**A:** Either add to your Steam library from our [Steam page](https://store.steampowered.com/app/2346660/DFHack) or scroll to the latest release on our [GitHub releases page](https://github.com/DFHack/dfhack/releases), expand the "Assets" list, and download the file for your platform (e.g. `dfhack-XX.XX-rX-Windows-64bit.zip`.
-------------
This release is compatible with all distributions of Dwarf Fortress: [Steam](https://store.steampowered.com/app/975370/Dwarf_Fortress/), [Itch](https://kitfoxgames.itch.io/dwarf-fortress), and [Classic](https://www.bay12games.com/dwarves/).
- [Install DFHack from Steam](https://store.steampowered.com/app/2346660/DFHack)
Please report any issues (or feature requests) on the DFHack [GitHub issue tracker](https://github.com/DFHack/dfhack/issues). When reporting issues, please upload a zip file of your savegame and a zip file of your `mods` 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
----------------------------------
<details>
<summary>Highlight 1, Highlight 2</summary>
### Highlight 1
Demo screenshot/vidcap
Text
### Highlight 2
Demo screenshot/vidcap
Text
</details>
Announcements
----------------------------------
<details>
<summary>Annc 1, PSAs</summary>
### Annc 1
Text
### 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.
Many 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 (`gui/launcher`) 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 `gui/launcher` and they will be added to the autocomplete list. Some tools do not compile yet and are not available 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 `toggle-kbd-cursor`). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.
</details>
Generated release notes
====================
<details>
<summary>New tools, fixes, and improvements</summary>
"Dreamfort blueprints take care of everything to get the fort up and running. You don't need to clear any extra trees or create any extra buildings or stockpiles (though of course you are free to do so). Blueprints that do require manual steps, like 'assign minecart to hauling route', will leave a message telling you so when you run them. Note that blueprints will designate buildings to build even if you don't have the materials needed to build them. You can use the ""o"" hotkey to automatically create the manager orders for all the needed items when you have a blueprint loaded in gui/quickfort. Make sure your manager is available to validate all the incoming work orders!"
""
"There are some tasks common to all forts that Dreamfort doesn't specifically handle for you. For example, Dreamfort sets up a barracks, but managing squads is up to you. Here are some other common tasks that may need to be done manually (or with some other tool):"
- Exploratory mining for specific resources like iron
- Exploratory mining for specific resources like iron (see gui/design for help with this)
"- Filling the well system with water (if you have a light aquifer, see library/aquifer_tap.csv for help with this)"
- Bringing magma up to the industry level to power magma forges/furnaces (see library/pump_stack.csv for help with this)
- Manufacturing trade goods
@ -42,7 +42,7 @@ interactively."
"# The dreamfort.csv distributed with DFHack is generated with the following command:
for fname in dreamfort*.xlsx; do xlsx2csv -a -p '' ""$fname""; done | sed 's/,*$//'"
#notes label(checklist) command checklist
"Here is the recommended order for Dreamfort commands. Each line is a blueprint that you run with gui/quickfort (default keybinding: Ctrl-Shift-Q), except where we use other tools as noted. If you set ""dreamfort"" as the filter when you open gui/quickfort, you'll conveniently only see Dreamfort blueprints to choose from. See the walkthroughs (the ""help"" blueprints) for context and details."
"Here is the recommended order for Dreamfort commands. Each line is a blueprint that you run with gui/quickfort (default keybinding: Ctrl-Shift-Q), except where we use other tools as noted. If you set ""dreamfort"" as the filter when you open gui/quickfort, you'll conveniently only see Dreamfort blueprints to choose from. See the walkthroughs (the ""help"" blueprints) for context and details. You can also copy text from this spreadsheet online and paste it in gui/launcher with Ctrl-V."
"If the checklist indicates that you should generate orders, that means to hit the ""o"" hotkey when the blueprint is loaded in gui/quickfort. You'll get a popup saying which orders were generated. Also remember to read the messages the blueprints display after you run them so you don't miss any important manual steps!"
""
-- Preparation (before you embark!) --
@ -61,7 +61,7 @@ gui/quickfort,/perimeter,,Run at embark. Don't actually apply the blueprint -- i
-- Dig --
DFHack command,Blueprint,Generate orders,Notes
gui/quickfort,/surface1,,Clear some trees and dig central staircase. Run when you find your center tile. Deconstruct your wagon if it is in the way.
gui/quickfort,/dig_all,,"Run when you find a suitable (non-aquifer) rock layer for the industry level. It designates digging for industry, services, guildhall, suites, apartments, and the crypt all in one go. This list does not include the farming level, which we'll dig in the uppermost soil layer a bit later. Note that it is more efficient for your miners if you designate your digging before they dig the central stairs past that level since the stairs are dug at a low priority. This keeps your miners focused on one level at a time. If you need to designate your levels individually due to caverns interrupting the sequence or just because it is your preference, run the level-specific dig blueprints (i.e. /industry1, /services1, /guildhall1, /suites1, 3 levels of /apartments1, and /crypt1) instead of running /dig_all."
gui/quickfort,/dig_all,,"Run when you find a suitable (non-aquifer) rock layer for the industry level. It designates digging for industry, services, guildhall, suites, apartments, and the crypt all in one go. This list does not include the farming level, which we'll designate in the uppermost soil layer once the surface miasma channels are dug. Note that it is more efficient for your miners if you designate the digging for a level before they dig the central stairs past that level. The stairs down on each level are designated at priority 5 instead of the regular priority 4. This lets the miners focus on one z-level at a time and not run up and down the stairs attempting to dig out two blueprints simultaneously. If you need to designate your levels individually due to caverns interrupting the sequence or just because it is your preference, run the level-specific dig blueprints (i.e. /industry1, /services1, /guildhall1, /suites1, 3 levels of /apartments1, and /crypt1) instead of running /dig_all."
""
-- Core fort (should finish at about the third migration wave) --
DFHack command,Blueprint,Generate orders,Notes
@ -70,7 +70,7 @@ gui/quickfort,/farming1,,Dig out the farming level. Run when channels on the sur
gui/quickfort,/farming2,,Build farming level. Run as soon as the farming level has been completely dug out.
gui/quickfort,/surface3,,Cover the miasma vents and start protecting the central staircase from early invasions. Run right after /farming2.
gui/quickfort,/industry2,,Build industry level. Run as soon as the industry level has been completely dug out.
prioritize ConstructBuilding,,,"To get those workshops up and running ASAP. You may have to run this several times as the materials for the building construction jobs become ready. As industry workshops are built, you can remove the temporary workshops and stockpiles on the surface. **Be sure that there are no items attached to jobs left in the workshops before deconstructing them, otherwise you'll get canceled jobs!**"
prioritize ConstructBuilding,,,"To get those workshops up and running ASAP. You may have to run this several times as the materials for the building construction jobs become ready. As industry workshops are built, you can remove the temporary workshops and stockpiles on the surface. Be sure that there are no items attached to jobs left in the surface workshops before deconstructing them, otherwise you'll get canceled jobs!"
gui/quickfort,/surface4,,Finish protecting the staircase and lay flooring for future buildings. Run after the walls and floors around the staircase are built and you have moved production from the surface to the industry level.
gui/quickfort,/industry3,,Build the rest of the industry level. Run once /surface4 is mostly complete.
orders import library/basic,,,"Run after the first migration wave, so you have dwarves to do all the basic tasks. Note that this is the ""orders"" plugin, not the ""quickfort orders"" command."
@ -81,7 +81,7 @@ gui/quickfort,/surface6,Yes,Build security perimeter. Run once you have linked a
gui/quickfort,/surface7,Yes,Build roof. Run after the surface walls are completed and any marked trees are chopped down. Be sure to give your haulers some time to fill the stonecutter's stockpile with some stone first so your stonecutters won't be hauling it up from the depths by hand.
""
-- Plumbing --
"If you haven't done it already, this is a good time to fill your well cisterns, either with a bucket brigade or by routing water from a freshwater stream or an aquifer (see the library/aquifer_tap.csv blueprint for help with this)."
"If you haven't done it already, this is a good time to fill your well cisterns, either with a bucket brigade or by routing water from a freshwater stream or an aquifer (see the aquifer_tap library blueprint for help with this)."
Also consider bringing magma up to your services level so you can replace the forge and furnaces on your industry level with more powerful magma versions. This is especially important if your embark has insufficient trees to convert into charcoal. Keep in mind that moving magma is a tricky process and can take a long time. Don't forget to continue making progress through this checklist!
""
-- Mature fort (fourth migration wave onward) --
@ -112,7 +112,7 @@ You can save some time by setting up your settings in gui/control-panel before y
""
"On the gui/control-panel ""Autostart"" tab, additionally enable:"
- autobutcher
- autobutcher target 50 50 14 2 BIRD_GOOSE
- autobutcher target 10 10 14 2 BIRD_GOOSE
- autochop
- autofarm
- autofish
@ -121,6 +121,7 @@ You can save some time by setting up your settings in gui/control-panel before y
- ban-cooking all
- buildingplan set boulders false
- buildingplan set logs false
- dwarfvet
- nestboxes
- prioritize
- seedwatch
@ -144,9 +145,6 @@ On the work details screen (Labor -> Work details)
In standing orders (Labor -> Standing orders):
" - Change ""Automatically weave all thread"" to ""No automatic weaving"" so the hospital always has thread -- we'll be managing cloth production with automated orders"
"- On the ""Other"" tab, change ""Everybody harvests"" to ""Only farmers harvest"""
""
"Finally, in the burrows screen:"
"- Create a burrow named ""Inside"" and register it as a civilian alert burrow in gui/civ-alert so you can use it to get your civilians to safety during sieges. You will have to periodically expand the burrow area as the fort expands."
"#meta label(dig_all) start(central stairs on industry level) dig industry, services, guildhall, suites, apartments, and crypt levels. does not include farming."
# Note that this blueprint will only work for the unified dreamfort.csv. It won't work for the individual .xlsx files (since #meta blueprints can't cross file boundaries).
""
@ -248,6 +246,8 @@ Features:
- Optional extended trap hallways (to handle larger sieges with a smaller/no military)
"- Protected trade depot, with separate trade goods stockpiles for organics and inorganics (for easy elven trading)"
- A grid of small farm plots for lucrative surface farming
"- A burrow named ""Inside+"" that grows with your fort as you dig it out. It is pre-registered as a civilian alert burrow so you can use it to get your civilians to safety during sieges."
"- A burrow named ""Clearcutting area"" that is automatically registered with autochop (if you have it enabled) to keep the area around your fort clear of trees"
""
Manual steps you have to take:
"- Assign grazing livestock to the large pasture, dogs to the pasture over the central stairs, and male birds to the zone between the rows of nestboxes (DFHack's autonestbox will auto-assign the female egg-laying birds to the nestbox zones)"
@ -280,11 +280,11 @@ Surface Walkthrough:
Sieges and Prisoner Processing:
Here are some tips and procedures for handling seiges -- including how to clean up afterwards!
""
"- Ensure your ""Inside"" burrow includes only below-ground areas and safe surface areas of your fort. In particular, don't include the ""atrium"" area (where the ""siege bait"" pasture is) or the trapped hallways."
"- Your ""Inside+"" burrow will automatically grow with your fort and should include only safe areas of your fort. In particular, it should not include the ""atrium"" area (where the ""siege bait"" pasture is) or the trapped hallways."
""
"- When a siege begins, set your civilian alert (attach the alert to your ""Inside"" burrow if it isn't already) to ensure all your civilians stay out of danger. Immediately pull the lever to close the outer main gate. It is also wise to close the trade depot and inner main gate as well. That way, if enemies get past the traps, they'll have to go through the soldiers in your barracks (assuming you have a military)."
"- When a siege begins, set your civilian alert (attach the alert to your ""Inside+"" burrow if it isn't already) to ensure all your civilians stay out of danger. Immediately pull the lever to close the outer main gate. It is also wise to close the trade depot and inner main gate as well. That way, if enemies get past the traps, they'll have to go through the soldiers in your barracks (assuming you have a military)."
""
"- During a siege, use the levers to control how attackers path through the trapped corridors. If there are more enemies than cage traps, time your lever pulling so that the inner gates snap closed before your last cage trap is sprung. Then the remaining attackers will have to backtrack and go through the other trap-filled hallway."
"- During a siege, you can use the levers to control how attackers path through the trapped corridors. If there are more enemies than cage traps, time your lever pulling so that the inner gates snap closed before your last cage trap is sprung. Then the remaining attackers will have to backtrack and go through the other trap-filled hallway. You can also choose *not* to use the trap hallways and meet the siege with your military. It's up to you!"
""
"- If your cage traps fill up, ensure your hallways are free of uncaged attackers, then close the trap hallway outer gates and open the inner gates. Clear the civilian alert and allow your dwarves to reset all the traps -- make some extra cages in preparation for this! Then re-enable the civilian alert and open the trap hallway outer gates."
""
@ -292,13 +292,13 @@ Here are some tips and procedures for handling seiges -- including how to clean
""
"After a siege, you can use the caged prisoners to safely train your military. Here's how:"
""
"- Once the prisoners are hauled to the ""prisoner quantum"" stockpile, run ""stripcaged all"" in the DFHack gui/launcher."
"- Once the prisoners are hauled to the ""prisoner quantum"" stockpile in the barracks, run ""stripcaged all"" in DFHack's gui/launcher."
""
"- After all the prisoners' items have been confiscated, bring your military dwarves to the barracks (if they aren't already there)."
""
- Assign a group prisoners to the pasture that overlaps the prisoner quantum stockpile
- Assign a group of prisoners to the pasture that overlaps the prisoner quantum stockpile
""
"- Hauler dwarves will come and release prisoners one by one. Your military dwarves will immediately pounce on the released prisoner and chop them to bits, saving the hauler dwarves from being attacked. Repeat until all prisoners have been ""processed""."
"- Hauler dwarves will come and release prisoners one by one. Your military dwarves will immediately pounce on the released prisoners and chop them to bits, saving the hauler dwarves from being attacked. Repeat until all prisoners have been ""processed"". Some prisoners are not directly hostile (like cavern-caught gorlaks) and you may need to be target them explicitly to get your soldiers to attack them."
"#zone label(surface_zones) start(19; 19) hidden() message(Remember to assign your dogs to the pasture surrounding the central stairs, your grazing animals to the large pasture, and your male birds to the zone between the rows of nestboxes.) pastures and training areas"
#burrow label(surface_burrow_start) start(19; 19) hidden() create safety burrow that will grow with your fort
"#zone label(surface_zones) start(19; 19) hidden() message(Remember to assign your dogs to the pasture surrounding the central stairs, your grazing animals to the large pasture, and your male birds to the zone between the rows of nestboxes. If your wagon is far away, you can let your animals wander closer to the fort before pasturing them to save hauling time.) pastures and training areas"
@ -22,6 +22,24 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
spans multiple lines. Three ``]`` characters indicate the end of such a block.
- ``!`` immediately before a phrase set up to be replaced (see gen_changelog.py) stops that occurrence from being replaced.
Template for new versions:
## New Tools
## New Features
## Fixes
## Misc Improvements
## Documentation
## API
## Lua
## Removed
===end
]]]
@ -33,22 +51,234 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
# Future
## New Tools
- `burrow`: (reinstated) automatically expand burrows as you dig
## New Features
- `prospect`: can now give you an estimate of resources from the embark screen. hover the mouse over a potential embark area and run `prospect`.
- `burrow`: integrated 3d box fill and 2d/3d flood fill extensions for burrow painting mode
- `buildingplan`: allow specific mechanisms to be selected when linking levers
- `sort`: military and burrow membership filters for the burrow assignment screen
## Fixes
- `stockpiles`: hide configure and help buttons when the overlay panel is minimized
- `caravan`: price of vermin swarms correctly adjusted down. a stack of 10000 bees is worth 10, not 10000
- `sort`: when filtering out already-established temples in the location assignment screen, also filter out the "No specific deity" option if a non-denominational temple has already been established
- RemoteServer: continue to accept connections as long as the listening socket is valid instead of closing the socket after the first disconnect
## Misc Improvements
- `buildingplan`: display how many items are available on the planner panel
- `buildingplan`: clarify interface when building single-tile staircases
- `sort`: allow searching by profession on the squad assignment page
- `sort`: add search for work animal assignment screen; allow filtering by miltary/squad/civilian/burrow
- `sort`: on the squad assignment screen, make effectiveness and potential ratings use the same scale so effectiveness is always less than or equal to potential for a unit and so you can tell when units are approaching their maximum potential
- `sort`: new overlay on the animal assignment screen that shows how many work animals each visible unit already has assigned to them
- `dreamfort`: Inside+ and Clearcutting burrows now automatically created and managed
## Documentation
## API
- ``Gui::revealInDwarfmodeMap``: gained ``highlight`` parameter to control setting the tile highlight on the zoom target
- ``Maps::getWalkableGroup``: get the walkability group of a tile
- ``Units::getReadableName``: now returns the *untranslated* name
- ``Burrows::setAssignedUnit``: now properly handles inactive burrows
- ``Gui::getMousePos``: now takes an optional ``allow_out_of_bounds`` parameter so coordinates can be returned for mouse positions outside of the game map (i.e. in the blank space around the map)
## Lua
- ``dfhack.gui.revealInDwarfmodeMap``: gained ``highlight`` parameter to control setting the tile highlight on the zoom target
- ``dfhack.maps.getWalkableGroup``: get the walkability group of a tile
- ``dfhack.gui.getMousePos``: support new optional ``allow_out_of_bounds`` parameter
- ``gui.FRAME_THIN``: a panel frame suitable for floating tooltips
## Removed
# 50.11-r2
## New Tools
- `spectate`: (reinstated) automatically follow dwarves, cycling among interesting ones
- `preserve-tombs`: keep tombs assigned to units when they die
## New Features
- `logistics`: ``automelt`` now optionally supports melting masterworks; click on gear icon on `stockpiles` overlay frame
- `sort`: new search widgets for Info panel tabs, including all "Creatures" subtabs, all "Objects" subtabs, "Tasks", candidate assignment on the "Noble" subtab, and the "Work details" subtab under "Labor"
- `sort`: new search and filter widgets for the "Interrogate" and "Convict" screens under "Justice"
- `sort`: new search widgets for location selection screen (when you're choosing what kind of guildhall or temple to dedicate)
- `sort`: new search widgets for burrow assignment screen and other unit assignment dialogs
- `sort`: new search widgets for artifacts on the world/raid screen
- `sort`: new search widgets for slab engraving menu; can filter for only units that need a slab to prevent rising as a ghost
- `stocks`: hotkey for collapsing all categories on stocks screen
## Fixes
- `buildingplan`: remove bars of ash, coal, and soap as valid building materials to match v50 rules
- `buildingplan`: fix incorrect required items being displayed sometimes when switching the planner overlay on and off
- `zone`: races without specific child or baby names will now get generic child/baby names instead of an empty string
- `zone`: don't show animal assignment link for cages and restraints linked to dungeon zones (which aren't normally assignable)
- `sort`: don't count mercenaries as appointed officials in the squad assignment screen
- `dwarfvet`: fix invalid job id assigned to ``Rest`` job, which could cause crashes on reload
## Misc Improvements
- `overlay`: allow ``overlay_onupdate_max_freq_seconds`` to be dynamically set to 0 for a burst of high-frequency updates
- Help icons added to several complex overlays. clicking the icon runs `gui/launcher` with the help text in the help area
- `orders`: ``recheck`` command now only resets orders that have conditions that can be rechecked
- `sort`: added help button for squad assignment search/filter/sort
- `zone`: animals trained for war or hunting are now labeled as such in animal assignment screens
- `buildingplan`: support filtering cages by whether they are occupied
- `buildingplan`: show how many items you need to make when planning buildings
- `tailor`: now adds to existing orders if possilbe instead of creating new ones
## Documentation
- unavailable tools are no longer listed in the tag indices in the online docs
## API
- added ``Items::getCapacity``, returns the capacity of an item as a container (reverse-engineered), needed for `combine`
## Lua
- added ``GRAY`` color aliases for ``GREY`` colors
- added ``dfhack.items.getCapacity`` to expose the new module API
- ``utils.search_text``: text search routine (generalized from internal ``widgets.FilteredList`` logic)
## Removed
- ``FILTER_FULL_TEXT``: moved from ``gui.widgets`` to ``utils``; if your full text search preference is lost, please reset it in `gui/control-panel`
- `autolabor`: ensure vanilla work details are reinstated when the fort or the plugin is unloaded
- ``dfhack.TranslateName()``: fixed crash on certain invalid names, which affected `warn-starving`
- EventManager: Unit death event no longer misfires on units leaving the map
## Misc Improvements
- `digtype`: designate only visible tiles by default, and use "auto" dig mode for following veins
- `digtype`: added options for designating only current z-level, this z-level and above, and this z-level and below
- `hotkeys`: make the DFHack logo brighten on hover in ascii mode to indicate that it is clickable
- `hotkeys`: use vertical bars instead of "!" symbols for the DFHack logo in ascii mode to make it easier to read
- EventManager: guard against potential iterator invalidation if one of the event listeners were to modify the global data structure being iterated over
- EventManager: for ``onBuildingCreatedDestroyed`` events, changed firing order of events so destroyed events come before created events
## Lua
- mouse key events are now aligned with internal DF semantics: ``_MOUSE_L`` indicates that the left mouse button has just been pressed and ``_MOUSE_L_DOWN`` indicates that the left mouse button is being held down. similarly for ``_MOUSE_R`` and ``_MOUSE_M``. 3rd party scripts may have to adjust.
# 50.10-r1
## Fixes
- Linux launcher: allow Steam Overlay and game streaming to function
- `autobutcher`: don't ignore semi-wild units when marking units for slaughter
## Misc Improvements
- 'sort': Improve combat skill scale thresholds
# 50.09-r4
## New Features
- `dig`: new overlay for ASCII mode that visualizes designations for smoothing, engraving, carving tracks, and carving fortifications
## Fixes
- `buildingplan`: make the construction dimensions readout visible again
- `seedwatch`: fix a crash when reading data saved by very very old versions of the plugin
- `gui/mod-manager`: don't continue to display overlay after the raws loading progress bar appears
## Misc Improvements
- `sort`: add sort option for training need on squad assignment screen
- `sort`: filter mothers with infants, units with weak mental fortitude, and critically injured units on the squad assignment screen
- `sort`: display a rating relative to the current sort order next to the visible units on the squad assignment screen
## Documentation
- add instructions for downloading development builds to the ``Installing`` page
## API
- `overlay`: overlay widgets can now declare a ``version`` attribute. changing the version of a widget will reset its settings to defaults. this is useful when changing the overlay layout and old saved positions will no longer be valid.
## Lua
- ``argparse.boolean``: convert arguments to lua boolean values.
# 50.09-r3
## New Features
- `sort`: search, sort, and filter for squad assignment screen
- `zone`: advanced unit assignment screens for cages, restraints, and pits/ponds
- `buildingplan`: one-click magma/fire safety filter for planned buildings
## Fixes
- Core: reload scripts in mods when a world is unloaded and immediately loaded again
- Core: fix text getting added to DFHack text entry widgets when Alt- or Ctrl- keys are hit
- `buildingplan`: ensure selected barrels and buckets are empty (or at least free of lye and milk) as per the requirements of the building
- `orders`: prevent import/export overlay from appearing on the create workorder screen
- `caravan`: corrected prices for cages that have units inside of them
- `tailor`: remove crash caused by clothing items with an invalid ``maker_race``
- ``dialogs.MessageBox``: fix spacing around scrollable text
- Surround DFHack-specific UI elements with square brackets instead of red-yellow blocks for better readability
- `autobutcher`: don't mark animals for butchering if they are already marked for some kind of training (war, hunt)
- `hotkeys`: don't display DFHack logo in legends mode since it covers up important interface elements. the Ctrl-Shift-C hotkey to bring up the menu and the mouseover hotspot still function, though.
- `sort`: animals are now sortable by race on the assignment screens
- `createitem`: support creating items inside of bags
## API
- ``Items::getValue()``: remove ``caravan_buying`` parameter since the identity of the selling party doesn't actually affect the item value
- `RemoteFortressReader`: add a ``force_reload`` option to the GetBlockList RPC API to return blocks regardless of whether they have changed since the last request
- ``Units``: new animal propery check functions ``isMarkedForTraining(unit)``, ``isMarkedForTaming(unit)``, ``isMarkedForWarTraining(unit)``, and ``isMarkedForHuntTraining(unit)``
- ``Gui``: ``getAnyStockpile`` and ``getAnyCivzone`` (along with their ``getSelected`` variants) now work through layers of ZScreens. This means that they will still return valid results even if a DFHack tool window is in the foereground.
## Lua
- ``new()``: improved error handling so that certain errors that were previously uncatchable (creating objects with members with unknown vtables) are now catchable with ``pcall()``
- ``dfhack.items.getValue()``: remove ``caravan_buying`` param as per C++ API change
- ``widgets.BannerPanel``: panel with distinctive border for marking DFHack UI elements on otherwise vanilla screens
- ``widgets.Panel``: new functions to override instead of setting corresponding properties (useful when subclassing instead of just setting attributes): ``onDragBegin``, ``onDragEnd``, ``onResizeBegin``, ``onResizeEnd``
- ``dfhack.screen.readTile()``: now populates extended tile property fields (like ``top_of_text``) in the returned ``Pen`` object
- ``dfhack.units``: new animal propery check functions ``isMarkedForTraining(unit)``, ``isMarkedForTaming(unit)``, ``isMarkedForWarTraining(unit)``, and ``isMarkedForHuntTraining(unit)``
- ``dfhack.gui``: new ``getAnyCivZone`` and ``getAnyStockpile`` functions; also behavior of ``getSelectedCivZone`` and ``getSelectedStockpile`` functions has changes as per the related API notes
# 50.09-r2
## New Plugins
- `3dveins`: reinstated for v50, this plugin replaces vanilla DF's blobby vein generation with veins that flow smoothly and naturally between z-levels
- `zone`: new searchable, sortable, filterable screen for assigning units to pastures
- `dwarfvet`: reinstated and updated for v50's new hospital mechanics; allow your animals to have their wounds treated at hospitals
- `dig`: new ``dig.asciiwarmdamp`` overlay that highlights warm and damp tiles when in ASCII mode. there is no effect in graphics mode since the tiles are already highlighted there
## Fixes
- RemoteServer: fix accept continue to accept connections as long as the listening socket is valid and logs errors
- Fix extra keys appearing in DFHack text boxes when shift (or any other modifier) is released before the other key you were pressing
- `logistics`: don't autotrain domestic animals brought by invaders (they'll get attacked by friendly creatures as soon as you let them out of their cage)
- `logistics`: don't bring trade goods to depot if the only caravans present are tribute caravans
- `gui/create-item`: when choosing a citizen to create the chosen items, avoid choosing a dead citizen
- `logistics`: fix potential crash when removing stockpiles or turning off stockpile features
## Misc Improvements
- `stockpiles`: include exotic pets in the "tameable" filter
- `logistics`: bring an autotraded bin to the depot if any item inside is tradeable instead of marking all items within the bin as untradeable if any individual item is untradeable
- `autonick`: add more variety to nicknames based on famous literary dwarves
- ``widgets.EditField``: DFHack edit fields now support cut/copy/paste with the system clipboard with Ctrl-X/Ctrl-C/Ctrl-V
- Suppress DF keyboard events when a DFHack keybinding is matched. This prevents, for example, a backtick from appearing in a textbox as text when you launch `gui/launcher` from the backtick keybinding.
- Dreamfort: give noble suites double-thick walls and add apartment doors
## Documentation
- `misery`: rewrite the documentation to clarify the actual effects of the plugin
## API
- ``Units::getUnitByNobleRole``, ``Units::getUnitsByNobleRole``: unit lookup API by role
- ``Items::markForTrade()``, ``Items::isRequestedTradeGood()``, ``Items::getValue``: see Lua notes below
## Internals
- Price calculations fixed for many item types
## Lua
- ``dfhack.units.getUnitByNobleRole``, ``dfhack.units.getUnitsByNobleRole``: unit lookup API by role
- ``dfhack.items.markForTrade``: mark items for trade
- ``dfhack.items.isRequestedTradeGood``: discover whether an item is named in a trade agreement with an active caravan
- ``dfhack.items.getValue``: gained optional ``caravan`` and ``caravan_buying`` parameters for prices that take trader races and agreements into account
- ``widgets.TextButton``: wraps a ``HotkeyLabel`` and decorates it to look more like a button
local first_border_texpos = textures.tp_border_thin(1)
.._lua-plugins:
=======
@ -5356,51 +5616,6 @@ Native functions provided by the `buildingplan` plugin:
* ``void doCycle()`` runs a check for whether buildings in the monitor list can be assigned items and unsuspended. This method runs automatically twice a game day, so you only need to call it directly if you want buildingplan to do a check right now.
* ``void scheduleCycle()`` schedules a cycle to be run during the next non-paused game frame. Can be called multiple times while the game is paused and only one cycle will be scheduled.
burrows
=======
The `burrows` plugin implements extended burrow manipulations.
Events:
* ``onBurrowRename.foo = function(burrow)``
Emitted when a burrow might have been renamed either through
The Info overlay adds search support to many of the fort-wide "Info" panels
(e.g. "Creatures", "Tasks", etc.). When searching for units, you can search by
name (with either English or native language last names), profession, or
special status (like "necromancer"). If there is text in the second column, you
can search for that text as well. This is often a job name or a status, like
"caged". The work animal assignment page can also filter by squad or burrow
membership.
Work animals overlay
--------------------
In addition to the search and filter widgets provided by the Info tabs overlay,
the work animal assignment screen has an additional overlay that annotates each
visible unit with the number of work animals that unit already has.
Interrogation overlay
---------------------
In the interrogation and conviction screens under the "Justice" tab, you can
search for units by name. You can also filter by the classification of the
unit. The classification groups are ordered by how likely a member of that
group is to be involved in a plot. The groups are: All, Risky visitors, Other
visitors, Residents, Citizens, Animals, Deceased, and Others. "Risky" visitors are those who are especially likely to be involved in plots, such as criminals,
necromancers, necromancer experiments, and intelligent undead.
On the interrogations screen, you can also filter units by whether they have
already been interrogated.
Candidates overlay
------------------
When you select the button to choose a candidate to assign to a noble role on
the nobles screen, you can search for units by name, profession, or any of the
skills in which they have achieved at least "novice" level. For example, when
assigning a broker, you can search for "appraisal" to find candidates that have
at least some appraisal skill.
Location selection overlay
--------------------------
When choosing the type of guildhall or temple to dedicate, you can search for
the relevant profession, religion, or deity by name. For temples, you can also
search for the "spheres" associated with the deity or religion, such as
"wealth" or "lies".
You can also choose whether to filter out temple or guildhall types that you
have already established.
Slab engraving overlay
----------------------
When choosing a unit to engrave a slab for, you can search for units by name,
either in their native language or in English (though only their native name
will be displayed). This overlay also adds a filter for showing only units that
would need a slab in order to prevent them rising as a ghost.
World overlay
-------------
Searching is supported for the Artifacts list when viewing the world map (where