
DFHack - Dwarf Fortress Modding Engine
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DFHack 51.11-r1.2Apr 22, 2025 - Community AnnouncementsQuick patch to fix a crashes in preserve-rooms and preserve-tombs when an invalid unit is assigned to a zone.DFHack 51.11-r1Apr 21, 2025 - Community AnnouncementsThis release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Install DFHack from SteamManual installQuickstart guide (for players)Modding guide (for modders) 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! HighlightsBreak up brawls Both fix/loyaltycascade and makeown now take the extra step of calming any brawls that your citizens are involved in. If a particular captured and tamed pet is acting unruly (e.g. a Roc attacking your military or random visitors), select it and run makeown to remove it from any conflicts it may have been involved in before you tamed it. Likewise, fix/loyaltycascade will now break up tavern brawls. Tavern brawls aren't true "loyalty cascades", since the brawlers aren't actually enemies of your civilization. However, it really looks like a loyalty cascade, and this is the tool that players tend to try when a tavern brawl spirals out of control. And remember the old fortress adage: "To your alcohol stocks pay mind, but keep those tavern keepers unassigned!". AnnouncementsPSAs 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. ChangelogFixestext widgets no longer lose their cursor when the Ctrl-a (select all) hotkey is pressed when...DFHack 51.10-r1Apr 3, 2025 - Community AnnouncementsCompatibility with DF 51.10DFHack 51.09-r1Apr 2, 2025 - Community AnnouncementsThis release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Install DFHack from SteamManual installQuickstart guide (for players)Modding guide (for modders) 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! HighlightsNew toolbar icons for popular tools By popular demand, gui/sitemap now has an icon on the main toolbar at the bottom of the screen. Click this button to quickly find and zoom to (or follow) units, locations (like your guildhalls and hospital), or artifacts. You can search by either native names or translated names for units and artifacts. If you prefer hotkeys, the Ctrl-g hotkey for gui/sitemap still works as it always has. {STEAM_CLAN_IMAGE}/43878825/76ba9a4ddd584fd020a44a8cef0bf942d8a62c1c.png Similarly gui/mass-remove now has a toolbar button that shows when you click the vanilla "eraser" toolbar icon. The new button shows up next to the other "remove" icons. gui/mass-remove allows you to area select to remove any combination of constructions, buildings, stockpiles, and zones. For buildings and constructions, you also have the option to only remove those that are fully built, those that are planned but not yet built, or both. {STEAM_CLAN_IMAGE}/43878825/33141fa2909984494047701553451cf6c45876b0.png AnnouncementsPSAs 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 toggl...DFHack 51.08-r1Mar 13, 2025 - Community AnnouncementsQ: 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. If you are on the Steam DF experimental branch, please also switch DFHack to its experimental branch in your Steam client. This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Install DFHack from SteamManual installQuickstart guide (for players)Modding guide (for modders) 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! ChangelogMisc ImprovementsCompatibility update for DF 51.08Please see release notes for 51.07-r1 for recent changesDFHack 51.07-r1Mar 12, 2025 - Community AnnouncementsQ: 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. If you are on the Steam DF experimental branch, please also switch DFHack to its experimental branch in your Steam client. This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Install DFHack from SteamManual installQuickstart guide (for players)Modding guide (for modders) 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! HighlightsAdventure mode support for gui/journal Now you can keep an in-game journal of your adventures! Run gui/journal and you'll get a per-adventurer journal to write in. It is saved with your adventures, and if you retire and later unretire that same adventurer, their journal will still be with them. Follow your dwarves like a pro, or watch them like a fish tank The spectate tool has had a complete overhaul, and is now integrated into the vanilla follow mode. There are lots of ways you can interact with it. If you start following a dwarf by clicking on the vanilla "camera" button, you'll see that the little panel that shows up in the lower left corner has a few more widgets on it. You can hit the right arrow key (or click on the icon) to follow another target, or you can hit the left arrow key (or click on the icon) to follow the previous target. This means you can quickly switch to a new dwarf and then back to a previous dwarf just by tapping the arrow keys. {STEAM_CLAN_IMAGE}/43878825/d515189cc31ea3e11d14409bbb28860e3d7d5e96.png There is also an indicator for whether "spectate mode" is on. If you turn it on, you can let the game run and spectate will periodically shift the camera to follow a different dwarf. If you've managed to get your fort into a stable state, this is a good way to sit back, relax, and watch your dwarves like a fish tank. {STEAM_CLAN_IMAGE}/43878825/b9c068d0ce5bbf056cffd0fd0fb5de109a046712.png How does it choose the next dwarf to follow? It's random, but you can tweak how it chooses targets with the new gui/spectate interface. You can launch it by clicking on the gear icon on the follow panel, where the new left and right arrow widgets are. You c...DFHack 51.06-r2rc1 (beta)Feb 28, 2025 - Community AnnouncementsThis is a beta release. To install, select the beta branch for DFHack in your Steam client. If you are on the Steam DF experimental branch, please select the experimental branch for DFHack in your Steam client. This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Install DFHack from SteamManual installQuickstart guide (for players)Modding guide (for modders) 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! HighlightsFollow your dwarves like a pro, or watch them like a fish tank The spectate tool has had a complete overhaul, and is now integrated into the vanilla follow mode. There are lots of ways you can interact with it. If you start following a dwarf by clicking on the vanilla "camera" button, you'll see that the little panel that shows up in the lower left corner has a few more widgets on it. You can hit the right arrow key (or click on the icon) to follow another target, or you can hit the left arrow key (or click on the icon) to follow the previous target. This means you can quickly switch to a new dwarf and then back to a previous dwarf just by tapping the arrow keys. {STEAM_CLAN_IMAGE}/43878825/d515189cc31ea3e11d14409bbb28860e3d7d5e96.png There is also an indicator for whether "spectate mode" is on. If you turn it on, you can let the game run and spectate will periodically shift the camera to follow a different dwarf. If you've managed to get your fort into a stable state, this is a good way to sit back, relax, and watch your dwarves like a fish tank. {STEAM_CLAN_IMAGE}/43878825/b9c068d0ce5bbf056cffd0fd0fb5de109a046712.png How does it choose the next dwarf to follow? It's random, but you can tweak how it chooses targets with the new gui/spectate interface. You can launch it by clicking on the gear icon on the follow panel, where the new left and right arrow widgets are. You can choose which kinds of units other than your own dwarves to include as possible targets, like livestock, enemies, or visitors. By default, the camera will prefer to follow units that are in combat and units that have newly arrived on the map. {STEAM_CLAN_IMAGE}/43878825/0c5148121627eef4d666232c301e8600fd949b15.png If spectate mode is enabled and the new "cinematic action" option is on, the camera will even switch targets more quickly when there is combat afoot! If the "Auto unpause" option is on, events that would normally pause the game, like sieges or artifact announcements, will not pause the game at all. This allows a "true" fish tank mode where you can see your beautiful fort rise and fall of it...DFHack 51.06-r1Feb 26, 2025 - Community AnnouncementsCompatibility update for DF 51.06DFHack 51.05-r1Feb 12, 2025 - Community AnnouncementsThis release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Install DFHack from SteamManual installQuickstart guide (for players)Modding guide (for modders) 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! AnnouncementsPSAs 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 This is a compatibility release for DF 51.05 and has no new features since DFHack 51.04-r1.1. DFHack 51.04-r1.1Feb 2, 2025 - Community AnnouncementsThis release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Currently, each distribution channel of DF has a different version. This release of DFHack is specifically compatible with: Dwarf Fortress 51.04 on SteamDwarf Fortress 51.03 on ItchDwarf Fortress 51.02 Classic----Install DFHack from SteamManual installQuickstart guide (for players)Modding guide (for modders) 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! ChangelogNew Featuresstonesense:added option EXTRUDE_TILES to slightly expand sprite to avoid gaps (on by default)added option PIXELPERFECT_ZOOM to change the zoom scale to avoid gaps (off by default)added back minecart track graphicsFixesCtrl-a hotkeys have been changed to something else (Ctrl-n) for tools that also have an editable text field, where Ctrl-a is interpreted as select all textadvtools: fix dfhack-added conversation options not appearing in the ask whereabouts conversation treegui/launcher:ensure commandline is fully visible when searching through history and switching from a very long command to a short commandflatten text when pasting multi-line text from the clipboardgui/rename: fix error when changing the language of a unit's namestonesense:fixed announcement text rendering off-screen with larger font sizesscreen dimensions are now properly set when overriden by a window managerfixed glass cabinets and bookcases being misaligned by 1 pixelfixed unrevealed walls being hidden by defaultvampires no longer show their true name when they shouldn'tfixed debug performance timers to show milliseconds as intendedCACHE_IMAGES now disables mipmapping, stopping sprites from going transparentfixed issue where depth borders wouldn't be rendered for some wallsfixed issue where tiles near the bottom edge would be culledMisc Improvementsassign-preferences: new --show option to display the preferences of the selected unitpref-adjust: new show command to display the preferences of the selected unitstonesense:improved the way altars lookfog no longer unnecessarily renders to a separate bitmapadded new connective tiles for pools of blood and vomitRemovedgui/control-panel: removed craft-age-wear tweak for Windows users; the tweak doesn't currently load on WindowsAPICore :: getUnpausedMs: new API for getting unpaused ms since load in a fort-mode gameDFHack 51.04-r1Jan 27, 2025 - Community AnnouncementsCompatibility with DF 51.04DFHack 51.03-r1Jan 25, 2025 - Community AnnouncementsThis release is just a quick compatibility update for the latest stable DF release (51.03). ChangelogFixesgui/gm-editor: fix Enter key not being recognized for opening the selected objectDFHack 51.02-r1Jan 23, 2025 - Community AnnouncementsThis release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Install DFHack from SteamManual installQuickstart guide (for players)Modding guide (for modders) 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! AnnouncementsPSAs 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. ChangelogFixesdeathcause: fix error when retrieving the name of a historical figureMisc ImprovementsDFHack edit field widgets, such as the commandline editor in gui/launcher, now support text selection and other advanced text editing features from gui/journalstonesense:keybinds.txt config file is now read from dfhack-config/stonesense/keybinds.txtadded some missing artwork for bookcases, displays, and offering placesreorganized the position of some existing art to be more intuitiveadded index numbers empty sprite slots to aid in making the xml files for the spriteszoom levels in stonesense now mirror the main game when in follow modeDFHack 50.15-r2Jan 17, 2025 - Community AnnouncementsQ: 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. Install DFHack from SteamManual installQuickstart guide (for players)Modding guide (for modders) 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! HighlightsThe stonesense stands up Stonesense, the beloved tool that renders your fortress in 3D, has seen some serious love in this release. Thanks to the efforts of new contributor Squid Coder and our own Rome of Oxtrot, longstanding crash bugs are fixed and many quality of life features are added. {STEAM_CLAN_IMAGE}/43878825/159e2f9e7abfd25a249f5c43c0ad3a5ba1aae1e0.png Here are some new things to try: Hit semicolon (;) to toggle fog (huge performance boost)Hit a to toggle announcements (which are now neatly tucked away in the lower right corner) You can edit the startup configuration in the new dfhack-config/stonesense/init.txt file. For example, you can set the initial window size to 1920x1200 or increase the size of the font used to render text. Give it a try if you haven't already! It can be breathtaking to see your fortress creations in full 3D! Rescue missions for lost squads Occasionally, squads that you send out on a mission get stuck on the world map. They lose their ability to navigate and are unable to return to your fortress. This tool allows a messenger that is returning from a holding or any other of your squads that is returning from a mission to rescue the lost squad along the way and bring them home. {STEAM_CLAN_IMAGE}/43878825/3915f94719175c37ef63e57a2b94c68e8951ce9a.png This fix is enabled by default in the DFHack control panel, so you don't need to do anything special to benefit from it. However, it is still up to you to send out a messenger or squad that can be tasked with the rescue. If you have a holding that is linked to your fort, you can send out a messenger – you don’t have to actually request any workers. Otherwise, you can send a squad out on a mission with minimal risk, like “Demand one-time tribute”. This tool is also integrated with the DFHack notifcation pan...DFHack 50.15-r1Dec 12, 2024 - Community AnnouncementsA quick compatibility update for 50.15. No new features beyond the major release just announced yesterday: https://steamcommunity.com/games/2346660/announcements/detail/519699278946371794DFHack 50.14-r2.1Dec 10, 2024 - Community AnnouncementsThis release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. If you are running the DF Steam-only adventure beta, please download by subscribing to DFHack's adventure-beta branch on Steam. Install DFHack from SteamManual installQuickstart guide (for players)Modding guide (for modders) 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! HighlightsUnstick stuck wildlife Have you noticed that wildlife sometimes gets stuck on the map? This happens most frequently with birds who just seem to freeze in mid-air, but you will also find the occasional giant elephant stuck in a tree (take that, physics!). Stuck wildlife causes issues because they prevent any new wildlife from entering the map, reducing the player's opportunity for FUN. When the wildlife system is working properly, a small group of creatures enters the map, wanders around for a while (or aggressively attacks you if it is an agitated group), and then leaves the map. Once all members of the group have left, have been killed, or have been caught in cages, then a new wave (potentially of a different species/agitation level) can enter the map. You can run the fix/wildlife script without parameters to immediately remove currently stuck wildlife, or you can enable it in gui/control-panel on the Bug Fixes tab to monitor and manage wildlife in the background. When enabled from the control panel, it will monitor for stuck wildlife and remove wildlife that has been stuck for 7 days. {STEAM_CLAN_IMAGE}/43878825/ef99845f7e9fce9ceaee7b7cf0b62a57563f238c.png Unlike most bugfixes, this one is not enabled by default since some players like to keep wildlife around for creative purposes (e.g. for intentionally stalling wildlife waves or for controlled startling of friendly necromancers). These players can selectively ignore the wildlife they want to keep captive before they enable fix/wildlife. {STEAM_CLAN_IMAGE}/43878825/a38a2daf98b4362e466560a2306a9d3992a588da.gif In related news, the force command has gained the ability to spawn new waves of wildlife: force Wildlife will allow a new wave of wildlife to enter the map regardless of how much wildlife is already wandering around. Have fun : ) Improved lifestyles for immortals There's no question about it: being immortal is tough! Fort citizens who are immortal (like necromancers or vampires) have no bodily reason to eat or drink. However, they still have personality needs that can only be satisfied by eating or drinking! Despite not needing the nourishment, they can become distracted and unhappy when they...DFHack 50.14-r1Sep 26, 2024 - Community AnnouncementsThis release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Install DFHack from SteamManual installQuickstart guide (for players)Modding guide (for modders) 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! AnnouncementsPSAs 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. ChangelogFixesautobutcher: fix regression in ordering of butcherable animalspreserve-rooms: don't reserve a room for citizens that you expel from the fortDFHack 50.13-r5Sep 15, 2024 - Community AnnouncementsOn Steam, this release is available on the DFHack default "None" channel (for DF 50.13), the adventure-beta channel (for DF 51.01-beta), and the 50.14testing channel (for DF 50.14-beta). This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Install DFHack from SteamManual installQuickstart guide (for players)Modding guide (for modders) 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! HighlightsIdle crafting Dwarves will now have to option to go craft something when they have the need. The only thing you have to do is designate a Craftsdwarf's workshop as a place where dwarves can elect to go to do their crafting. At the bottom of the "Workers" tab, you'll now see an option for "Allow idle dwarves to satisfy crafting needs". The option will only be toggleable if the workshop is not already assigned to a master. If you set this option to "yes", then you'll see crafting jobs start to appear as your idle dwarves figure it's time to go craft something. Feel free to trade those crafts away to the next caravan! Although you can designate any Craftsdwarf's workshop as an idle crafting designation, this feature works best if you build a separate Craftsdwarf's workshop (or two) specifically for idle crafting. If you set the number of "General work orders allowed" to zero on the "Work orders" tab for the workshop then the workshop is kept free for dwarves to use in their down time. If you have the "Permitted General Work Order Labors" customized for the workshop, the kinds of crafting jobs that dwarves will do there will respect the setting. Note that you must have at least one of Stonecrafting or Bone Carving enabled for the workshop to be used for idle crafting. You can also link the workshop to a stockpile to control which materials will be used for the crafts. {STEAM_CLAN_IMAGE}/43878825/74bca2575733851871d98d355300f008834bd775.png Room reservations This is actually two features in one: a bugfix and a quality of life tool. The bugfix part takes effect automatically when a unit leaves the map. The most common situation is a squad going out on a raid. You may have noticed that when a unit leaves the map, they lose ownership of all their rooms. If you have carefully assigned specific bedrooms to your squad members, you'll be annoyed to see the rooms snagged by some random dwarf while your squad is away. This is even more impactful if you have nobility or administrators in the squad: their room requirements will be suddenly unmet. Now, when your units leave the map, their room will be reserve...DFHack 50.13-r5rc1Sep 8, 2024 - Community AnnouncementsThis beta release is available on the DFHack "beta" channel (for DF 50.13), the "adventure-beta" channel (for DF 51.01-beta), and the "50.14testing" channel (for DF 50.14-beta). This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Install DFHack from SteamManual installQuickstart guide (for players)Modding guide (for modders) 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! HighlightsIdle crafting Dwarves will now have to option to go craft something when they have the need. The only thing you have to do is designate a Craftsdwarf's workshop as a place where dwarves can elect to go to do their crafting. At the bottom of the "Workers" tab, you'll now see an option for "Allow idle dwarves to satisfy crafting needs". The option will only be toggleable if the workshop is not assigned to a master. If you set this option to "yes", then you'll see crafting jobs start to appear as your idle dwarves figure it's time to go craft something. Feel free to trade those crafts away to the next caravan. This feature works best if you build a separate Craftsdwarf's workshop (or two) specifically for idle crafting, and you set the number of "General work orders allowed" to zero on the "Work orders" tab for the workshop. That way, the workshop is kept free for dwarves to use in their down time. If you have the "Permitted General Work Order Labors" customized for the workshop, the kinds of crafting jobs that dwarves will do there will respect the setting. Note that you must have at least one of Stonecrafting or Bone Carving enabled for the workshop to be used for idle crafting. {STEAM_CLAN_IMAGE}/43878825/08485037c4002b00b4b86eea071918a6e71ab867.png Room reservations This is actually two things in one: a bugfix and a quality of life tool. The bugfix part takes effect automatically when a unit leaves the map. The most common situation is a squad going out on a raid. You may have noticed that when a unit leaves the map, they lose ownership of all their rooms. If you have carefully assigned specific bedrooms to your squad members, you'll be annoyed to see the rooms snagged by some random dwarf while your squad is away. This is even more impactful if you have nobility or administrators in the squad: their room requirements will be suddenly unmet. Now, when your units leave the map, their room will be reserved in their name for when they get back. The room's zone will be disabled, and you'll see a message when you click on the zone telling you who the room is reserved for. You have the option of cancelling...DFHack 50.13-r4Aug 4, 2024 - Community AnnouncementsIf you are subscribed to the DF adventure beta (the DF "beta" branch), please subscribe to the DFHack "adventure-beta" branch for a compatible build. This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic. Install DFHack from SteamManual installQuickstart guide (for players)Modding guide (for modders) 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! HighlightsTable of contents in gui/journal Community contributor psychowico has continued to deliver improvements to gui/journal. It now supports markdown syntax for section headers, and it will automatically build a hyperlinked table of contents as you add the headers. {STEAM_CLAN_IMAGE}/43878825/8a36491d296081c55e3006a758664330ed30270a.png To add a header, start a line with "# ", e.g. "# Fortress goals". You can add level 2 subheadings with "## ", and so on. Due to the tool's popularity, there is now a global hotkey (in fort mode) for launching gui/journal: Ctrl-j timestream bugfixes and improvements The FPS fixer timestream has been significantly refined for better behavior at the highest FPS improvement levels. For example, jobs were not being generated quickly enough for the accelerated calendar rate. Also, some non-skill-based jobs, like eating and drinking, were taking too long to complete. With the updates, dwarves will no longer be left jobless or get stuck in the booze stockpile with seemingly unquenchable thirst. AnnouncementsPSAs 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 t...
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