlights[/h2][h3]Point and click quantum stockpiles[/h3] Run gui/quantum and you'll get a visual, interactive interface for creating quantum stockpiles. Quantum stockpiles simplify fort management by allowing a small stockpile to contain a large number of items. This reduces the complexity of your storage design, lets your dwarves find items more efficiently, and increases FPS. Until now, though, they were a bit fiddly to set up and it was easy to make a mistake that would prevent them from working correctly. Quantum stockpiles work by linking a feeder or "input" stockpile to a one-tile minecart hauling route. Whenever an item from the feeder stockpile is placed in the minecart, the minecart is tipped and the item spills out onto an adjacent tile. The single-tile "output" stockpile in that adjacent tile holds all the items spilled out of the minecart and is your quantum stockpile. You can also choose to not have a receiving stockpile and instead have the minecart dump into a pit (perhaps a pit filled with magma). The gui/quantum UI will walk you through the steps:
If there are minecarts available, one will be automatically assigned to the track stop for you. If you dont have a free minecart, gui/quantum will enqueue a manager order to make a wooden one. Once it is manufactured, youll have to run assign-minecarts all to assign it to the route, or you can open the (H)auling menu and assign the minecart manually. The quantum stockpile will not function until the minecart is in place. See the wiki for more information on quantum stockpiles. [h3]Extended unit info summary[/h3] This handy lookup tool will give you detailed (but non-spoilery) data on the currently selected unit and their race. Among other things, it will tell you if a creature needs grass or lays eggs. It will even tell you the unit's current size in cubic centimeters. If you have any ghosts walking (floating?) around, you'll get some interesting info on them as well : ) [h2]Announcements[/h2][h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Changelog[h2]New Tools[/h2]
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We've been working with Tarn and Putnam in the lead-up to this beta, and DFHack is prepared to keep pace with DF beta updates. If you're on the DF beta Steam branch, please also subscribe to the DFHack adventure-beta Steam branch to keep the two apps in sync. |
This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Highlights[/h2][h3]Open legends mode directly from an active fort[/h3] The long-awaited, much-requested feature is here: you can now jump into legends mode without retiring your current fortress! When you run open-legends, you'll get a dialog explaining what is about to happen and you will be prompted to save your game. The dialog gives you a clickable link that will do an autosave, or you can exit the dialog to do a named manual save and come back to open-legends afterwards. Then you can hop right into legends mode and dig into your world's history as it exists right now! It's important to save your game because entering legends mode disrupts the state of the game. You can't safely jump back into your fort afterwards. DFHack takes steps to protect your savegame and will exit to desktop when you're done browsing legends mode. You can relaunch DF and load your saved game to continue. This isn't ideal, but it is much easier than the current process: saving to a new timeline, retiring your fort, loading up the world anew for a legends session, browsing, and then deleting (or forgetting to delete) the extra timeline. Many thanks to Rumrusher, who provided the key insight that allowed this feature to work again! Here's how it looks from end to end: [h3]Dig through warm or damp tiles without interruption[/h3] DF has a safety feature: when your miners uncover a warm or damp tile, any dig designation on that tile will be canceled. This is to protect you from blithely mining your way into a lake or an underground magma pool. However, this also means that if you want to dig through a warm or damp area, you will have to monitor as tiles become unhidden and re-designate your digging for every. single. tile. This is very very very painful. Digging through light aquifers or above magma is an exercise in frustration. Many players completely avoid aquifers for this reason. There is now a new icon in the mining toolbar. In graphics mode, it looks like a pickaxe with a drop of water and a lava flow behind it. In ASCII mode, it looks like two tildes (~~). Click it (or hit the Ctrl-D hotkey), and you can enable warm and/or damp dig mode. Tiles that you subsequently designate for digging will have a special marker on them (or will blink red/blue in ASCII mode), and they will not be canceled if the designated tile turns out to be warm or damp (respectively). This means that you can dig without interruption under lakes or through light aquifers. If you enable both damp dig and vanilla autodig, e.g. to mine out a mineral vein, the damp dig marker will propagate along with the autodig. This allows you to seamlessly automine veins that cross under lakes or through aquifers. Note that if you autodig through an aquifer, you might want to smooth the walls as you go, otherwise the water might build up behind your miners and trap them. You'll also notice that light and heavy aquifers have new icons (or, in ASCII, blink patterns) that distinguish them from each other and from non-leaky "just damp" tiles. The new toolbar and aquifer icons are distributed with DFHack and are derived from vanilla assets. This is done with permission from Bay 12. Thank you Tarn! There are also some new tools and new functionality in existing tools that go along with warm and damp dig:
When viewing levers or the buildings they are linked to, you will now see buttons for unlinking and freeing unlinked mechanisms. This allows you to repurpose levers without deconstructing them, and allows you to retrieve unused mechanisms from unlinked buildings. [h2]Announcements[/h2][h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Changelog[h2]New Tools[/h2]
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This beta release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]What needs testing[/h2][h3]Dig through warm or damp tiles without interruption[/h3] DF has a safety feature: when your miners uncover a warm or damp tile, any dig designation on that tile will be canceled. This is to protect you from blithely mining your way into a lake or an underground magma pool. However, this also means that if you want to dig through a warm or damp area, you will have to re-designate every. single. tile. as it becomes unhidden. This is very very very painful. Digging through light aquifers or above magma is an exercise in frustration. Many players completely avoid aquifers for this reason. There is now a new icon in the mining toolbar. In graphics mode, it looks like a pickaxe with a drop of water and a lava flow behind it. In ASCII mode, it looks like two tildes (~~). Click it (or hit the Ctrl-D hotkey), and you can enable warm and/or damp dig mode. Tiles that you subsequently designate for digging will have a special marker on them (or will blink blue/red in ASCII mode), and they will not be canceled if the designated tile turns out to be warm or damp (respectively). This means that you can dig without interruption under lakes or through light aquifers. If you enable both damp dig and vanilla autodig, e.g. to mine out a mineral vein, the damp dig marker will propagate along with the autodig. This allows you to automine veins that cross under lakes or through aquifers. Note that if you autodig through an aquifer, you might want to smooth the walls as you autodig, otherwise the water might build up behind your miners and trap them. You'll also notice that light and heavy aquifers have new icons that distinguish them from each other and from non-leaky "just damp" tiles. The new toolbar and aquifer icons are distributed with DFHack and are derived from vanilla assets. They are used with permission from Bay 12. There are also some new tools and new functionality in existing tools for warm and damp dig:
The long-awaited, much-requested feature is here: you can now jump into legends mode without retiring your current fortress. When you run open-legends, you'll get a dialog explaining what is about to happen and you will be prompted to save your game. The dialog gives you a clickable link that will do an autosave, or you can exit the dialog to do a named manual save and then come back to open-legends. Then you can hop right into legends mode and dig into your world's history! Legends mode, however, disrupts the state of the game. You can't safely jump back into your fort afterwards. DFHack takes steps to protect your savegame and will exit to desktop when you're done browsing legends mode. You can relaunch DF and load your savegame to continue. This isn't ideal, but it is much easier than the current process: saving to a new timeline, retiring your fort, loading up the world anew for a legends session, browsing, and then deleting (or forgetting to delete) the extra timeline. [h3]Unlink levers[/h3] When viewing levers or the buildings they are linked to, you will now see buttons for unlinking and freeing unlinked mechanisms. This allows you to repurpose levers without deconstructing them, and allows you to retrieve unused mechanisms from unlinked buildings. [h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. [h2]New Tools[/h2]
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This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Highlights[/h2][h3]Taking the frustration out of irritation[/h3] agitation-rebalance alters the mechanics of irritation-related attacks, that is, agitated surface wildlife and cavern invaders, so they are less constant and are more responsive to ongoing player behavior. Many people find the constant vanilla irritation attacks to be overwhelming, or at least un-fun. This gameplay mod tempers the retaliation so once you get attacked, you won't get attacked again until you specifically provoke nature further. Instead of hitting a threshold and then getting a never-ending stream of attackers, chances of a subsequent attack smoothly ramp up over time in proportion to your tree-chopping, fishing, or noise-making activity in the relevant area. If you're just confused by the whole agitated animal and cavern invasion thing, there is an overview of how the vanilla system works here: https://docs.dfhack.org/en/stable/docs/tools/agitation-rebalance.html#how-the-df-agitation-system-works [h3]How to use[/h3] Open up gui/control-panel and go to the "Gameplay" tab. Turn on agitation-rebalance. If your game difficulty settings for "Enemies" are at any of the vanilla presets, that's all you have to do. If you have customized the difficulty settings, say to disable cavern invaders because you found them annoying, run this command: agitation-rebalance preset lenient If you want a tougher experience, you can instead run: agitation-rebalance preset strict And if you want the visible monitor that shows the current threat level on the surface and in the caverns, run: agitation-rebalance enable monitor Many thanks to rome of oxtrot for digging through the DF logic to identify the formulas used to calculate the chances of agitation and invasion. This mod would not have been possible without her dedicated research. [h3]Fixing longstanding vanilla bugs[/h3] This release features solutions for no fewer than three longstanding vanilla bugs. [h3]fix/stuck-worship[/h3] fix/stuck-worship fixes prayer so units don't get stuck in uninterruptible "Worship!" states. You may have noticed that some dwarves can never satisfy their need to worship. They get stuck praying to the same god over and over, but they never seem to get enough. Their job is listed as a purple "Worship!", which means that the need is so strong that they are unable to do anything else. Despite having needs to pray to several different gods, the dwarf only ever prays to one, even if they have already satisfied their need for that particular god. This fix ensures that each god gets their fair share of prayer time. If you have dwarves that are already stuck in a Worship! loop and have a backlog of gods they need to pray to, it may still take them a few days to pray themselves out of that hole. However, after a month or so, your fort should seem more productive and when your dwarves worship, it should be a friendly (interruptible) green instead of a dire (uninterruptible) purple. [h3]fix/noexert-exhaustion[/h3] fix/noexert-exhaustion fixes an issue with assigning necromancers, vampires, and intelligent undead to military training. These kinds of units aren't supposed to ever get exhausted -- in game RAW language, they have the NOEXERT token. However, military training ignores that token and makes them tired anyway. Unfortunately, because of NOEXERT, these units also never recover from being tired, which gets them stuck in an exhausted state. With this fix running, they are properly kept free of exhaustion, even when training in the military. [h3]fix/ownership[/h3] fix/ownership detects and fixes the case where multiple citizens claim the same item, preventing "Store owned item" job loops as each "owner" takes turns at stealing the item back from the other owner's room. All three are enabled by default, so you don't have to do anything special to benefit from them. You should just see your forts working a little bit smoother now. [h3]Instrument component lookup[/h3] Instruments. How do they work? Well, nobody really knows (except maybe Tarn), but now at least you can follow a recipe to get their parts assembled. The new instruments command provides information on how to craft the instruments used by the player civilization. Each component is listed along with the required raw materials. Moreover, you can see which instruments are hand held and which need to be "built" as stationary buildings, in case you're looking for a specific type for your taverns and temples. [h3]Automatically retrain partially trained livestock[/h3] This one is for those who like to domesticate wild animals. A newborn animal inherits the training level of its parents. If the parents were not yet fully domesticated, the newborn won't be either. If you don't notice that the animal was born and that it doesn't have a trainer assigned, the partial training will decay over time. Eventually the animal will revert to wild, possibly attacking your dwarves or other livestock. The autoretrainer watches for newborn partially-trained livestock and assigns a trainer. That's it. You can enable it from the Pets/Livestock screen (under "Creatures"), or you can autostart it for new forts in gui/control-panel. [h3]Skill level and labor type restrictions for workshops[/h3] This is a new overlay for workshop and furnace buildings where you can configure the workshop to only accept general work orders that pertain to specific labors. For example, if you have general manager workorders set up to produce weapons and armor, you can configure one forge to only accept armoring jobs and a different forge to only accept Weaponsmithing jobs. General workorder jobs for armor will only be distributed to the one specialized in Armoring, and general workorder jobs for weapons will only be distributed to the one specialized in Weaponsmithing. Then you can assign a master armorer and a master weaponsmith to the respective forges to make more productive use of their abilities. As an alternative to assigning specific workshop masters, you can leave the workshop at "This workshop is free for anybody to use" and instead set limits for the worker's skill level. Then, only citizens that have a skill level within that range will come to do jobs at that workshop. For example, if you have many highly skilled armorers, you can set the labor restriction to Armoring and the skill limits to Master and above. Then, any of your available skilled armorers can come to complete jobs at that forge. When one armorer needs rest, falls in the well, or gets eaten by a forgotten beast, the others can immediately take up the slack without requiring micromanagement from the player. Veteran players may remember this as a vanilla feature in pre-v50 Dwarf Fortress. This is actually still the case. The DFHack overlay simply provides a UI for the vanilla feature hiding beneath the surface, just like the civilian alert. The labor and skill restrictions can also be set from quickfort blueprints. The four Craftsdwarf's workshops on the Dreamfort industry level, for example, are now automatically specialized for Stonecrafting, Woodcrafting, Bone Carving, and miscellaneous tasks, respectively. [h2]Announcements[/h2][h3]New Linux Steam launch behavior[/h3] This one's just for the Linux folks. It's important that playtime metrics get to both DF and DFHack, so we updated our launcher on Linux to ensure that both DFHack and DF get marked as "running" when you're playing the game from the Steam client, regardless of which "game" you selected to launch. This brings the Linux launcher in line with what we have for the Windows launcher and should ensure that both DF and DFHack have proper accounting for playtime for Linux players. [h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Changelog[h2]New Tools[/h2]
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We're running a poll on Reddit for which DFHack features you'd like to see next! Please vote here: |
This beta release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]What needs testing?[/h2][h3]agitation-rebalance updates[/h3] agitation-rebalance has seen significant internal improvements, especially around the calculations of chance of invasion. In the previous beta, after a cavern invasion, you'd see the cavern danger level immediately drop to None and then, after sufficient subsequent irritation, it would jump to High in one go. Now, after clearing an invasion, you'll see your chances of a subsequent invasion smoothly increase from Low to High as you chop more trees and make more noise, which is much closer to the behavior `agitation-rebalance` provides on the surface for agitated wildlife attacks. Moreover, if you have the monitor panel visible, you will not see the danger level of the caverns update until you clear the current invasion. This is to avoid spoiling exactly when and where a cavern invasion has occurred. This mod is supposed to fix the mechanics of irritation -- it's not supposed to spoil the surprise when it happens! [h2]Announcements[/h2][h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Changelog[h2]New Tools[/h2]
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This beta release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]What needs testing?[/h2] There are several large new features for this release that could use testing and feedback. [h3]agitation-rebalance smooths out agitated creature attacks and cavern invasions[/h3] This is the one that needs the most feedback, especially from people who have found the cavern invasions to be frustrating. The basic question is: after you turn this mod on, do you still find the caverns frustrating? Do you feel like the caverns are more fun to explore and utilize? If you're just confused by the whole agitated animal and cavern invasion thing, there is an overview of how the vanilla system works here: https://docs.dfhack.org/en/latest/docs/tools/agitation-rebalance.html#how-the-df-agitation-system-works The tl;dr is that your actions annoy nature, and nature retaliates..endlessly. Many people find the constant nature of the retaliation to be overwhelming. This mod tempers the retaliation so once you get attacked, you won't get attacked again until you specifically provoke nature further. How to use Open up gui/control-panel and go to the "Gameplay" tab. Turn on agitation-rebalance. If your difficulty settings are at any of the vanilla presets, that's all you have to do. If you have customized the difficulty settings, say to disable cavern invaders, run this command in gui/launcher: agitation-rebalance preset lenient If you want a tougher experience, you can instead run: agitation-rebalance preset strict If you want the visible monitor that shows your current chances of being attacked by nature, run: agitation-rebalance enable monitor [h3]fix/stuck-worship[/h3] You may have noticed that some dwarves can never satisfy their need to worship. They get stuck praying to the same god over and over, but they never seem to get enough. Their job is listed as a purple "Worship!", which means that the need is so strong that they are unable to do anything else. The issue is that despite having needs to pray to several different gods, the dwarf only prays to one, even if they have already satisfied their need for that particular god. This fix ensures that each god gets their fair share of prayer time. The fix is on by default -- it will start up as soon as you install this beta and load a fort -- but we'd like some verification that it works well in a wide variety of fort setups. If you have dwarves that are already stuck in a Worship! loop and have a backlog of gods they need to pray to, it may still take them a few days to pray themselves out of that hole. However, after a month or so, does your fort seem more productive than it was before? When your dwarves worship, is is now a friendly green instead of a dire purple? [h3]work details import/export[/h3] If you go to the Work Details screen (under "Labor"), you'll now see buttons for exporting, importing, and auto-importing your work details for new forts. Try it out! does it make setting up new forts easier? [h3]autoretrain livestock[/h3] This one is for those who like to domesticate wild animals. A newborn animal inherits the training level of its parents. If the parents were not yet fully domesticated, the newborn won't be either. If you don't notice that the animal was born and that it doesn't have a trainer assigned, the partial training will decay over time, and eventually the animal will revert to wild, possibly attacking your dwarves or other livestock. The autoretrainer watches for newborn partially-trained livestock and assigns a trainer. That's it. You can enable it from the Pets/Livestock screen (under "Creatures") [h3]labor and skill restrictions for workshops[/h3] This is a new overlay for workshop and furnace buildings where you can configure the workshop to only accept general work orders that pertain to specific labors (the list of allowed labors is different for every workshop). For example, by default, all weapon, armor, and blacksmithing general manager orders get sent to all forges. With labor restrictions, you can designate specific forges to handle just weapons, just armor, or just metalsmithing. Then, you can assign appropriate legendary masters to each forge, and they will only receive orders for appropriate products. Or, instead of assigning a workshop master, you can restrict the skill level to Master and above and leave the workshop at "This workshop is free for anybody to use.". This will allow any citizen that is at least a master of armorsmithing to use the workshop to complete the jobs there. With labor and skill restrictions, you can simplify your work orders, leaving them generalized and not tied to specific shops. The restrictions will self-organize the orders so they get completed at the right places with the right pool of people, even if one or two masters meet an untimely demise. Veteran players may remember this as a vanilla feature in pre-v50 Dwarf Fortress. This is actually still the case. The DFHack overlay simply provides a UI for the vanilla feature hiding beneath the surface, just like the civilian alert. There was a previous announcement and discussion of this feature here. [h2]New Linux Steam launch behavior[/h2] This one's just for the Linux folks. It's important that DF playtime metrics get to DF, so we updated our launcher on Linux to ensure that both DFHack and DF get marked as "running" when you're playing the game from the Steam client. If you're on Linux, could you try:
In both cases, Steam should show that both DF and DFHack are "running". Could you report back whether this is the case for you on your system? [h2]Announcements[/h2][h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Changelog[h2]New Tools[/h2]
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This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Announcements[/h2][h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Changelog[h2]Fixes[/h2]
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This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Highlights[/h2][h3]Extended notification and quick-zoom panel[/h3] There are some things that the game doesn't notify you about, despite being very useful to know. The DFHack notification panel fills in those gaps. A small panel will now appear in the lower left corner when you're on the main map and specific conditions are met:
If there are notifications you'd rather not see, click on the gear icon on the notification window and turn those notifications off. Don't worry if you don't see the notification window at all -- if there aren't any notifications to show, the notification window won't be visible. You can still get to the configuration interface by running gui/notify directly. [h3]Tweak's bugfixes[/h3] The tweak tool has been reinstated, along with its library of small tweaks that improve the UI or fix bugs from the DF bug tracker. These tweaks are on by default, but can be disabled (if you so wish) on the "Bug Fixes" tab of gui/control-panel. It includes the following tweaks/fixes:
[h3]Animal assignment UI improvements[/h3] The DFHack animal assignment screen now displays the distance the creature is from the selected pasture/pit/cage/restraint. You can now also sort by distance. There is now also an indicator for how many creatures you have assigned to the pasture/pit/cage/restraint. [h3]Toggle animal designations from the animal info sheet[/h3] When viewing the info sheet for an animal, you'll now get a small panel that allows you to mark (or unmark) the animal for butchering, gelding, or adoption. If the animal is not already domesticated, you'll also get a toggle for whether a trainer is assigned. [h2]Announcements[/h2][h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Changelog[h2]New Tools[/h2]
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This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Highlights[/h2] The end-of-year holidays have brought a surge of DFHack development! There are many new features and tools to play with. In order to keep these highlights to a reasonable length, we can't even go through them all in detail -- see the Changelog section for a full list. [h3]Be master of your domain with gui/embark-anywhere[/h3] By popular request, you can now ask Armok to allow you to embark wherever you please! If you run gui/embark-anywhere when youre choosing a site for embark, you can bypass any warnings the game gives you about potential embark locations. Want to embark in an inaccessible location on top of a mountain range? Go for it! Want to try a brief existence in the middle of the ocean? Nobody can stop you! Want to tempt fate by embarking inside of a necromancer tower? !!FUN!! Any and all consequences of embarking in strange locations are up to you to handle (possibly with other armok tools). The DFHack logo isn't shown on the embark screen (since it would cover the vanilla embark size adjustment widgets), but DFHack hotkeys still work, so you can still bring up the logo menu with Ctrl-Shift-C. There is also a convenience hotkey for running gui/embark-anywhere directly: Ctrl-A, which is only active when on the site choosing screen. Note that this command (and its hotkey) will not be shown for those who have DFHack's "Mortal Mode" enabled in the gui/control-panel Preferences tab. [h3]Bulk item management[/h3] The new item commandline tool allows you to filter items in you fort by various properties (item type, material, wear-level, quality, etc.), and perform bulk operations like forbid, dump, melt, and their inverses. With one command, you can hide all boulders that are not in stockpiles, or mark all metal items that are less than masterwork quality for melting! This tool also provides the underlying logic for a planned (but not yet written) GUI-based item management screen. [h3]Squad equipment assignment fixing tool[/h3] When you look at your squad equipment, there will be a new button that says "Detect conflicts". This will bring up a report of squad equipment issues, like:
There's a button at the top of the report that attempts to fix all the problems. It will remove assignments for conflicting gear or will force your dwarves to drop what they have so they can pick it up in the correct order. Remember to click "Update equipment" after running the fixer so that new equipment gets assigned to units that need it. It may take a few tries (give your dwarves some time to go get their new gear before you try again), but your forever-yellow equipment icons should finally turn green! [h3]Visualize biome boundaries with gui/biomes[/h3] If you have embarked at the intersection of two or more biomes, you may have trouble finding a place for your farm plots so that you can grow the crops you want. gui/biomes can show you where the boundaries are, and will also give you information about the biomes themselves, such as their savagery rating. [h3]Bulk building management with gui/mass-remove[/h3] gui/mass-remove has been around for a while, but has received a significant overhaul. You can box select a region and schedule all buildings, constructions, stockpiles, and/or zones for removal. Planned and fully built buildings/constructions can be selected independently. No need to rage quit if you accidentally plan a solid block of 400 walls instead of flooring! Clear it all away in a few clicks! It can easily cancel removal of buildings or constructions that you have marked for removal as well. Bring it up when on the main map with the Ctrl-M hotkey. [h3]Auto-restore difficulty settings and standing orders for new embarks[/h3] Do you find yourself having to remember to go turn corpse hauling off for your dear, bearded, impressionable children? Now, you can set it once, export, and have your settings automatically restored when you start a new embark. It's seamless, and is a huge time-saver for people with highly customized settings! Both difficulty settings (in the pre-embark setup screen or the Settings screen when a fort is loaded) and standing orders (Labor -> Standing orders) can be saved and restored independently. When on those configuration screens, look for a DFHack overlay toggle where you can enable auto-restore for new embarks. [h2]Announcements[/h2][h3]DFHack control panel changes[/h3] The DFHack gui/control-panel interface received a significant overhaul. Tools are now categorized into subtabs, gathering the automation, bugfix, and gameplay tools into sublists. The file format for storing control panel configuration has changed as well. When you load this release of DFHack, your previous control panel settings will be seamlessly migrated to the new format. Other than the layout changes, which should make the tools you want easier to find, the primary behavior change is that some things that were only configured globally (like the tools on the now-gone "Maintenance" tab) are now configurable per-fort. There is also more information about what things are and what they do. For example, each overlay now has a short description. [h3]Plugin ABI version bump[/h3] If you are developing an external plugin for DFHack, be aware that the plugin binary interface (ABI) has changed in this version to support the new site-local persistence model. See changes to the sample code in https://github.com/DFHack/dfhack/tree/develop/plugins/examples for details. Any external plugins that target DF 50.11 will need to be recompiled against DFHack 50.11-r5 sources. [h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Changelog[h2]New Tools[/h2]
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This BETA release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]New features in need of feedback and testing[/h2][h3]Embark wherever you please[/h3] By popular request, you can now laugh at Armok and embark wherever you please. If you run gui/embark-anywhere when youre choosing a site for embark, you can bypass any warnings the game gives you about potential embark locations. Want to embark in an inaccessible location on top of a mountain range? Go for it! Want to try a brief existence in the middle of the ocean? Nobody can stop you! Want to tempt fate by embarking inside of a necromancer tower? !!FUN!! Any and all consequences of embarking in strange locations are up to you to handle (possibly with other armok tools). [h3]Item bulk management[/h3] The item commandline tool allows you to filter items in you fort by various properties (e.g., item type, material, wear-level, quality, ), and perform bulk operations like forbid, dump, melt, and their inverses. With one command, you can hide all boulders that are not in stockpiles, or mark all metal items that are less than masterwork quality for melting! This tool also provides the underlying logic for a planned (but not yet written) GUI-based item management screen. [h3]Difficulty settings and standing orders auto-restore[/h3] If you have preferred custom settings for difficulty or standing orders, it is toilsome to have to go in and manually set them for every embark. Do you find yourself having to remember to go turn corpse hauling off for your children? Now, you can set it once, export, and have your settings automatically restored when you start a new embark. It's seamless, and is a huge time-saver for people with highly customized settings! [h3]Retire unused locations[/h3] If you have locations (taverns, libraries, hospitals, temples) you don't need anymore, they just hang around and clutter up your list. Now, there's a button on the location details screen that you can click to retire the location and get it out of the way. [h2]Announcements[/h2][h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Changelog[h2]New Tools[/h2]
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This BETA release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]New features in need of feedback and testing[/h2][h3]gui/control-panel layout overhaul[/h3] The control panel received a significant overhaul. Tools are now categorized into subtabs, gathering the automation, bugfix, and gameplay tools into sublists. The file format for storing control panel configuration has changed as well. When you load this release of DFHack, your previous control panel settings should be seamlessly migrated to the new format. The main behavior change is that some things that were only configured globally (like the tools on the now-gone "Maintenance" tab) are now configurable per-fort. There is also more information about what things are. For example, each overlay now has a short description. What do you think of the new layout and tab structure? Is it easier to find the tools you're looking for? Do you feel more confident about enabling new things? [h3]gui/autobutcher mousification[/h3] gui/autobutcher finally got updated with modern widgets and mouse gestures. You can now select fields to edit by double clicking on them. The list of livestock now also shows you the total counts per race, and the list of race targets is sortable and filterable. What do you think? Is it easier to use than the previous version? Pro tip: to unmark the slaughter tag from all animals of a particular race, double click on the number in the "Butchering ordered" column. [h3]confirm rewrite and new prompts[/h3] The confirm framework has been completely rewritten, and thanks to many good suggestions on Reddit, there are now a wide variety of new confirmation prompts that protect you from accidentally invoking irreversible and highly impactful UI operations (like disbanding a squad or deconstructing the trade depot while merchants are using it). Is there anything you think we've missed? What do you think of the new confirmation prompts? Is it easy to pause them when you want to (e.g. when deleting a bunch of manager orders)? [h3]uniform-unstick uniform fixing tool[/h3] When you look at your squad equipment, there will be a new button that says "Detect conflicts". This will bring up a report of squad equipment problems, such as squad members being assigned to conflicting labors like mining or hunting, or the same piece of equipment being assigned to multiple squad members, or even citizens being members of squads from different forts (this can happen with migrants from forts that you have retired). There's a button at the top of the report that attempts to fix all the problems. Does it work for you? Do your forever-yellow equipment icons finally turn green? Remember to click "Update equipment" after running the fixer so that new equipment gets assigned to units that need it. [h3]gui/mass-remove now easier to use[/h3] gui/mass-remove is our tool for easily removing multiple buildings and other things. It gained much more configurability, so you can now, for example, have it just remove planned buildings and ignore fully built ones. It can also cancel removal of buildings and constructions via area select. It has a global hotkey for quick access: Ctrl-M while on the main fort map. Give it a try and tell us if it works well for you when you need to remove a bunch of stuff. [h3]gui/reveal for temporary xray vision[/h3] I've seen people talk on Reddit and the Discord servers about how to plan your fort layout after you embark but before you unpause. Frequently, I see people advising use of reveal to see where the caverns are so you can plan your fort around them. This is always followed by the warning "Remember to run unreveal before you unpause! Otherwise the caverns get "discovered" early and then if you unreveal later then parts that you dug out will be hidden again and things get weird." To make this process less error-prone, we now have gui/reveal. It reveals the map when it comes up and forces the game to pause while the gui/reveal window is open. You can scan around the map and designate digging for your fort. When you right click on the little gui/reveal window to close it, the map is hidden again, and you can play the game as normal. You can choose to keep the map revealed, of course, but the more common case where only a temporary reveal is desired is much easier to handle now. [h3]gui/biomes for biome boundary visualization[/h3] If you have embarked at the intersection of two or more biomes, you may have trouble finding a place for your farm plots so that you can grow the crops you want. gui/biomes can show you where the boundaries are, and will also give you information about the biomes themselves, such as their wildness rating. [h3]gui/teleport for mouse-driven unit teleporting[/h3] Another painful process I've seen discussed on Reddit relates to when a unit gets into an impossible situation, like when they dodge into a wall or (sometimes) into the unexplored regions of a cavern and they can't get out. This tends to tank your FPS and make the game unplayable. The commandline teleport command does exist, but it's a multi-step process. You have to find the unit ID of the rogue unit, enable the keyboard cursor, get the position of where to teleport the unit to, and feed all that information into the teleport command. Now, with gui/teleport, it's point and click. It also comes with some handy filters for when you're trying to rescue friendly units from among hostiles. You can area select and only pick out the citizens and friendly units. [h2]Announcements[/h2][h3]Plugin ABI version bump[/h3] If you are developing an external plugin for DFHack, be aware that the plugin binary interface (ABI) has changed to support the new site-local persistence model. See changes to the sample code in https://github.com/DFHack/dfhack/tree/develop/plugins/examples for details. [h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Changelog[h2]New Tools[/h2]
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This BETA release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]New features in need of feedback and testing[/h2][h3]gui/control-panel layout overhaul[/h3] The control panel received a significant overhaul. Tools are now categorized into subtabs, gathering the automation, bugfix, and gameplay tools into sublists. The file format for storing control panel configuration has changed as well. When you load this release of DFHack, your previous control panel settings should be seamlessly migrated to the new format. What do you think of the new layout and tab structure? Is it easier to find the tools you're looking for? Do you feel more confident about enabling new things? [h3]gui/autobutcher mousification[/h3] gui/autobutcher finally got updated with modern widgets and mouse gestures. You can now select fields to edit by double clicking on them. The list of livestock now also shows you the total counts per race, and the list of race targets is sortable and filterable. What do you think? Is it easier to use than the previous version? Pro tip: to unmark the slaughter tag from all animals of a particular race, double click on the number in the "Butchering ordered" column. [h3]confirm rewrite and new prompts[/h3] The confirm framework has been completely rewritten, and thanks to many good suggestions on Reddit, there are now a wide variety of new confirmation prompts that protect you from accidentally invoking irreversible and highly impactful UI operations (like disbanding a squad or deconstructing the trade depot while merchants are using it). Is there anything you think we've missed? What do you think of the new confirmation prompts? Is it easy to pause them when you want to (e.g. when deleting a bunch of manager orders)? [h3]uniform-unstick uniform fixing tool[/h3] When you look at your squad equipment, there will be a new button that says "Detect conflicts". This will bring up a report of squad equipment problems, such as squad members being assigned to conflicting labors like mining or hunting, or the same piece of equipment being assigned to multiple squad members. There's a button at the top of the report that attempts to fix all the problems. Does it work for you? Do your forever-yellow equipment icons finally turn green? Remember to click "Update equipment" after running the fixer so that new equipment gets assigned to units that need it. [h3]gui/mass-remove now easier to use[/h3] gui/mass-remove is our tool for easily removing multiple buildings and other things. It gained much more configurability, so you can now, for example, have it just remove planned buildings and ignore fully built ones. It now also has a global hotkey for quick access: Ctrl-M while on the main fort map. Give it a try and tell us if it works well for you when you need to remove a bunch of stuff. [h2]Announcements[/h2][h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Changelog[h2]New Tools[/h2]
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This release is compatible with all 50.11 distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! This is a quick release that addresses some small but important bug fixes and quality of life improvements. See the Changelog below for details. [h2]Announcements[/h2][h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Changelog[h2]New tools[/h2]
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[h2]New Tools[/h2]
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This release is compatible with all distributions of Dwarf Fortress v50.11: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Highlights[/h2][h3]Selection dimension indicator[/h3] At long last, we have a measurement tooltip that follows the cursor when you are designating an area, for example when painting burrows, stockpiles, or digging designations. [h3]Choose mechanisms for linking[/h3] Have you ever needed to link a lever to a floodgate or bridge that will be holding back magma, and then been frustrated when you found you had no control over whether a magma-safe mechanism was chosen to make the link? The mechanism linking dialog is now integrated with buildingplan, giving you quick filters for autoselecting a mechanism based on how much heat it will need to withstand or letting you choose a specific mechanism from your stock. This feature is available for linking both levers and pressure plates. [h3]Burrows![/h3] Burrows got a lot of attention in this release. In DF, burrows are useful for defining areas that limit:
but they can be a bit of a pain to work with. For example, setting up the burrow area across a multi-level fortress requires tedious box selection on every z-level. And when you have a 'Safe/Inside' burrow, it's difficult to remember to extend the burrow whenever you do some digging and expand your living area. Also, if you have your units assigned to burrows for job purposes, it's also difficult to manage who is assigned where. Notably, if a unit dies while assigned to a burrow, you can't unassign that (dead) unit from the burrow and your count of assigned units will be inaccurate. In light of all this, DFHack now provides a wide range of new burrow-related capabilities that should make them more fun and efficient to use. Special thanks to Black-Talon for excellent suggestions and significant help with testing these features! [h3]3D box select[/h3] First of all, the vanilla box select that was limited to painting a single z-level at a time is replaced with a 3D selection box that can paint a burrow across your fort's z-levels at once! [h3]Flood fill[/h3] Second, if you double click on a tile, you'll get a handy flood fill. This means that if you double click on the floor inside of your fort, the selection will flood to your entire fort on that level. The selection will include the adjacent walls so they can be smoothed and engraved by units that are assigned to the burrow itself. Hold down Shift when you double click and you'll allow the flood to expand across z-levels. You can define a burrow for your entire fort with one shift-double click! The flood stops at forbidden doors and closed bridges, so it won't include the caverns if you have them blocked off. If you do accidentally include the caverns, erase a boundary between your fort and the caverns and shift-double click on the cavern side to remove just the cavern tiles from your burrow, just like the bucket tool in a painting app. [h3]Auto-expanding burrows[/h3] Third, you can set a burrow to auto-expand as you dig. If you name a burrow with a trailing plus symbol (+), like "Inside+", then as your miners dig, the burrow will automatically expand to include the newly exposed tiles. Make sure to include the surrounding walls in your original burrow designation so the auto expansion checks know which wall tiles to monitor. [h3]Search filters[/h3] Fourth, there are updated unit search and filters for easier unit burrow assignment. The search widgets on the burrow assignment screen have gained the ability to filter by burrow membership, so you can easily add or remove one burrow's members when working with another burrow. [h3]Supporting tools[/h3] There are also supporting tools that make burrows more useful. If you turn on dead-units-burrow in the gui/control-panel "Maintenance" tab, then units will automatically be removed from your burrows when they die. The quickfort blueprinting tool can now create new burrows and add tiles to existing ones. It can even register a burrow with gui/civ-alert or autochop, saving you some manual steps when you are laying down plans for your fortress. The Dreamfort set of quickfort blueprints takes advantage of this to set up more of your fort for you automatically. [h2]Announcements[/h2][h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Generated release notes[h2]New Tools[/h2]
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This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Highlights[/h2][h3]Search! Search! Search![/h3] We finally have search widgets for many of the screens with long lists. No longer will you need to scroll endlessly to find Bim Zasitisos, Cook. You can just type "bim", or "cook", or maybe "knifedales", since that's what "Zasitisos" translates to and it's the name you see in some contexts. You can also search by the name of the job they're currently doing. Or hey, search for "forgotten" on the "Others" tab to see which forgotten beasts you've actually forgotten about in the caverns: For each screen, you can click on the search field to focus it or hit the keyboard hotkey (Alt-s) and start typing. Just like all DFHack text entry fields, you can hit Ctrl-x to clear the text or Ctrl-v to paste from your operating system clipboard. Remember that you can search for more than just the name. Some examples:
Some screens come with additional filters. For example, in the "Engrave slab" menu, you can click a button and see just the units that you need to engrave a slab for to prevent ghosts. Similarly, when choosing which guildhall or temple to establish, you can now filter out the ones that you've already established. Now you can create chapels for each of the 40 deities that your dwarves somehow find time to worship and be confident that you aren't wasting space on duplicates. The Justice tabs in particular received the most filtering capabilities. You can now easily see just the high-risk visitors you should be paying attention to (e.g. intelligent undead or professional criminals). In all, DFHack has added search widgets to more than 30 screens/lists:
In addition, DFHack assists these workflows with searchable/filterable selection dialogs:
Have you noticed that your nobles don't actually get buried in the nice tombs you assigned to them while they were alive and demanding nice tombs? This is because DF loses track of that assignment when they die, which is amusingly and tragically ironic. Enable preserve-tombs in the DFHack gui/control-panel ("Fort" and "Autostart" tabs) to keep track of those tomb assignments and ensure they are actually used for their intended purposes. [h3]Single click collapse all for stocks screen[/h3] Often, you just want to know how many of each category of thing you have. The group info bars have that information, but you need to click on each of them to collapse them to see more than one of them at a time. Now there is a solution to collapse all visible groups with one click. There is now a button off the right side of the stocks panel that says "collapse all". Click that button or hit the hotkey (Ctrl-x) to collapse everything down to a single line each. [h3]Automatic tomb zone creation[/h3] Setting up tombs is a chore. You have to place the coffins, and then for each coffin, you have to declare a Tomb zone. With the burial command, you can get those Tomb zones created for you automatically. Just run the command after you place the coffins to get the Tomb zones for free. No extra clicks! [h3]Get notified for stranded citizens[/h3] Have you ever closed off the caverns and only later noticed that you had dwarves trapped down there? With warn-stranded, you can get notified quickly that you have citizens that can't reach their peers. You'll then have enough time to organize a rescue mission before they start starving. It also catches units stuck in trees or in pits. [h2]Announcements[/h2][h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor. We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Generated release notes[h2]New Tools[/h2]
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[h3]Q: How do I download DFHack?[/h3] Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Highlights[/h2][h3]Search! Search! Search![/h3] We finally have search widgets for many of the screens with long lists. No longer will you need to scroll endlessly to find Bim Zasitisos, Cook. You can just type "bim", or "cook", or maybe "knifedales", since that's what "Zasitisos" translates to and it's the name you see in some contexts. Search units on the Citizens tab: Search (and filter) interview candidates on the Justice tab: Search artifacts on the world screen (for raids): Search religions for dedicating a new temple: So far, here are the screens that are covered:
Plus the screens that were already covered in previous DFHack versions:
Have you noticed that your nobles don't actually get buried in the nice tombs you assigned to them while they were alive and demanding nice tombs? This is because DF loses track of that assignment when they die, which is amusingly and tragically ironic. Enable preserve-tombs in the DFHack gui/control-panel ("Fort" and "Autostart" tabs) to keep track of those tomb assignments and ensure they are actually used for their intended purposes. [h2]Announcements[/h2][h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor. We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Generated release notes[h2]New Tools[/h2]
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This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Highlights[/h2][h3]Display furniture item selector[/h3] The vanilla screen for choosing which items you want to display on a pedestal or display case requires quite a bit of scrolling and clicking to use. It is also hard to figure out how the items you have assigned will affect the value of the room. There is now an alternate dialog that should make the process much easier and less opaque: You can search items by name (including book titles), filter by quality (e.g. see only artifacts), and sort by name, value, or where the item is currently assigned for display. If the pedestal is in a guildhall or temple, there is also a convenient indicator for whether you've added enough value to bump the guildhall or temple to the next tier. For example, if you need to provide your citizens with a grand guildhall, the indicator will change from "Guildhall" to "Grand guildhall" when you've assigned items with enough value. [h3]Scrolling for the unit list when embarking[/h3] Some people have already experimented with the newly re-added startdwarf script, which allows you to change the number of dwarves you embark with, and have found that the DF embark screen doesn't support scrolling for the unit list. This means that if you embark with more dwarves than can fit on your screen, you cannot select them to configure their skills. We now have a DFHack-added scrollbar so you can scroll up and down through the list and configure each of your extra dwarves: Note that the vanilla screen was not intended to be scrolled, so the behavior of the list is a little odd. When you select a dwarf to configure, the list will jump so that the dwarf you selected is at the top of the screen. This can be a little disorienting, but the dwarf is still configurable, and all dwarves are accessible. [h2]Announcements[/h2][h3]Mouse event definitions have changed for scripts[/h3] This only affects modders and players who are writing their own DFHack scripts and who react to mouse events like _MOUSE_L or _MOUSE_L_DOWN. Everyone else can skip reading this. Back in the pre-v50 days, when the mouse was much less used in DF, I made a mistake in how I interpreted DF's handling of mouse button state. The result is that DFHack has been representing mouse state incorrectly to the Lua scripts. This hasn't been much of a problem since all the scripts were written to misinterpret the state the same way. However, now that DFHack tools are integrating more closely with the vanilla DF UI, the difference in interpretation of mouse state is causing conflicts. The _MOUSE_L event now correctly fires when the mouse button has just been clicked, and the _MOUSE_L_DOWN event now correctly fires when the mouse button is held down. The previous definitions were backwards. If you have written your own script and you refer to mouse events in your onInput(keys) function, you can update to the new definitions by swapping references to _MOUSE_L with _MOUSE_L_DOWN and vice versa. Similarly for _MOUSE_R and _MOUSE_M, if you happen to use them. My apologies for breaking scripts. This is something we try not to do very often, though hopefully this change will make up for the hassle by allowing scripts to integrate more smoothly with vanilla DF widgets. Thanks! [h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor. We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. Generated release notes[h2]New Tools[/h2]
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This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Announcements[/h2][h3]Linux support[/h3] As of DF 50.10, both DF and DFHack can run natively on Linux. If you're subscribed to DF and DFHack on Steam, here's how to switch over:
You can tell if you did it right if you no longer have Dwarf Fortress.exe in your DF directory and instead have dwarfort, which is the Linux binary. Then, turn off the compatibility layer for DFHack. dfhooks.dll will disappear and you'll get libdfhooks.so and the dfhack script in its place. Sometimes, Steam says you've got the Linux version, but when you look you see you still have Dwarf Fortress.exe instead of dwarfort. Try re-enabling the Proton compatibility layer and then turning off the compatibility layer again until it "sticks". The DFHack terminal console works differently on Linux You can run DF with DFHack from the Steam client without issues. However, if you want an external DFHack terminal console, you have to run from the commandline with the ./dfhack launcher script. On Windows (or in Windows emulation), you could use the show command to pop up an external DFHack terminal console. You would use this for running DFHack commands from outside the game window, and the external terminal is the only way to run commandline-interactive DFHack commands like tiletypes and the interactive mode of the lua interpreter. Linux has a different method of providing a terminal console. You can't spawn it dynamically like you can on Windows. You have to start DF from the commandline, and the terminal from which you ran ./dfhack becomes the terminal console. This should be a familiar process to many Linux users (most Linux commands work this way), but the change is jarring if you're not expecting it. We're also looking into providing a virtual console that doesn't depend on an existing system console so you can still get a console even if you run from Steam, but that work is far from being completed. You can still launch from Steam if you want to. Many tools log information and errors to the console, though, so if you run into strange issues, it might be useful to try running from the commandline to see if there is diagnostic output there that can help you. [h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor. We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. [h2]Highlights[/h2] This is just a compatibility release; please see the release notes for 50.09-r3 and 50.09-r4 for significant recent changes to DFHack. Generated release notes[h2]Fixes[/h2]
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This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Announcements[/h2] Please see the release notes for DFHack 50.09-r3 for extensive information on Linux support. [h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor. We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. [h2]Highlights[/h2][h3]Squad assignment sort improvements[/h3] Units now have a rating displayed next to them. The ratings are the values used for the current sort, and are colored based on how "good" the unit is according to the sort option. The "stress face" graphics are used for the "stress" and "need for training" sorts to indicate how dire the need is. In addition to the new "need for training" sort, there are also a few new filters. You can now choose whether mothers with infants, units with weak mental fortitude (who would then become unduly stressed by military service), and critically injured units are shown as candidates. [h3]Smooth/carve designation indicators for ASCII mode[/h3] ASCII mode has been missing any indication of smoothing/engraving/track carving/fortification carving designations. DFHack will now automatically add in visual indicators so you can see what you have designated. They will flash between an icon indicating the designation type and the priority you have set the designation for, similar to how the information was displayed in older versions of DF. Generated release notes[h2]New Features[/h2]
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This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Announcements[/h2][h3]Linux support![/h3] Both DF and DFHack now run natively on Linux. If you're on Linux, we encourage you to try it out! The interface is noticeably snappier, FPS is up, and load times are reduced. If you're subscribed to DF and DFHack on Steam, here's how to switch over:
You can tell if you did it right if you no longer have Dwarf Fortress.exe in your DF directory and instead have dwarfort, which is the Linux binary. The plan is to "officially" release Linux support with DF 50.10, so once DF 50.10 comes out, you should be able to switch back to the default Steam branch and keep the native Linux support. Then, turn off the compatibility layer for DFHack. dfhooks.dll will disappear and you'll get libdfhooks.so and the dfhack script in its place. Sometimes, Steam says you've got the Linux version, but when you look you see you still have Dwarf Fortress.exe instead of dwarfort. Try re-enabling the Proton compatibility layer and then turning off the compatibility layer again until it "sticks". Major caveat for DF 50.09-linux1 This particular beta release of Dwarf Fortress has address layout randomization enabled. This causes some trouble for DFHack since DFHack needs to know the memory addresses of several key data structures. For this release only, be sure to start DF by launching DFHack from the Steam client or by running the ./dfhack commandline startup script. That will normalize the address space and allow DF to run with DFHack. Otherwise, DF will crash on startup. Again, this is only for this release. Future releases will not need this workaround and should go back to allowing you to start DF from either the Dwarf Fortress or DFHack Steam client entries, or from either the ./dwarfort or ./dfhack commandline commands. The DFHack terminal console works differently on Linux You can run DF with DFHack by starting DFHack in the Steam client. However, if you want an external DFHack terminal console, you have to run from the commandline. On Windows, you could use the show command to pop up an external DFHack terminal console. You could use this for running DFHack commands from outside the game window, and the external terminal is the only way to run commandline-interactive DFHack commands like tiletypes and the interactive mode of the lua interpreter. Linux has a different method of providing a terminal console. You can't spawn it dynamically like you can on Windows. You have to start DF from the commandline, and the terminal from which you ran ./dwarfort becomes the terminal console. This should be a familiar process to many Linux users (most Linux commands work this way), but the change is jarring if you're not expecting it. We're also looking into providing a virtual console that doesn't depend on an existing system console so you can still get a console even if you run from Steam, but that work is far from being completed. You can still launch DFHack from Steam if you want to. Many tools log information and errors to the console, though, so if you run into strange issues, it might be useful to try running from the commandline to see if there is diagnostic output there that can help you. [h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor. We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. [h2]Highlights[/h2][h3]Hide tutorial popups[/h3] Once you've played a few forts, you probably don't need the tutorial popups that [h3]Search and sort for squad assignment screen[/h3] When you bring up the screen to assign units to squads, there are now widgets for searching, sorting, and filtering. The default sort is by "melee effectiveness", which takes both weapon skill and physical attributes into account, but you can choose from a variety of relevant ascending or descending sorting orders. Thanks to research into combat mechanics by community contributor Halifay, you can also sort by melee and ranged "potential", which predicts how effective a unit could become in the future, given adequate training. There are also configurable filters to show or hide units in other squads, appointed/elected officials (like your manager, high priests, and doctors), and nobility. Of course, if you know exactly who you're looking for, you can also search for units by name. [h3]Animal assignment[/h3] The "Assign to pasture" screen released in the previous DFHack version has been expanded and generalized to support cages, restraints, and pits/ponds. Please tell us if you have any additional needs for animal assignment that those screens don't meet! [h3]Trade good selection[/h3] The "Bring goods to trade depot" screen can now see inside bins, and you can select individual items within bins for trade instead of the entire bin, if you so choose. You can also search for contents within bins, even when in "bring the bin" mode. For example, you can find the "Gem bin"s that contain rubies by searching for "ruby". [h3]One-click UI integration for exportlegends[/h3] exportlegends now sports a new integration with the vanilla "Export XML" button. Now you can generate both the vanilla export and the extended data export with a single click! [h3]Onscreen HUD getting in your way? Hide it![/h3] hide-interface hides all the vanilla UI elements for clean screenshots or distraction-free fortress watching. Even with the interface hidden, you can still pause/unpause the game with spacebar and move around the map with the keyboard or mouse. Hide that cluster of urgent notifications bubbles for a while and just enjoy watching your citizens scurry around for a while : ) Generated release notes[h2]New Tools[/h2]
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This beta is compatible with DF 50.09 for Windows (Dwarf Fortress Steam default branch, Itch, and Classic) and DF 50.09-linux1 for Linux (Dwarf Fortress beta branch). It does not support the Windows version of DF deployed on the DF beta branch (which is currently nearly identical to the Windows version on the default branch).
You can tell if you did it right if you no longer have Dwarf Fortress.exe in your DF directory and instead have dwarfort, which is the Linux binary. The plan is to "officially" release Linux support with DF 50.10, so once DF 50.10 comes out, you should be able to switch back to the default Steam branch and keep the native Linux support. Then, do the same thing for DFHack. switching to the "beta" branch (if you're not there already) and turning off the compatibility layer. Sometimes, Steam says you've got the Linux version, but when you look you see you still have Dwarf Fortress.exe instead of dwarfort. Try re-enabling the Proton compatibility layer and then turning off the compatibility layer again. Major caveat for this beta release This particular beta release of Dwarf Fortress has address layout randomization enabled. This causes some trouble for DFHack since DFHack needs to know the memory addresses of several key data structures. For this release only, be sure to start DF by launching DFHack from the Steam client or by running the ./dfhack commandline startup script. That will normalize the address space and allow DF to run with DFHack. Otherwise, DF will crash on startup. Again, this is only for this release. Future releases will not need this workaround and should go back to allowing you to start DF from either the Dwarf Fortress or DFHack Steam client entries, or from either the ./dwarfort or ./dfhack commandline commands. The DFHack terminal console works differently on Linux You can run DF with DFHack by starting DFHack in the Steam client. However, if you want an external DFHack terminal console, you have to run from the commandline. On Windows, you could use the show command to pop up an external DFHack terminal console. You could use this for running DFHack commands from outside the game window, and the external terminal is the only way to run commandline-interactive DFHack commands like tiletypes and the interactive mode of the lua interpreter. Linux has a different method of providing a terminal console. You can't spawn it dynamically like you can on Windows. You have to start DF from the commandline, and the terminal from which you ran ./dwarfort becomes the terminal console. This should be a familiar process to many Linux users (most Linux commands work this way), but the change is jarring if you're not expecting it. We're also looking into providing a virtual console that doesn't depend on an existing system console so you can still get a console even if you run from Steam, but that work is far from being completed. You can still launch DFHack from Steam if you want to. Many tools log information and errors to the console, though, so if you run into strange issues, it might be useful to try running from the commandline to see if there is diagnostic output there that can help you. [h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor. We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. [h2]Highlights[/h2][h3]Hide tutorial popups[/h3] Once you've played a few forts, you probably don't need the tutorial popups that assault you when you open certain screens. Enable hide-tutorials in the System tab of gui/control-panel and never be bothered by them again! [h3]See inside bins when selecting trade goods[/h3] The "Bring goods to trade depot" screen can now see inside bins, and you can select individual items within bins for trade instead of the entire bin, if you so choose. You can also search for contents within bins, even when in "bring the bin" mode. For example, you can find the "Gem bin"s that contain rubies by searching for "ruby". [h3]Search and sort for squad assignment screen[/h3] The squad assignment screen was overhauled since the last beta in response to lots of great feedback. Thank you to all who responded with opinions and suggestions and helped us make this screen better! The default sort is now "melee effectiveness", which takes both weapon skill and physical attributes into account. Thanks to research into combat mechanics by community contributor Halifay, you can also sort by melee and ranged "potential", which predicts how effective a unit could become in the future, given adequate training. There are also configurable filters to show or hide units in other squads, appointed/elected officials (like your manager, high priests, and doctors), and nobility. Of course, if you know exactly who you're looking for, you can also search for units by name. Searching for skills was removed because it was too confusing. Sorting by skills is still available, though. Generated release notes (These notes are cumulative with the previous beta and represent all changes since the last stable release) [h2]New Tools[/h2]
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The Windows build attached to the DF beta branch (build 11941433) is a mixture of 50.09 and a few unspecified low-level changes. There are no new features for players to use, but the internal structure differences make this particular version difficult to support at the same time as other, more popular builds (i.e. the default Windows 50.09 build and the beta Linux 50.09 build). |
You can tell if you did it right (and sometimes Steam gets stuck somewhere along the way and you have to fiddle with it) if you no longer have Dwarf Fortress.exe in your DF directory and instead have dwarfort, which is the Linux binary. The plan is to "officially" release Linux support with DF 50.10, so once DF 50.10 comes out, you should be able to switch back to the default Steam branch and keep the native Linux support. Then, do the same thing for DFHack. switching to the "beta" branch (if you're not there already) and turning off the compatibility layer. Major caveat for this beta release This particular beta release of Dwarf Fortress has address layout randomization enabled. This causes some trouble for DFHack since DFHack needs to know the memory addresses of several key data structures. For this release only, be sure to start DF by launching DFHack from the Steam client or by running the ./dfhack commandline startup script. That will normalize the address space and allow DF to run with DFHack. Otherwise, DF will crash on startup. Again, this is only for this release. Future releases will not need this workaround and should go back to allowing you to start DF from either the Dwarf Fortress or DFHack Steam client entries, or from either the ./dwarfort or ./dfhack commandline commands. The DFHack terminal console works differently on Linux You can run DF with DFHack by starting DFHack in the Steam client. However, if you want an external DFHack terminal console, you have to run from the commandline. On Windows, you could use the show command to pop up an external DFHack terminal console. You could use this for running DFHack commands from outside the game window, and the external terminal is the only way to run commandline-interactive DFHack commands like tiletypes and the interactive mode of the lua interpreter. Linux has a different method of providing a terminal console. You can't spawn it dynamically like you can on Windows. You have to start DF from the commandline, and the terminal from which you ran ./dwarfort becomes the terminal console. This should be a familiar process to many Linux users (most Linux commands work this way), but the change is jarring if you're not expecting it. We're also looking into providing a virtual console that doesn't depend on an existing system console so you can still get a console even if you run from Steam, but that work is far from being completed. You can still launch DFHack from Steam if you want to. Many tools log information and errors to the console, though, so if you run into strange issues, it might be useful to try running from the commandline to see if there is diagnostic output there that can help you. [h2]Search and sort for squad assignment screen[/h2] When you bring up the screen to assign units to squads, there are now widgets for searching and sorting. The default sort is by "best melee skill", but you can choose from a variety of relevant ascending or descending sorting orders. You can also search. Searching matches either the unit name or a skill that the unit has. Sorting by "leadership" shows units that have any leadership-related abilities, like teaching and military tactics training, but if you just want to see dwarves with military tactics training, search for "tactics". There have already been many good suggestions for additional sorting options, which we'll try to get into a future beta/release. [h2]Animal assignment[/h2] The "Assign to pasture" screen released in the previous DFHack version has been expanded and generalized to support cages, restraints, and pits/ponds. Please tell us if you have any additional needs for animal assignment that those screens don't meet! [h2]One-click UI integration for exportlegends[/h2] exportlegends now sports a new integration with the vanilla "Export XML" button. Now you can generate both the vanilla export and the extended data export with a single click! [h2]Onscreen HUD getting in your way? Hide it![/h2] hide-interface hides all the vanilla UI elements for clean screenshots or distraction-free fortress watching. Even with the interface hidden, you can still pause/unpause the game with spacebar and move around the map with the keyboard or mouse. Hide that cluster of urgent notifications bubbles for a while and just enjoy watching your citizens scurry around : ) Generated release notes[h2]New Tools[/h2]
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This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Announcements[/h2][h3]You can now distribute your quickfort blueprints in mods![/h3] Think you have a cool fortress design that you want to share with the community? The effort required to share your designs has now been cut down significantly. DFHack quickfort now supports blueprints that have been distributed with mods! The blueprint in the screenshot comes from a mod with only two files:
with info.txt containing just the basic mod metadata (detailed in the DF mod guide). You can distribute these mods anyway you like, including from the DF Steam Workshop. How do you make blueprints of your fort to distribute? DFHack's gui/blueprint will take a snapshot of your fort and create a series of blueprints for you. You can also make edits with a text editor or online spreadsheet app to do some really advanced stuff. [h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor. We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. [h2]Highlights[/h2][h3]Initial screens for search and sort[/h3] The first few screens are done for search/filter/sort support! For starters, we decided to tackle the animal assignment to pasture screen and the trade screens, both of which are a frequent source of frustration for players. There is generally not enough room to add vanilla-sized buttons, so DFHack screen links will appear surrounded with red and yellow bars to to distinguish them from vanilla widgets. The screen that comes up can be filtered and sorted by whether and where the animals are pastured/caged, by their friendliness or tame status, and by various other properties. All animals of a particular species are now listed next to each other so you can find them easily. The trade screens got a similar treatment. There are two new screens, one for bringing trade goods to the depot, and one for doing the actual trading. In both, items that are ethically unacceptable to the traders that you are trading with and items that are forbidden to export by your nobles are automatically filtered out, though you can change the filters if you like. Both screens also make bins safe and easy to work with. The bring goods to depot screen allows you to find the items that you want to sell and mark them for trading. For example, you can move the "condition" slider to only show damaged items and then mark them all for trade with a single click. The trade screen provides similar filter and selection support for items being bought and sold. By default, only the contents of bins are listed and traded and the bins themselves aren't traded. You can toggle this behavior and trade bins if you like, though. [h3]Copy/paste support[/h3] With the move to SDL2 comes new clipboard integration capabilities. DFHack's text entry fields, such as the command editing field in gui/launcher, now support copy, paste, and cut. Ctrl-V will paste from the system clipboard into the DFHack text field. This is especially useful when pasting in DFHack commands that you find on the internet! Ctrl-C will copy text out that you can paste into another application, and Ctrl-X will copy the text and also clear the field (so it's a convenient way of just clearing the text quickly even if you don't need to copy it). Note that there is no way to just select a portion of the text, though, so all copy and cut operations apply to all text in the field. [h3]Warm and damp indicators in ASCII mode[/h3] DF does not distinguish damp or warm tiles when in ASCII mode. This can be very frustrating for ASCII-mode players that have to play without this information. DFHack now automatically highlights damp tiles in blue and warm tiles in red when in ASCII mode and a mining operation is selected. In other words, the visual feedback in ASCII now matches what premium players get in graphics mode. [h3]Other new tools[/h3] Some long-standing requests were finally fulfilled in this release, with the return of a few fan-favorite tools and one new game fix.
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Initial bugfixes for the new trading screens:
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New trade screens!!
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This release is compatible with all distributions of Dwarf Fortress: Steam, Itch (note: as of this announcement, Bay12 has not yet updated their store on itch), and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Announcements[/h2][h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor. We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. [h2]Highlights[/h2] Most changes in this release have to do with migrating to SDL2 and are not visible to the player. Generated release notes[h2]Misc Improvements[/h2]
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This release is identical to DFHack 50.09sdl2-2-rc1 except for compatibility with DF 50.09sdl2-3. |
Feature set is identical to DFHack 50.08-r4. Please see https://steamcommunity.com/games/2346660/announcements/detail/3681177834687015555 for details. |
This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first! [h2]Announcements[/h2][h3]PSAs[/h3] As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor. We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future. [h2]Highlights[/h2][h3]logistics[/h3] When you select a stockpile, you'll now see a panel that will let you toggle its automation features. Items and animals brought to that stockpile can be automatically marked for melting, trading, dumping, and/or training. For example, you can set up cage traps for catching wild game. When you catch something, your dwarves will bring the caged animal to your Animals stockpile. If you enable automatic training on that stockpile, the animals will automatically get a trainer assigned to them. Combine this with autobutcher, which can mark the trained animals for butchering, and you now have a low-toil food supply chain for your kitchens! Similarly, if you enable automatic trading for your trade goods stockpile, all items in the stockpile will be marked for trading and automatically brought to the trade depot when a merchant caravan arrives. [h3]Dreamfort[/h3] Dreamfort is the result of over a decade of experimentation and revision from some of Dwarf Fortress's most experienced players. It is a fully functional, pre-designed fortress you can build yourself from gui/quickfort blueprints. If you're having trouble with getting your forts to work smoothly, try building Dreamfort. The blueprints walk you through the process of creating the fortress so you can learn from its design, progression, and configuration. You can even reuse individual blueprints for the parts you especially like to extend your own designs. The Dreamfort walkthroughs and blueprints bring you from embark all the way through to a 200-strong mountainhome. Screenshots for all the levels and links to more information here: https://docs.dfhack.org/en/stable/docs/guides/quickfort-library-guide.html#dreamfort. If you want to explore it interactively, you can download a pre-built Dreamfort from DFFD: https://dffd.bay12games.com/file.php?id=15434. [h3]suspendmanager[/h3] Logic for when to suspend building jobs has been upgraded. Now suspendmanager is much smarter when you're building in areas with limited access paths. For example, if you fill a corridor or build a high wall, it will now correctly realize that a wall tile can block access to a another tile farther away. Moreover, suspendmanager now also considers smoothing and engraving jobs. For example, if you attempt to build a statue on top of flooring that is designated for smoothing, it will now allow the smoothing job to be completed first before the statue blocks it. Generated release notes [h2]New Plugins[/h2]
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The DF SDL2 experimental branch brings some fundamental changes to game architecture, in particular around keyboard/mouse input and graphics output. |