498 lines
19 KiB
ReStructuredText
498 lines
19 KiB
ReStructuredText
.. comment
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This is the changelog file for DFHack. If you add or change anything, note
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it here under the heading "DFHack Future", in the appropriate section.
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Items within each section are listed in alphabetical order to minimise merge
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conflicts. Try to match the style and level of detail of the other entries.
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Sections for each release are added as required, and consist solely of the
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following in order as subheadings::
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Internals
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Lua
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New [Internal Commands | Plugins | Scripts | Features]
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Fixes
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Misc Improvements
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Removed
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When referring to a script, plugin, or command, use backticks (```) to
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create a link to the relevant documentation - and check that the docs are
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still up to date!
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When adding a new release, change "DFHack future" to the appropriate title
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before releasing, and then add a new "DFHack future" section after releasing.
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.. _changelog:
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#########
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Changelog
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#########
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.. contents::
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:depth: 2
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DFHack future
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=============
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DFHack 0.42.06-r1
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=================
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Fixes
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-----
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- `exportlegends`: Improved handling of unknown enum items (fixes many errors)
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Internals
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---------
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- Commands to run on startup can be specified on the command line with ``+``
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Example::
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./dfhack +devel/print-args example
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"Dwarf Fortress.exe" +devel/print-args example
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- Prevented plugins with active viewscreens from being unloaded and causing a crash
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- Additional script search paths can be specified in dfhack-config/script-paths.txt
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Lua
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---
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- `building-hacks` now supports ``auto_gears`` flags. It automatically finds and animates gears in building definition
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- Changed how `eventful` triggers reaction complete. Now it has ``onReactionComplete`` and ``onReactionCompleting``. Second one can be canceled
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New Plugins
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-----------
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- `autogems`: Creates a new Workshop Order setting, automatically cutting rough gems
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New Scripts
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-----------
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- `devel/save-version`: Displays DF version information about the current save
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- `modtools/extra-gamelog`: replaces ``log-region``, ``soundsense-season``, and ``soundsense``
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New Features
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------------
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- `buildingplan`: Support for floodgates, grates, and bars
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- `colonies`: new ``place`` subcommand and supports any vermin (default honey bees)
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- `confirm`: Added a confirmation for retiring locations
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- `exportlegends`: Exports more information (poetic/musical/dance forms, written/artifact content, landmasses, extra histfig information, and more)
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- `search-plugin`: Support for new screens:
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- location occupation assignment
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- civilization animal training knowledge
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- animal trainer assignment
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- `tweak`:
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- ``tweak block-labors``: Prevents labors that can't be used from being toggled
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- ``tweak hide-priority``: Adds an option to hide designation priority indicators
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- ``tweak title-start-rename``: Adds a safe rename option to the title screen "Start Playing" menu
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- `zone`:
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- Added ``unassign`` subcommand
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- Added ``only`` option to ``assign`` subcommand
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Fixes
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-----
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- Fixed a crash bug caused by the historical figures DFHack uses to store persistent data.
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- More plugins should recognize non-dwarf citizens
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- Fixed a possible crash from cloning jobs
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- moveToBuilding() now sets flags for items that aren't a structural part of the building properly
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- `autotrade`, `stocks`: Made trading work when multiple caravans are present but only some can trade
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- `confirm` note-delete: No longer interferes with name entry
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- `exportlegends`: Handles entities without specific races, and a few other fixes for things new to v0.42
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- `fastdwarf`: Fixed a bug involving teleporting mothers but not the babies they're holding.
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- `gaydar`: Fixed text display on OS X/Linux and failure with soul-less creatures
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- `manipulator`:
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- allowed editing of non-dwarf citizens
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- stopped ghosts and visitors from being editable
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- fixed applying last custom profession
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- `modtools/create-unit`: Stopped making units without civs historical figures
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- `modtools/force`:
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- Removed siege option
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- Prevented a crash resulting from a bad civilization option
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- `showmood`: Fixed name display on OS X/Linux
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- `view-item-info`: Fixed density units
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Misc Improvements
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-----------------
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- `autochop`: Can now edit log minimum/maximum directly and remove limit entirely
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- `autolabor`, `autohauler`, `manipulator`: Added support for new jobs/labors/skills
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- `colonies`: now implemented by a script
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- `createitem`: Can now create items anywhere without specifying a unit, as long as a unit exists on the map
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- `devel/export-dt-ini`: Updated for 0.42.06
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- `devel/find-offsets`: Automated several more scans
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- `gui/gm-editor`: Now supports finding some items with a numeric ID (with ``i``)
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- `lua`: Now supports some built-in variables like `gui/gm-editor`, e.g. ``unit``, ``screen``
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- `remotefortressreader`: Can now trigger keyboard events
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- `stockflow`: Now offers better control over individual craft jobs
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- `weather`: now implemented by a script
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- `zone`: colored output
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Removed
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-------
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- DFusion: legacy script system, obsolete or replaced by better alternatives
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DFHack 0.40.24-r5
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=================
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New Features
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------------
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- `confirm`:
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- Added a ``uniform-delete`` option for military uniform deletion
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- Added a basic in-game configuration UI
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Fixes
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-----
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- Fixed a rare crash that could result from running `keybinding` in onLoadWorld.init
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- Script help that doesn't start with a space is now recognized correctly
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- `confirm`: Fixed issues with haul-delete, route-delete, and squad-disband confirmations intercepting keys too aggressively
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- `emigration` should work now
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- `fix-unit-occupancy`: Significantly optimized - up to 2,000 times faster in large fortresses
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- `gui/create-item`: Allow exiting quantity prompt
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- `gui/family-affairs`: Fixed an issue where lack of relationships wasn't recognized and other issues
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- `modtools/create-unit`: Fixed a possible issue in reclaim fortress mode
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- `search-plugin`: Fixed a crash on the military screen
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- `tweak` max-wheelbarrow: Fixed a minor display issue with large numbers
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- `workflow`: Fixed a crash related to job postings (and added a fix for existing, broken jobs)
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Misc Improvements
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-----------------
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- Unrecognized command feedback now includes more information about plugins
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- `fix/dry-buckets`: replaces the ``drybuckets`` plugin
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- `feature`: now implemented by a script
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DFHack 0.40.24-r4
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=================
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Internals
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---------
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- A method for caching screen output is now available to Lua (and C++)
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- Developer plugins can be ignored on startup by setting the ``DFHACK_NO_DEV_PLUGINS`` environment variable
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- The console on Linux and OS X now recognizes keyboard input between prompts
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- JSON libraries available (C++ and Lua)
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- More DFHack build information used in plugin version checks and available to plugins and lua scripts
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- Fixed a rare overflow issue that could cause crashes on Linux and OS X
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- Stopped DF window from receiving input when unfocused on OS X
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- Fixed issues with keybindings involving :kbd:`Ctrl`:kbd:`A` and :kbd:`Ctrl`:kbd:`Z`,
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as well as :kbd:`Alt`:kbd:`E`/:kbd:`U`/:kbd:`N` on OS X
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- Multiple contexts can now be specified when adding keybindings
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- Keybindings can now use :kbd:`F10`-:kbd:`F12` and :kbd:`0`-:kbd:`9`
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- Plugin system is no longer restricted to plugins that exist on startup
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- :file:`dfhack.init` file locations significantly generalized
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Lua
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---
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- Scripts can be enabled with the built-in `enable`/`disable <disable>` commands
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- A new function, ``reqscript()``, is available as a safer alternative to ``script_environment()``
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- Lua viewscreens can choose not to intercept the OPTIONS keybinding
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New internal commands
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---------------------
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- `kill-lua`: Interrupt running Lua scripts
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- `type`: Show where a command is implemented
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New plugins
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-----------
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- `confirm`: Adds confirmation dialogs for several potentially dangerous actions
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- `fix-unit-occupancy`: Fixes issues with unit occupancy, such as faulty "unit blocking tile" messages (:bug:`3499`)
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- `title-version` (formerly ``vshook``): Display DFHack version on title screen
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New scripts
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-----------
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- `armoks-blessing`: Adjust all attributes, personality, age and skills of all dwarves in play
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- `brainwash`: brainwash a dwarf (modifying their personality)
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- `burial`: sets all unowned coffins to allow burial ("-pets" to allow pets too)
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- `deteriorateclothes`: make worn clothes on the ground wear far faster to boost FPS
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- `deterioratecorpses`: make body parts wear away far faster to boost FPS
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- `deterioratefood`: make food vanish after a few months if not used
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- `elevate-mental`: elevate all the mental attributes of a unit
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- `elevate-physical`: elevate all the physical attributes of a unit
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- `emigration`: stressed dwarves may leave your fortress if they see a chance
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- `fix-ster`: changes fertility/sterility of animals or dwarves
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- `gui/family-affairs`: investigate and alter romantic relationships
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- `make-legendary`: modify skill(s) of a single unit
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- `modtools/create-unit`: create new units from nothing
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- `modtools/equip-item`: a script to equip items on units
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- `points`: set number of points available at embark screen
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- `pref-adjust`: Adjust all preferences of all dwarves in play
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- `rejuvenate`: make any "old" dwarf 20 years old
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- `starvingdead`: make undead weaken after one month on the map, and crumble after six
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- `view-item-info`: adds information and customisable descriptions to item viewscreens
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- `warn-starving`: check for starving, thirsty, or very drowsy units and pause with warning if any are found
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New tweaks
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----------
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- embark-profile-name: Allows the use of lowercase letters when saving embark profiles
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- kitchen-keys: Fixes DF kitchen meal keybindings
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- kitchen-prefs-color: Changes color of enabled items to green in kitchen preferences
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- kitchen-prefs-empty: Fixes a layout issue with empty kitchen tabs
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Fixes
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-----
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- Plugins with vmethod hooks can now be reloaded on OS X
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- Lua's ``os.system()`` now works on OS X
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- Fixed default arguments in Lua gametype detection functions
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- Circular lua dependencies (reqscript/script_environment) fixed
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- Prevented crash in ``Items::createItem()``
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- `buildingplan`: Now supports hatch covers
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- `gui/create-item`: fixed assigning quality to items, made :kbd:`Esc` work properly
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- `gui/gm-editor`: handles lua tables properly
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- `help`: now recognizes built-in commands, like ``help``
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- `manipulator`: fixed crash when selecting custom professions when none are found
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- `remotefortressreader`: fixed crash when attempting to send map info when no map was loaded
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- `search-plugin`: fixed crash in unit list after cancelling a job; fixed crash when disabling stockpile category after searching in a subcategory
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- `stockpiles`: now checks/sanitizes filenames when saving
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- `stocks`: fixed a crash when right-clicking
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- `steam-engine`: fixed a crash on arena load; number keys (e.g. 2/8) take priority over cursor keys when applicable
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- tweak fps-min fixed
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- tweak farm-plot-select: Stopped controls from appearing when plots weren't fully built
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- `workflow`: Fixed some issues with stuck jobs. Existing stuck jobs must be cancelled and re-added
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- `zone`: Fixed a crash when using ``zone set`` (and a few other potential crashes)
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Misc Improvements
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-----------------
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- DFHack documentation:
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- massively reorganised, into files of more readable size
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- added many missing entries
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- indexes, internal links, offline search all documents
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- includes documentation of linked projects (df-structures, third-party scripts)
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- better HTML generation with Sphinx
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- documentation for scripts now located in source files
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- `autolabor`:
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- Stopped modification of labors that shouldn't be modified for brokers/diplomats
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- Prioritize skilled dwarves more efficiently
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- Prevent dwarves from running away with tools from previous jobs
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- `automaterial`: Fixed several issues with constructions being allowed/disallowed incorrectly when using box-select
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- `dwarfmonitor`:
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- widgets' positions, formats, etc. are now customizable
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- weather display now separated from the date display
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- New mouse cursor widget
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- `gui/dfstatus`: Can enable/disable individual categories and customize metal bar list
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- `full-heal`: ``-r`` option removes corpses
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- `gui/gm-editor`
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- Pointers can now be displaced
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- Added some useful aliases: "item" for the selected item, "screen" for the current screen, etc.
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- Now avoids errors with unrecognized types
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- `gui/hack-wish`: renamed to `gui/create-item`
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- `keybinding list <keybinding>` accepts a context
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- `lever`:
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- Lists lever names
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- ``lever pull`` can be used to pull the currently-selected lever
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- ``memview``: Fixed display issue
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- `modtools/create-item`: arguments are named more clearly, and you can specify the creator to be the unit with id ``df.global.unit_next_id-1`` (useful in conjunction with `modtools/create-unit`)
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- ``nyan``: Can now be stopped with dfhack-run
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- `plug`: lists all plugins; shows state and number of commands in plugins
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- `prospect`: works from within command-prompt
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- `quicksave`: Restricted to fortress mode
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- `remotefortressreader`: Exposes more information
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- `search-plugin`:
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- Supports noble suggestion screen (e.g. suggesting a baron)
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- Supports fortress mode loo[k] menu
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- Recognizes ? and ; keys
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- `stocks`: can now match beginning and end of item names
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- `teleport`: Fixed cursor recognition
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- `tidlers`, `twaterlvl`: now implemented by scripts instead of a plugin
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- `tweak`:
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- debug output now logged to stderr.log instead of console - makes DFHack start faster
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- farm-plot-select: Fixed issues with selecting undiscovered crops
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- `workflow`: Improved handling of plant reactions
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Removed
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-------
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- `embark-tools` nano: 1x1 embarks are now possible in vanilla 0.40.24
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DFHack 0.40.24-r3
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=================
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Internals
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---------
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- Ruby library now included on OS X - Ruby scripts should work on OS X 10.10
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- libstdc++ should work with older versions of OS X
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- Added support for `onMapLoad.init / onMapUnload.init <other_init_files>` scripts
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- game type detection functions are now available in the World module
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- The ``DFHACK_LOG_MEM_RANGES`` environment variable can be used to log information to ``stderr.log`` on OS X
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- Fixed adventure mode menu names
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- Fixed command usage information for some commands
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Lua
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---
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- Lua scripts will only be reloaded if necessary
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- Added a ``df2console()`` wrapper, useful for printing DF (CP437-encoded) text to the console in a portable way
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- Added a ``strerror()`` wrapper
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New Internal Commands
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---------------------
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- `hide`, `show`: hide and show the console on Windows
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- `sc-script`: Allows additional scripts to be run when certain events occur (similar to `onLoad.init` scripts)
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New Plugins
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-----------
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- `autohauler`: A hauling-only version of autolabor
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New Scripts
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-----------
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- `modtools/reaction-product-trigger`: triggers callbacks when products are produced (contrast with when reactions complete)
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New Tweaks
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----------
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- `fps-min <tweak>`: Fixes the in-game minimum FPS setting
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- `shift-8-scroll <tweak>`: Gives Shift+8 (or ``*``) priority when scrolling menus, instead of scrolling the map
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- `tradereq-pet-gender <tweak>`: Displays pet genders on the trade request screen
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Fixes
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-----
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- Fixed game type detection in `3dveins`, `gui/create-item`, `reveal`, `seedwatch`
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- ``PRELOAD_LIB``: More extensible on Linux
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- `add-spatter`, `eventful`: Fixed crash on world load
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- `add-thought`: Now has a proper subthought arg.
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- `building-hacks`: Made buildings produce/consume correct amount of power
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- `fix-armory`: compiles and is available again (albeit with issues)
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- `gui/gm-editor`: Added search option (accessible with "s")
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- `hack-wish <gui/create-item>`: Made items stack properly.
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- `modtools/skill-change`: Made level granularity work properly.
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- `show-unit-syndromes`: should work
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- `stockflow`:
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- Fixed error message in Arena mode
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- no longer checks the DF version
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- fixed ballistic arrow head orders
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- convinces the bookkeeper to update records more often
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- `zone`: Stopped crash when scrolling cage owner list
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Misc Improvements
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-----------------
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- `autolabor`: A negative pool size can be specified to use the most unskilled dwarves
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- `building-hacks`:
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- Added a way to allow building to work even if it consumes more power than is available.
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- Added setPower/getPower functions.
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- `catsplosion`: Can now trigger pregnancies in (most) other creatures
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- `exportlegends`: ``info`` and ``all`` options export ``legends_plus.xml`` with more data for legends utilities
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- `manipulator`:
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- Added ability to edit nicknames/profession names
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- added "Job" as a View Type, in addition to "Profession" and "Squad"
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- added custom profession templates with masking
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- `remotefortressreader`: Exposes more information
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DFHack 0.40.24-r2
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=================
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Internals
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---------
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- Lua scripts can set environment variables of each other with ``dfhack.run_script_with_env``
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- Lua scripts can now call each others internal nonlocal functions with ``dfhack.script_environment(scriptName).functionName(arg1,arg2)``
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- `eventful`: Lua reactions no longer require LUA_HOOK as a prefix; you can register a callback for the completion of any reaction with a name
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- Filesystem module now provides file access/modification times and can list directories (normally and recursively)
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- Units Module: New functions::
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isWar
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isHunter
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isAvailableForAdoption
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isOwnCiv
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isOwnRace
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getRaceName
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getRaceNamePlural
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getRaceBabyName
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getRaceChildName
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isBaby
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isChild
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isAdult
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isEggLayer
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isGrazer
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isMilkable
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isTrainableWar
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isTrainableHunting
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isTamable
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isMale
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isFemale
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isMerchant
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isForest
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isMarkedForSlaughter
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- Buildings Module: New Functions::
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isActivityZone
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isPenPasture
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isPitPond
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isActive
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findPenPitAt
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Fixes
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-----
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- ``dfhack.run_script`` should correctly find save-specific scripts now.
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- `add-thought`: updated to properly affect stress.
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- `hfs-pit`: should work now
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- `autobutcher`: takes gelding into account
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- :file:`init.lua` existence checks should be more reliable (notably when using non-English locales)
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Misc Improvements
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-----------------
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Multiline commands are now possible inside dfhack.init scripts. See :file:`dfhack.init-example` for example usage.
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DFHack 0.40.24-r1
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=================
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Internals
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---------
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CMake shouldn't cache DFHACK_RELEASE anymore. People may need to manually update/delete their CMake cache files to get rid of it.
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DFHack 0.40.24-r0
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=================
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Internals
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---------
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- `EventManager`: fixed crash error with EQUIPMENT_CHANGE event.
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- key modifier state exposed to Lua (ie :kbd:`Ctrl`, :kbd:`Alt`, :kbd:`Shift`)
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Fixes
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-----
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``dfhack.sh`` can now be run from other directories on OS X
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New Plugins
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-----------
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- `blueprint`: export part of your fortress to quickfort .csv files
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New Scripts
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-----------
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- `hotkey-notes`: print key, name, and jump position of hotkeys
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Removed
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-------
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- needs_porting/*
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Misc Improvements
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-----------------
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Added support for searching more lists
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Older Changelogs
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================
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Are kept in a seperate file: `HISTORY`
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.. that's ``docs/history.rst``, if you're reading the raw text.
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