github DFHack/dfhack 53.16-r4rc1
DFHack 53.16-r4rc1

pre-release6 hours ago

Q: How do I download DFHack?

A: Either add to your Steam library from our Steam page or scroll to the latest release on our GitHub releases page, expand the "Assets" list, and download the file for your platform (e.g. dfhack-XX.XX-rX-Windows-64bit.zip. If you are on Windows and are manually installing from the zip file, please remember to right click on the file after downloading, open the file properties, and select the "Unblock" checkbox. This will prevent issues with Windows antivirus programs.


This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.

Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!

Highlights

New and improved features, Bug fixes

New and improved features

Autofarm now better understands plant growths (leaves, fruit, etc.), can be disabled for specific farm fields, and has a GUI for controlling its configuration.

Bug fixes

A minor but potentially annoying issue with labormanager has been squashed, and several other minor bugs have been fixed; see the changelog for details.

Announcements

PSAs

PSAs

As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about.

Some 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 listed as "unavailable" in the docs do not compile yet and are not accessible 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

  • gui/autofarm: configuration interface for the autofarm plugin; also accessible from the controls on the farm plot information sheet

New Features

  • autofarm:
    • farm plots can now be individually excluded from autofarm management via new controls on the farm plot information sheet, which also warn when a farm's crops are being managed by autofarm
    • thresholds can now be assigned to specific growth products of a plant (e.g. BUSH_QUARRY:LEAVES), so crops that are grown for their growth items can be farmed to a target amount of that product

Fixes

  • Core: Windows console editing will no longer move the cursor to the next line or scroll the screen when the length of the text being edited exceeds the screen width.
  • autofarm: farms that span multiple biomes are now handled correctly: crops that can grow in any of the farm's biomes can be assigned to the farm, instead of only using the biome of the farm's center tile
  • labormanager: the modern engine's labor-mismatch probe no longer enables unmanaged labors on idle units or specialists, and no longer re-probes postings that can never be claimed (#6028)
  • RemoteFortressReader: ensured creature and caste names and caste descriptions in GetCreatureRaws/GetPartialCreatureRaws are transmitted in UTF-8 instead of CP437
  • Units::teleport don't teleport units (except ghosts) into walls or impassable parts of buildings; don't teleport into or out of hidden tiles.
  • Units::teleport teleport babies along with their mothers, teleport merchant wagon-riders with their wagons. don't break links between wagons & their riders.
  • Units::teleport when using teleport to separate a dragged unit from a dragger unit, clean up the links between the two.
  • Units::teleport when using teleport to separate a rider/carried unit from its mount/carrying unit, clean up the links between the two.

Misc Improvements

  • autofarm: farms that span multiple biomes are now handled correctly: crops that can grow in any of the farm's biomes can be assigned to the farm, instead of only using the biome of the farm's center tile
  • eventful: onJobCompleted now fires for jobs that are deleted the same tick they complete (e.g. HarvestPlants), detected via the worker's Job unit action timer
  • Units::teleport can now remove units from cages & chains, and will cancel any associated uncage/unchain jobs.
  • Units::teleport when teleporting a merchant dragging a pack animal, also teleport the animal.

Lua

  • dfhack.timeout_until: new function to schedule a callback to run on a specified in-game tick

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