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Editing User talk:Vjek

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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)
 
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)
  
To make installation and maintenance easier for users, I've proposed to include the scripts in the standard DFHack distribution.  See that [https://github.com/DFHack/dfhack/pull/679 on GitHub], or just comment here.  [[User:PeridexisErrant|PeridexisErrant]] ([[User talk:PeridexisErrant|talk]]) 07:22, 4 September 2015 (UTC)
 
 
== Update ==
 
 
Updated & tested all scripts for 34.11, everything appears ok.
 
Updated & tested all scripts for 34.11, everything appears ok.
 
[[User:Vjek|Vjek]] 02:50, 4 July 2012 (UTC)
 
 
==Pref_adjust==
 
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 "unk" 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)
 
 
== Material prefs ==
 
 
Is there any way to mod what materials dwarves like? nice to have a smith that likes steel. ;)
 
 
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.
 
 
== 34.11r2 Update ==
 
Updated & tested all scripts for 34.11r2, everything appears ok.
 
 
[[User:Vjek|Vjek]] 21:30, 23 January 2013 (UTC)
 
 
== 34.11r3 Update ==
 
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.
 
 
[[User:Vjek|Vjek]] 21:11, 20 March 2013 (UTC)
 
 
== Help ==
 
Which one of the values in the make legendary script controls the amount of levels raised, and which values correspond to which levels? Thanks!
 
[[User:Someone12345|Someone12345]] ([[User talk:Someone12345|talk]]) 21:59, 1 January 2014 (UTC)
 
 
(Answered on [http://www.bay12forums.com/smf/index.php?topic=135069.0 forums]) --[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 22:14, 2 January 2014 (UTC)
 
 
== possible bug with rejuvenate ==
 
 
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.
 
 
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.
 
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.
 
[[User:Vjek|Vjek]] ([[User talk:Vjek|talk]]) 00:41, 18 February 2014 (UTC)
 

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