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DFHack 50.09-r3rc3
Both DF and DFHack now run natively on Linux. If you're on Linux, we encourage you to try it! 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:
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.
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!
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".
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.
(These notes are cumulative with the previous beta and represent all changes since the last stable release)
[ 2023-09-01 20:21:12 CET ] [ Original post ]
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).
Announcements
Both DF and DFHack now run natively on Linux. If you're on Linux, we encourage you to try it! 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:
- In the Steam client, open the properties for Dwarf Fortress
- In the "Betas" section, switch to the "beta" branch
- Let that finish updating
- Select the "Compatibility" section and deselect "Force the use of a specific Steam Play compatibility tool"
- DF should update again with the Linux native version
PSAs
As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor. We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.
Highlights
Hide tutorial popups
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!
See inside bins when selecting trade goods
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".
Search and sort for squad assignment screen
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)
New Tools
- devel/scan-vtables: Scan and dump likely vtable addresses (for memory research)
- hide-interface: hide the vanilla UI elements for clean screenshots or laid-back fortress observing
- hide-tutorials: hide the DF tutorial popups; enable in the System tab of gui/control-panel
New Features
- exportlegends: new overlay that integrates with the vanilla "Export XML" button. Now you can generate both the vanilla export and the extended data export with a single click!
- sort: search and sort for squad assignment screen
- zone: advanced unit assignment screens for cages, restraints, and pits/ponds
Fixes
- Core:
- reload scripts in mods when a world is unloaded and immediately loaded again
- fix text getting added to DFHack text entry widgets when Alt- or Ctrl- keys are hit
- caravan:
- corrected prices for cages that have units inside of them
- Correct price adjustment values in trade agreement details screen
- Apply both import and export trade agreement price adjustments to items being both bought or sold to align with how vanilla DF calculates prices
- cancel any active TradeAtDepot jobs if all caravans are instructed to leave
- emigration:
- fix errors loading forts after dwarves assigned to work details or workshops have emigrated
- fix citizens sometimes "emigrating" to the fortress site
- fix/retrieve-units: fix retrieved units sometimes becoming duplicated on the map
- gui/launcher, gui/gm-editor: recover gracefully when the saved frame position is now offscreen
- orders: prevent import/export overlay from appearing on the create workorder screen
- quickfort: cancel old dig jobs that point to a tile when a new designation is applied to the tile
- starvingdead: ensure sieges end properly when undead siegers starve
- suspendmanager:
- Fix the overlay enabling/disabling suspendmanager unexpectedly
- Improve the detection on "T" and "+" shaped high walls
Misc Improvements
- Surround DFHack-specific UI elements with square brackets instead of red-yellow blocks for better readability
- autobutcher: don't mark animals for butchering if they are already marked for some kind of training (war, hunt)
- caravan: optionally display items within bins in bring goods to depot screen
- devel/lsmem: added support for filtering by memory addresses and filenames
- gui/gm-editor:
- hold down shift and right click to exit, regardless of how many substructures deep you are
- display in the title bar whether the editor window is scanning for live updates
- hotkeys: don't display DFHack logo in legends mode since it covers up important interface elements. the Ctrl-Shift-C hotkey to bring up the menu and the mouseover hotspot still function, though.
- quickfort: linked stockpiles and workshops can now be specified by ID instead of only by name. this is mostly useful when dynamically generating blueprints and applying them via the quickfort API
- sort: animals are now sortable by race on the assignment screens
- suspendmanager: display a different color for jobs suspended by suspendmanager
API
- RemoteFortressReader: add a force_reload option to the GetBlockList RPC API to return blocks regardless of whether they have changed since the last request
- Gui: getAnyStockpile and getAnyCivzone (along with their getSelected variants) now work through layers of ZScreens. This means that they will still return valid results even if a DFHack tool window is in the foereground.
- Items::getValue(): remove caravan_buying parameter since the identity of the selling party doesn't actually affect the item value
- Units: new animal propery check functions isMarkedForTraining(unit), isMarkedForTaming(unit), isMarkedForWarTraining(unit), and isMarkedForHuntTraining(unit)
Lua
- dfhack.gui: new getAnyCivZone and getAnyStockpile functions; also behavior of getSelectedCivZone and getSelectedStockpile functions has changes as per the related API notes
- dfhack.items.getValue(): remove caravan_buying param as per C++ API change
- dfhack.screen.readTile(): now populates extended tile property fields (like top_of_text) in the returned Pen object
- dfhack.units: new animal propery check functions isMarkedForTraining(unit), isMarkedForTaming(unit), isMarkedForWarTraining(unit), and isMarkedForHuntTraining(unit)
- new(): improved error handling so that certain errors that were previously uncatchable (creating objects with members with unknown vtables) are now catchable with pcall()
- widgets.BannerPanel: panel with distinctive border for marking DFHack UI elements on otherwise vanilla screens
- widgets.Panel: new functions to override instead of setting corresponding properties (useful when subclassing instead of just setting attributes): onDragBegin, onDragEnd, onResizeBegin, onResizeEnd
Structures
- Added global_table global and corresponding global_table_entry type
- help_context_type: fix typo in enum name: EMBARK_TUTORIAL_CHICE -> EMBARK_TUTORIAL_CHOICE
- plotinfo: name the fields related to tutorial popups
- viewscreen_legendsst: realign structure
- viewscreen_new_arenast: added (first appeared in 50.06, probably)
[ 2023-09-01 20:21:12 CET ] [ Original post ]
DFHack - Dwarf Fortress Modding Engine
The DFHack Team
Developer
The DFHack Team
Publisher
2023-04-13
Release
Game News Posts:
45
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
Overwhelmingly Positive
(550 reviews)
DFHack is an add-on for Dwarf Fortress that enables mods and tools to significantly extend the game. The default DFHack distribution contains a wide variety of these tools, including bugfixes, interface improvements, automation agents, design blueprints, modding building blocks, and more. Third-party tools (e.g. mods downloaded from Steam Workshop or the forums) can also seamlessly integrate with the DFHack framework and extend the game far beyond what can be done by just modding the raws.
DFHack’s mission is to provide tools and interfaces for players and modders to:
Our online Quickstart Guide will help you get up to speed with how to use DFHack. It's also available in-game via the quickstart-guide command.
The best way to make feature requests or report problems is to open an Issue at our GitHub page.
When reporting problems, links to your zipped, uploaded savegame and mods are immensely helpful, and issues with attached savegames and mods get fixed faster. We need a zip of your mods because we can't load your savegame without them.
DFHack installs directly into your Dwarf Fortress directory, so be sure to install it to the same Steam library and drive as Dwarf Fortress.
It is not a problem if you already have DFHack manually installed. You can subscribe to the Steam version and it will absorb the installed files. Your data in dfhack-config/ is safe. No additional steps are necessary.
DFHack’s mission is to provide tools and interfaces for players and modders to:
- expand the bounds of what is possible in Dwarf Fortress
- reduce the impact of game bugs
- give the player more agency and control over the game
- provide alternatives to toilsome or frustrating aspects of gameplay
- make the game more fun
Our online Quickstart Guide will help you get up to speed with how to use DFHack. It's also available in-game via the quickstart-guide command.
The best way to make feature requests or report problems is to open an Issue at our GitHub page.
When reporting problems, links to your zipped, uploaded savegame and mods are immensely helpful, and issues with attached savegames and mods get fixed faster. We need a zip of your mods because we can't load your savegame without them.
DFHack installs directly into your Dwarf Fortress directory, so be sure to install it to the same Steam library and drive as Dwarf Fortress.
It is not a problem if you already have DFHack manually installed. You can subscribe to the Steam version and it will absorb the installed files. Your data in dfhack-config/ is safe. No additional steps are necessary.
MINIMAL SETUP
- Processor: Dual Core CPU - 2.4GHz+Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 1GB of VRAM: Intel HD 3000 GPU / AMD HD 5450 / Nvidia 9400 GT
- Storage: 50 MB available spaceAdditional Notes: Must be installed to the same Steam library and drive as Dwarf Fortress
- Processor: Dual Core CPU - 4GHz+Memory: 16 GB RAM
- Memory: 16 GB RAM
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