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Copy file name to clipboardExpand all lines: data/blueprints/dreamfort.csv
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"#zone label(services_zones) start(18; 18) hidden() message(Don't forget to assign a doctor to the hospital!
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If you'd like to fill your wells via bucket brigade instead of routing water (e.g. with the aquifer_tap library blueprint),activate the inactive pond zones one level down from where the wells will be built.) garbage dump,hospital,taverrn,barracks,archery range,and pond zones"
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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- `preserve-rooms`: manage room assignments for off-map units and noble roles. reserves rooms owned by traveling units and reinstates their ownership when they return to the site. also allows you to assign rooms to noble/administrator roles, and the rooms will be automatically assigned whenever the holder of the role changes
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## New Features
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## Fixes
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## Misc Improvements
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## Documentation
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## API
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## Lua
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## Removed
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# 50.14-r1
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## New Tools
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## New Features
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## Fixes
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- `preserve-rooms`: don't reserve a room for citizens that you expel from the fort
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- `autobutcher`: fix regression in ordering of butcherable animals
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## Misc Improvements
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## Documentation
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## API
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## Lua
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## Removed
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# 50.13-r5
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## New Tools
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- `preserve-rooms`: manage room assignments for off-map units and noble roles. reserves rooms owned by traveling units and reinstates their ownership when they return to the site. also allows you to assign rooms to noble/administrator roles, and the rooms will be automatically assigned whenever the holder of the role changes
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## Fixes
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- prevent hang when buildings in zones are destroyed in the case where the buildings were not added to the zone in the same order that they were created (uncommon)
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- `buildingplan`: improved performance in forts with large numbers of items
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- `strangemood`: manually-triggered Macabre moods will now correctly request up to 3 bones/remains for the primary component instead of only 1
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- `regrass`: no longer add all compatible grass types when using ``--force`` without ``--new``
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- `regrass`: ``--mud`` now converts muddy slade to grass, consistent with normal DF behavior
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- `gui/pathable`: fix hang when showing trade depot wagon access and a trade depot is submerged under water
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- `gui/pathable`: fix hang when showing trade depot wagon access and a trade depot is submerged under water or magma
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- `gui/pathable`: fix representation of wagon paths over stairs and through doors
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- DFHack state for a site is now properly saved when retiring a fort
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- `gui/teleport`: fix issue when teleporting units that are not prone, resulting in later issues with phantom "cannot build here: unit blocking tile" messages
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## Documentation
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- add documentation for ``dfhack.items.findType(string)`` and ``dfhack.items.findSubtype(string)``
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- `modding-guide`: added examples for reading and writing various types of persistent storage
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- `modding-guide`: updated all code snippets for greater clarity
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## API
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- ``Units``: new ``isWildlife`` and ``isAgitated`` property checks
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