19.9 C
New York
Thursday, January 16, 2025

DFHack – Dwarf Fortress Modding Engine Update Patch Notes – July 4, 2024

A new DFHack – Dwarf Fortress Modding Engine update released on PC. According to the official DFHack – Dwarf Fortress Modding Engine patch notes, the latest update addresses some bugs and crashes.

Since the last patch, players are experiencing problems with the game. Today’s DFHack – Dwarf Fortress Modding Engine patch will fix a few of these issues.

Check out more details below.

DFHack – Dwarf Fortress Modding Engine Patch Notes – July 4, 2024

New Tools

  • advtools:
    • collection of useful commands and overlays for adventure mode
    • added an overlay that automatically fixes corrupt throwing/shooting state, preventing save/load crashes
    • advtools party – promotes one of your companions to become a controllable adventurer
    • advtools pets – fixes pets you gift in adventure mode.
  • bodyswap: (reinstated) take control of another unit in adventure mode
  • devel/luacov: (reinstated) add Lua script coverage reporting for use in testing and performance analysis
  • devel/tree-info: print a technical visualization of tree data
  • fix/occupancy: fixes issues where you can’t build somewhere because the game tells you an item/unit/building is in the way but there’s nothing there
  • fix/population-cap: fixes the situation where you continue to get migrant waves even when you are above your configured population cap
  • fix/sleepers: (reinstated) fixes sleeping units belonging to a camp that never wake up.
  • gui/journal: fort journal with a multi-line text editor
  • gui/sitemap: list and zoom to people, locations, and artifacts
  • gui/tiletypes: interface for modifying map tiles and tile properties
  • plant: (reinstated) tool for creating/growing/removing plants
  • pop-control: (reinstated) limit the maximum size of migrant waves
  • timestream: (reinstated) keep the game running quickly even when there are large numbers of units on the map

New Features

  • Locale-senstive number formatting: select your preferred format in gui/control-panel. prices and other large numbers in DFHack UIs can be displayed with commas (English formatting), the number formatting used by your system locale, in SI units (e.g. 12.3k), or even in scientific notation
  • advtools: automatically add a conversation option to “ask whereabouts of” for all your relationships (before, you could only ask whereabouts of people involved in rumors)
  • buildingplan: dimension tooltip is now displayed for constructions and buildings that are designated over an area, like bridges and farm plots
  • gui/design: all-new visually-driven UI for much improved usability
  • gui/notify:
    • new notification type: injured citizens; click to zoom to injured units; also displays a warning if your hospital is not functional (or if you have no hospital)
    • new notification type: drowning and suffocation progress bars for adventure mode
  • gui/pathable: new “Depot” mode that shows whether wagons can path to your trade depot
  • gui/unit-info-viewer: new overlay for displaying progress bars for skills on the unit info sheet
  • logistics: automatically forbid or claim items brought to a stockpile
  • plant: can now remove shrubs and saplings; list all valid shrub/sapling raw IDs; grow can make mature trees older; many new command options
  • prioritize: new info panel on under-construction buildings showing if the construction job has been taken and by whom. click to zoom to builder; toggle high priority status for job if it’s not yet taken and you need it to be built ASAP
  • tweak: named-codices: display book titles instead of a material description in the stocks/trade screens

Fixes

  • Mortal mode: prevent keybindings that run armok tools from being recognized when in mortal mode
  • assign-profile: fix handling of unit option for setting target unit id
  • autobutcher: fix inverted ranking of which animals to butcher first
  • buildingplan: properly identify appropriate construction items for modded buildings built from thread
  • caravan: fix errors in trade dialog if all fort items are traded away while the trade dialog is showing fort items and the confirm trade confirmation is shown
  • clear-smoke: properly tag smoke flows for garbage collection to avoid memory leak
  • confirm: fix confirmation prompt behavior when overwriting a hotkey zoom location
  • control-panel: restore non-default values of per-save enabled/disabled settings for repeat-based commands
  • dig: don’t leave phantom dig designations behind when autodigging warm/damp designated tiles
  • gui/create-item: allow creation of adamantine thread, wool, and yarn
  • gui/gm-unit:
    • correctly display skill levels above Legendary+5
    • fix errors when editing/randomizing colors and body appearance
  • gui/notify: the notification panel no longer responds to the Enter key so Enter key is passed through to the vanilla UI
  • gui/sandbox:
    • spawned citizens can now be useful military squad members
    • spawned undead now have a purple shade (only after save and reload, though)
  • makeown: set animals to tame and domesticated
  • overlay: overlay positions are now adjusted according to the configured max interface width percentage in the DF settings
  • prioritize: also boost priority of already-claimed jobs when boosting priority of a job type so those jobs are not interrupted
  • quickfort:
    • fix incorrect handling of stockpiles that are split into multiple separate areas but are given the same label (indicating that they should be part of the same stockpile)
    • allow farm plots to be built on muddy stone (as per vanilla behavior)
  • regrass: don’t remove mud on regrass, consistent with vanilla behavior
  • seedwatch:
    • display a limit of – instead of 0 for a seed that is present in inventory but not being watched
    • do not include unplantable tree seeds in status report
  • suspend: remove broken –onlyblocking option; restore functionality to suspend all
  • tiletypes: make aquifers functional when adding the aquifer property and there are no existing aquifer tiles in the same map block
  • warn-stranded: don’t warn for babies carried by mothers who happen to be gathering fruit from trees
  • zone:
    • animal assignment overlay button moved to not conflict with vanilla aquarium/terrarium button on glass cages
    • allow friendly creatures to be released from cages by assigning them to a pasture zone and then unassigning them
  • Buildings :: containsTile: fix result for buildings that are solid and have no extent structures
  • Gui :: makeAnnouncement, Gui :: autoDFAnnouncement: fix case where a new announcement is created instead of adding to the count of an existing announcement if the existing announcement was the first one in the reports vector

Misc Improvements

  • Dreamfort:
    • add a full complement of beds and chests to both barracks
    • redesign guildhall/temple/library level for better accessibility
    • walkthough documentation refresh
    • add milking/shearing station in surface grazing pasture
    • integrate building prioritization into the blueprints and remove prioritize checklist steps
    • add plumbing template for filling cisterns with running water
  • autobutcher: do not butcher pregnant (or brooding) females
  • autonestbox: wait until juveniles become adults before they are assigned to nestboxes
  • blueprint: capture track carving designations in addition to already-carved tracks
  • buildingplan: add option to ignore items from a specified burrow
  • caravan:
    • optional overlay to hide vanilla “bring trade goods to depot” button (if you prefer to always use the DFHack version and don’t want to accidentally click on the vanilla button). enable caravan.movegoods_hider in gui/control-panel UI Overlays tab to use.
    • bring goods to depot screen now shows (approximate) distance from item to depot
    • remember filter settings for pedestal item assignment dialog
    • add shortcut to the trade request screen for selecting item types by value (e.g. so you can quickly select expensive gems or cheap leather)
  • changevein: follow veins into adjacent map blocks so you can run the command once instead of once per map block that the vein crosses
  • empty-bin: select a stockpile, tile, or building to empty all containers in the stockpile, tile, or building
  • exterminate:
    • add all target for convenient scorched earth tactics
    • add –limit option to limit number of exterminated creatures
    • add knockout and traumatize method for non-lethal incapacitation
  • gui/civ-alert: you can now register multiple burrows as civilian alert safe spaces
  • gui/control-panel: highlight preferences that have been changed from the defaults
  • gui/create-item: allow right click to cancel out of material dialog submenus
  • gui/design: circles are more circular (now matches more pleasing shape generated by digcircle)
  • gui/launcher:
    • “space space to toggle pause” behavior is skipped if the game was paused when gui/launcher came up to prevent accidental unpausing
    • refresh default tag filter when mortal mode is toggled in gui/control-panel so changes to which tools autocomplete take effect immediately
  • gui/notify: notification panel extended to apply to adventure mode
  • gui/quickfort:
    • you can now delete your blueprints from the blueprint load dialog
    • allow farm plots, dirt roads, and paved roads to be designated around partial obstructions without callling it an error, matching vanilla behavior
    • buildings can now be constructed in a “high priority” state, giving them first dibs on buildingplan materials and setting their construction jobs to the highest priority
  • gui/unit-info-viewer:
    • add precise unit size in cc (cubic centimeters) for comparison against the wiki values. you can set your preferred number format for large numbers like this in the preferences of control-panel or gui/control-panel
    • now displays a unit’s weight relative to a similarly-sized well-known creature (dwarves, elephants, or cats)
    • shows a unit’s size compared to the average for the unit’s race
  • gui/unit-syndromes: make werecreature syndromes easier to search for
  • item: option for ignoring uncollected spider webs when you search for “silk”
  • nestboxes: increase the scanning frequency for fertile eggs to reduce the chance that they get snarfed by eager dwarves
  • orders: you can now delete your exported orders from the import dialog
  • prioritize:
    • add ButcherAnimal to the default prioritization list (SlaughterAnimal was already there, but ButcherAnimal — which is different — was missing)
    • list both unclaimed and total counts for current jobs when the –jobs option is specified
    • boost performance of script by not tracking number of times a job type was prioritized
  • quickfort:
    • support buildable instruments
    • new delete command for deleting player-owned blueprints (library and mod-added blueprints cannot be deleted)
    • support enabling logistics features for autoforbid and autoclaim on stockpiles
  • regrass: now accepts numerical IDs for grass raws; regrass –list replaces regrass –plant “”
  • suspendmanager: add option to unsuspend that unsuspends all jobs, regardless of potential issues (like blocking other construction jobs)
  • tiletypes:
    • performance improvements when affecting tiles over a large area
    • support for creating heavy aquifers
    • new autocorrect property for autocorrecting adjacent tiles when making changes (e.g. adding ramp tops when you add a ramp)

Documentation

  • Developer’s primer for DFHack’s type identity system
  • installing: add instructions for how to use Steam DFHack with non-Steam DF (e.g. to benefit from DFHack auto-updates and cloud backups)
  • modding-guide: add a section on persistent storage, both for global settings and world-specific settings

Removed

  • adv-fix-sleepers: renamed to fix/sleepers
  • adv-rumors: merged into advtools
  • devel/find-offsets, devel/find-twbt, devel/prepare-save: remove development scripts that are no longer useful
  • fix/item-occupancy, fix/tile-occupancy: merged into fix/occupancy
  • max-wave: merged into pop-control
  • plants: renamed to plant
  • dfhack.HIDE_CONSOLE_ON_STARTUP and dfhack.HIDE_ARMOK_TOOLS are no longer directly accessible. Please use control-panel or gui/control-panel to interact wtih those settings.
  • gui.FramedScreen: this class is now deprecated; please use gui.ZScreen and widgets.Window instead

API

  • Focus strings have moved for stockpile states: dwarfmode/CustomStockpile is now dwarfmode/Stockpile/Some/Customize and similar for dwarfmode/StockpileTools and dwarfmode/StockpileLink
  • Buildings :: getName: get a building’s name
  • format_number: format numbers according to the configured player formatting preference
  • Items :: remove: now cancels related jobs and marks the item as hidden and forbidden until it can be garbage collected
  • Maps :: isTileAquifer, Maps :: isTileHeavyAquifer, Maps :: setTileAquifer, Maps :: removeTileAquifer, Maps :: setAreaAquifer, Maps :: removeAreaAquifer: new aquifer detection and modification API
  • Units :: create, Units :: makeown: new APIs to use bay12-provided entry points for low-level operations

Lua

  • dfhack.formatInt, dfhack.formatFloat: formats numbers according to the player preferences for number formatting set in gui/control-panel
  • dfhack.gui.getSelectedJob: can now return the job with a destination under the keyboard cursor (e.g. digging/carving/engraving jobs)
  • dfhack.internal.getClipboardTextCp437Multiline: for retrieving multiline text from the system clipboard
  • dfhack.maps.isTileAquifer, dfhack.maps.isTileHeavyAquifer, dfhack.maps.setTileAquifer, dfhack.maps.removeTileAquifer: access to new aquifer API
  • dfhack.units.create, dfhack.units.makeown: Lua access to new module API
  • dialogs.showYesNoPrompt: extend options so the standard dialog can be used for gui/confirm-style confirmation prompts
  • gui.get_interface_rect, gui.get_interface_frame: convenience functions for working with scaled interfaces
  • overlay: new attributes: fullscreen and full_interface for overlays that need access to the entire screen or the scaled interface area, respectively
  • plugins.tiletypes.tiletypes_setTile: can now accept a table for access to previously unavailable options
  • safe_index: will now return nil when attempting to index into a non-indexable object
  • script-manager: add getModSourcePath and getModStatePath so modders can get the directory path to their own files
  • string : wrap: now preserves inter-word spacing and can return the wrapped lines as a table of strings instead of a single multi-line string
  • widgets.ButtonGroup: subclass of CycleHotkeyLabel that additionally displays clickable graphical buttons
  • widgets.CycleHotkeyLabel: when the widget has both forward and backward hotkeys defined, support moving backwards by clicking on the appropriate hotkey hint
  • widgets.DimensionsTooltip: reusable selected dimensions tooltip that follows the mouse cursor around
  • widgets.FilteredList: don’t restrict the player from inputting multiple successive space characters
  • widgets.makeButtonLabelText: create text and graphical buttons from character/color/tile maps and/or dynamically loaded tilesets

Structures

  • added several bay12 exported entry points to list of known globals
  • canonicalized a wide swath of type names, field names, and structure organization to match DF’s internal names and organization. fields that already had useful names were largely left alone, but all unk, anon, and other “placeholder” names have been changed. structures that differed from reality were also corrected (e.g. collections of fields that were actually substructures and vice versa).
  • job.item_category is now job.specflag, contains a union of flag fields, and depends on the job type
  • plant_flags: rename is_burning, is_drowning, is_dead to Bay12 names unused_01, season_dead, dead
  • slab_engraving_type: correct order of items (last two were swapped)
  • unitst: correct return type of create_nemesis vmethod
  • world_data: identify many fields and substructures

Download DFHack – Dwarf Fortress Modding Engine update on PC.

Related articles

Infestation: The New Z Version 8.4 Patch Notes – January 15, 2025

A new Infestation: The New Z update 8.4 patch...

Tiny Glade Update 1.11.2 Patch Notes – Jan. 15, 2025

A new Tiny Glade update 1.11.2 released on PC....

Old School RuneScape Update Patch Notes – Jan. 15, 2025

A new Old School RuneScape update released on PC....

Rec Room Update Patch Notes – Jan. 15, 2025

Rec Room update is now available to download on...