Memory hacking library for Dwarf Fortress and a set of tools that use it
A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.
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!
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:
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:
gui/aquifer
allows you to see, add, remove, and modify aquifersgui/reveal
now highlights aquifer tiles, even when not in mining mode. It also gained an alternate reveal mode where only aquifers are shown and no tiles are actually unhidden. This allows you to designate your digging with knowledge of where aquifers are, but will not spoil the caverns or other underground surprises.gui/blueprint
captures warm and damp dig markers as part of the generated blueprintsgui/quickfort
reproduces warm and damp dig markers stored in blueprints, and additionally allows you to apply any blueprint with warm and/or damp dig markersaquifer_tap
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.
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.
aquifer
: commandline tool for creating, draining, and modifying aquifersgui/aquifer
: interactive aquifer visualization and editingopen-legends
: (reinstated) open legends mode directly from a loaded fortblueprint
:
buildingplan
: add overlays for unlinking and freeing mechanisms from buildingsdig
:
gui/notify
: optional notification for general wildlife (not on by default)gui/quickfort
: add options for setting warm/damp dig markers when applying blueprintsgui/reveal
: new "aquifer only" mode to only see hidden aquifers but not reveal any tilesquickfort
: add options for setting warm/damp dig markers when applying blueprintsagitation-rebalance
: fix calculated percent chance of cavern invasionarmoks-blessing
: fix error when making "Normal" attributes legendaryemigration
: remove units from burrows when they emigratefix/loyaltycascade
: fix edge case where loyalties of renegade units were not being fixedgui/launcher
: don't pop up a result dialog if a command run from minimal mode has no outputquickfort
:
stonesense
: fix a crash with buildings made of unusual materials (such as campsite tents made out of organic "walls")suspendmanager
: prevent cancellation spam when an item is preventing a building from being completedagitation-rebalance
: when more than the maximum allowed cavern invaders are trying to enter the map, prefer keeping the animal people invaders instead of their war animalsgui/control-panel
: add alternate "nodump" version for cleanowned
that does not cause citizens to toss their old clothes in the dump. this is useful for players who would rather sell old clothes than incinerate themgui/reveal
: show aquifers even when not in mining modekeybinding
: you can now assign keybindings to mouse buttons (if your mouse has more than the three buttons already used by DF)tailor
: allow turning off automatic confiscation of tattered clothingdrain-aquifer
: replaced by aquifer drain --all
; an alias now exists so drain-aquifer
will automatically run the new commandBuildings::checkFreeTiles
: now takes a allow_flow
parameter to control whether water- or magma-filled tiles are validUnits::citizensRange
: c++-20 std::range filter for citizen unitsUnits::forCitizens
: iterator callback function for citizen unitsUnits::paintTile
, Units::readTile
: now takes an optional field specification for reading and writing to specific map compositing layersdfhack.gui.matchFocusString
: focus string matching is now case sensitive (for performance reasons)job_type
: new job class type: "Carving" (for smoothing and detailing)unit_action_data_attack
(unit_move_attackst
): identify flagsenum:next_item(index)
functionA: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.
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!
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:
gui/aquifer
allows you to see and edit aquifersgui/reveal
now highlights aquifer tiles, even when not in mining modegui/blueprint
captures warm and damp dig markersgui/quickfort
reproduces warm and damp dig markers stored in blueprints, and additionally allows you to apply any blueprint with warm and/or damp dig markersThe 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.
Many thanks to Rumrusher, who provided the key insight that allowed this feature to work again!
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.
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.
aquifer
: commandline tool for creating, draining, and modifying aquifersgui/aquifer
- interactive aquifer visualization and editingopen-legends
: (reinstated) open legends mode directly from a loaded fortblueprint
:
buildingplan
: add overlays for unlinking and freeing mechanisms from buildingsdig
:
gui/notify
: optional notification for general wildlife (not on by default)gui/quickfort
: add options for applying blueprints with warm and/or damp dig markersgui/reveal
: new "aquifer only" mode to only see hidden aquifers but not reveal any tilesquickfort
: add options for applying blueprints with warm and/or damp dig markersarmoks-blessing
: fix error when making class "Normal" attributes legendaryfix/loyaltycascade
: fix lookup of associated unit metadata when the metadata list is sparse (that is, the script was sometimes failing to fix the loyalties of renegade units because it was failing to find those units' metadata)quickfort
:
gui/control-panel
: add alternate "nodump" version for cleanowned
that does not cause citizens to toss their old clothes in the dump. this is useful for players who would rather sell old clothes than incinerate themgui/reveal
: show aquifers even when not in mining modekeybinding
: you can now assign keybindings to mouse buttons (if your mouse has more than the three buttons already used by DF)tailor
: allow turning off automatic confiscation of tattered clothingdrain-aquifer
: replaced by aquifer drain --all
; an alias now exists so drain-aquifer
will automatically run the new commandBuildings::checkFreeTiles
: now takes a allow_flow
parameter to control whether water- or magma-filled tiles are validUnits::citizensRange
: c++-20 std::range filter for citizen unitsUnits::forCitizens
: iterator callback function for citizen unitsUnits::paintTile
, Units::readTile
: now takes an optional field specification for reading and writing to specific map compositing layersdfhack.gui.matchFocusString
: focus string matching is now case sensitive (for performance reasons)job_type
: new job class type: "Carving" (for smoothing and detailing)unit_action_data_attack
(unit_move_attackst
): identify flagsLua API
: documented existing enum:next_item(index)
functionA: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.
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!
Please see https://github.com/DFHack/dfhack/releases/tag/50.12-r2 for the main changes in this release.
control-panel
: properly auto-enable newly added bugfixesfix/noexert-exhaustion
: fix typo in control panel registry entry which prevented the fix from being run when enabledgui/suspendmanager
: fix script startup errorsorders
: don't intercept keyboard input for setting skill or labor restrictions on workshop workers tab when the player is setting the building nicknamegui/unit-syndromes
: make syndromes searchable by their display names (e.g. "necromancer")A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.
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!
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
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.
This release features solutions for no fewer than three longstanding vanilla bugs.
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.
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.
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 new fixes 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.
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.
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
.
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.
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.
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.
agitation-rebalance
: alter mechanics of irriation-related attacks so they are less constant and are more responsive to recent player bahaviordevel/block-borders
: (reinstated) highlights boundaries of map blocks or embark tile blocksfix/noexert-exhaustion
: fix "Tired" NOEXERT units. Enabling via gui/control-panel
prevents NOEXERT units from getting stuck in a "Tired" statefix/ownership
: fix instances of multiple citizens claiming the same items, resulting in "Store owned item" job loopsfix/stuck-worship
: fix prayer so units don't get stuck in uninterruptible "Worship!" statesinstruments
: provides information on how to craft the instruments used by the player civilizationmodtools/if-entity
: (reinstated) modder's resource for triggering scripted content depending on the race of the loaded fortmodtools/item-trigger
: (reinstated) modder's resource for triggering scripted content when specific items are usedexterminate
: new "disintegrate" kill method that additionally destroys carried itemsgui/settings-manager
: add import, export, and autoload for work detailslogistics
: autoretrain
will automatically assign trainers to your partially-trained (but not yet domesticated) livestock. this prevents children of partially-trained parents from reverting to wild if you don't notice they were bornorders
: add overlay for configuring labor and skill level restrictions for workshopsquickfort
: allow setting of workshop profile properties (e.g. labor, skill restrictions) from build blueprintssort
: updated and reinstated military status/squad membership/burrow membership filter for work animal assignment screenstocks
: add button/hotkey for removing empty categories from the stocks listautochop
: fix underestimation of log yield for cavern mushroomsautoclothing
: don't produce clothes for dead unitscaravan
: fix trade price calculations when the same item was requested for both import and exportcatsplosion
: only cause pregnancies in adultscontrol-panel
: fix filtering not filtering when running the list
commandgui/launcher
:
gui/notify
:
logistics
:
fastdwarf
, rejuvenate
, etc.allneeds
:
autobutcher
: prefer butchering partially trained animals and save fully domesticated animals to assist in wildlife domestication programsautodump
: can now teleport items loosely stored in buildings (clutter)buildingplan
:
clean
: protect farm plots when cleaning mudcontrol-panel
: enable tweaks quietly on fort load so we don't spam the consoledevel/tile-browser
: simplify interface now that SDL automatically normalizes texture scaledwarfvet
:
exterminate
: make race name matching case and space insensitivegui/gm-editor
: support opening engraved art for inspectiongui/launcher
:
clear
command and clearing the scrollback buffergui/notify
: Shift click or Shift Enter on a zoomable notification to zoom to previous targetgui/teleport
: add global Ctrl-Shift-T keybinding (only available when DFHack mortal mode is disabled)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 pastesuspendmanager
: improve performance when there are many active jobstweak
: add quiet
option for silent enablement and disablement of tweaksUnits::getCitizens
: now includes residents by defaultUnits::isForgottenBeast
: property check for forgotten beastsUnits::isGreatDanger
: now includes forgotten beastsUnits::isResident
: property check for residents (as opposed to citizens)helpdb
: search_entries
now returns a match if all filters in the include
list are matched. previous behavior was to match if any include
filter matched.dfhack.units.getCitizens
: now includes residents by defaultdfhack.units.isForgottenBeast
: make new units method available to Luamatinfo.decode
: now directly handles plant objectswidgets.Label
: *pen
attributes can now either be a pen or a function that dynamically returns a penactivity_event
: identify fields and type valuesplant_tree_info
: define tree body and branch flagsplotinfo.hauling
: name fields related to the hauling route panelunit
: identify and define many previously unknown fields, types, and enumsintroduction
: refresh getting started contentoverlay-dev-guide
: updated examples and troubleshooting stepsquickstart
: refresh quickstart guideA: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.
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!
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!
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.
fix/ownership
: fix instances of multiple citizens claiming the same items, resulting in "Store owned item" job loopsmodtools/if-entity
: (reinstated) modder's resource for triggering scripted content depending on the race of the loaded fortautoclothing
: don't produce clothes for dead unitscaravan
: fix trade price calculations when the same item was requested for both import and exportfastdwarf
, rejuvenate
, etc.allneeds
:
buildingplan
: persist hiding of unavailable materials between filterselection invocationsdwarfvet
:
gui/notify
: Shift click or Shift Enter on a zoomable notification to zoom to previous targetprioritize
: 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 pasteUnits::getCitizens
: now includes residents by defaultUnits::isResident
: property check for residents (as opposed to citizens)dfhack.units.getCitizens
: now includes residents by defaultactivity_event
: identify fields and type valuesunit
: identify and define many previously unknown fields, types, and enumsA: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.
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!
There are several large new features for this release that could use testing and feedback.
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:
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
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?
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?
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")
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.
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?
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.
agitation-rebalance
: alter mechanics of irriation-related attacks so they are less constant and are more responsive to recent player bahaviorfix/stuck-worship
: fix prayer so units don't get stuck in uninterruptible "Worship!" statesinstruments
: provides information on how to craft the instruments used by the player civilization.modtools/item-trigger
: (reinstated) modder's resource for triggering scripted content when specific items are usedexterminate
: new "disintegrate" kill method that additionally destroys carried itemsgui/settings-manager
: add import, export, and autoload for work detailslogistics
: autoretrain
will automatically assign trainers to your partially-trained (but not yet domesticated) livestock. this prevents children of partially-trained parents from reverting to wild if you don't notice they were bornorders
: add overlay for configuring labor and skill level restrictions for workshopsquickfort
: allow setting of workshop profile properties (e.g. labor, skill restrictions) from build blueprintssort
: updated and reinstated military status/squad membership/burrow membership filter for work animal assignment screenstocks
: add button/hotkey for removing empty categories from the stocks listautochop
: fix underestimation of log yield for cavern mushroomscatsplosion
: only cause pregnancies in adultscontrol-panel
: fix filtering not filtering when running the list
commandgui/launcher
:
gui/notify
:
logistics
:
autobutcher
: prefer butchering partially trained animals and save fully domesticated animals to assist in wildlife domestication programsautodump
: can now teleport items loosely stored in buildings (clutter)clean
: protect farm plots when cleaning mudcontrol-panel
: enable tweaks quietly on fort load so we don't spam the consoledevel/tile-browser
: simplify interface now that SDL automatically normalizes texture scaleexterminate
: make race name matching case and space insensitivegui/gm-editor
: support opening engraved art for inspectiongui/launcher
:
clear
command and clearing the scrollback buffergui/teleport
: add global Ctrl-Shift-T keybinding (only avaiable when DFHack mortal mode is disabled)suspendmanager
: improve performance when there are many active jobstweak
: add quiet
option for silent enablement and disablement of tweaksUnits::isForgottenBeast
: property check for forgotten beastsUnits::isGreatDanger
: now includes forgotten beastshelpdb
: search_entries
now returns a match if all filters in the include
list are matched. previous behavior was to match if any include
filter matched.dfhack.units.isForgottenBeast
: make new units method available to Luamatinfo.decode
: now directly handles plant objectswidgets.Label
: *pen
attributes can now either be a pen or a function that dynamically returns a penplant_tree_info
: define tree body and branch flagsplotinfo.hauling
: name fields related to the hauling route panelintroduction
: refresh getting started contentoverlay-dev-guide
: updated examples and troubleshooting stepsquickstart
: refresh quickstart guideA: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.
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!
sort
: fix crash when assigning work animals to unitsinterfacest
: realign last element, which was overlapping with gview
A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.
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!
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.
gui/design
: no longer comes up when Ctrl-D is pressed but other DFHack windows have focusgui/notify
: persist notification settings when toggled in the UIgui/launcher
: developer mode hotkey restored to Ctrl-Dsort
: squad assignment overlay rewritten for compatiblity with new vanilla data structures and screen layoutsburrow
: removed overlay 3D box select since it is now provided by the vanilla UIsort
: removed Search widgets for screens that now have vanilla searchGui::getWidget
: retrieve a vanilla DF widget by name or indexdfhack.gui.getWidgetChildren
: retrieve a list of child widgets for a given widget containerdfhack.gui.getWidget
: retrieve a vanilla DF widget by hierarchy path, with each step specified by a widget name or indexA: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.
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!
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.
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:
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.
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.
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.
add-thought
: (reinstated) add custom thoughts to a dwarfcombat-harden
: (reinstated) set a dwarf's resistence to being affected by visible corpsesdevel/input-monitor
: interactive UI for debugging input issuesgui/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 templeslist-waves
: (reinstated) show migration wave informationmake-legendary
: (reinstated) make a dwarf legendary in specified skillspet-uncapper
: (reinstated, renamed from petcapRemover
) allow pets to breed beyond the default population cap of 50tweak
: (reinstated) a collection of small bugfixes and gameplay tweaksundump-buildings
: (reinstated) remove dump designation from in-use building materialscleanowned
: Add a "nodump" option to allow for confiscating items without dumpingtweak
: Add "flask-contents", makes flasks/vials/waterskins be named according to their contentsautoclothing
: Fix enabled behaviorcaravan
: display book and scroll titles in the goods and trade dialogs instead of generic scroll descriptionsdig-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 abovefix/retrieve-units
: prevent pulling in duplicate units from offscreengui/blueprint
: changed hotkey for setting blueprint origin tile so it doesn't conflict with default map movement keysgui/control-panel
: fix error when toggling autostart settingsgui/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 inactivestrangemood
: 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 stresswarn-stranded
:
gui.View:getMouseFramePos
: function now detects the correct coordinates even when the widget is nested within other framesGui::makeAnnouncement
, Gui::autoDFAnnouncement
: don't display popup for all announcement typesGui::revealInDwarfmodeMap
: properly center the zoom even when the target tile is near the edge of the mapUnits::getVisibleName
: don't reveal the true identities of units that are impersonating other historical figuresautonestbox
: assign egg layers to the nestbox they have chosen if they have already chosen a nestboxbuildingplan
: use closest matching item rather than newest matching itemcaravan
: move goods to trade depot dialog now allocates more space for the display of the value of very expensive itemsexportlegends
: make progress increase smoothly over the entire export and increase precision of progress percentageextinguish
: 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 waygui/autobutcher
: ask for confirmation before zeroing out targets for all racesgui/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
:
item
:
--description
option. e.g. it's now item count royal
instead of item count --description royal
--verbose
option to print each item as it is matchedprobe
: act on the selected building/unit instead of requiring placement of the keyboard cursor for bprobe
and cprobe
regrass
: also regrow depleted cavern mosszone
:
gui/create-tree
: replaced by gui/sandbox
gui/manager-quantity
: the vanilla UI can now modify manager order quantities after creationwarn-starving
: combined into gui/notify
warn-stealers
: combined into gui/notify
dwarfmode/Default
if the only other panel open is the Squads panelGui::addCombatReport
, Gui::addCombatReportAuto
: add versions that take report *
instead of report vector indexGui::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 wastoupper_cp437(char)
, tolower_cp437(char)
: new MiscUtils
functions, return a char with case changed, respecting CP437toUpper
, toLower
: MiscUtils
functions renamed to toUpper_cp437
and toLower_cp437
, CP437 compliantactive
and visible
widget attributesdfhack.gui
announcement functions use default arguments when omitteddfhack.units.getCitizens
now only returns units that are on the mapdfhack.upperCp437(string)
, dfhack.lowerCp437(string)
: new functions, return string with all chars changed, respecting CP437 code pagebuildings_other
: add correct types for civzone building vectorsjob_skill
: correct moodable
property for several professionsA: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.
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!
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.
zone
: Add overlay for toggling butchering/gelding/adoption/taming options in animal "Overview" tabsdig-now
:
item
: fix missing item categories when using --by-type
makeown
: fix error when adopting units that need a historical figure to be createdsort
: fix potential crash when switching between certain info tabssuspendmanager
: overlays for suspended building info panels no longer disappear when another window has focusautonestbox
: don't automatically assign partially trained egg-layers to nestboxes if they don't have an ongoing trainer assigned since they might revert to wildbuildingplan
: replace [edit filters]
button in planner overlay with abbreviated filter informationreveal
: automatically reset saved map state when a new save is loadednopause
: functionality has moved to spectate
Gui::getAnyJob
: get the job associated with the selected game element (item, unit, workshop, etc.)Gui::getAnyWorkshopJob
: get the first job associated with the selected workshopUnits::assignTrainer
: assign a trainer to a trainable animalUnits::unassignTrainer
: unassign a trainer from an animaldfhack.gui.getAnyJob
: expose API to Luadfhack.gui.getAnyWorkshopJob
: expose API to Luadfhack.units.assignTrainer
: expose API to Luadfhack.units.isTamable
: return false for invaders to match vanilla logicdfhack.units.unassignTrainer
: expose API to Luasoundst
: fix alignment