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What are you referring to by "idempotency requirement"?
This is an ambitious goal. I think we'll have a hard time, at least in the near future with the resources we have. In the past, a month to three months has been more realistic, but with some dedicated effort we may be able to accelerate it. Some of it is dependent just on testing plans and resources, but some is heavily dependent on how much DF changes internally between versions, and that isn't something we can easily plan for. There's a decent chance, for instance, that not a lot of structures change in the next version, relative to previous major releases, but we can't know until it's in our hands. "a -beta1 release" might be more realistic, but even then a week is probably a stretch. We've relied on public betas pretty heavily for ironing out lingering issues in the past. Unsure if we have a way to measure "90%" unless Steam workshop provides that. We could look at our own download counts, I suppose.
Headers are probably out of the question, or at least would require significant dev time from Toady to make it possible. (It would include a lot of code and IP that Toady doesn't want released.) We have asked him to expose a couple hooks in the past, which he has agreed to, e.g. SDL_NumJoysticks() and making certain methods virtual. The important part is ensuring minimal effort on his part and minimal risk to DF. |
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I want to comment that Factorio includes .pdbs with the Steam version, perhaps we could convince Toady/Kitfox to do the same so we have some basic info generated about the structures and changes? |
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DFHack project overview and mission statement
DFHack is an add-on for Dwarf Fortress that enables mods and tools to significantly extend the game. The default DFHack distribution contains a wide variety of these tools, including bugfixes, interface improvements, automation agents, design blueprints, modding building blocks, and more. Third-party tools (e.g. mods downloaded from Steam Workshop or the forums) can also seamlessly integrate with the DFHack framework and extend the game far beyond what can be done by just modding the raws.
DFHack’s mission is to provide tools and interfaces for players and modders to:
Objectives
Improve usability and discoverability of DFHack tools
Why this is important: This is the top player-requested improvement to DFHack. DFHack users are frustrated with not being able to find relevant DFHack tools or use them effectively.
Example projects:
Have 90% of players upgraded to a stable -r1 release within 1 week of a DF version bump
Why this is important: Steam will update players to the newest DF version as soon as it is available (unless they specifically disable updates). Those players will be unable to use DFHack until DFHack makes a corresponding release and the players get that updated DFHack release installed. We can expect more frequent DF releases in the near future. DFHack will not be useful to anyone unless it can keep up. Mods won't want to use DFHack to extend their capabilities if they can't depend on DFHack's quick availability.
Example projects:
Be responsive to community needs
Why this is important: DFHack tools will be more useful if players can get their questions about them answered. An engaged and knowledgeable community will help others use DFHack effectively, and will help guide DFHack development. We will also have more negotiating power with Bay 12/Kitfox if they see that the community views DFHack positively.
Example projects:
Roadmap
See: https://github.com/orgs/DFHack/projects/23/views/1
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