183 lines
11 KiB
Plaintext
183 lines
11 KiB
Plaintext
DFHack future
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New scripts:
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- masspit: designate caged creatures in a zone for pitting
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- locate_ore: scan the map for unmined ore veins
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- multicmd: run a sequence of dfhack commands, separated by ';'
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Misc improvements:
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- exterminate: renamed from slayrace, add help message, add butcher mode
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- autoSyndrome: disable by default
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- ruby: add df.dfhack_run "somecommand"
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- magmasource: rename to source, allow water/magma sources/drains
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DFHack v0.34.11-r3
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Internals:
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- support for displaying active keybindings properly.
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- support for reusable widgets in lua screen library.
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- Maps::canStepBetween: returns whether you can walk between two tiles in one step.
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- EventManager: monitors various in game events centrally so that individual plugins
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don't have to monitor the same things redundantly.
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Notable bugfixes:
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- autobutcher can be re-enabled again after being stopped.
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- stopped Dwarf Manipulator from unmasking vampires.
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Misc improvements:
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- fastdwarf: new mode using debug flags, and some internal consistency fixes.
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- added a small stand-alone utility for applying and removing binary patches.
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- removebadthoughts: add --dry-run option
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- superdwarf: work in adventure mode too
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- tweak stable-cursor: carries cursor location from/to Build menu.
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- deathcause: allow selection from the unitlist screen
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- slayrace: allow targetting undeads
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New tweaks:
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- tweak military-training: speed up melee squad training up to 10x (normally 3-5x).
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New scripts:
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- binpatch: the same as the stand-alone binpatch.exe, but works at runtime.
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- region-pops: displays animal populations of the region and allows tweaking them.
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- lua: lua interpreter front-end converted to a script from a native command.
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- dfusion: misc scripts with a text based menu.
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- embark: lets you embark anywhere.
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- lever: list and pull fort levers from the dfhack console.
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- stripcaged: mark items inside cages for dumping, eg caged goblin weapons.
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- soundsense-season: writes the correct season to gamelog.txt on world load.
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- create-items: spawn items
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- fix/cloth-stockpile: fixes bug 5739; needs to be run after savegame load every time.
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New GUI scripts:
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- gui/guide-path: displays the cached path for minecart Guide orders.
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- gui/workshop-job: displays inputs of a workshop job and allows tweaking them.
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- gui/workflow: a front-end for the workflow plugin (part inspired by falconne).
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- gui/assign-rack: works together with a binary patch to fix weapon racks.
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- gui/gm-editor: an universal editor for lots of dfhack things.
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- gui/companion-order: a adventure mode command interface for your companions.
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- gui/advfort: a way to do jobs with your adventurer (e.g. build fort).
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New binary patches (for use with binpatch):
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- armorstand-capacity: doubles the capacity of armor stands.
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- custom-reagent-size: lets custom reactions use small amounts of inputs.
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- deconstruct-heapfall: stops some items still falling on head when deconstructing.
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- deconstruct-teleport: stops items from 16x16 block teleporting when deconstructing.
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- hospital-overstocking: stops hospital overstocking with supplies.
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- training-ammo: lets dwarves with quiver full of combat-only ammo train.
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- weaponrack-unassign: fixes bug that negates work done by gui/assign-rack.
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Workflow plugin:
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- properly considers minecarts assigned to routes busy.
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- code for deducing job outputs rewritten in lua for flexibility.
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- logic fix: collecting webs produces silk, and ungathered webs are not thread.
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- items assigned to squads are considered busy, even if not in inventory.
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- shearing and milking jobs are supported, but only with generic MILK or YARN outputs.
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- workflow announces when the stock level gets very low once a season.
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New Fix Armory plugin:
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Together with a couple of binary patches and the gui/assign-rack script,
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this plugin makes weapon racks, armor stands, chests and cabinets in
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properly designated barracks be used again for storage of squad equipment.
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New Search plugin by falconne:
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Adds an incremental search function to the Stocks, Trading, Stockpile and Unit List screens.
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New AutoMaterial plugin by falconne:
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Makes building constructions (walls, floors, fortifications, etc) a little bit easier by
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saving you from having to trawl through long lists of materials each time you place one.
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Dfusion plugin:
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Reworked to make use of lua modules, now all the scripts can be used from other scripts.
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New Eventful plugin:
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A collection of lua events, that will allow new ways to interact with df world.
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Auto syndrome plugin:
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A way of automatically applying boiling rock syndromes and calling dfhack commands controlled by raws.
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Infinite sky plugin:
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Create new z-levels automatically or on request.
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True transformation plugin:
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A better way of doing permanent transformations that allows later transformations.
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Work now plugin:
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Makes the game assign jobs every time you pause.
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DFHack v0.34.11-r2
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Internals:
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- full support for Mac OS X.
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- a plugin that adds scripting in ruby.
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- support for interposing virtual methods in DF from C++ plugins.
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- support for creating new interface screens from C++ and lua.
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- added various other API functions.
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Notable bugfixes:
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- better terminal reset after exit on linux.
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- seedwatch now works on reclaim.
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- the sort plugin won't crash on cages anymore.
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Misc improvements:
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- autodump: can move items to any walkable tile, not just floors.
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- stripcaged: by default keep armor, new dumparmor option.
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- zone: allow non-domesticated birds in nestboxes.
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- workflow: quality range in constraints.
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- cleanplants: new command to remove rain water from plants.
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- liquids: can paint permaflow, i.e. what makes rivers power water wheels.
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- prospect: pre-embark prospector accounts for caves & magma sea in its estimate.
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- rename: supports renaming stockpiles, workshops, traps, siege engines.
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- fastdwarf: now has an additional option to make dwarves teleport to their destination.
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New commands:
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- misery: multiplies every negative thought gained (2x by default).
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- digtype: designates every tile of the same type of vein on the map for 'digging' (any dig designation).
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New tweaks:
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- tweak stable-cursor: keeps exact cursor position between d/k/t/q/v etc menus.
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- tweak patrol-duty: makes Train orders reduce patrol timer, like the binary patch does.
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- tweak readable-build-plate: fix unreadable truncation in unit pressure plate build ui.
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- tweak stable-temp: fixes bug 6012; may improve FPS by 50-100% on a slow item-heavy fort.
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- tweak fast-heat: speeds up item heating & cooling, thus making stable-temp act faster.
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- tweak fix-dimensions: fixes subtracting small amounts from stacked liquids etc.
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- tweak advmode-contained: fixes UI bug in custom reactions with container inputs in advmode.
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- tweak fast-trade: Shift-Enter for selecting items quckly in Trade and Move to Depot screens.
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- tweak military-stable-assign: Stop rightmost list of military->Positions from jumping to top.
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- tweak military-color-assigned: In same list, color already assigned units in brown & green.
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New scripts:
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- fixnaked: removes thoughts about nakedness.
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- setfps: set FPS cap at runtime, in case you want slow motion or speed-up.
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- siren: wakes up units, stops breaks and parties - but causes bad thoughts.
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- fix/population-cap: run after every migrant wave to prevent exceeding the cap.
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- fix/stable-temp: counts items with temperature updates; does instant one-shot stable-temp.
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- fix/loyaltycascade: fix units allegiance, eg after ordering a dwarf merchant kill.
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- deathcause: shows the circumstances of death for a given body.
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- digfort: designate areas to dig from a csv file.
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- drainaquifer: remove aquifers from the map.
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- growcrops: cheat to make farm crops instantly grow.
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- magmasource: continuously spawn magma from any map tile.
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- removebadthoughts: delete all negative thoughts from your dwarves.
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- slayrace: instakill all units of a given race, optionally with magma.
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- superdwarf: per-creature fastdwarf.
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New GUI scripts:
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- gui/mechanisms: browse mechanism links of the current building.
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- gui/room-list: browse other rooms owned by the unit when assigning one.
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- gui/liquids: a GUI front-end for the liquids plugin.
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- gui/rename: renaming stockpiles, workshops and units via an in-game dialog.
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- gui/power-meter: front-end for the Power Meter plugin.
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- gui/siege-engine: front-end for the Siege Engine plugin.
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- gui/choose-weapons: auto-choose matching weapons in the military equip screen.
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Autolabor plugin:
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- can set nonidle hauler percentage.
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- broker excluded from all labors when needed at depot.
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- likewise, anybody with a scheduled diplomat meeting.
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New Dwarf Manipulator plugin:
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Open the unit list, and press 'l' to access a Dwarf Therapist like UI in the game.
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New Steam Engine plugin:
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Dwarven Water Reactors don't make any sense whatsoever and cause lag, so this may be
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a replacement for those concerned by it. The plugin detects if a workshop with a
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certain name is in the raws used by the current world, and provides the necessary
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behavior. See hack/raw/*_steam_engine.txt for the necessary raw definitions.
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Note: Stuff like animal treadmills might be more period, but absolutely can't be
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done with tools dfhack has access to.
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New Power Meter plugin:
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When activated, implements a pressure plate modification that detects power in gear
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boxes built on the four adjacent N/S/W/E tiles. The gui/power-meter script implements
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the necessary build configuration UI.
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New Siege Engine plugin:
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When enabled and configured via gui/siege-engine, allows aiming siege engines
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at a designated rectangular area with 360 degree fire range and across Z levels;
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this works by rewriting the projectile trajectory immediately after it appears.
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Also supports loading catapults with non-boulder projectiles, taking from a stockpile,
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and restricting operator skill range like with ordinary workshops.
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Disclaimer: not in any way to undermine the future siege update from Toady, but
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the aiming logic of existing engines hasn't been updated since 2D, and is almost
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useless above ground :(. Again, things like making siegers bring their own engines
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is totally out of the scope of dfhack and can only be done by Toady.
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New Add Spatter plugin:
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Detects reactions with certain names in the raws, and changes them from adding
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improvements to adding item contaminants. This allows directly covering items
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with poisons. The added spatters are immune both to water and 'clean items'.
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Intended to give some use to all those giant cave spider poison barrels brought
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by the caravans.
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