v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.


From Dwarf Fortress Wiki
(Redirected from DFHack)
Jump to navigation Jump to search
This utility page applies to multiple versions of DF.
Command ready!

DFHack is a utility that can be used to improve UI, automate some aspects of the game, add features, fix bugs, make a specific one-off change... or just straight-up cheat.

DFHack is an extensive standardized memory access library, packaged alongside a suite of basic tools that use it. Currently, tools come in the form of plugins, as well as Lua scripts. For developers, DFHack is a comprehensive, standardized memory access package that unites the various ways tools access the Dwarf Fortress memory space, allowing for easier development of new tools. For users, it is a very useful utility complex that allows users to tweak their games in numerous ways in-game. This is probably one of the most useful utilities for DF, acting as an advanced expansion that fixes, improves and adds to the game in many ways, and is usually included in recent versions of the Lazy Newb Pack on all platforms.

On April 14, 2023, DFHack was made available on Steam. Installing DFHack through Steam will add DFHack to an existing Steam installation of Dwarf Fortress.

Download and Install[edit]

All new releases are announced in a thread on the Bay12 forums. Downloads for all releases can be found on GitHub, and the latest dev build can be found here, though its stability is not guaranteed. DFHack is currently available as a stable release for 0.47.05 and an alpha release for 50.05. Stable releases are also available for 0.42.06, 0.40.24, 0.34.11, 0.31.25, and other intermediate versions of DF. DFHack is currently also being ported to versions and - more information can be found here and here, respectively.

For an exhaustive list of and manual on the commands in the utility, see the documentation. For a quick list, with brief descriptions, of the commands available to you, enter the command ls or dir at the command prompt (DFHack#) in the DFHack terminal window. As of v0.47.05-r6, the list has a total of 279 entries.


The ASCII window provided by DFHack for v50 of the game.

User Interface improvements, such as:

  • Search function in screens with big lists.
  • Ability to type many ASCII characters not originally available in the game.
  • Ability to place furniture before it's built and have it automatically allocated when available.
  • Ability to place constructions with box select (like laying designations), including easier material selection and open space placement (without having to wait till adjacent constructions are built).
  • Easier pasturing, live happiness monitor, mouse support, stocks dashboard, and embark-assistant.

Various automations of jobs, and fortress management, such as:

  • workflow - Advanced Workshop Management allowing control of repeat jobs.
  • manipulator - Manage dwarven Labours, an in-game equivalent to the popular program Dwarf Therapist.
  • autolabor - Automatically manage dwarf labors to efficiently complete jobs
  • autobutcher - Assigns livestock for slaughter once it reaches a specific count.
  • autochop - Automatically manage tree cutting designation to keep available logs within given quotas.
  • autonestbox - Assigns unpastured female egg-layers to nestbox zones.
  • seedwatch - Watches the numbers of seeds available and enables/disables seed and plant cooking.
  • df-ai - Allows Dwarf Fortress to play itself. See: Dwarf Fortress+Artificial Intelligence for further information.

Other scripts and plugins, such as:

  • embark-assistant - a site selection tool with more options than vanilla search tool.
  • Quickfort, a utility that helps you build fortresses from a "blueprint".
  • Stonesense; an isometric visualizer of the map.
  • Isoworld integration.

Gameplay extras, such as:

  • Steam engines, power meter, improved siege engines.
  • Binary patches, utilities made by users to fix known bugs that haven't been addressed by Toady One yet. DF2014 is in active development, so there are no binary patches yet.
  • Adventure mode. See: advfort,companion-order.

Common use[edit]

Bug reports

If you are using DFHack (or other utilities), do not report bugs on the Dwarf Fortress bug tracker unless you can prove that the bug is not being caused by DFHack or one of its plugins. On Linux and OS X, DFHack can be bypassed by running the "df" script. On Windows, DFHack can be temporarily disabled by renaming SDL.dll to a temporary name, then renaming SDLreal.dll to SDL.dll.

Command Description
prospect To prospect embark location for a list of all the present minerals and plants.
digv Designates a whole vein for digging.
reveal This reveals the map.
cleanowned scattered x


For viewing and exporting Legends mode information.

Scripts and Plugins[edit]

Originally a simple memory hacking tool, DFHack has grown to become a full-fledged unofficial extension of the game itself, adding in functionality where official development has lacked. One of the best features of DFHack is its extensibility - anyone can create scripts or plugins. Due to its open-source and collaborative nature, anyone can add their own contribution to this tool. There are different kinds of contributions:

  • Binpatches are raw memory edits that alter the game's behavior, which is usually deduced from disassembling. Their main use is bugfixing or the removal of cumbersome, easily alterable constraints.
  • Plugins are snippets of C++ code that uses DFHack's library to fix bugs or add functionality. They must be compiled before use and are thus platform and dfhack-version dependent, but as a result they tend to be extremely fast. They can be found in the hack/plugins folder.
  • Scripts are files written in a scripting language DFHack provides bindings for (usually Lua or Ruby) that when loaded by DFHack fix bugs or add functionality. Contrary to plugins, they are not compiled and can be transferred between any platform. However any change within the DFHack data structures (i.e. between versions) may break some of these scripts. However, because they run in an interpreter they are unsuitable for tasks which involve large amounts of data (such as revealing the map).

Some of the more notable are listed below; feel free to add to the list.

User Interface[edit]

The best-known are Falconne's UI Plugins, a collection which improves the in-game interface with features such as search functions in screens with big lists, the ability to place furniture before it's built and have it automatically allocated when available, box-select constructions(like laying designations) - including easier material selection and open space placement, easier pasturing, live happiness monitor, mouse support, and an enhanced stocks screen. The plugins make existing tasks significantly easier, and also add new functions to the game which greatly enhance the experience - such as the autochop log quotas, or the ability (with buildingplanner) to lay out rooms with Quickfort before creating the required furniture.

There is also a GUI for the Autobutcher plugin.


Many bugfixes are included with DFHack, but not enabled by default - check dfhack.init to see if the "tweak *" and "fix/*" lines are commented out. The Starter Packs enable all bugfixes by default.


These plugins and scripts add features to the game that enhance the user's gameplay.

  • Digging invaders, a plugin that allows hostiles to dig and deconstruct walls to path to one's fortress.
  • Rendermax, a plugin that implements a lighting system at the graphics level.
  • Dwarven Emigration, a plugin that allows unhappy dwarves to emigrate with their families.

Modding tools[edit]

These plugins and scripts add features to the game that enhance modding possibilities.


Provides a protobuf-based (currently v2.4.1) RPC connection to the game, enabling remote clients like Armok Vision. The service listens on (configurable within dfhack-config/remote-server.json).

Currently there are no change-based or change-driven notifications, so remote fortress clients must perform the expensive operation of polling the desired volume every frame (via e.g. GetBlockList). Additionally, the sidebar menu state is shared with the native view, to avoid reimplementing construction material dependencies.