Releases: DFHack/dfhack
DFHack 50.09-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
.
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
If symbol keys don't work, reset your keybindings, PSAs
If symbol keys don't work, reset your keybindings
DF 50.09 includes a major infrastructure upgrade from SDL1 to SDL2. Part of this is a complete change to how input processing works. If you find you can't input shift-symbol characters (like :
or ?
on most keyboards) into DFHack windows, go into your DF settings and reset your keybindings to the defaults. That should get you working again.
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.
Generated release notes
Most changes in this release have to do with migrating to SDL2 and are not visible to the player.
New tools, fixes, and improvements
Misc Improvements
caravan
: new overlay for selecting all/none on trade request screensuspendmanager
: don't suspend constructions that are built over open spaceunsuspend
: new icons for planned and suspended buildings
Structures
tiletype_shape
: changed RAMP_TOP and ENDLESS_PIT to not walkable to reflect how scripts actually need these types to be treated
DFHack 50.08-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
.
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.
Highlights
logistics, Dreamfort, and suspendmanager
logistics
When you select a stockpile, you'll now see a panel that will let you toggle its automation features. Items and animals brought to that stockpile can be automatically marked for melting, trading, dumping, and/or training.
For example, you can set up cage traps for catching wild game. When you catch something, your dwarves will bring the caged animal to your Animals stockpile. If you enable automatic training on that stockpile, the animals will automatically get a trainer assigned to them. Combine this with autobutcher
, which can mark the trained animals for butchering, and you now have a low-toil food supply chain for your kitchens!
Similarly, if you enable automatic trading for your trade goods stockpile, all items in the stockpile will be marked for trading and be automatically brought to the trade depot when a merchant caravan arrives.
Dreamfort
Dreamfort is the result of over a decade of experimentation and revision from some of Dwarf Fortress's most experienced players. It is a fully functional, pre-designed fortress you can build yourself from gui/quickfort
blueprints. If you're having trouble with getting your forts to work smoothly, try building Dreamfort. The blueprints walk you through the process of creating the fortress so you can learn from its design, progression, and configuration. You can even reuse individual blueprints for the parts you especially like to extend your own designs.
The Dreamfort walkthroughs and blueprints bring you from embark all the way through to a 200-strong mountainhome. Screenshots for all the levels and links to more information here: https://docs.dfhack.org/en/stable/docs/guides/quickfort-library-guide.html#dreamfort.
If you want to explore it interactively, you can download a pre-built Dreamfort from DFFD: https://dffd.bay12games.com/file.php?id=15434.
suspendmanager
Logic for when to suspend building jobs has been upgraded. Now suspendmanager
is much smarter when you're building in areas with limited access paths. For example, if you fill a corridor or build a high wall, it will now correctly realize that a wall tile can block access to a another tile farther away.
Moreover, suspendmanager
now also considers smoothing and engraving jobs. For example, if you attempt to build a statue on top of flooring that is designated for smoothing, it will now allow the smoothing job to be completed first before the statue blocks it.
Generated release notes
New tools, fixes, and improvements
New Plugins
logistics
: automatically mark and route items or animals that come to monitored stockpiles. options are toggleable on an overlay that comes up when you have a stockpile selected.
Fixes
buildingplan
: don't include artifacts when max quality is masterfuldig-now
: clear item occupancy flags for channeled tiles that had items on thememigration
: reassign home site for emigrating units so they don't just come right back to the fortgui/create-item
: allow blocks to be made out of wood when using the restrictive filtersgui/liquids
: ensure tile temperature is set correctly when painting water or magmagui/quickfort
:- allow traffic designations to be applied over buildings
- protect against meta blueprints recursing infinitely if they include themselves
gui/sandbox
: allow creatures that have separate caste-based graphics to be spawned (like ewes/rams)RemoteFortressReader
: fix a crash with engravings with undefined imagesworkorder
: preventautoMilkCreature
from over-counting milkable animals, which was leading to cancellation spam for theMilkCreature
job
Misc Improvements
- Blueprint library:
- dreamfort: full rewrite and update for DF v50
- pump_stack: updated walkthrough and separated dig and channel steps so boulders can be cleared
- aquifer_tap: updated walkthrough
autonick
: additional nicknames based on burrowing animals, colours, gems, and mineralscombine
: reduce max different stacks in containers to 30 to prevent contaners from getting overfulldig-now
: can now handle digging obsidian that has been formed from magma and watergui/autodump
: add option to clear thetrader
flag from teleported items, allowing you to reclaim items dropped by merchantsgui/control-panel
:- add some popular startup configuration commands for
autobutcher
andautofarm
- add option for running
fix/blood-del
on new forts (enabled by default)
- add some popular startup configuration commands for
gui/quickfort
:- adapt "cursor lock" to mouse controls so it's easier to see the full preview for multi-level blueprints before you apply them
- only display post-blueprint messages once when repeating the blueprint up or down z-levels
gui/sandbox
: when creating citizens, give them names appropriate for their racesorders
:- only display import/export/sort/clear panel on main orders screen
- refine order conditions for library orders to reduce cancellation spam
prioritize
: add wild animal management tasks and lever pulling to the default list of prioritized job typesquickfort
: significant rewrite for DF v50! now handles zones, locations, stockpile configuration, hauling routes, and morestockpiles
: addedbarrels
,organic
,artifacts
, andmasterworks
stockpile presetssuspendmanager
:- now suspends construction jobs on top of floor designations, protecting the designations from being erased
- suspend blocking jobs when building high walls or filling corridors
workorder
: reduce existing orders for automatic shearing and milking jobs when animals are no longer available
Removed
gui/automelt
: replaced by an overlay panel that appears when you click on a stockpile
Structures
abstract_building_libraryst
: initialize unknown variables as DF doesmisc_trait_type
: realign
Documentation
blueprint-library-guide
: update Dreamfort screenshots and links, addaquifer_tap
screenshot
DFHack 50.08-r3
Generated release notes
Fixes
- Fix crash for some players when they launch DF outside of the Steam client
DFHack 50.08-r2
Q: How do I download DFHack?
A: Either add to your Steam library from our Steam page or scroll down to the bottom of the GitHub release post, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
.
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
Armok mode vs. Mortal mode, Ongoing large projects, PSAs
Armok mode vs. Mortal mode
If DFHack makes the game less fun for you because the tools are too powerful, please consider enabling "Mortal mode". Open the "Preferences" tab of gui/control-panel
and toggle the "Show armok tools" setting. This will hide any tools that are tagged as "armok" (that is, god-mode tools) from gui/launcher
, gui/control-panel
, the DFHack logo popup menu, and anywhere else DFHack commands are listed. Global hotkeys for those tools will also cease to function. All productivity, analysis, bugfix, and design tools will still be shown as normal.
Ongoing large projects
Here are the projects we're working on right now (and the [@ person] on DFHack Discord you should talk to if you have opinions). If you are interested in early access, please join the "Beta - DFHack pre-releases" branch in your Steam client. You can also download pre-releases from GitHub.
buildingplan
v2 [@TaxiService] - clearer UI, easier configuration, filter historystocks
[@silver_fly] - item management interface, including bulk actions like "mark all worn clothing for trade"stockpiles
,logistics
,quickfort
[@myk002] - stockpile configuration presets, automatic dumping, trading, or melting of stockpile contents, stockpile and zone support forquickfort
gui/design
v2 [@coskerstrike] - UI overhaul, performance improvements
and, of course, a host of smaller bugfixes and features.
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 in the DF settings, and you can show it by entering mining mode or selecting the dump/forbid tool. We're working on making DFHack tools more mouse-aware and accessible.
Highlights
exportlegends, gui/mod-manager, gui/sandbox, necronomicon
exportlegends
There are a variety of tools for digging into the stories in legends mode. Most of them use the extra legends information DFHack exports with the exportlegends
tool to give you a more complete picture of what is going on.
How to use:
- Enter legends mode as usual from DF
- Click the green button to do the vanilla export
- Open
gui/launcher
and runexportlegends
exportlegends
might take a while to run if your world is large. Now you should have two .xml
files in your Dwarf Fortress folder. The ...-legends_plus.xml
file is the extended export from DFHack.
Note that DF itself used to export more information than it does now, and many tools can't cope with the lack of vanilla information. The current best tool to use for external legends browsing is the cross-platform Legends Browser 2
Happy legends browsing!
gui/mod-manager
For those of us who use mods, creating a new world can be very frustrating. Each mod must be manually re-enabled for every new created world, and for long mod lists, that is quite a chore.
Enter gui/mod-manager
. You don't actually have to run the command. It will show up as an overlay automatically when you create a new world. If you have a default mod list saved already, you don't even need to go into the DF "Mods" page. As soon as you start the world creation process, gui/mod-manager
will automatically apply your mod list.
To set it up, start creating a world and set up your mods as normal. Then click on the "Mod manager" button at the bottom of the page or hit the m
hotkey. This will bring up a dialog where you can save your current mod list and set it as the default for future worlds. That's it.
gui/sandbox
This tool stretches the bounds of "Armok mode". It gives you an interface for willing units, trees, and items into existence. Feeling like you need a challenge? Set units to "hostile" and spawn yourself up an invading army : )
necronomicon
Sometimes you want your dwarves to become necromancers, and sometimes you don't. However, you can't control what visitors or returning raiders bring back into your fort. It used to be that you'd have to manually scan through every book and see whether it contains the "secrets of life and death". Now, a quick run of the necronomicon
command will give you a summary of whether you have any books with secrets in your fort and what their titles (and powers) are. Then you can sequester those books or promote them on display in your library, as per your agenda.
Generated release notes
New tools, fixes, and improvements
New Plugins
add-spatter
: (reinstated) allow mods to add poisons and magical effects to weaponschangeitem
: (reinstated) change item material, quality, and subtypecreateitem
: (reinstated) create arbitrary items from the command linederamp
: (reinstated) removes all ramps designated for removal from the mapflows
: (reinstated) counts map blocks with flowing liquidslair
: (reinstated) mark the map as a monster lair (this avoids item scatter when the fortress is abandoned)luasocket
: (reinstated) provides a Lua API for accessing network socketswork-now
: (reinstated, renamed fromworkNow
) prevent dwarves from wandering aimlessly with "No job" after completing a task
New Scripts
assign-minecarts
: (reinstated) quickly assign minecarts to hauling routesdiplomacy
: view or alter diplomatic relationshipsexportlegends
: (reinstated) export extended legends information for external browsingfix/stuck-instruments
: fix instruments that are attached to invalid jobs, making them unusable. turn on automatic fixing ingui/control-panel
in theMaintenance
tab.gui/autodump
: point and click item teleportation and destruction interface (available only ifarmok
tools are shown)gui/mod-manager
: automatically restore your list of active mods when generating new worldsgui/sandbox
: creation interface for units, trees, and items (available only ifarmok
tools are shown)light-aquifers-only
: (reinstated) convert heavy aquifers to lightmodtools/create-item
: (reinstated) commandline and API interface for creating itemsnecronomicon
: search fort for items containing the secrets of life and death
Fixes
- DFHack screen backgrounds now use appropriate tiles in DF Classic
- RemoteServer: fix crash on malformed json in
dfhack-config/remote-server.json
autolabor
: work detail override warning now only appears on the work details screendeathcause
: fix incorrect weap...
DFHack 50.08-r1
Q: How do I download DFHack?
A: Either add to your Steam library from our Steam page or scroll down to the bottom of the GitHub release post, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
.
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
What's next?, Poll results, Terminal now hidden by default, PSAs
What's next?
Here are the projects we're working on right now (and the [@ person] on DFHack Discord you should talk to if you have opinions). If you are interested in early access, please join the "Beta - DFHack pre-releases" branch in your Steam client. You can also download pre-releases from GitHub.
buildingplan
v2 [@TaxiService] - clearer UI, easier configuration, filter historystocks
[@silver_fly] - item management interface, including bulk actions like "mark all worn clothing for trade"stockpiles
andlogistics
[@myk002] - stockpile configuration presets, automatic dumping, trading, or melting of stockpile contentsgui/design
v2 [@coskerstrike] - UI overhaul, performance improvementsgui/create-unit
[@Thazzeus] - unit spawning interface
and, of course, a host of smaller bugfixes and features.
Poll results
We ran a poll on reddit to hear your opinions for what DFHack's Next Big Thing should be. The results:
- 30% manipulator - in-game Dwarf Therapist-like labor assignment and unit management interface
- 18% search, embark-assistant (tie) - better search functionality for vanilla dialogs, extended options for embark location discovery, respectively
- 15% tooltips - in-game help tooltips for DFHack UIs
- 11% quickfort - stockpile and zone support for blueprints, including Dreamfort support
- 6% exportlegends - extended data for legends export, allowing external tools like Legends Viewer to work
These are all huge projects, and don't expect their completion any time soon, but the results of the poll helped us set priorities for upcoming development. If you have opinions about any of those tools, or if you're just curious about the implementation plans, or if you'd like to help, please check out the GitHub issues where they are being discussed (hyperlinked above).
Terminal hidden by default
From a less formal poll, it seems that most players consider the DFHack terminal (the external DFHack window that pops up when you start DF) to be a nuisance, or at least not necessary. The terminal window will now be hidden and out of the way by default. You can unhide the terminal at any time by running the show
command in gui/launcher
(and hide it again with the hide
command).
If you want to keep the terminal window shown at startup, go to the "Preferences" tab of gui/control-panel
and toggle the option there.
Note that text-interactive commands, like the built-in lua
interpreter or the tiletypes
command, can only be run from that external terminal window. Most players will never have need to run these, though.
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 in the DF settings, and you can show it by entering mining mode or selecting the dump/forbid tool. We're working on making DFHack tools more mouse-aware and accessible.
Highlights
Mortal mode; Dude, where's my planner?
Mortal mode
We finally have an answer for those players who want to use DFHack for its bug fixes, interface improvements, and productivity tools, but feel uncomfortable with the tools that grant god-like powers over the game. Armok, if you didn't already know, is the god of Dwarf Fortress. If you don't want to see these "armok" tools, go into gui/control-panel
, on the "Preferences" tab, and toggle on the Hide "armok" tools in command lists
setting.
Dude, where's my planner?
You may notice that the DFHack building planner appears to be missing. Don't worry, it's not gone. It's just minimized by default. If you want to use it again, just expand it by clicking on the "show planner" button and it will stay expanded, just like it was before.
Why did we do this? Now that DFHack has entered the "stable release" phase, we want to go back to our roots and not supplant vanilla functionality by default. From now on, if there is a DFHack interface enhancement that can replace a vanilla element, it will show up as a minimized panel that you can expand and use. The panels that simply add extra functionality without getting in the way, like order import/export and the trade screen enhancements, will still stay expanded by default.
Generated release notes
New tools, fixes, and improvements
Fixes
autoclothing
: eliminate game lag when there are many inventory items in the fortbuildingplan
:- fixed size limit calculations for rollers
- fixed items not being checked for accessibility in the filter and item selection dialogs
deteriorate
: ensure remains of enemy dwarves are properly deteriorateddig-now
: properly detect and complete smoothing designations that have been converted into active jobssuspendmanager
: Fix over-aggressive suspension of jobs that could still possibly be done (e.g. jobs that are partially submerged in water)
Misc Improvements
buildingplan
:- planner panel is minimized by default and now remembers minimized state
- can now filter by gems (for gem windows) and yarn (for ropes in wells)
combine
: Now supports ammo, parts, powders, and seeds, and combines into containersdeteriorate
: add option to exclude useable parts from deteriorationgui/control-panel
:- add preference option for hiding the terminal console on startup
- add preference option for hiding "armok" tools in command lists
gui/gm-editor
:- press
g
to move the map to the currently selected item/unit/building - press
Ctrl-D
to toggle read-only mode to protect from accidental changes; this state persists across sessions - new
--freeze
option for ensuring the game doesn't change while you're inspecting it
- press
gui/launcher
: DFHack version now shown in the default help textgui/prerelease-warning
: widgets are now clickableoverlay
: add the DFHack version string to the DF title screenDwarf Therapist
: add a warning to the Labors screen when Dwarf Therapist is active so players know that changes they make to that screen will have no effect. If you're starting a new embark and nobody seems to be doing anything, check your Labors tab for this warni...
DFHack 50.07-r1
Q: How do I download DFHack?
A: Either add to your Steam library from our Steam page or scroll down to the bottom of this post, expand the "Assets" list, and download the dfhack-50.07-r1-Windows-64bit.zip
file.
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!
What the heck is DFHack?
Project goals, team members, community contributions
This is DFHack's first stable release for Dwarf Fortress in the v50 era, so many of you will be reading the release notes for the first time. A little background is in order.
DFHack is an add-on for Dwarf Fortress that enables mods and tools to significantly extend the game. The default DFHack distribution contains a wide variety of these tools, including bugfixes, interface improvements, automation agents, design blueprints, modding building blocks, and more. Third-party tools (e.g. mods downloaded from Steam Workshop or the forums) can also seamlessly integrate with the DFHack framework and extend the game far beyond what can be done by just modding the raws.
DFHack’s mission is to provide tools and interfaces for players and modders to:
- expand the bounds of what is possible in Dwarf Fortress
- reduce the impact of game bugs
- give the player more agency and control over the game
- provide alternatives to toilsome or frustrating aspects of gameplay
- make the game more fun
The DFHack team members (and our primary roles and pronouns) are:
- Lethosor (team lead, he/him)
- myk002 (developer, community lead, he/him)
- ab9rf (reverse engineer, she/her)
- Quietust (reverse engineer, he/him)
- BenLubar (operations engineer, any/all)
DFHack also includes contributions from hundreds upon hundreds of community members! The best ways to interact with us are on the DFHack Discord or by filing issues on GitHub. Community contributions to DFHack are very welcome, both for the documentation and for the code. Come talk with us! We are happy to help get you oriented with the development process.
Announcements
DFHack is now available on Steam!, PSAs
DFHack is now available on Steam!
For those who play Dwarf Fortress on Steam, you can now install DFHack through Steam as well! This has the added benefit of letting Steam auto-update DFHack for you. Instead of installing DFHack manually, head over to our Steam page and add DFHack to your library. If you have multiple drives or Steam Library folders, you will need to ensure DFHack is installed to the same location Dwarf Fortress is.
If you'd like to get new DFHack bugfixes and features first and are willing to file GitHub issues for any problems you encounter, please consider subscribing to the beta release channel. We will be depending on beta subscriber feedback to help shape new feature development. Also, by testing the pre-release builds of DFHack, you are helping us make high-quality stable releases. To subscribe to the beta channel, right click on the DFHack app in your steam client, go to Properties, select Betas, and change the dropdown from "None" to "beta - Beta release channel". Thank you! We really appreciate your help with this!
Bringing DFHack to Steam as an official mod was a massive undertaking. We'd like to thank everyone who helped make this happen:
- Graphic Design: TaxiService, RafaelKB, Rumrusher
- Steam installation, Steam Deck, and stability testing: AndrielChaoti, Finn!, Robob27, Thalzen, esotericist, TaxiService, Ozzatron, sdegrace, 20k, plule, RafaelKB, Putnam, drhead, Scootieloo, coskerstrike, and 200+ community members on Reddit and elsewhere
Special thanks go out to Kitfox for fielding Steam's questions about DFHack during the build review process, approving us as a community-written DF mod, and working with us every step of the way. You're awesome!
And, of course, a big thank you to Zach and Tarn, without whom we all wouldn't be here, and Putnam, who has had such a large impact on DF already in the short time she's been working with Bay 12.
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 in the DF settings, and you can show it by entering mining mode or selecting the dump/forbid tool. We're working on making DFHack tools more mouse-aware and accessible.
Highlights
Usability improvements, buildingplan, gui/civ-alert, gui/design, mod support
There have been significant advancements since our last stable release (for 0.47.05) last year. Here's a selection of highlights from the top of the top:
Usability improvements
Read the Quickstart guide to get oriented:
Browse and run DFHack tools from the launcher:
Enable the general strike bug fix in gui/control-panel
:
There's a lot to talk about here! DFHack now has a fully-functional windowing system, where DFHack tool windows can be dragged, resized, and focused/unfocused for keyboard input. There are also new in-game UIs for discovering and managing DFHack tools and features. gui/launcher
gives you access to all DFHack tools, with autocomplete and in-game help text (with examples for each command!). gui/control-panel
is your one shop shop for toggling DFHack features and setting preferences. The DFHack logo in the upper left corner of the screen gives you quick access to tools associated with the current game context.
Hover the mouse over the DFHack logo and select the Quickstart Guide for a quick walkthrough about how to use DFHack in DF. You can also read the guide online.
Buildingplan
Easily plan out buildings before you have materials with buildingplan
:
DFHack's buildingplan plugin allows you to place furniture, constructions, and other buildings, regardless of whether the required materials are available. This allows you to focus purely on design elements when you are laying out your fort, and defer item production concerns to a more convenient time. It monitors your stocks of available building materials and attaches new items to the buildings so they can be built. You can set filters on your building materials to be sure that when items are attached, they meet your specific needs. For example, you can plan out walls that are guaranteed to be a consistent color and screw pumps that are guaranteed to be magma safe.
gui/civ-alert
Keep your civilians safe during sieges:
In vanilla DF, assigning a unit to a burrow is treated more like a suggestion than a command. This can be frustra...
DFHack 50.07-beta2
This release is compatible with all distributions of DF: Steam, Itch, and Classic.
To download DFHack: scroll down to "Assets" and download the "dfhack-50.07-beta2-Windows-64bit.zip" file.
Please report any bugs (or feature requests) on the DFHack GitHub issue tracker.
Announcements
DFHack is coming to Steam, PSAs
DFHack is coming to Steam
In two weeks, you'll be able to install DFHack from Steam. You may have heard that DFHack now has a Steam page. We're in the mandatory 2 week waiting period right now before we can go live, but in two weeks, Steam users will be able to keep DFHack updated via Steam instead of having to go through the manual install process for every version.
This was a massive undertaking, and thanks to everyone who helped make this happen: TaxiService, RafaelKB, and Rumrusher for graphic design; AndrielChaoti, Finn!, Robob27, Thalzen, esotericist, TaxiService, Ozzatron, sdegrace, 20k, plule, RafaelKB, Putnam, drhead, Scootieloo, and coskerstrike for beta testing the Steam release process; and, of course, Kitfox for fielding Steam's questions during the build review and approving us as a DF mod : )
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 tested thoroughly with the newest versions and have 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 autocomplete as normal. Some tools do not compile yet and are not available at all, even when in dev mode.
For those of you using sdl12compat, note that you will need to replace the "SDLreal.dll" file that DFHack installs with the SDL.dll (renamed to "SDLreal.dll") from sdl12compat. While we do not specifically recommend using sdl12compat, we have generally heard positive feedback about it.
Steam deck users: To avoid blocking the screen with the DFHack terminal window, please edit the dfhack-config/init/dfhack.init
file and add a line with the word hide
. This will hide the DFHack terminal and get it out of the way. You can show it again if you need it by running the command show
from gui/launcher
.
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 in the DF settings, and you can show it by entering mining mode or selecting the dump/forbid tool. We're working on making DFHack tools more mouse-aware and accessible.
Highlights
fix/general-strike, gui/civ-alert, buildingplan, tailor, mod support
fix/general-strike
enable the general strike bug fix in gui/control-panel:
This script attempts to fix known causes of the "general strike bug", where dwarves just stop accepting work and stand around with "No job". Big thanks to Putnam for contributing the logic to DFHack so players can benefit before the final fix is added to vanilla DF.
You can enable automatic running of this fix in the "Maintenance" tab of gui/control-panel
.
gui/civ-alert
keep your civilians safe during sieges:
In vanilla DF, assigning a unit to a burrow is treated more like a suggestion than a command. This can be frustrating when you're assigning units to burrows in order to get them out of danger. In contrast, triggering a civilian alert with gui/civ-alert
will cause all your non-military citizens to immediately rush to a burrow ASAP and stay there. No need to manually assign your civilians to the burrow, the alert applies to all civilians automatically. This gives you a way to keep your civilians safe when there is danger about.
You'll notice an extra panel on the Squads menu (the one that shows up on the right side of the screen when you hit q
) that prompts you to configure a burrow to use for the civ alert. Get it set up, and when danger comes a-knockin', hit that Big Red Button!
Buildingplan
More bugs squashed in buildingplan, notably:
- Issues with filter settings getting lost on game load have been solved
- All stairs types will now properly use the filter you set for stairs, and the shape of the staircase will now take carved staircases that you might be building over into account
Also, the final feature from the old automaterial
plugin has been added to buildingplan
: if you are choosing your materials manually when you build, you can configure the building type to automatically use the last material you selected until it is all gone. No need to click through the Choose Items dialog.
Expect further improvements to the buildingplan
UI in upcoming releases!
Tailor
The tailor plugin has received some love this cycle, with better detection routines for which units need which types of clothing. This leads to more accurate manager orders to produce clothes in correct quantities. Turn tailor
on in gui/control-panel
and give it a try if you haven't already!
Support for scripts in DF mods
Whaaaat?? Yes, it's true. Scripts with mods now work automatically as soon as you activate them for a world. No more manual copying of scripts after "installation". This allows everything from single scripts to total conversion mods that add new scripted gameplay elements to work seamlessly, straight from the DF Steam Workshop. See the DFHack modding guide for details. You can also subscribe to the example Workshop mod to see a real example of how to distribute scripts via Steam Workshop (though the format is applicable to mods distributed by non-Steam means as well).
Generated Release Notes
New tools, fixes, and improvements
New Plugins
getplants
: designate trees for chopping and shrubs for gathering according to typeprospector
: get stone, ore, gem, and other tile property counts in fort mode. embark site estimates are not yet available.
New Scripts
fix/general-strike
: fix known causes of the general strike bug (contributed by Putnam)gui/civ-alert
: configure and trigger civilian alertsgui/seedwatch
: GUI config and status panel interface forseedwatch
Fixes
buildingplan
:- filters are now properly applied to planned stairs
- existing carved up/down stairs are now taken into account when determining which stair shape to construct
- upright spike traps are now placed extended rather than retracted
- you can no longer designate constructions on tiles with magma or deep water, mirroring the vanilla restrictions
- fixed material filters getting lost for planning buildings on save/reload
- respect building size limits (e.g. roads and bridges cannot be more than 31 tiles in any dimension)
caravan
: item list length now correct when expanding and collapsing containersprioritize
: fixed all watched job type names showing asnil
after a game loadsuspendmanager
:- does not suspend non-blocking jobs such as floor bars or bridges anymore
- fix occasional bad identification of buildingplan jobs
tailor
:- properly discriminate between dyed and undyed cloth
- no longer default to using adamantine cloth for producing clothes
- take queued orders into account when calculating available materials
- skip units who can't wear clothes
- identify more available items as available, solving issues with over-production
warn-starving
: no longer warns for enemy and neutral units
Misc Improvements
- scripts in
data/installed mods/
subfolders are now automatically added to the DFHack script path. DFHack recognizes two directories in a mod's folder:scripts_modinstalled/
andscripts_modactive/
.scripts_modinstalled/
folders will always be added the script path, regardl...
DFHack 50.07-beta1
This beta release is compatible with all distributions of DF: Steam, Itch, and Classic.
Installation instructions here: https://docs.dfhack.org/en/latest/docs/Installing.html#installing
Quickstart guide here: https://docs.dfhack.org/en/latest/docs/Quickstart.html#quickstart
Please report any bugs (or feature requests) as a GitHub issue here: https://github.com/DFHack/dfhack/issues
Announcements
alpha -> beta, PSAs
"alpha" -> "beta"
We have moved from the "alpha" phase to the "beta" phase. What does this mean for DFHack? It means that we've been running on tens of thousands of forts for tens of thousands of players (according to our download statistics), and no major issues have come up. The few crash bugs that were reported in the DF 50.05 days have been fixed, there have been exactly zero game corruption bugs reported, and DFHack's core library is stable. It seems calling ourselves "alpha" is at odds with our actual level of reliability.
So why not skip the "beta" and jump straight to "stable"? Well, there are a few more things we'd like to get done before we move to "stable" releases. In particular, we'd like to have a formal public beta testing program in place. Since the majority of DF players are Steam users, we've been working to get DFHack on Steam. Not only will this simplify the DFHack update process for all Steam users (that is, you just add DFHack to your Steam library and it will autoupdate for you), but it will also give DFHack a platform from which to run a beta testing program.
Most players will stay on the default release channel, which will keep you updated with "stable" DFHack releases. Players who want the newest features first and who are willing to also catch and report the bugs can subscribe to the "beta" release channel. We will only push a build to the "stable" release channel after it has been tested in the "beta" channel for an appropriate amount of time. In this way, we hope to provide a very high level of reliability for the stable releases.
How close is DFHack to being on steam? After several months of research and work, we're tantalizingly close. However, there are a few final approval stages that are outside our control and prevent us from giving an ETA. For technical reasons, DFHack will be a Steam "App" and not a workshop mod, so there is much more paperwork involved, even for a free, open source application.
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 tested thoroughly with the newest versions. The tools that are untested will show a warning if you try to run them 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 untested.
The in-game interface for running DFHack commands (gui/launcher
) will not show untested 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 autocomplete as normal. Some tools do not compile yet and are not available at all, even when in dev mode.
For those of you using sdl12compat, note that you will need to replace the "SDLreal.dll" file that DFHack installs with the SDL.dll (renamed to "SDLreal.dll") from sdl12compat. While we do not specifically recommend using sdl12compat, we have generally heard positive feedback about it.
Steam deck users: To avoid blocking the screen with the DFHack terminal window, please edit the dfhack-config/init/dfhack.init
file and add a line with the word hide
. This will hide the DFHack terminal and get it out of the way. You can show it again if you need it by running the command show
from gui/launcher
.
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 in the DF settings, and you can show it by entering mining mode or selecting the dump/forbid tool. We're working on making DFHack tools more mouse-aware and accessible.
Highlights
buildingplan, suspendmanager, blueprints directory change, quicksave
Buildingplan
Thank you all for the feedback you've given us about buildingplan over the past week! We're pushing this release out faster than usual in order to address the issues people have run into and to implement your requests:
- Items are now matched and attached correctly to screw pumps and other multi-item buildings
- Buildings with different filter configurations will no longer get "stuck" if one of the building's filters currently matches no items
- Your choice for whether you want to choose specific items is now saved per building type
- You can now attach multiple weapons to spike traps
- You can now filter by clay materials
- You can now filter by whether a slab is engraved
- There is now a "minimize" button to temporarily get the planner overlay out of the way if you would rather use the vanilla UI for placing the current building
- If you want to reset all
buildingplan
settings and filters to defaults, there is now abuildingplan reset
command that you can run fromgui/launcher
Again, we have lots of plans for making buildingplan
better and better, but we'd also love to hear your thoughts about how this version is working for you. Tell us here in this thread or join the "buildingplan feedback" discussion on the DFHack discord: https://dfhack.org/discord
Suspendmanager
Prevent missed corners with the new suspendmanager
(active in video on the right side):
Turn suspendmanager
on in gui/control-panel
:
suspendmanager is replacing the current autounsuspend
tool. It takes over autounsuspend
's job of unsuspending building construction jobs that have become suspended due to inaccessible materials, items temporarily in the way, or worker dwarves getting scared by wildlife. It also solves a common problem that players run into when building walls. If you build a wall with a corner, dwarves often choose to build the corner tile last. This means that by the time they want to build it, they can't get to it, and the wall corner remains forever unbuilt. suspendmanager
detects when this might happen and suspends the adjacent wall construction jobs until the corner tiles are built, getting the job done right the first time and saving you the hassle of manually fixing the problem.
You can enable suspendmanager
in gui/control-panel
. Give it a try!
Blueprint directory change
Tl;dr: player-created blueprints will now be written to the dfhack-config/blueprints
folder. Please move your existing personal blueprints from blueprints
(in the top-level DF game directory) to dfhack-config/blueprints
so quickfort
and gui/quickfort
can continue to find them.
Long version: All of your saved DFHack data is stored in the dfhack-config
folder. This protects it when you upgrade DFHack, makes it easy to find when you're copying it to a new install directory, and, once we get DFHack on Steam, will allow your data to get backed up automatically in the Cloud. Up until now, the blueprints
directory has lived outside of the protected dfhack-config
folder because we wanted to maintain compatibility with the old (but venerable), out-of-process implementation of Quickfort that came with PeridexisErrant's DF Starter Pack. That is no longer relevant, so it's finally time to move blueprints in with the rest of the protected data.
Like many other DFHack tool data libraries, the library blueprints will now be stored in the hack/data
directory. You don't need to worry about those. They'll appear in gui/quickfort
just like they always have.
All you have to do is move your personal blueprints (if any) from the blueprints
folder to the new dfhack-config/blueprints
folder. That folder will be created automatically the first time you start DF after upgrading DFHack, but you can create it manually if you're moving your blueprints before starting DF.
If you have any extra blueprints in your blueprints
directory that are not part of the DFHack blueprint library, for example, the community blueprints that used to come with the Starter Pack, you should move those to dfhack-config/blueprints
too.
Then you can safely delete the old blueprints
directory in the top-level DF folder.
Sorry for the extra work! This will make things easier to manage going forward, though.
Quicksave
Some of you may have noticed that quicksave
has sometimes completed "too quickly" and fails to create a fully usable savegame. After investigation, we've found the additional setup that has to be completed before DF will properly save the game. quicksave
will now reliably create a full autosave whenever it is run. Go forth, and save often!
Generated release notes
New tools, fixes, and improvements
New Scripts
gui/suspendmanager
: graphical configuration interface forsuspendmanager
...
DFHack 50.07-alpha3
This alpha release is compatible with all distributions of DF: Steam, Itch, and Classic.
Installation instructions here: https://docs.dfhack.org/en/latest/docs/Installing.html#installing
Quickstart guide here: https://docs.dfhack.org/en/latest/docs/Quickstart.html#quickstart
Announcements
PSAs
PSAs
Standard alpha release warnings:
- DFHack tools probably won't corrupt your savegame, but it would be really smart to keep backups of the forts that you care about. DFHack may not have fully adapted to the changes in the new version of Dwarf Fortress, and, especially at this early stage of release and ongoing rapid development, there WILL be bugs. Please always inform us quickly about crash bugs. We prioritize getting those fixed first.
- Many tools have not been tested thoroughly with Steam DF. The tools that are untested will show a warning if you try to run them and exit immediately. You can run the command again to override the warning (though of course the tools may not work).
- The in-game interface for running DFHack commands (
gui/launcher
) will not show untested 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 ingui/launcher
and they will autocomplete as normal. Some tools do not compile yet and are not available at all, even when in dev mode.
For those of you using sdl12compat, note that you will need to replace the "SDLreal.dll" file that DFHack installs with the SDL.dll (renamed to "SDLreal.dll") from sdl12compat. While we do not specifically recommend using sdl12compat, we have generally heard positive feedback about it.
Steam deck users: To avoid blocking the screen with the DFHack terminal window, please edit the dfhack-config/init/dfhack.init
file and add a line with the word hide
. This will hide the DFHack terminal and get it out of the way. You can show it again if you need it by running the command show
from gui/launcher
.
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 in the DF settings, and you can show it by entering mining mode or selecting the dump/forbid tool. We're working on making DFHack tools more mouse-aware and accessible.
Highlights
buildingplan, dig-now, gui/dig
Easily plan out buildings before you have materials with buildingplan
:
Ensure your screw pumps are magma-safe with just one click:
Control the quality of items used as materials:
Select which materials you want to build with:
Select specific items if you want to:
Symmetrical shapes with gui/dig
:
The centerpiece feature of this release is buildingplan
. We will be iterating on its design over the next few releases, but this first version is already useful, stable, and ready to help take some of the frustration out of building placement!
buildingplan
lets you place furniture, constructions, and other buildings, regardless of whether the required materials are available. It attaches items as they become available and your dwarves build the buildings when they can. This allows you to focus purely on design elements when you are laying out your fort, and defers item production concerns to a more convenient time.
The buildingplan UI appears over the vanilla widgets when you choose a building type to build, and is intended to be a complete replacement for vanilla building placement. If you find that you just don't like it, you can turn the buildingplan.planner
overlay off in gui/control-panel
. Then please tell us why you don't like it so we can make it better : P
buildingplan
also gives you a few more options when laying down constructions. You can choose the type of staircase that gets built at the top and bottom of a stair designation, for example. You can also choose to place hollow areas instead of solid, for example to easily surround a large area with a wall. It also allows you to place constructions over areas where some tiles cannot be built over. If you try to build a wall through a tree, for example, the tree tile will simply be skipped instead of blocking the entire wall.
buildingplan
gives you whatever level of control you want over how materials are chosen to build your planned buildings:
- You can just click and place buildings and
buildingplan
will choose appropriate materials when they appear. No hassle, no worry. - You can set filters for which materials are acceptable for each type of building you plan. Want your walls all made out of marble blocks? You can configure that with a few clicks, and
buildingplan
will only choose marble blocks to build those walls. Want to use only masterwork, decorated, gold tables for your monarch's dining hall?buildingplan
can do that too. - If you want, and if you have items already available,
buildingplan
can let you choose specific items for the building that you're planning. If you want a particular mix of weapons in your weapon trap, for example, you might want this level of control. - If you are choosing specific items,
buildingplan
will also remember which materials you have chosen recently and put those items at the top of the list (by default) so you can easily find them again.
We have lots of plans for making buildingplan
better and better, but we'd also love to hear your thoughts about how this version is working for you. Tell us here in this thread or join the "buildingplan feedback" discussion on the DFHack discord: https://dfhack.org/discord
See the full docs for buildingplan
here: https://docs.dfhack.org/en/latest/docs/tools/buildingplan.html#buildingplan or just try it out in-game!
Also:
dig-now
now handles designations that have already been converted into active jobs, so you won't be left with an outline of undug tiles anymore. multi-level channeling is now properly handled as well.gui/dig
now allows you to create free-form shapes, and can automatically mirror your lines to create symmetrical shapesstockpiles
allows you to export and import stockpile configurations. This is an early version that only supports a commandline interface. UI integration is coming soon!
Generated release notes
New tools, fixes, and improvements
Fixes
dig-now
: fixed multi-layer channel designations only channeling every second layergui/create-item
: fix generic corpsepiece spawningdfhack.job.isSuitableMaterial
: now properly detects lack of fire and magma safety for vulnerable materials with high melting pointswidgets.HotkeyLabel
: don't trigger on click if the widget is disabled
Misc Improvements
buildingplan
: entirely new UI for building placement, item selection, and materials filtering!dig-now
: added handling of dig designations that have been converted into active jobsgui/create-item
: added ability to spawn 'whole' corpsepieces (every layer of a part)gui/dig
:- Allow placing an extra point (curve) while still placing the second main point
- Allow placing n-point shapes, shape rotation/mirroring
- Allow second bezier point, mirror-mode for freeform shapes, symmetry mode
Removed
automaterial
: all functionality has been merged intobuildingplan
gui.THIN_FRAME
: replaced bygui.INTERIOR_FRAME
API
- Gui focus strings will no longer get the "dfhack/" prefix if the string "dfhack/" already exists in the focus string
Maps::GetBiomeTypeRef
renamed toMaps::getBiomeTypeRef
for consistencyMaps::GetBiomeType
renamed toMaps::getBiomeType
for consistencyMilitary
:- New module for military functionality
- new
makeSquad
to create a squad - changed
getSquadName
to take a squad identifier - new
updateRoomAssignments
for assigning a squad to a barracks and archery range
Lua
dfhack.job.attachJobItem()
: allows you to attach specific items to a jobdfhack.screen.paintTile()
: you can now explicitly clear the interface cursor from a map tile by passing0
as the tile valuegui.INTERIOR_FRAME
: a panel frame style for use in highlighting off interior areas of a UImaps.getBiomeType
: exposed preexisting function to Luawidgets.CycleHotkeyLabel
: addlabel_below
attribute for compact 2-line outputwidgets.FilteredList
: search key matching is now case insensitive by defaultwidgets.Label
: tokentile
properties can now be functions that return a value
Structures
history_eventst
: Removedhistory_event_masterpiece_created_arch_designst
and related enum valueplot_infost
.unk_8
: renamed totheft_intrigues
. Fieldsunk_1
thruunk_8
renamed totarget_item
, ``master...
DFHack 50.07-alpha2
This alpha release is compatible with all distributions of DF: Steam, Itch, and Classic.
Installation instructions here: https://docs.dfhack.org/en/latest/docs/Installing.html#installing
Quickstart guide here: https://docs.dfhack.org/en/latest/docs/Quickstart.html#quickstart
Progress on updating existing DFHack tools is tracked here, and comments from players are welcome if an "untested" tool works for you. If you are waiting for a particular DFHack tool to get updated, please cast your vote for the tools that you'd like us to work on next: https://strawpoll.com/polls/61gDmBRx5Zw
Announcements
PSAs
PSAs
Standard alpha release warnings:
- DFHack tools probably won't corrupt your savegame, but it would be really smart to keep backups of the forts that you care about. DFHack may not have fully adapted to the changes in the new version of Dwarf Fortress, and, especially at this early stage of release and ongoing rapid development, there WILL be bugs. Please always inform us quickly about crash bugs. We prioritize getting those fixed first.
- Many tools have not been tested thoroughly with Steam DF. The tools that are untested will show a warning if you try to run them and exit immediately. You can run the command again to override the warning.
- The in-game interface for running DFHack commands (
gui/launcher
) will not show untested 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 ingui/launcher
and they will autocomplete as normal. Some tools do not compile yet and are not available at all, even when in dev mode.
For those of you using sdl12compat, note that you will need to replace the "SDLreal.dll" file that DFHack installs with the SDL.dll (renamed to "SDLreal.dll") from sdl12compat. While we do not specifically recommend using sdl12compat, we have generally heard positive feedback about it.
Steam deck users: To avoid blocking the screen with the DFHack terminal window, please edit the dfhack-config/init/dfhack.init
file and add a line with the word hide
. This will hide the DFHack terminal and get it out of the way. You can show it again if you need it by running the command show
from gui/launcher
.
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 in the DF settings, and you can show it by entering mining mode or selecting the dump/forbid tool. We're working on making DFHack tools more mouse-aware and accessible.
Highlights
gui/mass-remove, trade screen, gui/dig, updated tools
Clear things away with gui/mass-remove:
Lay down designs with gui/dig:
- The trade screen now has a helper overlay that lets you select all/none for trade in a container, collapse containers, and collapse all categories
gui/mass-remove
allows you to select blocks of buildings and constructions and remove/suspend them all with a single click. Designated buildings that have not yet been built will just disappear. Built buildings/constructions will have a disassembly job created for them, just as if you had clicked the button on the building info sheet.gui/dig
continues to impress with new abilities to create multi-point curves. Spirals, anyone?combine
allows you to combine food/drink of the same type that are sitting in different partially-filled containers in the same stockpile, helping you free up much-needed stockpile space- Literal "highlight" here: clickable DFHack widgets now show a visible highlight when you mouse over them.
Newly tested/updated tools
These are the existing tools that have been reported as working on the tracking spreadsheet. Thank you for all the people who have left comments there detailing which tools work and which ones don't! Your testing allowed us to make these tools available much faster than we otherwise would have.
caravan
: Adjust properties of caravans on the map.clear-smoke
: Remove all FPS-draining smoke from the map.colonies
: Manipulate vermin colonies and hives.deep-embark
: Embark deep underground.devel/annc-monitor
: Track announcements and reports and echo them to the console.fix-retrieve-units
: Allow units stuck offscreen to enter the map.fix/stuck-merchants
: Dismiss merchants that are stuck off the edge of the map.force
: Trigger in-game events.gui/mass-remove
: Mass select buildings and constructions to suspend or remove.reveal-hidden-sites
: Reveal all sites in the world.set-timeskip-duration
: Modify the duration of the pre-game world update.strangemood
: Trigger a strange mood.superdwarf
: Make a dwarf supernaturally speedy.troubleshoot-item
: Inspect properties of the selected item.
Generated release notes
New tools, fixes, and improvements
New Scripts
combine
: combines stacks of food and plant items.
Fixes
autobutcher
: implemented work-around for Dwarf Fortress not setting nicknames properly, so that nicknames created in the in-game interface are detected & protect animals from being butchered properly. Note that nicknames for unnamed units are not currently saved by dwarf fortress - useenable fix/protect-nicks
to fix any nicknames created/removed within dwarf fortress so they can be saved/reloaded when you reload the game.autochop
: generate default names for burrows with no assigned namesautodump
: changed behaviour to only changedump
andforbid
flags if an item is successfully dumped.channel-safely
: fix an out of bounds error regarding the REPORT event listener receiving (presumably) stale id'sconfirm
: fix fps drop when enableddevel/query
: can now properly index vectors in the --table argumentforbid
: fix detection of unreachable items for items in containersgui/blueprint
: correctly use setting presets passed on the commandlinegui/quickfort
: correctly use settings presets passed on the commandlinemakeown
: fixes errors caused by using makeown on an invadernestboxes
: fixed bug causing nestboxes themselves to be forbidden, which prevented citizens from using them to lay eggs. Now only eggs are forbidden.seedwatch
: fix saving and loading of seed stock targetstailor
: block making clothing sized for toads; make replacement clothing orders use the size of the wearer, not the size of the garmenttroubleshoot-item
: fix printing of job details for chosen itemunforbid
: fix detection of unreachable items for items in containersBuildings::StockpileIterator
: fix check for stockpile items on block boundary.
Misc Improvements
- DFHack tool windows that capture mouse clicks (and therefore prevent you from clicking on the "pause" button) now unconditionally pause the game when they open (but you can still unpause with the keyboard if you want to). Examples of this behavior:
gui/quickfort
,gui/blueprint
,gui/liquids
- Stopped mouse clicks from affecting the map when a click on a DFHack screen dismisses the window
autobutcher
: logs activity to the console terminal instead of making disruptive in-game announcementscaravan
: add trade screen overlay that assists with seleting groups of items and collapsing groups in the UIconfirm
: configuration data is now persisted globally.devel/query
: will now search for jobs at the map coordinate highlighted, if no explicit job is highlighted and there is a map tile highlighteddevel/visualize-structure
: now automatically inspects the contents of most pointer fields, rather than inspecting the pointers themselvesgui/gm-editor
will now inspect a selected building itself if the building has no current jobsshowmood
: now shows the number of items needed for cloth and bars in addition to the technically correct but always confusing "total dimension" (150 per bar or 10,000 per cloth)tailor
: add support for adamantine cloth (off by default); improve loggingtroubleshoot-item
:- output as bullet point list with indenting, with item description and ID at top
- reports on items that are hidden, artifacts, in containers, and held by a unit
- reports on the contents of containers with counts for each contained item type
Removed
combine-drinks
: replaced bycombine
combine-plants
: replaced bycombine
API
- Units module: added new predicates for
isGeldable()
,isMarkedForGelding()
, andisPet()
Gui::any_civzone_hotkey
,Gui::getAnyCivZone
,Gui::getSelectedCivZone
: new functions to operate on the new zone system
Lua
dfhack.gui.getSelectedCivZone
: returns the Zone that the user has selected currentlywidgets.FilteredList
: Addededit_on_change
optional parameter to allow a custom callback on filter edit change.widgets.TabBar
: new library widget (migrated from control-panel.lua)
Structures...