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Copy file name to clipboardExpand all lines: docs/changelog.txt
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# Future
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## New Tools
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- `infinite-sky`: (reinstated, renamed from ``infiniteSky``) automatically create new z-levels of sky to build in
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- `forceequip`: (reinstated) forcibly move items into a unit's inventory
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## New Features
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- `tweak`: ``realistic-melting``: change melting return for inorganic armor parts, shields, weapons, trap components and tools to stop smelters from creating metal, bring melt return for adamantine in line with other metals to ~95% of forging cost. wear reduces melt return by 10% per level
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- `cleaners`: positional options to limit cleaning to a cuboid area. Options to remove grass or skip blood spatter removal.
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## Fixes
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- Fix mouse clicks bleeding through resizable DFHack windows when clicking in the space between the frame and the window content
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- `autobutcher`: don't run a scanning and marking cycle on the first tick of a fortress to allow for all custom configuration to be set first
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- `nestboxes`: don't consider eggs to be infertile just because the mother has left the nest; eggs can still hatch in this situation
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- `timestream`: adjust the incubation counter on fertile eggs so they hatch at the expected time
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- `timestream`: adjust the timeout on traps so they can be re-triggered at normal rates
- ``tile-material.lua``: made root tiles return tree material when not using GetLayerMat.
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## Misc Improvements
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- DFHack now verifies that critical DF data structures have known sizes and refuses to start if there is a mismatch
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- DFHack text edit fields now delete the character at the cursor when you hit the Delete key
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- DFHack text edit fields now move the cursor by one word left or right with Ctrl-Left and Ctrl-Right
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- DFHack text edit fields now move the cursor to the beginning or end of the line with Home and End
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- Quickfort blueprint library: ``aquifer_tap`` blueprint walkthough rewritten for clarity
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- Quickfort blueprint library: ``aquifer_tap`` blueprint now designated at priority 3 and marks the stairway tile below the tap in "blueprint" mode to prevent drips while the drainage pipe is being prepared
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- `preserve-rooms`: automatically release room reservations for captured squad members. we were kidding ourselves with our optimistic kept reservations. they're unlikely to come back : ((
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- `buildingplan`: add value info to item selection dialog (effectively ungrouping items with different values) and add sorting by value
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- `timestream`: improve FPS by a further 10%
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- `fix/occupancy`: additionally handle the case where tile building occupancy needs to be set instead of cleared
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- `orders`: ``orders sort`` now moves orders that are tied to a specific workshop to the top of the list in the overall manager orders screen
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## Documentation
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- Dreamfort: add link to Dreamfort tutorial youtube series: https://www.youtube.com/playlist?list=PLzXx9JcB9oXxmrtkO1y8ZXzBCFEZrKxve
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- The error message that comes up if there is a version mismatch between DF and DFHack now informs you which DF versions are supported by the installed version of DFHack
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## API
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- ``DFHack::Units``: new function ``setPathGoal``
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- ``Units::setAutomaticProfessions``: bay12-provided entry point to assign labors based on work details
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- ``Maps::isPlantInBox``: function to determine if a tree's tile is present in a cuboid.
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## Lua
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- ``dfhack.units``: new function ``setPathGoal``
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- ``widgets.TabBar``: updated to allow for horizontal scrolling of tabs when there are too many to fit in the available space
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## Removed
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- UI focus strings for squad panel flows combined into a single tree: ``dwarfmode/SquadEquipment`` -> ``dwarfmode/Squads/Equipment``, ``dwarfmode/SquadSchedule`` -> ``dwarfmode/Squads/Schedule``
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- `faststart`: removed since the vanilla startup sequence is now sufficiently fast
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