Update log
Full DFHack - Dwarf Fortress Modding Engine update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Fixes
- Compatibility
- Workshop
- Gameplay
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
Compatibility with Dwarf Fortress 53.13
The main focus of this release is to add compatibility with Dwarf Fortress 53.13.
Structures review
A fairly significant review and update of DFHack's view of DF data structures is incorporated in this release. This should have little impact on regular players but may affect those who write DFHack scripts. See the changelog for more details.
Other bug fixes and improvements
A minor bug that occasionally affected [c]autotrain[/c] has been fixed, some documentation was slightly improved, and a few APIs were made more useful.
Announcements
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
Documentation
updated documentation for [c]autofarm[/c] for more clarity
API
add flexible casting to [c]enum_field[/c] to enable explicit casting to more types
Handle units without current soul in [c]Units::getFocusPenalty[/c]
Structures
added some missing enums and bitfields
assigned proper bitfield data type on [c]agreement_details_data_plot_infiltration_coup.flags[/c]
changed various fields to make use of existing enums and bitfields
ensured that [c]original-name[/c] always appears after [c]name[/c] or [c]type-name[/c], never before
filled in missing [c]original-name[/c] attributes
fixed assorted typos in [c]original-name[/c] attributes
fixed base types of [c]creature_sound_type[/c], [c]creature_sound_method_type[/c], and [c]art_image_property_verb[/c]
fixed several enums
fixed several structure field type errors
fixed several typos in [c]original-name[/c] attributes
fixed various fields to use correct signedness
fixed various fields to use [c]int8_t[/c] or [c]bool[/c] as appropriate
merged [c]item_statue_graphics_type[/c] bitfield into [c]item_statue_graphics_flag[/c]
other changes:
added name to field [c]cgl_itemst.item_type[/c]
[c]inclusion_type[/c] now has 16-bit base type (though nothing relies on it)
renamed [c]adventure_interface_attackst.scrselected_item_idoll_position_wrestle[/c]
Source
