dfhack/NEWS

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DFHack future
New tweaks:
- farm-plot-select: Adds "Select all" and "Deselect all" options to farm plot menus
- import-priority-category: Allows changing the priority of all goods in a
category when discussing an import agreement with the liaison
- manager-quantity: Removes the limit of 30 jobs per manager order
DFHack 0.40.13-r1
Internals:
- unified spatter structs
Fixes:
- no more -e after terminating
DFHack 0.40.12-r1
Fixes:
- possible crash fixed for hack-wish
- updated search to not conflict with BUILDJOB_SUSPEND
- workflow: job_material_category -> dfhack_material_category
New plugins:
- hotkeys (by Falconne): Shows ingame viewscreen with all dfhack keybindings active in current mode.
- automelt: allows marking stockpiles for automelt (i.e. any items placed in stocpile will be designated for melting)
Misc Improvements:
- now you can use @ to print things in interactive Lua with subtley different semantics
- optimizations for stockpiles for autotrade and stockflow
- updated exportlegends.lua to work with new maps, dfhack 40.11 r1+
Internals:
- support for global onLoadWorld.init and onUnloadWorld.init files,
called when loading and unloading a world
- Close file after loading a binary patch.
DFHack 0.40.11-r1
Internals:
- Plugins on OS X now use ".plug.dylib" as an extension instead of ".plug.so"
Fixes:
- 3dveins should no longer hang/crash on specific maps
- Fixed some autotrade and search layout issues
- Updated deathcause
- hack-wish should work now
- reveal no longer allocates data for nonexistent map blocks
- Various documentation fixes and updates
DFHack v0.40.10-r1
A few bugfixes.
DFHack v0.40.08-r2
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
New scripts:
lua/
repeat-util.lua
makes it easier to make things repeat indefinitely
syndrome-util.lua
makes it easier to deal with unit syndromes
scripts/
forum-dwarves.lua
helps copy df viewscreens to a file
full-heal.lua
fully heal a unit
remove-wear.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
teleport.lua
teleports units
scripts/devel/
print-args.lua
scripts/fix/
blood-del.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
scripts/gui/
hack-wish.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
anonymous-script.lua
execute an lua script defined by a string. For example, 'scripts/modtools/anonymous-script "print(args[2] .. args[1])" one two' will print 'twoone'. Useful for the *-trigger scripts.
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
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
outside-only.lua
register buildings as outside only or inside only
replaces outsideOnly plugin
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 function in utils.lua for standardized argument processing
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/print-args.lua
DFHack v0.40.08-r1
Was a mistake. Don't use it.
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.