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Editing User:Vjek

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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>
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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'

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