Changelog

DFHack Future

Internals
    A method for caching screen output is now available to Lua (and C++)
    Developer plugins can be ignored on startup by setting the DFHACK_NO_DEV_PLUGINS environment variable
    The console on Linux and OS X now recognizes keyboard input between prompts
    JSON libraries available (C++ and Lua)
    More DFHack build information used in plugin version checks and available to plugins and lua scripts
    Fixed a rare overflow issue that could cause crashes on Linux and OS X
    Stopped DF window from receiving input when unfocused on OS X
    Fixed issues with keybindings involving Ctrl-A and Ctrl-Z, as well as Alt-E/U/N on OS X
    Multiple contexts can now be specified when adding keybindings
    Keybindings can now use F10-F12 and 0-9
    Plugin system is no longer restricted to plugins that exist on startup
    dfhack.init file locations significantly generalized
Lua
    Scripts can be enabled with the built-in enable/disable commands
    A new function, reqscript(), is available as a safer alternative to script_environment()
    Lua viewscreens can choose not to intercept the OPTIONS keybinding
New internal commands
    kill-lua: Interrupt running Lua scripts
    type: Show where a command is implemented
New plugins
    confirm: Adds confirmation dialogs for several potentially dangerous actions
    fix-unit-occupancy: Fixes issues with unit occupancy, such as faulty "unit blocking tile" messages (bug 3499)
    title-version (formerly vshook): Display DFHack version on title screen
New scripts
    burial:  sets all unowned coffins to allow burial ("-pets" to allow pets too)
    fix-ster:  changes fertility/sterility of animals or dwarves
    view-item-info:  adds information and customisable descriptions to item viewscreens
    warn-starving:  check for starving, thirsty, or very drowsy units and pause with warning if any are found
    modtools/create-unit: create new units from nothing
    modtools/equip-item: a script to equip items on units
    points:  set number of points available at embark screen
    Vjek's script collection: armoks-blessing, brainwash, elevate-mental,
        elevate-physical, make-legendary, pref0adjust, rejuvenate
New tweaks
    embark-profile-name: Allows the use of lowercase letters when saving embark profiles
    kitchen-keys: Fixes DF kitchen meal keybindings
    kitchen-prefs-color: Changes color of enabled items to green in kitchen preferences
    kitchen-prefs-empty: Fixes a layout issue with empty kitchen tabs
    scripts/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)
    scripts/teleport.lua is now compatible with the script_environment/reqscript system.
Fixes
    Plugins with vmethod hooks can now be reloaded on OS X
    Lua's os.system() now works on OS X
    Fixed default arguments in Lua gametype detection functions
    Circular lua dependencies (reqscript/script_environment) fixed
    Prevented crash in Items::createItem()
    buildingplan: Now supports hatch covers
    gui/create-item:
      - fixed assigning quality to items
      - made "esc" work properly
    gui/gm-editor handles lua tables properly
    help: now recognizes built-in commands, like "help"
    manipulator: fixed crash when selecting custom professions when none are found
    remotefortressreader: fixed crash when attempting to send map info when no map was loaded
    search:
      - fixed crash in unit list after cancelling a job
      - fixed crash when disabling stockpile category after searching in a subcategory
    stockpiles: now checks/sanitizes filenames when saving
    stocks: fixed a crash when right-clicking
    steam-engine:
      - fixed a crash on arena load
      - number keys (e.g. 2/8) take priority over cursor keys when applicable
    tweak fps-min fixed
    tweak farm-plot-select: Stopped controls from appearing when plots weren't fully built
    workflow: Fixed some issues with stuck jobs
      - Note: Existing stuck jobs must be cancelled and re-added
    zone: Fixed a crash when using "zone set" (and a few other potential crashes)
Misc Improvements
    DFHack documentation:
      - massively reorganised, into files of more readable size
      - added many missing entries
      - indexes, internal links, offline search all documents
      - includes documentation of linked projects (df-structures, 3rdparty scripts)
      - better HTML generation with Sphinx
    autolabor:
      - Stopped modification of labors that shouldn't be modified for brokers/diplomats
      - Prioritize skilled dwarves more efficiently
      - Prevent dwarves from running away with tools from previous jobs
    dwarfmonitor:
      - widgets' positions, formats, etc. are now customizable (see Readme)
      - weather display now separated from the date display
      - New mouse cursor widget
    dfstatus: Can enable/disable individual categories and customize metal bar list
    full-heal: "-r" option removes corpses
    gui/gm-editor
      - Pointers can now be displaced
      - Added some useful aliases: "item" for the selected item, "screen" for the current screen, etc.
      - Now avoids errors with unrecognized types
    gui/hack-wish: renamed to gui/create-item
    "keybinding list" accepts a context
    lever:
      - Lists lever names
      - "lever pull" can be used to pull the currently-selected lever
    memview: Fixed display issue
    nyan: Can now be stopped with dfhack-run
    plug:
      - lists all plugins
      - shows state and number of commands in plugins
    quicksave: Restricted to fortress mode
    remotefortressreader: Exposes more information
    search:
      - Supports noble suggestion screen (e.g. suggesting a baron)
      - Supports fortress mode loo[k] menu
      - Recognizes ? and ; keys
    stocks: can now match beginning and end of item names
    teleport: Fixed cursor recognition
    tweak:
      - debug output now logged to stderr.log instead of console - makes DFHack start faster
      - farm-plot-select: Fixed issues with selecting undiscovered crops
    workflow: Improved handling of plant reactions
Removed
    embark-tools nano: 1x1 embarks are now possible in vanilla 0.40.24

DFHack 0.40.24-r3

Internals
    Ruby library now included on OS X - ruby scripts should work on OS X 10.10
    libstdc++ should work with older versions of OS X
    Added support for onLoadMap/onUnloadMap.init scripts
    game type detection functions are now available in the World module
    The DFHACK_LOG_MEM_RANGES environment variable can be used to log information to stderr.log on OS X
    Fixed adventure mode menu names
    Fixed command usage information for some commands
Lua
    Lua scripts will only be reloaded if necessary
    Added a df2console() wrapper, useful for printing DF (CP437-encoded) text to the console in a portable way
    Added a strerror() wrapper
New internal commands
    hide/show: hide and show the console on Windows
    sc-script: Allows additional scripts to be run when certain events occur (similar to onLoad*.init scripts)
New plugins
    autohauler: A hauling-only version of autolabor
New scripts
    modtools/reaction-product-trigger: triggers callbacks when products are produced (contrast with when reactions complete)
New tweaks
    fps-min: Fixes the in-game minimum FPS setting
    shift-8-scroll: Gives Shift+8 (or *) priority when scrolling menus, instead of scrolling the map
    tradereq-pet-gender: Displays pet genders on the trade request screen
New features
    autolabor: A negative pool size can be specified to use the most unskilled dwarves
    catsplosion: Works on any specified races
    exportlegends: Now exports more information
Fixes
    Fixed game type detection in:
        3dveins
        createitem
        reveal
        seedwatch
    Made PRELOAD_LIB more extensible on Linux
    add-spatter, eventful: Fixed crash on world load
    building-hacks: made buildings produce/consume correct amount of power
    Gave add-thought a proper subthought arg.
    fix-armory compiles and is available again (albeit with issues)
    gui/gm-editor: Added search option (accessible with "s")
    hack-wish: Made items stack properly.
    modtools/skill-change: made level granularity work properly.
    show-unit-syndromes should work
    stockflow: Fixed error message in Arena mode
    stockflow: No longer checks the DF version
    stockflow: Fixed ballistic arrow head orders
    stockflow: Now convinces the bookkeeper to update records more often
    zone: Stopped crash when scrolling cage owner list
Misc Improvements
    building-hacks: Added a way to allow building to work even if it consumes more power
        than is available. Added setPower/getPower functions.
    catsplosion: Can now trigger pregnancies in (most) other creatures
    exportlegends: 'info' and 'all' exports legends_plus xml with more data for legends utilities
    manipulator:
        Added ability to edit nicknames/profession names
        Added "Job" as a View Type, in addition to "Profession" and "Squad"
        Custom profession templates, with masking
    remotefortressreader: Exposes more information

DFHack 0.40.24-r2

Internals
    Lua scripts can set environment variables of each other with dfhack.run_script_with_env.
    Lua scripts can now call each others internal nonlocal functions with dfhack.script_environment(scriptName).functionName(arg1,arg2).
    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
    Filesystem module now provides file access/modification times and can list directories (normally and recursively)
    Units Module: New functions:
        isWar
        isHunter
        isAvailableForAdoption
        isOwnCiv
        isOwnRace
        getRaceName
        getRaceNamePlural
        getRaceBabyName
        getRaceChildName
        isBaby
        isChild
        isAdult
        isEggLayer
        isGrazer
        isMilkable
        isTrainableWar
        isTrainableHunting
        isTamable
        isMale
        isFemale
        isMerchant
        isForest
        isMarkedForSlaughter
    Buildings Module: New Functions:
        isActivityZone
        isPenPasture
        isPitPond
        isActive
        findPenPitAt
Fixes
    dfhack.run_script should correctly find save-specific scripts now.
    Updated add-thought to properly affect stress.
    hfs-pit should work now
    Autobutcher takes gelding into account
    init.lua existence checks should be more reliable (notably when using non-English locales)
Misc Improvements
    Multiline commands are now possible inside dfhack.init scripts. See dfhack.init-example for example usage.

DFHack 0.40.24-r1

Internals
    CMake shouldn't cache DFHACK_RELEASE anymore. People may need to manually update/delete
        their CMake cache files to get rid of it.

DFHack 0.40.24-r0

Internals
    EventManager: fixed crash error with EQUIPMENT_CHANGE event.
    key modifier state exposed to Lua
Fixes
    dfhack script can now be run from other directories on OSX
New Plugins
    blueprint: export part of your fortress to quickfort .csv files
New Scripts
    hotkey-notes:  print key, name, and jump position of hotkeys
Removed
    embark.lua
    needs_porting/*
Misc Improvements
    added support for searching more lists

DFHack 0.40.23-r1

Internals
    plugins will not be loaded if globals they specify as required are not located (should prevent some crashes)
Fixes
    Fixed numerous (mostly Lua-related) crashes on OS X by including a more up-to-date libstdc++
    Alt should no longer get stuck on Windows (and perhaps other platforms as well)
    advfort works again
    autobutcher takes sexualities into account
    devel/export-dt-ini: Updated for 0.40.20+
    digfort: now checks file type and existence
    exportlegends: Fixed map export
    full-heal: Fixed a problem with selecting units in the GUI
    gui/hack-wish: Fixed restrictive material filters
    mousequery: Changed box-select key to Alt+M
    plugins/dwarfmonitor: correct date display (month index, separator)
    scripts/putontable: added to the readme
    siren should work again
    stderr.log: removed excessive debug output on OS X
    trackstop: No longer prevents cancelling the removal of a track stop or roller.
    Fixed a display issue with PRINT_MODE:TEXT
    Fixed a symbol error (MapExtras::BiomeInfo::MAX_LAYERS) when compiling DFHack in Debug mode
New Plugins
    fortplan: designate construction of (limited) buildings from .csv file, quickfort-style
New Scripts
    gui/stockpiles: an in-game interface for saving and loading stockpile
      settings files.
    position: Reports the current date, time, month, and season, plus
        some location info.  Port/update of position.py
    hfs-pit: Digs a hole to hell under the cursor.  Replaces needs_porting/hellhole.cpp
Removed
    embark.lua: Obsolete, use `embark-tools`
New tweaks:
    eggs-fertile: Displays an egg fertility indicator on nestboxes
    max-wheelbarrow: Allows assigning more than 3 wheelbarrows to a stockpile
Misc Improvements
    embark-tools: Added basic mouse support on the local map
    Made some adventure mode keybindings in dfhack.init-example only work in adventure mode
    Added a default keybinding for "gui/companion-order"
    further work on needs_porting

DFHack 0.40.19-r1

Fixes:
    typo fix in modtools/reaction-trigger
    modtools/item-trigger should now work with item types
New plugins:
    savestock and loadstock: two commands for saving and loading
      stockpile settings to a file. They can be used to migrate stockpile
      settings between worlds and saves.
New scripts:
    remove-stress [all]: set selected or all units unit to -1,000,000 stress
      this script replaces removebadthoughts.rb
Misc improvements:
    cmd-prompt can now access selected items, units, and buildings
    autolabor plugin: add an optional talent pool parameter

DFHack 0.40.16-r1

Internals:
    EventManager should handle INTERACTION triggers a little better. It still can get confused
        about who did what but only rarely.
    EventManager should no longer trigger REPORT events for old reports after loading a save.
    lua/persist-table.lua: a convenient way of using persistent tables of arbitrary structure and dimension in Lua
Fixes:
    mousequery: Disabled when linking levers
    stocks: Melting should work now
    scripts/full-heal: Updated with proper argument handling.
    scripts/modtools/reaction-trigger-transition.lua
        should produce the correct syntax now
    scripts/superdwarf.rb should work better now
    scripts/forum-dwarves.lua
        update for new df-structures changes
New scripts:
    scripts/
        adaptation.rb
            view or set the cavern adaptation level of your citizens
        add-thought.lua
            allows the user to add thoughts to creatures.
        gaydar.lua
            detect the sexual orientation of units on the map
        markdown.lua
            Save a copy of a text screen in markdown (for reddit among others).
        devel/
            all-bob.lua: renames everyone Bob to help test interaction-trigger
Misc improvements:
    autodump:
        Can now mark a stockpile for auto-dumping (similar to
        automelt and autotrade)
    buildingplan:
        Can now auto-allocate rooms to dwarves with specific positions
        (e.g. expedition leader, mayor)
    dwarfmonitor
        Now displays a weather indicator and date
    lua/syndrome-util.lua
        now you can remove syndromes by SYN_CLASS
    scripts/modtools/add-syndrome.lua
        now you can remove syndromes by SYN_CLASS
    No longer writes empty .history files

DFHack 0.40.15-r1

Fixes:
    - mousequery: Fixed behavior when selecting a tile on the lowest z-level
Internals:
    - EventManager: deals with frame_counter getting reset properly now.
    - modtools/item-trigger: fixed equip/unequip bug and corrected minor documentation error
    - teleport: Updated with proper argument handling and proper unit-at-destination handling.
    - autotrade: Removed the newly obsolete "Mark all" functionality.
    - search: Adapts to the new trade screen column width
    - tweak fast-trade: Switching the fast-trade keybinding to Shift-Up/Shift-Down, due to Select All conflict

DFHack 0.40.14-r1

Internals:
    - The DFHack console can now be disabled by setting the DFHACK_DISABLE_CONSOLE
        environment variable: "DFHACK_DISABLE_CONSOLE=1 ./dfhack"
Fixes:
    - Stopped duplicate load/unload events when unloading a world
    - Stopped "-e" from being echoed when DFHack quits on Linux
    - automelt now uses a faster method to locate items
    - autotrade: "Mark all" no longer double-marks bin contents
    - drainaquifer.rb: replaced with a faster less buggy drain-aquifer.lua
    - embark-tools no longer conflicts with keys on the notes screen
    - fastdwarf: Fixed problems with combat/attacks
    - forum-dwarves should work now
    - manipulator now uses a stable sort, allowing sorting by multiple categories
    - rendermax updated to work with 0.40
New plugins:
    - trackstop: Shows track stop friction and dump direction in its 'q' menu
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
    - civ-view-agreement: Fixes overlapping text on the "view agreement" screen
    - nestbox-color: Fixes the color of built nestboxes
Misc Improvements:
    - exportlegends.lua can now handle site maps

DFHack 0.40.13-r1

Internals:
    - unified spatter structs
    - added ruby df.print_color(color, string) method for dfhack console
Fixes:
    - no more -e after terminating
    - fixed superdwarf

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

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.
  - automelt: allows marking stockpiles for automelt (i.e. any items placed in stocpile will be designated for melting)
  - 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.