Update log
Full DFHack - Dwarf Fortress Modding Engine update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Fixes
- Workshop
- Gameplay
- Performance
- Compatibility
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
Source
