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DFHack 50.13-r3rc2

This beta release is available on the 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!
[h2]Highlights[/h2]
In addition to the features introduced in DFHack 50.13-r3rc1, there are some new highlights for this beta release:
[h3]Fix FPS death with timestream[/h3]


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.
[h3]Trade depot pathability visualization for wagons[/h3]


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).
[h2]Announcements[/h2][h3]PSAs[/h3]
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.
[h2]New Tools[/h2]
  • devel/luacov: (reinstated) add Lua script coverage reporting for use in testing and performance analysis
  • fix/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
[h2]New Features[/h2]
  • 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
[h2]Fixes[/h2]
  • clear-smoke: properly tag smoke flows for garbage collection to avoid memory leak
  • overlay: overlay positions are now adjusted according to the configured max interface width percentage in the DF settings
  • zone: animal assignment overlay button moved to not conflict with vanilla aquarium/terrarium button on glass cages
[h2]Misc Improvements[/h2]
  • empty-bin: select a stockpile, tile, or building to empty all containers in the stockpile, tile, or building
  • exterminate:
    • add --limit option to limit number of exterminated creatures
    • add knockout and traumatize method for non-lethal incapacitation
  • gui/unit-syndromes: make werecreature syndromes easier to search for
  • orders: you can now delete your exported orders from the import dialog
[h2]Removed[/h2]
  • adv-fix-sleepers: renamed to fix/sleepers
[h2]Lua[/h2]
  • gui.get_interface_rect, gui.get_interface_frame: convenience functions for working with scaled interfaces
  • overlay: new attributes: fullscreen and full_interface for overlays that need access to the entire screen or the scaled interface area, respectively
  • string : 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

This beta release is available on the 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!
[h2]Highlights[/h2][h3]Designating digging and constructions with shapes[/h3]
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!


[h3]Interactive map editing[/h3]
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!


[h3]Quick find and zoom for people, locations, and artifacts[/h3]
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.


[h3]Controlling rate of immigration[/h3]
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.
[h3]Plant and tree manipulation[/h3]
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!


[h3]Locale-sensitive number formatting[/h3]
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.


[h2]Announcements[/h2][h3]Behind-the-scenes changes[/h3]
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.
[h3]Dreamfort has been updated[/h3]
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.



Screenshots are available here: https://docs.dfhack.org/en/latest/docs/guides/quickfort-library-guide.html#dreamfort

and the walkthrough is available via the blueprint notes (which you can display with gui/quickfort) or online here: https://docs.google.com/spreadsheets/d/15TDBebP8rBNvsFbezb9xuKPmGWNzv7j4XZWq1AsfCio/edit?gid=0#gid=0
[h3]PSAs[/h3]
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
[h2]New Tools[/h2]
  • advtools: collection of useful commands and overlays for adventure mode
  • bodyswap: (reinstated) take control of another unit in adventure mode
  • devel/tree-info: print a technical visualization of tree data
  • fix/occupancy: fixes issues where you can't build somewhere because the game tells you an item/unit/building is in the way but there's nothing there
  • fix/population-cap: fixes the situation where you continue to get migrant waves even when you are above your configured population cap
  • gui/sitemap: list and zoom to people, locations, and artifacts
  • gui/tiletypes: interface for modifying map tiles and tile properties
  • plant: (reinstated) tool for creating/growing/removing plants
  • pop-control: (reinstated) limit the maximum size of migrant waves
[h2]New Features[/h2]
  • buildingplan: dimension tooltip is now displayed for constructions and buildings that are designated over an area, like bridges and farm plots
  • gui/notify: new notification type: injured citizens; click to zoom to injured units; also displays a warning if your hospital is not functional (or if you have no hospital)
  • plant: can now remove shrubs and saplings; list all valid shrub/sapling raw IDs; grow can make mature trees older; many new command options
  • prioritize: new info panel on under-construction buildings showing if the construction job has been taken and by whom. click to zoom to builder; toggle high priority status for job if it's not yet taken and you need it to be built ASAP
  • tweak: named-codices: display book titles instead of a material description in the stocks/trade screens
[h2]Misc Improvements[/h2]
  • Dreamfort:
    • add a full complement of beds and chests to both barracks
    • redesign guildhall/temple/library level for better accessibility
    • walkthough documentation refresh
    • add milking/shearing station in surface grazing pasture
    • integrate building prioritization into the blueprints and remove prioritize checklist steps
    • add plumbing template for filling cisterns with running water
  • autobutcher: do not butcher pregnant (or brooding) females
  • autonestbox: wait until juveniles become adults before they are assigned to nestboxes
  • blueprint: capture track carving designations in addition to already-carved tracks
  • buildingplan: add option to ignore items from a specified burrow
  • caravan:
    • optional overlay to hide vanilla "bring trade goods to depot" button (if you prefer to always use the DFHack version and don't want to accidentally click on the vanilla button). enable caravan.movegoods_hider in gui/control-panel UI Overlays tab to use.
    • bring goods to depot screen now shows (approximate) distance from item to depot
    • add shortcut to the trade request screen for selecting item types by value (e.g. so you can quickly select expensive gems or cheap leather)
  • changevein: follow veins into adjacent map blocks so you can run the command once instead of once per map block that the vein touches
  • exterminate: add all target for convenient scorched earth tactics
  • gui/civ-alert: you can now register multiple burrows as civilian alert safe spaces
  • gui/control-panel: highlight prefrences that have been changed from the defaults
  • gui/create-item: allow right click to cancel out of material dialog submenus
  • gui/design:
    • significant redesign of UI for much improved usability
    • circles are more circular (now matches behavior of digcircle)
  • gui/launcher:
    • "space space to toggle pause" behavior is skipped if the game was paused when gui/launcher came up to prevent accidental unpausing
    • refresh default tag filter when mortal mode is toggled in gui/control-panel so changes to which tools autocomplete take effect immediately
  • gui/notify: notification panel extended to apply to adventure mode
  • gui/quickfort:
    • you can now delete your blueprints from the blueprint load dialog
    • allow farm plots, dirt roads, and paved roads to be designated around partial obstructions without callling it an error, matching vanilla behavior
    • buildings can now be constructed in a "high priority" state, giving them first dibs on buildingplan materials and setting their construction jobs to the highest priority
  • gui/unit-info-viewer:
    • now displays a unit's weight, relative to either dwarves, elephants, or cats
    • shows a unit's relative size compared to its race's average.
    • add precise unit size in cc (cubic centimeters) for comparison against the wiki values. you can set your preferred number format for large numbers like this in the preferences of control-panel or gui/control-panel
  • logistics: automatically forbid or claim items brought to a stockpile
  • nestboxes: increase the scanning frequency for fertile eggs to reduce the chance that they get snarfed by eager dwarves
  • quickfort:
    • support buildable instruments
    • new delete command for deleting player-owned blueprints (library and mod-added blueprints cannot be deleted)
    • support enabling logistics features for autoforbid and autoclaim on stockpiles
  • regrass: now accepts numerical IDs for grass raws; regrass --list replaces regrass --plant ""
  • suspendmanager: add option to unsuspend that unsuspends all jobs, regardless of potential issues
  • tiletypes:
    • performance improvements when affecting tiles over a large range
    • support for heavy aquifers
    • new surroundings property for autocorrecting adjacent tiles when making changes (e.g. adding ramp tops when you add a ramp)
[h2]Documentation[/h2]
  • installing: add instructions for how to use Steam DFHack with non-Steam DF (ito benefit from DFHack auto-updates and cloud backups)
  • modding-guide: add a section on persistent storage, both for global settings and world-specific settings


For the complete changelog, please see https://github.com/DFHack/dfhack/releases/tag/50.13-r3rc1

DFHack 50.13-r2.1

  • Fix suspendmanager incorrectly suspending single-tile staircases

DFHack 50.13-r2

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!
[h2]Highlights[/h2][h3]Localization support[/h3]
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
[h3]Adventure mode support[/h3]


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 cursor
  • ghostly: allow the adventurer to walk through walls
  • gui/create-item: create arbitrary items
  • gui/reveal: reveal the map beyond your cone of vision
  • gui/sandbox: create units or trees (or items too)
  • gui/unit-info-viewer: get extended information on the selected unit
  • resurrect-adv: bring your adventurer back to life
  • reveal-adv-map: reveal hidden world map tiles
  • reveal-hidden-sites: reveal hidden world map sites
  • reveal-hidden-units: reveal hidden units on the local map
  • unretire-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!
[h2]Expectations for the adventure mode beta[/h2]
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.
[h3]Export unit and item descriptions[/h3]
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.


[h3]Quick switch favorites for building planner materials[/h3]


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.
[h2]Announcements[/h2][h3]PSAs[/h3]
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
[h2]New Tools[/h2]
  • Updated for adventure mode:
    • reveal
    • gui/sandbox, gui/create-item, gui/reveal
  • adaptation: (reinstated) inspect or set unit cave adaptation levels
  • fix/engravings: fix corrupt engraving tiles
  • flashstep: (reinstated) teleport your adventurer to the mouse cursor
  • ghostly: (reinstated) allow your adventurer to phase through walls
  • markdown: (reinstated) export description of selected unit or item to a text file
  • resurrect-adv: (reinstated) allow your adventurer to recover from death
  • reveal-adv-map: (reinstated) reveal (or hide) the adventure map
  • unretire-anyone: (reinstated) choose anybody in the world as an adventurer
[h2]New Features[/h2]
  • DFHack and the Dwarf Fortress translation project can now both be run at the same time
  • buildingplan: quick material filter favorites on main planner panel
  • instruments: new subcommand instruments order for creating instrument work orders
[h2]Fixes[/h2]
  • blueprint: correctly define stockpile boundaries in recorded stockpile ("place") blueprints when there are adjacent non-rectangular stockpiles of identical types
  • caravan: don't include undiscovered divine artifacts in the goods list
  • combine: respect container volume limits
  • dig:
    • refresh count of tiles that will be modified by "mark all designated tiles on this z-level for warm/damp dig" when the z-level changes
    • don't affect already-revealed tiles when marking z-level for warm/damp dig
  • gui/quantum: fix processing when creating a quantum dump instead of a quantum stockpile
  • logistics: include semi-wild pets when autoretrain is enabled
  • modtools/create-item: now functions properly when the reaction-gloves tweak is active
  • prospect: don't use scientific notation for representing large numbers
  • quickfort:
    • don't designate multiple tiles of the same tree for chopping when applying a tree chopping blueprint to a multi-tile tree
    • fix detection of valid tiles for wells
  • suspendmanager: fully suspend unbuildable dead ends (e.g. buildling second level of a wall when the wall top is only accessible via ramp, causing the planned wall to be pathable but not buildable)
  • zone:
    • fix display of distance from cage/pit for small pets in assignment dialog
    • refresh values in distance column when switching selected pastures when the assign animals dialog is open
[h2]Misc Improvements[/h2]
  • Dreamfort: move wells on services level so brawling drunken tavern patrons are less likely to fall in
  • New commandline options for controlling the Cloud Save coprocess when launching from Steam. See the dfhack-core documentation for details.
  • caravan: display who is in the cages you are selecting for trade and whether they are hostile
  • combine: reduce combined drink sizes to 25
  • deathcause: automatically find and choose a corpse when a pile of mixed items is selected
  • dig:
    • warm/damp/aquifer status will now be shown in mining mode for tiles that your dwarves can see from the level below
    • warm/damp/aquifer status will now be shown when in smoothing/engraving modes
  • flashstep: new keybinding for teleporting adventurer to the mouse cursor: Ctrl-t (when adventure map is in the default state and mortal mode is disabled in DFHack preferences)
  • gui/autobutcher: add shortcuts for butchering/unbutchering all animals
  • gui/launcher: add button for copying output to the system clipboard
  • gui/quantum:
    • add option for whether a minecart automatically gets ordered and/or attached
    • when attaching a minecart, show which minecart was attached
    • allow multiple feeder stockpiles to be linked to the minecart route
  • markdown: new keybinding for triggering text export: Ctrl-t (when unit or item is selected)
  • prioritize: add PutItemOnDisplay jobs to the default prioritization list -- when these kinds of jobs are requested by the player, they generally want them done ASAP
  • regrass:
    • can now add grass to stairs, ramps, ashes, buildings, muddy stone, shrubs, and trees
    • can now restrict area of effect to specified tile, block, cuboid, or z-levels
    • can now add grass in map blocks where there hasn't been any
    • can now choose specific grass type
  • stockpiles: support import and export "desired items" configuration for route stops
  • unretire-anyone: new keybinding for adding a historical figure to the adventurer selection list in the adventure mode setup screen: Ctrl-a
[h2]API[/h2]
  • dfhack.items.getReadableDescription(): easy API for getting a human-readable item description with useful annotations and information (like tattered markers or who is in a cage)
  • Items::createItem: now returns a list of item pointers rather than a single ID, moved creator parameter to beginning, added growth_print and no_floor parameters at end
  • World::getAdventurer: returns current adventurer unit
  • World::ReadPauseState: now returns true when the game is effectively paused due to a large panel obscuring the map. this aligns the return value with the visual state of the pause button when in fort mode.
[h2]Lua[/h2]
  • dfhack.internal.setClipboardTextCp437Multiline: for copying multiline text to the system clipboard
  • dfhack.items.createItem: return value and parameters have changed as per C++ API
  • dfhack.world.getAdventurer: returns current adventurer unit
[h2]Documentation[/h2]
  • Quickfort Blueprint Library: add demo videos for pump stack and light aquifer tap blueprints
  • Update docs for dependency requirements and compilation procedures

DFHack 50.13-r1

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!
[h2]Highlights[/h2][h3]Point and click quantum stockpiles[/h3]


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.

[h3]Extended unit info summary[/h3]


This handy lookup tool will give you detailed (but non-spoilery) data on the currently selected unit and their race. Among other things, it 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 : )
[h2]Announcements[/h2][h3]PSAs[/h3]
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
[h2]New Tools[/h2]
  • gui/quantum: (reinstated) point and click interface for creating quantum stockpiles or quantum dumps
  • gui/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)
[h2]Fixes[/h2]
  • 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 selected
  • exterminate: 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
[h2]Misc Improvements[/h2]
  • gui/gm-unit: changes to unit appearance will now immediately be reflected in the unit portrait
  • open-legends: allow player to cancel the "DF will now exit" dialog and continue browsing
  • suspendmanager: Account for walls planned on the z-layer below when determining accessibility to a job
[h2]Structures[/h2]
  • biome_type: add enum attrs for caption and plant_raw_flags
[h2]Documentation[/h2]
  • autoclothing: add section comparing autoclothing and tailor to guide players choosing which to enable