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	<updated>2026-05-16T20:28:09Z</updated>
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		<updated>2016-06-17T20:27:27Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* UPDATE NOTE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==UPDATE NOTE==&lt;br /&gt;
NOTE:  This page is no longer updated.  These scripts are maintained with the normal DFHack distribution now, on github.  Everything below this line is officially out of date as of June 1, 2016.&lt;br /&gt;
&lt;br /&gt;
==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
Here's the same scripts re-done for DF 40.12 &amp;amp; DFHack 40.12&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.&amp;lt;br&amp;gt;  &lt;br /&gt;
However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I can tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2, not r3)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2/r3===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.40.x===&lt;br /&gt;
Changes for 40.08..&lt;br /&gt;
&lt;br /&gt;
armoks_blessing, make_legendary, pref_adjust and rejuvenate work the same as previous versions.&lt;br /&gt;
&lt;br /&gt;
elevate_mental &amp;amp; elevate_physical, instead of setting values to an arbitrary number, instead change each attribute to their current maximum value.  However, if you provide a number (like 2600) as an argument, the script will set all attributes to that arbitrary value, as it did previously.&lt;br /&gt;
&lt;br /&gt;
brainwash has undergone the most change, and requires an argument now to function.  There are considerably more personality traits in 40.x versus 34.x, so I've created four profiles for use, and creating other profiles is relatively simple.  If you run the script without an argument, it will give you descriptions of these profiles.&lt;br /&gt;
In practice, 'brainwash ideal' will replicate the past behavior of the script as closely as possible.&lt;br /&gt;
&lt;br /&gt;
As always, there will likely be some tweaks, but unless there are some serious changes, these should work with all 40.x versions going forward.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.42.x===&lt;br /&gt;
As soon as things stabilize with DF &amp;amp; DFHack for the new version, I'm going to try and push all of my new content into github, rather than maintaining the scripts here.  If that proves too onerous, I'll just keep it here, but I'm optimistic github will work, and that way, the scripts can get pulled into the main DFHack scripts repository.  This does place an obligation on my part to keep things up to date, which will be new.  The format of this page isn't ideal (it should be newest first), so I'll probably switch that around too, then.&lt;br /&gt;
&lt;br /&gt;
As far as script features, I'm going to try and make global and single target versions of each script for 0.42.x, in 2016, and standardize some of the shared bits of code, where it makes sense.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press ' v ', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10, 34.11 &amp;amp; up to 40.12 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=225180</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=225180"/>
		<updated>2016-06-17T20:26:34Z</updated>

		<summary type="html">&lt;p&gt;Vjek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==UPDATE NOTE==&lt;br /&gt;
NOTE:  This page is no longer updated.  The scripts are maintained with the normal DFHack distribution now, on github.  Everything below this line is officially out of date as of June 1, 2016.&lt;br /&gt;
==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
Here's the same scripts re-done for DF 40.12 &amp;amp; DFHack 40.12&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.&amp;lt;br&amp;gt;  &lt;br /&gt;
However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I can tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2, not r3)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2/r3===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.40.x===&lt;br /&gt;
Changes for 40.08..&lt;br /&gt;
&lt;br /&gt;
armoks_blessing, make_legendary, pref_adjust and rejuvenate work the same as previous versions.&lt;br /&gt;
&lt;br /&gt;
elevate_mental &amp;amp; elevate_physical, instead of setting values to an arbitrary number, instead change each attribute to their current maximum value.  However, if you provide a number (like 2600) as an argument, the script will set all attributes to that arbitrary value, as it did previously.&lt;br /&gt;
&lt;br /&gt;
brainwash has undergone the most change, and requires an argument now to function.  There are considerably more personality traits in 40.x versus 34.x, so I've created four profiles for use, and creating other profiles is relatively simple.  If you run the script without an argument, it will give you descriptions of these profiles.&lt;br /&gt;
In practice, 'brainwash ideal' will replicate the past behavior of the script as closely as possible.&lt;br /&gt;
&lt;br /&gt;
As always, there will likely be some tweaks, but unless there are some serious changes, these should work with all 40.x versions going forward.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.42.x===&lt;br /&gt;
As soon as things stabilize with DF &amp;amp; DFHack for the new version, I'm going to try and push all of my new content into github, rather than maintaining the scripts here.  If that proves too onerous, I'll just keep it here, but I'm optimistic github will work, and that way, the scripts can get pulled into the main DFHack scripts repository.  This does place an obligation on my part to keep things up to date, which will be new.  The format of this page isn't ideal (it should be newest first), so I'll probably switch that around too, then.&lt;br /&gt;
&lt;br /&gt;
As far as script features, I'm going to try and make global and single target versions of each script for 0.42.x, in 2016, and standardize some of the shared bits of code, where it makes sense.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press ' v ', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10, 34.11 &amp;amp; up to 40.12 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=222428</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=222428"/>
		<updated>2015-12-23T15:55:27Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* The Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
Here's the same scripts re-done for DF 40.12 &amp;amp; DFHack 40.12&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.&amp;lt;br&amp;gt;  &lt;br /&gt;
However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I can tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2, not r3)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2/r3===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.40.x===&lt;br /&gt;
Changes for 40.08..&lt;br /&gt;
&lt;br /&gt;
armoks_blessing, make_legendary, pref_adjust and rejuvenate work the same as previous versions.&lt;br /&gt;
&lt;br /&gt;
elevate_mental &amp;amp; elevate_physical, instead of setting values to an arbitrary number, instead change each attribute to their current maximum value.  However, if you provide a number (like 2600) as an argument, the script will set all attributes to that arbitrary value, as it did previously.&lt;br /&gt;
&lt;br /&gt;
brainwash has undergone the most change, and requires an argument now to function.  There are considerably more personality traits in 40.x versus 34.x, so I've created four profiles for use, and creating other profiles is relatively simple.  If you run the script without an argument, it will give you descriptions of these profiles.&lt;br /&gt;
In practice, 'brainwash ideal' will replicate the past behavior of the script as closely as possible.&lt;br /&gt;
&lt;br /&gt;
As always, there will likely be some tweaks, but unless there are some serious changes, these should work with all 40.x versions going forward.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.42.x===&lt;br /&gt;
As soon as things stabilize with DF &amp;amp; DFHack for the new version, I'm going to try and push all of my new content into github, rather than maintaining the scripts here.  If that proves too onerous, I'll just keep it here, but I'm optimistic github will work, and that way, the scripts can get pulled into the main DFHack scripts repository.  This does place an obligation on my part to keep things up to date, which will be new.  The format of this page isn't ideal (it should be newest first), so I'll probably switch that around too, then.&lt;br /&gt;
&lt;br /&gt;
As far as script features, I'm going to try and make global and single target versions of each script for 0.42.x, in 2016, and standardize some of the shared bits of code, where it makes sense.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press ' v ', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10, 34.11 &amp;amp; up to 40.12 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=222427</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=222427"/>
		<updated>2015-12-23T15:54:57Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* The Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
Here's the same scripts re-done for DF 40.12 &amp;amp; DFHack 40.12&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  &lt;br /&gt;
However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I can tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2, not r3)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2/r3===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.40.x===&lt;br /&gt;
Changes for 40.08..&lt;br /&gt;
&lt;br /&gt;
armoks_blessing, make_legendary, pref_adjust and rejuvenate work the same as previous versions.&lt;br /&gt;
&lt;br /&gt;
elevate_mental &amp;amp; elevate_physical, instead of setting values to an arbitrary number, instead change each attribute to their current maximum value.  However, if you provide a number (like 2600) as an argument, the script will set all attributes to that arbitrary value, as it did previously.&lt;br /&gt;
&lt;br /&gt;
brainwash has undergone the most change, and requires an argument now to function.  There are considerably more personality traits in 40.x versus 34.x, so I've created four profiles for use, and creating other profiles is relatively simple.  If you run the script without an argument, it will give you descriptions of these profiles.&lt;br /&gt;
In practice, 'brainwash ideal' will replicate the past behavior of the script as closely as possible.&lt;br /&gt;
&lt;br /&gt;
As always, there will likely be some tweaks, but unless there are some serious changes, these should work with all 40.x versions going forward.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.42.x===&lt;br /&gt;
As soon as things stabilize with DF &amp;amp; DFHack for the new version, I'm going to try and push all of my new content into github, rather than maintaining the scripts here.  If that proves too onerous, I'll just keep it here, but I'm optimistic github will work, and that way, the scripts can get pulled into the main DFHack scripts repository.  This does place an obligation on my part to keep things up to date, which will be new.  The format of this page isn't ideal (it should be newest first), so I'll probably switch that around too, then.&lt;br /&gt;
&lt;br /&gt;
As far as script features, I'm going to try and make global and single target versions of each script for 0.42.x, in 2016, and standardize some of the shared bits of code, where it makes sense.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press ' v ', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10, 34.11 &amp;amp; up to 40.12 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=222426</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=222426"/>
		<updated>2015-12-23T15:54:24Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* brainwash */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
Here's the same scripts re-done for DF 40.12 &amp;amp; DFHack 40.12&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I can tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2, not r3)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2/r3===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.40.x===&lt;br /&gt;
Changes for 40.08..&lt;br /&gt;
&lt;br /&gt;
armoks_blessing, make_legendary, pref_adjust and rejuvenate work the same as previous versions.&lt;br /&gt;
&lt;br /&gt;
elevate_mental &amp;amp; elevate_physical, instead of setting values to an arbitrary number, instead change each attribute to their current maximum value.  However, if you provide a number (like 2600) as an argument, the script will set all attributes to that arbitrary value, as it did previously.&lt;br /&gt;
&lt;br /&gt;
brainwash has undergone the most change, and requires an argument now to function.  There are considerably more personality traits in 40.x versus 34.x, so I've created four profiles for use, and creating other profiles is relatively simple.  If you run the script without an argument, it will give you descriptions of these profiles.&lt;br /&gt;
In practice, 'brainwash ideal' will replicate the past behavior of the script as closely as possible.&lt;br /&gt;
&lt;br /&gt;
As always, there will likely be some tweaks, but unless there are some serious changes, these should work with all 40.x versions going forward.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.42.x===&lt;br /&gt;
As soon as things stabilize with DF &amp;amp; DFHack for the new version, I'm going to try and push all of my new content into github, rather than maintaining the scripts here.  If that proves too onerous, I'll just keep it here, but I'm optimistic github will work, and that way, the scripts can get pulled into the main DFHack scripts repository.  This does place an obligation on my part to keep things up to date, which will be new.  The format of this page isn't ideal (it should be newest first), so I'll probably switch that around too, then.&lt;br /&gt;
&lt;br /&gt;
As far as script features, I'm going to try and make global and single target versions of each script for 0.42.x, in 2016, and standardize some of the shared bits of code, where it makes sense.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press ' v ', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10, 34.11 &amp;amp; up to 40.12 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trap_design&amp;diff=222408</id>
		<title>Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trap_design&amp;diff=222408"/>
		<updated>2015-12-22T16:21:32Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* Dodge Me Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|21:15, 28 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Trap design''' focuses on the theory and design of complex traps, mechanical systems and other automation for defending your fortress, and also on unusual uses of simple mechanic's [[trap]]s. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense, see the '''[[defense guide]]'''. For tips on laying out your architecture to protect your military, see '''[[security design]]'''. For specific advice on how to get your soldiers prepared for any threat, see '''[[military]]'''.'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''For suggestions on disposing of nobles and other unwanted residents, see [[unfortunate accident]].''&lt;br /&gt;
:''For a basic overview of how the different machine parts work and work together, see [[machine component]].''&lt;br /&gt;
:''For information on catching [[vermin]]-sized creatures in [[animal trap]]s, see [[trapper]].''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Simple one-tile [[trap]]s* are just that - they exist only on their own tile, trigger themselves when a target walks onto that one tile, and affect only that one tile.  Complex traps and automation rely on linking [[door]]s, [[hatch cover|hatch]]es, [[floodgate]]s, and [[bridge]]s to [[lever]]s or [[pressure plate]]s, along with machinery to provide the [[power]] to run some of the more diabolical designs.  When the trigger is activated, it sends a [[lever|signal]] to the linked device. That signal is not always as simple as '''do it now''', but it's specifically either to '''open''' or to '''close'''.  By manipulating what does what and when, and what follows from that, impressive results can be achieved.&lt;br /&gt;
&lt;br /&gt;
:''(* specifically, the [[Trap#Stone-fall_Trap|stone-fall trap]], [[Trap#Weapon_Trap|weapon trap]], and [[Trap#Cage_Trap|cage trap]].)''&lt;br /&gt;
&lt;br /&gt;
* To fully understand how these component objects work individually (before combining them into diabolical and complex combinations), see those main articles.&lt;br /&gt;
&lt;br /&gt;
==Basic traps==&lt;br /&gt;
These are the simple [[trap]]s that are placed by a mechanic. They require one [[mechanism]] but do not require levers or pressure plates.  They can be a quick, easy and brutally effective &amp;quot;first defense&amp;quot; for a fledgling fortress, but they can also be combined into key parts of more complex set ups. For tips on using these basic traps effectively, see the Trap Strategies section.&lt;br /&gt;
&lt;br /&gt;
===Stone fall trap===&lt;br /&gt;
:This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your [[mechanic]], and add to the depth of your fort's defenses at the same time. Surrounding intersections and stairways is a good way of handling threats that make it inside the fortress, including [[insanity|berserk]] dwarves.&lt;br /&gt;
&lt;br /&gt;
===Weapon trap===&lt;br /&gt;
:The gold standard of lethal traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. &lt;br /&gt;
&lt;br /&gt;
:Using [[crossbow]]s or other projectile weapons in weapon traps avoids the problem of jamming, but they must be kept loaded with [[ammo]].  Mechanics will load them with any ammo that is not forbidden.  They will load each until each type of weapon has ten rounds of ammo.  Hammers seem to jam less than swords or axes, and spears seem to jam the most. Your dwarves will attempt to unjam traps unless otherwise forbidden.&lt;br /&gt;
&lt;br /&gt;
===Cage trap===&lt;br /&gt;
:A very powerful type of trap. Maybe even too powerful - currently, even a wooden or glass [[cage]] can hold any creature indefinitely, even [[troll]]s and [[megabeast]]s. A cage trap never fails, although creatures with the [[trapavoid]] tag cannot be captured unless knocked [[unconscious]] or [[Giant cave spider|webbed]] first. Use cage traps as your outermost traps to catch the occasional wandering animal, angry wounded [[elephant]] or [[unicorn]], or even [[zombie]]s. Caged animals and enemies will be safely brought to any animal [[stockpile]]s you have, but may escape later if you are not careful. For more information, see [[captured creatures]].&lt;br /&gt;
&lt;br /&gt;
==Linked traps==&lt;br /&gt;
These traps require a trigger such as a [[pressure plate]] or [[lever]]. They will require at least three [[mechanisms]], one for the trigger and two to create the link. The trigger can be located any distance from the trap, typically close for a pressure plate or far away for a lever.&lt;br /&gt;
&lt;br /&gt;
For a system that repeatedly activates automatically and regularly regardless of enemies, see [[Repeater]].&lt;br /&gt;
&lt;br /&gt;
===Menacing spikes===&lt;br /&gt;
Menacing [[trap component|spike]]s or upright spears appear on the basic mechanic's {{k|T}}rap menu, but must be activated remotely to pop out of the ground and impale anyone standing on that tile.  Vast forests of these can make any area a killing field.  &lt;br /&gt;
&lt;br /&gt;
While upright spike defense systems never jam, they also do not discriminate. When activated, they will inflict piercing damage on whatever is standing on the tile, whether it be friend or foe (so it's good for nobles).  You can use [[traffic|traffic designations]] to help somewhat.  Designate the spike trap tiles as ''restricted'' then make a longer path going around the spikes that's designated as ''high traffic''.  [[Domestic animal|Pets]] and [[Trade|merchants/diplomats]] will probably still get skewered, though.&lt;br /&gt;
&lt;br /&gt;
==Trap strategies==&lt;br /&gt;
These are some basic tricks that can be used with most any trap design, basic or complex.&lt;br /&gt;
&lt;br /&gt;
===Bait animals===&lt;br /&gt;
Enemies will hunt down and kill friendly tame animals wandering outside if they have nothing better to do. Put an expendable animal on a [[restraint]] or in a 1x1 [[Activity zone#Pen/Pasture|pen]] in some random spot outside, build a few [[construction|columns]] around it to reduce the chance of them shooting it, and trap that area to hell and back.&lt;br /&gt;
&lt;br /&gt;
Note that this is a horrible method of getting rid of [[cat]]s, as they will often adopt a dwarf who will then attempt to free the cat. This may lead to the unfortunate situation of Urist McCatlover getting skewered by an ambush party while on his way to free Mr. Baitykins.&lt;br /&gt;
&lt;br /&gt;
===Bait furniture===&lt;br /&gt;
[[Building destroyer]]s can be baited by furniture, which they will path to and destroy, if they can.  Furniture bait allows you to selectively target building destroyers, to draw them away from other aggressors or to a different trap.  This can be useful when, for instance, you'd like to draw a building destroyer like a [[giant cave spider]] into a cage trap, but don't want to bother caging all of the other wildlife around it.  It can also be useful for trapping monsters with special attacks that you'd rather not see go off, as the building destroyer won't use any special attacks on furniture as it would an animal.  For instance, you could use bait furniture to trap a [[forgotten beast]] with [[syndrome|deadly dust]] without causing it to spew more contagion.&lt;br /&gt;
&lt;br /&gt;
Bait furniture can be especially effective when used with [[Legendary artifact|artifact]] quality furniture.  Artifact furniture cannot be destroyed, but building destroyers will still attempt to path to it, at which point they will ineffectually attempt to destroy the furniture.  This makes traps baited with artifact furniture easily reusable.&lt;br /&gt;
&lt;br /&gt;
===Trapping efficiently===&lt;br /&gt;
&lt;br /&gt;
====Crosshair trapping====&lt;br /&gt;
As the converse of building many traps everywhere, consider instead herding your enemies into a few traps. A cross-hair pattern of walls or impassable channels with an array of traps in the middle gap will increase the usage of each individual trap. This is particularly useful when capturing wildlife.  You may also want a few traps near the edges, to catch the creatures that attempt to go around it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 +++++++[#F00]^^^[#FFF]+++++++      legend&lt;br /&gt;
 ++++++++▓++++++++   ▓  stone/wall&lt;br /&gt;
 ++++++++▓++++++++   [#F00]^  trap[#FFF]&lt;br /&gt;
 ++++++++▓++++++++   +  floor&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]++++++&lt;br /&gt;
 [#F00]^[#FFF]+++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]+++++[#F00]^&lt;br /&gt;
 [#F00]^[#FFF]▓▓▓▓▓▓▓[#F00]^[#FFF]▓▓▓▓▓▓▓[#F00]^&lt;br /&gt;
 [#F00]^[#FFF]+++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]+++++[#F00]^[#FFF]&lt;br /&gt;
 ++++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 +++++++[#F00]^[#F00]^[#F00]^[#FFF]+++++++&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Inside corner trapping====&lt;br /&gt;
If the path where you will place your traps has bends, expect the enemy to take the most direct path -  it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end.&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
       ╔═════════ &lt;br /&gt;
   ║[@cc0]   [@]║[@c00]  [@]    [@cc0]  [@] &lt;br /&gt;
   ║[@cc0]   [@]║[@c00] [@]    [@cc0]   [@] &lt;br /&gt;
   ║[@cc0]   [@]║   [@090] [@cc0]    [@]    [@c00] [@] Unlikely path&lt;br /&gt;
   ║[@cc0]   [@]║  [@090] [@]╔═════   [@cc0] [@] Unpredictable path&lt;br /&gt;
   ║ [@cc0]  [@]║ [@090] [@] ║        [@090] [@] &amp;quot;Most likely&amp;quot; path&lt;br /&gt;
   ║  [@090] [@]║[#f0f][@090]g[#@]  ║        [#f0f]g[#] Invader&lt;br /&gt;
   ║[@c00] [@]  [@090] [@]  [@c00] [@]║&lt;br /&gt;
   ║[@c00]  [@]   [@c00]  [@]║  &lt;br /&gt;
   ╚═══════╝&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
Once in a straight hall, anything is possible, but placing your best (or first) traps on the inside path near &amp;quot;inside&amp;quot; corners (and de-emphasizing outside &amp;quot;dead-end&amp;quot; corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it.&lt;br /&gt;
&lt;br /&gt;
====Pass trapping====&lt;br /&gt;
If there are a lot of hills outside, remove most of the ramps, then trap those last few routes.  The only way for creatures to get around will be to go through your traps.&lt;br /&gt;
&lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 ▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲   Before&lt;br /&gt;
 ++++++++++++++++++&lt;br /&gt;
 &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 +++++++^▲^++++++++   After&lt;br /&gt;
 +++++++^^^++++++++&lt;br /&gt;
&lt;br /&gt;
====Ford trapping====&lt;br /&gt;
Have a river or any kind of chasm?  Construct a floor over it (not a bridge), then build traps over it.  Brooks won't work for this, because everything can already walk over the top of a brook.  It also won't work as well in winter on a map that freezes.&lt;br /&gt;
&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~  Nobody ever said that it had to end at the river banks.&lt;br /&gt;
 ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~  Building walls along the side allows you to make it longer&lt;br /&gt;
 +++++++++++░^^░+++++++++++  and to fill it with more traps.&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
&lt;br /&gt;
==Trap Designs==&lt;br /&gt;
===Bridge and drop traps===&lt;br /&gt;
&lt;br /&gt;
====Drawbridge trap====&lt;br /&gt;
Lowering drawbridges on invaders will [[dwarven atom smasher|crush]] them into nothingness. Known as the 'Dwarven Atom Smasher', bridges will destroy most things with some notable exceptions including [[jabberer]]s and [[elephant]]s, who will not only survive unscathed but also destroy the bridge.&lt;br /&gt;
&lt;br /&gt;
Try replacing the side wall of a part of your main entrance with a drawbridge, big enough so it spans the whole hallway.  Link the drawbridge to a [[lever|trigger]], and whenever you feel like it activate the trap.  This can be done with minimal effort and used to smash invaders, unwanted [[immigration|immigrants]], bothersome [[nobles]], or simply to destroy your garbage.&lt;br /&gt;
&lt;br /&gt;
====[[Pit trap]]====&lt;br /&gt;
A long retracting bridge in your entrance tunnel, with the pressure plate right in front of the fortress doors. The expression on the face of the point-goblin who reaches them only to watch his comrades plunge to whatever gruesome fate you have prepared for them will be a mental picture to cherish.  Remember when designing this trap that bridges do not open until 100 ticks after they've been triggered.&lt;br /&gt;
&lt;br /&gt;
You may also consider linking these bridges to levers for more control, just in case a goblin thief triggers the pressure plate while a caravan is on the bridge.  Or, you might consider linking the bridges to a [[repeater]].&lt;br /&gt;
&lt;br /&gt;
====Cave-in trap====&lt;br /&gt;
[[Support]]s can be linked to [[lever|triggers]]. Building a section of floor that is deliberately held up only by a trapped support allows for an intentional [[cave-in]].&lt;br /&gt;
* [[Invader]]s dropped into a pit can be wounded or killed. &lt;br /&gt;
* Dropping a floor or wall directly onto any creature will ''instantly'' kill it, regardless of its [[size]].&lt;br /&gt;
* The cave-in will also knock nearby invaders unconscious. This will stun them, and also make them susceptible to simple traps (even if they possess the TRAPAVOID token).&lt;br /&gt;
* Cave-ins will ''not'' reveal invisible invaders, such as [[ambush]]ers unless it kills them outright, in which case their bodies become visible.&lt;br /&gt;
&lt;br /&gt;
The biggest drawback of this sort of trap is the &amp;quot;reload&amp;quot; process, which can be relatively time consuming.  Have a drawbridge that can seal off the work area so your mechanics and [[mason]]s can reconstruct the setup in peace.&lt;br /&gt;
&lt;br /&gt;
=====Land mines=====&lt;br /&gt;
In any suitable open area which hasn't been dug out underneath, build a support and an adjacent multi-use pressure plate set to trigger on creatures (but not citizens), link them together, then build floor tiles above the support and pressure plate. When an enemy steps on the pressure plate, the game will pause and recenter the view with the announcement &amp;quot;''A section of the cavern has collapsed!''&amp;quot;, at which point the enemy will be crushed and its companions will be stunned or knocked unconscious by the cloud of dust (though not necessarily revealed, in the case of an [[ambush]]).&lt;br /&gt;
&lt;br /&gt;
More &amp;quot;traditional&amp;quot; landmines also exist, taking advantage of a bug. This involves setting a bridge to be deconstructed, then having this order be cancelled, all done while the bridge is in the down position. The bridge will then let fluids through, which with pressurized magma makes it a potent weapon.&lt;br /&gt;
&lt;br /&gt;
=====Chasm trap=====&lt;br /&gt;
The easiest chasm trap is just a retractable bridge, very high up or over a very deep hole; instead of flinging invaders when raised, it just drops them.&lt;br /&gt;
&lt;br /&gt;
A uselessly complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
           +++&lt;br /&gt;
 ..........+++&lt;br /&gt;
 .++++++++#+++&lt;br /&gt;
 .+╔══════.     # = retractable bridge &lt;br /&gt;
 .+║++++++.&lt;br /&gt;
 .+║+╔══╗+.     + = floor&lt;br /&gt;
 .+║+║A+║+.&lt;br /&gt;
 .+║+╚═+║+.     . = open space&lt;br /&gt;
 .+║+++^║+.&lt;br /&gt;
 .+╚════╝+.     ^ = pressure plate&lt;br /&gt;
 .++++++++.&lt;br /&gt;
 ..........     A = bait animal &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The goblins are lured in by a restrained bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral.  Goblins, bait animal, walls and all plummet into the chasm.&lt;br /&gt;
&lt;br /&gt;
When building, you will need to construct a span of floor underneath to place a support, as bridges do not support constructions (''which is also why you want a bridge as the access, so it will not hold up the trap*)''. You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place.&lt;br /&gt;
&lt;br /&gt;
====Falling debris trap====&lt;br /&gt;
[[gravity|Falling objects]] tend to cause ridiculous injury to creatures below, and what better use for [[wear|worn]] socks than mangling intruders. Mix in some loose [[stone]], poor-quality [[furniture]], and any [[goblinite]] lying around, then bury your enemies under a pile of junk.&lt;br /&gt;
&lt;br /&gt;
A retracting [[bridge]] makes a good trigger mechanism (connected to either a [[lever]] or [[pressure plate]]), while garbage dump [[zone]]s above the bridge provide an easy means to load the trap. To reset the trap, use {{k|d}} {{k|b}} {{k|c}} to reclaim the garbage and {{k|d}} {{k|b}} {{k|d}} to have your dwarves haul the junk back to the garbage dumps above. The trap can also be fully automated via [[minecart]].&lt;br /&gt;
&lt;br /&gt;
====Canceled construction deadfall====&lt;br /&gt;
Canceling an incomplete construction immediately frees the building material. The simplest way to weaponize this knowledge is to create a one tile wide hallway that is several z-levels high, and carve down stairs into the roof from the level above. Assign your masons to create stairs in the top level of the hallway, but suspend construction on each tile after they begin. When danger threatens below, simply cancel constructions to send building material raining down on enemies below.&lt;br /&gt;
&lt;br /&gt;
A more advanced design uses incomplete 8x1 bridges--each bridge will release three stones when canceled. These stones will normally be deposited on the tile where the architect was standing when the bridge was designed. A (completed) retracting bridge at the top of the hallway can provide a place for your architects to stand while loading the trap, but still allow the rocks to rain down when retracted.&lt;br /&gt;
&lt;br /&gt;
This trap has the distinction of being the only overseer-triggered trap--it doesn't require dwarves to pull levers, enemies to cross pressure plates, or any sort of timing delay. With some practice, it can be used selectively to take out priority targets (elite archers, squad leaders, dangerous creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
===Water traps===&lt;br /&gt;
These traps drown, freeze, boil, or wash targets away.  Errors in execution can be quite &amp;lt;s&amp;gt;[[flood|harmful]] to your fortress&amp;lt;/s&amp;gt; [[fun]], so use with caution.&lt;br /&gt;
&lt;br /&gt;
====Drown and burn====&lt;br /&gt;
A flooding room trap combined with an unextinguishable [[fire|burning]] [[lignite]] bin. The water will evaporate on the bin's tile, causing the water from the surrounding tiles to move to it, which then get evaporated as well. The water will also push the invaders onto the fire, causing them to burn to death... in a flooding chamber.&lt;br /&gt;
&lt;br /&gt;
NOTE: Traps involving large quantities of water turning into [[steam]] are as effective at killing your framerate as are [[goblin|goblins]]. Use with caution, and have the cut-off lever at the ready.&lt;br /&gt;
&lt;br /&gt;
====Drowning hall====&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt;  - Wall &lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;-&amp;amp;gt;&amp;lt;/tt&amp;gt; - Direction of traffic&lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt;  - Down-Ramps (as visible from one level above = see [[ramp]])&lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - Floor  &lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - Open space &lt;br /&gt;
			&lt;br /&gt;
'''Level -1'''&lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;X &amp;lt;/tt&amp;gt; - Inflow &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &amp;lt;tt&amp;gt;▲&amp;lt;/tt&amp;gt; - Up-Ramps &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - Down-Ramps&lt;br /&gt;
			&lt;br /&gt;
'''Level -2'''&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░   &amp;lt;tt&amp;gt;x&amp;lt;/tt&amp;gt; - Outflow&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░&lt;br /&gt;
&lt;br /&gt;
If enemies are in the middle of Level -1, open the inflow, then the water will first trap, and then drown them. If the pit is full, close the inflow and open the outflow. You can automate this by using [[pressure plate]]s, or if you want to have more fun, replace the water with [[magma]] (which would require pressure plates and floodgates to be [[magma-safe]]).&lt;br /&gt;
&lt;br /&gt;
====Drowning tower====&lt;br /&gt;
This is a trap that can be built in discrete units. Each unit requires a lot of labor and protects only a small area, though in a dramatic manner. A wall of these around the map sharing a single massive water reservoir makes a very effective [[siege]] defense, as each tower component can be linked to a [[lever]] and used to wipe out a single invading squad at a time. Note: This may count as a [[stupid dwarf trick#Pressure Washer|stupid dwarf trick]].&lt;br /&gt;
&lt;br /&gt;
While a [[pressure plate]] in the center of this trap can trigger it and drown hidden ambushers, such an arrangement is subject to double-activation and failure.  A pressure plate that only triggers once will break and the system will be incapable of self-reloading. A lever or [[pressure plate#Latching Pressure Plates|latch]] is highly recommended.&lt;br /&gt;
&lt;br /&gt;
Using a cross-hair pattern of walls, invaders are herded through the trap. Inside the fortress, Urist McLeverpuller does his job. Floodgates on the ground close, hatches on the ceiling open, and drowning ensues. When all enemies are dead, the lever is pulled again. The hatches close and the floodgates open, allowing a rush of water and bodies to spill out. &lt;br /&gt;
&lt;br /&gt;
Schematics shown are for a stand-alone tower, though the upper level can be linked with many similar towers for a grid-like defensive system.&lt;br /&gt;
&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░X░░X░X░░X░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt; - Wall &lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
  X+++++░+++++X   &amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - Floodgate&lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;H&amp;lt;/tt&amp;gt; - Hatch&lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;-&amp;lt;/tt&amp;gt; - Water reservoir&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░░░░░░+░░░░░░&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  ░░X░░X░X░░X░░&lt;br /&gt;
&lt;br /&gt;
'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░░░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H--H-H--H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H-------H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H-------H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H--H-H--H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░░░░░░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
====Ice trap====&lt;br /&gt;
Water open to the sky in freezing [[biome]]s will freeze instantly, completely destroying anything caught in it. By digging a channel entrance to your fort and selectively allowing it to flood as invaders pass through, you can commit genocide with appalling efficiency. The only disadvantage to this trap is its size: because water freezes so quickly, each entry channel must have a source of non-freezing water right next to it. &lt;br /&gt;
&lt;br /&gt;
Observe in action [http://mkv25.net/dfma/movie-231-degrinchinator here], or a wider version [http://mkv25.net/dfma/movie-1675-semi-automaticorcsiclemaker here].  For more information, see [[User:Vattic/Orcsicle_maker_Explained|these detailed instructions]].&lt;br /&gt;
&lt;br /&gt;
=====Fully Automatic Ice Trap=====&lt;br /&gt;
The hallway is exposed to the elements, and water there freezes instantly. The rest of the trap is underground. When an enemy steps on the pressure plate, the hallway is flooded with water immediately. Some of the water that doesn't freeze also triggers a second pressure plate. The second pressure plate pumps magma into the room directly beneath the main hallway, which melts the ice. The water is pumped out and retracting bridges then return the water and magma to their original positions. This trap was also inspired by the Degrinchinator.&lt;br /&gt;
&lt;br /&gt;
Observe: http://mkv25.net/dfma/movie-2239-automaticresettingicetrap&lt;br /&gt;
&lt;br /&gt;
For more info, see [http://www.bay12forums.com/smf/index.php?topic=63346.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
====Flusher====&lt;br /&gt;
Have a water reservoir to one side of the path the intruders should take, and a deep chasm at the other side. When invaders are on the path, just pull a lever to flush them out- or into the trap-filled corridor leading to the alligator pit.&lt;br /&gt;
&lt;br /&gt;
A compact version of this can be set up with a reservoir tower and a path circling it:&lt;br /&gt;
&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ·····························   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt; - Wall &lt;br /&gt;
  -&amp;gt;++++++++++++++++++++++++++·   &amp;lt;tt&amp;gt;-&amp;amp;gt;&amp;lt;/tt&amp;gt; - Direction of traffic&lt;br /&gt;
  -&amp;gt;++++++++++++++++++++++++++·   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - Down-Ramps (as visible from one level above = see [[ramp]])&lt;br /&gt;
  -&amp;gt;++++++++++++++++++++++++++·   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - Floor  &lt;br /&gt;
  ░XXXXXXXXXXXXXXXXXXXXXXX░+++·   &amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - Open space &lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·   &amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - Floodgate OR retracting bridge&lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·   &amp;lt;tt&amp;gt;~&amp;lt;/tt&amp;gt; - Water&lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·&lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·&lt;br /&gt;
  ░XXXXXXXXXXXXXXXXXXXXXXX░+++·&lt;br /&gt;
  &amp;lt;-++++++++++++++++++++++++++·&lt;br /&gt;
  &amp;lt;-++++++++++++++++++++++++++·&lt;br /&gt;
  &amp;lt;-++++++++++++++++++++++++++·&lt;br /&gt;
  ·····························&lt;br /&gt;
	&lt;br /&gt;
Be sure that the reservoir can hold enough water to flush everything out (3 levels should be enough), that it can be automatically or easily refilled quickly, and be advised that flushing your own dwarves can be much fun. Adjust the height of the chasm depending on how much damage you want to cause to intruders or to [[Unfortunate accident|innocent bystanders]] (7 levels start to do some serious damage).&lt;br /&gt;
&lt;br /&gt;
Once flushed, the victims will try to find a way out (to re-invade the fortress, or to flee). Make sure there are some maintenance-free traps in their way. If you plan to collect [[goblinite]] afterwards, have a way to drain the bottom of the trap dry.&lt;br /&gt;
&lt;br /&gt;
===Magma and fire traps===&lt;br /&gt;
These traps incinerate targets, or possibly encase them in [[obsidian]].  Magma does not play favorites - read up (again) on magma, and use with ''extreme'' caution. Fire traps are included in this category because magma is often the best method of starting a fire. &lt;br /&gt;
&lt;br /&gt;
====Magma chamber====&lt;br /&gt;
Create an airlock using two bridges, two doors or whatever you like best.  Make it a medium sized chamber, perhaps 10x10 or so.  Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof.  Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it.  The idea here is a re-usable magma trap; you can use this with a pressure plate, too.  It also leaves behind any magma-proof items the invaders might have been carrying.&lt;br /&gt;
&lt;br /&gt;
Variation: By placing magma-safe hatches on the ceiling and quickly activating and deactivating the trap, you can limit the use of magma. It doesn't take a lot of magma to set a goblin on fire: only 1/7 deep will do it, and using less magma means it will dry on its own. It does take a while for an enemy to burn to death, but what's better than spending the whole summer watching a room full of smoke and dying goblins?&lt;br /&gt;
&lt;br /&gt;
====Incinerator hall====&lt;br /&gt;
Certain minerals such as [[lignite]] and [[graphite]] have an ignition point but no melting point, meaning that once they are set on [[fire]] they will burn for a very long time (about 9-10 months) unless exposed to water or [[weather|rain]]. Any item made out of these materials has this property, which can be used to design horrifying fiery death traps.&lt;br /&gt;
&lt;br /&gt;
Consider a hallway filled with lignite [[floor grate]]s, which can be built directly on the floor and do not impede the passage of enemies. Pouring magma on any one of these grates will set it alight, and the fire will spread to all connected grates. The end result is a lot of constant smoke and a hallway that kills anything that passes through it. Consider [[traffic|restricting access]] to your dwarves or building this in a pit with a retractable bridge over top: the mere fact that a location is on fire will not stop them from walking through it. On the plus side, goblins are just as stupid.&lt;br /&gt;
&lt;br /&gt;
====Flamethrower bunker====&lt;br /&gt;
&lt;br /&gt;
Catch a creature that has a fire breath attack, such as a [[dragon]], [[fire imp]], [[fire man]], or anything else. Tame it if you can, and drop it into a 3x3 square of fortifications surrounded by bridges. Drop the bridge when necessary, and watch the creature lay waste on your opponents. Note that this may cause you to rage if the beast is not hostile to invaders. Beware of enemy archer squads as well.&lt;br /&gt;
&lt;br /&gt;
You may want to build the bridge and mechanisms out of [[dragonfire]]-safe materials if you are using a dragon.&lt;br /&gt;
&lt;br /&gt;
You may do this with [[magma crab]]s (but first you must catch one) for a machinegun bunker, or [[giant cave spider]]s (or anything that has a [[web]] attack) for a paralyzing bunker.&lt;br /&gt;
&lt;br /&gt;
===Weapon traps===&lt;br /&gt;
Traditional trap components can be used in sometimes interesting ways.&lt;br /&gt;
&lt;br /&gt;
====Casual impalement====&lt;br /&gt;
One method of creating a zone of constant slaughter is to link a pressure plate in your main dining hall or main hallway to a patch of menacing spikes or spears. As your dwarves/pets mill around conversing/mating, they will constantly trigger the spike system without regard to the consequences.&lt;br /&gt;
&lt;br /&gt;
Variation: Drop goblins into a holding pit with various spike traps linked to your pressure plate artfully placed around the chamber. Watch as every dining hall [[party]] begins to be measured in goblin blood.&lt;br /&gt;
&lt;br /&gt;
====Caravan-Safe Traps====&lt;br /&gt;
Since traps block caravans, how can one have a depot but not have a trap-free entrance to the fortress?  Simple!  Caravans need 3-wide corridors, but that corridor does not need to be straight.  Invaders will path straight (or as straight as they can).  By knowing this, you can make trap layouts that have 3-wide corridors that intersect straight paths.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   Like so:&lt;br /&gt;
 &lt;br /&gt;
       Zig-Zag                               Alternating U&lt;br /&gt;
       T+P+T+++      T = Trap                ++++P+++++++++++++P++++&lt;br /&gt;
       +T+P+T++      + = Ground/floor        ++T+P+TTTTTTTTTTT+P+T++&lt;br /&gt;
       ++T+P+T+      E = Ramps going down    ++T+P+T+++++++++T+P+T++&lt;br /&gt;
       +++T+P+T        to tunnel to depot    ++T+P+T+++++++++T+P+T++&lt;br /&gt;
       ++++T+P+      P  = Caravan path       ++T+P+T+++++++++T+P+T++&lt;br /&gt;
       ++++T+P+                              ++T+P+T+++EEE+++T+P+T++&lt;br /&gt;
       +++T+P+T                              ++T+P+++++++++++++P+T++&lt;br /&gt;
       ++T+P+T+                              ++T+PPPPPPPPPPPPPPP+T++&lt;br /&gt;
       +T+P+T++                              ++T+++++++++++++++++T++&lt;br /&gt;
       T+P+T+++                              ++TTTTTTTTTTTTTTTTTTT++&lt;br /&gt;
       +P+T++++                              +++++++++++++++++++++++&lt;br /&gt;
&lt;br /&gt;
Both designs can be repeated for maximum effect or used together (make the entrance on the U wider and put Zig-Zag traps on the corridor to the depot).  &lt;br /&gt;
&lt;br /&gt;
====Dodge Me Trap====&lt;br /&gt;
Passing over a catwalk of traps, invaders will find themselves dodging into your pit. Since you can seal the pit with bridges, it doesn't complicate access to your fortress while inactive. Beware of dwarves fighting on top of it when active, as they will dodge too. Using weapon traps with a lot of possible hits can make an invader dodge multiple times at once, allowing him to dodge across an open space tile, skipping the pit. This can be dealt with in some variants by the strategic placement of walls and/or by having an incredibly broad pit. Using a low quality mechanism will also force invaders to dodge, as opposed to using a high quality mechanism in the weapon trap, which will cause the weapon trap to actually land hits on the invader.&lt;br /&gt;
&lt;br /&gt;
Simple version:&lt;br /&gt;
 +............+  ^ weapon trap  &lt;br /&gt;
 +............+  + floor, your fort on one side; the savage wilds on the other&lt;br /&gt;
 +^^^^^^^^^^^^+  . Pit&lt;br /&gt;
 +............+&lt;br /&gt;
 +............+&lt;br /&gt;
&lt;br /&gt;
Compact version:&lt;br /&gt;
 +#########+     # retractable bridge with pit underneath&lt;br /&gt;
 +#^^^^^^^^+&lt;br /&gt;
 +#^#######+     + floor&lt;br /&gt;
 +#^^^^^^^#+&lt;br /&gt;
 +#######^#+     ^ traps&lt;br /&gt;
 +#^^^^^^^#+&lt;br /&gt;
 ══+++═══════&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=11538 Here's an example/demo Dodge Me Trap save (ver 0.42.03)] built atop Magma that demonstrates how effective they can be.  The save shows a 280 enemy siege reduced by 140 Trolls, Goblins, and Beak Dogs, via the following design:&lt;br /&gt;
 ╔═════════╗&lt;br /&gt;
 ╝·········╚&lt;br /&gt;
 +^·^·^·^·^+&lt;br /&gt;
 ╗·^·^·^·^·╔&lt;br /&gt;
 ║·········║&lt;br /&gt;
 ╚═════════╝&lt;br /&gt;
This design places 3 wooden training spears into each weapon trap, along with a no-quality mechanism.  The traps rarely, if ever, jam or require cleaning.  Even after causing 140 enemies to dodge, in the demo for example, the traps never jam nor do any dwarves attempt to clean them.&lt;br /&gt;
&lt;br /&gt;
===Building destroyer and trapavoid traps===&lt;br /&gt;
&lt;br /&gt;
====Door number one====&lt;br /&gt;
If you're having trouble dealing with building destroyers that don't set off traps, consider the following design, as seen from the side:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
════╝╬╬&lt;br /&gt;
[#F00]~X[#F0F]^  ▲╔═&lt;br /&gt;
══════╝&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Put the magma {{Raw Tile|~|#F00|#000}} behind a floodgate {{Raw Tile|X|#FFF|#000}}.  In front of the floodgate, place a pressure plate {{Raw Tile|^|#F0F|#000}} set to go off on magma of 0 to 0.  Link the pressure plate to a retracting bridge {{Raw Tile|╬|#FFF|#000}}{{Raw Tile|╬|#FFF|#000}} that covers the exit ramp {{Raw Tile|▲|#FFF|#000}} to the area.  Although you can't get the creature to set off traps, when it breaks the door, magma will spill over the pressure plate, locking the creature in the hallway that is rapidly filling with magma.  You could combine this with a simple levered hatch for drainage, but there's only one way to be certain: obsidianify it from orbit.&lt;br /&gt;
&lt;br /&gt;
Note that the trap as pictured is too short-- in order to catch a creature, your bridge has to close before the creature can escape from the tunnel.&lt;br /&gt;
&lt;br /&gt;
====Artifact awe trap====&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
═════&lt;br /&gt;
+¢╬ ╬&lt;br /&gt;
═════&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This simple containment trap is designed to trap any number of building destroyers, even trapavoid building destroyers, on a single tile, after which you can do whatever you'd like with them-- bolt 'em, ice 'em, drop 'em, spike 'em, it's all good.  Building destroyers are drawn by a piece of [[legendary artifact|artifact-quality]] furniture, in this case, a hatch cover {{Raw Tile|¢|#FFF|#000}}.  A door {{Raw Tile|+|#FFF|#000}} prevents them from seeing further into your fort and being distracted from the enchanting beauty of your furniture.  When you've captured as many creatures as you'd like on that tile, simple raise both bridges {{Raw Tile|╬|#FFF|#000}}-- first, the far one, then, the one near the artifact-- and you may even remove the artifact, to create a new trap elsewhere.&lt;br /&gt;
&lt;br /&gt;
===Other traps===&lt;br /&gt;
Anything that can be weaponized can be turned into a trap.  And anything can be weaponized.&lt;br /&gt;
&lt;br /&gt;
====Bioweapon trap====&lt;br /&gt;
Some of the underground's nastier creatures are capable of breathing [[syndrome]]-bearing deadly dust.  While such dust can easily spread and lead to a huge amount of [[fun]], more masochistic players may seek ways to weaponize it.  Syndrome-bearing blood may be used similarly, but placement of the trap is a great deal more difficult.&lt;br /&gt;
&lt;br /&gt;
At its simplest, a bioweapon trap is a single tile of syndrome-bearing extract.  It can be placed by moving an item covered in dust to the desired location via stockpiling or dumping, and then pouring a [[bucket]] of water over the item, transferring the dust from the item to the tile it sits on.  A simple way to get your dwarves to pour a bucket of water over the item is via designation of a [[activity zone#Pit/Pond|pond]] zone.  Alternatively, one can take advantage of the natural tendency of [[User:Uristocrat/Dwarven__Bathtub|dwarven bathtub]]s and simply drag contaminated items through a trench full of shallow water to create a contamination trench.&lt;br /&gt;
&lt;br /&gt;
Any affected creature is likely to carry the contamination with it past the location of the bioweapon.  This can be useful, if you've discovered a particularly interesting extract that you no longer have a way to generate, but it can also be dangerous to the well-being of your fortress.  A pile of extract sitting in 2/7 water will not block pathing, and will simultaneously infect and wash creatures passing through it.  Placement of extract in a damp trench can be difficult, as the water will tend to carry the extract on to the walls, but with persistence, it can be done.  Extract/water combos like this are best placed underground to prevent freezing or evaporation.  You may have difficulty preventing your dwarves from [[cleaning]] tiles affected by the extract.&lt;br /&gt;
&lt;br /&gt;
The deadliness of a bioweapon depends entirely on the extract used to create it, and can range from debilitating nausea (perfect to incapacitate invaders while your military mops them up, yet unlikely to lead to serious damage to your own fort), to death by bleeding within 600 ticks (a half day).  Given the proper extract, you could even create a beneficial bioweapon trap that prevents those affected from suffering pain.  Footwear appears to protect, leaving any bioweapon trap much more deadly to your own dwarves than to any invader.&lt;br /&gt;
&lt;br /&gt;
Bioweapon traps have the potential to be very powerful but should be considered extremely [[fun]], as extracts are capable of multiplication and don't distinguish between friend or foe.  A single bioweapon trap could easily kill all of your dwarves in a season.  Bioweapons never require cleaning or resetting, but won't work on many foes.&lt;br /&gt;
&lt;br /&gt;
Alternative biotraps are possible.  Using a 'deadly dust' creature rather than its extract is possible, but such interactions have rather short range (2 tiles at least) and may ignore invaders passing by a bit further away. By forcing invaders to walk right next to fortification that separates the beast and invader you can ensure a syndromey greeting to your unwanted guests, but the creature will be vulnerable to enemy archers.  Should you discover a creature with noxious secretions that boil at a low temperature, such a creature can be used even while caged: its secretions will affect anything nearby, but the creature that bears the syndrome remains invulnerable to attack.  Good luck getting the cage where you want it!&lt;br /&gt;
&lt;br /&gt;
=== Animal/Gladiator Traps ===&lt;br /&gt;
War animals can be a messy way of dispatching your invaders. Since most war animals aren't grazers, you can put a pasture in a room and assign a bunch of war animals without any need for maintenance. Keep in mind size, a war dog is not going to do nearly as well against a troll as a lion would. However, 5 dogs should be able to overcome it. If you don't want your animals to die, simply use cage traps to catch invaders, disarm them, then drop them into the animal arena unarmed with a pit above the room. Although, this isn't a guarantee, unarmed goblins are incredibly weak. This trap has a lot more randomness involved than others, so it's more of a novelty than an effective and practical trap. Exotic animals can be much more brutal, so bonus points for catching tigers, bears,(or buying them from elves) or dragons. If you do manage to catch a dragon and tame it, you'll probably want to clear out any other animals, unless they don't mind dragon fire.&lt;br /&gt;
&lt;br /&gt;
If one of your dwarves has been plagued by [[Vampire|Vampirism]], all the better. Build him/her a nice pit outfitted as barracks, throw in good weapons and armor, and watch as they train themselves nonstop up to Legendary skill in most combat abilities.&lt;br /&gt;
&lt;br /&gt;
When you want to make them practice, just throw a caged prisoner in, order them to open it, and watch as they tear them to shreds.&lt;br /&gt;
&lt;br /&gt;
=== Minecarts ===&lt;br /&gt;
A [[minecart]], while you think about it, is just a large hunk of metal traveling at a very fast speed in a straight line. Its nature can be used for your advantage.&lt;br /&gt;
==== Minecart grinder ====&lt;br /&gt;
All you need is a straight, narrow corridor, some tracks, and a way to make a minecart gain momentum (rolling down 3 z-levels worth of ramps should be more than enough).&lt;br /&gt;
&lt;br /&gt;
Using the hauling designation, assign a minecart to the top of the ramp, without giving it any departure conditions. As soon as the enemies are approaching the other side of the corridor, change the departure condition to &amp;quot;push&amp;quot; and &amp;quot;always&amp;quot;. Once a dwarf comes by and pushes it, the minecart will jolt down the hallway flattening everything on its path, and may even put a dent in an attacking [[Megabeast]].&lt;br /&gt;
By dumping minecarts on either rollers or downward ramps, multiple carts can be used on the same track without any hauling routes, allowing for multishot weapons, increasing the efficiency of the trap.&lt;br /&gt;
Rollers or impulse ramps can be used to make a cart return system, allowing for fully automatic systems.&lt;br /&gt;
&lt;br /&gt;
==== Shotgun ====&lt;br /&gt;
Minecarts have the interesting properties of spilling their contents when they hit a solid object like another minecart at high speed. This can be used by filling minecarts with either heavy objects like stones, sharp objects like surplus weapons or simply a lot of them, then sending them down some ramps onto a target. On impact, the contents will continue their way at high speed, dealing damage to anything in the way. You know you want to fill a minecart with !!lignite blocks!! now. [http://www.bay12forums.com/smf/index.php?topic=109460.msg3341586#msg3341586 Here] is an example.&lt;br /&gt;
&lt;br /&gt;
==== Water/Magma gun ====&lt;br /&gt;
Minecarts submerged in [[Water]] fill themselves with liquid, which then counts as a quite heavy object. Using the shotgun effect, this allows for a weapon without need to manually load minecarts, resulting in higher rate of fire and fewer dwarves running on potentially lethal tracks. First proposed [http://www.bay12forums.com/smf/index.php?topic=114654.0 here], with an updated version [http://www.bay12forums.com/smf/index.php?topic=119831.0 here].&lt;br /&gt;
&lt;br /&gt;
Using [[Magma]] makes the design potentially more [[fun]] and certainly more dwarven.&lt;br /&gt;
&lt;br /&gt;
==== Minecart thumper ====&lt;br /&gt;
When falling minecarts land on a floor, they injure creatures in the tile below.{{bug|6068}} Add some rollers and a very short track loop to maximize the damage potential. Since the minecart remains physically separated from its targets, it shouldn't jam or jump off track.&lt;br /&gt;
&lt;br /&gt;
{{Category|Traps}}&lt;br /&gt;
{{category|Fortress defense}}&lt;br /&gt;
{{category|Design}}&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trap_design&amp;diff=222406</id>
		<title>Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trap_design&amp;diff=222406"/>
		<updated>2015-12-22T16:15:47Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* Dodge Me Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|21:15, 28 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Trap design''' focuses on the theory and design of complex traps, mechanical systems and other automation for defending your fortress, and also on unusual uses of simple mechanic's [[trap]]s. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense, see the '''[[defense guide]]'''. For tips on laying out your architecture to protect your military, see '''[[security design]]'''. For specific advice on how to get your soldiers prepared for any threat, see '''[[military]]'''.'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''For suggestions on disposing of nobles and other unwanted residents, see [[unfortunate accident]].''&lt;br /&gt;
:''For a basic overview of how the different machine parts work and work together, see [[machine component]].''&lt;br /&gt;
:''For information on catching [[vermin]]-sized creatures in [[animal trap]]s, see [[trapper]].''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Simple one-tile [[trap]]s* are just that - they exist only on their own tile, trigger themselves when a target walks onto that one tile, and affect only that one tile.  Complex traps and automation rely on linking [[door]]s, [[hatch cover|hatch]]es, [[floodgate]]s, and [[bridge]]s to [[lever]]s or [[pressure plate]]s, along with machinery to provide the [[power]] to run some of the more diabolical designs.  When the trigger is activated, it sends a [[lever|signal]] to the linked device. That signal is not always as simple as '''do it now''', but it's specifically either to '''open''' or to '''close'''.  By manipulating what does what and when, and what follows from that, impressive results can be achieved.&lt;br /&gt;
&lt;br /&gt;
:''(* specifically, the [[Trap#Stone-fall_Trap|stone-fall trap]], [[Trap#Weapon_Trap|weapon trap]], and [[Trap#Cage_Trap|cage trap]].)''&lt;br /&gt;
&lt;br /&gt;
* To fully understand how these component objects work individually (before combining them into diabolical and complex combinations), see those main articles.&lt;br /&gt;
&lt;br /&gt;
==Basic traps==&lt;br /&gt;
These are the simple [[trap]]s that are placed by a mechanic. They require one [[mechanism]] but do not require levers or pressure plates.  They can be a quick, easy and brutally effective &amp;quot;first defense&amp;quot; for a fledgling fortress, but they can also be combined into key parts of more complex set ups. For tips on using these basic traps effectively, see the Trap Strategies section.&lt;br /&gt;
&lt;br /&gt;
===Stone fall trap===&lt;br /&gt;
:This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your [[mechanic]], and add to the depth of your fort's defenses at the same time. Surrounding intersections and stairways is a good way of handling threats that make it inside the fortress, including [[insanity|berserk]] dwarves.&lt;br /&gt;
&lt;br /&gt;
===Weapon trap===&lt;br /&gt;
:The gold standard of lethal traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. &lt;br /&gt;
&lt;br /&gt;
:Using [[crossbow]]s or other projectile weapons in weapon traps avoids the problem of jamming, but they must be kept loaded with [[ammo]].  Mechanics will load them with any ammo that is not forbidden.  They will load each until each type of weapon has ten rounds of ammo.  Hammers seem to jam less than swords or axes, and spears seem to jam the most. Your dwarves will attempt to unjam traps unless otherwise forbidden.&lt;br /&gt;
&lt;br /&gt;
===Cage trap===&lt;br /&gt;
:A very powerful type of trap. Maybe even too powerful - currently, even a wooden or glass [[cage]] can hold any creature indefinitely, even [[troll]]s and [[megabeast]]s. A cage trap never fails, although creatures with the [[trapavoid]] tag cannot be captured unless knocked [[unconscious]] or [[Giant cave spider|webbed]] first. Use cage traps as your outermost traps to catch the occasional wandering animal, angry wounded [[elephant]] or [[unicorn]], or even [[zombie]]s. Caged animals and enemies will be safely brought to any animal [[stockpile]]s you have, but may escape later if you are not careful. For more information, see [[captured creatures]].&lt;br /&gt;
&lt;br /&gt;
==Linked traps==&lt;br /&gt;
These traps require a trigger such as a [[pressure plate]] or [[lever]]. They will require at least three [[mechanisms]], one for the trigger and two to create the link. The trigger can be located any distance from the trap, typically close for a pressure plate or far away for a lever.&lt;br /&gt;
&lt;br /&gt;
For a system that repeatedly activates automatically and regularly regardless of enemies, see [[Repeater]].&lt;br /&gt;
&lt;br /&gt;
===Menacing spikes===&lt;br /&gt;
Menacing [[trap component|spike]]s or upright spears appear on the basic mechanic's {{k|T}}rap menu, but must be activated remotely to pop out of the ground and impale anyone standing on that tile.  Vast forests of these can make any area a killing field.  &lt;br /&gt;
&lt;br /&gt;
While upright spike defense systems never jam, they also do not discriminate. When activated, they will inflict piercing damage on whatever is standing on the tile, whether it be friend or foe (so it's good for nobles).  You can use [[traffic|traffic designations]] to help somewhat.  Designate the spike trap tiles as ''restricted'' then make a longer path going around the spikes that's designated as ''high traffic''.  [[Domestic animal|Pets]] and [[Trade|merchants/diplomats]] will probably still get skewered, though.&lt;br /&gt;
&lt;br /&gt;
==Trap strategies==&lt;br /&gt;
These are some basic tricks that can be used with most any trap design, basic or complex.&lt;br /&gt;
&lt;br /&gt;
===Bait animals===&lt;br /&gt;
Enemies will hunt down and kill friendly tame animals wandering outside if they have nothing better to do. Put an expendable animal on a [[restraint]] or in a 1x1 [[Activity zone#Pen/Pasture|pen]] in some random spot outside, build a few [[construction|columns]] around it to reduce the chance of them shooting it, and trap that area to hell and back.&lt;br /&gt;
&lt;br /&gt;
Note that this is a horrible method of getting rid of [[cat]]s, as they will often adopt a dwarf who will then attempt to free the cat. This may lead to the unfortunate situation of Urist McCatlover getting skewered by an ambush party while on his way to free Mr. Baitykins.&lt;br /&gt;
&lt;br /&gt;
===Bait furniture===&lt;br /&gt;
[[Building destroyer]]s can be baited by furniture, which they will path to and destroy, if they can.  Furniture bait allows you to selectively target building destroyers, to draw them away from other aggressors or to a different trap.  This can be useful when, for instance, you'd like to draw a building destroyer like a [[giant cave spider]] into a cage trap, but don't want to bother caging all of the other wildlife around it.  It can also be useful for trapping monsters with special attacks that you'd rather not see go off, as the building destroyer won't use any special attacks on furniture as it would an animal.  For instance, you could use bait furniture to trap a [[forgotten beast]] with [[syndrome|deadly dust]] without causing it to spew more contagion.&lt;br /&gt;
&lt;br /&gt;
Bait furniture can be especially effective when used with [[Legendary artifact|artifact]] quality furniture.  Artifact furniture cannot be destroyed, but building destroyers will still attempt to path to it, at which point they will ineffectually attempt to destroy the furniture.  This makes traps baited with artifact furniture easily reusable.&lt;br /&gt;
&lt;br /&gt;
===Trapping efficiently===&lt;br /&gt;
&lt;br /&gt;
====Crosshair trapping====&lt;br /&gt;
As the converse of building many traps everywhere, consider instead herding your enemies into a few traps. A cross-hair pattern of walls or impassable channels with an array of traps in the middle gap will increase the usage of each individual trap. This is particularly useful when capturing wildlife.  You may also want a few traps near the edges, to catch the creatures that attempt to go around it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 +++++++[#F00]^^^[#FFF]+++++++      legend&lt;br /&gt;
 ++++++++▓++++++++   ▓  stone/wall&lt;br /&gt;
 ++++++++▓++++++++   [#F00]^  trap[#FFF]&lt;br /&gt;
 ++++++++▓++++++++   +  floor&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]++++++&lt;br /&gt;
 [#F00]^[#FFF]+++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]+++++[#F00]^&lt;br /&gt;
 [#F00]^[#FFF]▓▓▓▓▓▓▓[#F00]^[#FFF]▓▓▓▓▓▓▓[#F00]^&lt;br /&gt;
 [#F00]^[#FFF]+++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]+++++[#F00]^[#FFF]&lt;br /&gt;
 ++++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 +++++++[#F00]^[#F00]^[#F00]^[#FFF]+++++++&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Inside corner trapping====&lt;br /&gt;
If the path where you will place your traps has bends, expect the enemy to take the most direct path -  it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end.&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
       ╔═════════ &lt;br /&gt;
   ║[@cc0]   [@]║[@c00]  [@]    [@cc0]  [@] &lt;br /&gt;
   ║[@cc0]   [@]║[@c00] [@]    [@cc0]   [@] &lt;br /&gt;
   ║[@cc0]   [@]║   [@090] [@cc0]    [@]    [@c00] [@] Unlikely path&lt;br /&gt;
   ║[@cc0]   [@]║  [@090] [@]╔═════   [@cc0] [@] Unpredictable path&lt;br /&gt;
   ║ [@cc0]  [@]║ [@090] [@] ║        [@090] [@] &amp;quot;Most likely&amp;quot; path&lt;br /&gt;
   ║  [@090] [@]║[#f0f][@090]g[#@]  ║        [#f0f]g[#] Invader&lt;br /&gt;
   ║[@c00] [@]  [@090] [@]  [@c00] [@]║&lt;br /&gt;
   ║[@c00]  [@]   [@c00]  [@]║  &lt;br /&gt;
   ╚═══════╝&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
Once in a straight hall, anything is possible, but placing your best (or first) traps on the inside path near &amp;quot;inside&amp;quot; corners (and de-emphasizing outside &amp;quot;dead-end&amp;quot; corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it.&lt;br /&gt;
&lt;br /&gt;
====Pass trapping====&lt;br /&gt;
If there are a lot of hills outside, remove most of the ramps, then trap those last few routes.  The only way for creatures to get around will be to go through your traps.&lt;br /&gt;
&lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 ▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲   Before&lt;br /&gt;
 ++++++++++++++++++&lt;br /&gt;
 &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 +++++++^▲^++++++++   After&lt;br /&gt;
 +++++++^^^++++++++&lt;br /&gt;
&lt;br /&gt;
====Ford trapping====&lt;br /&gt;
Have a river or any kind of chasm?  Construct a floor over it (not a bridge), then build traps over it.  Brooks won't work for this, because everything can already walk over the top of a brook.  It also won't work as well in winter on a map that freezes.&lt;br /&gt;
&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~  Nobody ever said that it had to end at the river banks.&lt;br /&gt;
 ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~  Building walls along the side allows you to make it longer&lt;br /&gt;
 +++++++++++░^^░+++++++++++  and to fill it with more traps.&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
&lt;br /&gt;
==Trap Designs==&lt;br /&gt;
===Bridge and drop traps===&lt;br /&gt;
&lt;br /&gt;
====Drawbridge trap====&lt;br /&gt;
Lowering drawbridges on invaders will [[dwarven atom smasher|crush]] them into nothingness. Known as the 'Dwarven Atom Smasher', bridges will destroy most things with some notable exceptions including [[jabberer]]s and [[elephant]]s, who will not only survive unscathed but also destroy the bridge.&lt;br /&gt;
&lt;br /&gt;
Try replacing the side wall of a part of your main entrance with a drawbridge, big enough so it spans the whole hallway.  Link the drawbridge to a [[lever|trigger]], and whenever you feel like it activate the trap.  This can be done with minimal effort and used to smash invaders, unwanted [[immigration|immigrants]], bothersome [[nobles]], or simply to destroy your garbage.&lt;br /&gt;
&lt;br /&gt;
====[[Pit trap]]====&lt;br /&gt;
A long retracting bridge in your entrance tunnel, with the pressure plate right in front of the fortress doors. The expression on the face of the point-goblin who reaches them only to watch his comrades plunge to whatever gruesome fate you have prepared for them will be a mental picture to cherish.  Remember when designing this trap that bridges do not open until 100 ticks after they've been triggered.&lt;br /&gt;
&lt;br /&gt;
You may also consider linking these bridges to levers for more control, just in case a goblin thief triggers the pressure plate while a caravan is on the bridge.  Or, you might consider linking the bridges to a [[repeater]].&lt;br /&gt;
&lt;br /&gt;
====Cave-in trap====&lt;br /&gt;
[[Support]]s can be linked to [[lever|triggers]]. Building a section of floor that is deliberately held up only by a trapped support allows for an intentional [[cave-in]].&lt;br /&gt;
* [[Invader]]s dropped into a pit can be wounded or killed. &lt;br /&gt;
* Dropping a floor or wall directly onto any creature will ''instantly'' kill it, regardless of its [[size]].&lt;br /&gt;
* The cave-in will also knock nearby invaders unconscious. This will stun them, and also make them susceptible to simple traps (even if they possess the TRAPAVOID token).&lt;br /&gt;
* Cave-ins will ''not'' reveal invisible invaders, such as [[ambush]]ers unless it kills them outright, in which case their bodies become visible.&lt;br /&gt;
&lt;br /&gt;
The biggest drawback of this sort of trap is the &amp;quot;reload&amp;quot; process, which can be relatively time consuming.  Have a drawbridge that can seal off the work area so your mechanics and [[mason]]s can reconstruct the setup in peace.&lt;br /&gt;
&lt;br /&gt;
=====Land mines=====&lt;br /&gt;
In any suitable open area which hasn't been dug out underneath, build a support and an adjacent multi-use pressure plate set to trigger on creatures (but not citizens), link them together, then build floor tiles above the support and pressure plate. When an enemy steps on the pressure plate, the game will pause and recenter the view with the announcement &amp;quot;''A section of the cavern has collapsed!''&amp;quot;, at which point the enemy will be crushed and its companions will be stunned or knocked unconscious by the cloud of dust (though not necessarily revealed, in the case of an [[ambush]]).&lt;br /&gt;
&lt;br /&gt;
More &amp;quot;traditional&amp;quot; landmines also exist, taking advantage of a bug. This involves setting a bridge to be deconstructed, then having this order be cancelled, all done while the bridge is in the down position. The bridge will then let fluids through, which with pressurized magma makes it a potent weapon.&lt;br /&gt;
&lt;br /&gt;
=====Chasm trap=====&lt;br /&gt;
The easiest chasm trap is just a retractable bridge, very high up or over a very deep hole; instead of flinging invaders when raised, it just drops them.&lt;br /&gt;
&lt;br /&gt;
A uselessly complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
           +++&lt;br /&gt;
 ..........+++&lt;br /&gt;
 .++++++++#+++&lt;br /&gt;
 .+╔══════.     # = retractable bridge &lt;br /&gt;
 .+║++++++.&lt;br /&gt;
 .+║+╔══╗+.     + = floor&lt;br /&gt;
 .+║+║A+║+.&lt;br /&gt;
 .+║+╚═+║+.     . = open space&lt;br /&gt;
 .+║+++^║+.&lt;br /&gt;
 .+╚════╝+.     ^ = pressure plate&lt;br /&gt;
 .++++++++.&lt;br /&gt;
 ..........     A = bait animal &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The goblins are lured in by a restrained bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral.  Goblins, bait animal, walls and all plummet into the chasm.&lt;br /&gt;
&lt;br /&gt;
When building, you will need to construct a span of floor underneath to place a support, as bridges do not support constructions (''which is also why you want a bridge as the access, so it will not hold up the trap*)''. You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place.&lt;br /&gt;
&lt;br /&gt;
====Falling debris trap====&lt;br /&gt;
[[gravity|Falling objects]] tend to cause ridiculous injury to creatures below, and what better use for [[wear|worn]] socks than mangling intruders. Mix in some loose [[stone]], poor-quality [[furniture]], and any [[goblinite]] lying around, then bury your enemies under a pile of junk.&lt;br /&gt;
&lt;br /&gt;
A retracting [[bridge]] makes a good trigger mechanism (connected to either a [[lever]] or [[pressure plate]]), while garbage dump [[zone]]s above the bridge provide an easy means to load the trap. To reset the trap, use {{k|d}} {{k|b}} {{k|c}} to reclaim the garbage and {{k|d}} {{k|b}} {{k|d}} to have your dwarves haul the junk back to the garbage dumps above. The trap can also be fully automated via [[minecart]].&lt;br /&gt;
&lt;br /&gt;
====Canceled construction deadfall====&lt;br /&gt;
Canceling an incomplete construction immediately frees the building material. The simplest way to weaponize this knowledge is to create a one tile wide hallway that is several z-levels high, and carve down stairs into the roof from the level above. Assign your masons to create stairs in the top level of the hallway, but suspend construction on each tile after they begin. When danger threatens below, simply cancel constructions to send building material raining down on enemies below.&lt;br /&gt;
&lt;br /&gt;
A more advanced design uses incomplete 8x1 bridges--each bridge will release three stones when canceled. These stones will normally be deposited on the tile where the architect was standing when the bridge was designed. A (completed) retracting bridge at the top of the hallway can provide a place for your architects to stand while loading the trap, but still allow the rocks to rain down when retracted.&lt;br /&gt;
&lt;br /&gt;
This trap has the distinction of being the only overseer-triggered trap--it doesn't require dwarves to pull levers, enemies to cross pressure plates, or any sort of timing delay. With some practice, it can be used selectively to take out priority targets (elite archers, squad leaders, dangerous creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
===Water traps===&lt;br /&gt;
These traps drown, freeze, boil, or wash targets away.  Errors in execution can be quite &amp;lt;s&amp;gt;[[flood|harmful]] to your fortress&amp;lt;/s&amp;gt; [[fun]], so use with caution.&lt;br /&gt;
&lt;br /&gt;
====Drown and burn====&lt;br /&gt;
A flooding room trap combined with an unextinguishable [[fire|burning]] [[lignite]] bin. The water will evaporate on the bin's tile, causing the water from the surrounding tiles to move to it, which then get evaporated as well. The water will also push the invaders onto the fire, causing them to burn to death... in a flooding chamber.&lt;br /&gt;
&lt;br /&gt;
NOTE: Traps involving large quantities of water turning into [[steam]] are as effective at killing your framerate as are [[goblin|goblins]]. Use with caution, and have the cut-off lever at the ready.&lt;br /&gt;
&lt;br /&gt;
====Drowning hall====&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt;  - Wall &lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;-&amp;amp;gt;&amp;lt;/tt&amp;gt; - Direction of traffic&lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt;  - Down-Ramps (as visible from one level above = see [[ramp]])&lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - Floor  &lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - Open space &lt;br /&gt;
			&lt;br /&gt;
'''Level -1'''&lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;X &amp;lt;/tt&amp;gt; - Inflow &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &amp;lt;tt&amp;gt;▲&amp;lt;/tt&amp;gt; - Up-Ramps &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - Down-Ramps&lt;br /&gt;
			&lt;br /&gt;
'''Level -2'''&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░   &amp;lt;tt&amp;gt;x&amp;lt;/tt&amp;gt; - Outflow&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░&lt;br /&gt;
&lt;br /&gt;
If enemies are in the middle of Level -1, open the inflow, then the water will first trap, and then drown them. If the pit is full, close the inflow and open the outflow. You can automate this by using [[pressure plate]]s, or if you want to have more fun, replace the water with [[magma]] (which would require pressure plates and floodgates to be [[magma-safe]]).&lt;br /&gt;
&lt;br /&gt;
====Drowning tower====&lt;br /&gt;
This is a trap that can be built in discrete units. Each unit requires a lot of labor and protects only a small area, though in a dramatic manner. A wall of these around the map sharing a single massive water reservoir makes a very effective [[siege]] defense, as each tower component can be linked to a [[lever]] and used to wipe out a single invading squad at a time. Note: This may count as a [[stupid dwarf trick#Pressure Washer|stupid dwarf trick]].&lt;br /&gt;
&lt;br /&gt;
While a [[pressure plate]] in the center of this trap can trigger it and drown hidden ambushers, such an arrangement is subject to double-activation and failure.  A pressure plate that only triggers once will break and the system will be incapable of self-reloading. A lever or [[pressure plate#Latching Pressure Plates|latch]] is highly recommended.&lt;br /&gt;
&lt;br /&gt;
Using a cross-hair pattern of walls, invaders are herded through the trap. Inside the fortress, Urist McLeverpuller does his job. Floodgates on the ground close, hatches on the ceiling open, and drowning ensues. When all enemies are dead, the lever is pulled again. The hatches close and the floodgates open, allowing a rush of water and bodies to spill out. &lt;br /&gt;
&lt;br /&gt;
Schematics shown are for a stand-alone tower, though the upper level can be linked with many similar towers for a grid-like defensive system.&lt;br /&gt;
&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░X░░X░X░░X░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt; - Wall &lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
  X+++++░+++++X   &amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - Floodgate&lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;H&amp;lt;/tt&amp;gt; - Hatch&lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;-&amp;lt;/tt&amp;gt; - Water reservoir&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░░░░░░+░░░░░░&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  ░░X░░X░X░░X░░&lt;br /&gt;
&lt;br /&gt;
'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░░░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H--H-H--H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H-------H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H-------H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H--H-H--H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░░░░░░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
====Ice trap====&lt;br /&gt;
Water open to the sky in freezing [[biome]]s will freeze instantly, completely destroying anything caught in it. By digging a channel entrance to your fort and selectively allowing it to flood as invaders pass through, you can commit genocide with appalling efficiency. The only disadvantage to this trap is its size: because water freezes so quickly, each entry channel must have a source of non-freezing water right next to it. &lt;br /&gt;
&lt;br /&gt;
Observe in action [http://mkv25.net/dfma/movie-231-degrinchinator here], or a wider version [http://mkv25.net/dfma/movie-1675-semi-automaticorcsiclemaker here].  For more information, see [[User:Vattic/Orcsicle_maker_Explained|these detailed instructions]].&lt;br /&gt;
&lt;br /&gt;
=====Fully Automatic Ice Trap=====&lt;br /&gt;
The hallway is exposed to the elements, and water there freezes instantly. The rest of the trap is underground. When an enemy steps on the pressure plate, the hallway is flooded with water immediately. Some of the water that doesn't freeze also triggers a second pressure plate. The second pressure plate pumps magma into the room directly beneath the main hallway, which melts the ice. The water is pumped out and retracting bridges then return the water and magma to their original positions. This trap was also inspired by the Degrinchinator.&lt;br /&gt;
&lt;br /&gt;
Observe: http://mkv25.net/dfma/movie-2239-automaticresettingicetrap&lt;br /&gt;
&lt;br /&gt;
For more info, see [http://www.bay12forums.com/smf/index.php?topic=63346.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
====Flusher====&lt;br /&gt;
Have a water reservoir to one side of the path the intruders should take, and a deep chasm at the other side. When invaders are on the path, just pull a lever to flush them out- or into the trap-filled corridor leading to the alligator pit.&lt;br /&gt;
&lt;br /&gt;
A compact version of this can be set up with a reservoir tower and a path circling it:&lt;br /&gt;
&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ·····························   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt; - Wall &lt;br /&gt;
  -&amp;gt;++++++++++++++++++++++++++·   &amp;lt;tt&amp;gt;-&amp;amp;gt;&amp;lt;/tt&amp;gt; - Direction of traffic&lt;br /&gt;
  -&amp;gt;++++++++++++++++++++++++++·   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - Down-Ramps (as visible from one level above = see [[ramp]])&lt;br /&gt;
  -&amp;gt;++++++++++++++++++++++++++·   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - Floor  &lt;br /&gt;
  ░XXXXXXXXXXXXXXXXXXXXXXX░+++·   &amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - Open space &lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·   &amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - Floodgate OR retracting bridge&lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·   &amp;lt;tt&amp;gt;~&amp;lt;/tt&amp;gt; - Water&lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·&lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·&lt;br /&gt;
  ░XXXXXXXXXXXXXXXXXXXXXXX░+++·&lt;br /&gt;
  &amp;lt;-++++++++++++++++++++++++++·&lt;br /&gt;
  &amp;lt;-++++++++++++++++++++++++++·&lt;br /&gt;
  &amp;lt;-++++++++++++++++++++++++++·&lt;br /&gt;
  ·····························&lt;br /&gt;
	&lt;br /&gt;
Be sure that the reservoir can hold enough water to flush everything out (3 levels should be enough), that it can be automatically or easily refilled quickly, and be advised that flushing your own dwarves can be much fun. Adjust the height of the chasm depending on how much damage you want to cause to intruders or to [[Unfortunate accident|innocent bystanders]] (7 levels start to do some serious damage).&lt;br /&gt;
&lt;br /&gt;
Once flushed, the victims will try to find a way out (to re-invade the fortress, or to flee). Make sure there are some maintenance-free traps in their way. If you plan to collect [[goblinite]] afterwards, have a way to drain the bottom of the trap dry.&lt;br /&gt;
&lt;br /&gt;
===Magma and fire traps===&lt;br /&gt;
These traps incinerate targets, or possibly encase them in [[obsidian]].  Magma does not play favorites - read up (again) on magma, and use with ''extreme'' caution. Fire traps are included in this category because magma is often the best method of starting a fire. &lt;br /&gt;
&lt;br /&gt;
====Magma chamber====&lt;br /&gt;
Create an airlock using two bridges, two doors or whatever you like best.  Make it a medium sized chamber, perhaps 10x10 or so.  Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof.  Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it.  The idea here is a re-usable magma trap; you can use this with a pressure plate, too.  It also leaves behind any magma-proof items the invaders might have been carrying.&lt;br /&gt;
&lt;br /&gt;
Variation: By placing magma-safe hatches on the ceiling and quickly activating and deactivating the trap, you can limit the use of magma. It doesn't take a lot of magma to set a goblin on fire: only 1/7 deep will do it, and using less magma means it will dry on its own. It does take a while for an enemy to burn to death, but what's better than spending the whole summer watching a room full of smoke and dying goblins?&lt;br /&gt;
&lt;br /&gt;
====Incinerator hall====&lt;br /&gt;
Certain minerals such as [[lignite]] and [[graphite]] have an ignition point but no melting point, meaning that once they are set on [[fire]] they will burn for a very long time (about 9-10 months) unless exposed to water or [[weather|rain]]. Any item made out of these materials has this property, which can be used to design horrifying fiery death traps.&lt;br /&gt;
&lt;br /&gt;
Consider a hallway filled with lignite [[floor grate]]s, which can be built directly on the floor and do not impede the passage of enemies. Pouring magma on any one of these grates will set it alight, and the fire will spread to all connected grates. The end result is a lot of constant smoke and a hallway that kills anything that passes through it. Consider [[traffic|restricting access]] to your dwarves or building this in a pit with a retractable bridge over top: the mere fact that a location is on fire will not stop them from walking through it. On the plus side, goblins are just as stupid.&lt;br /&gt;
&lt;br /&gt;
====Flamethrower bunker====&lt;br /&gt;
&lt;br /&gt;
Catch a creature that has a fire breath attack, such as a [[dragon]], [[fire imp]], [[fire man]], or anything else. Tame it if you can, and drop it into a 3x3 square of fortifications surrounded by bridges. Drop the bridge when necessary, and watch the creature lay waste on your opponents. Note that this may cause you to rage if the beast is not hostile to invaders. Beware of enemy archer squads as well.&lt;br /&gt;
&lt;br /&gt;
You may want to build the bridge and mechanisms out of [[dragonfire]]-safe materials if you are using a dragon.&lt;br /&gt;
&lt;br /&gt;
You may do this with [[magma crab]]s (but first you must catch one) for a machinegun bunker, or [[giant cave spider]]s (or anything that has a [[web]] attack) for a paralyzing bunker.&lt;br /&gt;
&lt;br /&gt;
===Weapon traps===&lt;br /&gt;
Traditional trap components can be used in sometimes interesting ways.&lt;br /&gt;
&lt;br /&gt;
====Casual impalement====&lt;br /&gt;
One method of creating a zone of constant slaughter is to link a pressure plate in your main dining hall or main hallway to a patch of menacing spikes or spears. As your dwarves/pets mill around conversing/mating, they will constantly trigger the spike system without regard to the consequences.&lt;br /&gt;
&lt;br /&gt;
Variation: Drop goblins into a holding pit with various spike traps linked to your pressure plate artfully placed around the chamber. Watch as every dining hall [[party]] begins to be measured in goblin blood.&lt;br /&gt;
&lt;br /&gt;
====Caravan-Safe Traps====&lt;br /&gt;
Since traps block caravans, how can one have a depot but not have a trap-free entrance to the fortress?  Simple!  Caravans need 3-wide corridors, but that corridor does not need to be straight.  Invaders will path straight (or as straight as they can).  By knowing this, you can make trap layouts that have 3-wide corridors that intersect straight paths.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   Like so:&lt;br /&gt;
 &lt;br /&gt;
       Zig-Zag                               Alternating U&lt;br /&gt;
       T+P+T+++      T = Trap                ++++P+++++++++++++P++++&lt;br /&gt;
       +T+P+T++      + = Ground/floor        ++T+P+TTTTTTTTTTT+P+T++&lt;br /&gt;
       ++T+P+T+      E = Ramps going down    ++T+P+T+++++++++T+P+T++&lt;br /&gt;
       +++T+P+T        to tunnel to depot    ++T+P+T+++++++++T+P+T++&lt;br /&gt;
       ++++T+P+      P  = Caravan path       ++T+P+T+++++++++T+P+T++&lt;br /&gt;
       ++++T+P+                              ++T+P+T+++EEE+++T+P+T++&lt;br /&gt;
       +++T+P+T                              ++T+P+++++++++++++P+T++&lt;br /&gt;
       ++T+P+T+                              ++T+PPPPPPPPPPPPPPP+T++&lt;br /&gt;
       +T+P+T++                              ++T+++++++++++++++++T++&lt;br /&gt;
       T+P+T+++                              ++TTTTTTTTTTTTTTTTTTT++&lt;br /&gt;
       +P+T++++                              +++++++++++++++++++++++&lt;br /&gt;
&lt;br /&gt;
Both designs can be repeated for maximum effect or used together (make the entrance on the U wider and put Zig-Zag traps on the corridor to the depot).  &lt;br /&gt;
&lt;br /&gt;
====Dodge Me Trap====&lt;br /&gt;
Passing over a catwalk of traps, invaders will find themselves dodging into your pit. Since you can seal the pit with bridges, it doesn't complicate access to your fortress while inactive. Beware of dwarves fighting on top of it when active, as they will dodge too. Using weapon traps with a lot of possible hits can make an invader dodge multiple times at once, allowing him to dodge across an open space tile, skipping the pit. This can be dealt with in some variants by the strategic placement of walls and/or by having an incredibly broad pit. Using a low quality mechanism will also force invaders to dodge, as opposed to using a high quality mechanism in the weapon trap, which will cause the weapon trap to actually land hits on the invader.&lt;br /&gt;
&lt;br /&gt;
Simple version:&lt;br /&gt;
 +............+  ^ weapon trap  &lt;br /&gt;
 +............+  + floor, your fort on one side; the savage wilds on the other&lt;br /&gt;
 +^^^^^^^^^^^^+  . Pit&lt;br /&gt;
 +............+&lt;br /&gt;
 +............+&lt;br /&gt;
&lt;br /&gt;
Compact version:&lt;br /&gt;
 +#########+     # retractable bridge with pit underneath&lt;br /&gt;
 +#^^^^^^^^+&lt;br /&gt;
 +#^#######+     + floor&lt;br /&gt;
 +#^^^^^^^#+&lt;br /&gt;
 +#######^#+     ^ traps&lt;br /&gt;
 +#^^^^^^^#+&lt;br /&gt;
 ══+++═══════&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=11538 Here's an example/demo Dodge Me Trap] built atop Magma that demonstrates how effective they can be.  The save shows a 280 enemy siege reduced by 140 Trolls, Goblins, and Beak Dogs, via the following design:&lt;br /&gt;
 ╔═════════╗&lt;br /&gt;
 ╝·········╚&lt;br /&gt;
 +^·^·^·^·^+&lt;br /&gt;
 ╗·^·^·^·^·╔&lt;br /&gt;
 ║·········║&lt;br /&gt;
 ╚═════════╝&lt;br /&gt;
This design places 3 wooden training spears into each weapon trap, along with a no-quality mechanism.  The traps rarely, if ever, jam or require cleaning.  Even after causing 140 enemies to dodge, in the demo for example, the traps never jam nor do any dwarves attempt to clean them.&lt;br /&gt;
&lt;br /&gt;
===Building destroyer and trapavoid traps===&lt;br /&gt;
&lt;br /&gt;
====Door number one====&lt;br /&gt;
If you're having trouble dealing with building destroyers that don't set off traps, consider the following design, as seen from the side:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
════╝╬╬&lt;br /&gt;
[#F00]~X[#F0F]^  ▲╔═&lt;br /&gt;
══════╝&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Put the magma {{Raw Tile|~|#F00|#000}} behind a floodgate {{Raw Tile|X|#FFF|#000}}.  In front of the floodgate, place a pressure plate {{Raw Tile|^|#F0F|#000}} set to go off on magma of 0 to 0.  Link the pressure plate to a retracting bridge {{Raw Tile|╬|#FFF|#000}}{{Raw Tile|╬|#FFF|#000}} that covers the exit ramp {{Raw Tile|▲|#FFF|#000}} to the area.  Although you can't get the creature to set off traps, when it breaks the door, magma will spill over the pressure plate, locking the creature in the hallway that is rapidly filling with magma.  You could combine this with a simple levered hatch for drainage, but there's only one way to be certain: obsidianify it from orbit.&lt;br /&gt;
&lt;br /&gt;
Note that the trap as pictured is too short-- in order to catch a creature, your bridge has to close before the creature can escape from the tunnel.&lt;br /&gt;
&lt;br /&gt;
====Artifact awe trap====&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
═════&lt;br /&gt;
+¢╬ ╬&lt;br /&gt;
═════&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This simple containment trap is designed to trap any number of building destroyers, even trapavoid building destroyers, on a single tile, after which you can do whatever you'd like with them-- bolt 'em, ice 'em, drop 'em, spike 'em, it's all good.  Building destroyers are drawn by a piece of [[legendary artifact|artifact-quality]] furniture, in this case, a hatch cover {{Raw Tile|¢|#FFF|#000}}.  A door {{Raw Tile|+|#FFF|#000}} prevents them from seeing further into your fort and being distracted from the enchanting beauty of your furniture.  When you've captured as many creatures as you'd like on that tile, simple raise both bridges {{Raw Tile|╬|#FFF|#000}}-- first, the far one, then, the one near the artifact-- and you may even remove the artifact, to create a new trap elsewhere.&lt;br /&gt;
&lt;br /&gt;
===Other traps===&lt;br /&gt;
Anything that can be weaponized can be turned into a trap.  And anything can be weaponized.&lt;br /&gt;
&lt;br /&gt;
====Bioweapon trap====&lt;br /&gt;
Some of the underground's nastier creatures are capable of breathing [[syndrome]]-bearing deadly dust.  While such dust can easily spread and lead to a huge amount of [[fun]], more masochistic players may seek ways to weaponize it.  Syndrome-bearing blood may be used similarly, but placement of the trap is a great deal more difficult.&lt;br /&gt;
&lt;br /&gt;
At its simplest, a bioweapon trap is a single tile of syndrome-bearing extract.  It can be placed by moving an item covered in dust to the desired location via stockpiling or dumping, and then pouring a [[bucket]] of water over the item, transferring the dust from the item to the tile it sits on.  A simple way to get your dwarves to pour a bucket of water over the item is via designation of a [[activity zone#Pit/Pond|pond]] zone.  Alternatively, one can take advantage of the natural tendency of [[User:Uristocrat/Dwarven__Bathtub|dwarven bathtub]]s and simply drag contaminated items through a trench full of shallow water to create a contamination trench.&lt;br /&gt;
&lt;br /&gt;
Any affected creature is likely to carry the contamination with it past the location of the bioweapon.  This can be useful, if you've discovered a particularly interesting extract that you no longer have a way to generate, but it can also be dangerous to the well-being of your fortress.  A pile of extract sitting in 2/7 water will not block pathing, and will simultaneously infect and wash creatures passing through it.  Placement of extract in a damp trench can be difficult, as the water will tend to carry the extract on to the walls, but with persistence, it can be done.  Extract/water combos like this are best placed underground to prevent freezing or evaporation.  You may have difficulty preventing your dwarves from [[cleaning]] tiles affected by the extract.&lt;br /&gt;
&lt;br /&gt;
The deadliness of a bioweapon depends entirely on the extract used to create it, and can range from debilitating nausea (perfect to incapacitate invaders while your military mops them up, yet unlikely to lead to serious damage to your own fort), to death by bleeding within 600 ticks (a half day).  Given the proper extract, you could even create a beneficial bioweapon trap that prevents those affected from suffering pain.  Footwear appears to protect, leaving any bioweapon trap much more deadly to your own dwarves than to any invader.&lt;br /&gt;
&lt;br /&gt;
Bioweapon traps have the potential to be very powerful but should be considered extremely [[fun]], as extracts are capable of multiplication and don't distinguish between friend or foe.  A single bioweapon trap could easily kill all of your dwarves in a season.  Bioweapons never require cleaning or resetting, but won't work on many foes.&lt;br /&gt;
&lt;br /&gt;
Alternative biotraps are possible.  Using a 'deadly dust' creature rather than its extract is possible, but such interactions have rather short range (2 tiles at least) and may ignore invaders passing by a bit further away. By forcing invaders to walk right next to fortification that separates the beast and invader you can ensure a syndromey greeting to your unwanted guests, but the creature will be vulnerable to enemy archers.  Should you discover a creature with noxious secretions that boil at a low temperature, such a creature can be used even while caged: its secretions will affect anything nearby, but the creature that bears the syndrome remains invulnerable to attack.  Good luck getting the cage where you want it!&lt;br /&gt;
&lt;br /&gt;
=== Animal/Gladiator Traps ===&lt;br /&gt;
War animals can be a messy way of dispatching your invaders. Since most war animals aren't grazers, you can put a pasture in a room and assign a bunch of war animals without any need for maintenance. Keep in mind size, a war dog is not going to do nearly as well against a troll as a lion would. However, 5 dogs should be able to overcome it. If you don't want your animals to die, simply use cage traps to catch invaders, disarm them, then drop them into the animal arena unarmed with a pit above the room. Although, this isn't a guarantee, unarmed goblins are incredibly weak. This trap has a lot more randomness involved than others, so it's more of a novelty than an effective and practical trap. Exotic animals can be much more brutal, so bonus points for catching tigers, bears,(or buying them from elves) or dragons. If you do manage to catch a dragon and tame it, you'll probably want to clear out any other animals, unless they don't mind dragon fire.&lt;br /&gt;
&lt;br /&gt;
If one of your dwarves has been plagued by [[Vampire|Vampirism]], all the better. Build him/her a nice pit outfitted as barracks, throw in good weapons and armor, and watch as they train themselves nonstop up to Legendary skill in most combat abilities.&lt;br /&gt;
&lt;br /&gt;
When you want to make them practice, just throw a caged prisoner in, order them to open it, and watch as they tear them to shreds.&lt;br /&gt;
&lt;br /&gt;
=== Minecarts ===&lt;br /&gt;
A [[minecart]], while you think about it, is just a large hunk of metal traveling at a very fast speed in a straight line. Its nature can be used for your advantage.&lt;br /&gt;
==== Minecart grinder ====&lt;br /&gt;
All you need is a straight, narrow corridor, some tracks, and a way to make a minecart gain momentum (rolling down 3 z-levels worth of ramps should be more than enough).&lt;br /&gt;
&lt;br /&gt;
Using the hauling designation, assign a minecart to the top of the ramp, without giving it any departure conditions. As soon as the enemies are approaching the other side of the corridor, change the departure condition to &amp;quot;push&amp;quot; and &amp;quot;always&amp;quot;. Once a dwarf comes by and pushes it, the minecart will jolt down the hallway flattening everything on its path, and may even put a dent in an attacking [[Megabeast]].&lt;br /&gt;
By dumping minecarts on either rollers or downward ramps, multiple carts can be used on the same track without any hauling routes, allowing for multishot weapons, increasing the efficiency of the trap.&lt;br /&gt;
Rollers or impulse ramps can be used to make a cart return system, allowing for fully automatic systems.&lt;br /&gt;
&lt;br /&gt;
==== Shotgun ====&lt;br /&gt;
Minecarts have the interesting properties of spilling their contents when they hit a solid object like another minecart at high speed. This can be used by filling minecarts with either heavy objects like stones, sharp objects like surplus weapons or simply a lot of them, then sending them down some ramps onto a target. On impact, the contents will continue their way at high speed, dealing damage to anything in the way. You know you want to fill a minecart with !!lignite blocks!! now. [http://www.bay12forums.com/smf/index.php?topic=109460.msg3341586#msg3341586 Here] is an example.&lt;br /&gt;
&lt;br /&gt;
==== Water/Magma gun ====&lt;br /&gt;
Minecarts submerged in [[Water]] fill themselves with liquid, which then counts as a quite heavy object. Using the shotgun effect, this allows for a weapon without need to manually load minecarts, resulting in higher rate of fire and fewer dwarves running on potentially lethal tracks. First proposed [http://www.bay12forums.com/smf/index.php?topic=114654.0 here], with an updated version [http://www.bay12forums.com/smf/index.php?topic=119831.0 here].&lt;br /&gt;
&lt;br /&gt;
Using [[Magma]] makes the design potentially more [[fun]] and certainly more dwarven.&lt;br /&gt;
&lt;br /&gt;
==== Minecart thumper ====&lt;br /&gt;
When falling minecarts land on a floor, they injure creatures in the tile below.{{bug|6068}} Add some rollers and a very short track loop to maximize the damage potential. Since the minecart remains physically separated from its targets, it shouldn't jam or jump off track.&lt;br /&gt;
&lt;br /&gt;
{{Category|Traps}}&lt;br /&gt;
{{category|Fortress defense}}&lt;br /&gt;
{{category|Design}}&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=222019</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=222019"/>
		<updated>2015-12-08T22:50:40Z</updated>

		<summary type="html">&lt;p&gt;Vjek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
Here's the same scripts re-done for DF 40.12 &amp;amp; DFHack 40.12&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2, not r3)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2/r3===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.40.x===&lt;br /&gt;
Changes for 40.08..&lt;br /&gt;
&lt;br /&gt;
armoks_blessing, make_legendary, pref_adjust and rejuvenate work the same as previous versions.&lt;br /&gt;
&lt;br /&gt;
elevate_mental &amp;amp; elevate_physical, instead of setting values to an arbitrary number, instead change each attribute to their current maximum value.  However, if you provide a number (like 2600) as an argument, the script will set all attributes to that arbitrary value, as it did previously.&lt;br /&gt;
&lt;br /&gt;
brainwash has undergone the most change, and requires an argument now to function.  There are considerably more personality traits in 40.x versus 34.x, so I've created four profiles for use, and creating other profiles is relatively simple.  If you run the script without an argument, it will give you descriptions of these profiles.&lt;br /&gt;
In practice, 'brainwash ideal' will replicate the past behavior of the script as closely as possible.&lt;br /&gt;
&lt;br /&gt;
As always, there will likely be some tweaks, but unless there are some serious changes, these should work with all 40.x versions going forward.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.42.x===&lt;br /&gt;
As soon as things stabilize with DF &amp;amp; DFHack for the new version, I'm going to try and push all of my new content into github, rather than maintaining the scripts here.  If that proves too onerous, I'll just keep it here, but I'm optimistic github will work, and that way, the scripts can get pulled into the main DFHack scripts repository.  This does place an obligation on my part to keep things up to date, which will be new.  The format of this page isn't ideal (it should be newest first), so I'll probably switch that around too, then.&lt;br /&gt;
&lt;br /&gt;
As far as script features, I'm going to try and make global and single target versions of each script for 0.42.x, in 2016, and standardize some of the shared bits of code, where it makes sense.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press ' v ', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10, 34.11 &amp;amp; up to 40.12 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=211875</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=211875"/>
		<updated>2014-10-27T15:43:44Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* Bugs? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
Here's the same scripts re-done for DF 40.12 &amp;amp; DFHack 40.12&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2, not r3)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2/r3===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.40.x===&lt;br /&gt;
Changes for 40.08..&lt;br /&gt;
&lt;br /&gt;
armoks_blessing, make_legendary, pref_adjust and rejuvenate work the same as previous versions.&lt;br /&gt;
&lt;br /&gt;
elevate_mental &amp;amp; elevate_physical, instead of setting values to an arbitrary number, instead change each attribute to their current maximum value.  However, if you provide a number (like 2600) as an argument, the script will set all attributes to that arbitrary value, as it did previously.&lt;br /&gt;
&lt;br /&gt;
brainwash has undergone the most change, and requires an argument now to function.  There are considerably more personality traits in 40.x versus 34.x, so I've created four profiles for use, and creating other profiles is relatively simple.  If you run the script without an argument, it will give you descriptions of these profiles.&lt;br /&gt;
In practice, 'brainwash ideal' will replicate the past behavior of the script as closely as possible.&lt;br /&gt;
&lt;br /&gt;
As always, there will likely be some tweaks, but unless there are some serious changes, these should work with all 40.x versions going forward.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press ' v ', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10, 34.11 &amp;amp; up to 40.12 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=211874</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=211874"/>
		<updated>2014-10-27T15:43:17Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* The Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
Here's the same scripts re-done for DF 40.12 &amp;amp; DFHack 40.12&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2, not r3)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2/r3===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.40.x===&lt;br /&gt;
Changes for 40.08..&lt;br /&gt;
&lt;br /&gt;
armoks_blessing, make_legendary, pref_adjust and rejuvenate work the same as previous versions.&lt;br /&gt;
&lt;br /&gt;
elevate_mental &amp;amp; elevate_physical, instead of setting values to an arbitrary number, instead change each attribute to their current maximum value.  However, if you provide a number (like 2600) as an argument, the script will set all attributes to that arbitrary value, as it did previously.&lt;br /&gt;
&lt;br /&gt;
brainwash has undergone the most change, and requires an argument now to function.  There are considerably more personality traits in 40.x versus 34.x, so I've created four profiles for use, and creating other profiles is relatively simple.  If you run the script without an argument, it will give you descriptions of these profiles.&lt;br /&gt;
In practice, 'brainwash ideal' will replicate the past behavior of the script as closely as possible.&lt;br /&gt;
&lt;br /&gt;
As always, there will likely be some tweaks, but unless there are some serious changes, these should work with all 40.x versions going forward.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press ' v ', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10, 34.11 &amp;amp; 40.08 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=209589</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=209589"/>
		<updated>2014-08-16T18:52:03Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* Bugs? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
Here's the same scripts re-done for DF 40.08 &amp;amp; DFHack 40.08r2&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2, not r3)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2/r3===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.40.x===&lt;br /&gt;
Changes for 40.08..&lt;br /&gt;
&lt;br /&gt;
armoks_blessing, make_legendary, pref_adjust and rejuvenate work the same as previous versions.&lt;br /&gt;
&lt;br /&gt;
elevate_mental &amp;amp; elevate_physical, instead of setting values to an arbitrary number, instead change each attribute to their current maximum value.  However, if you provide a number (like 2600) as an argument, the script will set all attributes to that arbitrary value, as it did previously.&lt;br /&gt;
&lt;br /&gt;
brainwash has undergone the most change, and requires an argument now to function.  There are considerably more personality traits in 40.x versus 34.x, so I've created four profiles for use, and creating other profiles is relatively simple.  If you run the script without an argument, it will give you descriptions of these profiles.&lt;br /&gt;
In practice, 'brainwash ideal' will replicate the past behavior of the script as closely as possible.&lt;br /&gt;
&lt;br /&gt;
As always, there will likely be some tweaks, but unless there are some serious changes, these should work with all 40.x versions going forward.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press ' v ', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10, 34.11 &amp;amp; 40.08 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=209587</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=209587"/>
		<updated>2014-08-16T18:51:15Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* Comments for DF &amp;amp; DFHack 0.40.x */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
Here's the same scripts re-done for DF 40.08 &amp;amp; DFHack 40.08r2&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2, not r3)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2/r3===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.40.x===&lt;br /&gt;
Changes for 40.08..&lt;br /&gt;
&lt;br /&gt;
armoks_blessing, make_legendary, pref_adjust and rejuvenate work the same as previous versions.&lt;br /&gt;
&lt;br /&gt;
elevate_mental &amp;amp; elevate_physical, instead of setting values to an arbitrary number, instead change each attribute to their current maximum value.  However, if you provide a number (like 2600) as an argument, the script will set all attributes to that arbitrary value, as it did previously.&lt;br /&gt;
&lt;br /&gt;
brainwash has undergone the most change, and requires an argument now to function.  There are considerably more personality traits in 40.x versus 34.x, so I've created four profiles for use, and creating other profiles is relatively simple.  If you run the script without an argument, it will give you descriptions of these profiles.&lt;br /&gt;
In practice, 'brainwash ideal' will replicate the past behavior of the script as closely as possible.&lt;br /&gt;
&lt;br /&gt;
As always, there will likely be some tweaks, but unless there are some serious changes, these should work with all 40.x versions going forward.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press ' v ', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10 &amp;amp; 34.11 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=209586</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=209586"/>
		<updated>2014-08-16T18:43:40Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* The Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
Here's the same scripts re-done for DF 40.08 &amp;amp; DFHack 40.08r2&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/1339319/df_scripts/40.08/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2, not r3)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2/r3===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.40.x===&lt;br /&gt;
With 40.08, there's a version of DFHack available, and I've tested the latest 34.11 versions of the scripts with this experimental build.&lt;br /&gt;
&lt;br /&gt;
elevate_mental, elevate_physical, rejuvenate, and make_legendary all seem to work, provided you use 'v' (not 'k') to select a unit in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
brainwash (and subsequently armoks_blessing) don't currently work, but I'll look at fixing them in the next few days/weeks as stability of both DF &amp;amp; DFhack proceeds.  The reason they don't work is the considerable changes to dreams/goals/personality traits.&lt;br /&gt;
&lt;br /&gt;
pref_adjust works, but not exactly as I would like.  The food preference values are wrong (bitter melon!?) but that's just tweaking to fix, so it shouldn't be too hard.  The item preferences and detests seems to still be working ok, so that's something positive.&lt;br /&gt;
/vj 20140814&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press ' v ', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10 &amp;amp; 34.11 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=209483</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=209483"/>
		<updated>2014-08-14T15:23:53Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2, not r3)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2/r3===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.40.x===&lt;br /&gt;
With 40.08, there's a version of DFHack available, and I've tested the latest 34.11 versions of the scripts with this experimental build.&lt;br /&gt;
&lt;br /&gt;
elevate_mental, elevate_physical, rejuvenate, and make_legendary all seem to work, provided you use 'v' (not 'k') to select a unit in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
brainwash (and subsequently armoks_blessing) don't currently work, but I'll look at fixing them in the next few days/weeks as stability of both DF &amp;amp; DFhack proceeds.  The reason they don't work is the considerable changes to dreams/goals/personality traits.&lt;br /&gt;
&lt;br /&gt;
pref_adjust works, but not exactly as I would like.  The food preference values are wrong (bitter melon!?) but that's just tweaking to fix, so it shouldn't be too hard.  The item preferences and detests seems to still be working ok, so that's something positive.&lt;br /&gt;
/vj 20140814&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press ' v ', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10 &amp;amp; 34.11 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=209482</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=209482"/>
		<updated>2014-08-14T15:18:48Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* Comments for DF &amp;amp; DFHack 0.40.x */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2, not r3)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2/r3===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.40.x===&lt;br /&gt;
With 40.08, there's a version of DFHack available, and I've tested the latest 34.11 versions of the scripts with this experimental build.&lt;br /&gt;
&lt;br /&gt;
elevate_mental, elevate_physical, rejuvenate, and make_legendary all seem to work, provided you use 'v' (not 'k') to select a unit in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
brainwash (and subsequently armoks_blessing) don't currently work, but I'll look at fixing them in the next few days/weeks as stability of both DF &amp;amp; DFhack proceeds.  The reason they don't work is the considerable changes to dreams/goals/personality traits.&lt;br /&gt;
&lt;br /&gt;
pref_adjust works, but not exactly as I would like.  The food preference values are wrong (bitter melon!?) but that's just tweaking to fix, so it shouldn't be too hard.  The item preferences and detests seems to still be working ok, so that's something positive.&lt;br /&gt;
/vj 20140814&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press 'k', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10 &amp;amp; 34.11 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=209481</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=209481"/>
		<updated>2014-08-14T15:16:29Z</updated>

		<summary type="html">&lt;p&gt;Vjek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2, not r3)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2/r3===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
&lt;br /&gt;
===Comments for DF &amp;amp; DFHack 0.40.x===&lt;br /&gt;
With 40.08, there's a version of DFHack available, and I've tested the 34.11 version of the scripts with this experimental build.&lt;br /&gt;
&lt;br /&gt;
elevate_mental, elevate_physical, rejuvenate, and make_legendary all seem to work, provided you use 'v' (not 'k') to select a unit in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
brainwash (and subsequently armoks_blessing) don't currently work, but I'll look at fixing them in the next few days/weeks as stability of both DF &amp;amp; DFhack proceeds.  The reason they don't work is the considerable changes to dreams/goals/personality traits.&lt;br /&gt;
&lt;br /&gt;
pref_adjust works, but not exactly as I would like.  The food preference values are wrong (bitter melon!?) but that's just tweaking to fix, so it shouldn't be too hard.  The item preferences and detests seems to still be working ok, so that's something positive.&lt;br /&gt;
/vj 20140814&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press 'k', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10 &amp;amp; 34.11 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=196687</id>
		<title>User talk:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=196687"/>
		<updated>2014-02-18T00:41:00Z</updated>

		<summary type="html">&lt;p&gt;Vjek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created page. --[[User:Briess|Briess]] 17:59, 28 June 2012 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
First version --[[User:Vjek|Vjek]] 20:26, 28 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
&lt;br /&gt;
So far, I've only tried 2 of your scripts: make_legendary and armoks_blessing. The make_legendary is working fine, but armoks_blessing broke when it tried to do what I'm guessing was the elevate_mental and/or elevate_physical part. The trace said line 72. I'm not complaining. I'm just letting you know that the new 34.11 version of DFHack is out and some of your scripts still work. :) --[[User:Zackman0010|Zackman0010]] 05:35, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Update ==&lt;br /&gt;
Updated &amp;amp; tested all scripts for 34.11, everything appears ok.&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 02:50, 4 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pref_adjust==&lt;br /&gt;
Taking a brief look at this script, it is not necessary to set all of item_type, creature_id, color_id, shape_id, and plant_id - they're all in a union, so it should be enough to just set one of them. Additionally, your logic for clearing preferences really should be removing them from the list, not just zeroing out their fields. In case you're curious, the &amp;quot;unk&amp;quot; field is actually just a random number seed which is used to consistently select a random prefstring (df-structures has since been updated to reflect this). --[[User:Quietust|Quietust]] 16:56, 26 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Material prefs ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to mod what materials dwarves like? nice to have a smith that likes steel. ;)&lt;br /&gt;
&lt;br /&gt;
vjek says: Yep, you can.  From my notes, type 0 (zero) appears to be materials like bronze.  This type field I'm referring to is found under unit.status.current_soul.preferences within each particular preference per dwarf.  If that's not clear, reply, PM or email me.&lt;br /&gt;
&lt;br /&gt;
== 34.11r2 Update ==&lt;br /&gt;
Updated &amp;amp; tested all scripts for 34.11r2, everything appears ok.&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 21:30, 23 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 34.11r3 Update ==&lt;br /&gt;
I've tested all the scripts with DFHack 34.11r3 and vanilla DF 34.11 and everything appears ok.  If anyone has any problems with using the scripts with r3, PM me on the forums or message me via the wiki.&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 21:11, 20 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Help ==&lt;br /&gt;
Which one of the values in the make legendary script controls the amount of levels raised, and which values correspond to which levels? Thanks!&lt;br /&gt;
[[User:Someone12345|Someone12345]] ([[User talk:Someone12345|talk]]) 21:59, 1 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
(Answered on [http://www.bay12forums.com/smf/index.php?topic=135069.0 forums]) --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:14, 2 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== possible bug with rejuvenate ==&lt;br /&gt;
&lt;br /&gt;
From anonymous user: twice now ive had major lag spikes about a year and a half after using rejuvenate. its about a second of lag every 3 to 4 seconds. seems to get worse over time.&lt;br /&gt;
&lt;br /&gt;
From vjek: If you can email me a link to a save where you observed this behavior, I'll take a look.  It is extremely unlikely, given rejuvenate sets exactly three variables, that it is the cause of any frame-rate lag for DF.&lt;br /&gt;
Keep in mind: rejuvenate is meant to be run once, not continuously, and for use with dfhack r2/r3 ONLY.  It has also only been tested with vanilla DF 34.11, not with other mods.&lt;br /&gt;
[[User:Vjek|Vjek]] ([[User talk:Vjek|talk]]) 00:41, 18 February 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=182730</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=182730"/>
		<updated>2013-03-20T21:15:05Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* pref_adjust for DFHack34.11 (not r2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2, not r3)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2/r3===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press 'k', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10 &amp;amp; 34.11 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=182729</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=182729"/>
		<updated>2013-03-20T21:14:28Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* pref_adjust for DFHack 34.11r2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2/r3===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press 'k', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10 &amp;amp; 34.11 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=182728</id>
		<title>User talk:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=182728"/>
		<updated>2013-03-20T21:11:45Z</updated>

		<summary type="html">&lt;p&gt;Vjek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created page. --[[User:Briess|Briess]] 17:59, 28 June 2012 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
First version --[[User:Vjek|Vjek]] 20:26, 28 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
&lt;br /&gt;
So far, I've only tried 2 of your scripts: make_legendary and armoks_blessing. The make_legendary is working fine, but armoks_blessing broke when it tried to do what I'm guessing was the elevate_mental and/or elevate_physical part. The trace said line 72. I'm not complaining. I'm just letting you know that the new 34.11 version of DFHack is out and some of your scripts still work. :) --[[User:Zackman0010|Zackman0010]] 05:35, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Update ==&lt;br /&gt;
Updated &amp;amp; tested all scripts for 34.11, everything appears ok.&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 02:50, 4 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pref_adjust==&lt;br /&gt;
Taking a brief look at this script, it is not necessary to set all of item_type, creature_id, color_id, shape_id, and plant_id - they're all in a union, so it should be enough to just set one of them. Additionally, your logic for clearing preferences really should be removing them from the list, not just zeroing out their fields. In case you're curious, the &amp;quot;unk&amp;quot; field is actually just a random number seed which is used to consistently select a random prefstring (df-structures has since been updated to reflect this). --[[User:Quietust|Quietust]] 16:56, 26 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Material prefs ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to mod what materials dwarves like? nice to have a smith that likes steel. ;)&lt;br /&gt;
&lt;br /&gt;
vjek says: Yep, you can.  From my notes, type 0 (zero) appears to be materials like bronze.  This type field I'm referring to is found under unit.status.current_soul.preferences within each particular preference per dwarf.  If that's not clear, reply, PM or email me.&lt;br /&gt;
&lt;br /&gt;
== 34.11r2 Update ==&lt;br /&gt;
Updated &amp;amp; tested all scripts for 34.11r2, everything appears ok.&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 21:30, 23 January 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 34.11r3 Update ==&lt;br /&gt;
I've tested all the scripts with DFHack 34.11r3 and vanilla DF 34.11 and everything appears ok.  If anyone has any problems with using the scripts with r3, PM me on the forums or message me via the wiki.&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 21:11, 20 March 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=182727</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=182727"/>
		<updated>2013-03-20T21:06:40Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* The Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press 'k', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10 &amp;amp; 34.11 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Worldgen_examples&amp;diff=182552</id>
		<title>v0.34:Worldgen examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Worldgen_examples&amp;diff=182552"/>
		<updated>2013-03-12T04:35:35Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* The Delightful Prairie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|21:31, 3 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
please use the following template to add new world examples&lt;br /&gt;
&lt;br /&gt;
== Title ==&lt;br /&gt;
[[File:desert-world-map.png|thumb|400px|right|Shagthoomon &amp;quot;The Everseeing Realms&amp;quot;]]&lt;br /&gt;
Description. Blablbalbalbal...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[params]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This article contains, in no particular order, parameter sets for use with [[Advanced world generation]]. You may find one of them useful if you are trying to create worlds with specific types of features.&lt;br /&gt;
&lt;br /&gt;
=Using Examples=&lt;br /&gt;
&lt;br /&gt;
To use a worldgen example, open ''data/init/world_gen.txt'' with a text editor (notepad.exe is fine) and copy/paste the parameter set text into it, then start Dwarf Fortress and select &amp;quot;Design New World With Advanced Parameters&amp;quot;. The world parameters will appear in the list on the right of the screen. Select the name of the parameter set with the arrow keys and hit {{K|Enter}}.&lt;br /&gt;
&lt;br /&gt;
=Posting Examples=&lt;br /&gt;
&lt;br /&gt;
The following is the best way to post an example as it ensures the seed values used in your world are copied exactly as used in your world. This will make sure people can reproduce your exact results (or, if they want, they can delete the seed values to get their own variation).&lt;br /&gt;
&lt;br /&gt;
#Load the world up in Legends mode.&lt;br /&gt;
#Hit {{K|p}} to &amp;quot;export map/gen info.&amp;quot;&lt;br /&gt;
#Look for a file called ''regionX-world_gen_param.txt'' in your main dwarf fortress folder&lt;br /&gt;
##Open it in a text editor (notepad is good)&lt;br /&gt;
##Copy and paste the text into the wiki page using the template hidden at the top of the wiki editing text&lt;br /&gt;
#Optional: convert the ''world_map-regionX-XXX--XXXXX.bmp'' to a PNG file (very important) using your favourite graphic editor (GIMP, Paint.Net, MS Paint etc.) and upload that as well.&lt;br /&gt;
&lt;br /&gt;
=Worlds=&lt;br /&gt;
&lt;br /&gt;
== The Delightful Prairie ==&lt;br /&gt;
[[File:the-delightful-prairie.png|thumb|400px|right]]&lt;br /&gt;
&lt;br /&gt;
In the Dimension of Wonder lies a small valley between two mountain ranges. This valley is dominated by the Delightful Prairie. Savage beasts call it their home. &lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
*Pocket world&lt;br /&gt;
*No aquifiers&lt;br /&gt;
*Flat terrain&lt;br /&gt;
*Badgers everywhere&lt;br /&gt;
*Iron and coal everywhere&lt;br /&gt;
*Flux in many places&lt;br /&gt;
*A lot of Obsidian for some reason&lt;br /&gt;
*One cavern layer&lt;br /&gt;
*Contact with humans, elves, and goblins&lt;br /&gt;
*Two dwarven civs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.31.25. Tested in DF v0.31.11&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:NO AQUIFER POCKET]&lt;br /&gt;
	[SEED:650296489]&lt;br /&gt;
	[HISTORY_SEED:1395011604]&lt;br /&gt;
	[NAME_SEED:2186692389]&lt;br /&gt;
	[CREATURE_SEED:1226153698]&lt;br /&gt;
	[DIM:17:17]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:3]&lt;br /&gt;
	[BEAST_END_YEAR:30:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:52:52]&lt;br /&gt;
	[RAINFALL:0:100:26:26]&lt;br /&gt;
	[TEMPERATURE:25:75:26:26]&lt;br /&gt;
	[DRAINAGE:0:100:26:26]&lt;br /&gt;
	[VOLCANISM:0:100:26:26]&lt;br /&gt;
	[SAVAGERY:0:100:26:26]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:1:10:1:1:5]&lt;br /&gt;
	[RAIN_FREQUENCY:2:10:10:10:5:5]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:2:10:10:10:5:5]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:500]&lt;br /&gt;
	[MEGABEAST_CAP:10]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:20]&lt;br /&gt;
	[TITAN_NUMBER:10]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:20]&lt;br /&gt;
	[NIGHT_CREATURE_NUMBER:20]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:1:1]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:100]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:75]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:1]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:2]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:6]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:15]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Badlands ==&lt;br /&gt;
This example world is filled with badlands. It has one dwarven civ, and one goblin civ.&lt;br /&gt;
In a typical embark, there will be no surface trees, at all.  This was accomplished by having rainfall set to zero minimum and zero maximum.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:BADLANDS]&lt;br /&gt;
	[SEED:oeWGcYMiGgasgao8qyqM]&lt;br /&gt;
	[HISTORY_SEED:Ee6OIqoaSYguUYS6wEO2]&lt;br /&gt;
	[NAME_SEED:eEgKyWCOAygEqYsimc8C]&lt;br /&gt;
	[CREATURE_SEED:qWouwiGWMqA0ceo8yu2K]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:0:0:100:100]&lt;br /&gt;
	[TEMPERATURE:50:75:0:0]&lt;br /&gt;
	[DRAINAGE:0:100:100:100]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:100:100]&lt;br /&gt;
	[ELEVATION_FREQUENCY:4:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:2]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Swamp ==&lt;br /&gt;
This world is nothing but swamps and rivers.  This was accomplished by adjusting rainfall to 100 minimum, 100 maximum, and setting drainage minimum to zero and drainage maximum to zero.  This world has a single dwarven civilization and a single goblin civilization.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:SWAMP]&lt;br /&gt;
	[SEED:wAm6yQeMie8YoCsAUkyg]&lt;br /&gt;
	[HISTORY_SEED:KiuOk0KcccMOkieYUGsu]&lt;br /&gt;
	[NAME_SEED:WAMSumyUEuQa8i6CWk0G]&lt;br /&gt;
	[CREATURE_SEED:kUUgyQawYOoykYmMOWuu]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:100:100:0:0]&lt;br /&gt;
	[TEMPERATURE:70:75:0:0]&lt;br /&gt;
	[DRAINAGE:0:0:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:100:100]&lt;br /&gt;
	[ELEVATION_FREQUENCY:4:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:2]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Ice Age ==&lt;br /&gt;
This world is experiencing an Ice Age.  There is an advancing wall of ice covering much of the world, and the dwarven civilization is currently within the Ice.  There are greener areas to the north, however, with rivers and forests available.  Again, one dwarven civlization and one goblin civilization.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:ICE_AGE]&lt;br /&gt;
	[SEED:qgC2GmMgeKyU80k2y4Cg]&lt;br /&gt;
	[HISTORY_SEED:OYkwsYSEcUooyYkCwyAK]&lt;br /&gt;
	[NAME_SEED:SAu46A8wGSuccGGmQIUQ]&lt;br /&gt;
	[CREATURE_SEED:McgS04Kuw8uiwc2a0Iak]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:100:100:0:0]&lt;br /&gt;
	[TEMPERATURE:-20:0:0:0]&lt;br /&gt;
	[DRAINAGE:100:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:100:100]&lt;br /&gt;
	[ELEVATION_FREQUENCY:4:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:2]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Large Biome Evil ==&lt;br /&gt;
This world is filled with nothing but large  evil biomes.  This was accomplished by having only very large biomes other than mountainous ones, allowing Dwarves to have their mountainhome, but leaving the rest of the world evil.  Again, one goblin civilization and one dwarven civilization.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:LARGE_EVIL]&lt;br /&gt;
	[SEED:YCqkcwc6Uqu0weguck8M]&lt;br /&gt;
	[HISTORY_SEED:EMEAKSa6Om6QYuUwqOog]&lt;br /&gt;
	[NAME_SEED:0MMEmeuQEeeymoCQcwce]&lt;br /&gt;
	[CREATURE_SEED:AMIm2ggi6O08eCqg82Sg]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:100:100:0:0]&lt;br /&gt;
	[TEMPERATURE:75:75:0:0]&lt;br /&gt;
	[DRAINAGE:100:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:4:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:2000]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:2000]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:2]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Large Biome Good ==&lt;br /&gt;
This world has a large good biome, with the added feature of a mountain in the center, with all rivers flowing away from this central mountain.  This particular world has only dwarves and elves, due to the overwhelming &amp;quot;goodness&amp;quot; of the land.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:GOOD_MOUNTAIN]&lt;br /&gt;
	[SEED:qy80eS6kgw6qk4cwqeSy]&lt;br /&gt;
	[HISTORY_SEED:aWckY4Ac6omOY8YmmK4o]&lt;br /&gt;
	[NAME_SEED:oAyAiyMQuq2wegIECG0Y]&lt;br /&gt;
	[CREATURE_SEED:AkaOaEUIckwGeUi22AIO]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:100:100:0:0]&lt;br /&gt;
	[TEMPERATURE:75:75:0:0]&lt;br /&gt;
	[DRAINAGE:100:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:4225]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:2]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Room for everyone ==&lt;br /&gt;
This world has a biome for every race, and one civlization of each, including goblin, dwarves, elves, and humans.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:ROOM_EVERYONE]&lt;br /&gt;
	[SEED:Zi31Lf6WELGogkcDM0MX]&lt;br /&gt;
	[HISTORY_SEED:fYimCRG8wpqhjRrD8uJ8]&lt;br /&gt;
	[NAME_SEED:fc8vk8W3E1gHNAUUBiTk]&lt;br /&gt;
	[CREATURE_SEED:KuJmjG2wnP50PAruLWEC]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:10:100:0:0]&lt;br /&gt;
	[TEMPERATURE:75:75:0:0]&lt;br /&gt;
	[DRAINAGE:10:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:4:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:4]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Many Civilizations ==&lt;br /&gt;
This world, with just a few adjust parameters from the above example, has 10 human civs, 1 dwarven civ, 16 elvish civs, and 17 goblin civs.  This world has over 53,000 goblins!&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MANY_CIVS]&lt;br /&gt;
	[SEED:UWkyCGWW0I6QeOEwMko8]&lt;br /&gt;
	[HISTORY_SEED:swMCs8qAMs8IgUo2oqIO]&lt;br /&gt;
	[NAME_SEED:cKSQ00moWUoOK0gy8UaG]&lt;br /&gt;
	[CREATURE_SEED:MgO6UACueYUoks2iY6Ei]&lt;br /&gt;
	[DIM:65:65]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:300]&lt;br /&gt;
	[BEAST_END_YEAR:300:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:0]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:100:350:0:0]&lt;br /&gt;
	[RAINFALL:0:100:0:0]&lt;br /&gt;
	[TEMPERATURE:70:75:0:0]&lt;br /&gt;
	[DRAINAGE:0:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:100:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:4]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:9]&lt;br /&gt;
	[TITAN_NUMBER:3]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:22]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:11]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:11]&lt;br /&gt;
	[WEREBEAST_NUMBER:11]&lt;br /&gt;
	[SECRET_NUMBER:22]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:0]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:0]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:20]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:40]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Human Necromancers ==&lt;br /&gt;
This world is filled with human necromancers, and over 40 towers would be typically generated.  Due to the nature of Necromancer discovery, the exact number isn't always predictable.  Dwarves, Humans, and 75,000 goblins.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.34.11.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:HUMAN_NECROS]&lt;br /&gt;
	[SEED:UEks8QS0QAyugWWOy8K4]&lt;br /&gt;
	[HISTORY_SEED:sUAgMSM2WGecikeEki0m]&lt;br /&gt;
	[NAME_SEED:k2i0IMAwqI6Au88u0KmG]&lt;br /&gt;
	[CREATURE_SEED:qAIAAQU4MeCiecwmgWEY]&lt;br /&gt;
	[DIM:33:33]&lt;br /&gt;
	[EMBARK_POINTS:2500]&lt;br /&gt;
	[END_YEAR:1000]&lt;br /&gt;
	[BEAST_END_YEAR:1000:99]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:0]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:100:350:3200:3200]&lt;br /&gt;
	[RAINFALL:10:65:0:0]&lt;br /&gt;
	[TEMPERATURE:70:75:0:0]&lt;br /&gt;
	[DRAINAGE:33:100:0:0]&lt;br /&gt;
	[VOLCANISM:0:0:0:0]&lt;br /&gt;
	[SAVAGERY:0:0:0:0]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:9:0:0:0:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:2500]&lt;br /&gt;
	[MEGABEAST_CAP:0]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:0]&lt;br /&gt;
	[TITAN_NUMBER:0]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:0:0:0]&lt;br /&gt;
	[DEMON_NUMBER:10]&lt;br /&gt;
	[NIGHT_TROLL_NUMBER:10]&lt;br /&gt;
	[BOGEYMAN_NUMBER:0]&lt;br /&gt;
	[VAMPIRE_NUMBER:10]&lt;br /&gt;
	[WEREBEAST_NUMBER:0]&lt;br /&gt;
	[SECRET_NUMBER:500]&lt;br /&gt;
	[REGIONAL_INTERACTION_NUMBER:0]&lt;br /&gt;
	[DISTURBANCE_INTERACTION_NUMBER:500]&lt;br /&gt;
	[EVIL_CLOUD_NUMBER:0]&lt;br /&gt;
	[EVIL_RAIN_NUMBER:0]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:1000]&lt;br /&gt;
	[RIVER_MINS:0:0]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:0]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:0]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:2]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:25]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:25]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:40]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:2]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:3]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:2]&lt;br /&gt;
	[CAVE_MIN_SIZE:1]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:0]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:100]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:1]&lt;br /&gt;
	[SITE_CAP:1]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=180570</id>
		<title>User talk:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=180570"/>
		<updated>2013-01-23T21:30:27Z</updated>

		<summary type="html">&lt;p&gt;Vjek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created page. --[[User:Briess|Briess]] 17:59, 28 June 2012 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
First version --[[User:Vjek|Vjek]] 20:26, 28 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
&lt;br /&gt;
So far, I've only tried 2 of your scripts: make_legendary and armoks_blessing. The make_legendary is working fine, but armoks_blessing broke when it tried to do what I'm guessing was the elevate_mental and/or elevate_physical part. The trace said line 72. I'm not complaining. I'm just letting you know that the new 34.11 version of DFHack is out and some of your scripts still work. :) --[[User:Zackman0010|Zackman0010]] 05:35, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Update ==&lt;br /&gt;
Updated &amp;amp; tested all scripts for 34.11, everything appears ok.&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 02:50, 4 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pref_adjust==&lt;br /&gt;
Taking a brief look at this script, it is not necessary to set all of item_type, creature_id, color_id, shape_id, and plant_id - they're all in a union, so it should be enough to just set one of them. Additionally, your logic for clearing preferences really should be removing them from the list, not just zeroing out their fields. In case you're curious, the &amp;quot;unk&amp;quot; field is actually just a random number seed which is used to consistently select a random prefstring (df-structures has since been updated to reflect this). --[[User:Quietust|Quietust]] 16:56, 26 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Material prefs ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to mod what materials dwarves like? nice to have a smith that likes steel. ;)&lt;br /&gt;
&lt;br /&gt;
vjek says: Yep, you can.  From my notes, type 0 (zero) appears to be materials like bronze.  This type field I'm referring to is found under unit.status.current_soul.preferences within each particular preference per dwarf.  If that's not clear, reply, PM or email me.&lt;br /&gt;
&lt;br /&gt;
== 34.11r2 Update ==&lt;br /&gt;
Updated &amp;amp; tested all scripts for 34.11r2, everything appears ok.&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 21:30, 23 January 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=180569</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=180569"/>
		<updated>2013-01-23T21:25:46Z</updated>

		<summary type="html">&lt;p&gt;Vjek: table of contents hierarchy fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
===pref_adjust for DFHack 34.11r2===&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press 'k', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10 &amp;amp; 34.11 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=180568</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=180568"/>
		<updated>2013-01-23T21:21:12Z</updated>

		<summary type="html">&lt;p&gt;Vjek: Update for 34.11r2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11r2/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust for DFHack34.11 (not r2)===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
==pref_adjust for DFHack 34.11r2==&lt;br /&gt;
This is a simplified and better version of the previous script.  Everything in one step (no need to clear first), adjustment is as follows:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes weapons, armor, shields/bucklers, plump helmets for their rounded tops, iron and steel.  When possible, she prefers to consume dwarven wine.  She absolutely detests trolls, buzzards, vultures, and crundles.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Sample use output:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
Clearing Preferences for Sodel ïtebulåb&lt;br /&gt;
Clearing Preferences for Sibrek Idnônub&lt;br /&gt;
Clearing Preferences for Atír Kanbesmar&lt;br /&gt;
Clearing Preferences for Tobul Shorastorstist&lt;br /&gt;
Clearing Preferences for Ustuth Kûbukzokun&lt;br /&gt;
Clearing Preferences for Etur Bomrekkifed&lt;br /&gt;
Clearing Preferences for Doren Duthnurudib&lt;br /&gt;
Adjusting Sodel ïtebulåb&lt;br /&gt;
Before, unit Sodel ïtebulåb has 0 preferences&lt;br /&gt;
After, unit Sodel ïtebulåb has 11 preferences&lt;br /&gt;
Adjusting Sibrek Idnônub&lt;br /&gt;
Before, unit Sibrek Idnônub has 0 preferences&lt;br /&gt;
After, unit Sibrek Idnônub has 11 preferences&lt;br /&gt;
Adjusting Atír Kanbesmar&lt;br /&gt;
Before, unit Atír Kanbesmar has 0 preferences&lt;br /&gt;
After, unit Atír Kanbesmar has 11 preferences&lt;br /&gt;
Adjusting Tobul Shorastorstist&lt;br /&gt;
Before, unit Tobul Shorastorstist has 0 preferences&lt;br /&gt;
After, unit Tobul Shorastorstist has 11 preferences&lt;br /&gt;
Adjusting Ustuth Kûbukzokun&lt;br /&gt;
Before, unit Ustuth Kûbukzokun has 0 preferences&lt;br /&gt;
After, unit Ustuth Kûbukzokun has 11 preferences&lt;br /&gt;
Adjusting Etur Bomrekkifed&lt;br /&gt;
Before, unit Etur Bomrekkifed has 0 preferences&lt;br /&gt;
After, unit Etur Bomrekkifed has 11 preferences&lt;br /&gt;
Adjusting Doren Duthnurudib&lt;br /&gt;
Before, unit Doren Duthnurudib has 0 preferences&lt;br /&gt;
After, unit Doren Duthnurudib has 11 preferences&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press 'k', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10 &amp;amp; 34.11 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=178006</id>
		<title>User talk:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=178006"/>
		<updated>2012-10-03T14:06:17Z</updated>

		<summary type="html">&lt;p&gt;Vjek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created page. --[[User:Briess|Briess]] 17:59, 28 June 2012 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
First version --[[User:Vjek|Vjek]] 20:26, 28 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
&lt;br /&gt;
So far, I've only tried 2 of your scripts: make_legendary and armoks_blessing. The make_legendary is working fine, but armoks_blessing broke when it tried to do what I'm guessing was the elevate_mental and/or elevate_physical part. The trace said line 72. I'm not complaining. I'm just letting you know that the new 34.11 version of DFHack is out and some of your scripts still work. :) --[[User:Zackman0010|Zackman0010]] 05:35, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Update ==&lt;br /&gt;
Updated &amp;amp; tested all scripts for 34.11, everything appears ok.&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 02:50, 4 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Pref_adjust==&lt;br /&gt;
Taking a brief look at this script, it is not necessary to set all of item_type, creature_id, color_id, shape_id, and plant_id - they're all in a union, so it should be enough to just set one of them. Additionally, your logic for clearing preferences really should be removing them from the list, not just zeroing out their fields. In case you're curious, the &amp;quot;unk&amp;quot; field is actually just a random number seed which is used to consistently select a random prefstring (df-structures has since been updated to reflect this). --[[User:Quietust|Quietust]] 16:56, 26 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Material prefs ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to mod what materials dwarves like? nice to have a smith that likes steel. ;)&lt;br /&gt;
&lt;br /&gt;
vjek says: Yep, you can.  From my notes, type 0 (zero) appears to be materials like bronze.  This type field I'm referring to is found under unit.status.current_soul.preferences within each particular preference per dwarf.  If that's not clear, reply, PM or email me.&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=175920</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=175920"/>
		<updated>2012-07-26T16:28:05Z</updated>

		<summary type="html">&lt;p&gt;Vjek: update for pref_adjust&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/pref_adjust.lua pref_adjust]&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to deal with.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
===pref_adjust===&lt;br /&gt;
This script is slightly experimental.  It works fine, no crashes or anything overtly bad that I can see, but there may be long term consequences I'm not aware of regarding changing what Dwarves like.&lt;br /&gt;
&lt;br /&gt;
This script works in two phases.  The first is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust clear&lt;br /&gt;
Clearing Preferences for Nil Gusilór&lt;br /&gt;
Clearing Preferences for Aban ïngizdîbesh&lt;br /&gt;
Clearing Preferences for Athel Umarthîkut&lt;br /&gt;
Clearing Preferences for Feb Idashzefon&lt;br /&gt;
Clearing Preferences for Tosid Losislolor&lt;br /&gt;
Clearing Preferences for Asën Uzolvúsh&lt;br /&gt;
Clearing Preferences for Zefon Kerlîgsazir&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then, the second part of the process:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# pref_adjust&lt;br /&gt;
No option supplied. Adjustment commencing.&lt;br /&gt;
Adjusting Nil Gusilór&lt;br /&gt;
Before, unit Nil Gusilór has 11 preferences&lt;br /&gt;
After, unit Nil Gusilór has 18 preferences&lt;br /&gt;
Adjusting Aban ïngizdîbesh&lt;br /&gt;
Before, unit Aban ïngizdîbesh has 10 preferences&lt;br /&gt;
After, unit Aban ïngizdîbesh has 18 preferences&lt;br /&gt;
Adjusting Athel Umarthîkut&lt;br /&gt;
Before, unit Athel Umarthîkut has 7 preferences&lt;br /&gt;
After, unit Athel Umarthîkut has 18 preferences&lt;br /&gt;
Adjusting Feb Idashzefon&lt;br /&gt;
Before, unit Feb Idashzefon has 9 preferences&lt;br /&gt;
After, unit Feb Idashzefon has 18 preferences&lt;br /&gt;
Adjusting Tosid Losislolor&lt;br /&gt;
Before, unit Tosid Losislolor has 10 preferences&lt;br /&gt;
After, unit Tosid Losislolor has 18 preferences&lt;br /&gt;
Adjusting Asën Uzolvúsh&lt;br /&gt;
Before, unit Asën Uzolvúsh has 9 preferences&lt;br /&gt;
After, unit Asën Uzolvúsh has 18 preferences&lt;br /&gt;
Adjusting Zefon Kerlîgsazir&lt;br /&gt;
Before, unit Zefon Kerlîgsazir has 16 preferences&lt;br /&gt;
After, unit Zefon Kerlîgsazir has 18 preferences&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The first command clears all preferences.  The second command in the process sets preferences thusly (for ALL dwarves!):&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Feb Idashzefon likes wild strawberries for their vivid red color, fisher berries for their round shape, prickle berries for their precise thorns, plump helmets for their rounded tops, prepared meals, plants, drinks, doors, thrones, tables and beds.  When possible, she prefers to consume wild strawberries, fisher berries, prickle berries, plump helmets, strawberry wine, fisher berry wine, prickle berry wine, and dwarven wine.'''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
If you don't clear the preferences first, the outcome will be highly variable/unpredictable.  I don't recommend it.  Clear first, then set.&lt;br /&gt;
&lt;br /&gt;
Currently, there is no single dwarf version of this script, but it would be very easy to do by cutting and pasting out of the code.  The 'show' argument provides some debug detail to see each preference for each dwarf before or after adjustment.&lt;br /&gt;
As with all of these scripts, be very sure you want to do this before you start.  I don't store the old values, so once you clear the preferences, they're gone.&lt;br /&gt;
&lt;br /&gt;
It is possible to set preferences to anything in the game, but these are what I want my dwarves to like.  You may want your dwarves to like different things.  If this is the case, post on the discussion page and I'll see what I can do about adding different profiles of preferences.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press 'k', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10 &amp;amp; 34.11 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=174765</id>
		<title>User talk:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=174765"/>
		<updated>2012-07-04T02:50:31Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created page. --[[User:Briess|Briess]] 17:59, 28 June 2012 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
First version --[[User:Vjek|Vjek]] 20:26, 28 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
&lt;br /&gt;
So far, I've only tried 2 of your scripts: make_legendary and armoks_blessing. The make_legendary is working fine, but armoks_blessing broke when it tried to do what I'm guessing was the elevate_mental and/or elevate_physical part. The trace said line 72. I'm not complaining. I'm just letting you know that the new 34.11 version of DFHack is out and some of your scripts still work. :) --[[User:Zackman0010|Zackman0010]] 05:35, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Update ==&lt;br /&gt;
Updated &amp;amp; tested all scripts for 34.11, everything appears ok.&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 02:50, 4 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=174764</id>
		<title>User talk:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=174764"/>
		<updated>2012-07-04T02:49:49Z</updated>

		<summary type="html">&lt;p&gt;Vjek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created page. --[[User:Briess|Briess]] 17:59, 28 June 2012 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
First version --[[User:Vjek|Vjek]] 20:26, 28 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
&lt;br /&gt;
So far, I've only tried 2 of your scripts: make_legendary and armoks_blessing. The make_legendary is working fine, but armoks_blessing broke when it tried to do what I'm guessing was the elevate_mental and/or elevate_physical part. The trace said line 72. I'm not complaining. I'm just letting you know that the new 34.11 version of DFHack is out and some of your scripts still work. :) --[[User:Zackman0010|Zackman0010]] 05:35, 1 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Updated &amp;amp; tested all scripts for 34.11, everything appears ok.&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=174763</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=174763"/>
		<updated>2012-07-04T02:45:14Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* Bugs? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now. scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to interface.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press 'k', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10 &amp;amp; 34.11 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=174762</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=174762"/>
		<updated>2012-07-04T02:44:45Z</updated>

		<summary type="html">&lt;p&gt;Vjek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
And now. scripts for Dwarf Fortress 34.11 with DFHack 34.11:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.11/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to interface.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press 'k', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=174761</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=174761"/>
		<updated>2012-07-04T02:42:08Z</updated>

		<summary type="html">&lt;p&gt;Vjek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/34.10/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to interface.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press 'k', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=173856</id>
		<title>User talk:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Vjek&amp;diff=173856"/>
		<updated>2012-06-28T20:26:44Z</updated>

		<summary type="html">&lt;p&gt;Vjek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created page. --[[User:Briess|Briess]] 17:59, 28 June 2012 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
First version --[[User:Vjek|Vjek]] 20:26, 28 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=173855</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=173855"/>
		<updated>2012-06-28T19:54:09Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* armoks_blessing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to interface.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or &lt;br /&gt;
use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press 'k', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=173854</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=173854"/>
		<updated>2012-06-28T19:51:22Z</updated>

		<summary type="html">&lt;p&gt;Vjek: Vjek's DFHack Scripts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to interface.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
This script will adjust all the mental attributes of a single dwarf from whatever they currently are to the value 2600.  While 2600 is not the maximum, it's very high, and you'll find this is high enough for most common activities.  To adjust this value, pass the new value to the script as an argument.  For example: 'elevate_mental 2700'&lt;br /&gt;
This script can also be used to LOWER all the mental attributes of a particular dwarf.  Use 'elevate_mental 200' for example.  Yes, I know, it's not really &amp;quot;elevating&amp;quot; if you're lowering a value, but meh, the name is the name, change it if you want.&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
This script will adjust all the physical attributes of a single dwarf from whatever they currently are to the value 2600.  This value can also be changed by passing an argument to the script such as 'elevate_physical 3000' to adjust them all to 3000 instead of 2600.&lt;br /&gt;
As with the elevate_mental script, this script can also be used to LOWER all the physical  attributes of a particular dwarf.&lt;br /&gt;
.  I have had the need to do this, for example, with pesky nobles who insist on beating the hell out of their fellow dwarves.  Not so easy to beat someone with a strength of 10, now is it?! Hee hee.&lt;br /&gt;
===make_legendary===&lt;br /&gt;
This script will make a single dwarf legendary in either a single skill, a group of skills, or all skills.   Skills are things like Carpentry, Mining, Dodging, Lying, and so forth.  Each skill has a category or class, and those classes can be seen by passing the 'classes' argument to the script.  Similarly, passing 'list' to the script will show all the available skills.  Specifying a single skill such as 'make_legendary MINING' will make that single skill Legendary +5.  Presto!  You have a legendary miner, go forth, mine legendarily!&amp;lt;br&amp;gt;&lt;br /&gt;
The classes are broken up into fairly predictable groups, the most common will be the 'Normal' class which includes all the non-military and non-social skills like Mining, Carpentry, Strand Extraction, Cheese Making, Furnace Operating, and so on.  Using the script thusly 'make_legendary Normal' will make the selected dwarf legendary in ALL those skills.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking of all, the 'all' argument will make your dwarf legendary in every single skill there is, including military, social, medical, and normal.  'make_legendary all' and voila, truly a dwarf of legends!&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
I wrote this script while doing some very long term experiments without births or migrants, and didn't want my dwarves dying on me.  It's very simple, it just checks to see if a dwarf is older than 20 years old, and if they are, it makes them 20 years old.  It does not work on children.  You can try to use it on children, it just won't do anything.&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
This script combines the previous scripts into one that affects all dwarves currently in play.&lt;br /&gt;
If the script is executed without any arguments, it runs the equivalent of rejuvenate, elevate_physical, elevate_mental, and brainwash on all dwarves currently on the map.  It will only rejuvenate dwarves 21 years or older.&lt;br /&gt;
&lt;br /&gt;
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# ls&lt;br /&gt;
...&lt;br /&gt;
scripts:&lt;br /&gt;
  armoks_blessing       - Adjust all attributes, personality, age and skills of all dwarves in play&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now running the script by itself&lt;br /&gt;
 &amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing&lt;br /&gt;
No skillname supplied, no skills will be adjusted.  Pass argument 'list' to see a skill list, 'classes' to show skill classes, or use 'all' if you want all skills legendary.&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I ran that on a new embark with just the starting seven.  What it did:&lt;br /&gt;
&lt;br /&gt;
-changed all the personality values to &amp;quot;an ideal&amp;quot;, the specifics of which are in the code.&amp;lt;br&amp;gt;&lt;br /&gt;
-adjusted all mental and physical attributes to 2600.&amp;lt;br&amp;gt;&lt;br /&gt;
-reduced the age of all dwarves older than 20 to age 20.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The script will accept arguments.  Use 'list' or 'classes' to see them, but the most common ones will be:&amp;lt;pre&amp;gt;&lt;br /&gt;
all&lt;br /&gt;
Normal&lt;br /&gt;
MilitaryDefense&lt;br /&gt;
MilitaryAttack&lt;br /&gt;
MINING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
all - this makes all your dwarves legendary in all skills. All.  Every single one.&lt;br /&gt;
Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' )&lt;br /&gt;
MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary&lt;br /&gt;
MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary.&lt;br /&gt;
MINING - all dwarves are made into legendary miners.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing CARPENTRY&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
nil is now a Legendary Carpenter&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
sibrek is now a Legendary Carpenter&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
aban is now a Legendary Carpenter&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
olon is now a Legendary Carpenter&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
edzul is now a Legendary Carpenter&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
ast is now a Legendary Carpenter&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
doren is now a Legendary Carpenter&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DFHack]# armoks_blessing Normal&lt;br /&gt;
Adjusting Nil Laruzol&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for nil&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for nil&lt;br /&gt;
Adjusting Sibrek Sarveshtangath&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for sibrek&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for sibrek&lt;br /&gt;
Adjusting Aban Oltarmörul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for aban&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for aban&lt;br /&gt;
Adjusting Olon Kolakmam&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for olon&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for olon&lt;br /&gt;
Adjusting Edzul Isonzas&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for edzul&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for edzul&lt;br /&gt;
Adjusting Ast Mamotiden&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for ast&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for ast&lt;br /&gt;
Adjusting Doren Aranònul&lt;br /&gt;
Skill Mining is type: Normal and is now Legendary for doren&lt;br /&gt;
...&lt;br /&gt;
Skill Wax Working is type: Normal and is now Legendary for doren&lt;br /&gt;
[DFHack]#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map.&lt;br /&gt;
You should be REALLY REALLY sure you want to affect ALL YOUR DWARVES before you even copy this script into your /hack/scripts/ directory, and you should definitely have a backup/save ready in case you make changes you weren't expecting.&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your DF installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;br /&gt;
If you installed the .lua script files into /hack/scripts/, you can simply type the script name, without the .lua extension, and it will be executed/run.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternately, you can use the 'lua' command in DFHack, and specify the exact path to the script.  For example, 'lua c:\dfhack_scripts\rejuvenate.lua' if you wanted to keep your scripts separate from the dfhack directory structure for some reason.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arguments are options passed to the script when you call it.  So, something like 'elevate_physical 2700' would pass the argument 2700 to the script elevate_physical when it runs.  Similarly, as mentioned above, 'lua c:\dfhack_scripts\elevate_physical.lua 2700' would also work.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save &amp;amp; copy/backup) your game before you use the scripts.  It is easy to make changes you may not have intended to make, and having a backup in this case is a good idea.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most of the scripts require a dwarf to be a target within the main DF interface.  This means you pause the game, press 'k', and move the cursor so it is on top of the dwarf you want.  If there are multiple dwarves on a single tile, whichever one is selected in the list is the target of the script.  Once the target is selected, alt-tab to the DFHack command line interface, type in the name of the script (with any optional arguments) and press enter.  If all goes well, your dwarf will be modified, you can unpause the game and continue.&lt;br /&gt;
&lt;br /&gt;
===Bugs?===&lt;br /&gt;
I've never seen these scripts crash DF, but if they do, please PM me on the forums, or e-mail via the wiki.  Note, for the moment, these scripts are meant for use with DF &amp;amp; DFHack 34.10 '''''ONLY'''''&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=173852</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=173852"/>
		<updated>2012-06-28T19:04:33Z</updated>

		<summary type="html">&lt;p&gt;Vjek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 Lua].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to interface.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
You could also make a very &amp;quot;unstable&amp;quot; and &amp;quot;unreliable&amp;quot; dwarf by modifying the values in the script, which has all sorts of entertainment potential.&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
===make_legendary===&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
===armoks_blessing===&lt;br /&gt;
&lt;br /&gt;
==How do I install and use the scripts?==&lt;br /&gt;
===Installation===&lt;br /&gt;
Happily, this is the easy part.  Install Dwarf Fortress.  Install DFHack.  Copy the scripts into the /hack/scripts/ directory.  That means you click on the link to the script, and save that file into that directory.&amp;lt;br&amp;gt;So, if you clicked on the rejuvenate link, for example, it would show you the rejuvenate.lua source code file.  In your browser, save that page as, browse to your df installation directory, browse to /hack/, browse to /scripts/ and save the file there.&amp;lt;br&amp;gt;&lt;br /&gt;
If all went well, in the DFHack command line interface, if you use the 'ls' command, it will enumerate, near the bottom, all the scripts in the /hack/scripts/ directory.  If rejuvenate shows up there, you're set!&lt;br /&gt;
===Use===&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=173851</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=173851"/>
		<updated>2012-06-28T18:56:09Z</updated>

		<summary type="html">&lt;p&gt;Vjek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Scripts==&lt;br /&gt;
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 LUA] programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in [http://en.wikipedia.org/wiki/Lua_%28programming_language%29 LUA].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
With each new release of DFHack, there are updated variables, functions and other changes to interface.  As such, there will be a delay between new releases and when some of these scripts will work.  However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Now what does each script do?  A good starting point!&lt;br /&gt;
==Information about each script==&lt;br /&gt;
===brainwash===&lt;br /&gt;
The brainwash script modifies the personality traits of a single dwarf to match an ideal personality.  What ideal means will doubtless vary from person to person, but I created my ideal based on the goal that the dwarf would be as stable and reliable as possible.&amp;lt;br&amp;gt;&lt;br /&gt;
An interesting result of my ideal personality values is that dwarves without clothing are remarkably resistant to tantrums.  In fact, I had an entirely naked fort for many months, and while all the dwarves were at zero happiness, there were no tantrums, no fights, no deaths.  So, brainwashing works on dwarves!&amp;lt;br&amp;gt;&lt;br /&gt;
Modifying the script is straightforward, just adjust the values you wish by each personality trait.  Subsequent adjustments will overwrite any previous adjustments, and you can adjust a dwarf as many times or as often as you wish, as far as I call tell.&amp;lt;br&amp;gt;&lt;br /&gt;
===elevate_mental===&lt;br /&gt;
===elevate_physical===&lt;br /&gt;
===make_legendary===&lt;br /&gt;
===rejuvenate===&lt;br /&gt;
===armoks_blessing===&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=173850</id>
		<title>User:Vjek</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Vjek&amp;diff=173850"/>
		<updated>2012-06-28T18:40:38Z</updated>

		<summary type="html">&lt;p&gt;Vjek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scripts for Dwarf Fortress 34.10 with DFHack 34.10:&amp;lt;br&amp;gt;&lt;br /&gt;
First, the links to the actual scripts...&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/brainwash.lua brainwash]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/elevate_mental.lua elevate_mental]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/elevate_physical.lua elevate_physical]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/make_legendary.lua make_legendary]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/rejuvenate.lua rejuvenate]&lt;br /&gt;
&lt;br /&gt;
[http://dl.dropbox.com/u/1339319/df_scripts/armoks_blessing.lua armoks_blessing]&lt;br /&gt;
&lt;br /&gt;
So, how do these work?  These .lua files linked above are scripts written in the LUA programming language.  DFHack, as of at least 34.10, includes an interpreter that will parse and execute code written in LUA.&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=173632</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=173632"/>
		<updated>2012-06-23T20:17:59Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* new user page request */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave new messages by pressing the new section button. It is next to the edit button, and says &amp;quot;Add topic&amp;quot;. Be sure to sign your message with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so I know who left me the message.&lt;br /&gt;
{{archive|*[[User_talk:Emi/archive1|archive 1]]}}&lt;br /&gt;
&lt;br /&gt;
== Empty DF:2012 Articles ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like to offer a few suggestions:&lt;br /&gt;
* Could the bot which went through and replaced all the v0.31 article links with DF:2012 links be modified to actually create those articles with a &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template inserted, so that users can reference an older version easily while understanding that it could be outdated?&lt;br /&gt;
* Could a bot be created to go through all the current dead links and create those articles and place a &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template within them?&lt;br /&gt;
* Failing that, I'd be willing to volunteer for this; I understand that I should talk to you for article creation. In that case, would I have to present you with a list of articles to be created?&lt;br /&gt;
--[[User:Reilwin|Reilwin]] 02:53, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Looks like I can create articles myself after enough edits. --[[User:Reilwin|Reilwin]] 06:35, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spanish translation ==&lt;br /&gt;
&lt;br /&gt;
Hello! I'm a Spanish player of this game and I would like to begin the translation of this wiki into Spanish. I hope you like the idea! Regards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PROBLEM ==&lt;br /&gt;
since you &amp;quot;upgraded&amp;quot; the wiki, sometimes when i try to load a page, any kind of page in the wiki, instead of loading the page, my browser (chrome) starts downloading a file like this:    DF2010-Magma.gz&lt;br /&gt;
the file never ends downloading and it contains nothing, so i dont know whats the deal with that, sometime is loads teh page as usual&lt;br /&gt;
*Take a look at [http://www.bay12forums.com/smf/index.php?topic=96229.0 this forum thread] - most cases seem to result from using Avast Antivirus along with Google Chrome. --[[User:Quietust|Quietust]] 00:38, 10 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upload Button Missing ==&lt;br /&gt;
Hello. I've uploaded [[http://dwarffortresswiki.org/index.php/File:DA_Quarters.JPG,stuff]] before, but the upload link seems to have vanished for me. (I'd like to upload a small .exe file which makes the depot tradeing semi-automated so I can link to it from my user page.) What should I do?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
 --[[User:DDR|-DDR]] 01:28, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Oh, so it's just down for a few days? OK, I'll be patient. Thanks for all the work you've done here, Emi. :)&lt;br /&gt;
&lt;br /&gt;
== Eagles ==&lt;br /&gt;
&lt;br /&gt;
Why can't I create new pages? I want to create a page about normal eagles.&lt;br /&gt;
&lt;br /&gt;
: This wiki is going through a lot now. New name space for the latest DF version has been created and articles are copied to it, as far as they are still valid for the new version. Also this wiki's cluster size has been increased by two new servers and many things around it are being configured. So I think the admins just prohibited new article creation for a while until they sort things out. --[[User:Nagidal|Nagidal]] 17:31, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I've seen Briss has created the Eagle page, maybe it's so that you can fill it with content. --[[User:Nagidal|Nagidal]] 18:50, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== a namespace just for me? ==&lt;br /&gt;
&lt;br /&gt;
It says that if i'd like a user page i should post here asking for one.&lt;br /&gt;
can i have a namespace for me please?  under Zazq?  [[User:Zazq|Zazq]] 21:48, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: A namespace is not the same as a user page. I'm almost sure you can't have a namespace just for you, but you can certainly have your own userpage where you can set up your own sandbox. I have created you your userpage, just click on the link on your name in the signature. You can start forging some good articles on your userpage. --[[User:Nagidal|Nagidal]] 23:46, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== UserPage ==&lt;br /&gt;
could i have a page too? to edit and try stuff before posting ... Edit: it is Mohreb by the way ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'd like a user page too, name KevinFragger2427. Thanks.&lt;br /&gt;
&lt;br /&gt;
== v34 Utilities ==&lt;br /&gt;
&lt;br /&gt;
Can we get a [[DF2012:Utilities]] page created?&lt;br /&gt;
&lt;br /&gt;
== Giant sponges ==&lt;br /&gt;
&lt;br /&gt;
Hello, I am new to this wiki and I would like to add articles for giant sponges and giant mosquitoes.&lt;br /&gt;
&lt;br /&gt;
I trust I can just copy-paste the old tags from a DF2010 creature page and change them accordyingly  ?&lt;br /&gt;
&lt;br /&gt;
[[User:Naryar|Naryar]] 11:28, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can I have two pages created? ==&lt;br /&gt;
&lt;br /&gt;
I'd like to have two pages created for me, please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. I'd like my user-page created, so I can do all the other cool stuff that people do with their user-pages.&lt;br /&gt;
&lt;br /&gt;
2. I would also like a whole new mod article made, please. Title it &amp;quot;Modern Warfare: Year 2100&amp;quot; too, please, as well.&lt;br /&gt;
&lt;br /&gt;
EDIT: Username is UristMcHuman. Sorry I forgot that&lt;br /&gt;
&lt;br /&gt;
== Interactions. ==&lt;br /&gt;
&lt;br /&gt;
I would like a page created under 2012:Interaction, please and thank you. [[User:Lofn|Lofn]] 15:54, 25 February 2012 (UTC)&lt;br /&gt;
EDIT: a userpage/sandbox would also be very much appreciated, if you find the time.&lt;br /&gt;
&lt;br /&gt;
== User page for Darchitect. ==&lt;br /&gt;
&lt;br /&gt;
I'd like one, if you'd be so kind.&lt;br /&gt;
[[User:Darchitect|Darchitect]] 20:24, 29 February 2012 (UTC)Darchitect&lt;br /&gt;
&lt;br /&gt;
== Favicon Recovery ==&lt;br /&gt;
&lt;br /&gt;
I notice the favicon seems to have gotten lost somewhere along the way. Since I'm the one who initially made it using the main site logo for reference, I still have a copy sitting around. [http://dffd.wimbli.com/images/dfwiki_favicon.ico Here it is, feel free to use it again.]&lt;br /&gt;
&lt;br /&gt;
== Request for User Page ==&lt;br /&gt;
&lt;br /&gt;
Hi there, can you please add a user page for me? Thank you. [[User:Timtek|Timtek]] 11:47, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request for Confirmed User ==&lt;br /&gt;
&lt;br /&gt;
I was wondering what I need to do to be able to upload a file. I registered four days ago, and have been waiting to become an &amp;quot;Autoconfirmed user&amp;quot; so that I can add my tileset to the Tileset repository. The &amp;quot;autoconfirmation&amp;quot; never comes, however. Attempting to google the issue said that I should be autoconfirmed after 3 days, which has not occurred. Am I missing something? --[[User:Taffer|Taffer]] 13:10, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello again! Thanks for the help earlier, and sorry for the second message. Would it be alright if I have a user page? Thank you!  --[[User:Taffer|Taffer]] 18:51, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cached Special Pages ==&lt;br /&gt;
&lt;br /&gt;
The wiki currently has [http://www.mediawiki.org/wiki/Manual:$wgMiserMode $wgMiserMode] enabled, resulting in a number of [[Special:SpecialPages|special pages]] having their results cached (by MediaWiki itself) to reduce server load, but there's no cron job to run /maintenance/updateSpecialPages.php and actually update those pages - as a result, they're all 3 months out of date. I've mentioned this at least 3 times on IRC but it still hasn't been fixed. --[[User:Quietust|Quietust]] 20:24, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is the DF2012:Creatures page getting too big for the server? ==&lt;br /&gt;
&lt;br /&gt;
The Creatures page still needs to be updated with the new creatures for the lakes/rivers but when I try to submit or preview tha page I get a blank page and a submitted update is not visible on the page. Is the page simply too big now, or is there some server side changes that can be made to fix this? [[User:Organised chaos|Organised chaos]] 20:18, 13 March 2012 (UTC)&lt;br /&gt;
*If you ask me, the Creatures page is currently being done '''all wrong''' - it should only list each creature '''once''' and include the relevant biomes, rather than copy/pasting it for every single biome (and introducing errors when one entry has different values from the others). --[[User:Quietust|Quietust]] 21:00, 13 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DFRawFunctions ==&lt;br /&gt;
&lt;br /&gt;
I've got an update for DFRawFunctions (corrects behavior for a few functions and adds new features to some others) which also includes a few new raw files - when you've got a chance, pull 'em from github. In fact, some option to automatically pull updates from github either periodically (once or twice a day) or on demand (e.g. editing a particular wiki page) would be really nice so I won't have to bug you about it. --[[User:Quietust|Quietust]] 18:27, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I want to make Korean Wiki. ==&lt;br /&gt;
&lt;br /&gt;
I was looking for administrator to discuss this, but I couldn't find anyone... also, I'm not sure that I should talk it to you. anyway, I leave this here.&lt;br /&gt;
&lt;br /&gt;
I want to make Korean Wiki, There're some Korean fan, but they hardly play the game because of the lack of game information. So I thought They need wiki to know the game. I want to know whether the administrator can found Korean version of this wiki or not.&lt;br /&gt;
&lt;br /&gt;
How can I get the permission about it? Is it needed that something to verify myself to them? I hope I would take a positive answer. --[[User:Tragal|Tragal]] 14:44, 30 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Create Redir [[DF2012:Well_guide]] ==&lt;br /&gt;
&lt;br /&gt;
Need a redir or crosslink created from: [[DF2012:Well_guide]] (empty page) -&amp;gt; [[v0.31:Well_guide]]. And/or snap relevant links. --[[User:Kim Bruning|Kim Bruning]] 08:37, 24 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Froot wants a userpage too. ==&lt;br /&gt;
&lt;br /&gt;
Hey-lo.&lt;br /&gt;
Yet another userpage request.&lt;br /&gt;
[[User:Froot|Froot]] 02:08, 1 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
there is no &amp;quot;DF2012 Talk:Cave crocodile&amp;quot;, added an my issue  about my &amp;quot;Bosa, Cave Crocodile (+trained+)&amp;quot; which cost me about an game-hour lost due to reloading save  in the article. Wonder, why there is no &amp;quot;talk&amp;quot; pages for everything by default? There are many cases which need some science before editing articles :(&lt;br /&gt;
&lt;br /&gt;
== Minecarts 101 page? ==&lt;br /&gt;
&lt;br /&gt;
Can we get a &amp;quot;Minecarts 101&amp;quot; page started the same way there are intro pages for things like the military?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
[[User:Dhokarena56|Dhokarena56]] 17:25, 14 May 2012 (UTC)dhokarena56&lt;br /&gt;
&lt;br /&gt;
== Page request ==&lt;br /&gt;
&lt;br /&gt;
May I request a userpage?&lt;br /&gt;
&lt;br /&gt;
-Erich&lt;br /&gt;
&lt;br /&gt;
== User page request ==&lt;br /&gt;
&lt;br /&gt;
Hello!  I am requesting a userpage. --[[User:Spacer|Spacer]] 15:31, 30 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2012_Talk:Siege ==&lt;br /&gt;
&lt;br /&gt;
please, create http://dwarffortresswiki.org/index.php/DF2012_Talk:Siege&lt;br /&gt;
&lt;br /&gt;
thanks,&lt;br /&gt;
&lt;br /&gt;
[[User:Kartofius al andalus|Kartofius al andalus]] 17:00, 4 June 2012 (UTC) kartofius&lt;br /&gt;
&lt;br /&gt;
== Wiki in spanish??? ==&lt;br /&gt;
&lt;br /&gt;
How can I create a page for the wiki in spanish?&lt;br /&gt;
&lt;br /&gt;
== add #dwarffortress irc.freenode.net to main page IRC section ==&lt;br /&gt;
&lt;br /&gt;
Hello everyone, could you please add #dwarffortress IRC channel on FReeNode in the main page IRC channel list?&lt;br /&gt;
Thank you&lt;br /&gt;
&lt;br /&gt;
== new user page request ==&lt;br /&gt;
&lt;br /&gt;
looking for a user page so I can store my scripts in the wiki.&lt;br /&gt;
&lt;br /&gt;
thanks&lt;br /&gt;
vjek&lt;br /&gt;
&lt;br /&gt;
[[User:Vjek|Vjek]] 20:17, 23 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=173631</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=173631"/>
		<updated>2012-06-23T20:16:55Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* UserPage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave new messages by pressing the new section button. It is next to the edit button, and says &amp;quot;Add topic&amp;quot;. Be sure to sign your message with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so I know who left me the message.&lt;br /&gt;
{{archive|*[[User_talk:Emi/archive1|archive 1]]}}&lt;br /&gt;
&lt;br /&gt;
== Empty DF:2012 Articles ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like to offer a few suggestions:&lt;br /&gt;
* Could the bot which went through and replaced all the v0.31 article links with DF:2012 links be modified to actually create those articles with a &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template inserted, so that users can reference an older version easily while understanding that it could be outdated?&lt;br /&gt;
* Could a bot be created to go through all the current dead links and create those articles and place a &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template within them?&lt;br /&gt;
* Failing that, I'd be willing to volunteer for this; I understand that I should talk to you for article creation. In that case, would I have to present you with a list of articles to be created?&lt;br /&gt;
--[[User:Reilwin|Reilwin]] 02:53, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Looks like I can create articles myself after enough edits. --[[User:Reilwin|Reilwin]] 06:35, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spanish translation ==&lt;br /&gt;
&lt;br /&gt;
Hello! I'm a Spanish player of this game and I would like to begin the translation of this wiki into Spanish. I hope you like the idea! Regards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PROBLEM ==&lt;br /&gt;
since you &amp;quot;upgraded&amp;quot; the wiki, sometimes when i try to load a page, any kind of page in the wiki, instead of loading the page, my browser (chrome) starts downloading a file like this:    DF2010-Magma.gz&lt;br /&gt;
the file never ends downloading and it contains nothing, so i dont know whats the deal with that, sometime is loads teh page as usual&lt;br /&gt;
*Take a look at [http://www.bay12forums.com/smf/index.php?topic=96229.0 this forum thread] - most cases seem to result from using Avast Antivirus along with Google Chrome. --[[User:Quietust|Quietust]] 00:38, 10 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upload Button Missing ==&lt;br /&gt;
Hello. I've uploaded [[http://dwarffortresswiki.org/index.php/File:DA_Quarters.JPG,stuff]] before, but the upload link seems to have vanished for me. (I'd like to upload a small .exe file which makes the depot tradeing semi-automated so I can link to it from my user page.) What should I do?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
 --[[User:DDR|-DDR]] 01:28, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Oh, so it's just down for a few days? OK, I'll be patient. Thanks for all the work you've done here, Emi. :)&lt;br /&gt;
&lt;br /&gt;
== Eagles ==&lt;br /&gt;
&lt;br /&gt;
Why can't I create new pages? I want to create a page about normal eagles.&lt;br /&gt;
&lt;br /&gt;
: This wiki is going through a lot now. New name space for the latest DF version has been created and articles are copied to it, as far as they are still valid for the new version. Also this wiki's cluster size has been increased by two new servers and many things around it are being configured. So I think the admins just prohibited new article creation for a while until they sort things out. --[[User:Nagidal|Nagidal]] 17:31, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I've seen Briss has created the Eagle page, maybe it's so that you can fill it with content. --[[User:Nagidal|Nagidal]] 18:50, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== a namespace just for me? ==&lt;br /&gt;
&lt;br /&gt;
It says that if i'd like a user page i should post here asking for one.&lt;br /&gt;
can i have a namespace for me please?  under Zazq?  [[User:Zazq|Zazq]] 21:48, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: A namespace is not the same as a user page. I'm almost sure you can't have a namespace just for you, but you can certainly have your own userpage where you can set up your own sandbox. I have created you your userpage, just click on the link on your name in the signature. You can start forging some good articles on your userpage. --[[User:Nagidal|Nagidal]] 23:46, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== UserPage ==&lt;br /&gt;
could i have a page too? to edit and try stuff before posting ... Edit: it is Mohreb by the way ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'd like a user page too, name KevinFragger2427. Thanks.&lt;br /&gt;
&lt;br /&gt;
== v34 Utilities ==&lt;br /&gt;
&lt;br /&gt;
Can we get a [[DF2012:Utilities]] page created?&lt;br /&gt;
&lt;br /&gt;
== Giant sponges ==&lt;br /&gt;
&lt;br /&gt;
Hello, I am new to this wiki and I would like to add articles for giant sponges and giant mosquitoes.&lt;br /&gt;
&lt;br /&gt;
I trust I can just copy-paste the old tags from a DF2010 creature page and change them accordyingly  ?&lt;br /&gt;
&lt;br /&gt;
[[User:Naryar|Naryar]] 11:28, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can I have two pages created? ==&lt;br /&gt;
&lt;br /&gt;
I'd like to have two pages created for me, please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. I'd like my user-page created, so I can do all the other cool stuff that people do with their user-pages.&lt;br /&gt;
&lt;br /&gt;
2. I would also like a whole new mod article made, please. Title it &amp;quot;Modern Warfare: Year 2100&amp;quot; too, please, as well.&lt;br /&gt;
&lt;br /&gt;
EDIT: Username is UristMcHuman. Sorry I forgot that&lt;br /&gt;
&lt;br /&gt;
== Interactions. ==&lt;br /&gt;
&lt;br /&gt;
I would like a page created under 2012:Interaction, please and thank you. [[User:Lofn|Lofn]] 15:54, 25 February 2012 (UTC)&lt;br /&gt;
EDIT: a userpage/sandbox would also be very much appreciated, if you find the time.&lt;br /&gt;
&lt;br /&gt;
== User page for Darchitect. ==&lt;br /&gt;
&lt;br /&gt;
I'd like one, if you'd be so kind.&lt;br /&gt;
[[User:Darchitect|Darchitect]] 20:24, 29 February 2012 (UTC)Darchitect&lt;br /&gt;
&lt;br /&gt;
== Favicon Recovery ==&lt;br /&gt;
&lt;br /&gt;
I notice the favicon seems to have gotten lost somewhere along the way. Since I'm the one who initially made it using the main site logo for reference, I still have a copy sitting around. [http://dffd.wimbli.com/images/dfwiki_favicon.ico Here it is, feel free to use it again.]&lt;br /&gt;
&lt;br /&gt;
== Request for User Page ==&lt;br /&gt;
&lt;br /&gt;
Hi there, can you please add a user page for me? Thank you. [[User:Timtek|Timtek]] 11:47, 5 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Request for Confirmed User ==&lt;br /&gt;
&lt;br /&gt;
I was wondering what I need to do to be able to upload a file. I registered four days ago, and have been waiting to become an &amp;quot;Autoconfirmed user&amp;quot; so that I can add my tileset to the Tileset repository. The &amp;quot;autoconfirmation&amp;quot; never comes, however. Attempting to google the issue said that I should be autoconfirmed after 3 days, which has not occurred. Am I missing something? --[[User:Taffer|Taffer]] 13:10, 6 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello again! Thanks for the help earlier, and sorry for the second message. Would it be alright if I have a user page? Thank you!  --[[User:Taffer|Taffer]] 18:51, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cached Special Pages ==&lt;br /&gt;
&lt;br /&gt;
The wiki currently has [http://www.mediawiki.org/wiki/Manual:$wgMiserMode $wgMiserMode] enabled, resulting in a number of [[Special:SpecialPages|special pages]] having their results cached (by MediaWiki itself) to reduce server load, but there's no cron job to run /maintenance/updateSpecialPages.php and actually update those pages - as a result, they're all 3 months out of date. I've mentioned this at least 3 times on IRC but it still hasn't been fixed. --[[User:Quietust|Quietust]] 20:24, 7 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is the DF2012:Creatures page getting too big for the server? ==&lt;br /&gt;
&lt;br /&gt;
The Creatures page still needs to be updated with the new creatures for the lakes/rivers but when I try to submit or preview tha page I get a blank page and a submitted update is not visible on the page. Is the page simply too big now, or is there some server side changes that can be made to fix this? [[User:Organised chaos|Organised chaos]] 20:18, 13 March 2012 (UTC)&lt;br /&gt;
*If you ask me, the Creatures page is currently being done '''all wrong''' - it should only list each creature '''once''' and include the relevant biomes, rather than copy/pasting it for every single biome (and introducing errors when one entry has different values from the others). --[[User:Quietust|Quietust]] 21:00, 13 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DFRawFunctions ==&lt;br /&gt;
&lt;br /&gt;
I've got an update for DFRawFunctions (corrects behavior for a few functions and adds new features to some others) which also includes a few new raw files - when you've got a chance, pull 'em from github. In fact, some option to automatically pull updates from github either periodically (once or twice a day) or on demand (e.g. editing a particular wiki page) would be really nice so I won't have to bug you about it. --[[User:Quietust|Quietust]] 18:27, 18 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I want to make Korean Wiki. ==&lt;br /&gt;
&lt;br /&gt;
I was looking for administrator to discuss this, but I couldn't find anyone... also, I'm not sure that I should talk it to you. anyway, I leave this here.&lt;br /&gt;
&lt;br /&gt;
I want to make Korean Wiki, There're some Korean fan, but they hardly play the game because of the lack of game information. So I thought They need wiki to know the game. I want to know whether the administrator can found Korean version of this wiki or not.&lt;br /&gt;
&lt;br /&gt;
How can I get the permission about it? Is it needed that something to verify myself to them? I hope I would take a positive answer. --[[User:Tragal|Tragal]] 14:44, 30 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Create Redir [[DF2012:Well_guide]] ==&lt;br /&gt;
&lt;br /&gt;
Need a redir or crosslink created from: [[DF2012:Well_guide]] (empty page) -&amp;gt; [[v0.31:Well_guide]]. And/or snap relevant links. --[[User:Kim Bruning|Kim Bruning]] 08:37, 24 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Froot wants a userpage too. ==&lt;br /&gt;
&lt;br /&gt;
Hey-lo.&lt;br /&gt;
Yet another userpage request.&lt;br /&gt;
[[User:Froot|Froot]] 02:08, 1 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
there is no &amp;quot;DF2012 Talk:Cave crocodile&amp;quot;, added an my issue  about my &amp;quot;Bosa, Cave Crocodile (+trained+)&amp;quot; which cost me about an game-hour lost due to reloading save  in the article. Wonder, why there is no &amp;quot;talk&amp;quot; pages for everything by default? There are many cases which need some science before editing articles :(&lt;br /&gt;
&lt;br /&gt;
== Minecarts 101 page? ==&lt;br /&gt;
&lt;br /&gt;
Can we get a &amp;quot;Minecarts 101&amp;quot; page started the same way there are intro pages for things like the military?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
[[User:Dhokarena56|Dhokarena56]] 17:25, 14 May 2012 (UTC)dhokarena56&lt;br /&gt;
&lt;br /&gt;
== Page request ==&lt;br /&gt;
&lt;br /&gt;
May I request a userpage?&lt;br /&gt;
&lt;br /&gt;
-Erich&lt;br /&gt;
&lt;br /&gt;
== User page request ==&lt;br /&gt;
&lt;br /&gt;
Hello!  I am requesting a userpage. --[[User:Spacer|Spacer]] 15:31, 30 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2012_Talk:Siege ==&lt;br /&gt;
&lt;br /&gt;
please, create http://dwarffortresswiki.org/index.php/DF2012_Talk:Siege&lt;br /&gt;
&lt;br /&gt;
thanks,&lt;br /&gt;
&lt;br /&gt;
[[User:Kartofius al andalus|Kartofius al andalus]] 17:00, 4 June 2012 (UTC) kartofius&lt;br /&gt;
&lt;br /&gt;
== Wiki in spanish??? ==&lt;br /&gt;
&lt;br /&gt;
How can I create a page for the wiki in spanish?&lt;br /&gt;
&lt;br /&gt;
== add #dwarffortress irc.freenode.net to main page IRC section ==&lt;br /&gt;
&lt;br /&gt;
Hello everyone, could you please add #dwarffortress IRC channel on FReeNode in the main page IRC channel list?&lt;br /&gt;
Thank you&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=173630</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=173630"/>
		<updated>2012-06-23T20:15:39Z</updated>

		<summary type="html">&lt;p&gt;Vjek: /* UserPage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave new messages by pressing the new section button. It is next to the edit button, and says &amp;quot;Add topic&amp;quot;. Be sure to sign your message with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so I know who left me the message.&lt;br /&gt;
{{archive|*[[User_talk:Emi/archive1|archive 1]]}}&lt;br /&gt;
&lt;br /&gt;
== Empty DF:2012 Articles ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like to offer a few suggestions:&lt;br /&gt;
* Could the bot which went through and replaced all the v0.31 article links with DF:2012 links be modified to actually create those articles with a &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template inserted, so that users can reference an older version easily while understanding that it could be outdated?&lt;br /&gt;
* Could a bot be created to go through all the current dead links and create those articles and place a &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template within them?&lt;br /&gt;
* Failing that, I'd be willing to volunteer for this; I understand that I should talk to you for article creation. In that case, would I have to present you with a list of articles to be created?&lt;br /&gt;
--[[User:Reilwin|Reilwin]] 02:53, 15 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Looks like I can create articles myself after enough edits. --[[User:Reilwin|Reilwin]] 06:35, 3 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spanish translation ==&lt;br /&gt;
&lt;br /&gt;
Hello! I'm a Spanish player of this game and I would like to begin the translation of this wiki into Spanish. I hope you like the idea! Regards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PROBLEM ==&lt;br /&gt;
since you &amp;quot;upgraded&amp;quot; the wiki, sometimes when i try to load a page, any kind of page in the wiki, instead of loading the page, my browser (chrome) starts downloading a file like this:    DF2010-Magma.gz&lt;br /&gt;
the file never ends downloading and it contains nothing, so i dont know whats the deal with that, sometime is loads teh page as usual&lt;br /&gt;
*Take a look at [http://www.bay12forums.com/smf/index.php?topic=96229.0 this forum thread] - most cases seem to result from using Avast Antivirus along with Google Chrome. --[[User:Quietust|Quietust]] 00:38, 10 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Upload Button Missing ==&lt;br /&gt;
Hello. I've uploaded [[http://dwarffortresswiki.org/index.php/File:DA_Quarters.JPG,stuff]] before, but the upload link seems to have vanished for me. (I'd like to upload a small .exe file which makes the depot tradeing semi-automated so I can link to it from my user page.) What should I do?&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
 --[[User:DDR|-DDR]] 01:28, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Oh, so it's just down for a few days? OK, I'll be patient. Thanks for all the work you've done here, Emi. :)&lt;br /&gt;
&lt;br /&gt;
== Eagles ==&lt;br /&gt;
&lt;br /&gt;
Why can't I create new pages? I want to create a page about normal eagles.&lt;br /&gt;
&lt;br /&gt;
: This wiki is going through a lot now. New name space for the latest DF version has been created and articles are copied to it, as far as they are still valid for the new version. Also this wiki's cluster size has been increased by two new servers and many things around it are being configured. So I think the admins just prohibited new article creation for a while until they sort things out. --[[User:Nagidal|Nagidal]] 17:31, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I've seen Briss has created the Eagle page, maybe it's so that you can fill it with content. --[[User:Nagidal|Nagidal]] 18:50, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== a namespace just for me? ==&lt;br /&gt;
&lt;br /&gt;
It says that if i'd like a user page i should post here asking for one.&lt;br /&gt;
can i have a namespace for me please?  under Zazq?  [[User:Zazq|Zazq]] 21:48, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: A namespace is not the same as a user page. I'm almost sure you can't have a namespace just for you, but you can certainly have your own userpage where you can set up your own sandbox. I have created you your userpage, just click on the link on your name in the signature. You can start forging some good articles on your userpage. --[[User:Nagidal|Nagidal]] 23:46, 19 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== UserPage ==&lt;br /&gt;
could i have a page too? to edit and try stuff before posting ... Edit: it is Mohreb by the way ...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'd like a user page too, name KevinFragger2427. Thanks.&lt;br /&gt;
&lt;br /&gt;
Looking for a user page, vjek here.  thanks.&lt;br /&gt;
&lt;br /&gt;
== v34 Utilities ==&lt;br /&gt;
&lt;br /&gt;
Can we get a [[DF2012:Utilities]] page created?&lt;br /&gt;
&lt;br /&gt;
== Giant sponges ==&lt;br /&gt;
&lt;br /&gt;
Hello, I am new to this wiki and I would like to add articles for giant sponges and giant mosquitoes.&lt;br /&gt;
&lt;br /&gt;
I trust I can just copy-paste the old tags from a DF2010 creature page and change them accordyingly  ?&lt;br /&gt;
&lt;br /&gt;
[[User:Naryar|Naryar]] 11:28, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can I have two pages created? ==&lt;br /&gt;
&lt;br /&gt;
I'd like to have two pages created for me, please.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. I'd like my user-page created, so I can do all the other cool stuff that people do with their user-pages.&lt;br /&gt;
&lt;br /&gt;
2. I would also like a whole new mod article made, please. Title it &amp;quot;Modern Warfare: Year 2100&amp;quot; too, please, as well.&lt;br /&gt;
&lt;br /&gt;
EDIT: Username is UristMcHuman. Sorry I forgot that&lt;br /&gt;
&lt;br /&gt;
== Interactions. ==&lt;br /&gt;
&lt;br /&gt;
I would like a page created under 2012:Interaction, please and thank you. [[User:Lofn|Lofn]] 15:54, 25 February 2012 (UTC)&lt;br /&gt;
EDIT: a userpage/sandbox would also be very much appreciated, if you find the time.&lt;br /&gt;
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== User page for Darchitect. ==&lt;br /&gt;
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I'd like one, if you'd be so kind.&lt;br /&gt;
[[User:Darchitect|Darchitect]] 20:24, 29 February 2012 (UTC)Darchitect&lt;br /&gt;
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== Favicon Recovery ==&lt;br /&gt;
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I notice the favicon seems to have gotten lost somewhere along the way. Since I'm the one who initially made it using the main site logo for reference, I still have a copy sitting around. [http://dffd.wimbli.com/images/dfwiki_favicon.ico Here it is, feel free to use it again.]&lt;br /&gt;
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== Request for User Page ==&lt;br /&gt;
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Hi there, can you please add a user page for me? Thank you. [[User:Timtek|Timtek]] 11:47, 5 March 2012 (UTC)&lt;br /&gt;
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== Request for Confirmed User ==&lt;br /&gt;
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I was wondering what I need to do to be able to upload a file. I registered four days ago, and have been waiting to become an &amp;quot;Autoconfirmed user&amp;quot; so that I can add my tileset to the Tileset repository. The &amp;quot;autoconfirmation&amp;quot; never comes, however. Attempting to google the issue said that I should be autoconfirmed after 3 days, which has not occurred. Am I missing something? --[[User:Taffer|Taffer]] 13:10, 6 March 2012 (UTC)&lt;br /&gt;
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Hello again! Thanks for the help earlier, and sorry for the second message. Would it be alright if I have a user page? Thank you!  --[[User:Taffer|Taffer]] 18:51, 7 March 2012 (UTC)&lt;br /&gt;
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== Cached Special Pages ==&lt;br /&gt;
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The wiki currently has [http://www.mediawiki.org/wiki/Manual:$wgMiserMode $wgMiserMode] enabled, resulting in a number of [[Special:SpecialPages|special pages]] having their results cached (by MediaWiki itself) to reduce server load, but there's no cron job to run /maintenance/updateSpecialPages.php and actually update those pages - as a result, they're all 3 months out of date. I've mentioned this at least 3 times on IRC but it still hasn't been fixed. --[[User:Quietust|Quietust]] 20:24, 7 March 2012 (UTC)&lt;br /&gt;
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== Is the DF2012:Creatures page getting too big for the server? ==&lt;br /&gt;
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The Creatures page still needs to be updated with the new creatures for the lakes/rivers but when I try to submit or preview tha page I get a blank page and a submitted update is not visible on the page. Is the page simply too big now, or is there some server side changes that can be made to fix this? [[User:Organised chaos|Organised chaos]] 20:18, 13 March 2012 (UTC)&lt;br /&gt;
*If you ask me, the Creatures page is currently being done '''all wrong''' - it should only list each creature '''once''' and include the relevant biomes, rather than copy/pasting it for every single biome (and introducing errors when one entry has different values from the others). --[[User:Quietust|Quietust]] 21:00, 13 March 2012 (UTC)&lt;br /&gt;
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== DFRawFunctions ==&lt;br /&gt;
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I've got an update for DFRawFunctions (corrects behavior for a few functions and adds new features to some others) which also includes a few new raw files - when you've got a chance, pull 'em from github. In fact, some option to automatically pull updates from github either periodically (once or twice a day) or on demand (e.g. editing a particular wiki page) would be really nice so I won't have to bug you about it. --[[User:Quietust|Quietust]] 18:27, 18 March 2012 (UTC)&lt;br /&gt;
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== I want to make Korean Wiki. ==&lt;br /&gt;
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I was looking for administrator to discuss this, but I couldn't find anyone... also, I'm not sure that I should talk it to you. anyway, I leave this here.&lt;br /&gt;
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I want to make Korean Wiki, There're some Korean fan, but they hardly play the game because of the lack of game information. So I thought They need wiki to know the game. I want to know whether the administrator can found Korean version of this wiki or not.&lt;br /&gt;
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How can I get the permission about it? Is it needed that something to verify myself to them? I hope I would take a positive answer. --[[User:Tragal|Tragal]] 14:44, 30 March 2012 (UTC)&lt;br /&gt;
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== Create Redir [[DF2012:Well_guide]] ==&lt;br /&gt;
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Need a redir or crosslink created from: [[DF2012:Well_guide]] (empty page) -&amp;gt; [[v0.31:Well_guide]]. And/or snap relevant links. --[[User:Kim Bruning|Kim Bruning]] 08:37, 24 April 2012 (UTC)&lt;br /&gt;
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== Froot wants a userpage too. ==&lt;br /&gt;
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Hey-lo.&lt;br /&gt;
Yet another userpage request.&lt;br /&gt;
[[User:Froot|Froot]] 02:08, 1 May 2012 (UTC)&lt;br /&gt;
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there is no &amp;quot;DF2012 Talk:Cave crocodile&amp;quot;, added an my issue  about my &amp;quot;Bosa, Cave Crocodile (+trained+)&amp;quot; which cost me about an game-hour lost due to reloading save  in the article. Wonder, why there is no &amp;quot;talk&amp;quot; pages for everything by default? There are many cases which need some science before editing articles :(&lt;br /&gt;
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== Minecarts 101 page? ==&lt;br /&gt;
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Can we get a &amp;quot;Minecarts 101&amp;quot; page started the same way there are intro pages for things like the military?&lt;br /&gt;
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Thanks,&lt;br /&gt;
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[[User:Dhokarena56|Dhokarena56]] 17:25, 14 May 2012 (UTC)dhokarena56&lt;br /&gt;
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== Page request ==&lt;br /&gt;
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May I request a userpage?&lt;br /&gt;
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-Erich&lt;br /&gt;
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== User page request ==&lt;br /&gt;
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Hello!  I am requesting a userpage. --[[User:Spacer|Spacer]] 15:31, 30 May 2012 (UTC)&lt;br /&gt;
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== DF2012_Talk:Siege ==&lt;br /&gt;
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please, create http://dwarffortresswiki.org/index.php/DF2012_Talk:Siege&lt;br /&gt;
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thanks,&lt;br /&gt;
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[[User:Kartofius al andalus|Kartofius al andalus]] 17:00, 4 June 2012 (UTC) kartofius&lt;br /&gt;
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== Wiki in spanish??? ==&lt;br /&gt;
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How can I create a page for the wiki in spanish?&lt;br /&gt;
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== add #dwarffortress irc.freenode.net to main page IRC section ==&lt;br /&gt;
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Hello everyone, could you please add #dwarffortress IRC channel on FReeNode in the main page IRC channel list?&lt;br /&gt;
Thank you&lt;/div&gt;</summary>
		<author><name>Vjek</name></author>
	</entry>
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