In this update14
Full notes
Full DFHack - Dwarf Fortress Modding Engine update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- UI and audio
- Fixes
- Performance
- Maps
DFHack - Dwarf Fortress Modding Engine changes
This is a beta prerelease. 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 [c]mods[/c] 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
QoL features, Bug fixes, Technical updates
QoL features
This update features many QoL features:
For those of you with hundreds or even thousands of manager orders, we added a tool to make it a bit easier to find the one you're looking for
We added a filter to exclude (or, if you really want, include) dwarves with "uniformed" civilian roles in the squad selection menu filters
We added a utility to automatically clear certain categories of announcements (like sparring) from the announcement buffer so that the announcements you actually care about won't be crowded out
We added a button to show a unit's death cause to the dead/missing units tab
You can now assign names or labels to "quick commands"
You can now edit pressure plate settings
Bug fixes
We also fixed a few bugs:
The prioritize overlay will no longer inappropriately appear when following a unit
The "missing nemesis record" notifier has been adjusted to be a bit more selective in how it reports issues
The rename tool is now slightly more conscientious in validating its inputs
Technical updates
There are also some technical features with this update:
For scripters/modders, we added a library function to place spatters
We added "original-name" attributes to virtually every DF structure whose name didn't match the Bay12 name, which facilitates reverse-engineering as well as communications with Bay12. This process also fixed a handful of typos or other errors, which may require some third-party scripts to be adjusted to reflect. A list of specific changes appears in the changelog, below
DFHack now validates vtable pointers before using them. This will prevent DFHack from crashing when some DF data structure contains bad data. Of course, when this happens DF will probably crash sooner or later, but at least it won't be DFHack's fault...
Announcements
Issues with Steam Client Beta, PSAs
Issues with Steam Client Beta
The beta of the Steam client alters the way Steam applications are deployed in a way that impacts DFHack, and we have had reports of DFHack not working as expected for people who are using the Steam beta client. We are aware of this issue, have a plan to mitigate it in development, and hope to have a solution in place before the change Steam is making makes it to the release client.
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 ([c]gui/launcher[/c]) 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 [c]gui/launcher[/c] 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 [c]toggle-kbd-cursor[/c]). 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
[c]gui/logcleaner[/c]: graphical overlay for configuring the logcleaner plugin with enable and filter toggles.
- [c]logcleaner[/c]New plugin for time-triggered clearing of combat, sparring, and hunting reports with configurable filtering and overlay UI.
New Features
- [c]orders[/c]added search overlay to find and navigate to matching manager orders with arrow indicators
[c]sort[/c]:
added [c]Uniformed[/c] filter to squad assignment screen to filter dwarves with mining, woodcutting, or hunting labors
Add death cause button to dead/missing tab in the creatures screen
[c]trackstop[/c]: can now modify pressure plates; permits minecart and creature triggers to be set beyond normal sensitivity
Fixes
- [c]gui/rename[/c]added check for entity_id input in get_target function
Misc Improvements
Core: DFHack now validates vtable pointers in objects read from memory and will throw an exception instead of crashing when an invalid vtable pointer is encountered. This makes it easier to identify which DF data structure contains corrupted data when this manifests in the form of a bad vtable pointer, and shifts blame for such crashes from DFHack to DF.
- [c]gui/notify[/c]reduced severity of the missing nemesis records warning if no units on the map are affected. clarified wording.
API
Added [c]Items::pickGrowthPrint[/c]: given a plant material and a growth index, returns the print variant corresponding to the current in-game time.
Added [c]Items::useStandardMaterial[/c]: given an item type, returns true if the item is made of a specific material and false if it has a race and caste instead.
Added [c]Maps::addItemSpatter[/c]: add a spatter of the specified item + material + growth print to the indicated tile, returning whatever amount wouldn't fit in the tile.
Added [c]Maps::addMaterialSpatter[/c]: add a spatter of the specified material + state to the indicated tile, returning whatever amount wouldn't fit in the tile.
Lua
Added [c]Maps::addItemSpatter[/c] as [c]dfhack.maps.addItemSpatter[/c].
Added [c]Maps::addMaterialSpatter[/c] as [c]dfhack.maps.addMaterialSpatter[/c].
Structures
added [c]original-name[/c] attributes to all relevant objects
fixed numerous structure errors
specific changes:
added NONE entries to many enum types (may affect C++ code using switch() statements): abstract_building_reputation_type, adopt_region_stage_type, artifact_claim_type, block_square_event_type, building_profile_acquisition_method, civzone_type, dance_form_context, dance_form_group_size, dance_form_move_type, divination_outcome_type, dungeon_type, dungeon_wrestle_type, embark_finder_option, environment_type, era_type, flow_type, genetic_modifier_type, hf_artifact_action_type, history_event_collection_type, incident_artifact_location_type, incident_type, incident_written_content_location_type, insurrection_outcome, interaction_flags, interaction_source_type, intrigue_corruption_method_type, inventory_profile_skill_type, inv_item_role_type, journey_type, language_name_category, language_name_component, language_word_table_index, load_game_stage_type, main_choice_type, misc_trait_type, musical_form_melody_frequency, musical_form_melody_style, musical_form_purpose, occasion_schedule_feature, occasion_schedule_type, occupation_type, personality_preference_type, plant_material_def, poetic_form_persona_type, poetic_form_persona_type, prepare_rod_stage_type, projectile_type, region_weather_type, report_zoom_type, resource_allotment_specifier_type, save_substage, scale_construction_type, scale_naming_type, scale_type, secretion_condition, simple_action_type, site_dispute_type, squad_order_cannot_reason, squad_order_type, tactical_situation, talk_choice_type, theft_method_type, timbre_type, travel_log_itinerary_type, workquota_frequency_type, world_construction_type, wrestle_attack_type
assigned explicit "UNUSED" names to anonymous enum/bitfield members which are unused
expanded [c]builtin_mats[/c] to include 640 new elements for CREATURE_1-200, HIST_FIG_1-200, PLANT_1-200, and UNUSED01-40
assigned proper placeholder names to [c]interface_key[/c] section labels
promoted several inline-defined types to top-level (intrigue_corruption_flag, job_posting_flag, unitproperyplacementst)
[c]plant_raw.stockpile_growth_flags[/c] now uses [c]ras_crop_flag[/c]
added [c]entity_raw_flags[/c] element "SIEGE_SKILLED_MINERS"
added [c]stockpile_category[/c] element "ALL"
fixed structure layouts for [c]adventure_interface_companionsst[/c], [c]caste_raw[/c], [c]entity_position_assignment[/c], [c]message_order_to_perform_actionst[/c], and [c]workshop_graphics_infost[/c]
renamed [c]army_controller_goal_infiltrate_societyst[/c] field "agoal_ab_id" to "goal_ab_id"
renamed [c]creature_graphics_layer[/c] field "dye_color_iuse_palette_rowndex" to "use_palette_row"
renamed [c]entity_raw_flags[/c] enum member "MISSING_UNDERWORLD_DISASTERS" to "MINING_UNDERWORLD_DISASTERS"
assigned proper names to [c]hf_religious_datast.anon_1[/c], [c]pet_profilest.anon_1[/c], and [c]unit_vision_arcst.anon_1[/c]
renamed [c]historical_entity[/c] field "unkarmy_reeling_defense" to "army_reeling_defense"
renamed [c]history_event_hf_learns_secretst[/c] field "interaction_effect" to "interaction_source"
renamed [c]item_craft_graphics_flag[/c] field "size" to "material"
renamed [c]lookinfo_spatterst[/c] field "extend" to "extent"
renamed [c]personality_ethicst[/c] field "reponse" to "response"
renamed [c]personality_facet_type[/c] enum member "PERSEVERENCE" to "PERSEVERANCE"
renamed [c]value_type[/c] enum member "PERSEVERENCE" to "PERSEVERANCE"
renamed [c]poetic_form_action[/c] enum member "MakeConsession" to "MakeConcession"
renamed [c]simple_action_type[/c] enum member "performe_horrible_experiments" to "performed_horrible_experiments"
renamed [c]stair_graphics_flag_material[/c] enum member "FOZEN" to "FROZEN"
renamed [c]timbre_type[/c] enum member "PURE_" to "PURE"
renamed [c]tissue_style_type[/c] enum member "PONY_TAILS" to "PONY_TAIL"
renamed [c]unit[/c] field "job.siege_boulder" to "job.siege_builder"
renamed [c]unit[/c] field "pool_index" to "pool_id"
renamed [c]viewscreen_choose_start_sitest[/c] field "def_candidate_nearst" to "def_candidate_near_st"
changed [c]caste_raw.extracts.blood_state[/c] and [c]caste_raw.extracts.pus_state[/c] to use the [c]matter_state[/c] enum
changed [c]d_init.display.track_tile_invert[/c] and [c]d_init.display.track_ramp_invert[/c] to use a bitfield
changed [c]interrogation_resultst.relationship_factor[/c] to use a new enum type (which DF itself actually isn't using yet due to a bug)
changed [c]intrigue_perspectivest.potential_corrupt_circumstance_target[][/c] to contain [c]circumstance_id[/c] unions instead of plain integers
changed [c]world.buildings.other.WINDOW_ANY[/c] to specify the correct element type
changed [c]world.items.other.BAG[/c], [c]world.items.other.BOLT_THROWER_PARTS[/c], [c]world.items.other.ANY_DRINK[/c], [c]world.items.other.ANY_CRITTER[/c], and [c]world.items.other.FOOD_STORAGE[/c] to specify the correct element types
changed [c]game.main_interface.last_displayed_hover_inst[/c] to use the [c]main_hover_instruction[/c] enum
changed [c]world.raws.music.all[N].m_event[][/c] and [c]world.raws.music.all[N].context[][/c] to hold enums
changed [c]widget_job_details_button.jb[/c] to correctly point at a [c]job[/c] instead of a generic pointer
changed [c]world.worldgen_status.rejection_reason[/c] to use the [c]map_reject_type[/c] enum
changed [c]world.history.first_[research]_flag[N][/c] to use the various [c]knowledge_scholar_flags_N[/c] bitfields
changed the [c]history_event[/c] vmethods [c]getSentence[/c] and [c]getPhrase[/c] to add 2 new boolean arguments (to which the game always passes "true, false")
changed the [c]interaction_target[/c] vmethod [c]affects_unit[/c] first parameter from an integer to a unit pointer
changed the [c]item[/c] vmethod [c]getGloveHandedness[/c] return type from int8_t to uint32_t
changed the [c]item[/c] vmethod [c]getAmmoType[/c] to take no parameters and to return an [c]std::string[/c] by value
changed the [c]item[/c] vmethod [c]getDyeAmount[/c] to take an integer parameter
changed the [c]unit[/c] vmethod [c]getCreatureTile[/c] to take a boolean parameter
add [c]ref-target[/c] attributes to various fields that were missing them, for use by [c]gui/gm-editor[/c] and similar tools
changed [c]caste_raw.extracts.vermin_bite_chance[/c] to [c]vermin_bite_state[/c] and changed its type to [c]matter_state[/c]
changed [c]ci_personal_reputation_profilest[/c] field [c]entity_id[/c] to [c]cultural_identity[/c] (now referring to a [c]cultural_identity[/c])
changed [c]cultural_identity.events[][/c] to [c]cultural_identity.rumor_info.events[][/c]
changed [c]dance_form[/c] field [c]entity[/c] to [c]event[/c] (now referring to at a [c]history_event[/c])
changed [c]dance_form_section[/c] field [c]acts_out_civ[/c] to [c]acts_out_event[/c] (now referring to a [c]history_event[/c])
changed [c]entity_burial_request[/c] field [c]civ[/c] to [c]hfid[/c] (now referring to a [c]historical_figure[/c])
changed [c]entity_pop_specifierst[/c] field [c]squad_id[/c] to [c]squad_enid[/c] (now referring to a [c]historical_entity[/c])
changed [c]gps.color[x][y][/c] to [c]gps.default_palette.color[x*16+y][/c]
changed [c]history_event_modified_buildingst[/c] field [c]modification[/c] to use a different bitfield [c]abstract_building_tower_flag[/c]
changed [c]itemdef_ammost[/c], [c]itemdef_siegeammost[/c], [c]itemdef_toolst[/c], [c]itemdef_trapcompst[/c], and [c]itemdef_weaponst[/c] fields "texpos" (and "texpos2") into longer lists of specific fields
changed [c]knowledge_profilest.known_events[][/c] to [c]knowledge_profilest.rumor_info.events[][/c]
changed [c]relationship_event_supplement[/c] integer field [c]occasion_type[/c] to [c]circumstance[/c] of type [c]unit_thought_type[/c] (an enum)
changed [c]relationship_event_supplement[/c] integer field [c]site[/c] to [c]circumstance_id[/c] field of type [c]circumstance_id[/c] (a union)
changed [c]relationship_event_supplement[/c] field [c]profession[/c] to [c]reason_id[/c] field of type [c]history_event_reason_id[/c]
changed [c]scholar_knowledge.knowledge_goal[/c] bitfield to a union of all [c]knowledge_scholar_flags_N[/c] bitfields (selected by the value of [c]scholar_knowledge.research_prject[/c])
changed [c]unit.enemy.rumor[][/c] to [c]unit.enemy.rumor_info.events[][/c]
Source
Changelog.gg summarizes and formats this update. How we read updates.
