Q: How do I download DFHack?
A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip
. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.
This beta release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.
Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods
directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!
What needs testing?
agitation-rebalance updates
agitation-rebalance updates
agitation-rebalance
has seen significant internal improvements, especially around the calculations of chance of invasion. In the previous beta, after a cavern invasion, you'd see the cavern danger level immediately drop to None and then, after sufficient subsequent irritation, it would jump to High in one go.
Now, after clearing an invasion, you'll see your chances of a subsequent invasion smoothly increase from Low to High as you chop more trees and make more noise, which is much closer to the behavior agitation-rebalance
provides on the surface for agitated wildlife attacks. Moreover, if you have the monitor panel visible, you will not see the danger level of the caverns update until you clear the current invasion. This is to avoid spoiling exactly when and where a cavern invasion has occurred. This mod is supposed to fix the mechanics of irritation -- it's not supposed to spoil the surprise when it happens!
Announcements
PSAs
PSAs
As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about.
Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable".
The in-game interface for running DFHack commands (gui/launcher
) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher
and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode.
If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor
). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.
Changelog
New tools, fixes, and improvements
New Tools
fix/ownership
: fix instances of multiple citizens claiming the same items, resulting in "Store owned item" job loopsmodtools/if-entity
: (reinstated) modder's resource for triggering scripted content depending on the race of the loaded fort
Fixes
autoclothing
: don't produce clothes for dead unitscaravan
: fix trade price calculations when the same item was requested for both import and export
Misc Improvements
- Many tools that previously only worked for citizens or only for dwarves now work for all citizens and residents, e.g.
fastdwarf
,rejuvenate
, etc. allneeds
:- select a dwarf in the UI to see a summary of needs for just that dwarf
- provide options for sorting the cumulative needs by different criteria
buildingplan
: persist hiding of unavailable materials between filterselection invocationsdwarfvet
:- automatically unassign animals from pastures when they need treatment so they can make their way to the hospital. reassign them to their original pasture when treatment is complete.
- ignore animals assigned to cages or restraints
gui/notify
: Shift click or Shift Enter on a zoomable notification to zoom to previous targetprioritize
: print out custom reaction and hauling jobs in the same format that is used forprioritize
command arguments so the player can just copy and paste
API
Units::getCitizens
: now includes residents by defaultUnits::isResident
: property check for residents (as opposed to citizens)
Lua
dfhack.units.getCitizens
: now includes residents by default
Structures
activity_event
: identify fields and type valuesunit
: identify and define many previously unknown fields, types, and enums