DFHack 50.11-r7
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
Extended notification and quick-zoom panel, Tweaks and bugfixes, Animal assignment UI improvements, Toggle animal designations from the animal info sheet
Extended notification and quick-zoom panel
There are some things that the game doesn't notify you about, despite being very useful to know. The DFHack notification panel fills in those gaps. A small panel will now appear in the lower left corner when you're on the main map and specific conditions are met:
- When agitated creatures enter the map. Clicking on the notification will zoom you to the first one. You can zoom to each agitated creature in turn by repeatedly clicking on the notification (or hitting the Enter key).
- When invaders (or other hostiles) enter the map. You can zoom to each individual hostile just like you can for agitated creatures.
- When a production mandate is nearing its deadline and someone will soon be punished for violating the mandate. Clicking on the notification will open the nobles screen so you can see what you're supposed to be producing. It will be the icon in angry red.
- When a dwarf is in a strange mood. The notification will tell you what stage of the mood they are in (finding workshop, gathering materials, working on artifact) and will tell you if they can't find what they are looking for or are otherwise stuck.
- When you have agreed to build a guildhall or temple, but have not yet done so. Clicking on the notification will give you details about what it was that you agreed to build.
- When a merchant finishes unloading goods and is ready to trade. Clicking on the notification will zoom you to the trade depot.
- When a unit is starving or stranded. Clicking on the notification will zoom you to the unit(s).
- When a "curious" creature enters the map that will seek to steal your stuff.
If there are notifications you'd rather not see, click on the gear icon on the notification window and turn those notifications off. Don't worry if you don't see the notification window at all -- if there aren't any notifications to show, the notification window won't be visible. You can still get to the configuration interface by running gui/notify
directly.
Tweaks and bugfixes
The tweak
tool has been reinstated, along with its library of small tweaks that improve the UI or fix bugs from the DF bug tracker. These tweaks are on by default, but can be disabled (if you so wish) on the "Bug Fixes" tab of gui/control-panel
.
It includes the following tweaks/fixes:
- adamantine-cloth-wear: Prevents adamantine clothing from wearing out while being worn (Bug 6481).
- craft-age-wear: Fixes crafted items not wearing out over time (Bug 6003). With this tweak, items made from cloth and leather will gain a level of wear every 20 in-game years.
- eggs-fertile: Displays an indicator on fertile eggs.
- fast-heat: Improves temperature update performance by ensuring that 1 degree of item temperature is crossed in no more than 100 ticks when updating from the environment temperature. This reduces the time it takes for temperature to reach equilibrium and improves FPS when there are many items.
- flask-contents: Names filled waterskins, flasks, and vials according to their contents, the same way other containers such as barrels, bins, and cages are named. (Bug 4914)
- partial-items: Displays percentages on partially-consumed items such as hospital cloth.
- reaction-gloves: Fixes reactions to produce gloves in sets with correct handedness (Bug 6273).
Animal assignment UI improvements
The DFHack animal assignment screen now displays the distance the creature is from the selected pasture/pit/cage/restraint. You can now also sort by distance.
There is now also an indicator for how many creatures you have assigned to the pasture/pit/cage/restraint.
Toggle animal designations from the animal info sheet
When viewing the info sheet for an animal, you'll now get a small panel that allows you to mark (or unmark) the animal for butchering, gelding, or adoption. If the animal is not already domesticated, you'll also get a toggle for whether a trainer is assigned.
Announcements
PSAs
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
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 frompetcapRemover
) 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 materials
New Features
cleanowned
: Add a "nodump" option to allow for confiscating items without dumpingtweak
: Add "flask-contents", makes flasks/vials/waterskins be named according to their contents
Fixes
autoclothing
: 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 forgui/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
:- don't complain about units that aren't on the map (e.g. soldiers out on raids)
- when there was at least one truly stuck unit and miners were actively mining, the miners were also confusingly shown in the stuck units list
gui.View:getMouseFramePos
: function now detects the correct coordinates even when the widget is nested within other 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 figures
Misc Improvements
autonestbox
: 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
:- can now dynamically adjust the dig priority of tiles designated by dig blueprints
- can now opt to apply dig blueprints in marker mode
item
:- change syntax so descriptions can be searched for without indicating the
--description
option. e.g. it's nowitem count royal
instead ofitem count --description royal
- add
--verbose
option to print each item as it is matched
- change syntax so descriptions can be searched for without indicating the
probe
: act on the selected building/unit instead of requiring placement of the keyboard cursor forbprobe
andcprobe
regrass
: also regrow depleted cavern mosszone
:- animal assignment dialog now shows distance to pasture/cage and allows sorting by distance
- animal assignment dialog shows number of creatures assigned to this pasture/cage/etc.
Removed
gui/create-tree
: replaced bygui/sandbox
gui/manager-quantity
: the vanilla UI can now modify manager order quantities after creationwarn-starving
: combined intogui/notify
warn-stealers
: combined intogui/notify
API
- Gui focus strings will now include
dwarfmode/Default
if the only other panel open is the Squads panel - Gui module Announcement functions now use DF's new announcement alert system
Gui::addCombatReport
,Gui::addCombatReportAuto
: add versions that takereport *
instead of report vector indexGui::MTB_clean
,Gui::MTB_parse
,Gui::MTB_set_width
: new functions for manipulatingmarkup_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)
: newMiscUtils
functions, return a char with case changed, respecting CP437toUpper
,toLower
:MiscUtils
functions renamed totoUpper_cp437
andtoLower_cp437
, CP437 compliant
Lua
- Overlay framework now respects
active
andvisible
widget attributes dfhack.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 page
Structures
buildings_other
: add correct types for civzone building vectorsjob_skill
: correctmoodable
property for several professions