A new DFHack Dwarf Fortress Modding Engine update 50.08 patch notes are released for players. Read what is new and fixed in today’s DFHack Dwarf Fortress Modding Engine 50.08 patch. Read the official patch notes below.
DFHack Dwarf Fortress Modding Engine Patch 50.08 Notes – June 24, 2023
New Plugins
- logistics: automatically mark and route items or animals that come to monitored stockpiles. options are toggleable on an overlay that comes up when you have a stockpile selected.
Fixes
- buildingplan: don’t include artifacts when max quality is masterful
- dig-now: clear item occupancy flags for channeled tiles that had items on them
- emigration: reassign home site for emigrating units so they don’t just come right back to the fort
- gui/create-item: allow blocks to be made out of wood when using the restrictive filters
- gui/liquids: ensure tile temperature is set correctly when painting water or magma
- gui/quickfort:
- allow traffic designations to be applied over buildings
- protect against meta blueprints recursing infinitely if they include themselves
- gui/sandbox: allow creatures that have separate caste-based graphics to be spawned (like ewes/rams)
- RemoteFortressReader: fix a crash with engravings with undefined images
- workorder: prevent autoMilkCreature from over-counting milkable animals, which was leading to cancellation spam for the MilkCreature job
Misc Improvements
- Blueprint library:
- dreamfort: full rewrite and update for DF v50
- pump_stack: updated walkthrough and separated dig and channel steps so boulders can be cleared
- aquifer_tap: updated walkthrough
- autonick: additional nicknames based on burrowing animals, colours, gems, and minerals
- combine: reduce max different stacks in containers to 30 to prevent contaners from getting overfull
- dig-now: can now handle digging obsidian that has been formed from magma and water
- gui/autodump: add option to clear the trader flag from teleported items, allowing you to reclaim items dropped by merchants
- gui/control-panel:
- add some popular startup configuration commands for autobutcher and autofarm
- add option for running fix/blood-del on new forts (enabled by default)
- gui/quickfort:
- adapt “cursor lock” to mouse controls so it’s easier to see the full preview for multi-level blueprints before you apply them
- only display post-blueprint messages once when repeating the blueprint up or down z-levels
- gui/sandbox: when creating citizens, give them names appropriate for their races
- orders:
- only display import/export/sort/clear panel on main orders screen
- refine order conditions for library orders to reduce cancellation spam
- prioritize: add wild animal management tasks and lever pulling to the default list of prioritized job types
- quickfort: significant rewrite for DF v50! now handles zones, locations, stockpile configuration, hauling routes, and more
- stockpiles: added barrels, organic, artifacts, and masterworks stockpile presets
- suspendmanager:
- now suspends construction jobs on top of floor designations, protecting the designations from being erased
- suspend blocking jobs when building high walls or filling corridors
- workorder: reduce existing orders for automatic shearing and milking jobs when animals are no longer available
Removed
- gui/automelt: replaced by an overlay panel that appears when you click on a stockpile
Structures
- abstract_building_libraryst: initialize unknown variables as DF does
- misc_trait_type: realign
Documentation
- blueprint-library-guide: update Dreamfort screenshots and links, add aquifer_tap screenshot
