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  3. DFHack 53.11-r2

DFHack 53.11-r2

[h2]Highlights[/h2][h3]Bug fixes[/h3][p]This release fixes several bugs, most notably the [c]rename[/c] tool, which was hanging, and several tools that managed work orders that were creating them wrong due to an underlying infrastructure change that interacted in an unexpected way.[/p][p]In addition, a change in DF itself caused the DFHack console to work differently which caused problems displaying names with accent marks; this has been fixed, and the DFHack console will now work more reliably on Windows systems.[/p][h2]Announcements[/h2][h3]Steam client issues [/h3][h3]IMPORTANT PLEASE READ THIS[/h3][p]Steam has changed the way the Steam client installed DFHack in a way that prevents it from working automatically. Until we update our deployment mechanics, this means that users using DFHack via Steam may have to manually copy DFHack from the location Steam installs DFHack into, into DF's folder. Steam users who have to do this may also have to launch using the "Dwarf Fortress" entry in their Steam library, not from the "DFHack" entry. We have been aware of this as a coming thing for a while now, but we didn't have time to get it addressed before Steam's changes went live. We apologize for the inconvenience. Fixing this is a top priority right now, and and we expect to have this fixed within the next few weeks.[/p][h3]PSAs[/h3][p]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.[/p][p]Some 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".[/p][p]The in-game interface for running DFHack commands ([c]gui/launcher[/c]) 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 [c]gui/launcher[/c] and they will be added to the autocomplete list. Some tools listed as "unavailable" in the docs do not compile yet and are not accessible at all, even when in dev mode.[/p][p]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 [c]toggle-kbd-cursor[/c]). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.[/p][h2]Changelog[/h2][h3]Fixes[/h3]
  • [p][c]autoclothing[/c], [c]autoslab[/c], [c]tailor[/c]: orders will no longer be created with a repetition frequency of [c]NONE[/c][/p]
  • [p][c]gui/rename[/c]: skip [c]NONE[/c] when iterating through language name options[/p]
  • [p][c]quickfort[/c]: work orders will no longer be created with a repetition frequency of [c]NONE[/c][/p]
[h3]Misc Improvements[/h3]
  • [p]General: DFHack will unconditionally use UTF-8 for the console on Windows, now that DF forces the process effective system code page to 65001 during startup[/p]
[h3]Structures[/h3]
  • [p]reordered XML attributes for consistency: [c]ret-type[/c], [c]base-type[/c], [c]type-name[/c], and [c]pointer-type[/c] now appear first (and in that exact order)[/p]
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