DFHack future Internals: supported per save script folders Items module: added createItem function Sorted CMakeList for plugins and plugins/devel diggingInvaders no longer builds if plugin building is disabled EventManager: EQUIPMENT_CHANGE now triggers for new units new events: ON_REPORT UNIT_ATTACK UNLOAD INTERACTION sorted CMakeLists for plugins and devel plugins New scripts: lua/ //lua module folder repeat-util.lua makes it easier to make things repeat indefinitely syndrome-util.lua makes it easier to deal with unit syndromes scripts/ forumdwarves.lua helps copies df viewscreens to a file fullheal.lua fully heals a unit removewear.lua removes wear from all items in the fort repeat.lua repeatedly calls a script or a plugin ShowUnitSyndromes.rb shows syndromes affecting units and other relevant info skillChange.lua changes the skill of a unit Spawnunit.lua creates units! skillroll.lua invokes dfhack commands based on random chances teleport.lua teleports units scripts/devel/ printArgs.lua scripts/fix/ blooddel.lua makes it so civs don't bring barrels full of blood ichor or goo feeding-timers.lua reset the feeding timers of all units growthbug.lua fixes the growth bug scripts/gui/ hackWish.lua creates items out of any material unit-info-viewer.lua displays information about units scripts/modtools/ add-syndrome.lua add a syndrome to a unit or remove one force.lua forces events: caravan, migrants, diplomat, megabeast, curiousbeast, mischievousbeast, flier, siege, nightcreature item-trigger.lua triggers commands based on equipping, unequipping, and wounding units with items itemsyndrome.lua adds and removes syndromes to units when they equip and unequip items interaction-trigger.lua triggers commands when interactions happen invader-item-destroyer.lua destroys invaders' items when they die moddable-gods.lua standardized version of Putnam's moddable gods script moddableGods.lua makes raw moddable gods possible projectileExpansion.lua adds extra functionality to projectiles projectile-trigger.lua standardized version of projectileExpansion reaction-trigger.lua trigger commands when custom reactions complete replaces autoSyndrome reaction-trigger-transition.lua a tool for converting mods from autoSyndrome to reaction-trigger random-trigger.lua triggers random scripts that you register skill-change.lua for incrementing and setting skills spawn-flow.lua creates flows, like mist or dragonfire syndrome-trigger.lua trigger commands when syndromes happen transform-unit.lua shapeshifts a unit, possibly permanently New commands: New tweaks: New plugins: Misc improvements: new script in utils.lua for standardized argument processing outside-only now buildings have to be registered as inside or outside only, and it checks periodically to see when buildings change outsideness converted from plugin to script Removed digmat.rb: digFlood does the same functionality with less FPS impact scripts/invasionNow: scripts/modtools/force.lua does it better autoSyndrome replaced with scripts/modtools/reaction-trigger.lua syndromeTrigger replaced with scripts/modtools/syndrome-trigger.lua devel/printArgs plugin converted to scripts/devel/printArgs.lua DFHack v0.34.11-r5 Internals: - support for calling a lua function via a protobuf request (demonstrated by dfhack-run --lua). - support for basic filesystem operations (e.g. chdir, mkdir, rmdir, stat) in C++ and Lua - Lua API for listing files in directory. Needed for mod-manager. - Lua API for creating unit combat reports and writing to gamelog. - Lua API for running arbitrary DFHack commands - support for multiple raw/init.d/*.lua init scripts in one save. - eventful now has a more friendly way of making custom sidebars - on Linux and OSX the console now supports moving the cursor back and forward by a whole word. New scripts: - gui/mod-manager: allows installing/uninstalling mods into df from df/mods directory. - gui/clone-uniform: duplicates the currently selected uniform in the military screen. - fix/build-location: partial work-around for bug 5991 (trying to build wall while standing on it) - undump-buildings: removes dump designation from materials used in buildings. - exportlegends: exports data from legends mode, allowing a set-and-forget export of large worlds. - log-region: each time a fort is loaded identifying information will be written to the gamelog. - dfstatus: show an overview of critical stock quantities, including food, drinks, wood, and bars. New commands: - 'plant create' - spawn a new shrub under the cursor - command-prompt: a dfhack command prompt in df. New tweaks: - craft-age-wear: make crafted items wear out with time like in old versions (bug 6003) - adamantine-cloth-wear: stop adamantine clothing from wearing out (bug 6481) - confirm-embark: adds a prompt before embarking (on the "prepare carefully" screen) New plugins: - rendermax: replace the renderer with something else. Most interesting is "rendermax light"- a lighting engine for df. - stockflow (by eswald): queues manager jobs of the configured type based on the state of a stockpile. - embark-tools: implementations of Embark Anywhere, Nano Embark, and a few other embark-related utilities - building-hacks: Allows to add custom functionality and/or animations to buildings. - petcapRemover: triggers pregnancies in creatures so that you can effectively raise the default pet population cap from the default 50 Misc improvements: - plant: move the 'grow', 'extirpate' and 'immolate' commands as 'plant' subcommands - digfort: improved csv parsing, add start() comment handling - exterminate: allow specifying a caste (exterminate gob:male) - createitem: in adventure mode it now defaults to the controlled unit as maker. - autotrade: adds "(Un)mark All" options to both panes of trade screen. - mousequery: several usability improvements. - mousequery: show live overlay (in menu area) of what's on the tile under the mouse cursor. - search: workshop profile search added. - dwarfmonitor: add screen to summarise preferences of fortress dwarfs. - getplants: add autochop function to automate woodcutting. - stocks: added more filtering and display options. Siege engine plugin: - engine quality and distance to target now affect accuracy - firing the siege engine at a target produces a combat report - improved movement speed computation for meandering units - operators in Prepare To Fire mode are released from duty once hungry/thirsty if there is a free replacement DFHack v0.34.11-r4 New commands: - diggingInvaders - allows invaders to dig and/or deconstruct walls and buildings in order to get at your dwarves. - digFlood - automatically dig out specified veins as they are revealed - enable, disable - Built-in commands that can be used to enable/disable many plugins. - restrictice - Restrict traffic on squares above visible ice. - restrictliquid - Restrict traffic on every visible square with liquid. - treefarm - automatically chop trees and dig obsidian New scripts: - autobutcher: A GUI front-end for the autobutcher plugin. - invasionNow: trigger an invasion, or many - locate_ore: scan the map for unmined ore veins - masspit: designate caged creatures in a zone for pitting - multicmd: run a sequence of dfhack commands, separated by ';' - startdwarf: change the number of dwarves for a new embark - digmat: dig veins/layers tile by tile, as discovered Misc improvements: - autoSyndrome: disable by default reorganized special tags minimized error spam reset policies: if the target already has an instance of the syndrome you can skip, add another instance, reset the timer, or add the full duration to the time remaining - core: fix SC_WORLD_(UN)LOADED event for arena mode - exterminate: renamed from slayrace, add help message, add butcher mode - fastdwarf: fixed bug involving fastdwarf and teledwarf being on at the same time - magmasource: rename to 'source', allow water/magma sources/drains - ruby: add df.dfhack_run "somecommand" - syndromeTrigger: replaces and extends trueTransformation. Can trigger things when syndromes are added for any reason. - tiletypes: support changing tile material to arbitrary stone. - workNow: can optionally look for jobs when jobs are completed New tweaks: - hive-crash: Prevent crash if bees die in a hive with ungathered products (bug 6368). New plugins: - 3dveins: Reshapes all veins on the map in a way that flows between Z levels. May be unstable. Backup before using. - autotrade: Automatically send items in marked stockpiles to trade depot, when trading is possible. - buildingplan: Place furniture before it's built - dwarfmonitor: Records dwarf activity to measure fort efficiency - mousequery: Look and poke at the map elements with the mouse. - outsideOnly: make raw-specified buildings impossible to build inside - resume: A plugin to help display and resume suspended constructions conveniently - stocks: An improved stocks display screen. Internals: - Core: there is now a per-save dfhack.init file for when the save is loaded, and another for when it is unloaded - EventManager: fixed job completion detection, fixed removal of TICK events, added EQUIPMENT_CHANGE event - Lua API for a better random number generator and perlin noise functions. - Once: easy way to make sure something happens once per run of DF, such as an error message DFHack v0.34.11-r3 Internals: - support for displaying active keybindings properly. - support for reusable widgets in lua screen library. - Maps::canStepBetween: returns whether you can walk between two tiles in one step. - EventManager: monitors various in game events centrally so that individual plugins don't have to monitor the same things redundantly. - Now works with OSX 10.6.8 Notable bugfixes: - autobutcher can be re-enabled again after being stopped. - stopped Dwarf Manipulator from unmasking vampires. - Stonesense is now fixed on OSX Misc improvements: - fastdwarf: new mode using debug flags, and some internal consistency fixes. - added a small stand-alone utility for applying and removing binary patches. - removebadthoughts: add --dry-run option - superdwarf: work in adventure mode too - tweak stable-cursor: carries cursor location from/to Build menu. - deathcause: allow selection from the unitlist screen - slayrace: allow targetting undeads New tweaks: - tweak military-training: speed up melee squad training up to 10x (normally 3-5x). New scripts: - binpatch: the same as the stand-alone binpatch.exe, but works at runtime. - region-pops: displays animal populations of the region and allows tweaking them. - lua: lua interpreter front-end converted to a script from a native command. - dfusion: misc scripts with a text based menu. - embark: lets you embark anywhere. - lever: list and pull fort levers from the dfhack console. - stripcaged: mark items inside cages for dumping, eg caged goblin weapons. - soundsense-season: writes the correct season to gamelog.txt on world load. - create-items: spawn items - fix/cloth-stockpile: fixes bug 5739; needs to be run after savegame load every time. New GUI scripts: - gui/guide-path: displays the cached path for minecart Guide orders. - gui/workshop-job: displays inputs of a workshop job and allows tweaking them. - gui/workflow: a front-end for the workflow plugin (part inspired by falconne). - gui/assign-rack: works together with a binary patch to fix weapon racks. - gui/gm-editor: an universal editor for lots of dfhack things. - gui/companion-order: a adventure mode command interface for your companions. - gui/advfort: a way to do jobs with your adventurer (e.g. build fort). New binary patches (for use with binpatch): - armorstand-capacity: doubles the capacity of armor stands. - custom-reagent-size: lets custom reactions use small amounts of inputs. - deconstruct-heapfall: stops some items still falling on head when deconstructing. - deconstruct-teleport: stops items from 16x16 block teleporting when deconstructing. - hospital-overstocking: stops hospital overstocking with supplies. - training-ammo: lets dwarves with quiver full of combat-only ammo train. - weaponrack-unassign: fixes bug that negates work done by gui/assign-rack. Workflow plugin: - properly considers minecarts assigned to routes busy. - code for deducing job outputs rewritten in lua for flexibility. - logic fix: collecting webs produces silk, and ungathered webs are not thread. - items assigned to squads are considered busy, even if not in inventory. - shearing and milking jobs are supported, but only with generic MILK or YARN outputs. - workflow announces when the stock level gets very low once a season. New Fix Armory plugin: Together with a couple of binary patches and the gui/assign-rack script, this plugin makes weapon racks, armor stands, chests and cabinets in properly designated barracks be used again for storage of squad equipment. New Search plugin by falconne: Adds an incremental search function to the Stocks, Trading, Stockpile and Unit List screens. New AutoMaterial plugin by falconne: Makes building constructions (walls, floors, fortifications, etc) a little bit easier by saving you from having to trawl through long lists of materials each time you place one. Dfusion plugin: Reworked to make use of lua modules, now all the scripts can be used from other scripts. New Eventful plugin: A collection of lua events, that will allow new ways to interact with df world. Auto syndrome plugin: A way of automatically applying boiling rock syndromes and calling dfhack commands controlled by raws. Infinite sky plugin: Create new z-levels automatically or on request. True transformation plugin: A better way of doing permanent transformations that allows later transformations. Work now plugin: Makes the game assign jobs every time you pause. DFHack v0.34.11-r2 Internals: - full support for Mac OS X. - a plugin that adds scripting in ruby. - support for interposing virtual methods in DF from C++ plugins. - support for creating new interface screens from C++ and lua. - added various other API functions. Notable bugfixes: - better terminal reset after exit on linux. - seedwatch now works on reclaim. - the sort plugin won't crash on cages anymore. Misc improvements: - autodump: can move items to any walkable tile, not just floors. - stripcaged: by default keep armor, new dumparmor option. - zone: allow non-domesticated birds in nestboxes. - workflow: quality range in constraints. - cleanplants: new command to remove rain water from plants. - liquids: can paint permaflow, i.e. what makes rivers power water wheels. - prospect: pre-embark prospector accounts for caves & magma sea in its estimate. - rename: supports renaming stockpiles, workshops, traps, siege engines. - fastdwarf: now has an additional option to make dwarves teleport to their destination. New commands: - misery: multiplies every negative thought gained (2x by default). - digtype: designates every tile of the same type of vein on the map for 'digging' (any dig designation). New tweaks: - tweak stable-cursor: keeps exact cursor position between d/k/t/q/v etc menus. - tweak patrol-duty: makes Train orders reduce patrol timer, like the binary patch does. - tweak readable-build-plate: fix unreadable truncation in unit pressure plate build ui. - tweak stable-temp: fixes bug 6012; may improve FPS by 50-100% on a slow item-heavy fort. - tweak fast-heat: speeds up item heating & cooling, thus making stable-temp act faster. - tweak fix-dimensions: fixes subtracting small amounts from stacked liquids etc. - tweak advmode-contained: fixes UI bug in custom reactions with container inputs in advmode. - tweak fast-trade: Shift-Enter for selecting items quckly in Trade and Move to Depot screens. - tweak military-stable-assign: Stop rightmost list of military->Positions from jumping to top. - tweak military-color-assigned: In same list, color already assigned units in brown & green. New scripts: - fixnaked: removes thoughts about nakedness. - setfps: set FPS cap at runtime, in case you want slow motion or speed-up. - siren: wakes up units, stops breaks and parties - but causes bad thoughts. - fix/population-cap: run after every migrant wave to prevent exceeding the cap. - fix/stable-temp: counts items with temperature updates; does instant one-shot stable-temp. - fix/loyaltycascade: fix units allegiance, eg after ordering a dwarf merchant kill. - deathcause: shows the circumstances of death for a given body. - digfort: designate areas to dig from a csv file. - drainaquifer: remove aquifers from the map. - growcrops: cheat to make farm crops instantly grow. - magmasource: continuously spawn magma from any map tile. - removebadthoughts: delete all negative thoughts from your dwarves. - slayrace: instakill all units of a given race, optionally with magma. - superdwarf: per-creature fastdwarf. New GUI scripts: - gui/mechanisms: browse mechanism links of the current building. - gui/room-list: browse other rooms owned by the unit when assigning one. - gui/liquids: a GUI front-end for the liquids plugin. - gui/rename: renaming stockpiles, workshops and units via an in-game dialog. - gui/power-meter: front-end for the Power Meter plugin. - gui/siege-engine: front-end for the Siege Engine plugin. - gui/choose-weapons: auto-choose matching weapons in the military equip screen. Autolabor plugin: - can set nonidle hauler percentage. - broker excluded from all labors when needed at depot. - likewise, anybody with a scheduled diplomat meeting. New Dwarf Manipulator plugin: Open the unit list, and press 'l' to access a Dwarf Therapist like UI in the game. New Steam Engine plugin: Dwarven Water Reactors don't make any sense whatsoever and cause lag, so this may be a replacement for those concerned by it. The plugin detects if a workshop with a certain name is in the raws used by the current world, and provides the necessary behavior. See hack/raw/*_steam_engine.txt for the necessary raw definitions. Note: Stuff like animal treadmills might be more period, but absolutely can't be done with tools dfhack has access to. New Power Meter plugin: When activated, implements a pressure plate modification that detects power in gear boxes built on the four adjacent N/S/W/E tiles. The gui/power-meter script implements the necessary build configuration UI. New Siege Engine plugin: When enabled and configured via gui/siege-engine, allows aiming siege engines at a designated rectangular area with 360 degree fire range and across Z levels; this works by rewriting the projectile trajectory immediately after it appears. Also supports loading catapults with non-boulder projectiles, taking from a stockpile, and restricting operator skill range like with ordinary workshops. Disclaimer: not in any way to undermine the future siege update from Toady, but the aiming logic of existing engines hasn't been updated since 2D, and is almost useless above ground :(. Again, things like making siegers bring their own engines is totally out of the scope of dfhack and can only be done by Toady. New Add Spatter plugin: Detects reactions with certain names in the raws, and changes them from adding improvements to adding item contaminants. This allows directly covering items with poisons. The added spatters are immune both to water and 'clean items'. Intended to give some use to all those giant cave spider poison barrels brought by the caravans.