Releases: DFHack/dfhack
DFHack 51.04-r1.1
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.
Currently, each distribution channel of DF has a different version. This release of DFHack is specifically compatible with:
- Dwarf Fortress 51.04 on Steam
- Dwarf Fortress 51.03 on Itch
- Dwarf Fortress 51.02 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.
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 Features
stonesense
:- 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 graphics
- added option
Fixes
- Ctrl-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 text
advtools
: 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 command
- flatten text when pasting multi-line text from the clipboard
gui/rename
: fix error when changing the language of a unit's namestonesense
:- fixed announcement text rendering off-screen with larger font sizes
- screen dimensions are now properly set when overriden by a window manager
- fixed glass cabinets and bookcases being misaligned by 1 pixel
- fixed unrevealed walls being hidden by default
- vampires no longer show their true name when they shouldn't
- fixed debug performance timers to show milliseconds as intended
CACHE_IMAGES
now disables mipmapping, stopping sprites from going transparent- fixed issue where depth borders wouldn't be rendered for some walls
- fixed issue where tiles near the bottom edge would be culled
Misc Improvements
assign-preferences
: new--show
option to display the preferences of the selected unitpref-adjust
: newshow
command to display the preferences of the selected unitstonesense
:- improved the way altars look
- fog no longer unnecessarily renders to a separate bitmap
- added new connective tiles for pools of blood and vomit
Removed
gui/control-panel
: removedcraft-age-wear
tweak for Windows users; the tweak doesn't currently load on Windows
API
Core::getUnpausedMs
: new API for getting unpaused ms since load in a fort-mode game
DFHack 51.04-r1
This release is only compatible with:
- Dwarf Fortress 51.04 on Steam
- Dwarf Fortress 51.03 on Itch
- Dwarf Fortress 51.02 Classic
For non-Steam users, this release is equivalent to DFHack 51.03-r1.1.
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!
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
Misc Improvements
- Compatibility with Steam release of DF 51.04
DFHack 51.03-r1.1
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 Dwarf Fortress 51.03 for Steam and Itch. There is no DF 51.03 Classic. However, this release is compatible with DF 51.02 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.
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
Fixes
- gui/gm-editor: fix Enter key not being recognized for opening the selected object
Misc Improvements
- Compatibility with Itch release of DF 51.03
DFHack 51.02-r1
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!
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
Fixes
deathcause
: fix error when retrieving the name of a historical figure
Misc Improvements
- DFHack edit field widgets, such as the commandline editor in
gui/launcher
, now support text selection and other advanced text editing features fromgui/journal
stonesense
:keybinds.txt
config file is now read fromdfhack-config/stonesense/keybinds.txt
- added some missing artwork for bookcases, displays, and offering places
- reorganized the position of some existing art to be more intuitive
- added index numbers empty sprite slots to aid in making the xml files for the sprites
- zoom levels in stonesense now mirror the main game when in follow mode
DFHack 50.15-r2
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
Stonesense reborn, Rescue lost squads, Rename things!
The 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.
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.
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 panel, so you will get a notification when a squad is stuck and there are no squads or messengers currently out traveling that can rescue them.
Note that there might be other reasons why your squad appears missing – if it got wiped out in combat and nobody survived to report back, for example – but this tool should allow you to recover from the cases that are actual bugs.
Rename anything that can be named
Sure, you can rename your fortress before you embark, but what about second rename?
Fire up gui/rename
, and you can choose from a list of nameable entities in your environment to give a custom name to. This tool works with DFs in-world languages, so you get an interface similar to the one you use to give names to fortresses and governments on embark. It is a little more informative and flexible compared to the vanilla UI, though. For example, you can search for or sort by the English word or the translated language word. You can also change the language of a name, and you can give units new "real" first names.
You can click on something (e.g. a unit) and then run gui/rename
to rename it, or you can choose any of the following from an in-tool selection dialog:
- An artifact on the current map
- A unit on the current map
- A squad belonging to the current fortress
- A location (e.g. tavern, hospital, guildhall, temple) on the current map
- The current fortress (or adventurer site)
- The government of the current fortress
- The civilization of the current fortress
- The world
If you run gui/rename
while on the “prepare carefully” embark screen, you can choose new names for your starting dwarves.
Modders and power users can also pass game IDs on the commandline to rename other entities like foreign sites or religions.
gui/rename
also comes with an overlay for convenience. When generating a new world, you'll get a button for renaming the world before you save it for the first time.
As a side bonus, this tool transparently fixes a DF bug on the embark screen where you are unable to give your starting dwarves nicknames. You'll be able to set nicknames normally now.
More info here: https://docs.dfhack.org/en/stable/docs/tools/gui/rename.html#gui-rename
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
fix/stuck-squad
: allow squads and messengers returning from missions to rescue squads that have gotten stuck on the world mapgui/rename
: (reinstated) give new in-game language-based names to anything that can be named (units, governments, fortresses, the world, etc.)
New Features
gui/notify
: new notification type: save reminder; appears if you have gone more than 15 minutes without saving; click to autosavegui/rename
:- add overlay to worldgen screen allowing you to rename the world before the new world is saved
- add overlay to the "Prepare carefully" embark screen that transparently fixes a DF bug where you can't give units nicknames or custom professions
gui/settings-manager
:- new overlay on the Labor -> Standing Orders tab for configuring the number of barrels to reserve for job use (so you can brew alcohol and not have all your barrels claimed by stockpiles for container storage)
- standing orders save/load now includes the reserved barrels setting
orders
: add transparent overlays to the manager orders screen that allow right clicks to cancel edit of quantities or condition details instead of exiting to the main screenstockpiles
: add simple import/export dialogs to stockpile overlay panelstonesense
:- added hotkey to toggle fog
;
(default keybinding) - added hotkey to toggle announcements:
a
(default keybinding) - added hotkey to toggle debug mode:
~
(default keybinding) - added init file config to show announcements (on by default)
- added init file config for whether Esc is recognized for closing the stonesense window (on by default to match previous behavior)
...
- added hotkey to toggle fog
DFHack 50.15-r1.2
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!
Changelog
New tools, fixes, and improvements
Misc Improvements
- Updated support for Itch
DFHack 50.15-r1.1
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 Steam and Classic distributions of Dwarf Fortress: Steam, Itch, and Classic. DF 50.15 for Itch has not yet been released.
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!
Changelog
New tools, fixes, and improvements
Misc Improvements
- Updated support for Classic (Itch not available for analysis yet)
DFHack 50.14-r2.1
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.
If you are running the DF Steam-only adventure beta, please download by subscribing to DFHack's adventure-beta
branch on Steam.
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
Unstick wildlife, Satisfy immortals, No sky limit, Realistic melting returns, Text navigation keys, Dreamfort video tutorials
Unstick 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.
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
.
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 go too long without a good meal.
If you enable immortal-cravings
in the DFHack control panel, your distracted immortals will be allowed to satisfy their needs for food and drink like any other citizen. This will help reduce their stress (and solve what many players consider to be a bug), but beware that it will make vampires harder to detect -- they'll no longer have a telltale unmet need for food displayed on their info sheet!
The sky is no longer the limit
Do you dream of castles in the clouds? Enable infinite-sky
in the DFHack control panel and go build one!
When enabled, infinite-sky
will automatically create new z-levels of sky as you build taller and taller constructions.
Realistic returns from melting items
DF has an odd quirk (just one?) when calculating how many bars of metal you get when melting an item. Depending on the item type, you sometimes get more bars from melting than you used for manufacturing the item in the first place! If this bothers you, you can enable realistic-melting
in the Gameplay tab of the DFHack control panel. It normalizes melting returns to about 95% of forging cost per item, with efficiency reductions if the item is damaged.
Text navigation keys
Thanks to the new custom keybindings added in DF 50.14, DFHack text boxes can now support more advanced cursor navigation keys:
- Delete the character at the cursor with the
Delete
key - Move the cursor by one word left or right with Ctrl+Left and Ctrl+Right
- Move the cursor to the beginning or end of the line with
Home
andEnd
If any of these hotkeys do not work well for you on your system, you can remap them in the vanilla DF Keybindings config screen. For example, Mac users may want to remap Custom: Ctrl + Left
to Meta+Left to avoid conflicts with workspace switching hotkeys.
Dreamfort tutorial video series
The popular Dreamfort quickfort
blueprint set now has a video walkthrough! After a showcase of the finished fort, I guide you through each step of fort creation, demonstrating and discussing the design choices of Dreamfort along the way.
Start your journey here: https://youtu.be/N3YpK00Z2VE or browse the entire playlist: https://www.youtube.com/playlist?list=PLzXx9JcB9oXxmrtkO1y8ZXzBCFEZrKxve
Of course, the written walkthrough is available in-game and online as well if you would rather read: https://docs.google.com/spreadsheets/d/15TDBebP8rBNvsFbezb9xuKPmGWNzv7j4XZWq1AsfCio/edit?gid=0#gid=0
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
fix/wildlife
: prevent wildlife from getting stuck when trying to exit the map. This fix needs to be enabled manually ingui/control-panel
on the Bug Fixes tab since not all players want this bug to be fixed (you can intentionally stall wildlife incursions by trapping wildlife in an enclosed area so they are not caged but still cannot escape).forceequip
: (reinstated) forcibly move items into a unit's inventoryimmortal-cravings
: allow immortals to satisfy their cravings for food and drinkinfinite-sky
: (reinstated, renamed frominfiniteSky
) automatically create new z-levels of sky to build injustice
: pardon a criminal's prison sentence
New F...
DFHack 50.14-r1.1
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!
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
Fixes
- Compatibility with updated Classic and Itch builds
autobutcher
: fix regression in ordering of butcherable animalspreserve-rooms
: don't reserve a room for citizens that you expel from the fort
DFHack 50.13-r5
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.
On 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.
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
Idle crafting, Room reservations, Ethics violation warning, Matchmaking interface
Idle 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.
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 reserved in their names 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 the reservation and making the room available for general use, if you want to. The reservation is automatically canceled if the owner is killed while away on their raid.
The second part of this feature is the ability to reserve rooms for specific noble or administrative roles. You can make a fine office and pre-reserve it for when a baron is appointed. The office will be disabled until a baron appears, and when the role becomes filled, the room will be automatically assigned to the role holder. You can even prepare for the situation where you have many barons. If you reserve 10 fine offices for the baron role, one office will be assigned to each of your 10 barons as they appear.
This is also very useful for administrative roles like managers. If you switch managers frequently, it can be a hassle to reassign the office each time. When you reserve the room for the manager role, the room will be automatically reassigned when a new citizen is appointed to the role.
Ethics violation warning
It is now much harder to accidentally offend the elves. To be clear, you can still offend them if you want to. It's just harder to do it unintentionally.
Elves will refuse to trade for any item that could have come from harming an animal or a tree. They'll then refuse any further trades and leave the map in a huff. It is not always easy to figure out which items will trigger their ire. If a stone craft has a wooden decoration, they'll notice. If you sell innocent sand in an animal leather bag, they'll notice. If your artifact warhammer menaces with spikes of yak bone, they'll definitely notice.
If you do select any of those items in the bartering menu (that is, when you are actually specifying which fort items to trade for which merchant items), you'll see an "Ethics warning" badge next to the Trade button. Clicking on this badge will list the offending items, and it will give you an option to deselect them. If you click the Trade button anyway, you'll get one final confirmation to make absolutely sure you know what you're doing.
Give it a try! Remember, happy elves bring friendly giant animals instead of hostile ones! : )
For elves, the check is for animal and tree ethics, but this feature also works on modded races that have any other combination of ethical requirements.
Matchmaking interface
By popular request by matchmaking role players, we now have an interface for assigning (or reassigning) spouses and lovers: gui/family-affairs
. You can also initiate pregnancies with the partners of your choice, regardless of existing relationships. Go forth and meddle!
You can open the tool with the pregnancy tab pre-selected by invoking it as gui/pregnancy
.
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
embark-anyone
: allows you to embark as any civilization, including dead and non-dwarven civsgui/family-affairs
: (reinstated) inspect or meddle with pregnancies, marriages, or lover relationshipsidle-crafting
: allow dwarves to independently satisfy their need to craft objectsnotes
: attach notes to locations on a fort mappreserve-rooms
: manage room assignments for off-map units and noble roles. reserves rooms owned by traveling units and reinstates their ownership when they return to the site. also allows you to assign rooms to noble/administrator roles, and the rooms will be automatically assigned whenever the holder of the role changes
New Features
caravan
:- DFHack dialogs for trade screens (both
Bring goods to depot
and theTrade
...
- DFHack dialogs for trade screens (both