Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!
What needs testing?
agitation-rebalance updates
agitation-rebalance has seen significant internal improvements, especially around the calculations of chance of invasion. In the previous beta, after a cavern invasion, you'd see the cavern danger level immediately drop to None and then, after sufficient subsequent irritation, it would jump to High in one go.
Now, after clearing an invasion, you'll see your chances of a subsequent invasion smoothly increase from Low to High as you chop more trees and make more noise, which is much closer to the behavior `agitation-rebalance` provides on the surface for agitated wildlife attacks. Moreover, if you have the monitor panel visible, you will not see the danger level of the caverns update until you clear the current invasion. This is to avoid spoiling exactly when and where a cavern invasion has occurred. This mod is supposed to fix the mechanics of irritation -- it's not supposed to spoil the surprise when it happens!
Announcements
PSAs
As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about.
Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable".
The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode.
If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.
Changelog
New Tools
fix/ownership: fix instances of multiple citizens claiming the same items, resulting in "Store owned item" job loops
modtools/if-entity: (reinstated) modder's resource for triggering scripted content depending on the race of the loaded fort
Fixes
autoclothing: don't produce clothes for dead units
caravan: fix trade price calculations when the same item was requested for both import and export
Misc Improvements
Many tools that previously only worked for citizens or only for dwarves now work for all citizens and residents, e.g. fastdwarf, rejuvenate, etc.
allneeds:
select a dwarf in the UI to see a summary of needs for just that dwarf
provide options for sorting the cumulative needs by different criteria
buildingplan: persist hiding of unavailable materials between filterselection invocations
dwarfvet:
automatically unassign animals from pastures when they need treatment so they can make their way to the hospital. reassign them to their original pasture when treatment is complete.
ignore animals assigned to cages or restraints
gui/notify: Shift click or Shift Enter on a zoomable notification to zoom to previous target
prioritize: print out custom reaction and hauling jobs in the same format that is used for prioritize command arguments so the player can just copy and paste
API
Units :: getCitizens: now includes residents by default
Units :: isResident: property check for residents (as opposed to citizens)
Lua
dfhack.units.getCitizens: now includes residents by default
Structures
activity_event: identify fields and type values
unit: identify and define many previously unknown fields, types, and enums
Demo is updated to version 1.5.1 with these changes: * Mouse controls are polished, now they are fluid and perfect! * Potato now gets ragdolled when died. * Cutscene fast-forward and rewind effects are remade. * Fixed the squash and stretch effect when hit enemies. * Pick-up sound effect changed. * “Got item” animations are remade. * Fixed some cutscene triggers. * Some environmental changes. * Some minor fixes.
Hello everyone! How is everyone doing? Has spring arrived where you are? We're ready with a minor update that includes important bug fixes in the game. Read about them below.
Hot Fix
Masterslayer not spawning issues has been fixed.
Incorrect Match issues has been fixed.
Spawning Coin Widget issues has been fixed.
Not showing Earned Coins issues has been fixed.
Lighting issues in some Maps has been fixed.
Texture issues has been fixed.
Lethal Effect issues has been fixed.
Not counting Assassination and Coins when headshot issues has been fixed.
Follow our Discord for the latest updates. To our fantastic community: Your support is the driving force behind delivering the best possible gaming experience. Thank you for being with us on this exciting journey!
If you experience any bugs, please report them to us as soon as possible on our Discord.
Updated promotion debuts so they will debut with an owner
Increased likelihood of new friendships
Added Random Event that a married couple will divorce
Added Random Event for Mentor/Mentee relationships, which cause the mentor's personality and skills to rub off on the mentee
Added Random Event for two workers having small simmering tension
Added Random Event for weight gain
Added Random Event for weight loss
Added Random Event for worker style changes
Added Random Event that workers have an affair
Updated main office to show 2 months of weekly events in the Upcoming Events section
Updated default data and images (this will be ongoing work and images will likely change, but for now everyone in the default data has an image finally!)
Added larger image on hover on Edit Workers page
Added image cache clearing on edit worker page
Added match gimmick importer
Added option to delete before importing gimmicks
Adjusted network deal acceptance logic
Added Cleanup script to helpful scripts
Added fix to remove network deals for networks that have been deleted
Added extra fallbacks to prevent bugs with skins
Added fix for skin not loading
Added fix for promotions dying when they have money
Modified some News titles
Fixed bug with Auto winner setting
Fixed bug causing deaths before a worker had even debuted
Fixed bug involved expiring existing contracts on written contract renewal
Fix when starting New game in older databases
Fixed bug where promotion Pop would drop each week randomly
Fixed bug where owner would keep getting assigned to child promotion
Fixed bug where current title holders wouldnt have title image