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

Editing User:Vjek

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.


The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
==UPDATE NOTE==
 
NOTE:  This page is no longer updated.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  Everything below this line is officially out of date as of June 1, 2016.
 
 
 
==The Scripts==
 
==The Scripts==
 
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:<br>
 
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:<br>
Line 69: Line 66:
 
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].
 
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].
 
<br>
 
<br>
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.<br>  
+
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!
However, feel free to modify any and all of the scripts as much as you wish.  Let the code be free!  Fly code, fly!
 
 
<br><br>
 
<br><br>
 
Now what does each script do?  A good starting point!
 
Now what does each script do?  A good starting point!
Line 78: Line 74:
 
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.<br>
 
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.<br>
 
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!<br>
 
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!<br>
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.<br>
+
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.<br>
 
You could also make a very "unstable" and "unreliable" dwarf by modifying the values in the script, which has all sorts of entertainment potential.
 
You could also make a very "unstable" and "unreliable" dwarf by modifying the values in the script, which has all sorts of entertainment potential.
 
 
===elevate_mental===
 
===elevate_mental===
 
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'
 
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'
Line 298: Line 293:
  
 
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.
 
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.
 
===Comments for DF & DFHack 0.42.x===
 
As soon as things stabilize with DF & 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.
 
 
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.
 
  
 
==How do I install and use the scripts?==
 
==How do I install and use the scripts?==
Line 320: Line 310:
  
 
===Bugs?===
 
===Bugs?===
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 & DFHack 34.10, 34.11 & up to 40.12 '''''ONLY'''''
+
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 & DFHack 34.10, 34.11 & 40.08 '''''ONLY'''''

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)