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 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NOTE: This page is no longer updated.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 Everything below this line is officially out of date as of June 1, 2016.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
Scripts for Dwarf Fortress 34.10 with DFHack 34.10:
First, the links to the actual scripts...
And now, scripts for Dwarf Fortress 34.11 with DFHack 34.11:
And more, scripts for Dwarf Fortress 34.11 with DFHack 34.11r2 or DFHack 34.11r3:
Here's the same scripts re-done for DF 40.12 & DFHack 40.12
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.
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!
Now what does each script do? A good starting point!
 Information about each script
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.
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!
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.
You could also make a very "unstable" and "unreliable" dwarf by modifying the values in the script, which has all sorts of entertainment potential.
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 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 "elevating" if you're lowering a value, but meh, the name is the name, change it if you want.
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. As with the elevate_mental script, this script can also be used to LOWER all the physical attributes of a particular dwarf. . 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.
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!
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.
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!
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.
This script combines the previous scripts into one that affects all dwarves currently in play. 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.
If the script has been copied into /df_install_dir/hack/scripts/ , you'll see the following
[DFHack]# ls ... scripts: armoks_blessing - Adjust all attributes, personality, age and skills of all dwarves in play
Now running the script by itself
[DFHack]# armoks_blessing 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. Adjusting Nil Laruzol Adjusting Sibrek Sarveshtangath Adjusting Aban Oltarmörul Adjusting Olon Kolakmam Adjusting Edzul Isonzas Adjusting Ast Mamotiden Adjusting Doren Aranònul [DFHack]#
I ran that on a new embark with just the starting seven. What it did:
-changed all the personality values to "an ideal", the specifics of which are in the code.
-adjusted all mental and physical attributes to 2600.
-reduced the age of all dwarves older than 20 to age 20.
all Normal MilitaryDefense MilitaryAttack MINING CARPENTRY ...
all - this makes all your dwarves legendary in all skills. All. Every single one. Normal - this makes your dwarves legendary in the common labour skills plus a few extras (exactly shown with 'list' ) MilitaryDefense - the defensive military skills (dodge, armor, shield) are all made legendary MilitaryAttack - the offensive military skills (weapons, fighting, biting, etc) are all made legendary. MINING - all dwarves are made into legendary miners.
[DFHack]# armoks_blessing CARPENTRY Adjusting Nil Laruzol nil is now a Legendary Carpenter Adjusting Sibrek Sarveshtangath sibrek is now a Legendary Carpenter Adjusting Aban Oltarmörul aban is now a Legendary Carpenter Adjusting Olon Kolakmam olon is now a Legendary Carpenter Adjusting Edzul Isonzas edzul is now a Legendary Carpenter Adjusting Ast Mamotiden ast is now a Legendary Carpenter Adjusting Doren Aranònul doren is now a Legendary Carpenter [DFHack]#
[DFHack]# armoks_blessing Normal Adjusting Nil Laruzol Skill Mining is type: Normal and is now Legendary for nil ... Skill Wax Working is type: Normal and is now Legendary for nil Adjusting Sibrek Sarveshtangath Skill Mining is type: Normal and is now Legendary for sibrek ... Skill Wax Working is type: Normal and is now Legendary for sibrek Adjusting Aban Oltarmörul Skill Mining is type: Normal and is now Legendary for aban ... Skill Wax Working is type: Normal and is now Legendary for aban Adjusting Olon Kolakmam Skill Mining is type: Normal and is now Legendary for olon ... Skill Wax Working is type: Normal and is now Legendary for olon Adjusting Edzul Isonzas Skill Mining is type: Normal and is now Legendary for edzul ... Skill Wax Working is type: Normal and is now Legendary for edzul Adjusting Ast Mamotiden Skill Mining is type: Normal and is now Legendary for ast ... Skill Wax Working is type: Normal and is now Legendary for ast Adjusting Doren Aranònul Skill Mining is type: Normal and is now Legendary for doren ... Skill Wax Working is type: Normal and is now Legendary for doren [DFHack]#
To reiterate: the previous scripts work on single dwarves, this one works on all the dwarves currently on the map. 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.
 pref_adjust for DFHack34.11 (not r2, not r3)
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.
This script works in two phases. The first is:
[DFHack]# pref_adjust clear Clearing Preferences for Nil Gusilór Clearing Preferences for Aban ïngizdîbesh Clearing Preferences for Athel Umarthîkut Clearing Preferences for Feb Idashzefon Clearing Preferences for Tosid Losislolor Clearing Preferences for Asën Uzolvúsh Clearing Preferences for Zefon Kerlîgsazir
Then, the second part of the process:
[DFHack]# pref_adjust No option supplied. Adjustment commencing. Adjusting Nil Gusilór Before, unit Nil Gusilór has 11 preferences After, unit Nil Gusilór has 18 preferences Adjusting Aban ïngizdîbesh Before, unit Aban ïngizdîbesh has 10 preferences After, unit Aban ïngizdîbesh has 18 preferences Adjusting Athel Umarthîkut Before, unit Athel Umarthîkut has 7 preferences After, unit Athel Umarthîkut has 18 preferences Adjusting Feb Idashzefon Before, unit Feb Idashzefon has 9 preferences After, unit Feb Idashzefon has 18 preferences Adjusting Tosid Losislolor Before, unit Tosid Losislolor has 10 preferences After, unit Tosid Losislolor has 18 preferences Adjusting Asën Uzolvúsh Before, unit Asën Uzolvúsh has 9 preferences After, unit Asën Uzolvúsh has 18 preferences Adjusting Zefon Kerlîgsazir Before, unit Zefon Kerlîgsazir has 16 preferences After, unit Zefon Kerlîgsazir has 18 preferences [DFHack]#
The first command clears all preferences. The second command in the process sets preferences thusly (for ALL dwarves!):
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.
If you don't clear the preferences first, the outcome will be highly variable/unpredictable. I don't recommend it. Clear first, then set.
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. 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.
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.
 pref_adjust for DFHack 34.11r2/r3
This is a simplified and better version of the previous script. Everything in one step (no need to clear first), adjustment is as follows:
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.
Sample use output:
[DFHack]# pref_adjust Clearing Preferences for Sodel ïtebulåb Clearing Preferences for Sibrek Idnônub Clearing Preferences for Atír Kanbesmar Clearing Preferences for Tobul Shorastorstist Clearing Preferences for Ustuth Kûbukzokun Clearing Preferences for Etur Bomrekkifed Clearing Preferences for Doren Duthnurudib Adjusting Sodel ïtebulåb Before, unit Sodel ïtebulåb has 0 preferences After, unit Sodel ïtebulåb has 11 preferences Adjusting Sibrek Idnônub Before, unit Sibrek Idnônub has 0 preferences After, unit Sibrek Idnônub has 11 preferences Adjusting Atír Kanbesmar Before, unit Atír Kanbesmar has 0 preferences After, unit Atír Kanbesmar has 11 preferences Adjusting Tobul Shorastorstist Before, unit Tobul Shorastorstist has 0 preferences After, unit Tobul Shorastorstist has 11 preferences Adjusting Ustuth Kûbukzokun Before, unit Ustuth Kûbukzokun has 0 preferences After, unit Ustuth Kûbukzokun has 11 preferences Adjusting Etur Bomrekkifed Before, unit Etur Bomrekkifed has 0 preferences After, unit Etur Bomrekkifed has 11 preferences Adjusting Doren Duthnurudib Before, unit Doren Duthnurudib has 0 preferences After, unit Doren Duthnurudib has 11 preferences
The current syntax within the script should make it far easier to add/customize what you want your dwarves to like or dislike.
 Comments for DF & DFHack 0.40.x
Changes for 40.08..
armoks_blessing, make_legendary, pref_adjust and rejuvenate work the same as previous versions.
elevate_mental & 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.
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. In practice, 'brainwash ideal' will replicate the past behavior of the script as closely as possible.
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?
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.
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.
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!
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.
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.
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.
For those using the scripts (or DFHack) for the first time, I highly recommend you save (or save & 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.
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.
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