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DFHack 50.11-r7

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!

Highlights


Extended notification and quick-zoom panel



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:
  • When agitated creatures enter the map. Clicking on the notification will zoom you to the first one. You can zoom to each agitated creature in turn by repeatedly clicking on the notification (or hitting the Enter key).
  • When invaders (or other hostiles) enter the map. You can zoom to each individual hostile just like you can for agitated creatures.
  • When a production mandate is nearing its deadline and someone will soon be punished for violating the mandate. Clicking on the notification will open the nobles screen so you can see what you're supposed to be producing. It will be the icon in angry red.
  • When a dwarf is in a strange mood. The notification will tell you what stage of the mood they are in (finding workshop, gathering materials, working on artifact) and will tell you if they can't find what they are looking for or are otherwise stuck.
  • When you have agreed to build a guildhall or temple, but have not yet done so. Clicking on the notification will give you details about what it was that you agreed to build.
  • When a merchant finishes unloading goods and is ready to trade. Clicking on the notification will zoom you to the trade depot.
  • When a unit is starving or stranded. Clicking on the notification will zoom you to the unit(s).
  • When a "curious" creature enters the map that will seek to steal your stuff.
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.

Tweak's bugfixes



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:
  • adamantine-cloth-wear: Prevents adamantine clothing from wearing out while being worn (Bug 6481).
  • craft-age-wear: Fixes crafted items not wearing out over time (Bug 6003). With this tweak, items made from cloth and leather will gain a level of wear every 20 in-game years.
  • eggs-fertile: Displays an indicator on fertile eggs.
  • fast-heat: Improves temperature update performance by ensuring that 1 degree of item temperature is crossed in no more than 100 ticks when updating from the environment temperature. This reduces the time it takes for temperature to reach equilibrium and improves FPS when there are many items.
  • flask-contents: Names filled waterskins, flasks, and vials according to their contents, the same way other containers such as barrels, bins, and cages are named. (Bug 4914)
  • partial-items: Displays percentages on partially-consumed items such as hospital cloth.
  • reaction-gloves: Fixes reactions to produce gloves in sets with correct handedness (Bug 6273).

Animal assignment UI improvements



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.

Toggle animal designations from the animal info sheet



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.

Announcements


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.

Changelog


New Tools


  • add-thought: (reinstated) add custom thoughts to a dwarf
  • combat-harden: (reinstated) set a dwarf's resistence to being affected by visible corpses
  • devel/input-monitor: interactive UI for debugging input issues
  • gui/notify: display important notifications that vanilla doesn't support yet and provide quick zoom links to notification targets.
  • gui/petitions: (reinstated) show outstanding (or all historical) petition agreements for guildhalls and temples
  • list-waves: (reinstated) show migration wave information
  • make-legendary: (reinstated) make a dwarf legendary in specified skills
  • pet-uncapper: (reinstated, renamed from petcapRemover) allow pets to breed beyond the default population cap of 50
  • tweak: (reinstated) a collection of small bugfixes and gameplay tweaks
  • undump-buildings: (reinstated) remove dump designation from in-use building materials

New Features


  • cleanowned: Add a "nodump" option to allow for confiscating items without dumping
  • tweak: Add "flask-contents", makes flasks/vials/waterskins be named according to their contents

Fixes


  • autoclothing: Fix enabled behavior
  • caravan: display book and scroll titles in the goods and trade dialogs instead of generic scroll descriptions
  • dig-now: fix digging stairs in the surface sometimes creating underworld gates.
  • dig: overlay that shows damp designations in ASCII mode now propertly highlights tiles that are damp because of an aquifer in the layer above
  • fix/retrieve-units: prevent pulling in duplicate units from offscreen
  • gui/blueprint: changed hotkey for setting blueprint origin tile so it doesn't conflict with default map movement keys
  • gui/control-panel: fix error when toggling autostart settings
  • gui/design: clicking the center point when there is a design mark behind it will no longer simultaneously enter both mark dragging and center dragging modes. Now you can click once to move the shape, and click twice to move only the mark behind the center point.
  • gui/launcher: developer mode hotkey changed from Ctrl-D to Alt-D so as not to conflict with the hotkey for gui/design
  • item: avoid error when scanning items that have no quality rating (like bars and other construction materials)
  • source: fix issue where removing sources would make some other sources inactive
  • strangemood: correctly recognize Stonecutter and Stone Carver as moodable skills, move the Mason's boosted mood chance to the Stone Carver, and select Fell/Macabre based on long-term stress
  • warn-stranded:
    • don't complain about units that aren't on the map (e.g. soldiers out on raids)
    • when there was at least one truly stuck unit and miners were actively mining, the miners were also confusingly shown in the stuck units list
  • gui.View: getMouseFramePos: function now detects the correct coordinates even when the widget is nested within other frames
  • Gui:: makeAnnouncement, Gui:: autoDFAnnouncement: don't display popup for all announcement types
  • Gui:: revealInDwarfmodeMap: properly center the zoom even when the target tile is near the edge of the map
  • Units:: getVisibleName: don't reveal the true identities of units that are impersonating other historical figures

Misc Improvements


  • autonestbox: assign egg layers to the nestbox they have chosen if they have already chosen a nestbox
  • buildingplan: use closest matching item rather than newest matching item
  • caravan: move goods to trade depot dialog now allocates more space for the display of the value of very expensive items
  • exportlegends: make progress increase smoothly over the entire export and increase precision of progress percentage
  • extinguish: allow selecting units/items/buildings in the UI to target them for extinguishing; keyboard cursor is only required for extinguishing map tiles that cannot be selected any other way
  • gui/autobutcher: ask for confirmation before zeroing out targets for all races
  • gui/mod-manager: will automatically unmark the default mod profile from being the default if it fails to load (due to missing or incompatible mods)
  • gui/quickfort:
    • can now dynamically adjust the dig priority of tiles designated by dig blueprints
    • can now opt to apply dig blueprints in marker mode
  • item:
    • change syntax so descriptions can be searched for without indicating the --description option. e.g. it's now item count royal instead of item count --description royal
    • add --verbose option to print each item as it is matched
  • probe: act on the selected building/unit instead of requiring placement of the keyboard cursor for bprobe and cprobe
  • regrass: also regrow depleted cavern moss
  • zone:
    • animal assignment dialog now shows distance to pasture/cage and allows sorting by distance
    • animal assignment dialog shows number of creatures assigned to this pasture/cage/etc.

Removed


  • gui/create-tree: replaced by gui/sandbox
  • gui/manager-quantity: the vanilla UI can now modify manager order quantities after creation
  • warn-starving: combined into gui/notify
  • warn-stealers: combined into gui/notify

API


  • Gui focus strings will now include dwarfmode/Default if the only other panel open is the Squads panel
  • Gui module Announcement functions now use DF's new announcement alert system
  • Gui:: addCombatReport, Gui:: addCombatReportAuto: add versions that take report * instead of report vector index
  • Gui:: MTB_clean, Gui:: MTB_parse, Gui:: MTB_set_width: new functions for manipulating markup_text_boxst
  • Gui:: revealInDwarfmodeMap: unfollow any currently followed units/items so the viewport doesn't just jump back to where it was
  • toupper_cp437(char), tolower_cp437(char): new MiscUtils functions, return a char with case changed, respecting CP437
  • toUpper, toLower: MiscUtils functions renamed to toUpper_cp437 and toLower_cp437, CP437 compliant

Lua


  • Overlay framework now respects active and visible widget attributes
  • dfhack.gui announcement functions use default arguments when omitted
  • dfhack.units.getCitizens now only returns units that are on the map
  • dfhack.upperCp437(string), dfhack.lowerCp437(string): new functions, return string with all chars changed, respecting CP437 code page

Structures


  • buildings_other: add correct types for civzone building vectors
  • job_skill: correct moodable property for several professions


[ 2024-03-03 06:41:08 CET ] [ Original post ]



DFHack - Dwarf Fortress Modding Engine
The DFHack Team
  • Developer

  • The DFHack Team
  • Publisher

  • 2023-04-13
  • Release

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  • Game News Posts 43  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
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  • Overwhelmingly Positive

    (522 reviews)


  • Review Score

  • https://github.com/DFHack/dfhack/releases
  • Website

  • https://store.steampowered.com/app/2346660 
  • Steam Store

  • 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:

    • 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
    RECOMMENDED SETUP
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    • Memory: 16 GB RAM
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