Releases: DFHack/dfhack
DFHack 50.13-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!
Changelog
See https://github.com/DFHack/dfhack/releases/tag/50.13-r1 for the major changes in this release
New tools, fixes, and improvements
Fixes
deathcause
: fix error on rungui/quantum
: accept all item types in the output stockpile as intended
Documentation
- Update docs on release procedures and symbol generation
DFHack 50.13-r1
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 for the non-beta 50.13 release of DF. For the DF v51.01 adventure mode beta, please subscribe to the DFHack adventure-beta
beta branch on Steam. The adventure-beta
DFHack branch includes everything in this release as well.
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
Point and click quantum stockpiles, Extended unit info summary
Point and click quantum stockpiles
Run gui/quantum
and you'll get a visual, interactive interface for creating quantum stockpiles.
Quantum stockpiles simplify fort management by allowing a small stockpile to contain a large number of items. This reduces the complexity of your storage design, lets your dwarves find items more efficiently, and increases FPS. Until now, though, they were a bit fiddly to set up and it was easy to make a mistake that would prevent them from working correctly.
Quantum stockpiles work by linking a “feeder” or "input" stockpile to a one-tile minecart hauling route. Whenever an item from the feeder stockpile is placed in the minecart, the minecart is tipped and the item spills out onto an adjacent tile. The single-tile "output" stockpile in that adjacent tile holds all the items spilled out of the minecart and is your quantum stockpile. You can also choose to not have a receiving stockpile and instead have the minecart dump into a pit (perhaps a pit filled with magma).
The gui/quantum
UI will walk you through the steps:
- Select a stockpile to be the feeder by clicking on it.
- Set configuration (like what the quantum stockpile will be named) with the onscreen options.
- Click on a free tile on the map to build the minecart stop and (optionally) designate the output stockpile.
If there are minecarts available, one will be automatically assigned to the track stop for you. If you don’t have a free minecart, gui/quantum
will enqueue a manager order to make a wooden one. Once it is manufactured, you’ll have to run assign-minecarts all
to assign it to the route, or you can open the (H)auling menu and assign the minecart manually. The quantum stockpile will not function until the minecart is in place.
See the wiki for more information on quantum stockpiles.
Extended unit info summary
gui/unit-info-viewer
will give you detailed (but non-spoilery) data on the currently selected unit and their race. Among other things, this handy lookup tool will tell you if a creature needs grass or lays eggs. It will even tell you the unit's current size in cubic centimeters.
If you have any ghosts walking (floating?) around, you'll get some interesting info on them as well : )
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
gui/quantum
: (reinstated) point and click interface for creating quantum stockpiles or quantum dumpsgui/unit-info-viewer
: (reinstated) give detailed information on a unit, such as egg laying behavior, body size, birth date, age, and information about their afterlife behavior (if a ghost)
Fixes
- Fixed incorrect DFHack background window texture when DF is started in ascii mode and subsequently switched to graphics mode
- Fixed misidentification of visitors from your own civ as residents; affects all tools that iterate through citizens/residents
cursecheck
: act on selected unit only if a unit is selectedexterminate
: don't classify dangerous non-invader units as friendly (e.g. snatchers)gui/create-item
:- properly restrict bags to bag materials by default
- allow gloves and shoees to be made out of textiles by default
open-legends
: don't interfere with the dragging of vanilla list scrollbars
Misc Improvements
gui/gm-unit
: changes to unit appearance will now immediately be reflected in the unit portraitopen-legends
: allow player to cancel the "DF will now exit" dialog and continue browsingsuspendmanager
: Account for walls planned on the z-layer below when determining accessibility to a job
Structures
biome_type
: add enum attrs forcaption
andplant_raw_flags
Documentation
autoclothing
: add section comparingautoclothing
andtailor
to guide players choosing which to enable
DFHack 50.12-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
Open legends mode directly from an active fort, Dig through warm or damp tiles without interruption, Unlink buildings from levers
Open legends mode directly from an active fort
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:
Dig through warm or damp tiles without interruption
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 markers- the
aquifer_tap
Unlink buildings from levers
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.
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
aquifer
: commandline tool for creating, draining, and modifying aquifersgui/aquifer
: interactive aquifer visualization and editingopen-legends
: (reinstated) open legends mode directly from a loaded fort
New Features
blueprint
:- designations and active dig jobs are now captured in generated blueprints
- warm/damp dig markers are captured in generated blueprints
buildingplan
: add overlays for unlinking and freeing mechanisms from buildingsdig
:- designate tiles for damp or warm dig, which allows you to dig through damp or warm tiles without designations being canceled
- damp and warm tile icons now remain visible when included in the designation selection box (graphics mode)
- aquifer tiles are now visually distinct from "just damp" tiles (graphics and ascii modes)
- light aquifer tiles are now visually distinct from heavy aquifer tiles (graphics and ascii modes)
- autodig designations that are marked for damp/warm dig propagate the damp/warm tag when expanding to newly exposed tiles
gui/notify
: opti...
DFHack 50.12-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.
This beta release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.
Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods
directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!
What needs testing
Dig through warm or damp tiles without interruption, open legends mode directly from an active fort, unlink levers
Dig through warm or damp tiles without interruption
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 markers
Open legends mode directly from an active fort
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 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!
Unlink levers
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.
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
aquifer
: commandline tool for creating, draining, and modifying aquifersgui/aquifer
- interactive aquifer visualization and editingopen-legends
: (reinstated) open legends mode directly from a loaded fort
New Features
blueprint
:- designations and active dig jobs are now captured in generated blueprints
- warm/damp dig markers are captured in generated blueprints
buildingplan
: add overlays for unlinking and freeing mechanisms from buildingsdig
:- designate tiles for damp or warm dig, which allows you to dig through damp or warm tiles without designations being canceled
- damp and warm tile icons now remain visible when included in the designation selection box (graphics mode)
- aquifer tiles are now visually distinct from "just damp" tiles (graphics and ascii modes)
- light aquifer tiles are now visually distinct from heavy aquifer tiles (graphics and ascii modes)
- autodig designations that are marked for damp/warm dig propagate the damp/warm tag when expanding to newly exposed tiles
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 markers
Fixes
- fix behavior of Linux Steam launcher on systems that don't support the inotify API
- fix rendering of resize "notch" in lower right corner of resizable windows in ascii mode
armoks-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
:- stockpiles can now be placed even if there is water covering the tile, as per vanilla behavior
- reject tiles for building that contain magma or deep water
Misc Improvements
- aquifer tap blueprint: now designates in damp dig mode for uninterrupted digging in a light aquifer
- pump stack blueprint: now designates in warm and damp dig mode for uninterrupted digging through warm and damp tiles
gui/control-panel
: add alternate "nodump" version forcleanowned
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 the...
DFHack 50.12-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!
Highlights
Please see
https://github.com/DFHack/dfhack/releases/tag/50.12-r2 for the main changes in this release.
Changelog
New tools, fixes, and improvements
Fixes
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 nickname
Misc Improvements
gui/unit-syndromes
: make syndromes searchable by their display names (e.g. "necromancer")
DFHack 50.12-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
Taking the frustration out of irritation, fixing longstanding vanilla bugs, instrument component lookup, automatically retrain partially trained livestock, skill level and labor type restrictions for workshops
Taking the frustration out of irritation
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
How to use
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.
Fixing longstanding vanilla bugs
This release features solutions for no fewer than three longstanding vanilla bugs.
fix/stuck-worship
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
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
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.
Instrument component lookup
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.
Automatically retrain partially trained livestock
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
.
Skill level and labor type restrictions for workshops
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.
Announcements
---------------------------...
DFHack 50.12-r2rc2
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 beta release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.
Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods
directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!
What needs testing?
agitation-rebalance updates
agitation-rebalance updates
agitation-rebalance
has seen significant internal improvements, especially around the calculations of chance of invasion. In the previous beta, after a cavern invasion, you'd see the cavern danger level immediately drop to None and then, after sufficient subsequent irritation, it would jump to High in one go.
Now, after clearing an invasion, you'll see your chances of a subsequent invasion smoothly increase from Low to High as you chop more trees and make more noise, which is much closer to the behavior agitation-rebalance
provides on the surface for agitated wildlife attacks. Moreover, if you have the monitor panel visible, you will not see the danger level of the caverns update until you clear the current invasion. This is to avoid spoiling exactly when and where a cavern invasion has occurred. This mod is supposed to fix the mechanics of irritation -- it's not supposed to spoil the surprise when it happens!
Announcements
PSAs
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
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 fort
Fixes
autoclothing
: don't produce clothes for dead unitscaravan
: fix trade price calculations when the same item was requested for both import and export
Misc Improvements
- Many tools that previously only worked for citizens or only for dwarves now work for all citizens and residents, e.g.
fastdwarf
,rejuvenate
, etc. allneeds
:- select a dwarf in the UI to see a summary of needs for just that dwarf
- provide options for sorting the cumulative needs by different criteria
buildingplan
: persist hiding of unavailable materials between filterselection invocationsdwarfvet
:- automatically unassign animals from pastures when they need treatment so they can make their way to the hospital. reassign them to their original pasture when treatment is complete.
- ignore animals assigned to cages or restraints
gui/notify
: Shift click or Shift Enter on a zoomable notification to zoom to previous targetprioritize
: print out custom reaction and hauling jobs in the same format that is used forprioritize
command arguments so the player can just copy and paste
API
Units::getCitizens
: now includes residents by defaultUnits::isResident
: property check for residents (as opposed to citizens)
Lua
dfhack.units.getCitizens
: now includes residents by default
Structures
activity_event
: identify fields and type valuesunit
: identify and define many previously unknown fields, types, and enums
DFHack 50.12-r2rc1
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 beta release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.
Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods
directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!
What needs testing?
There are several large new features for this release that could use testing and feedback.
agitation-rebalance, fix/stuck-worship, work details import/export, autoretrain livestock, labor and skill restrictions for workshops
agitation-rebalance smooths out agitated creature attacks and cavern invasions
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
fix/stuck-worship
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?
work details import/export
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?
autoretrain livestock
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")
labor and skill restrictions for workshops
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.
New Linux Steam launch behavior
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:
- Launching DFHack from the Steam client
- Launching DF from the Steam client
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?
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
agitation-rebalance
: alter...
DFHack 50.12-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!
Changelog
New tools, fixes, and improvements
Fixes
sort
: fix crash when assigning work animals to units
Removed
- offline HTML rendered docs are no longer distributed with DFHack since they are randomly triggering Windows Defender antivirus heuristics. If you want to download DFHack docs for offline browsing, you can still get them from the Downloads link at https://dfhack.org/docs
Structures
interfacest
: realign last element, which was overlapping withgview
DFHack 50.12-r1
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
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 UI
Misc Improvements
gui/launcher
: developer mode hotkey restored to Ctrl-Dsort
: squad assignment overlay rewritten for compatiblity with new vanilla data structures and screen layouts
Removed
burrow
: removed overlay 3D box select since it is now provided by the vanilla UIsort
: removed Search widgets for screens that now have vanilla search
API
Gui::getWidget
: retrieve a vanilla DF widget by name or index
Lua
dfhack.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 index