Releases: DFHack/dfhack
DFHack 0.47.05-r7
This is the first usability-focused DFHack release. The major new feature is the in-game command launcher with integrated help, autocomplete, command history (including history search), related tools display, and mouse integration.
You can access the new command launcher by clicking on the "[ DFHack Launcher ]" button in the lower left corner of the screen or by tapping the backquote (`) key. If the backquote key isn't convenient or isn't available for your keyboard layout, there is an alternate hotkey of Ctrl-Shift-D.
You can type part of a command to see autocomplete options. Hit Tab or click on an option to autocomplete. To pull a full commandline from your history, hit Alt-S or click on the "history search" button instead. When you type a command, its help text will be displayed in the large panel at the bottom. Hit Enter or click on the 'run" button to run. That's it! More info on the launcher here (which you can also see in-game when you type "gui/launcher" in the command box : )
From the screenshots, you may notice that text areas now have scrollbars. Click on the arrows at the end to scroll by one line, or on the empty area above or below the green part of the bar to scroll by half pages. You can also click on the command text that you are writing to reposition the cursor for editing.
Many thanks to the community members and beta testers who provided feedback on the launcher! Many of the best usability features were suggested by them! In particular, u/ZergTDG, u/Skitlee5, u/Thebuda, and u/tmPreston. You're awesome! Also D.B. Cooper, Quietust, and everyone else on the DFHack discord who gave feedback throughout development.
DFHack help itself has also been overhauled. More than 300 pages of help text has been reformatted and rewritten to make them more informative, easier to read, and easier to understand. Moreover, all DFHack tools are now tagged so that you can find them easier. Try running the new tags command to explore the categories! These tags also control what is in the list of related tools that appears in the right panel of the launcher when you are running a command.
New stuff
Apart from the aforementioned gui/launcher
and tags
, there's a bunch of great new stuff in this release:
- u/wolfboyft wrote the DFHack modding guide, which will get you up to speed if you'd like to explore how to use DFHack to extend your raws modding.
- run
enable gui/kitchen-info
to add more info to the Kitchen screen, including what each ingredient is good for besides cooking. - Hit "D" on the workorder details screen (where you can, say, set which kind of stone to use for a particular workorder) to get more control over the materials used to fulfill workorder jobs.
- We finally have a good way to dynamically limit the size of the next migration wave with
max-wave
and limit growth over time withpop-control
(or even enforce a hermit challenge!). - Get notified when creatures that may steal your food, drinks, or items become visible (e.g. keas) with
warn-stealers
. - DFHack now comes with a super useful library of manager orders! See them with
orders list
and import them into your game withorders import
. Tryorders import library/basic
to get a great set of orders for basic fort necessities! More info here. - DFHack's implementation of DwarfTherapist (
manipulator
-- accessible from the u-l screen) now comes with a library of pre-made professions that you can apply to your dwarves. More info here.
We are also working mouse controls into more of the DFHack tools. For example, you can now move the blueprint preview around by clicking on the map when using gui/quickfort
. You can interact with the map with the mouse in similar ways when using gui/quantum
and gui/blueprint
. Expect more mouse capabilities for DFHack tools in the future!
How to upgrade
A few files have moved around in this release, so if you're upgrading an existing installation, please read this section.
- When upgrading to this release, please remove the
dfhack-config/dwarfmonitor.json
file. It will get regenerated the next time you run DF. If you don't regenerate this file, the weather indicator (e.g. "Rain") will overlap with the new DFHack button in the lower left corner. If you have custom modifications to this file that you'd like to keep, please merge them back in once the file has been regenerated. - DFHack init scripts (
dfhack.init
,onLoad.init
,onMapLoad.init
, etc.) have moved intodfhack-config/init/
. If you have not made any custom modifications to these files, you don't need to do anything. Default configuration will be generated and used. If you have custom changes, please run DF once to generate the default config files and then move just your custom changes into the corresponding init files. See the docs for details. - The history files for the various interactive DFHack commandline tools have moved into
dfhack-config/
. If you want to keep your command histories, please move your existing*.history
files intodfhack-config/
. Note that the newgui/launcher
interface will make the commands in your olddfhack.history
file available for searching even if you never get around to moving that file to the new directory.
And, just like every DFHack release, please remove the hack/
directory in your DF game folder before extracting the new version of DFHack into your DF folder. There were several scripts and other files that were removed in this release. If you don't remove the hack/
directory before upgrading, the old, unusable scripts will clutter the autocomplete list in the command launcher.
DFHack 0.47.05-r7
New Plugins
autobutcher
: split off fromzone
into its own plugin. Note that to enable, the command has changed fromautobutcher start
toenable autobutcher
.autonestbox
: split off fromzone
into its own plugin. Note that to enable, the command has changed fromautonestbox start
toenable autonestbox
.overlay
: display a "DFHack" button in the lower left corner that you can click to start the new GUI command launcher. Thedwarfmonitor
weather display had to be moved to make room for the button. If you are seeing the weather indicator rendered over the overlay button, please remove thedfhack-config/dwarfmonitor.json
file to fix the weather indicator display offset.
New Scripts
gui/kitchen-info
: adds more info to the Kitchen screengui/launcher
: in-game command launcher with autocomplete, history, and context-sensitive helpgui/workorder-details
: adjusts work orders' input item, material, traitsmax-wave
: dynamically limit the next immigration wave, can be set to repeatpop-control
: persistent per fortress population cap,hermit
, andmax-wave
managementwarn-stealers
: warn when creatures that may steal your food, drinks, or items become visible
New Internal Commands
tags
: new built-in command to list the tool category tags and their definitions. tags associated with each tool are visible in the tool help and in the output ofls
.
Fixes
autochop
: designate largest trees for chopping first, instead of the smallestdevel/query
: fixed error when --tile is specifieddig-now
: Fix direction of smoothed walls when adjacent to a door or floodgatedwarf-op
: fixed error when applying the Miner job to dwarvesemigration
: fix emigrant logic so unhappy dwarves leave as designedgui/gm-unit
: allow+
and-
to adjust skill values as intended instead of letting the filter intercept the charactersgui/unit-info-viewer
: fix logic for displaying undead creature namesgui/workflow
: restore functionality to the add/remove/order hotkeys on the workflow status screenquickfort
:Dreamfort <quickfort-blueprint-guide>
blueprint set: declare the hospital zone before building the coffer; otherwise DF fails to stock the hospital with materialsview-item-info
: fixed a couple errors when viewing items without materialsdfhack.buildings.findCivzonesAt
: no longer return duplicate civzones after loading a save with existing civzonesdfhack.run_script
: ensure the arguments passed to scripts are always strings. This allows other scripts to callrun_script
with numeric args and it won't break parameter parsing.job.removeJob()
: ensure jobs are removed from the world list when they are canceled
Misc Improvements
- History files:
dfhack.history
,tiletypes.history
,lua.history
, andliquids.history
have moved to thedfhack-config
directory. I...
DFHack 0.47.05-r6
DFHack 0.47.05-r6
We have some great new visual tools in this release! gui/petitions gives you a scrollable list of your pending (or previous) petitions. Now you no longer have to remember what deity you just agreed to build a temple for : )
gui/quickfort is a brand new UI for Quickfort. You can preview how your blueprint will be applied in the live game map, position it interactively, and see whether the blueprint will be successfully applied before you apply it.
and gui/quantum is a point and click interface for setting up quantum stockpiles. It will even manage the minecarts for you!
New Scripts
assign-minecarts
: automatically assign minecarts to hauling routes that don't have onedeteriorate
: combines, replaces, and extends previousdeteriorateclothes
,deterioratecorpses
, anddeterioratefood
scripts.gui/petitions
: shows petitions. now you can see which guildhall/temple you agreed to build!gui/quantum
: point-and-click tool for creating quantum stockpilesgui/quickfort
: shows blueprint previews on the live map so you can apply them interactivelymodtools/fire-rate
: allows modders to adjust the rate of fire for ranged attacks
Fixes
build-now
: walls built above other walls can now be deconstructed like regularly-built wallseventful
:- fix
eventful.registerReaction
to correctly passcall_native
argument thus allowing canceling vanilla item creation. Updated related documentation. - renamed NEW_UNIT_ACTIVE event to UNIT_NEW_ACTIVE to match the
EventManager
event name - fixed UNIT_NEW_ACTIVE event firing too often
- fix
gui/dfstatus
: no longer count items owned by tradersgui/unit-info-viewer
: fix calculation/labeling of unit sizejob.removeJob()
: fixes regression in DFHack 0.47.05-r5 where items/buildings associated with the job were not getting disassociated when the job is removed. Nowbuild-now
can build buildings andgui/mass-remove
can cancel building deconstruction againwidgets.CycleHotkeyLabel
: allow initial option values to be specified as an index instead of an option value
Misc Improvements
build-now
: buildings that were just designated withbuildingplan
are now built immediately (as long as there are items available to build the buildings with) instead of being skipped until buildingplan gets around to doing its regular scancaravan
: newunload
command, fixes endless unloading at the depot by reconnecting merchant pack animals that were disconnected from their ownersconfirm
:- added a confirmation dialog for removing manager orders
- allow players to pause the confirmation dialog until they exit the current screen
deteriorate
: newnow
command immediately deteriorates items of the specified typesdfhack-examples-guide
:- refine food preparation orders so meal types are chosen intelligently according to the amount of meals that exist and the number of aviailable items to cook with
- reduce required stock of dye for "Dye cloth" orders
- fix material conditions for making jugs and pots
- make wooden jugs by default to differentiate them from other stone tools. this allows players to more easily select jugs out with a properly-configured stockpile (i.e. the new
woodentools
alias)
list-agreements
: now displays translated guild names, worshipped deities, petition age, and race-appropriate professions (e.g. "Craftsdwarf" instead of "Craftsman")quickfort-alias-guide
:- new aliases:
forbidsearch
,permitsearch
, andtogglesearch
use thesearch-plugin
plugin to alter the settings for a filtered list of item types when configuring stockpiles - new aliases:
stonetools
andwoodentools
. thejugs
alias is deprecated. please usestonetools
instead, which is the same as the oldjugs
alias. - new aliases:
usablehair
,permitusablehair
, andforbidusablehair
alter settings for the types of hair/wool that can be made into cloth: sheep, llama, alpaca, and troll. Thecraftrefuse
aliases have been altered to use this alias as well. - new aliases:
forbidthread
,permitthread
,forbidadamantinethread
,permitadamantinethread
,forbidcloth
,permitcloth
,forbidadamantinecloth
, andpermitadamantinecloth
give you more control how adamantine-derived items are stored
- new aliases:
quickfort
:Dreamfort <quickfort-blueprint-guide>
blueprint set improvements: automatically create tavern, library, and temple locations (restricted to residents only by default), automatically associate the rented rooms with the tavernDreamfort <quickfort-blueprint-guide>
blueprint set improvements: new design for the services level, including were-bitten hospital recovery rooms and an appropriately-themed interrogation room next to the jail! Also fits better in a 1x1 embark for minimalist players.
workorder
: a manager is no longer required for orders to be created (matching bevavior in the game itself)
Removed
deteriorateclothes
: please usedeteriorate --types=clothes
insteaddeterioratecorpses
: please usedeteriorate --types=corpses
insteaddeterioratefood
: please usedeteriorate --types=food
insteaddevel/unforbidall
: please useunforbid
instead. You can silence the output withunforbid all --quiet
API
word_wrap
: argumentbool collapse_whitespace
converted to enumword_wrap_whitespace_mode mode
, with valid modesWSMODE_KEEP_ALL
,WSMODE_COLLAPSE_ALL
, andWSMODE_TRIM_LEADING
.
Lua
gui.View
: allView
subclasses (including allWidgets
) can now acquire keyboard focus with the newView:setFocus()
function. See docs for details.materials.ItemTraitsDialog
: new dialog to edit item traits (where "item" is part of a job or work order or similar). The list of traits is the same as in vanilla work order conditions "t
change traits".widgets.EditField
:- the
key_sep
string is now configurable - can now display an optional string label in addition to the activation key
- views that have an
EditField
subview no longer need to manually manage theEditField
activation state and input routing. This is now handled automatically by the newgui.View
keyboard focus subsystem.
- the
widgets.HotkeyLabel
: thekey_sep
string is now configurable
Structures
art_image_elementst
: identify vmethodmarkDiscovered
and second parameter forgetName2
art_image_propertyst
: identify parameters forgetName
building_handler
: fix vmethodget_machine_hookup_list
parametersvermin
: identifycategory
field as new enumworld.unk_26a9a8
: rename toallow_announcements
DFHack 0.47.05-r5
DFHack 0.47.05-r5
New Plugins
spectate
: "spectator mode" -- automatically follows dwarves doing things in your fort
New Scripts
devel/eventful-client
: useful for testing eventful events
New Tweaks
tweak
:partial-items
displays percentage remaining for partially-consumed items such as hospital cloth
Fixes
autofarm
: removed restriction on only planting "discovered" plantscxxrandom
: fixed exception when callingbool_distribution
devel/query
:- fixed a problem printing parents when the starting path had lua pattern special characters in it
- fixed a crash when trying to iterate over linked lists
gui/advfort
: encrust and stud jobs no longer consume reagents without actually improving the target itemluasocket
: return correct status code when closing socket connections so clients can know when to retryquickfort
: contructions and bridges are now properly placed over natural rampssetfps
: keep internal ratio of processing FPS to graphics FPS in sync when updating FPS
Misc Improvements
autochop
:- only designate the amount of trees required to reach
max_logs
- preferably designate larger trees over smaller ones
- only designate the amount of trees required to reach
autonick
:- now displays help instead of modifying dwarf nicknames when run without parameters. use
autonick all
to rename all dwarves. - added
--quiet
and--help
options
- now displays help instead of modifying dwarf nicknames when run without parameters. use
blueprint
:track
phase renamed tocarve
- carved fortifications and (optionally) engravings are now captured in generated blueprints
cursecheck
: new option,--ids
prints creature and race IDs of the cursed creaturedebug
:- DFHack log messages now have configurable headers (e.g. timestamp, origin plugin name, etc.) via the
debugfilter
command of thedebug
plugin - script execution log messages (e.g. "Loading script: dfhack_extras.init" can now be controlled with the
debugfilter
command. To hide the messages, add this line to yourdfhack.init
file:debugfilter set Warning core script
- DFHack log messages now have configurable headers (e.g. timestamp, origin plugin name, etc.) via the
dfhack-examples-guide
:- add mugs to
basic
manager orders onMapLoad_dreamfort.init
remove "cheaty" commands and new tweaks that are now in the defaultdfhack.init-example
file
- add mugs to
dig-now
: handle fortification carvingEventManager
:- add new event type
JOB_STARTED
, triggered when a job first gains a worker - add new event type
UNIT_NEW_ACTIVE
, triggered when a new unit appears on the active list
- add new event type
gui/blueprint
: support newblueprint
options and phasesgui/create-item
: Added "(chain)" annotation text for armours with the [CHAIN_METAL_TEXT] flag setmanipulator
: tweak colors to make the cursor easier to locatequickfort
:- support transformations for blueprints that use expansion syntax
- adjust direction affinity when transforming buildings (e.g. bridges that open to the north now open to the south when rotated 180 degrees)
- automatically adjust cursor movements on the map screen in
#query
and#config
modes when the blueprint is transformed. e.g.{Up}
will be played back as{Right}
when the blueprint is rotated clockwise and the direction key would move the map cursor - new blueprint mode:
#config
; for playing back key sequences that don't involve the map cursor (like configuring hotkeys, changing standing orders, or modifying military uniforms) - API function
apply_blueprint
can now takedata
parameters that are simple strings instead of coordinate maps. This allows easier application of blueprints that are just one cell.
stocks
: allow search terms to match the full item label, even when the label is truncated for lengthtweak
:stable-cursor
now keeps the cursor stable even when the viewport moves a small amountdfhack.init-example
: recently-added tweaks added to exampledfhack.init
file
API
- add functions reverse-engineered from ambushing unit code:
Units::isHidden()
,Units::isFortControlled()
,Units::getOuterContainerRef()
,Items::getOuterContainerRef()
Lua
custom-raw-tokens
: library for accessing tokens added to raws by modsdfhack.units
: Lua wrappers for functions reverse-engineered from ambushing unit code:isHidden(unit)
,isFortControlled(unit)
,getOuterContainerRef(unit)
,getOuterContainerRef(item)
dialogs
:show*
functions now return a reference to the created dialogdwarfmode.enterSidebarMode()
: passingdf.ui_sidebar_mode.DesignateMine
now always results in you enteringDesignateMine
mode and notDesignateChopTrees
, even when you looking at the surface (where the default designation mode isDesignateChopTrees
)dwarfmode.MenuOverlay
:- if
sidebar_mode
attribute is set, automatically manage entering a specific sidebar mode on show and restoring the previous sidebar mode on dismiss - new class function
renderMapOverlay
to assist with painting tiles over the visible map
- if
ensure_key
: new global function for retrieving or dynamically creating Lua table mappingssafe_index
: now properly handles lua sparse tables that are indexed by numbersstring
: new functionescape_pattern()
escapes regex special characters within a stringwidgets
:- unset values in
frame_inset
table default to0
FilteredList
class now allows all punctuation to be typed into the filter and can match search keys that start with punctuation- minimum height of
ListBox
dialog is now calculated correctly when there are no items in the list (e.g. when a filter doesn't match anything) - if
autoarrange_subviews
is set,Panel
\s will now automatically lay out widgets vertically according to their current height. This allows you to have widgets dynamically change height or become visible/hidden and you don't have to worry about recalculating frame layouts - new class
ResizingPanel
(subclass ofPanel
) automatically recalculates its own frame height based on the size, position, and visibility of its subviews - new class
HotkeyLabel
(subclass ofLabel
) that displays and reacts to hotkeys - new class
CycleHotkeyLabel
(subclass ofLabel
) allows users to cycle through a list of options by pressing a hotkey - new class
ToggleHotkeyLabel
(subclass ofCycleHotkeyLabel
) toggles betweenOn
andOff
states - new class
WrappedLabel
(subclass ofLabel
) provides autowrapping of text - new class
TooltipLabel
(subclass ofWrappedLabel
) provides tooltip-like behavior
- unset values in
Structures
adventure_optionst
: add missinggetUnitContainer
vmethodhistorical_figure.T_skills
: addaccount_balance
fieldjob
: addimprovement
field (union withhist_figure_id
andrace
)report_init.flags
: renamesparring
flag tohostile_combat
viewscreen_loadgamest
: add missingLoadingImageSets
andLoadingDivinationSets
enum values tocur_step
field
Documentation
- add more examples to the plugin example skeleton files so they are more informative for a newbie
- update download link and installation instructions for Visual C++ 2015 build tools on Windows
- update information regarding obtaining a compatible Windows build environment
confirm
: correct the command name in the plugin help textcxxrandom
: added usage exampleslua-string
: document DFHack string extensions (startswith()
,endswith()
,split()
,trim()
,wrap()
, andescape_pattern()
)quickfort-blueprint-guide
: added screenshots to the Dreamfort case study and overall clarified textremote-client-libs
: add new Rust client libraryLua API.rst
: addedisHidden(unit)
,isFortControlled(unit)
,getOuterContainerRef(unit)
,getOuterContainerRef(item)
DFHack 0.47.05-r4
This release features extensive improvements to the blueprint
plugin and related gui/blueprint
frontend, along with continued improvements to quickfort
and the large-scale full-fort dreamfort
blueprint set.
DFHack 0.47.05-r4
Fixes
blueprint
:- fixed passing incorrect parameters to
gui/blueprint
when you runblueprint gui
with optional params - key sequences for constructed walls and down stairs are now correct
- fixed passing incorrect parameters to
exportlegends
: fix issue where birth year was outputted as birth secondsquickfort
:- produce a useful error message instead of a code error when a bad query blueprint key sequence leaves the game in a mode that does not have an active cursor
- restore functionality to the
--verbose
commandline flag - don't designate tiles for digging if they are within the bounds of a planned or constructed building
- allow grates, bars, and hatches to be built on flat floor (like DF itself allows)
- allow tracks to be built on hard, natural rock ramps
- allow dig priority to be properly set for track designations
- fix incorrect directions for tracks that extend south or east from a track segment pair specified with expansion syntax (e.g. T(4x4))
- fix parsing of multi-part extended zone configs (e.g. when you set custom supply limits for hospital zones AND set custom flags for a pond)
- fix error when attempting to set a custom limit for plaster powder in a hospital zone
tailor
: fixed some inconsistencies (and possible crashes) when parsing certain subcommands, e.g.tailor help
tiletypes-here
,tiletypes-here-point
: fix crash when running from an unsuspended core context
Misc Improvements
- Core: DFHack now prints the name of the init script it is running to the console and stderr
automaterial
: ensure construction tiles are laid down in order when usingbuildingplan
to plan the constructionsblueprint
:- all blueprint phases are now written to a single file, using
quickfort
multi-blueprint file syntax. to get the old behavior of each phase in its own file, pass the--splitby=phase
parameter toblueprint
- you can now specify the position where the cursor should be when the blueprint is played back with
quickfort
by passing the--playback-start
parameter - generated blueprints now have labels so
quickfort
can address them by name - all building types are now supported
- multi-type stockpiles are now supported
- non-rectangular stockpiles and buildings are now supported
- blueprints are no longer generated for phases that have nothing to do (unless those phases are explicitly enabled on the commandline or gui)
- new "track" phase that discovers and records carved tracks
- new "zone" phase that discovers and records activity zones, including custom configuration for ponds, gathering, and hospitals
- all blueprint phases are now written to a single file, using
dig-now
: no longer leaves behind a designated tile when a tile was designated beneath a tile designated for channelinggui/blueprint
:- support the new
--splitby
and--format
options forblueprint
- hide help text when the screen is too short to display it
- support the new
orders
: addedlist
subcommand to show existing exported ordersquickfort-library-guide
: added light aquifer tap and pump stack blueprints (with step-by-step usage guides) to the quickfort blueprint libraryquickfort
:- Dreamfort blueprint set improvements: added iron and flux stock level indicators on the industry level and a prisoner processing quantum stockpile in the surface barracks. also added help text for how to manage sieges and how to manage prisoners after a siege.
- add
quickfort.apply_blueprint()
API function that can be called directly by other scripts - by default, don't designate tiles for digging that have masterwork engravings on them. quality level to preserve is configurable with the new
--preserve-engravings
param - implement single-tile track aliases so engraved tracks can be specified tile-by-tile just like constructed tracks
- allow blueprints to jump up or down multiple z-levels with a single command (e.g.
#>5
goes down 5 levels) - blueprints can now be repeated up and down a specified number of z-levels via
repeat
markers in meta blueprints or the--repeat
commandline option - blueprints can now be rotated, flipped, and shifted via
transform
andshift
markers in meta blueprints or the corresponding commandline options
quickfort
,dfhack-examples-guide
: Dreamfort blueprint set improvements based on playtesting and feedback. includes updated profession definitions.
Removed
digfort
: please usequickfort
insteadfortplan
: please usequickfort
instead
API
Buildings::findCivzonesAt()
: lookups now complete in constant time instead of linearly scanning through all civzones in the game
Lua
argparse.processArgsGetopt()
: you can now have long form parameters that are not an alias for a short form parameter. For example, you can now have a parameter like--longparam
without needing to have an equivalent one-letter-l
param.dwarfmode.enterSidebarMode()
:df.ui_sidebar_mode.DesignateMine
is now a suported target sidebar mode
Structures
historical_figure_info.spheres
: give spheres vector a usable nameunit.enemy
: fix definition ofenemy_status_slot
and addcombat_side_id
DFHack 0.47.05-r3
DFHack 0.47.05-r3
New Plugins
dig-now
: instantly completes dig designations (including smoothing and carving tracks)
New Scripts
autonick
: gives dwarves unique nicknamesbuild-now
: instantly completes planned building constructionsdo-job-now
: makes a job involving current selection high priorityprioritize
: automatically boosts the priority of current and/or future jobs of specified types, such as hauling food, tanning hides, or pulling leversreveal-adv-map
: exposes/hides all world map tiles in adventure mode
Fixes
- Core:
alt
keydown state is now cleared when DF loses and regains focus, ensuring thealt
modifier state is not stuck on for systems that don't send standard keyup events in response toalt-tab
window manager events - Lua:
memscan.field_offset()
: fixed an issue causingdevel/export-dt-ini
to crash sometimes, especially on Windows autofarm
: autofarm will now count plant growths as well as plants toward its thresholdsautogems
: no longer assigns gem cutting jobs to workshops with gem cutting prohibited in the workshop profiledevel/export-dt-ini
: fixed incorrect vtable address on Windowsquickfort
:- allow machines (e.g. screw pumps) to be built on ramps just like DF allows
- fix error message when the requested label is not found in the blueprint file
Misc Improvements
assign-beliefs
,assign-facets
: now update needs of units that were changedbuildingplan
: now displays which items are attached and which items are still missing for planned buildingsdevel/query
:- updated script to v3.2 (i.e. major rewrite for maintainability/readability)
- merged options
-query
and-querykeys
into-search
- merged options
-depth
and-keydepth
into-maxdepth
- replaced option
-safer
with-excludetypes
and-excludekinds
- improved how tile data is dealt with identification, iteration, and searching
- added option
-findvalue
- added option
-showpaths
to print full data paths instead of nested fields - added option
-nopointers
to disable printing values with memory addresses - added option
-alignto
to set the value column's alignment - added options
-oneline
and alias-1
to avoid using two lines for fields with metadata - added support for matching multiple patterns
- added support for selecting the highlighted job, plant, building, and map block data
- added support for selecting a Lua script (e.g.
dorf_tables
) - added support for selecting a Json file (e.g. dwarf_profiles.json)
- removed options
-listall
,-listfields
, and-listkeys
- these are now simply default behaviour -table
now accepts the same abbreviations (global names,unit
,screen
, etc.) aslua
andgui/gm-editor
dorf_tables
: integrateddevel/query
to show the table definitions when requested with-list
geld
: fixed-help
optiongui/gm-editor
: made search case-insensitiveorders
:- support importing and exporting reaction-specific item conditions, like "lye-containing" for soap production orders
- new
sort
command. sorts orders according to their repeat frequency. this prevents daily orders from blocking other orders for simlar items from ever getting completed.
quickfort
:- Dreamfort blueprint set improvements: extensive revision based on playtesting and feedback. includes updated
onMapLoad_dreamfort.init
settings file, enhanced automation orders, and premade profession definitions. see full changelog at #1921 and #1925 - accept multiple commands, list numbers, and/or blueprint lables on a single commandline
- Dreamfort blueprint set improvements: extensive revision based on playtesting and feedback. includes updated
tailor
: allow user to specify which materials to be used, and in what ordertiletypes-here
,tiletypes-here-point
: add--cursor
and--quiet
options to support non-interactive use casesunretire-anyone
: replaced the 'undead' descriptor with 'reanimated' to make it more mod-friendlywarn-starving
: added an option to only check sane dwarves
API
- The
Items
modulemoveTo*
andremove
functions now handle projectiles
Internals
- Install tests in the scripts repo into hack/scripts/test/scripts when the CMake variable BUILD_TESTS is defined
Lua
- new global function:
safe_pairs(iterable[, iterator_fn])
will iterate over theiterable
(a table or iterable userdata) with theiterator_fn
(pairs
if not otherwise specified) if iteration is possible. If iteration is not possible or would throw an error, for example ifnil
is passed as theiterable
, the iteration is just silently skipped.
Structures
cursed_tomb
: new struct typejob_item
: identified several fieldsocean_wave_maker
: new struct typeworldgen_parms
: moved to new struct type
Documentation
dfhack-examples-guide
: documentation for all ofdreamfort
's supporting files (useful for all forts, not just Dreamfort!)quickfort-library-guide
: updated dreamfort documentation and added screenshots
DFHack 0.47.05-r2
DFHack 0.47.05-r2
New Scripts
clear-webs
: removes all webs on the map and/or frees any webbed creaturesdevel/block-borders
: overlay that displays map block bordersdevel/luacov
: generate code test coverage reports for script development. Define theDFHACK_ENABLE_LUACOV=1
environment variable to start gathering coverage metrics.fix/drop-webs
: causes floating webs to fall to the groundgui/blueprint
: interactive frontend for theblueprint
plugin (with mouse support!)gui/mass-remove
: mass removal/suspension tool for buildings and constructionsreveal-hidden-sites
: exposes all undiscovered sitesset-timeskip-duration
: changes the duration of the "Updating World" process preceding the start of a new game, enabling you to jump in earlier or later than usual
Fixes
- Fixed an issue preventing some external scripts from creating zones and other abstract buildings (see note about room definitions under "Internals")
- Fixed an issue where scrollable text in Lua-based screens could prevent other widgets from scrolling
bodyswap
:- stopped prior party members from tagging along after bodyswapping and reloading the map
- made companions of bodyswapping targets get added to the adventurer party - they can now be viewed using the in-game party system
buildingplan
:- fixed an issue where planned constructions designated with DF's sizing keys (
umkh
) would sometimes be larger than requested - fixed an issue preventing other plugins like
automaterial
from planning constructions if the "enable all" buildingplan setting was turned on - made navigation keys work properly in the materials selection screen when alternate keybindings are used
- fixed an issue where planned constructions designated with DF's sizing keys (
color-schemes
: fixed an error in theregister
subcommand when the DF path contains certain punctuation characterscommand-prompt
: fixed issues where overlays created by running certain commands (e.g.gui/liquids
,gui/teleport
) would not update the parent screen correctlydwarfvet
: fixed a crash that could occur with hospitals overlapping with other buildings in certain waysembark-assistant
: fixed faulty early exit in first search attempt when searching for waterfallsgui/advfort
: fixed an issue where starting a workshop job while not standing at the center of the workshop required advancing time manuallygui/unit-info-viewer
: fixed size description displaying unrelated values instead of sizeorders
: fixed crash when importing orders with malformed IDsquickfort
:- comments in blueprint cells no longer prevent the rest of the row from being read. A cell with a single '#' marker in it, though, will still stop the parser from reading further in the row.
- fixed an off-by-one line number accounting in blueprints with implicit
#dig
modelines - changed to properly detect and report an error on sub-alias params with no values instead of just failing to apply the alias later (if you really want an empty value, use
{Empty}
instead) - improved handling of non-rectangular and non-solid extent-based structures (like fancy-shaped stockpiles and farm plots)
- fixed conversion of numbers to DF keycodes in
#query
blueprints - fixed various errors with cropping across the map edge
- properly reset config to default values in
quickfort reset
even if if thedfhack-config/quickfort/quickfort.txt
config file doesn't mention all config vars. Also now works even if the config file doesn't exist.
stonesense
: fixed a crash that could occur when ctrl+scrolling or closing the Stonesense windowquickfortress.csv
blueprint: fixed refuse stockpile config and prevented stockpiles from covering stairways
Misc Improvements
- Added adjectives to item selection dialogs, used in tools like
gui/create-item
- this makes it possible to differentiate between different types of high/low boots, shields, etc. (some of which are procedurally generated) blueprint
:- made
depth
andname
parameters optional.depth
now defaults to1
(current level only) andname
defaults to "blueprint" depth
can now be negative, which will result in the blueprints being written from the highest z-level to the lowest. Before, blueprints were always written from the lowest z-level to the highest.- added the
--cursor
option to set the starting coordinate for the generated blueprints. A game cursor is no longer necessary if this option is used.
- made
devel/annc-monitor
: addedreport enable|disable
subcommand to filter combat reportsembark-assistant
: slightly improved performance of surveying and improved code a littlegui/advfort
: added workshop name to workshop UIquickfort
:- the Dreamfort blueprint set can now be comfortably built in a 1x1 embark
- added the
--cursor
option for running a blueprint at specific coordinates instead of starting at the game cursor position - added more helpful error messages for invalid modeline markers
- added support for extra space characters in blueprints
- added a warning when an invalid alias is encountered instead of silently ignoring it
- made more quiet when the
--quiet
parameter is specified
setfps
: improved error handlingstonesense
: sped up startup timetweak
hide-priority: changed so that priorities stay hidden (or visible) when exiting and re-entering the designations menuunretire-anyone
: the historical figure selection list now includes theSYN_NAME
(necromancer, vampire, etc) of figures where applicable
API
- Added
dfhack.maps.getPlantAtTile(x, y, z)
anddfhack.maps.getPlantAtTile(pos)
, and updateddfhack.gui.getSelectedPlant()
to use it - Added
dfhack.units.teleport(unit, pos)
Internals
- Room definitions and extents are now created for abstract buildings so callers don't have to initialize the room structure themselves
- The DFHack test harness is now much easier to use for iterative development. Configuration can now be specified on the commandline, there are more test filter options, and the test harness can now easily rerun tests that have been run before.
- The
test/main
command to invoke the test harness has been renamed to justtest
- Unit tests can now use
delay_until(predicate_fn, timeout_frames)
to delay until a condition is met - Unit tests must now match any output expected to be printed via
dfhack.printerr()
- Unit tests now support fortress mode (allowing tests that require a fortress map to be loaded) - note that these tests are skipped by continuous integration for now, pending a suitable test fortress
Lua
- new library:
argparse
is a collection of commandline argument processing functions - new string utility functions:
string:wrap(width)
wraps a string at space-separated word boundariesstring:trim()
removes whitespace characters from the beginning and end of the stringstring:split(delimiter, plain)
splits a string with the given delimiter and returns a table of substrings. ifplain
is specified and set totrue
,delimiter
is interpreted as a literal string instead of as a pattern (the default)
- new utility function:
utils.normalizePath()
: normalizes directory slashes across platoforms to/
and coaleses adjacent directory separators reveal
: now exposesunhideFlood(pos)
functionality to Luaxlsxreader
: added Lua class wrappers for the xlsxreader plugin APIargparse.processArgsGetopt()
(previouslyutils.processArgsGetopt()
):- now returns negative numbers (e.g.
-10
) in the list of positional parameters instead of treating it as an option string equivalent to-1 -0
- now properly handles
--
like GNUgetopt
as a marker to treat all further parameters as non-options - now detects when required arguments to long-form options are missing
- now returns negative numbers (e.g.
gui.dwarfmode
: new function:enterSidebarMode(sidebar_mode, max_esc)
which uses keypresses to get into the specified sidebar mode from whatever the current screen isgui.Painter
: fixed error when callingviewport()
method
Structures
- Identified remaining rhythm beat enum values
ui_advmode.interactions
: identified some fields related to party membersui_advmode_menu
: identified several enum itemsui_advmode
:- idenfitied several fields
- renamed
wait
torest_mode
and changed to an enum with correct values
viewscreen_legendsst.cur_page
: added missingBooks
enum item, which fixes some other values
Documentation
- Added more client library implementations to the remote interface docs
DFHack 0.47.05-r1
DFHack 0.47.05-r1
Fixes
confirm
: stopped exposing alternate names when convicting unitsembark-assistant
: fixed bug in soil depth determination for ocean tilesorders
: don't crash when importing orders with malformed JSONprospector
: improved pre embark rough estimates, particularly for small clustersquickfort
: raw numericquickfort-dig-priorities
(e.g.3
, which is a valid shorthand ford3
) now works when used in .xlsx blueprints
Misc Improvements
autohauler
: allowed theAlchemist
labor to be enabled inmanipulator
and other labor screens so it can be used for its intended purpose of flagging that no hauling labors should be assigned to a dwarf. Before, the only way to set the flag was to use an external program like Dwarf Therapist.embark-assistant
: slightly improved performance of surveyinggui/no-dfhack-init
: clarified how to dismiss dialog that displays when nodfhack.init
file is foundquickfort
:- Dreamfort blueprint set improvements: significant refinements across the entire blueprint set. Dreamfort is now much faster, much more efficient, and much easier to use. The checklist now includes a mini-walkthrough for quick reference. The spreadsheet now also includes embark profile suggestions
- added aliases for configuring masterwork and artifact core quality for all stockpile categories that have them; made it possible to take from multiple stockpiles in the
quantumstop
alias - an active cursor is no longer required for running #notes blueprints (like the dreamfort walkthrough)
- you can now be in any mode with an active cursor when running
#query
blueprints (before you could only be in a few "approved" modes, like look, query, or place) - refined
#query
blueprint sanity checks: cursor should still be on target tile at end of configuration, and it's ok for the screen ID to change if you are destroying (or canceling destruction of) a building - now reports how many work orders were added when generating manager orders from blueprints in the gui dialog
- added
--dry-run
option to process blueprints but not change any game state - you can now specify the number of desired barrels, bins, and wheelbarrows for individual stockpiles when placing them
quickfort orders
on a#place
blueprint will now enqueue manager orders for barrels, bins, or wheelbarrows that are explicitly set in the blueprint.- you can now add alias definitions directly to your blueprint files instead of having to put them in a separate aliases.txt file. makes sharing blueprints with custom alias definitions much easier.
- new commandline options for setting the initial state of the gui dialog. for example:
quickfort gui -l dreamfort notes
will start the dialog filtered for the dreamfort walkthrough blueprints
Structures
- Dropped support for 0.47.03-0.47.04
- Identified scattered enum values (some rhythm beats, a couple of corruption unit thoughts, and a few language name categories)
viewscreen_loadgamest
: renamedcur_step
enumeration to match style ofviewscreen_adopt_regionst
andviewscreen_savegamest
viewscreen_savegamest
: identifiedcur_step
enumeration
Documentation
digfort
: added deprecation warnings - digfort has been replaced byquickfort
fortplan
: added deprecation warnings - fortplan has been replaced byquickfort
DFHack 0.47.05-beta1
DFHack 0.47.05-beta1
This is a beta release for DF 0.47.05. Not many things appear to have changed since 0.47.04, but let us know right away of any problems you encounter with 0.47.05 specifically.
Fixes
embark-assistant
: fixed bug in soil depth determination for ocean tilesorders
: don't crash when importing orders with malformed JSONquickfort
: raw numericquickfort-dig-priorities
(e.g.3
, which is a valid shorthand ford3
) now works when used in .xlsx blueprints
Misc Improvements
quickfort
: new commandline options for setting the initial state of the gui dialog. for example:quickfort gui -l dreamfort notes
will start the dialog filtered for the dreamfort walkthrough blueprints
Structures
- Dropped support for 0.47.03-0.47.04
DFHack 0.47.04-r5
DFHack 0.47.04-r5
New Scripts
gui/quickfort
: fast access to the quickfort interactive dialogworkorder-recheck
: resets the selected work order to theChecking
state
Fixes
embark-assistant
:- fixed order of factors when calculating min temperature
- improved performance of surveying
quickfort
:- fixed eventual crashes when creating zones
- fixed library aliases for tallow and iron, copper, and steel weapons
- zones are now created in the active state by default
- solve rare crash when changing UI modes
search
: fixed crash when searching thek
sidebar and navigating to another tile with certain keys, like<
or>
seedwatch
: fixed an issue where the plugin would disable itself on map loadstockflow
: fixedj
character being intercepted when naming stockpilesstockpiles
: no longer outputs hotkey help text beneathstockflow
hotkey help text
Misc Improvements
- Lua label widgets (used in all standard message boxes) are now scrollable with Up/Down/PgUp/PgDn keys
autofarm
: now fallows farms if all plants have reached the desired countbuildingplan
:- added ability to set global settings from the console, e.g.
buildingplan set boulders false
- added "enable all" option for buildingplan (so you don't have to enable all building types individually). This setting is not persisted (just like quickfort_mode is not persisted), but it can be set from onMapLoad.init
- modified
Planning Mode
status in the UI to show whether the plugin is in quickfort mode, "enable all" mode, or whether just the building type is enabled.
- added ability to set global settings from the console, e.g.
quickfort
:- Dreamfort blueprint set improvements: added a streamlined checklist for all required dreamfort commands and gave names to stockpiles, levers, bridges, and zones
- added aliases for bronze weapons and armor
- added alias for tradeable crafts
- new blueprint mode:
#ignore
, useful for scratch space or personal notes - implement
{Empty}
keycode for use in quickfort aliases; useful for defining blank-by-default alias values - more flexible commandline parsing allowing for more natural parameter ordering (e.g. where you used to have to write
quickfort list dreamfort -l
you can now writequickfort list -l dreamfort
) - print out blueprint names that a
#meta
blueprint is applying so it's easier to understand what meta blueprints are doing - whitespace is now allowed between a marker name and the opening parenthesis in blueprint modelines. for example,
#dig start (5; 5)
is now valid (you used to be required to write#dig start(5; 5)
)
Lua
dfhack.run_command()
: changed to interface directly with the console when possible, which allows interactive commands and commands that detect the console encoding to work properlyprocessArgsGetopt()
added to utils.lua, providing a callback interface for parameter parsing and getopt-like flexibility for parameter ordering and combination (see docs inlibrary/lua/utils.lua
andlibrary/lua/3rdparty/alt_getopt.lua
for details).
Structures
job
: identifiedorder_id
field
Documentation
- Added documentation for Lua's
dfhack.run_command()
and variants
DFHack 0.47.04-r4
DFHack 0.47.04-r4
New Scripts
fix/corrupt-equipment
: fixes some military equipment-related corruption issues that can cause DF crashes
Fixes
- Fixed an issue on some Linux systems where DFHack installed through a package manager would attempt to write files to a non-writable folder (notably when running
exportlegends
orgui/autogems
) adaptation
: fixed handling of units with no cave adaptation suffered yetassign-goals
: fixed error preventing new goals from being createdassign-preferences
: fixed handling of preferences for flourbuildingplan
:- fixed an issue preventing artifacts from being matched when the maximum item quality is set to
artifacts
- stopped erroneously matching items to buildings while the game is paused
- fixed a crash when pressing 0 while having a noble room selected
- fixed an issue preventing artifacts from being matched when the maximum item quality is set to
deathcause
: fixed an error when inspecting certain corpsesdwarfmonitor
: fixed a crash when opening theprefs
screen if units have vague preferencesdwarfvet
: fixed a crash that could occur when discharging patientsembark-assistant
:- fixed an issue causing incursion resource matching (e.g. sand/clay) to skip some tiles if those resources were provided only through incursions
- corrected river size determination by performing it at the MLT level rather than the world tile level
quickfort
:- fixed handling of modifier keys (e.g.
{Ctrl}
or{Alt}
) in query blueprints - fixed misconfiguration of nest boxes, hives, and slabs that were preventing them from being built from build blueprints
- fixed valid placement detection for floor hatches, floor grates, and floor bars (they were erroneously being rejected from open spaces and staircase tops)
- fixed query blueprint statistics being added to the wrong metric when both a query and a zone blueprint are run by the same meta blueprint
- added missing blueprint labels in gui dialog list
- fixed occupancy settings for extent-based structures so that stockpiles can be placed within other stockpiles (e.g. in a checkerboard or bullseye pattern)
- fixed handling of modifier keys (e.g.
search
: fixed an issue where search options might not display if screens were destroyed and recreated programmatically (e.g. withquickfort
)unsuspend
: now leaves buildingplan-managed buildings alone and doesn't unsuspend underwater tasksworkflow
: fixed an error when creating constraints on "mill plants" jobs and some other plant-related jobszone
: fixed an issue causing theenumnick
subcommand to run when attempting to runassign
,unassign
, orslaughter
Misc Improvements
buildingplan
:- added support for all buildings, furniture, and constructions (except for instruments)
- added support for respecting building job_item filters when matching items, so you can set your own programmatic filters for buildings before submitting them to buildingplan
- changed default filter setting for max quality from
artifact
tomasterwork
- changed min quality adjustment hotkeys from 'qw' to 'QW' to avoid conflict with existing hotkeys for setting roller speed - also changed max quality adjustment hotkeys from 'QW' to 'AS' to make room for the min quality hotkey changes
- added a new global settings page accessible via the
G
hotkey when on any building build screen;Quickfort Mode
toggle for legacy Python Quickfort has been moved to this page - added new global settings for whether generic building materials should match blocks, boulders, logs, and/or bars - defaults are everything but bars
devel/export-dt-ini
: updated for Dwarf Therapist 41.2.0embark-assistant
: split the lair types displayed on the local map into mound, burrow, and lairgui/advfort
: added support for linking to hatches and pressure plates with mechanismsmodtools/add-syndrome
: added support for specifying syndrome IDs instead of namesprobe
: added more output for designations and tile occupancyquickfort
:- The Dreamfort sample blueprints now have complete walkthroughs for each fort level and importable orders that automate basic fort stock management
- added more blueprints to the blueprints library: several bedroom layouts, the Saracen Crypts, and the complete fortress example from Python Quickfort: TheQuickFortress
- query blueprint aliases can now accept parameters for dynamic expansion - see dfhack-config/quickfort/aliases.txt for details
- alias names can now include dashes and underscores (in addition to letters and numbers)
- improved speed of first call to
quickfort list
significantly, especially for large blueprint libraries - added
query_unsafe
setting to disable query blueprint error checking - useful for query blueprints that send unusual key sequences - added support for bookcases, display cases, and offering places (altars)
- added configuration support for zone pit/pond, gather, and hospital sub-menus in zone blueprints
- removed
buildings_use_blocks
setting and replaced it with more flexible functionality inbuildingplan
- added support for creating uninitialized stockpiles with :kbd:
c
API
buildingplan
: added Lua interface APIBuildings::setSize()
: changed to reuse existing extents when possibledfhack.job.isSuitableMaterial()
: added an item type parameter so thenon_economic
flag can be properly handled (it was being matched for all item types instead of just boulders)
Lua
utils.addressof()
: fixed for raw userdata
Structures
building_extents_type
: new enum, used forbuilding_extents.extents
world_mountain_peak
: new struct (was previously inline) - used inworld_data.mountain_peaks
Documentation
- Quickfort alias guide: alias syntax and alias standard library documentation for
quickfort
blueprints - Quickfort library guide: overview of the quickfort blueprint library