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