Releases: DFHack/dfhack
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
DFHack 50.11-r7
Q: How do I download DFHack?
A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.
This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.
Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods
directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!
Highlights
Extended notification and quick-zoom panel, Tweaks and bugfixes, Animal assignment UI improvements, Toggle animal designations from the animal info sheet
Extended notification and quick-zoom panel
There are some things that the game doesn't notify you about, despite being very useful to know. The DFHack notification panel fills in those gaps. A small panel will now appear in the lower left corner when you're on the main map and specific conditions are met:
- When agitated creatures enter the map. Clicking on the notification will zoom you to the first one. You can zoom to each agitated creature in turn by repeatedly clicking on the notification (or hitting the Enter key).
- When invaders (or other hostiles) enter the map. You can zoom to each individual hostile just like you can for agitated creatures.
- When a production mandate is nearing its deadline and someone will soon be punished for violating the mandate. Clicking on the notification will open the nobles screen so you can see what you're supposed to be producing. It will be the icon in angry red.
- When a dwarf is in a strange mood. The notification will tell you what stage of the mood they are in (finding workshop, gathering materials, working on artifact) and will tell you if they can't find what they are looking for or are otherwise stuck.
- When you have agreed to build a guildhall or temple, but have not yet done so. Clicking on the notification will give you details about what it was that you agreed to build.
- When a merchant finishes unloading goods and is ready to trade. Clicking on the notification will zoom you to the trade depot.
- When a unit is starving or stranded. Clicking on the notification will zoom you to the unit(s).
- When a "curious" creature enters the map that will seek to steal your stuff.
If there are notifications you'd rather not see, click on the gear icon on the notification window and turn those notifications off. Don't worry if you don't see the notification window at all -- if there aren't any notifications to show, the notification window won't be visible. You can still get to the configuration interface by running gui/notify
directly.
Tweaks and bugfixes
The tweak
tool has been reinstated, along with its library of small tweaks that improve the UI or fix bugs from the DF bug tracker. These tweaks are on by default, but can be disabled (if you so wish) on the "Bug Fixes" tab of gui/control-panel
.
It includes the following tweaks/fixes:
- adamantine-cloth-wear: Prevents adamantine clothing from wearing out while being worn (Bug 6481).
- craft-age-wear: Fixes crafted items not wearing out over time (Bug 6003). With this tweak, items made from cloth and leather will gain a level of wear every 20 in-game years.
- eggs-fertile: Displays an indicator on fertile eggs.
- fast-heat: Improves temperature update performance by ensuring that 1 degree of item temperature is crossed in no more than 100 ticks when updating from the environment temperature. This reduces the time it takes for temperature to reach equilibrium and improves FPS when there are many items.
- flask-contents: Names filled waterskins, flasks, and vials according to their contents, the same way other containers such as barrels, bins, and cages are named. (Bug 4914)
- partial-items: Displays percentages on partially-consumed items such as hospital cloth.
- reaction-gloves: Fixes reactions to produce gloves in sets with correct handedness (Bug 6273).
Animal assignment UI improvements
The DFHack animal assignment screen now displays the distance the creature is from the selected pasture/pit/cage/restraint. You can now also sort by distance.
There is now also an indicator for how many creatures you have assigned to the pasture/pit/cage/restraint.
Toggle animal designations from the animal info sheet
When viewing the info sheet for an animal, you'll now get a small panel that allows you to mark (or unmark) the animal for butchering, gelding, or adoption. If the animal is not already domesticated, you'll also get a toggle for whether a trainer is assigned.
Announcements
PSAs
PSAs
As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about.
Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable".
The in-game interface for running DFHack commands (gui/launcher
) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher
and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode.
If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor
). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.
Changelog
New tools, fixes, and improvements
New Tools
add-thought
: (reinstated) add custom thoughts to a dwarfcombat-harden
: (reinstated) set a dwarf's resistence to being affected by visible corpsesdevel/input-monitor
: interactive UI for debugging input issuesgui/notify
: display important notifications that vanilla doesn't support yet and provide quick zoom links to notification targets.gui/petitions
: (reinstated) show outstanding (or all historical) petition agreements for guildhalls and templeslist-waves
: (reinstated) show migration wave informationmake-legendary
: (reinstated) make a dwarf legendary in specified skillspet-uncapper
: (reinstated, renamed frompetcapRemover
) allow pets to breed beyond the default population cap of 50tweak
: (reinstated) a collection of small bugfixes and gameplay tweaksundump-buildings
: (reinstated) remove dump designation from in-use building materials
New Features
cleanowned
: Add a "nodump" option to allow for confiscating items without dumpingtweak
: Add "flask-contents", makes flasks/vials/waterskins be named according to their contents
Fixes
autoclothing
: Fix enabled behaviorcaravan
: display book and scroll titles in the goods and trade dialogs instead of generic scroll descriptionsdig-now
: fix digging stairs in the surface sometimes creating u...
DFHack 50.11-r6
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
New Features
zone
: Add overlay for toggling butchering/gelding/adoption/taming options in animal "Overview" tabs
Fixes
dig-now
:- remove diagonal ramps rendered unusable by digging
- fix error propagating "light" and "outside" properties to newly exposed tiles when piercing the surface
item
: fix missing item categories when using--by-type
makeown
: fix error when adopting units that need a historical figure to be createdsort
: fix potential crash when switching between certain info tabssuspendmanager
: overlays for suspended building info panels no longer disappear when another window has focus
Misc Improvements
autonestbox
: don't automatically assign partially trained egg-layers to nestboxes if they don't have an ongoing trainer assigned since they might revert to wildbuildingplan
: replace[edit filters]
button in planner overlay with abbreviated filter informationreveal
: automatically reset saved map state when a new save is loaded
Removed
nopause
: functionality has moved tospectate
API
Gui::getAnyJob
: get the job associated with the selected game element (item, unit, workshop, etc.)Gui::getAnyWorkshopJob
: get the first job associated with the selected workshopUnits::assignTrainer
: assign a trainer to a trainable animalUnits::unassignTrainer
: unassign a trainer from an animal
Lua
dfhack.gui.getAnyJob
: expose API to Luadfhack.gui.getAnyWorkshopJob
: expose API to Luadfhack.units.assignTrainer
: expose API to Luadfhack.units.isTamable
: return false for invaders to match vanilla logicdfhack.units.unassignTrainer
: expose API to Lua
Structures
soundst
: fix alignment
DFHack 50.11-r5
Q: How do I download DFHack?
A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.
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
gui/embark-anywhere, bulk item and building management, squad equipment fixer, biome visualizer, auto-restore difficulty settings and standing orders
The end-of-year holidays have brought a surge of DFHack development! There are many new features and tools to play with. In order to keep these highlights to a reasonable length, we can't even go through them all in detail -- see the Changelog section for a full list.
Be master of your domain with gui/embark-anywhere
By popular request, you can now ask Armok to allow you to embark wherever you please!
If you run gui/embark-anywhere
when you’re choosing a site for embark, you can bypass any warnings the game gives you about potential embark locations. Want to embark in an inaccessible location on top of a mountain range? Go for it! Want to try a brief existence in the middle of the ocean? Nobody can stop you! Want to tempt fate by embarking inside of a necromancer tower? !!FUN!!
Any and all consequences of embarking in strange locations are up to you to handle (possibly with other armok tools).
The DFHack logo isn't shown on the embark screen (since it would cover the vanilla embark size adjustment widgets), but DFHack hotkeys still work, so you can still bring up the logo menu with Ctrl-Shift-C. There is also a convenience hotkey for running gui/embark-anywhere
directly: Ctrl-A, which is only active when on the site choosing screen.
Note that this command (and its hotkey) will not be shown for those who have DFHack's "Mortal Mode" enabled in the gui/control-panel
Preferences tab.
Bulk item management
The new item
commandline tool allows you to filter items in you fort by various properties (item type, material, wear-level, quality, etc.), and perform bulk operations like forbid, dump, melt, and their inverses. With one command, you can hide all boulders that are not in stockpiles, or mark all metal items that are less than masterwork quality for melting!
This tool also provides the underlying logic for a planned (but not yet written) GUI-based item management screen.
Squad equipment assignment fixing tool
When you look at your squad equipment, there will be a new button that says "Detect conflicts". This will bring up a report of squad equipment issues, like:
- squad members assigned to labors that cause issues with military uniforms: mining, hunting, and tree chopping
- a single piece of equipment assigned to multiple squad members
- citizens retaining squad membership (and equipment configuration) from previous forts (this can happen with migrants from forts that you have retired)
There's a button at the top of the report that attempts to fix all the problems. It will remove assignments for conflicting gear or will force your dwarves to drop what they have so they can pick it up in the correct order. Remember to click "Update equipment" after running the fixer so that new equipment gets assigned to units that need it.
It may take a few tries (give your dwarves some time to go get their new gear before you try again), but your forever-yellow equipment icons should finally turn green!
Visualize biome boundaries with gui/biomes
If you have embarked at the intersection of two or more biomes, you may have trouble finding a place for your farm plots so that you can grow the crops you want. gui/biomes
can show you where the boundaries are, and will also give you information about the biomes themselves, such as their savagery rating.
Bulk building management with gui/mass-remove
gui/mass-remove
has been around for a while, but has received a significant overhaul. You can box select a region and schedule all buildings, constructions, stockpiles, and/or zones for removal. Planned and fully built buildings/constructions can be selected independently. No need to rage quit if you accidentally plan a solid block of 400 walls instead of flooring! Clear it all away in a few clicks!
It can easily cancel removal of buildings or constructions that you have marked for removal as well.
Bring it up when on the main map with the Ctrl-M hotkey.
Auto-restore difficulty settings and standing orders for new embarks
Do you find yourself having to remember to go turn corpse hauling off for your dear, bearded, impressionable children? Now, you can set it once, export, and have your settings automatically restored when you start a new embark. It's seamless, and is a huge time-saver for people with highly customized settings!
Both difficulty settings (in the pre-embark setup screen or the Settings screen when a fort is loaded) and standing orders (Labor -> Standing orders) can be saved and restored independently. When on those configuration screens, look for a DFHack overlay toggle where you can enable auto-restore for new embarks.
Announcements
DFHack control panel changes, Plugin ABI bump, PSAs
DFHack control panel changes
The DFHack gui/control-panel
interface received a significant overhaul. Tools are now categorized into subtabs, gathering the automation, bugfix, and gameplay tools into sublists. The file format for storing control panel configuration has changed as well. When you load this release of DFHack, your previous control panel settings will be seamlessly migrated to the new format. Other than the layout changes, which should make the tools you want easier to find, the primary behavior change is that some things that were only configured globally (like the tools on the now-gone "Maintenance" tab) are now configurable per-fort. There is also more information about what things are and what they do. For example, each overlay now has a short description.
Stonesense, 3D renderer of DF forts, needs your help!
Calling C++ developers!
DFHack's stonesense
plugin, the source of the majority of 3D fort renders you see, needs help. The original authors are unavailable, and the plugin, popular as it is, needs a new owner.
The first major task is to port the renderer from the current 10-year old Allegro framework to either a modern version of Allegro or SDL2, whichever turns out to be more appropriate.
Secondly, the codebase needs some overall work to improve stability. There are several known crash bugs in the Stonesense issue tracker that need attention.
Finally, new features and new direction! There are currently o...
DFHack 50.11-r5rc3
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!
New features in need of feedback and testing
gui/embark-anywhere, item bulk management, difficulty settings and standing orders auto-restore, retire unused locations
Embark wherever you please
By popular request, you can now laugh at Armok and embark wherever you please.
If you run gui/embark-anywhere
when you’re choosing a site for embark, you can bypass any warnings the game gives you about potential embark locations. Want to embark in an inaccessible location on top of a mountain range? Go for it! Want to try a brief existence in the middle of the ocean? Nobody can stop you! Want to tempt fate by embarking inside of a necromancer tower? !!FUN!!
Any and all consequences of embarking in strange locations are up to you to handle (possibly with other armok tools).
Item bulk management
The item
commandline tool allows you to filter items in you fort by various properties (e.g., item type, material, wear-level, quality, …), and perform bulk operations like forbid, dump, melt, and their inverses. With one command, you can hide all boulders that are not in stockpiles, or mark all metal items that are less than masterwork quality for melting!
This tool also provides the underlying logic for a planned (but not yet written) GUI-based item management screen.
Difficulty settings and standing orders auto-restore
If you have preferred custom settings for difficulty or standing orders, it is toilsome to have to go in and manually set them for every embark. Do you find yourself having to remember to go turn corpse hauling off for your children? Now, you can set it once, export, and have your settings automatically restored when you start a new embark. It's seamless, and is a huge time-saver for people with highly customized settings!
Retire unused locations
If you have locations (taverns, libraries, hospitals, temples) you don't need anymore, they just hang around and clutter up your list. Now, there's a button on the location details screen that you can click to retire the location and get it out of the way.
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
control-panel
: new commandline interface for control panel functionsgui/biomes
: visualize and inspect biome regions on the mapgui/embark-anywhere
: bypass those pesky warnings and embark anywhere you want togui/reveal
: temporarily unhide terrain and then automatically hide it again when you're ready to unpausegui/teleport
: mouse-driven interface for selecting and teleporting unitsitem
: perform bulk operations on groups of items.uniform-unstick
: (reinstated) force squad members to drop items that they picked up in the wrong order so they can get everything equipped properly
New Features
gui/mass-remove
: new global keybinding: Ctrl-M while on the fort mapgui/settings-manager
: save and load (optionally automatically) embark difficulty settings and standing orderssort
: search and sort for the "choose unit to elevate to the barony" screen. units are sorted by the number of item preferences they have and the units are annotated with the items that they have preferences foruniform-unstick
: add overlay to the squad equipment screen to show a equipment conflict report and give you a one-click button to fixzone
: add button to location details page for retiring unused locations
Fixes
- DFHack tabs (e.g. in
gui/control-panel
) are now rendered correctly when there are certain vanilla screen elements behind them - Dreamfort: fix holes in the "Inside+" burrow on the farming level (burrow autoexpand is interrupted by the pre-dug miasma vents to the surface)
- When passing map movement keys through to the map from DFHack tool windows, also pass fast z movements (shift-scroll by default)
ban-cooking
: fix banning creature alcohols resulting in errorbuildingplan
:- when you save a game and load it again, newly planned buildings are now correctly placed in line after existing planned buildings of the same type
- show correct number of materials required when laying down areas of constructions and some of those constructions are on invalid tiles
confirm
: properly detect clicks on the remove zone button even when the unit selection screen is also open (e.g. the vanilla assign animal to pasture panel)empty-bin
: now correctly sends ammunition in carried quivers to the tile underneath the unit instead of teleporting them to an invalid (or possibly just far away) locationgetplants
: fix crash when processing mod-added plants with invalid materialsgui/design
: fix incorrect dimensions being shown when placing stockpiles, but a start coordinate hasn't been selected yetmisery
: fix error when changing the misery factorquickfort
: if a blueprint specifies an up/down stair, but the tile the blueprint is applied to cannot make an up stair (e.g. it has already been dug out), still designate a down stair if possiblereveal
: now avoids revealing blocks that contain divine treasures, encased horrors, and deep vein hollows (so the surprise triggers are not triggered prematurely)sort
:- fix mouse clicks falling through the squad assignment overlay panel when clicking on the panel but not on a clickable widget
- fix potential crash when removing jobs directly from the Tasks info screen
source
: water and magma sources now persist with fort across saves and loadssuspendmanager
: correctly handle building collisions with smoothing designations when the building is on the edge of the mapwarn-stranded
:- Automatically ignore citizens who are gathering plants or digging to avoid issues with gathering fruit via stepladders and weird issues with digging
- Update onZoom to use df's centering functionality
Misc Improvements
- Dreamfort: put more chairs adjacent to each other to make the tavern more "social"
- The "PAUSE FORCED" badge will blink briefly to draw attention if the player attempts to unpause when a DFHack tool window requires the game to be paused
- wherever units are listed in DFHack tools, properties like "agitated" or (-trained-) are now shown
autochop
: better error output when target burrows are not specified on the commandlineautoclothing
: now does not consider worn (x) clothing as usable/available, should help with using withtailor
at same time- `build...
DFHack 50.11-r5rc2
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!
New features in need of feedback and testing
gui/control-panel, gui/autobutcher, confirm, uniform-unstick, gui/mass-remove, gui/reveal, gui/biomes, gui/teleport
gui/control-panel layout overhaul
The control panel received a significant overhaul. Tools are now categorized into subtabs, gathering the automation, bugfix, and gameplay tools into sublists. The file format for storing control panel configuration has changed as well. When you load this release of DFHack, your previous control panel settings should be seamlessly migrated to the new format. The main behavior change is that some things that were only configured globally (like the tools on the now-gone "Maintenance" tab) are now configurable per-fort. There is also more information about what things are. For example, each overlay now has a short description.
What do you think of the new layout and tab structure? Is it easier to find the tools you're looking for? Do you feel more confident about enabling new things?
gui/autobutcher mousification
gui/autobutcher finally got updated with modern widgets and mouse gestures. You can now select fields to edit by double clicking on them. The list of livestock now also shows you the total counts per race, and the list of race targets is sortable and filterable. What do you think? Is it easier to use than the previous version? Pro tip: to unmark the slaughter tag from all animals of a particular race, double click on the number in the "Butchering ordered" column.
confirm rewrite and new prompts
The confirm framework has been completely rewritten, and thanks to many good suggestions on Reddit, there are now a wide variety of new confirmation prompts that protect you from accidentally invoking irreversible and highly impactful UI operations (like disbanding a squad or deconstructing the trade depot while merchants are using it). Is there anything you think we've missed? What do you think of the new confirmation prompts? Is it easy to pause them when you want to (e.g. when deleting a bunch of manager orders)?
uniform-unstick uniform fixing tool
When you look at your squad equipment, there will be a new button that says "Detect conflicts". This will bring up a report of squad equipment problems, such as squad members being assigned to conflicting labors like mining or hunting, or the same piece of equipment being assigned to multiple squad members, or even citizens being members of squads from different forts (this can happen with migrants from forts that you have retired). There's a button at the top of the report that attempts to fix all the problems. Does it work for you? Do your forever-yellow equipment icons finally turn green? Remember to click "Update equipment" after running the fixer so that new equipment gets assigned to units that need it.
gui/mass-remove now easier to use
gui/mass-remove is our tool for easily removing multiple buildings and other things. It gained much more configurability, so you can now, for example, have it just remove planned buildings and ignore fully built ones. It can also cancel removal of buildings and constructions via area select. It has a global hotkey for quick access: Ctrl-M while on the main fort map. Give it a try and tell us if it works well for you when you need to remove a bunch of stuff.
gui/reveal for temporary xray vision
I've seen people talk on Reddit and the Discord servers about how to plan your fort layout after you embark but before you unpause. Frequently, I see people advising use of reveal
to see where the caverns are so you can plan your fort around them. This is always followed by the warning "Remember to run unreveal
before you unpause! Otherwise the caverns get "discovered" early and then if you unreveal
later then parts that you dug out will be hidden again and things get weird."
To make this process less error-prone, we now have gui/reveal
. It reveals the map when it comes up and forces the game to pause while the gui/reveal
window is open. You can scan around the map and designate digging for your fort. When you right click on the little gui/reveal
window to close it, the map is hidden again, and you can play the game as normal.
You can choose to keep the map revealed, of course, but the more common case where only a temporary reveal is desired is much easier to handle now.
gui/biomes for biome boundary visualization
If you have embarked at the intersection of two or more biomes, you may have trouble finding a place for your farm plots so that you can grow the crops you want. gui/biomes
can show you where the boundaries are, and will also give you information about the biomes themselves, such as their wildness rating.
gui/teleport for mouse-driven unit teleporting
Another painful process I've seen discussed on Reddit relates to when a unit gets into an impossible situation, like when they dodge into a wall or (sometimes) into the unexplored regions of a cavern and they can't get out. This tends to tank your FPS and make the game unplayable. The commandline teleport
command does exist, but it's a multi-step process. You have to find the unit ID of the rogue unit, enable the keyboard cursor, get the position of where to teleport the unit to, and feed all that information into the teleport
command. Now, with gui/teleport
, it's point and click. It also comes with some handy filters for when you're trying to rescue friendly units from among hostiles. You can area select and only pick out the citizens and friendly units.
Announcements
Plugin ABI version bump, PSAs
Plugin ABI version bump
If you are developing an external plugin for DFHack, be aware that the plugin binary interface (ABI) has changed to support the new site-local persistence model. See changes to the sample code in https://github.com/DFHack/dfhack/tree/develop/plugins/examples for details.
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
control-panel
: new commandline interface for control panel functionsgui/biomes
: visualize and inspect biome regions on the mapgui/reveal
: temporarily unhide terrain and then automatically hide it again when you're ready to unpausegui/teleport
: mouse-driven interface for selecting and teleporting unitsuniform-unstick
: (reinstated) force squad members to drop items that they picked up in the wrong order so they can get everythin...
DFHack 50.11-r5rc1
Q: How do I download DFHack?
A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.
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!
New features in need of feedback and testing
gui/control-panel, gui/autobutcher, confirm, uniform-unstick, gui/mass-remove
gui/control-panel layout overhaul
The control panel received a significant overhaul. Tools are now categorized into subtabs, gathering the automation, bugfix, and gameplay tools into sublists. The file format for storing control panel configuration has changed as well. When you load this release of DFHack, your previous control panel settings should be seamlessly migrated to the new format.
What do you think of the new layout and tab structure? Is it easier to find the tools you're looking for? Do you feel more confident about enabling new things?
gui/autobutcher mousification
gui/autobutcher finally got updated with modern widgets and mouse gestures. You can now select fields to edit by double clicking on them. The list of livestock now also shows you the total counts per race, and the list of race targets is sortable and filterable. What do you think? Is it easier to use than the previous version? Pro tip: to unmark the slaughter tag from all animals of a particular race, double click on the number in the "Butchering ordered" column.
confirm rewrite and new prompts
The confirm framework has been completely rewritten, and thanks to many good suggestions on Reddit, there are now a wide variety of new confirmation prompts that protect you from accidentally invoking irreversible and highly impactful UI operations (like disbanding a squad or deconstructing the trade depot while merchants are using it). Is there anything you think we've missed? What do you think of the new confirmation prompts? Is it easy to pause them when you want to (e.g. when deleting a bunch of manager orders)?
uniform-unstick uniform fixing tool
When you look at your squad equipment, there will be a new button that says "Detect conflicts". This will bring up a report of squad equipment problems, such as squad members being assigned to conflicting labors like mining or hunting, or the same piece of equipment being assigned to multiple squad members. There's a button at the top of the report that attempts to fix all the problems. Does it work for you? Do your forever-yellow equipment icons finally turn green? Remember to click "Update equipment" after running the fixer so that new equipment gets assigned to units that need it.
gui/mass-remove now easier to use
gui/mass-remove is our tool for easily removing multiple buildings and other things. It gained much more configurability, so you can now, for example, have it just remove planned buildings and ignore fully built ones. It now also has a global hotkey for quick access: Ctrl-M while on the main fort map. Give it a try and tell us if it works well for you when you need to remove a bunch of stuff.
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
control-panel
: new commandline interface for control panel functionsuniform-unstick
: (reinstated) force squad members to drop items that they picked up in the wrong order so they can get everything equipped properly
New Features
gui/mass-remove
: new global keybinding: Ctrl-M while on the fort mapsort
: search and sort for the "choose unit to elevate to the barony" screen. units are sorted by the number of item preferences they have and the units are annotated with the items that they have preferences foruniform-unstick
: add overlay to the squad equipment screen to show a equipment conflict report and give you a one-click button to fix
Fixes
ban-cooking
: fix banning creature alcohols resulting in errorconfirm
: properly detect clicks on the remove zone button even when the unit selection screen is also open (e.g. the vanilla assign animal to pasture panel)misery
: fix error when changing the misery factorreveal
: now avoids revealing blocks that contain divine treasures, encased horrors, and deep vein hollows (so the surprise triggers are not triggered prematurely)sort
:- fix mouse clicks falling through the squad assignment overlay panel when clicking on the panel but not on a clickable widget
- fix potential crash when removing jobs directly from the Tasks info screen
warn-stranded
:- Automatically ignore citizens who are gathering plants or digging to avoid issues with gathering fruit via stepladders and weird issues with digging
- Update onZoom to use df's centering functionality
Misc Improvements
- wherever units are listed in DFHack tools, properties like "agitated" or (-trained-) are now shown
autochop
: better error output when target burrows are not specified on the commandlineconfirm
:- updated confirmation dialogs to use clickable widgets and draggable windows
- added confirmation prompt for right clicking out of the trade agreement screen (so your trade agreement selections aren't lost)
- added confirmation prompts for irreversible actions on the trade screen
- added confirmation prompt for deleting a uniform
- added confirmation prompt for convicting a criminal
- added confirmation prompt for re-running the embark site finder
- added confirmation prompt for reassigning or clearing zoom hotkeys
- added confirmation prompt for exiting the uniform customization page without saving
gui/autobutcher
: interface redesigned to better support mouse controlgui/control-panel
:- reduce frequency for
warn-stranded
check to once every 2 days - tools are now organized by type: automation, bugfix, and gameplay
- reduce frequency for
gui/launcher
: now persists the most recent 32KB of command output even if you close it and bring it back upgui/mass-remove
:- can now differentiate planned constructions, stockpiles, and regular buildings
- can now remove zones
gui/quickcmd
: clickable buttons for command add/remove/edit operationswork-now
: now saves its enabled status with the fort
Structures
alert_button_announcement_id
: now int32_t vector (contains report ids)announcement_alertst
: definedannouncement_alert_type
: enum definedannouncement_type
: addedalert_type
enum attributemarkup_text_boxst
: updated based on information from Bay12markup_text_linkst
,markup_text_wordst
,script_environmentst
: defined- ``...
DFHack 50.11-r4
Q: How do I download DFHack?
A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.
This release is compatible with all 50.11 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!
This is a quick release that addresses some small but important bug fixes and quality of life improvements. See the Changelog below for details.
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
build-now
: (reinstated) instantly complete unsuspended buildings that are ready to be built
Fixes
- RemoteServer: don't shut down the socket prematurely, allowing continuing connections from, for example, dfhack-run
buildingplan
: fix choosing the wrong mechanism (or something that isn't a mechanism) when linking a lever and manually choosing a mechanism, but then canceling the selectioncombine
: prevent stack sizes from growing beyond quantities that you would normally see in vanilla gameplaysort
:- fix potential crash when exiting and re-entering a creatures subtab with a search active
- prevent keyboard keys from affecting the UI when search is active and multiple keys are hit at once
tailor
: fix corner case where existing stock was being ignored, leading to over-ordering
Misc Improvements
buildingplan
:- save magma safe mechanisms for when magma safety is requested when linking levers and pressure plates to targets
- when choosing mechanisms for linking levers/pressure plates, filter out unreachable mechanisms
caravan
: enable searching within containers in trade screen when in "trade bin with contents" modesort
: when searching on the Tasks tab, also search the names of the things the task is associated with, such as the name of the stockpile that an item will be stored in