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DFHack 50.12-r2rc2

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!

What needs testing?


agitation-rebalance updates


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!

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


  • fix/ownership: fix instances of multiple citizens claiming the same items, resulting in "Store owned item" job loops
  • modtools/if-entity: (reinstated) modder's resource for triggering scripted content depending on the race of the loaded fort

Fixes


  • autoclothing: don't produce clothes for dead units
  • caravan: fix trade price calculations when the same item was requested for both import and export

Misc Improvements


  • Many tools that previously only worked for citizens or only for dwarves now work for all citizens and residents, e.g. fastdwarf, rejuvenate, etc.
  • allneeds:
    • select a dwarf in the UI to see a summary of needs for just that dwarf
    • provide options for sorting the cumulative needs by different criteria
  • buildingplan: persist hiding of unavailable materials between filterselection invocations
  • dwarfvet:
    • automatically unassign animals from pastures when they need treatment so they can make their way to the hospital. reassign them to their original pasture when treatment is complete.
    • ignore animals assigned to cages or restraints
  • gui/notify: Shift click or Shift Enter on a zoomable notification to zoom to previous target
  • prioritize: print out custom reaction and hauling jobs in the same format that is used for prioritize command arguments so the player can just copy and paste

API


  • Units :: getCitizens: now includes residents by default
  • Units :: isResident: property check for residents (as opposed to citizens)

Lua


  • dfhack.units.getCitizens: now includes residents by default

Structures


  • activity_event: identify fields and type values
  • unit: identify and define many previously unknown fields, types, and enums


[ 2024-03-17 22:29:18 CET ] [ Original post ]



DFHack - Dwarf Fortress Modding Engine
The DFHack Team
  • Developer

  • The DFHack Team
  • Publisher

  • 2023-04-13
  • Release

  • Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

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

  • 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
    • Processor: Dual Core CPU - 4GHz+Memory: 16 GB RAM
    • Memory: 16 GB RAM
    GAMEBILLET

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    FANATICAL BUNDLES

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