Releases: DFHack/dfhack
DFHack 50.14-r1.1
Q: How do I download DFHack?
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!
Announcements
PSAs
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, fixes, and improvements
Fixes
- Compatibility with updated Classic and Itch builds
autobutcher
: fix regression in ordering of butcherable animalspreserve-rooms
: don't reserve a room for citizens that you expel from the fort
DFHack 50.13-r5
Q: How do I download DFHack?
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.
On Steam, this release is available on the DFHack default "None" channel (for DF 50.13), the adventure-beta
channel (for DF 51.01-beta), and the 50.14testing
channel (for DF 50.14-beta).
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
Idle crafting, Room reservations, Ethics violation warning, Matchmaking interface
Idle crafting
Dwarves will now have to option to go craft something when they have the need. The only thing you have to do is designate a Craftsdwarf's workshop as a place where dwarves can elect to go to do their crafting.
At the bottom of the "Workers" tab, you'll now see an option for "Allow idle dwarves to satisfy crafting needs". The option will only be toggleable if the workshop is not already assigned to a master. If you set this option to "yes", then you'll see crafting jobs start to appear as your idle dwarves figure it's time to go craft something. Feel free to trade those crafts away to the next caravan!
Although you can designate any Craftsdwarf's workshop as an idle crafting designation, this feature works best if you build a separate Craftsdwarf's workshop (or two) specifically for idle crafting. If you set the number of "General work orders allowed" to zero on the "Work orders" tab for the workshop then the workshop is kept free for dwarves to use in their down time.
If you have the "Permitted General Work Order Labors" customized for the workshop, the kinds of crafting jobs that dwarves will do there will respect the setting. Note that you must have at least one of Stonecrafting or Bone Carving enabled for the workshop to be used for idle crafting. You can also link the workshop to a stockpile to control which materials will be used for the crafts.
Room reservations
This is actually two features in one: a bugfix and a quality of life tool. The bugfix part takes effect automatically when a unit leaves the map. The most common situation is a squad going out on a raid. You may have noticed that when a unit leaves the map, they lose ownership of all their rooms. If you have carefully assigned specific bedrooms to your squad members, you'll be annoyed to see the rooms snagged by some random dwarf while your squad is away. This is even more impactful if you have nobility or administrators in the squad: their room requirements will be suddenly unmet.
Now, when your units leave the map, their room will be reserved in their names for when they get back. The room's zone will be disabled, and you'll see a message when you click on the zone telling you who the room is reserved for. You have the option of cancelling the reservation and making the room available for general use, if you want to. The reservation is automatically canceled if the owner is killed while away on their raid.
The second part of this feature is the ability to reserve rooms for specific noble or administrative roles. You can make a fine office and pre-reserve it for when a baron is appointed. The office will be disabled until a baron appears, and when the role becomes filled, the room will be automatically assigned to the role holder. You can even prepare for the situation where you have many barons. If you reserve 10 fine offices for the baron role, one office will be assigned to each of your 10 barons as they appear.
This is also very useful for administrative roles like managers. If you switch managers frequently, it can be a hassle to reassign the office each time. When you reserve the room for the manager role, the room will be automatically reassigned when a new citizen is appointed to the role.
Ethics violation warning
It is now much harder to accidentally offend the elves. To be clear, you can still offend them if you want to. It's just harder to do it unintentionally.
Elves will refuse to trade for any item that could have come from harming an animal or a tree. They'll then refuse any further trades and leave the map in a huff. It is not always easy to figure out which items will trigger their ire. If a stone craft has a wooden decoration, they'll notice. If you sell innocent sand in an animal leather bag, they'll notice. If your artifact warhammer menaces with spikes of yak bone, they'll definitely notice.
If you do select any of those items in the bartering menu (that is, when you are actually specifying which fort items to trade for which merchant items), you'll see an "Ethics warning" badge next to the Trade button. Clicking on this badge will list the offending items, and it will give you an option to deselect them. If you click the Trade button anyway, you'll get one final confirmation to make absolutely sure you know what you're doing.
Give it a try! Remember, happy elves bring friendly giant animals instead of hostile ones! : )
For elves, the check is for animal and tree ethics, but this feature also works on modded races that have any other combination of ethical requirements.
Matchmaking interface
By popular request by matchmaking role players, we now have an interface for assigning (or reassigning) spouses and lovers: gui/family-affairs
. You can also initiate pregnancies with the partners of your choice, regardless of existing relationships. Go forth and meddle!
You can open the tool with the pregnancy tab pre-selected by invoking it as gui/pregnancy
.
Announcements
PSAs
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, fixes, and improvements
New Tools
embark-anyone
: allows you to embark as any civilization, including dead and non-dwarven civsgui/family-affairs
: (reinstated) inspect or meddle with pregnancies, marriages, or lover relationshipsidle-crafting
: allow dwarves to independently satisfy their need to craft objectsnotes
: attach notes to locations on a fort mappreserve-rooms
: manage room assignments for off-map units and noble roles. reserves rooms owned by traveling units and reinstates their ownership when they return to the site. also allows you to assign rooms to noble/administrator roles, and the rooms will be automatically assigned whenever the holder of the role changes
New Features
caravan
:- DFHack dialogs for trade screens (both
Bring goods to depot
and theTrade
...
- DFHack dialogs for trade screens (both
DFHack 50.13-r5rc1
Q: How do I download DFHack?
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.
On Steam, this beta release is available on the DFHack beta
channel (for DF 50.13), the adventure-beta
channel (for DF 51.01-beta), and the 50.14testing
channel (for DF 50.14-beta).
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
Idle crafting, Room reservations, Ethics violation warning
Idle crafting
Dwarves will now have to option to go craft something when they have the need. The only thing you have to do is designate a Craftsdwarf's workshop as a place where dwarves can elect to go to do their crafting.
At the bottom of the "Workers" tab, you'll now see an option for "Allow idle dwarves to satisfy crafting needs". The option will only be toggleable if the workshop is not assigned to a master. If you set this option to "yes", then you'll see crafting jobs start to appear as your idle dwarves figure it's time to go craft something. Feel free to trade those crafts away to the next caravan.
This feature works best if you build a separate Craftsdwarf's workshop (or two) specifically for idle crafting, and you set the number of "General work orders allowed" to zero on the "Work orders" tab for the workshop. That way, the workshop is kept free for dwarves to use in their down time.
If you have the "Permitted General Work Order Labors" customized for the workshop, the kinds of crafting jobs that dwarves will do there will respect the setting. Note that you must have at least one of Stonecrafting or Bone Carving enabled for the workshop to be used for idle crafting.
Room reservations
This is actually two things in one: a bugfix and a quality of life tool. The bugfix part takes effect automatically when a unit leaves the map. The most common situation is a squad going out on a raid. You may have noticed that when a unit leaves the map, they lose ownership of all their rooms. If you have carefully assigned specific bedrooms to your squad members, you'll be annoyed to see the rooms snagged by some random dwarf while your squad is away. This is even more impactful if you have nobility or administrators in the squad: their room requirements will be suddenly unmet.
Now, when your units leave the map, their room will be reserved in their name for when they get back. The room's zone will be disabled, and you'll see a message when you click on the zone telling you who the room is reserved for. You have the option of cancelling the reservation and making the room available for general use, if you want to.
The second part of this feature is the ability to reserve rooms for specific noble or administrative roles. You can make a fine office and pre-reserve it for when a baron is appointed. The office will be disabled until a baron appears, and when someone is appointed to that role, the room will be automatically assigned to them. You can even prepare for the situation where you have many barons. If you prepare and reserve 10 offices for the baron role, one office will be assigned to up to 10 barons when they appear.
This is also very useful for administrative roles like managers. If you switch managers frequently, it can be a hassle to reassign the office each time. When you reserve the room for the manager role, the room will be automatically reassigned when a new citizen is appointed to the role.
Ethics violation warning
It is now much harder to accidentally offend the elves. To be clear, you can still offend them if you want to. It's just harder to do it unintentionally.
When you select items for trade in the bartering menu (when you are actually specifying which fort items to trade for which merchant items) and have an item selected that will cause the elves to declare you a heathen, you'll see an "Ethics warning" badge next to the Trade button. Clicking on this badge will list the offending items, and it will give you an option to deselect them. If you click the Trade button anyway, you'll get one final confirmation to make absolutely sure you know what you're doing.
Give it a try! Remember, happy elves bring friendly giant animals instead of hostile ones! : )
Announcements
PSAs
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, fixes, and improvements
New Tools
embark-anyone
: allows you to embark as any civilization, including dead and non-dwarven civsgui/family-affairs
: (reinstated) inspect or meddle with pregnancies, marriages, or lover relationshipsidle-crafting
: allow dwarves to independently satisfy their need to craft objectsnotes
: manage map-specific notespreserve-rooms
: manage room assignments for off-map units and noble roles. reserves rooms owned by traveling units and reinstates their ownership when they return to the site. also allows you to assign rooms to noble/administrator roles, and the rooms will be automatically assigned whenever the holder of the role changes
New Features
caravan
:- DFHack dialogs for trade screens (both
Bring goods to depot
and theTrade
barter screen) can now filter by item origins (foreign vs. fort-made) and can filter bins by whether they have a mix of ethically acceptable and unacceptable items in them - If you have managed to select an item that is ethically unacceptable to the merchant, an "Ethics warning" badge will now appear next to the "Trade" button. Clicking on the badge will show you which items that you have selected are problematic. The dialog has a button that you can click to deselect the problematic items in the trade list.
- DFHack dialogs for trade screens (both
confirm
: If you have ethically unacceptable items selected for trade, the "Are you sure you want to trade" confirmation will warn you about themexportlegends
: option to filter by race on historical figures pagequickfort
:#zone
blueprints now integrated withpreserve-rooms
so you can create a zone and automatically assign it to a noble or administrative role
Fixes
- DFHack screens that allow keyboard cursor and camera movement while focused now also allow diagonal and Z-change keyboard cursor keys
- DFHack state for a site is now properly saved when retiring a fort
- prevent hang when buildings in zones are destroyed in the case where the buildings were not added to the zone in the same order that they were created (uncommon)
- System clipboard: when pasting single lines from the system clipboar...
DFHack 50.13-r4
Q: How do I download DFHack?
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!
Highlights
Table of contents in gui/journal, timestream bugfixes and improvements
Table of contents in gui/journal
Community contributor psychowico has continued to deliver improvements to gui/journal
. It now supports markdown syntax for section headers, and it will automatically build a hyperlinked table of contents as you add the headers.
To add a header, start a line with "# ", e.g. "# Fortress goals". You can add level 2 subheadings with "## ", and so on.
Due to the tool's popularity, there is now a global hotkey (in fort mode) for launching gui/journal
: Ctrl-j
timestream bugfixes and improvements
The FPS fixer timestream
has been significantly refined for better behavior at the highest FPS improvement levels. For example, jobs were not being generated quickly enough for the accelerated calendar rate. Also, some non-skill-based jobs, like eating and drinking, were taking too long to complete. With the updates, dwarves will no longer be left jobless or get stuck in the booze stockpile with seemingly unquenchable thirst.
Announcements
PSAs
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, fixes, and improvements
New Features
gui/journal
:- new hotkey, accessible from anywhere in fort mode: Ctrl-j
- new automatic table of contents. add lines that start with "# ", like "# Entry for 502-04-02", to add hyperlinked headers to the table of contents
Fixes
- Copy/Paste: Fix handling of multi-line text when interacting with the system clipboard on Windows
add-spatter
: fix a crash related to unloading a savegame with add-spatter reactions, then loading a second savegame with add-spatter reactionsautodump
: cancel any jobs that point to dumped itemsbuild-now
: fix error when building buildings that (in previous DF versions) required the architecture laborchangelayer
: fix incorrect lookup of geological region in multi-region embarksfix/dead-units
: fix error when removing dead units from burrows and the unit with the greatest ID was deadfull-heal
: fix-r --all_citizens
option combination not resurrecting citizensgui/autodump
:- prevent dumping into walls or invalid map areas
- properly turn items into projectiles when they are teleported into mid-air
gui/settings-manager
: fix position of "settings restored" message on embark when the player has no saved embark profilesgui/unit-info-viewer
: correctly display skill levels when rust is involvedlist-waves
: no longer gets confused by units that leave the map and then return (e.g. squads who go out on raids)locate-ore
: fix sometimes selecting an incorrect tile when there are multiple mineral veins in a single map blockmakeown
: ensure names given to adopted units (or units created withgui/sandbox
) are respected later in legends modeopen-legends
: don't intercept text bound for vanilla legends mode search widgetsplant
: properly detect trees in a specified cuboid that only have branches/leaves in the cuboid areaprioritize
: fix incorrect restoring of saved settings on Windowstimestream
:- fix dwarves spending too long eating and drinking
- fix jobs not being created at a sufficient rate, leading to dwarves standing around doing nothing
zone
: fix alignment of animal actions overlay panel (the one where you can click to geld/train/etc.) when the animal has a custom portrait (like named dragons)
Misc Improvements
- performance improvements for DFHack tools and infrastructure
allneeds
: display distribution of needs by how severely they are affecting the dwarfautodump
: allow dumping items into mid-air, converting them into projectiles likegui/autodump
doesbuild-now
: ifsuspendmanager
is running, run an unsuspend cycle immediately before scanning for buildings to buildgui/pathable
: give edge tiles where wagons can enter the map a special highlight to make them more identifiable. this is especially useful when the game decides that only a portion of the map edge is usable by wagons.list-waves
:- now outputs the names of the dwarves in each migration wave
- can now display information about specific migration waves (e.g.
list-waves 0
to identify your starting 7 dwarves)
Documentation
- improved docs for
dfhack.units
module functions
Removed
- The
PRELOAD_LIB
environment variable has been renamed toDF_PRELOAD
to match the naming scheme of other environment variables used by thedfhack
startup script. If you are preloading libraries (e.g. for performance testing) please defineDF_PRELOAD
instead ofPRELOAD_LIB
orLD_PRELOAD
cuboid::clamp(bool block)
: renamed tocuboid::clampMap(bool block)
, name taken bycuboid::clamp(cuboid other)
Units::getPhysicalDescription
: function requires DF call point that is no longer available. alternative is to navigate the unit info sheet and extract the description from the UI (seemarkdown
)Units::MAX_COLORS
,Units::findIndexById
,Units::getNumUnits
,Units::getUnit
: replaced byDFHack::COLOR_MAX
and the generated type-specificget_vector
functions
API
cuboid
:- construct from
df::map_block*
,forBlock
iterator to access map blocks in cuboid clamp(cuboid other)
,clampNew(cuboid other)
for cuboid intersection.clampNew
returns new cuboid instead of modifying.
- construct from
Items
: no longer need to pass MapCache parameter tomoveToGround
,moveToContainer
,moveToBuilding
,moveToInventory
,makeProjectile
, orremove
setAreaAquifer
,removeAreaAquifer
: add overloads that take cuboid range specifiersUnits::getCasteRaw
: get a caste_raw from a unit or race and casteUnits::getProfessionName
: boolland_title
to append "of Sitename" where applicable, use Prisoner/Slave and noble spouse titles (controlled byignore_noble
)Units::getProfession
: account for units with fake identitiesUnits::getRaceChildName
,getRaceChildNameById
,getRaceBabyName
,getRaceBabyNameById
: boolplural
to get plural formUnits::getReadableName
: correct display of ghost+curse names w/r/t each other and unit prof, usecurse.name
instead of iterating syndrome name effectsUnits::isDanger
: added boolhiding_curse
, passed toisUndead
to avoid spoilers- `...
DFHack 50.13-r3
Q: How do I download DFHack?
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!
Highlights
Designation designer, In-game journal, Fix FPS death, Map editing, Immigration control, Quick zoom, Trade depot pathability
Designating digging and constructions with shapes
Our digging layout tool, gui/design
has had a major usability overhaul.
There is a new, button-oriented interface for selecting modes and shapes, and the overall experience of designating, stretching, rotating, moving, and applying to the map is much easier than it was before.
Have fun with those curves!
Keep notes in-game with the new fort journal
Brought to you by community member psychowico, gui/journal
is a multi-line text editor that allows you to take notes on your fort's goals, plans, and progress. The text is saved with your fort, and the editor provides many mouse- and keyboard-friendly text editing conveniences, like cursor movement, text selection, and copy/paste (fully integrated with the system clipboard).
It is especially useful for jotting down what you're in the middle of doing so you can remind yourself when you load the game later.
Fix FPS death with timestream
timestream
has a simple premise: when the FPS drops, speed up reality to compensate. It dynamically adjusts the calendar so that the flow of time scales to match a target FPS (usually 100). Put simply, it makes the game move as quickly as it did when you first embarked, even when you have hundreds of units on the map.
With timestream
active, you can keep the game running at full speed as long as the vanilla FPS counter stays above 15 FPS. At that point, the game will still run faster than it would otherwise, but you'll start noticing the slowdown.
This tool breathes new life into old forts. If you start to feel frustrated that the game is getting sluggish, give timestream
a try. It's on the "Gameplay" tab of gui/control-panel
.
Interactive map editing
You may have heard of tiletypes
as the command to use for editing the map. It has a reputation for being difficult to understand, and startlingly easy to get wrong. Thanks to community member tatoyoda600's efforts, we now have gui/tiletypes
, which turns map editing into simple point and click!
You can now easily fill in gaps in accidentally-dug areas, change tiles to the materials of your choice for decoration, or reshape the terrain to your liking!
Control the rate of immigration
A common complaint is that very large migrant waves can overwhelm fort infrastructure. If you enable the pop-control
tool in gui/control-panel
(Gameplay tab), you can limit migration waves to a reasonable size. The default is 10, but you can adjust it to any number you feel comfortable with.
Note that this tool will overwrite the population caps set in the vanilla settings, so if you have those numbers customized, be sure to update the setting for pop-control
itself. For example, if you want a maximum population of 100 (along with the default per-wave maximum of 10 immigrants), run
pop-control set max-pop 100
after you enable pop-control
.
Quick find and zoom for people, locations, and artifacts
The new gui/sitemap
tool helps you find and zoom to things quickly.
It works in both adventure and fort mode. In adventure mode, its primary use is to find what you're looking for when you get to a site. If you have a quest to talk to a specific person or find a specific artifact, it can be very frustrating to arrive at the correct site but then be completely unable to find what you're looking for on the map. It doesn't help that nobody at the site can give you directions! gui/sitemap
will list all the people, places, and things of interest and let you zoom the screen to their location with a click. You'll still have to find your way over there, though, which can be a challenge if it's deep underground.
In fort mode, it serves as a faster alternative to the vanilla overview screens. It also has the unique benefit of telling you both the Dwarven and the English names of artifacts. Now, when you get a notification that Thunderbanner has been stolen, you can search for the artifact in gui/sitemap
and see that it's actually warning you about Amudzulban. Then you can zoom to its current location and search some pockets.
Trade depot pathability visualization for wagons
Veteran players may remember a feature from Dwarf Fortress in its pre-Steam times: the ability to show where caravan wagons can path on their way to your trade depot. This feature was not brought forward to DF v50, so DFHack offers a replacement. If you are concerned about whether wagons can get to your depot, or if you'd like to identify the choke points, start up gui/pathable
and select the "Depot" tab. That will highlight the tiles that wagons can traverse on their way to your trade depot (or any of your trade depots, if you have more than one).
Announcements
What does DFHack do for Adventure mode?, Locale-sensitive number formatting, Dreamfort updates, PSAs
What does DFHack do for Adventure mode?
DFHack supports the DF adventure mode beta on its own adventure-beta
Steam branch. If you're subscribed to the beta
branch for Dwarf Fortress, please subscribe to the adventure-beta
branch for DFHack.
DFHack automatically applies a number of bugfixes and interface enhancements by default, such as:
- fix corrupt throwing/shooting state, preventing save/load crashes after shooting a weapon
- extend the searchable keywords in the conversation topic list to make it easier to find the topic you're looking for
- add "ask whereabouts of" conversation topics so you can discover the location of people with whom you have some sort of relationship (before, you could only ask whereabouts of people involved in rumors)
- add drowning/suffocation and blood loss countdown displays so you can tell how dire your situation is
There are also bugfixes, productivity tools, and sandbox (armok
) tools specifically designed for adventure mode that you can run as needed:
advtools party
: promotes one of your companions to become a controllable adventureradvtools pets
: fixes issues with companions' pets and pets you gift to others in adventure modefix/sleepers
: fix sleeping units belonging to a camp that never wake upgui/sitemap
: list and zoom to people, locations, and artifactsunretire-anyone
: start an adventure as any historical figure in the world (use on embark preparation screen)gui/reveal
: reveal the adventure mode map and keep it revealed as you movebodyswap
: move adventurer control to another unit (any other unit)flashstep
: jump your adventurer across the map by hovering over a tile with the mouse and hitting a hotkey (Ctrl-t)ghostly
: allow your adventurer to walk through wallsresurrect-adv
: revive a newly dead adventurer- `reveal-adv-ma...
DFHack 50.13-r3rc3
Q: How do I download DFHack?
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.
On Steam, this beta release is available on the DFHack beta
channel (for DF 50.13) and the adventure-beta
channel (for DF 51.01-beta).
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!
Changelog
Fixes
timestream
: Don't increase thirst level for animals when skipping time -- animals do not get thirsty
DFHack 50.13-r3rc2
Q: How do I download DFHack?
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.
On Steam, this beta release is available on the DFHack beta
channel (for DF 50.13) and the adventure-beta
channel (for DF 51.01-beta).
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!
Highlights
In addition to the features introduced in DFHack 50.13-r3rc1, there are some new highlights for this beta release:
Fix FPS death with timestream, Trade depot pathability visualization for wagons
Fix FPS death with timestream
timestream
has a simple premise: when the FPS drops, speed up the world to compensate. It dynamically adjusts the calendar so that time flows at a rate that makes you feel like you're playing at a much higher FPS. It makes the game much more responsive and snappy, even when you have hundreds of units on the map.
With timestream
active, you can keep the game running at full speed as long as the vanilla FPS counter stays above 15 FPS. At that point, you'll hit other limitations and you'll start noticing the slowdown.
Trade depot pathability visualization for wagons
Veteran players may remember a feature from Dwarf Fortress in its pre-Steam times: the ability to show where caravan wagons can path on their way to your trade depot. This feature was not brought forward to DF v50, so DFHack offers a replacement. If you are concerned about whether wagons can get to your depot, or if you'd like to identify the choke points, start up gui/pathable
and select the "Depot" tab. That will highlight the tiles that wagons can traverse on their way to your trade depot (or any of your trade depots, if you have more than one).
Announcements
PSAs
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
This changelog has been trimmed to only show the difference from the previous beta.
New tools, fixes, and improvements
New Tools
devel/luacov
: (reinstated) add Lua script coverage reporting for use in testing and performance analysisfix/sleepers
: (reinstated) fixes sleeping units belonging to a camp that never wake up.timestream
: (reinstated) keep the game running quickly even when there are large numbers of units on the map
New Features
- Locale-senstive number formatting: select your preferred format in
gui/control-panel
. prices and other large numbers in DFHack UIs can be displayed with commas (English formatting), the number formatting used by your system locale, in SI units (e.g.12.3k
), or even in scientific notation gui/pathable
: new "Depot" mode that shows whether wagons can path to your trade depot
Fixes
clear-smoke
: properly tag smoke flows for garbage collection to avoid memory leakoverlay
: overlay positions are now adjusted according to the configured max interface width percentage in the DF settingszone
: animal assignment overlay button moved to not conflict with vanilla aquarium/terrarium button on glass cages
Misc Improvements
empty-bin
: select a stockpile, tile, or building to empty all containers in the stockpile, tile, or buildingexterminate
:- add
--limit
option to limit number of exterminated creatures - add
knockout
andtraumatize
method for non-lethal incapacitation
- add
gui/unit-syndromes
: make werecreature syndromes easier to search fororders
: you can now delete your exported orders from the import dialog
Removed
adv-fix-sleepers
: renamed tofix/sleepers
Lua
gui.get_interface_rect
,gui.get_interface_frame
: convenience functions for working with scaled interfacesoverlay
: new attributes:fullscreen
andfull_interface
for overlays that need access to the entire screen or the scaled interface area, respectivelystring:wrap
: now preserves inter-word spacing and can return the wrapped lines as a table of strings instead of a single multi-line string
DFHack 50.13-r3rc1
Q: How do I download DFHack?
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.
On Steam, this beta release is available on the DFHack beta
channel (for DF 50.13) and the adventure-beta
channel (for DF 51.01-beta).
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!
Highlights
Designating digging and constructions with shapes, Interactive map editing, Quick find and zoom for people, locations, and artifacts, Controlling rate of immigration, Plant and tree manipulation, Locale-sensitive number formatting
Designating digging and constructions with shapes
Our digging design tool, gui/design
has had a major usability overhaul.
There are now icons for selecting modes and shapes, and the overall experience of designating shapes, stretching, rotating, and moving them, and finally applying them to the map is much easier than it was before.
Have fun with those curves!
Interactive map editing
You may have heard of tiletypes
as the command to use for editing the map. It has a reputation for being difficult to understand, and startlingly easy to get wrong. Thanks to community member tatoyoda600's efforts, we now have gui/tiletypes
, which turns map editing into simple point and click!
You can now easily fill in gaps in accidentally-dug areas, spawn tiles of the material of your choice for digging, or reshape the surface terrain to your liking!
Quick find and zoom for people, locations, and artifacts
The new gui/sitemap
tool helps you find and zoom to things quickly.
It works in both adventure and fort mode. In adventure mode, its primary use is to find what you're looking for when you get to a site. If you have a quest to talk to a specific person or find a specific artifact, it can be very frustrating to arrive at the correct site but then be completely unable to find what you're looking for on the map. It doesn't help that nobody at the site can give you directions! gui/sitemap
will list all the people, places, and things of interest and let you zoom the screen to their location with a click. You'll still have to find your way over there, though, which can be a challenge if it's deep underground.
In fort mode, it serves as a faster alternative to the vanilla overview screens. It also has the unique benefit of telling you both the Dwarven and the English names of artifacts. Now, when you get a notification that Thunderbanner has been stolen, you can search for the artifact in gui/sitemap
and see that it's actually warning you about Amudzulban. Then you can zoom to its current location and search some pockets.
Controlling rate of immigration
A common complaint is that very large migrant waves can overwhelm fort infrastructure. If you enable the pop-control
tool in gui/control-panel
(Gameplay tab), you can limit migration waves to a reasonable size. The default is 10, but you can adjust it to any number you feel comfortable with.
Note that this tool will overwrite the population caps set in the vanilla settings, so if you have those numbers customized, be sure to update the setting for pop-control
itself. For example, if you want a maximum population of 100 (along with the default per-wave maximum of 10 immigrants), run
pop-control set max-pop 100
after you enable pop-control
.
Plant and tree manipulation
For those looking to meddle in the natural order, we now have the commandline plant
tool for spawning, growing, and removing plant life.
For example, to grow a sapling into a tree, enter mining mode, enable the keyboard cursor, and highlight the tile with the sapling on it. Then, run plant grow here
to increase the sapling's age. Once you unpause the game, the sapling will instantly grow into a tree!
Locale-sensitive number formatting
DFHack tools can display a lot of large numbers, especially where prices and weights are involved. We have traditionally formatted those numbers exactly the same as DF itself does -- that is, no formatting; just numbers. For example, one million is written as 1000000
.
This can be hard to read, but it's also not perfectly clear how else the numbers should be formatted. In English, we often add commas to numbers, one comma every third digit, so one million would be written as 1,000,000
. That would make it easier to read, assuming English is your native language. People from India might prefer to see one million as 10,00,000
, and people from Germany might prefer 1.000.000
.
So now you have a choice. In gui/control-panel
, in the Preferences tab, there is now a Large number formatting
preference that you can set.
You have several options:
- None (the default), which formats the numbers without embellishment like vanilla DF does (e.g.
1234567
) - English, which formats the numbers with commas every third digit (e.g.
1,234,567
) - System locale, which formats the numbers according to the locale settings for your operating system (system-dependent)
- SI suffix, which shows up to three significant digits and a metric-system suffix (e.g.
1.23M
) - Scientific, which shows numbers in scientific notation (e.g.
1.2e+06
)
Your choice will apply to DFHack displays, such as gui/unit-info-viewer
or the prices on the DFHack trade screens. Vanilla DF displays will not be affected.
Announcements
Behind-the-scenes changes, Dreamfort has been updated, PSAs
Behind-the-scenes changes
This release marks a significant step forward in aligning the DFHack names for variables with the actual names used internally by the Dwarf Fortress code. Not only does this help smooth communication between DFHack and DF devs, but it opens up a whole new world for modders who can now access large new sections of the game state. Expect new tools soon that capitalize on this improvement in accessibility, especially in regards to the world map!
One of the major reasons for this beta is to test the existing DFHack tools and ensure they were all properly migrated to the new naming scheme. Please be on the lookout for commands that you know worked before but that now spit out errors.
Dreamfort has been updated
The Dreamfort quickfort
blueprints have seen significant updates in this release. If you are in the middle of building from the Dreamfort blueprints, expect some minor errors or misplaced furniture if you started building from the Dreamfort blueprints in the previous DFHack version.
Starting from a new embark, of course, will work perfectly fine.
If you're not already familiar with it, Dreamfort is DFHack's marquee blueprint set for a complete fort layout. It demonstrates good design patterns for new players and shows what the game is capable of. For more experienced players, it provides a simple, yet complete fortress that you can quickly get up and running when you want to focus on specific aspects of the game and not worry too much about infrastructure.
![image](https://github.com/DF...
DFHack 50.13-r2.1
Q: How do I download DFHack?
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!
Changelog
New tools, fixes, and improvements
Fixes
suspendmanager
: stop suspending single tile stair constructions
DFHack 50.13-r2
Q: How do I download DFHack?
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!
Highlights
Localization support, Adventure mode support, Export unit and item descriptions, Quick switch favorites for building planner materials
Localization support
You can now install both DFHack and the Dwarf Fortress localization project for translating essential parts of the DF UI into your native language!
It currently has good support for:
- Spanish
- Italian
- Russian
- German
- Portuguese (Brazil)
- French
- Polish
The translations are done by volunteers. Please consider contributing to the translations if you are bilingual -- these translations help make Dwarf Fortress more accessible to non-English speakers.
More details at the Dwarf Fortress localization project home page: https://github.com/dfint
Adventure mode support
Dwarf Fortress adventure mode is currently available on DF's Steam beta
branch. DFHack supports the adventure beta on its own adventure-beta
branch. Please make sure you are subscribed to DFHack's adventure-beta
branch if you are running the DF adventure beta!
We are going through our back catalog and steadily updating adventure mode tools. Moreover, we are modifying existing tools as necessary to be useful for adventure mode.
Here's what's been validated so far:
flashstep
: teleport the adventurer to the mouse cursorghostly
: allow the adventurer to walk through wallsgui/create-item
: create arbitrary itemsgui/reveal
: reveal the map beyond your cone of visiongui/sandbox
: create units or trees (or items too)gui/unit-info-viewer
: get extended information on the selected unitresurrect-adv
: bring your adventurer back to lifereveal-adv-map
: reveal hidden world map tilesreveal-hidden-sites
: reveal hidden world map sitesreveal-hidden-units
: reveal hidden units on the local mapunretire-anyone
: start an adventure as anybody in the world
In addition, all tools that aren't mode-specific, such as the mod manager and the new markdown
unit/item description export, should work just fine too. If you try to use a tool in adventure mode and it doesn't behave as you'd expect, please tell us so we can improve the experience!
Expectations for the adventure mode beta
DFHack needs to release a new compatible build whenever a new DF beta is pushed, just like we need to release a new compatible build whenever a stable DF version is released.
The good news is that DFHack now has a process in place to automatically build a compatible DFHack version when a new DF beta drops. DFHack should be compatible with new DF betas within 15 minutes. Sometimes, however, Steam gets one update but not the other. If you get a message that DFHack does not recognize the version of Dwarf Fortress, try going into the app settings in your Steam client for both DFHack and Dwarf Fortress, click on Installed Files
, and click the Verify integrity of game files
button. That will poke Steam to ensure that both DF and DFHack are fully updated.
In addition to compatibility bumps, the adventure-beta
branch of DFHack will be updated frequently as DFHack's support for adventure mode is improved.
Export unit and item descriptions
This release includes a unit/item description exporter that will write details about the selected unit or item to a formatted markdown text file.
Just select a unit or item and hit the Ctrl-t hotkey (or select markdown
from the DFHack logo context menu)! The text will be written to a file in your Dwarf Fortress game directory, named after your current world. If you export multiple times, the text will be appended to the same file, so feel free to run markdown
on all your forgotten beasts and expensive artifacts. The whole list will be ready for you when you're done.
Quick switch favorites for building planner materials
When you want to use a specific material for construction, say because you are designing a pattern in your tavern floor, it can be annoying to have to set the material filter each time. Now, you can set your favorite material filters and quickly switch among them with the new building planner favorites panel!
Your favorites are saved with your fort, so they'll be there for you if you save and load the game.
You can also rename a favorite by shift-clicking on the name.
Announcements
PSAs
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, fixes, and improvements
New Tools
- Updated for adventure mode:
reveal
gui/sandbox
,gui/create-item
,gui/reveal
adaptation
: (reinstated) inspect or set unit cave adaptation levelsfix/engravings
: fix corrupt engraving tilesflashstep
: (reinstated) teleport your adventurer to the mouse cursorghostly
: (reinstated) allow your adventurer to phase through wallsmarkdown
: (reinstated) export description of selected unit or item to a text fileresurrect-adv
: (reinstated) allow your adventurer to recover from deathreveal-adv-map
: (reinstated) reveal (or hide) the adventure mapunretire-anyone
: (reinstated) choose anybody in the world as an adventurer
New Features
- DFHack and the Dwarf Fortress translation project can now both be run at the same time
buildingplan
: quick material filter favorites on main planner panelinstruments
: new subcommandinstruments order
for creating instrument work orders
Fixes
blueprint
: correctly define stockpile boundaries in recorded stockpile ("place") blueprints when there are adjacent non-rectangular stockpiles of identical typescaravan
: don't include undiscovered divine artifacts in the goods lis...