Bay 12 Games Forum

Dwarf Fortress => DF Modding => Mod Releases => Topic started by: squamous on November 30, 2018, 11:10:34 pm

Title: Dwarf Fortress: The Long Night (Legacy Thread)
Post by: squamous on November 30, 2018, 11:10:34 pm
NOTICE: This is a legacy page for the mod which I ran out of space to post in so I have moved it to here: http://www.bay12forums.com/smf/index.php?topic=179676.0

Man ruled the solar system, once. In its grand epoch spanning thousands of years, Earth was the jewel of a great empire, its shining cities the capital of a vast civilization which stretched from the pitted surface of Mercury to the freezing depths of the Oort Cloud. But from the festering stagnancy of its millennia-long reign came resentment and ambition, culminating in its catastrophic end. From this arose a new age, an era of awe and horror incomprehensible to the common man, built upon the back of a new breed of scientific law scarcely understood even by its practitioners. Earth itself is unrecognizable, a broken world littered with a thousand dead nations and forgotten megastructures which obscure any trace of what was once a verdant oasis of natural life. The solar system is a haunted grave, the planets, moons, and even space itself strewn with the wreckage of long-dead peoples.

But this is all ancient history, long forgotten to the rising powers of the new Earth. They live in a different world entirely, an endless jungle of steel and carbon in which even the mightiest of cities are but mere drops in its ocean, in which even the greatest scientific achievements known to their ancient ancestors are but wheels and torches compared to the hypertechnological relics which they rely on to survive. Where mankind no longer rests at the summit of existence but submits to the authority of those who dare follow the path carved out by their forebears and seek to transcend the limits of mere biology. Where even posthuman demigods struggle for survival against ceaseless danger and overwhelming violence. A world in which the power of the individual once more reigns supreme, the ideals of equality and unity reduced to laughable fantasies. An era that waits with bated breath for its own end, and the rise of a new existence which will finally bring order to the anarchy and terror of a star system gone mad, or deliver the killing blow to what remains of intelligent life. But this terrible night of humanity's history will be long and harsh indeed, and only the greatest among the great stand a chance of bringing forth a new dawn.
===============================================================================
What is The Long Night?

The Long Night is a total overhaul mod which takes the game Dwarf Fortress and transplants it into a post-apocalyptic scifi future where the fragmented descendants of humanity struggle to survive in the broken remains of an Earth-turned-megastructure. Central to the game experience is the use of nanotechne; a programmable, infinitely mutable form of matter which forms the foundation of every civilization, and the process of transcendence, through which individuals can cultivate internal nanotechne to slowly gain superhuman abilities and obtain the power to fight the most terrifying foes Earth has to offer. Of course, there's nothing stopping you from playing a humble village of hydroponic farmers or a low-life scavenger either, but bear in mind that biological sophonts are far from the top of the food chain, even with armor and weapons.

Download Link: http://dffd.bay12games.com/file.php?id=14134
Music Source: https://www.youtube.com/channel/UCcavSftXHgxLBWwLDm_bNvA
===============================================================================

Change Log:

3.45 Changes:
-Some quick bugfixes
-Coil weapons are back. Any ranged weapons that previously existed are now all specified as "rail weapons", whereas these new weapons have the coil- prefix. They shoot a little harder but cost one extra bar. Visually they'd have a round barrel vs a railgun's rectangular one, probably. Hi-Caste and transhumans will have them, poors and mutants make do with railguns.
-Metal "grasses" found in the wilderness will no longer burn when hit with fire.
-Two new posthuman types added, the Superheavy and Metareflexive clades, which rely on size and probability calculations as their innate advantages respectively.
-Banditry rates made higher. You may not be aware of this, but there's a bug in the game where bandit forts will automatically replenish themselves after a battle or something like that, and a civ will drain away its army from constantly attacking it. I tried fixing this by lowering the banditry rate but it didn't help, so I'm just ramping up the banditry again since it'll at least give you more things to do in-game.

3.4 Changes
(this update would have originally been part of the 3.35 update but due to some bugs that needed quick fixing it got split into two parts, so now here it is)
-Tiles for sapients reworked. All posthumans will use 'o' or 'O', all lo-caste will use 'u' or 'U', all hi-caste will use 'i', all un-caste (aberrants) will use 'a'. This means I can add as many to each category as I want and you'll know where they stand aesthetically, while keeping the weirder tiles for more niche creatures like shells and hereditary cyborgs and so on. This will come in very handy when partial procedural generation is implemented and all of these groups will be dynamically generated.
-There are now multiple new clades of posthuman that can arise in worldgen. I have created a handful of new species which can form from hereditary cyborgs if one seeks out the slabs for it. You can also create a techne pill to brute force it in fortress mode with guaranteed success, but this will be INCREDIBLY expensive resource-wise and still requires you to have a hereditary cyborg to use it on. As I continue to work on the mod I will try to make more posthuman forms, but these should cover some basic variations with their own advantages and disadvantages.


3.36 Changes:
-Goofed the tablet interaction in fort mode
-Maybe fixed the nanomold plant stuff, they're called nanofactories now and there's more than one of them.

3.35 Changes:
-Fix to some buggy interactions
-Fix to adventure mode armor crafting
-This mod existed before altars and die were a thing, I have now added them to the mod whoops.
-The title "Transcendent" will now be applied to all those who have learned Techne Arts, differentiating them from normal biosophonts, cyborgs, or posthumans. Even a posthuman life form can be managed through the sufficient application of force, but Transcendent individuals are those who can freely live outside the laws of society if they obtain enough power.
-So it turns out you can't read slabs in fortress mode. This puts a bit of a damper on my whole "create a dynasty of cool cyborgs" thing. So, you now have a special interaction where you can make nanotechne tablets in the techne refinery which when consumed offer a 1% chance of turning into a cool cyborg, representing the character slowly accumulating internal nanotechne until a qualitative chance occurs. Yes this will be a slow and tedious process but it also has zero risk. If you want quick gains topple statues or drink the blood of transcendent individuals, or read books if someone wrote any. All books with powers have "Transcendence" in the title.
-Waistcloth as pants moved to just be the fashion of rag-wearing savages and fancy posthumans who want the cult look, civilized city folk wear an undersuit below their normal jumpsuit as "pants".
-Some governments altered. Low Caste civilizations will now have sects which comprise cyborgs, posthumans, and people trying to become them. Sects are quasi-independent militant organizations which exist outside the boundaries of a normal city state's government. In fortress mode gameplay you will need to have hereditary cyborgs or posthumans in your fort to elevate to a sect matriarch/patriarch. They will make demands but not mandates.

3.3 Changes:
-Various bugfixes
-So it turns out even if you use every trick in the book to make it not happen civs will still make chairs and castles out of nuclear fuel rods and such so I will be removing that stuff until I can make it work.
-Additional types of nanosuit added allowing for a greater variety of military customization.
-Some new Techne arts added.
-Names of weapons changed to be more readable, less unimportant differences and more important ones with gameplay applications.
-New Light Ranged class weapons added, rail-pistols. They're half the cost of gun/melee hybrids and not as good in melee but still have useful bayonet attachments that make them worth deploying.
-New Hi-Caste race added, the scicaste, who are engineers and scientists. They have good attributes for being craftsmen and scholars but aren't good fighters or leaders, so their sects are rather small and they mostly exist to be conquered and put to work by other civilizations. They also have strange moods.
-Some more weird animals added across the board.
-New Un-Caste races added, or rather split. The original Aberrant has been divided into Carnivore, Omnivore, and Herbivore subtypes, as there was conveniently one species of each dietary preference that regained sapience. Each subspecies has different advantages and weaknesses that hint at their original lineage.
-New cyborg race added, Shells. Shells are organic brains in robot bodies. Are they human brains? Prooobably. They're big guys but aren't made of the best materials, so they still don't outperform hereditary cyborgs. They are a good early game asset in combat due to their size however and are excellent for heavy lifting.
-Names shuffled around again. Essentially, all posthumans will be going by their "scientific" multidenominational names now, based around their most notable trait as a prefix to the 'posthuman' status. So, 'immortal' posthumans are your basic all-purpose ones, 'adaptive' posthumans are the Asura due to their adaptation to their environment (sometimes to their detriment), Deva are 'collective' posthumans due to being mini group minds, and so on. I want all posthumans to follow the same naming conventions because I will soon be adding many new types of posthumans and need a group-wide naming schema that is consistent.
-Uplifted animals removed for the time being. Now, I'm aware they've been in the mod for awhile and have some nostalgia value, but I've spent a lot of time thinking about this decision, and ultimately I have come to the conclusion that as they are they just don't fit in with the rest of the setting at present. You have a fragmented humanity divided into dozens of subspecies, cyborgs derived from them, and immortal posthumans they can become, it's all very human-focused. Uplifts just get sidelined and seem out of place being the only "normal" animals (intelligence aside) when everything else is made from either people, machines, or gene-spliced mutants. Mechanically they're also flawed. Cetaceans and Delphinids ought to be an oceanic civilization but the game won't let them, corvids should fly but flight pathfinding for sapients is bugged, and so on and so forth. For those wishing to play ape-men, the Aberrant species should fill the same itch. For the more exotic body plans, Shells come in all sorts of shapes to experiment with. When uplifts can be more meaningfully integrated into the mod and take advantage of the unique niches they could fill I will try to re-add them.

3.23 Changes:
-Fix to recycler nanomold so it can be used to make paper.
-Changed introductory section to account for the more polished lore.

3.22 Changes:
-Fix to posthuman skill rates
-Fix to nanomachine zombies being OP
-Fix to a goof I made in the large advanced worldgen map.
-New weapon variant added, Ultraheavy weapons. These weapons have nearly the same mass as an adult human and are only used by strong civs like warcladers, aberrant mutants, and posthumans. However, any Transcendent life form can become strong enough to wield them. They all use the Heavy Melee Specialist skill.
-New civilization added, independent hereditary cyborg sects. They'll probably get wiped early in worldgen but will allow for a greater number of advanced evolutionary life forms to appear later on.


3.21 Changes:
-fix to some adventure mode crafting stuff

3.2 Changes:
-Fix to exhuman asura, color bug (I was originally going to add the other stuff later but this needed to be addressed, enjoy some new content)
-A new megabeast added, the Myriad Immortal. The lowliest remnants of the Myriad, the immensely powerful transhuman overlords who ruled during the short-lived Age of Sorcery, they are either mad vagabonds dwelling in abandoned temples or the venerated rulers of mortal city-states.
-Age of Sorcery lore added to the bay12 page, you can now learn why everything is so horrible.
-"silk"-producing factory worm variant added for easier access to fabrics.
-New melee weapon types added, saw-bladed, high-frequency, and pneumatic. Pneumatic weapons replace pile bunkers as infantry melee weapons that perform the function of a pile bunker, but come in spear and hammer variants.


3.16 Changes:
-Fix to cannon ammo.
-Added biofactories, which are factory worms but they produce nanotechne now, so even if you aren't a civ which produces advanced nanotechne you can still get a reliable source of the stuff if you shell out enough cash.
-Made Asura a little less angry.

3.15 Changes:
-Fix to crafting condensed nanotechne
-Fix to wafer crafting name

3.14 Changes:

-Fix to domestic animal names being broke

3.13 Changes:

-Added loosely defined underwear due to the fact DF doesn't know what jumpuits are and assumes everyone is pantsless
-Fixed crafting armor from advanced nanotechne.


3.12 Changes:

-Duplicate raw fix

3.11 Changes:

-Fix to nanotechne crafting
-Another fix to adventure mode crafting

3.1 Changes

-Fix to adventure mode leather crafting
-Fix to some creatures having the wrong profession names

3.0 Changes

NOTE: This is a big update, there might be things wrong, please let me know when you encounter anything buggy.

-I actually don't know how I did this but there will be a lot more war now, both between civs and between civs and necromancers.
-Organic races overhauled. The current lineup of human species is very much something that has been needing some tweaks, as a lot of it existed before I truly conceptualized what I wanted the Long Night to be. Organic races have been reshuffled to reflect the currently existing lore. Humanity has been divided into two primary types, hicaste and locaste clades. The hicaste consists of the civclade (noble, old jovian), warclade (neo-human, old titanian), and joyclade (old europan) lineages, being human species highly specialized for particular roles in society, which is reflected in their personalities and attributes. The locaste gene-clades consist of the masses of relatively normal humans who colonized the various worlds under the leadership of the ruling caste and their hicaste administration, and rather than role, are divided by the environment they were grown to colonize. Major locaste lineages are Terran (human), Venusian (old martians), Europan (new race), Martian (new race), Lunar (new race), and Spacer (new race). The vibrant colorations of engineered humans you are familiar with are now found in the hicaste races, who were modified for aesthetic purposes and have distinct configurations and styles to them. The bay12 page will go over the new race lineup and what they offer.
-Armor overhauled. I do like the idea of particular brands of exo-armor, but the primary issue is that it also ties what could be cool and emergent armor styles to a pre-existing pool of non-customizeable sets, which are also reliant on players opening a separate webpage to know what they are looking at. I would like your fortress's soldiers to be a unique product of your own style. As such, armor has been overhauled to allow for this. There are now multiple components to a single fully armored soldier. The helm, mask, exo-frame/exo-walker, nanosuit, exo-arms/nano-arms, and exo-legs/nano-legs. The armor section on the bay12 wiki will explain how this all functions.
-Bioframes overhauled. There has been a consistent issue with bioframes since their introduction, that being the existence of multiple species of them. This issue is simply that the game does not understand they should be rare. Each species of bioframe, when tamed, can lead to a civ possessing hundreds of them. Multiply that by the 8 different bioframe species available, and the issue becomes obvious. The sheer amount of biomechanical mecha leads infantry to become effectively useless in off-site conflicts. As a result, I have condensed bioframes into a singular species. Rather than brands, each bioframe is now a unique being with its own shape, coloration, weapon, and power set, allowing for hundreds if not thousands potential combinations. Given they are supposed to be rare relics representing the peak of the Age of Sorcery's biomechanical warfare, this should be more fitting for them and prevent oversaturation.
-Cultivation overhauled. The current transhuman system was too limiting. There are now multiple forms of ascendance available. In addition to conventional cyborgs, one can become a sapient vehicle or biomechanical monster starting from an organic base. The Deva and Asura have different evolutionary paths however.
-Nanotechne overhauled. Grades are gone, they were arbitrary and didn't explain much. There is now Basal Nanotechne (Grade-C nanotechne), neurocybernetic nanotechne (Grade-S), normal nanotechne (Grade-M) and then Advanced Nanotechne, (Grades K, X, and N). In addition, however, there are new specialized kinds of nanotechne which can be used to create weapons with particular properties. For example, Overcharged Nanotechne creates weapons with the Energy-Bladed modifier, giving them doubled sharpness. Condensed Nanotechne creates Ultradense weapons, giving them more kinetic energy to inflict. I will add more special types as I find ways to add new useful properties to them. Furthermore, creating nanotechne is now the domain of a new, custom skill/profession, the Nanotechne Breeder, also called the alchemist, and a new workshop, the Nanotechne Incubation Reactor. This adds an additional layer of complexity to crafting nanotechne for yourself, and this is by design since you will now get traders every season, so players should be incentivized to rely on trade more often. Simply achieving nanotechne self-sufficiency is intended to be a milestone for your settlement.
-Plants overhauled. Most plants are now hydroponic, and most civs will make use of exclusively hydroponic plants in worldgen and NPC sites. You can find them underground, the systems are designed to be pretty self-sufficient. "Real" fruits and vegetables fetch five times as much profit due to rarity and expense, peasants eat bugs and algae. There are also various synthetic oozes which extract all kinds of useful resources from the ground, so remember to plant those too.
-Weapons overhauled. They should be much more streamlined and fit the world better while having more meaningful variations between them. Skills have also been changed to be more balanced using a system similar to Fall From Grace. The four main skills are one-handed/shield using melee weapons, two handed melee weapons, combination weapons (gunblades), and proper ranged weapons.

2.87 Changes:
-Fix to exponential minion spawning

2.86 Changes:
-primitive crafting fixed for real this time

2.85 Changes:
-fix to uplift transcendence
-fix to primitive crafting
-tribulation machines have become demons rather than megabeasts and devas will not spawn normally in worldgen and will instead invade from the megastructure center of the earth
-ancient nanotechne improved
-other small fixes

2.83 Changes:
-Pale star cult will now be aggressive

2.82 Changes:
-Bit of an awkward rollback but we're back to just using energetic compound for ammo. I originally added other ammo material types as a slapdash fix for a perceived difficulty in finding EC material, but I've sinced fixed that and would like ranged weapons to have a more consistent damage output. It has the added bonus of forcing the player to decide if they value their energetic compound as fuel or as ammunition, since it serves the role of both.
-Tweaks to some civ values, I accidentally made martians a dictatorship instead of a republic
-Some changes to the "magic" system abilities, projectile manifestations overhauled. Let me know if this has caused any issues.
-Multiple small bugfixes, please tell me if you encounter something that seems bugged or broken.
-Adventure mode crafting made less grindy.


2.81 Changes:
-emergency fix to duplicate raw bug, game will work now

2.8 Changes:
-All water biomes totally overhauled to be more in keeping with the rest of the setting. I'll further expand on it as I get more ideas but now there's a solid foundation to add more weird stuff.
-A new race, Venusians. These genetically-modified humans lived on floating cities above the clouds of Venus, but their heavy reliance on Earth for supplies led them to flee back to the planet once their floating cities began to sink into the superheated acidic fog. They're snobby but socially adept, Venus was actually a pretty nice place to live during the Imperial Era.
-Nation names changed to be better
-Some bugfixes


2.79 Changes:

-Asura and Deva given the ability to move up a level according to their caste. In short, just like how studying cultivation techniques allows for organics to become cyborgs, Asura or Deva who study them also have a chance to move up a level in power. In worldgen, a lowly Kalakeya brute can reach the level of an eight-armed Asura, but unfortunately in gameplay you can only move one rung up the ladder because you're hardcoded to only get one transformation, so bear that in mind.
-Changes to resource gathering. Dismantle rare technologies and relics beneath the earth to harvest their secrets and energy.
-Changed ammo again. You can now make ammunition out of brass, lead, steel, iron, silver, and depleted uranium as well as energetic compound.
-Deva get their own language now.
-Slight changes to posthuman armor. They're now exo-armors like the rest, and the skull helmets have been altered to be a variant of normal helmets, but open-mouthed. Posthumans wouldn't know or care about the beasts the skulls were derived from, and it would make more sense for them to have an open version of a normal helmet which lets them rip metal apart with their own set of fangs rather than a proxy.
-Bug fixes

2.78 Changed:
-Quick fix to some mild bugs


2.77 Changed:
-Quick fix to a description issue

2.76 Changes:
-The Pale Star cultists, who have supposedly been the main villains of the setting for all this time, are now actually relevant and should serve as a terrifying enemy to face in both fortress and adventure mode. While they start in worldgen as mere mortal cultists, they work towards the Pale Star's goal of total subjugation, and can create monstrous parodies of cultivator cyborgs and even malformed bioframes along with armies of eldritch undead slaves. Due to world generation there is still no guarantee they will become an existential threat but repeated testing has shown it is now very possible.
-The moss forest fauna has been altered signficantly. Things should more toned down and less ridiculous now, more fitting with the overall theme and aesthetic, though it should still be interesting. More of a dark and moody sort of feel than the poorly-thought-out menagerie I ended up putting in before for some reason. More little scampering and skittering things surviving in the last natural ecosystem on earth, kind of pitiable more than anything. Except for the horrific monsters, of course.
-Psychic powers have been phased out on account of the fact that I never actually did anything with them and everything they were intended to do has been overtaken by post-singularity superscience and they're just sort of irrelevant now. There were only like two of them and those same abilities can now be obtained via cultivation as nanomechanical augmentations.
-A fun new monster added.


2.75 Changes:
-Updated to latest version.

2.72 Changes:
-So it turns out putting all factory worms as the same species causes errors with resource production, each model is now a separate species to fix this. As splitting them up was a little wonky, I may have done something wrong. Please let me know if this was the case. On the plus side, there will be more of them in the wilderness, so there's a greater chance of being able to domesticate them.
-Additional cyberization technique added, speed boosting. If you learn an ability of this type, you can temporarily move much faster. Useful for attacking and retreating.
-Some other little tweaks and bugfixes

2.71 Changes:
-A quick fix to permanent attribute increases. Basically in previous versions you'd get the ability but wouldn't know you had it. Now it'll be listed in your acquired powers section, though "activating" it doesn't do anything, it's just to keep track of it.

2.7 Changes:
-Additional Techniques added. Learning them allows you to immunize yourself against becoming a Fiend, or possession by certain forces.
-An additional transformation added should one become victim to certain forces. It is not a boon one should seek.
-New fun clade of critters added, the Preservates. These creatures, resembling a cybernetic cross between human, rodent, and insect, were once used as quasi-sentient engineers to maintain the megastructures of earth, but have since degenerated into yet another biomechanical organism in the complex ecosystem of the ruined planet.
-Much-needed rework to the Custodian faction. The Custodians are renamed to "Deva". They are a fully mechanical race of AIs originally intended to uphold the balance of power in the Solar Empire and automatically hunt down those who would seek to overturn the natural statified castes of the empire in the name of their own ego. They were ultimately unable to fulfill this function due to the simultaneous catastrophes of the posthuman rebellion and the pseudosingularity, but still exist as a faction of balance-minded keepers of the order and harmony. They tend to dislike posthumans and cultivator cyborgs, seeing them as inherently flawed in that they magnify the harmful animal passions of mankind into something even more untameable thanks to their strength, and for this purpose have released mighty mechanical megabeasts, the Tribulation Machines, to ensure that the wrath of the earth-spanning security system, 'Heaven', will come down on those with the arrogance to think they can rise above mankind.


Quick Fix:
-Changed file from .rar to .zip so mac computers can open it.


2.69 Changes:
-Quick fix to gorillas not transcending to cybernetic demigods, this should happen now
-Fix to ammo crafting.

2.68 Changes:
-Fix to nanotechne summons not being butcherable
Sorry for all the tiny updates, I keep finding errors after I think I've cleaned them up

2.67 Changes:
-Potential fix to kiln-based crafts and general touching-up

2.66 Changes:

-Change to how ammunition works. All normal ammunition will now be made of "energetic compound", a type of unstable solidified plasma which requires a lot of energy to fire, but has the ability to damage and penetrate the heavy armor found ubiquitously across both monsters and machines. On the other hand, it explains why infantry weapons take so long to reload. Energetic Compound can be extracted in trace amounts from various materials. It always was sort of a stopgap to me that I had super-expensive hyper-adaptable nanotech be wasted by making it into bullets.
-Overhaul to conventional vehicles, they should be better organized and there will be more of them.
-Europans now make cities out of bioengineered glowing fungus.
-Some freaky, purely organic feral mutants added to make the wastes a little more hospitable to normal humans.
-Cultivator Cyborgs no longer have innate bonuses to physical attributes. This incentivizes learning techniques that boost them.
-Some extra techniques add.
2.65 Changes:

-Various fixes to minor bugs people have reported, thank you all for doing so, if I missed one it will be fixed in the next update, just remind me.
-Alternate pre-made map scenarios with huge site caps in world gen. If your computer can handle it you can try and get a megacity going.
-Major overhaul to the technomancy system. Rather than everything being in one slab with a percentage of getting it, each slab is now guaranteed to teach one technique, with a 5% chance of the reader ascending to become a cybernetic immortal. You can gain techniques by reading slabs, defiling the temples of disembodied machine-gods, or drinking the blood of another technomancer, if you can survive the attacks that come after. There should be a wide variety of options for players to choose from as they build their character. Read a more in-depth overview on the forum page.


2.61 Changes:
-A possible fix to a bug regarding farming certain crops, let me know if problems still happen with it.
-Fix to crafting scattergun ammunition in adventure mode.
-Fix to megabeasts burning their fat off.

2.6 Changes:
-Factory worms totally overhauled into utility worms, which are like factory worms but they are bigger and there are way more of them. Many different organic and synthetic products can be harvested from these worms, so take care of them when you get them.
-Some big ol swords added
-Due to living on a polluted megastructure lots of baseline humans get born missing limbs or with failing organs, so they are given replacement limbs if their family can afford it. Basically around 1/3rd of humans will have some kind of mechanical limb. All intelligent races have spinal implants that let them interface with machinery. This change may seem weird and abrupt but because of the way DF works it lets me work around a bug associated with cybernetic apotheosis.
-Speaking of cybernetic apotheosis, the Cyberization secret has been re-worked. If all goes well, entities should be able to transform into hereditary cyborgs (cyborgs that have cyborg children) with coloration that explains what race they were, while also allowing them to interbreed and produce a next generation with unique features.
-Intelligent octopi added to the uplift races. However, due to octopi having alien and solitary natures, they tend to exist in small clans within the underground and only rarely interact with the civilized world.
-Posthumans renamed to Asura-Class, because there will be more posthumans than just them now and I need to differentiate.
-Several new minor Posthuman factions added.
-Nanomachine monsters reworked to fit the theme.
-Venusians reworked into the Custodian faction. Custodians will represent a pervasive mechanical presence that will be found throughout the world as a challenge to players, forming a network of drones, autonomous tanks, hidden assassins, and other lethal devices that can catch unwary players by surprise. Unlike most technological entities, the Custodian System is fully mechanical, a relic of a bygone era where sprawling defense systems were used to suppress an entire planet.
-Lore overhauled to finally explain a lot of things.
-New type of Nanotechne added, Grade-S or "soft" nanotechne. It actually can't be used for weapons or armor or anything, but makes up the innards of several types of machine and is very valuable, so consider it something like gold or platinum.


Title: Re: Dwarf Fortress: Dying Earth 1.0
Post by: squamous on December 03, 2018, 01:47:26 am
New Mechanics:

Nanotechne:

Nanotechne is the axis on which the world of the Long Night spins. A type of programmable matter comprised of nanomachines incubated in the bodies of fringe revolutionaries during the days of the Solar Empire, the material can be programmed into a wide variety of substances, from computers to weapons to armor to bodily augmentation. Nanotechne suffuses the solar system and particularly the Terran Megastructure, also known as Earth. Its key feature is its ability to be integrated with biology, allowing for hereditary augmentation, or cybernetics which can be passed down from parent to child and evolve (and be engineered) in the same way biological tissue can. This key facet has allowed for the rise of biomechanical life, augmented beings which combine the powers of biology and machinery to become fearsome creatures which challenge the might of human civilization, along with the rise of transcendent immortals who can breed lineages of hereditary cyborgs. For the vast majority of people, however, nanotechne is simply the base material from which all the technologies of their settlements and personal usage are derived, bred in reactor-incubators to serve the needs of mundane mankind.

To create nanotechne, most civilizations require a "seed" to grow more of it, along with scrap metal, which is abundant. You can't make nanotechne out of nothing, the technology for doing so is lost. It is grown like coral, and so long as you have even a single bar you can produce more of it. But if you have none, you can't make any.  Furthermore, creating nanotechne is now the domain of a new, custom skill/profession, the Nanotechne Breeder, also called the alchemist, and a new workshop, the Nanotechne Incubation Reactor, and the Nanotechne Refinery.

There are multiple kinds of nanotechne:

-Basal nanotechne: the basic kind found everywhere. Used as the seed for all other kinds due to its innate flexibility
-Neurocybernetic nanotechne: a variety with a much better processing power, used for computing and making expensive, delicate things rich people pay good money for
-Refined Nanotechne: an advanced breed used for weapons and armor by most cultures.
-Overcharged Nanotechne: used exclusively for weapons it seems to impart a better edge to bladed weaponry, enough to slice through Refined Nanotechne with relative ease.
-Condensed Nanotechne: used exclusively for weapons it seems to be denser than Refined Nanotechne, making for a good all-around upgrade but especially for blunt weapons.
-Advanced Nanotechne: used by advanced civilizations this is the best of the best and only capable of being reliably countered by firearms, Overcharged or Condensed Nanotechne, other Advanced Nanotechne, or pure, overwhelming strength.
-Ancient Nanotechne: Highly-refined nanotechne created by the Myriad. Due to the computational density and energy required to produce it no longer extant in the Terran Megastructure, it is a finite resource until another great surge of power appears, and is thus highly valuable.

How does armor work in this mod?

Armor works differently in the Long Night. It is the far future, after all. Armor is divided into two basic types, Exo-Armor and Nano-Armor. Nano-Armor is tendrils of flexile, muscle-like nanotechne fibers which perform a function similar to an armored jumpsuit, intended to be lightweight and mobile, with Limb variants not unlike muscled gloves and boots. Exo-Armor is mechanically enhanced hard armor plating which can deflect edged weapons, necessitating better material or blunt weaponry. The armor types are as follows:

-Nanosuit: Comes in light, medium, and heavy variants. It is a flexile armor, like chainmail. Heavy and medium nanosuits are typically worn by melee units, while light variants are typically worn by ranged units. It protects everything but the hands, head, and feet. It replaces a jumpsuit but goes under outer clothing like coats and robes.
-Exo-Frame: Comes in light, medium, and heavy variants. It is a hard armor, like a breastplate. By default light models are worn by melee units, and heavy and medium models by ranged units. It protects everything but the hands, head, and feet. Comes in various visual variants. It replaces outer clothing like coats and robes but goes over a jumpsuit.
-Exo-Mask. A tactical helmet worn by combatants. Visored exo-helmets are worn by melee units, while helmets with distinct eye openings of any number are worn by ranged units.
-Exo-Arm/Leg: Limb protection with the same traits as other Exo armor types. Worn by melee fighters in order to offer additional protection.
-Nano-Arm/Leg: Limb protection with the same traits as other Exo armor types. Worn by ranged fighters, as the greater dexterity and precision offered by nanomechanically-enhanced limb armor is more suited for long-range combat.

While both Nano-Armor and Exo-Armor can be worn on their own, they can also be combined. A fully armored individual wears a Nanosuit below an Exo-Frame, typically something only the soldier of a civilization can afford to be geared up in. Most make do with one or the other. For visualization purposes, exo-armor weight class (light, medium, heavy) dictates how bulky and thick the armor is, but the nanosuit weight class dictates how bulky and muscular the synthetic muscles under it are.


Weapons and Combat:

Combat in the Long Night has evolved to be quite different than what one might expect for such advanced technology. But one must remember this is a barbaric, ignorant age, with only the barest principles of nanotechne being fully understood. Great strides are made in one area while lagging behind in another. Ranged weapons which can reliably penetrate nanotechne armor, for example, require a great deal of energy or massive payloads, making automatic weapons far too expensive to equip infantry with en masse. On the other hand, the muscle-enhancing properties of power armor have allowed for massive weapons which can, with enough blows and no need for limited ammunition, crush, pierce, and slash through an enemy's armor, and tank enough damage from the enemy's ranged weaponry to close the distance. Battles in the Long Night rely on both ranged and melee combat as a result, and soldiers can be divided into four main classes:

Light Melee Specialist: The LMS specializes in melee combat using light, one-handed weapons, ideally alongside a shield. When properly kitted with both weapon and shield they make excellent tanks and vanguard fighters, pushing forward against the enemy and taking territory. They are the backbone and mainstay of any infantry force, the core around which other units revolve.

Heavy Melee Specialist: These units make use of two-handed weapons. However, two-handed weapons in the Long Night are universally massive, far greater than the greatswords and greataxes of the ancient era. These fighters forgo the defense offered by a shield in favor of inflicting as much damage as possible with oversized killing tools, and are vital for breaking through the toughest points of an enemy defense and eliminating particularly dangerous enemies.

Light Ranged Specialist: Light Ranged units rely on combiweapons, which are a mix of small firearms and one-handed melee weapon, allowing for both short and long-ranged combat. They are often equipped with a small amount of ammunition, around five to ten bullets, and when they are expended are expected to rush into melee alongside the other close-range fighters. Due to their light armor and cheap weapons, they have a reputation as being the "grunt unit", the expendable soldiers in light armor deployed to rush and skirmish the enemy to buy time for more heavily armored forces to arrive, but skilled fighters of this specialty are not to be underestimated.

Heavy Ranged Specialists: These units are the ones who carry the bulky rifles, shotguns, cannons, and missile pods carrying lethal payloads beyond the power level of an LRS unit. Equipped with plenty of ammunition, these units hang behind enemy lines and support pushes by melee soldiers, laying down volleys of well-aimed, powerful attacks. But these powerful weapons cost energy as previously mentioned, and they require time to recharge. As a result, they fare poorly if the distance is closed, though many do use under-mounted melee attachements to protect themselves.

In addition, melee weapons now come in multiple categories offering different types of advantages or special attacks:

RCS-equipped weapons allow one to utilize thrusters built into the weapon to unleash a powerful blow in addition to normal attacks. It has a fast strike but a slow recovery, so use caution.
DSE-equipped weapons utilize a Directed Shockwave Emitter to send an opponnent flying, but has a long build-up time.
Saw-bladed weapons are slower and clunkier than normal weapons, but have strong penetration by chewing through a target if they land. Better on soft targets.
Pneumatic weapons utilize an apparatus similar to a captive bolt pistol, but on a much larger and more effective scale. They attack quickly and recover slowly, but are the preferred style of spear upgrade.
High-Frequency weapons are fast and elegant with quick attacks but offer no other advantages.

Different ranged weapons also use different ammunition types:

-bullets and slugs of any kind deal blunt damage, like a hammer.
-rods and flechettes deal stabbing damage, like a spear.
-canisters and missiles deal slashing damage, like an axe.

All light melee weapons use microcanisters, flechettes, and bullets.
Rail-rifles use rifle rods, canisters, and slugs.
Rail-snipers use sniper rods.
Rail-cannons use cannon slugs.
Shard missile pods use shard missiles.

A NOTE REGARDING RANGED WEAPONS:

It may be thought that ranged weapons in the Long Night are the primary means of conflict. This is incorrect. Railguns are important, but their long recharge times have relegated them to a role similar to muskets. Unlike the era of musketry, however, there exists armor which can survive multiple direct hits, meaning melee attackers have the ability to close to CQC and inflict massive damage on a line of gunners. What this means in fortress and adventure mode is that ranged soldiers bereft of fortifications cannot be expected to reliably defeat melee fighters without support of either vehicles, which have powerful enough generators for automatic rail-weapons, or melee soldiers, which can bog down the enemy while ranged fighters support.

This especially applies to off-site battles. If you only send a squad of ranged fighters to attack a site, they will almost certainly fail and be captured. They must be supported by melee fighters to avoid the inevitability of enemy melee forces closing the distance and easily dispatching them before they can fire the next volley.

Transcendence and Transcendent Arts:

Transcendence is the term used to define the process of accumulating nanotechne within the body, gaining new abilities and physical capabilities until a critical mass is reached, turning a mere biological being into an long-lived cybernetic life form or even a posthuman existence freed from mortality. The process of transcendence is fraught with peril, with many dead ends and stumbling blocks. For every rising immortal there is a new horror unleashed upon the world, be it from within the depths of the solar system or even, perhaps, from beyond.

It should be noted that in the era of the Long Night, organic life forms exist at the bottom of the food chain. Organic settlements or adventurers are routinely dominated by cybernetic or post-human life forms, with only their large numbers and tools giving them protection. In order to truly thrive, one must master the arts of transcendence and seek immortality and absolute power through nanotechne. Choosing not to do this is more or less choosing to play on hard mode.

NOTE: Due to how the game works, you can only transform ONE TIME post-worldgen. I can't fix this. If you play a mortal adventurer and transform into something, that's it, you don't go any farther. Save scum before reading slabs so you can decide if a given transformation is worth it.

NOTE: Reading is, for reasons outlined below, a VERY IMPORTANT skill to have in adventure mode, invest at least one point into it when making a character to benefit fully from the transcendence system.

NOTE: You will not be able to read what a slab teaches. This is because of a bug where if there are multiple secrets attached to a sphere (or no spheres), the one the slab claims to teach will always be the one lowest in alphabetical order, even if it actually teaches something else. So a slab can either not tell you what it does, tell you something incorrect, or be restricted to one secret per sphere. I have gone with the first option as it allows the widest possible combination of powers which can arise dynamically in the world. There are no "gotcha" slabs that do something bad to you, so there is no need to worry about reading a slab.

There are multiple methods of developing internal nanotechne:

Method One: Coming across relics. Slabs which contain secret techniques can be learned by anyone who reads them, along with any mundane books or scrolls which also outline the method. These are the most reliable. No slab will exist that misleads the user or brings them harm, they are all beneficial. The issue is that due to this reliability, they are closely guarded by those who have obtained them, and for most nascent sects the only reliable method of obtaining them is through theft or conquest. As a result of this, one must already have a significant military on standby if one decides to walk the path of slab accumulation, for there will inevitably be reprisal. Many wars have been fought over slabs, and many more will be fought in the future. But even so, it is considered the most honorable way of gaining knowledge.

Method Two: Communing with Info-Deities. Info-Deities are intelligent non-physical beings dwelling in the Datasphere, from which power can be taken through the hacking of their "bodies" and the wresting of their secrets (a good way to gain their attention for such a duel is to attack their temples through, say, toppling a statue). But be warned, physical life which interfaces directly with the Datasphere is at dire risk of predation by the feral ecology which has blossomed within it. While higher life forms possess the power to withstand such dangers, conventional biological life forms seeking knowledge using this method are at great risk for being subsumed and subverted by Info-Predators, always hungry for new storage space, which use the unfortunate victim as a host into the physical world. Most become warped cybernetic monsters twisted by the Info-Predator's inhuman will, but others are even more insidious, mimicking the original personality perfectly and feeding on other humans from the shadows, converting more victims into gateways for their kind to enter reality from. Such existences must be eradicated at all costs.

Method Three: The consumption of an immortal's blood. Blood infused with nanotechne is a formless vehicle for data as much as chemicals, and as such a crude way of obtaining information from someone with dense nanotechne is through drinking their blood. By doing so one gains access to their techniques, but be warned, this method is highly addictive and while it is a shortcut to power it more often than not leads to horrific serial killers who slaughter entire villages to slake their lust for yet more blood. Such existences are highly feared and for good reason, to walk this path invites persecution from the entire world, but offers great power at little personal cost.

Method Four: The use of tablets. Tablets are condensed packets of nanotechne that can be created in both fortress and adventure mode. By consuming them, you slowly build up your internal nanotechne until a qualitative change occurs. It may take dozens, hundreds, or even thousands of pills for the transformation to happen, but if you keep taking them it eventually will. There is no risk involved in this method besides potentially how you obtain the nanotechne used to make the tablets. However, it is also the slowest process. Furthermore in addition to conventional nanotechne tablets, there are Attainment Tablets. Attainment Tablets are special packets of data which allow a hereditary cyborg to be guaranteed a specialized posthuman form. They are very expensive and require a great deal of resources to produce, but can be a worthwhile investment to any faction.
Title: Re: Dwarf Fortress: Dying Earth 1.0
Post by: squamous on December 03, 2018, 01:48:28 am
Races of the Long Night:

Pan-Humanity:

Pan-Humanity is the collection of biological species descended from the original human race. The Solar Empire, with its peerless knowledge of the human genome, could easily engineer various strains of human to fulfill specific tasks. These could be grouped into three different tiers; the Lo-Caste, expendable workers bred to survive in a particular environment with as little maintenance as possible, the Hi-Caste, bred to fulfill a particular niche within the Solar Empire's system-spanning bureaucracy, and the now-extinct Imperial Caste, or Imperial Clade as there were no subtypes, the undisputed apex of biological human life and hereditary rulers of the empire. Furthermore, a new designation has arisen to account for clades which exist outside these castes, the Un-Caste geneclades.

A note regarding human races:

In the vanilla game, a human reaches full adulthood at 13 years of age. In the Long Night, humans take as long as they do in real life to grow to adulthood, but are not considered children at 13. They reach full adult size at 18. If you conscript a 13 year old into the army or make him work in the mines he'll be the size of an actual 13 year old.

Lo-Caste:

It is widely regarded that normal humans are the stupidest one can make an intelligent being while still keeping them widely useful, and so the Lo-Caste have little in the way of mental modification, for better or worse. They are psychologically normal people just like baseline humanity, with their bodies altered to inhabit various environments in order to cut as much cost as possible on life support and maintenance systems, along with whatever medicine and augmentation might otherwise be required. Due to the majority of the population within the solar system being comprised of the Lo-Caste, many of them have survived the collapse of the Solar Empire and remain the majority population within the Terran Megastructure, even in the face of all manner of adversaries and competition. The simple will to survive and scrappy cunning of these average humans, though they may differ in appearance and ability, seems sufficient to carry them through day after day of the greatest dark age the human race has ever experienced.

Terrans: Baseline humans are those native to the planet who have undergone little genetic modification. They once populated Earth in teeming masses, but after the collapse of the planet have been greatly reduced in number. Even so, they remain one of the most populous clades in existence and continue to be seen as the "typical" human despite the varying forms that exist in the present day. Many take pride in their unbroken lineage to pre-Imperial eras, though few know anything but the basest details of that ancient time, and fewer still truly care.

Aquatics: Humans modified for life underwater, be it the oceans of Earth or Europa. Amphibious due to convenience, most aquatics live near sources of water in the Terran Megastructure, making a living harvesting the artificial seas for their bounty. While most descend from Terran sea-dwellers, a few claim descent from the now-lost colony of the watery moon Europa. Despite odd features like hairlessness and webbed digits, they are considered one of the closest to Terrans due to their similar proportions.

Venusians: Venus was a harsh planet to colonize, but at the same time one with a unique advantage. Being roughly the same size as earth, normal Terrans could live on it without the damage low gravity might inflict on their bone structure and other biological features, allowing the Venusian Clade to be manufactured with little deviation from the Terran geneline, though it did develop paler skin and near-albinism due to the nature of Venusian settlements, almost entirely underground and constantly beset by the hideously destructive weather and boiling atmosphere. The hell that was their planet gave rise to a highly collectivist and pragmatic society, with sacrifice, duty, and intermittent cannibalism being the order of the day.

Martians: The first human geneclade with notably distinct proportions to compensate for Mars's lower gravity, Martians had from the very beginning developed a culture of independence and self-reliance, particularly due to the luck of being birthed to colonize a nearly completely terraformed world, where the air was breathable and the land could be walked without an environment suit. Unfortunately, it was always crippled by reliance on Earth in order to ensure no rebellion could succeed, and when the Solar Empire collapsed and the atmospheric generators began to fail, many fled back to the nascent Terran Megastructure while leaving uncounted millions to an uncertain fate on a dying planet.

Lunars: Even more unearthly than the Martians, these tall and spindly figures were the middle ground between space-borne and terrestrial human clades, built to colonize moons and planetoids with low but present gravity. Highly reliant on Earth and other planets for resources, they suffered the most out of all the Lo-Caste geneclades when the empire collapsed. Any which still live on their colonies likely suffer immensely under autocratic regimes which count every ounce of biological matter as a precious, irreplaceable resource.

Spacers: The most heavily derived of the Lo-Caste, they are most noted for their hand-like feet, allowing better maneuverability in zero-gravity habitats and space vessels, along with their towering height. In a similar situation as the Lunar geneclades, most remain in orbital habitats, with only a lucky few possessing the reinforcing nanotechne which is all that allows them to tolerate the crushing gravity of Earth.

Hi-Caste:

The Hi-Caste, derived primarily from Terran stock, differs primarily from the Lo-Caste in three ways. Firstly, Hi-Caste were not bred for a specific environment, but rather for a specific profession. They were specific tools of the Empire, answering only to the imperial court rather than any particular celestial body or other settlement. Secondly, unlike the Lo-Caste, Hi-Caste models have extensive mental changes written into them in order to make them better at their particular role. Lastly, Hi-Caste clades can be further divided by their coloration, which rather than the earthy tones of any Lo-Caste clade are all manner of color combinations, their very flesh modified for purely aesthetic purposes in order to represent whichever particular imperial faction that particular group was pledged to serve. But with the Solar Empire collapsed, the Hi-Caste are like a pack of purebred dogs without masters, designed to serve a clade which no longer exists. A fundamental part of their self-identity, both conscious and sub-conscious, was ripped away with the extinction of the Imperial Clade, and as a result many have developed neurotic behaviors on a civilization-wide level.


Civclade: The Civclade, or Civilian Clade, was bred for the purpose of administration. Polite, refined, bland, and with a sharp mind, the Civclader is the quintessential bureaucrat. Spread across the empire and managing all of it for the benefit of the imperial court, the collapse of Solar Empire in the aftermath of the Techne War led to the Civclade arcologies to go into something of a crisis. The majority if not all of Civclade settlements are focused on wrangling other settlements, with carrot or stick, into something resembling a provisional government until Imperial Clade DNA can be found and restored, at which point everything can go back to normal. But of course, with the evolution of biomechanical life and the process of Transcendence, such a thing is highly unlikely.

Warclade: The Warclade, or Military Clade, was unsurprisingly bred for the purpose of combat. Ferocious, disciplined, and utterly lacking in ambition, the Warclade for a long time represented the peak of infantry power, cold-hearted supermen who effortlessly dispatched any who would seek to defy the mandates of the Solar Empire. But in the end, the Warclade are still biological humans, with all the limitations that implies. Having fought so long against opponents genetically inferior in the areas of killing, they were unprepared to fight an even or perhaps superior foe in the form of Antinirvanist Posthumanity, and while the war ended in mutual destruction the rise of Immortals has forever relegated the Warclade's existence to one of being obselete. Even so, they are still greatly feared, for Transcendence is a journey few see the end of, but the Warclade juntas need only to breed to increase their numbers, and compared to other biological clades, they remain a fearsome foe indeed. In the absence of their masters they have become conquerers, carving territories of their own in the name of their clan's ambition.

Joyclade: Of all the Hi-Caste, perhaps the saddest fate belonged to the Joyclade, or the Courtesan Clade. Like the geishas, jesters, and concubines of old, they served the role of performers and companions, and like the influencers, celebrities, and public personas of the Late Pre-Imperial Era, they were designed as living advertisements and entertainers. What they were not designed for was the collapse of the empire and the fall into barbarism. The pleasure gardens of the Imperial Clade go untended and the Joycladers find themselves subject to the whims of fate by far more brutal and numerous forces.


Sciclade: Working quietly away in the background of Hi-Caste society was the Sci-Clade or Scientific Clade, focused on the maintenance and production of the technologies which sustained the empire. Built for production and socially neutered, the scicaste community was happy to be kept out of the spotlight and left to work in silence. The collapse changed that, of course, and now they find themselves put to work by their peers in addition to those they once deemed inferior, valued more as a commodity than anything else.

Un-Caste:

During the Myriad Era, attempts were made to repopulate the Terran Megastructure using creatures derived from human DNA. These grotesque creatures were partially successful, though few take pleasure in the ecosystems they have formed (though they do appreciate the meat they offer). But in a quirk of fate, one particular branch of this artificial evolutionary tree did not stay as mere animals. Rather, they regained sophoncy, much to the chagrin of the rest of humanity, for their time as animals had warped this breed casteless freaks into brutish and violent creatures, and the availability of high technology allowed for them to form technologically-advanced civilizations at a frightening speed. At the beginning of the Long Night, they have become a thorn in the side of near every other civilized force. Rather than being called human, they are collectively classified as "Aberrant" life, and come in many shapes and sizes.


Cyborgs:

Cyborgs are life forms which comprise both nanotechne an biological tissue. Though the cyborg typically thought of when the term is brought up would be a person using technological prosthetics, this section details those who have integrated nanotechne into their very DNA, and thus can pass on their augmentations to their offspring. Though they have many advantages because of this, they are still at least partially human biologically and represent a transitionary state between normal life forms and posthuman ones.

Hereditary Cyborgs: Any organic life form that accumulates a sufficient amount of nanotechne will transform into a hereditary cyborg. A hereditary cyborg is a broad term encompassing all such transfigured individuals. What is most important regarding this is the fact that all hereditary cyborgs, regardless of original species, are compatible with one another and can produce offspring. These pure-blooded hereditary cyborgs can then seek to go even further, and shed their biology entirely. As of the Long Night, hereditary cyborgs are a relatively common sight among the upper crust of most civilizations. They are close enough to pan-humanity that they are not seen too differently than their lessers, but still demonstrably stronger, smarter, and longer-lived, inspiring the ambitions of many to become like them.

Shells: Shells could be considered one of the earliest forms of hereditary cyborgs, even before nanotechne. As far back as the Solar Empire, there were those who experimented with full-body cybernetic transplantation, leaving only the brain and nerves as a remnant of the original body. With nanotechne this has become even easier, and those individuals who wear "shells" of nanotechne have formed an underculture among many pan-human groups. However, this form of cyberization is inferior to that of a hereditary cyborg in terms of efficiency and optimization compared to cellular integration, and though Shells are typically large in size the materials used to make them are often of Basal quality.

Posthumans:

Posthumans, in the context of the current era, are life forms which are comprised entirely of hypertechnological synthetic tissue and nanotechne. These clades are considerably more durable, both against direct damage and the elements, along with having greater learning capabilities and an effectively unlimited lifespan unless brought down in combat. However, reaching this state is very difficult, requiring one to already be a hereditary cyborg, so it is only just now that a significant number of new posthuman clades are beginning to emerge. These days, the typical classifications for them are based on their most prominent qualities which distinguish them as a clade.

All posthumans can be distinguished by a total lack of carbon-based biology, immunity to high temperatures and the void of space, and reproduction via the mixing of personality data and recombining it into a new adult form, skipping the childhood and adolescent phases entirely.

Adaptive Variants: The "Adaptive" clade is the formal term for those posthumans which descended from the Antinirvanist movement. Also called Asura, ogres, feral posthumans, and other such titles, Adaptive posthumans are characterized by tenacity, survivability, and amoral pragmatism. The oldest extant posthuman lineage, they have had the longest time to diverge psychologically and physiologically, and have thus earned the title of being most "adapted" to the current wildly dangerous wastelands of the Terran Megastructure. Desiring personal strength and freedom above all else, many have even found themselves leaving even their ego behind as they transform into unthinking hyperpredatory life forms in the quest for power.
 
Immortal Variants: "Immortal" is certainly a fancy term, but in truth it simply designates the most common posthuman clade, that which is adapted for survivability and longevity while exhibiting no particular adaptations. Effectively, they are improved and iterated Hereditary Cyborgs. These more common immortals are the least discriminated against by pan-human society on account of their lack of psychological divergence. They are often embedded in biosophont societies rather than existing as independent groups, though some small sects do exist which are separate from other polities.

Collective Variants: The Collective clade, also known as Devas, Restorationists, and Uploads, are posthumans with a very unusual origin. Allegedly, they are the copies of stored minds uploaded into the datasphere during the reign of the Solar Empire and safeguarded from info-predators. Their origin is claimed to be members of the Philosophy of Harmonious Bliss, a philosopher-cult dedicated to bringing about a perfect heavenly existence for all mankind at any cost, provided it was eventually brought to fruition. Though their long-term goals give many a sense of trepidation there is no denying their fixation on order and harmony makes them tempting patrons for perpetually-beleaguered pan-human settlements.

Parasitic Variants: If Adaptive life forms are the maggots thriving in the corpse of the Solar Empire, the Parasitic clades are the leeches feeding on those still alive. Parasitic variants are another highly-divergent strain. As is known, the Datasphere became immensely dangerous following the end of the Myriad Era, with the fragmented minds of the Myriad disintegrating into a diverse ecosystem of digital life ruthlessly competing for storage space. Any info-predator is always on the lookout for a way into the physical world, hijacking minds and consuming them from within to bring more of their kind with it. A parasitic posthuman is what happens when such a puppet forcibly transcends a near-death Hereditary Cyborg, forming a symbiotic relationship with them in which they feed in the nanotechne and data within the minds of other sophonts to grow at an incredible rate, provided they continue to Transcend further victims. Of all posthumans, Parasites are most commonly marked as kill on sight.

Specialist Variants: While those listed above are the most well-known synth-clades to exist, there exist innumerable niches in this era, and more than one posthuman exists to exploit them. Specialist variants are those who optimize a specific trait or traits at the expense of others to attain an innate advantage. They are rare breeds indeed, but not unheard of, and the collective population of specialized posthumans in general may well match the Immortal clade's population in some areas. Settlements and city states looking to gain an edge may well invest in the creation of a specialist dynasty.

General Lore:

Hypertechnology:

Hypertechnology is any technology which makes use of sophistication and scientific principles which cannot or can only barely be understood by conventional pre-collapse science, produced through the mindless evolutionary process of the Antinirvanist nanomachine life forms, reverse-engineered and transformed into programmable matter and cloud-transmitted energy. It is what has allowed for nanotechne to proliferate across the globe, for energy to be compressed, stored, and utilized with an efficiency never before seen, for humans to transcend the limitations of their flesh into immortal demigods of synthetic biology. It is to modern technology what modern technology is to paleolithic technology, and its practitioners are equally as superstitious, ignorant, and frail as the first men who sought to master their environment rather than be subject to it. The inefficiencies and oddities of the Long Night era are simply the result of societies who are doing their best to utilize a science they poorly understand, making do with an imbalanced and unoptimized set of tools that even so are far more dangerous than anything which has previously existed.

Eras of History:

The Pre-Imperial Era:

In human history books, all of human civilization before the Solar Empire is referred to as the Pre-Imperial Era. The Early Pre-Imperial era is before the establishment of the internet but after the industrial revolution, the Middle Pre-Imperial Era is after that but before the first extraplanetary colonies, and the Late Pre-Imperial Era marks the brief period of time in which humanity dwelt among the heavenly spheres without the guiding hand of the Imperial Clade, punctuated by brutal resource wars and limited nuclear exchanges. This time is widely ignored by common people as irrelevant and unimportant, full of outmoded ideologies and barbaric primitivism, even as it admittedly formed the foundation of pan-human culture. It is as distant to them as the most ancient civilizations were to the Middle Pre-Imperial Era, and equally as misunderstood.

The Imperial Era:

This era marks the millennia-long reign of the Clade-Emperors and their genetic caste system, a highly stable if stagnant society where social advancement through conventional means was near-impossible past a certain point, due to the fact that if you were of a lower caste there would always be higher caste individuals genetically engineered to be superior to you, and if you were of the higher caste your role was defined by the caste you were born into. While the Solar Empire did face its fair share of challenges, its ruthless enforcement through its genetically-engineered soldiers and tacticians ensured that the only truly threatening rebellions were nothing more than skirmishes between members of the Imperial Clade feuding from the shadows. It was only during the Techne War that the empire faced a truly outside-context problem in the form of Posthuman Antinirvanism. The Imperial Era's close is marked by the genocide of the Imperial Clade, the virulent spread of nanotechne, synthetic life, and biomechanical life, the rise of the Myriad, and the beginning stages of the Terran Megastructure.

The Myriad Era:

A short lived era of some few centuries in which rampant nanotechne growth allowed for individuals to harness unprecedented amounts of both energy and raw materials, allowing them to rule as veritable sorcerer kings in an era of violence and anarchy. It was during this time that artificial life forms fusing machinery and flesh, such as bioframes, were engineered and used in world-spanning wars across the Earth, and when nanotechne was cultivated and tamed to form the foundation of post-collapse technology, allowing even the lowliest of tribes to construct advanced machinery and weaponry. Furthermore, the constant renovation and expansion of the Myriad and their sprawling megacity-states led to the near-total urbanization of the planet, at which point the phenomenon, which continues to this day, was dubbed the Terran Megastructure, for it could no longer be said to be a mundane celestial body but rather a rampant construct of endlessly expanding cityscape built by long-dead madmen. The Myriad Era is the primary cause of the ignorance of modern pan-humanity, as so much was shuffled about and destroyed in the feuds of the Myriad, millions upon millions slaughtered and megacities flattened only to be reconstructed and repopulated by vat-grown replacements, that the steady march of history was shattered and fragmented, entire peoples coming into being knowing nothing of anything save their servitude. This era came to a close when the Megastructure stabilized and the chaotic flow of energy dwindled, leading to the collapse of the grand works of the Myriad and the ushering in of the great dark age. Most notable of these effects was the corruption of the Datasphere by now-feral fragments of Myriad thought programs, which evolved, diversified, and competed for storage space until the entire internet of that time became a writhing ecosystem of intensely dangerous digital organisms, resulting in its quarantine.

The Long Night:

The present era of history, the dark age in which scattered populations and feuding city-states squabble for food, energy, and living space atop a constantly changing and danger-filled megastructure far beyond anyone's ability to control. Hypertechnological miracles exist side by side with starvation, war, and barbarism. Power belongs to those who follow the path of immortality and seize it, becoming living gods of synthetic flesh and living metal. It is unknown how long this chaotic period will last. Perhaps decades, perhaps centuries, perhaps millennia. But many regard it as the transitional period which will eventually give way to the rise of something far more beautiful and terrible than even the grandest age of the Solar Empire, if only the world and beyond may once more be united under a single power.

The New Dawn:

The name for the era to come, in which whatever species, ideology, or other form of victor stands triumphant above a unified solar system. It is an era many pray for but few expect to live to see. None can even begin to imagine what it might be like, but many see it in the same way as ancient humans viewed their religious apocalypses. Always looming on the horizon but never quite manifesting, and some, in the quiet of the night, hope it will never come to pass. Most believe it is an era in that biological life has no place in, incentivizing the pursuit of immortality through nanotechne to secure a place in that distant future, while others regard them as fools blinded by ambition or simply doomed to fail in the face of overwhelming odds.



Title: Re: Dwarf Fortress: Dying Earth 1.0
Post by: squamous on December 03, 2018, 01:50:00 am
Deep Lore (Optional Reading):


A History of the Solar Empire:

The Solar Empire was far and away the greatest civilization produced by biological humanity, this fact is indisputable. But even so, it could not withstand the chaos brought by the coming of biomechanical and synthetic life forms. Despite all its glory, spanning the entirety of man's home system and its many celestial bodies, the empire has fallen. Transcribed below is a story of its beginning, and its end.


As with most things before the rise of the empire, it's origins are shrouded in mystery. What is known, or rather theorized and pieced together, is that the origins of the empire lay in the very beginnings of the Late Pre-Imperial era. Rising from some part of the largest continent of that heady time, it would utilize its knowledge of genetic engineering to selectively breed countless physiological advantages into its citizenry and eventually its ruling class, slowly intermixing both socially and genetically with the world's elite. Drawing it's strings tighter over the course of the remaining centuries of this era it would unify the globe and institute the beginnings of the gene-caste system, bringing to heel with it the many nascent extraplanetary colonies that had formed during this time.

It cannot be overstated the extent to which genetic modification impacted mankind during this time. Many were afraid of precisely what was occurring, the growing presence of a neo-aristocracy which was not superior merely through wealth or influence, but down to the very core of their biology. In such a world, why would a baseline human ever be considered for a role applied for by one of these improved individuals? Anyone who deliberately excluded improved humans over baseline ones or otherwise attempted to practice some manner of equity was simply outcompeted by the ones that didn't. The idea of all men being equal perished with the empire's rise, and as it continued to institute species-wide genetic stratification it would only continue to divide humanity into various cogs in its bureaucratic machine. There were those who resisted, of course. Who rejected what the empire sought to impose over them and fought valiantly against it, though just as many degenerated into terrorist reactionaries, indiscriminately sowing chaos and violence and providing a pretext for further crackdowns against political dissidents. While many were suppressed, some few went deep, deep underground, hiding amongst the teeming billions of humanity's homeworld, and they waited.

But overall, the empire's success was near total. Imperial records speaking of this time, what few are still preserved, primarily speak of the prior era as a barbaric period gently corrected and brought to heel by the empire's valiant ancestors. It was during the Imperial Era itself that the nation truly came into its own. Devoid of competition the imperial elite, though it had yet to call itself such during the early centuries of its existence, could languidly expand at their own pace, tweaking and refining the newly-formed strains of humanity as one plucks the strings of a guitar to tune it to perfection. From this era came the Hi-Caste, the system-spanning governmental organization comprising everything from paper-pushers to elite soldiers to manufactured celebrities which would dominate all aspects of imperial culture. Further still would have the Lo-Caste, once merely common Earth stock with minor alterations, be changed to suit the planet they were grown to colonize. Grown in vats, of course. Conventional reproduction was far too messy to utilize in bulk when filling an empty planet, much less filling it with humans built specifically for that atmosphere, this level of gravity, and so forth.

For certain, it was not an entirely cruel time. Many humans of all castes existed in a level of comfort which even Middle Pre-Imperial era humans would find enviable. Many others did not, of course, but even they could typically find their most basic needs attended to. A place to sleep, food to eat, even if it was just a cramped pod and processed sludge. The empire existed for thousands of years, its sprawling infrastructure could handle most needs of its carefully regulated population. But while it was generous to the body, it was crushing to the spirit. It was an era in which social mobility was almost entirely stagnant. The science of tuning both mind and body towards a specific role or environment was all but perfected. Few if any of the Lo-Caste could ever be as efficient and timely as an individual of the Hi-Caste's Civilian Clade, and the most skilled of Lo-Caste soldiers were outmatched by the lethal fighting prowess of the Military Clade when it came down to the statistics. At best, a Lo-Caste individual of significant renown or skill could look forward to having their genes sampled and used to marginally improve the next generation of Hi-Caste individuals, or even more rarely be permitted to claim father or mother-hood of a particular individual. This practice was notorious for being championed as a great opportunity for social and financial advancement through one's offspring, but in practice many such lower caste parents were rarely contacted by their higher caste children once they were put through the empire's training program. Exceptions always existed, but they were few and far between. The empire knew much of how to alter a mind in ways they found desirable, both through genes and through the power of propaganda.

At the center of this churning machine of humanity was the Imperial Clade, or the Imperial Caste as it was also called, for there was only one clade within that highest rank of imperial society. The Imperial Clade received a mixture of genetic material from all the different strains of the Hi-Caste, each one a veritable chimera of implanted DNA taken from the best of the best below their station. Physical prowess, mental acumen, beauty and charisma, longevity and health, all such things were built into their masterfully-grown bodies, which due to their complexity took decades to grow in expensive, elaborate artificial wombs. A sprawling, ever-growing family, they were the core around which life in the empire revolved, insulated from the resentment of the lower castes by their bureaucracy of finely-tuned, slavishly loyal high caste servants. It should be unsurprising then that they were obsessed with the perfection of their ideal bodies and ideal lives. Almost becoming a cult within the family itself, which was well into the tens of thousands, was the principle of attaining the perfect human existence. This principle would play into the beliefs of the empire at large as it filtered down into the masses.

Contrary to some expectations, faith did not perish in the empire's era. It certainly flourished. With the advent of space travel, all manner of new myths emerged, new saints were canonized, new superstitions developed. Countless mystery cults existed in all layers of the empire's society. But most prominent of the lot was the Philosophy of Harmonious Bliss (it went by many names, but this is the one which appears the most often in records), a system-spanning mega-religion which incorporated various syncretic elements from multiple old-world faiths. In short, its doctrine was that humanity was born mortal and flawed. However, mankind was given the tools to both shape himself and the environment into new, more beneficial iterations which brought greater happiness. The empire has the greatest of these tools, and the purpose of all of this is to elevate mankind into the state of perfect bliss, where no desire goes unfulfilled and no unwanted suffering can exist. All toil goes toward this goal, all current suffering is for its sake. To turn against the empire is to turn against heaven and perfection itself, and is the greatest of sins. Naturally it was heavily patronized by the imperial family, and was a vital tool in placating the many individuals who craved meaning greater than the material in their lives. Yet to others, it was an even greater cause for discontent.

It should be noted that for all the advancement of the empire, one place it lagged in was computation. Certainly its computers were respectable, far more advanced than the ones prior to its existence, but for thousands of years little progress had been made beyond the first initial leaps. This was by design. For above all the threat of artificial intelligence, or something like it, loomed over the imperial clade. As things stood, they were the ultimate life forms. All of the solar system existed solely to please their whims. Should an existence appear which was more intelligent than all of them combined, that was alien to mankind, or even simply a rogue calculator intent on maximizing paperclips, the delicate system of human lives upon which their power rested would be thrown into turmoil. The closest the empire ever came to true AI was tentative experiments in mind uploading, abandoned out of paranoia. No, better to move slowly and carefully in such matters, never taking a risk or advancing too quickly. The empire was devoid of competition, after all. They could afford a sedate pace.

Or so they thought. For while the empire did not dare meddle with such things, there was another group that did.

For evolving alongside the empire, for all those millennia, was its shadow. After all, no human institution could be perfect. It could not see everywhere, there were places its arm could not reach. In these places dwelt the incubators of a process that had begun during the early days of the empire's conception. During its nascent phase, those who had resisted its rule had gone to ground and escaped the pogroms and purges that marked that brutal era. A mixture of the disgruntled rich (but not rich enough) and poor alike, a loose collective of those who found the future of genetic castes they saw to be intolerable, they would over the following centuries perpetuate a quiet counterculture which retained that disdain for a world in which they would always be limited, even if the original reason for doing so was long forgotten. All that truly carried over, like the shockwaves from an impact, was the desire to overturn a society which was so fundamentally stifling. Across generations there would always be those who felt that way, who looked at the castes higher above them and thought to themselves, why am I here and not with them? Is this really as far as my ambition will take me? These individuals would be scouted out and co-opted by organizations within the counterculture, added to their ranks and pool of knowledge. Over time, awareness of this persistent counterculture would reach the ears of the imperial elite. Along with its name, Antinirvanism. The refusal to accept the bliss offered by the release of personal desire and ambition and submission to the great work. Rather, they were utterly determined to upend the society which stifled their ambitions, be they for good or ill, and many otherwise opposed individuals found themselves united under this paradigm.

It was these individuals, or at least the most competent of them, who would ever seek to devise a means to counter the caste system and create individuals who could compete with th Hi-Caste bureaucracy which conspired to maintain order. It was openly acknowledged among their ranks that baseline humanity stood no chance against the elite soldiers and tacticians of the imperial military, so their only hope was some manner of new discovery which could provide the advantage the Antinirvanist movement sorely needed. And indeed, such an advantage was discovered, though its ramifications would echo far beyond its initial intent.

It was devised by a group of Antinirvanist geneticists touched by brilliance, or mania. Cybernetics and implants existed during this time, but highly regulated due to fears of them being used by Lo-Caste groups to compete with members of the Hi-Caste. As such, the idea of purchasing or manufacturing cybernetic augmentations to build a half-machine army of rebels was simply impossible, such an endeavor would attract far too much attention. But what if one could hide machinery within their very body, machinery which would prove to be as much of a boon as any sort of mechanical limb or chip in one's brain? Nanotechnology had always been used as a means to tweak the bodies of fetuses in cloning vats and maintain health, but it went unused in the bodies of adults for the same reason there were limitations on cybernetics and AI, a fear of something which would upset the gene-caste system. And that is precisely what was occurring in this isolated laboratory below the tens of billions of humans who lived on earth. Though the mechanisms for how this was achieved were lost, the group managed to devise a manner of hereditary nanomachine system over the course of countless years of struggling. Those who were injected with it would find themselves in better health, but what truly would change would be their offspring. The primary ability of the nanotechnology was that it carried with it a basic set of pseudo-DNA managed by a distributed computer network comprising the whole of the microscopic machinery within an individual's body, which was geared towards increasing complexity and greater efficacy over generational evolution, taking its best aspects developed over a lifetime and implementing them in full within a gestating fetus. Someone who constantly worked out and tore their muscles would have nanomachines which would have a greater understanding of how to repair and improve musculature, and so their children would have a greater degree of nanomachine density within their muscular system that would improve their strength, for example. Someone with a failing liver supplemented by nanomachines would bear or sire children with far better livers than themselves. One suffering from heart disease ameliorated by these nanomachines would produce children with stronger hearts. Over the course of dozens, hundreds of generations, a secret lineage of augmented humans began to emerge, not born in vats and designed with intent, but the product of natural evolution happening at an unimaginably faster pace. Much like the goals of the proto-Antinirvanists, the knowledge of the origins of this lineage and its nature would be repeatedly forgotten and rediscovered, slowly distributed amongst Antinirvanist organizations across the system through smuggled sperm and egg cells implanted in willing hosts, spreading nanomachine-aided humanity across countless celestial bodies.

For a long time, nanomechanically-enhanced humanity was simply a half-known oddity that existed on the periphery of civilization. Imperial authorities cracked down on cells which overreached, and they were certainly quick to crack down on illegal nanomechanical augmentation, but much of the broader implications simply escaped the bureaucracy due to the rarity of such incidents. The empire comprised hundreds of celestial bodies and hundreds of billions of people, the fact was the entirety of the Antinirvanist movement was just a drop in the ocean and its struggle just one oddity among many the empire was quite certain it was capable of stifling. And for all of its vitriol and disgust towards the very existence of the empire it would have remained such were it not for the unfathomable monster gestating in each and every individual who carried the Antinirvanist lineage.

In a turn not predicted even by the original devisers of the technology, the nanomechanically-augmented humans would eventually accumulate such densities of nanotechne that it would appear visibly on their bodies. The first such specimens were the product of careful breeding programs in the most isolated and hidden parts of the empire, the significance of them recognized and carefully hidden away by those few cells who could bring such things to fruition. Through additional generations and training they managed to create the first macroscopic hereditary cybernetics, mechanical augmentation which not only improved human traits but allowed for new traits to be obtained, such as personal computer interfacing, internal weapon implants, and so on. This new iteration of humanity was precisely what the Antinirvanists had been looking for, yet it was still not enough. Greater numbers were needed, and greater strength. But such a breakthrough could not be concealed forever, and it was eventually brought to the attention of the Imperial Clade.

The existence of such entities was horrifying to the Hi-Caste and its imperial masters. For a society so rigidly bound by genetic stratification, the existence of individuals who could transcend the caste barriers in a single lifetime, without the blessing of the imperial bureaucracy, would greatly upset the delicate balance they had maintained for hundreds of years. They simply could not be allowed to exist. For the first time in as far as anyone alive could remember, the empire mobilized to seriously deal with a threat. Unfortunately, its efforts came too late. By that point, the first hereditary cyborgs had accumulated sufficient capabilities that they could survive some of the harshest conditions imaginable, including the wastelands of Venus or the outer reaches of Mars, the rings of Saturn and the asteroid belt, the deepest pits of polluted Earth. Like maggots they proliferated across the wounds of the empire, waging a quiet war of survival with their hunters for yet more generations. It was this war which would begin the process of the empire's undoing.

The brutality of the Antinirvanist suppression effort was legendary. No one was spared, for if a single mated pair of hereditary cyborgs continued to exist they could eventually beget entire clans of the things, which would once again threaten the empire. Time and time again the Antinirvanists were nearly eradicated only to spring up elsewhere, each generation more advanced than the last. But this constant pressure was playing havoc on the Antinirvanists themselves. After all, their hereditary nanomachines selected for traits manifested by the user, and by now, even what the user themselves desired, consciously or otherwise. The most ruthless, pragmatic, survival-oriented individuals survived to not only pass down their augmentations, but their personalities to their offspring, their cybernetic subconscious echoing their need to produce more like their kind to ensure survival. Over time they would develop into beings of alien morality, unconcerned with the issues of right and wrong and purely focused on their desires and how to fulfill them. Driven not by a pursuit of glory, or justice, or a desire for revenge, but absolute power and immortality. To rest at the pinnacle of existence. Unlike the Philosophy of Harmonious Bliss, the Antinirvanist creed preached a life of perpetual conflict, self-improvement, and egoistic pursuit of one's own desires, whatever they may be. If something stood in your way, crush it. If an obstacle existed, tear it down. What united them was a mutual need for cooperation in the face of an overwhelmingly powerful opponent that would stop at nothing to see them eradicated, a selective pressure which may well have been the only reason they retained the desire to socialize and seek companionship at all. And eventually, their cat and mouse game with the empire reached its crescendo. After so long, a second breakthrough was reached. A child was born which had fully shed its carbon biology, existing fully as the product of synthetic biology far superior to organic life born of earth's primordial soup, shaped not by blind evolution but the fury of a thousand generations denied their potential. The first posthuman clade had been fully realized.


Suffice to say, the Techne War as it came to be called was unimaginably destructive. The Antinirvanist forces, spearheaded by their posthuman exemplars, struck like lightning across a thousand locations at once, plunging the empire into screaming chaos in the face of a true outside-context problem. The empire was not composed of fools, however, and was quick to respond, bombarding entire colonies from space rather than have them overtaken by the enemy, fighting viciously on the ground in whatever places were too precious to flatten. But posthumans did not need life support, nor did they need much in the way of supplies, nor did they need external tools to survive in space. Even the crudest of vessels was acceptable for them so long as they could escape the gravity well, allowing Antinirvanist forces to rapidly proliferate across the solar system. Furthermore, with the aid of their revered posthuman elites, factories and refineries could be subverted through electronic warfare of previously unseen complexity, turned to the side of Antinirvanism and equipping its soldiers with the best weapons they could devise, and much more beyond that. Given the Antinirvanists were a legion of self-interested independents, it was not long before the first drones would appear on the scene, mindless constructs loyal to their posthuman masters who would fight en masse only to be replaced by another wave. It was a war of total obliteration for the Antinirvanists, for at this point it was clear to simply allow them to live would eventually lead to the proliferation of their technology and the inevitable collapse of the empire even if the empire itself emerged victorious.

The empire was, however, quick to study the phenomenon of hypertechnology with the rare specimens it managed to capture alive. As hesitant as they were to study the phenomenon, they could not help but admit that conventional technology was insufficient to fully contend with Antinirvanist forces. Extracting the base essence of the posthuman makeup, they would, through the power of the countless brilliant minds bred for this exact purpose, develop the first breed of independent "programmable matter", which could allow the empire to grow rather than manufacture all manner of devices, negating many of the tedious steps of construction which slowed them in the war effort. This substance, dubbed nanotechne, was utterly revolutionary, allowing even the most isolated settlements to breed formless factories which could be coaxed into manufacturing whatever was required. Had it not been for the war, it would have ushered the empire into untold prosperity, perhaps. As it was, it was hastily used to augment the power of the military and industrial capabilities of the empire in the face of an existential threat. Collectively, nanotechne, synthetic life, and the advanced machineries it had produced had come to be called "hypertechnology", the repurposed flesh and bone of synthetic humanoids, cultured in a lab and stripped of its animal drive to become a sessile tool.

Though nanotechne was originally utilized by the empire it was not long before the Antinirvanists recognized it for what it was and utilized it for themselves, being far more familiar with hypertechnology than the empire. But even so, they were unable to deny its use to the enemy. Augmented by hypertechnological equipment the Warclades of the empire were now on far more even ground with the now-teeming masses of posthuman enemies they faced. Though they were but organic beings, they were now supported by the armor and weapons made from the reverse-engineered processes of their enemies, and writ within their genome was several thousand years of progress in the arts of war. The conflict stalled as both sides finally reached the apex of their strength.

It was during this time that nanotechne proliferated across both sides of the war, which had become a constant looming shadow over areas under Antirnivanist occupation and Imperial rule. It could be envisioned as a lake consisting of raw "manufacturing". One could interface with this material through a computer, and program it to produce machinery, infrastructure, or just about anything else that was once the domain of a conventional factory. Furthermore, it could be used to repair pre-existing objects in sufficient quantities. All one needed was to take a sample, and then feed it raw materials, such as scrap metal, to increase your quantity of the stuff. Both sides guarded it zealously, but in the end curiosity and experimentation would lead to events rapidly spiraling out of control.

With how much life relied on nanotechne in the last centuries of the Techne War for which it was named, it might come as surprising that people had forgotten its origins. It was, after all, a quasi-alive liquid computer reverse-engineered from millennia of nanomechanical evolution, and life, as it is said, finds a way.

The original outbreak has long been lost to history, but what is known is that at some point nanotechne began expanding by itself, developing in ways never intended by the Solar Empire or Antinirvanists. In some places entire cities with no one living in them sprung up like weeds. In others amorphous masses of nanomachines slithered like great amoebas from some primordial soup. Chaos reigned even in places the Antinirvanists never touched, and nowhere was this felt more than Earth, with its sprawling megacities the perfect target of assimilation by feral nanotechne colonies. The war spiked in intensity as both sides sought to annihilate the other before the entire solar system collapsed into chaos.

In the end, the Techne War was punctuated by two things. Firstly, a desperate attack by Antinirvanist forces penetrated the heart of Earth and, as far as anyone today knows, completely eliminated the cloistered Imperial Clade in a day of unmitigated slaughter. Headless and reeling, the empire fired back with all the power at its disposal, breaking the back of the broader Antinirvanist offensive. With both sides exhausted, the solar system could do little but fall apart, littered with wonders and horrors of a centuries long conflict between two great opponents. As nanotechne continued to consume the solar system, some select individuals who were experts in its understanding would eventually wrest control of the thrashing leviathan that it had become, wreaking an even greater havoc in their short-lived reign.

What remains of the era are the original posthumans themselves, their mortal progenitors all long-dead, their own kind surviving in the harsh wasteland of the Terran Megastructure, and the varying castes of humanity, the Hi-Caste bereft of their masters and clinging on to power through their genetic heritage and hoarded technologies, while the Lo-Caste, their minds the same as their baseline ancestors if not their bodies, have simply started anew, carving out new domains of their own and establishing new cultures, new identities, while following the path carved out by the Antinirvanists; the pursuit of immortality through hypertechnology.



A History of the Myriad Era:

The Myriad Era was known for its impossible horrors and indescribable wonders. Over 90% of intelligent beings on Earth alone perished during these centuries of transhuman rule, and many of the technologies used today are but the scattered fragments of the most unimaginable sciences utilized by the masters of nanotechne, the collective of transcendent individuals known as the Myriad.

Though it should be stressed that this collective referred to a group of unique life forms of similar capability, not a cohesive organization. In many ways they differed entirely from one another in terms of goals, desires, and castes of origin. The Myriad were a select group of geniuses who grasped the immense power unleashed by rampaging nanotechne megastructures and made use of them before any others. In the brief moment of time where this power was available, those few who mastered it could control unimaginable amounts of matter and energy with their vastly enhanced bodies. Each of the Myriad was an un-replicateable anomaly, their origins and growth to their known state wiped from history by their own design.

The most commonly accepted theory regarding the rise of the Myriad was simply that, in a solar system housing billions upon billions of pan-human life forms, there would inevitably be a select few who would fully understand the implications of an out-of-control nanotechne infrastructure and moved to take advantage of it before anyone else. Hundreds if not thousands of people, each individually seizing the opportunities offered to them, became the nexuses for this power by establishing control over portions of nanotechne environments and reshaping them to their own wills. As both the remnants of the Solar Empire and Antinirvanist movement were fragmented and exhausted, it was the optimal time for third-party interests who had been studying the phenomena of hypertechne on their own to make their own power plays. Utilizing the immense material and energetic resources that coursed through the solar system during this period of planetary-scale restructuring, the Myriad could assert their dominance with a speed and strength that saw the Hi-Caste and Antinirvanism both caught on the back foot.

Following this establishment, the Myriad seemed to go completely berserk.

The Myriad Era was defined by the absolute power of the Myriad exploding onto the scene, asserting near total control of the Terran Megastructure's surface save for the highly-fortified Imperial enclaves and migratory posthuman warbands. The Myriad utilized biomechanical weaponry on a previously unseen scale, developing terrifying war machines such as the bioframe. Indeed, the nomenclature of bio-[name] has come to mean 'a biomechanical life form created by the Myriad' moreso than anything else. While life in the Solar Empire was cheap, it became moreso under the rule of the Myriad. These mad demiurges would casually obliterate entire cities off the map for the resources they held, simply re-growing the population in cloning vats once the original populace was wiped out. No attempt was made to placate the masses, for the difference between common folk and the Myriad was simply too great. With their armies of loyal biomachines which would never think to rebel, the Myriad's power was unchallengeable by most.

The history of the Myriad more or less defies comprehension. To us mortals on the ground, the battles between members of the Myriad were incomprehensibly complex games played across centuries by hyper-advanced intelligences. What can be stated is how other groups reacted to it.

The Imperial Provisional Government, led by Hi-Caste survivors of the war, secured swathes of highly fortified territory that let nothing in or out, fighting a desperate prolonged siege against an unimaginable enemy. Even so, with the resources at their disposal they managed to weather the storm to an extent, but earned the ire of the Lo-Castes for seemingly abandoning them, if indeed they were not already disliked for their high status. Only during the era of the Long Night have they once again begun exerting their power.

The Antinirvanists were dealing with their own issues, a new internal danger rearing its head. Since the war, large numbers of posthumans had been growing increasingly violent and distant, eventually outright preying on their fellows and ignoring all attempts at reason. This phenomenon was deemed a hyperpredatory personality cascade, a situation in which an individual which evolved itself for combat devoted so much of itself to subconscious sub-routines and inhuman thought patterns that an ego as we understood it was snuffed out, leaving only a bundle of instinctual programs in the body of a synthetic killing machine. Hyperpredators exist to this day as one of the greatest dangers in the wastelands, the term itself coming to define the concept of a non-sapient life form that preyed on civilizations and civilized beings in general, but at the time the Antinirvanists themselves were nearly wiped out by their degenerated cousins. The ones that exist today are descended from those who retained enough mental discipline to maintain their egos, and as a result have become somewhat more reasonable.  Even among posthumans not of the Antinirvanist clades, there exists a deep taboo regarding straying too far from the human base in either mind or body, but especially the former. This often manifests in the form immortals take, a human one. Even among the Anitnirvanists, the understanding is that their ancestors sought immortality so it could be enjoyed as a human would enjoy it, disregarding the idea of handing it off to some further link in the evolutionary chain, a widely popular mode of thought even outside their own species.

Lastly, the Lo-Caste groups suffered the worst. As stated, their lives were cheap, with millions dying and being grown every year as the Myriad created and destroyed human lives on a whim or as part of some greater scheme. It is estimated that over 50% of the Lo-Caste population across the entire solar system was rendered extinct, and much of Pre-Imperial cultural and national heritages were erased or forgotten, even those that had survived the Imperial repression of such antiquated sentiments. A high percentage of Lo-Caste alive today likely descend from cloned populations made up from whole cloth, devoid of any Pre-Imperial or even Imperial ethnic lineage.

Furthermore, among all these individuals would emerge the first of what the modern world would consider "transcendent" individuals, those who upgrade themselves to move far beyond their baseline through the use of nanotechne, but do not change themselves so much as to be incomprehensible to their inferiors. Using the evolution of the Asura as a base, the first of the hereditary cyborgs would appear, often pledging themselves to the Myriad or simply being wiped out by them, only coming into their own during the Long Night.

So, with such incredible power at their disposal, why was the Myriad Era so short lived? The truth is that for all their power, the Myriad were coasting off of a highly unstable burst of energy and computing power produced by the rapid evolution of nanotechne. They were the masters of what was effectively the Cambrian Explosion of biomechanical life, and it was not a period that could last forever. Eventually the great clashing and restructuring of the solar system by nanotechne run rampant stabilized and dwindled, and the Myriad found themselves cut off from their energy and much of their minds. They fell not through the actions of the rest of the Solar System but through famine and deprivation, leaving a shattered wreck in their wake. Their broken and separated digital subsystems would evolve into independent entities within the Datasphere, existing entirely as data and eventually developing an entirely alien ecology which beings of the material world are hesitant to tamper with.

It was from this ruin that civilization would once more claw itself into existence, ushering in the current era.
Title: Re: Dwarf Fortress: Dying Earth 1.0
Post by: Pvt. Pirate on December 03, 2018, 11:08:57 am
sounds interesting - waiting for a linux compatible version.
Title: Re: Dwarf Fortress: Dying Earth 1.0
Post by: Death Dragon on December 03, 2018, 11:22:15 am
I think all you'd have to do to play the mod on linux is to take the mod's "raw" and "data" folders and replace the ones in your normal DF installation with them.
Normally you only need "raw", but this mod also changes some other stuff like music, which is why you'd need the "data" folder, too. If it doesn't work, try without the modded data folder.
Use a new DF installation just to be sure.
Title: Re: Dwarf Fortress: Dying Earth 1.0
Post by: Pvt. Pirate on December 03, 2018, 12:37:45 pm
i never have ingame music active anyway... would the raws be compatible with overrides for a twbt-tileset?
Title: Re: Dwarf Fortress: Dying Earth 1.4
Post by: squamous on December 21, 2018, 07:33:55 pm
bumping because some big updates came out
Title: Re: Dwarf Fortress: Dying Earth 1.41
Post by: scourge728 on December 29, 2018, 07:19:35 pm
woah
Title: Re: Dwarf Fortress: Dying Earth 1.7
Post by: squamous on April 14, 2019, 03:50:17 am
Bumping because major update.

Honestly, for awhile I felt like this mod didn't have any direction, but I'm slowly settling on an atmosphere and setting that I'm happy with, so I have a better idea about what to add for future updates.
Title: Re: Dwarf Fortress: Dying Earth 1.0
Post by: squamous on April 14, 2019, 03:56:45 am
i never have ingame music active anyway... would the raws be compatible with overrides for a twbt-tileset?

Also sorry, I didn't notice your question until now and uh I really don't know, I don't use DFhack or the noob pack.
Title: Re: Dwarf Fortress: Dying Earth 1.91
Post by: squamous on August 09, 2019, 05:33:26 pm
time for more update
Title: Re: Dwarf Fortress: Dying Earth 1.91
Post by: The Dorfmeister on August 19, 2019, 09:49:21 am
Hello. I just downloaded this mod to give it a try, because that setting seems quite interesting to me, but I didn´t get to play it because for some reason it always crashes when I try to play Adventurer mode. Sometimes it crashes just after finishing adventurer creation, sometimes it allows me to wander a bit before the crash happens. I didn´t alter anything of the mod files and the error log spams things like " Nush Zarionjagren, Melee specialist: site walker could not find walkable area".

Maybe someone has an idea why that crashes occur and maybe can help me out.

Thanks, The Dorfmeister.
Title: Re: Dwarf Fortress: Dying Earth 1.91
Post by: squamous on August 19, 2019, 11:26:06 am
Hello. I just downloaded this mod to give it a try, because that setting seems quite interesting to me, but I didn´t get to play it because for some reason it always crashes when I try to play Adventurer mode. Sometimes it crashes just after finishing adventurer creation, sometimes it allows me to wander a bit before the crash happens. I didn´t alter anything of the mod files and the error log spams things like " Nush Zarionjagren, Melee specialist: site walker could not find walkable area".

Maybe someone has an idea why that crashes occur and maybe can help me out.

Thanks, The Dorfmeister.

Have you tried installing dfhack or other utilities onto the mod?
Title: Re: Dwarf Fortress: Dying Earth 1.91
Post by: The Dorfmeister on August 19, 2019, 11:56:37 am
No, I just ran the mod just like it was at download. Maybe I just re-download and re-install it, then.
Title: Re: Dwarf Fortress: Dying Earth 1.91
Post by: squamous on August 19, 2019, 01:07:22 pm
No, I just ran the mod just like it was at download. Maybe I just re-download and re-install it, then.

Okay, weird. I have a sneaking suspicion as to why that is happening so I'll fix it in the next update coming out now.
Title: Re: Dwarf Fortress: Dying Earth 1.92
Post by: The Dorfmeister on August 19, 2019, 02:17:51 pm
It´s working now... kind of. Atleast in Fortress Mode, unless Humans (Earth humans) or Dolphins get involved. They still tend to crash the game but not every time, what is weird.

Thanks for responding though. I know modding always can create the weirdest bugs, errors and crashes. Had them often enough in my own modded game and it´s a real pain to find the error and fix it. Keep up the great work!

The Dorfmeister
Title: Re: Dwarf Fortress: Dying Earth 1.92
Post by: squamous on August 19, 2019, 02:37:42 pm
It´s working now... kind of. Atleast in Fortress Mode, unless Humans (Earth humans) or Dolphins get involved. They still tend to crash the game but not every time, what is weird.

Thanks for responding though. I know modding always can create the weirdest bugs, errors and crashes. Had them often enough in my own modded game and it´s a real pain to find the error and fix it. Keep up the great work!

The Dorfmeister

That is strange, I'll look into it though.
Title: Re: Dwarf Fortress: Dying Earth 1.92
Post by: The Dorfmeister on August 19, 2019, 04:27:33 pm
Finally I was able to play Adventurer mode for several hours without any crashes. But I didn´t encounter humans nor dolphins yet, so I cannot tell what will happen when I meet one of those in the wastes. I really like what you did, especially with the adventurer crafting things. I will test it further and report any bugs or crashes (hopefully there aren´t any) here if you want.
Title: Re: Dwarf Fortress: Dying Earth 1.92
Post by: PlumpHelmetMan on August 19, 2019, 05:58:47 pm
This mod seems cool, I'll probably check it out when I have time. I like the idea of sapient corvids in particular. :)
Title: Re: Dwarf Fortress: Dying Earth 1.92
Post by: The Dorfmeister on August 21, 2019, 04:56:51 pm
I think I´ve found another bug, if it can be called that. Sorry for being so ... what´s the correct word for it? Penetrant about writing all that stuff here, but I think it may help improve the mod.

(As usual, any grammar or spelling errors are on account of english not being my first language, so sorry for that)

Is it possible that the so-called "bloodhounds" have the crazed, or opposed to living tags? I couldn´t find them in the RAWs, so I was unable to check that, but they start attacking my starting seven and the livestock as soon as my group embarks. I´ve had that issue on three different forts so far, costing the lives of some hens, one or two of my starting seven and a truck respectively. (Funny thing, I embarked on the edge of a volcano and the truck dodged down into the magma) Even as I learned not to spend points to bring a bloodhound with me on embark, they still get randomly selected as wagon pullers sometimes instead of vehicles, so I might end up with one of them anyways. >.<

Also, unrelated to this thing and (I guess) nothing to fix, but quite funny : Executors are not able to grasp the meaning of a "brawl" at all - as in the DF combat term of mostly non-lethal unarmed combat used in tavern fights and stuff. In Adventuring mode, it happened to me while visiting a tavern in a executor-controlled site. A bar brawl broke out, nothing unusual so far, but one of the tavern´s patrons was an executor, just a rare sight as it should be. Even if he wasn´t directly involved at first, he somehow managed to get in the way of a drunk guy who tried to charge attack me and collided with him too, according to the battle log.

The next thing I saw was just a lot of smoke, fire and messages of burning and melting as the executor started burning down the entire place. I mean it fits the description of that demigod-like beings to overreact if they are attacked, but it made me laugh. I don´t even know how the executor ended up in this place, because I rarely see them outside of mead halls, castle and other seats of power.

Sorry for the wall of text, though.

Title: Re: Dwarf Fortress: Dying Earth 1.92
Post by: squamous on August 21, 2019, 07:07:54 pm
I think I´ve found another bug, if it can be called that. Sorry for being so ... what´s the correct word for it? Penetrant about writing all that stuff here, but I think it may help improve the mod.

(As usual, any grammar or spelling errors are on account of english not being my first language, so sorry for that)

Is it possible that the so-called "bloodhounds" have the crazed, or opposed to living tags? I couldn´t find them in the RAWs, so I was unable to check that, but they start attacking my starting seven and the livestock as soon as my group embarks. I´ve had that issue on three different forts so far, costing the lives of some hens, one or two of my starting seven and a truck respectively. (Funny thing, I embarked on the edge of a volcano and the truck dodged down into the magma) Even as I learned not to spend points to bring a bloodhound with me on embark, they still get randomly selected as wagon pullers sometimes instead of vehicles, so I might end up with one of them anyways. >.<

Also, unrelated to this thing and (I guess) nothing to fix, but quite funny : Executors are not able to grasp the meaning of a "brawl" at all - as in the DF combat term of mostly non-lethal unarmed combat used in tavern fights and stuff. In Adventuring mode, it happened to me while visiting a tavern in a executor-controlled site. A bar brawl broke out, nothing unusual so far, but one of the tavern´s patrons was an executor, just a rare sight as it should be. Even if he wasn´t directly involved at first, he somehow managed to get in the way of a drunk guy who tried to charge attack me and collided with him too, according to the battle log.

The next thing I saw was just a lot of smoke, fire and messages of burning and melting as the executor started burning down the entire place. I mean it fits the description of that demigod-like beings to overreact if they are attacked, but it made me laugh. I don´t even know how the executor ended up in this place, because I rarely see them outside of mead halls, castle and other seats of power.

Sorry for the wall of text, though.

Oh no this is all good.

The venusians were originally planned to be a hostile race who would only kill, but I must have forgotten to remove that trait from their war animals. I will fix this in the next version.

Executors are indeed psychotic demigods so something like that was bound to happen at some point. They are very rare but it isn't impossible for them to end up as adventurers.

Also, regarding your crashes, can you tell me how you install the mod? Do you do anything like moving raw files around or overwrite data? Like, taking the raws from my mod and moving them into another game folder? If so, that would cause crashes. Actually, could you just show me your error log?
Title: Re: Dwarf Fortress: Dying Earth 1.92
Post by: The Dorfmeister on August 22, 2019, 03:30:22 am
Weirdly, I never moved anything, just extracted the file to a new folder. It doesn´t crash anymore since I deleted and reinstalled the mod, so I guess the problem is fixed now, whatever it was.

The bloodhounds are a venusian creature? That would explain a lot, although I only played executor fortresses yet. They must have got control over a venusian site in the past, as bloodhounds seem to be quite common as wagon animals in my civ.  That would fit this particular civilization in my small world gen, as they are the only executor civ, are one of the smallest, but constantly at war with literally everything around. They even conquered the cogitons, leaving the last 14-ish of them as outcasts or citizens of the executor realm, with the only cogiton realm destroyed according to Legends Viewer.

My error log lists only pathing errors, but that could be a general DF thing, so I´m not sure. This is a shortened version of the log, because the full thing goes on and on and on with this kind of messages.

Spoiler (click to show/hide)

Title: Re: Dwarf Fortress: Dying Earth 1.92
Post by: squamous on August 23, 2019, 12:03:16 am
Weirdly, I never moved anything, just extracted the file to a new folder. It doesn´t crash anymore since I deleted and reinstalled the mod, so I guess the problem is fixed now, whatever it was.

The bloodhounds are a venusian creature? That would explain a lot, although I only played executor fortresses yet. They must have got control over a venusian site in the past, as bloodhounds seem to be quite common as wagon animals in my civ.  That would fit this particular civilization in my small world gen, as they are the only executor civ, are one of the smallest, but constantly at war with literally everything around. They even conquered the cogitons, leaving the last 14-ish of them as outcasts or citizens of the executor realm, with the only cogiton realm destroyed according to Legends Viewer.

My error log lists only pathing errors, but that could be a general DF thing, so I´m not sure. This is a shortened version of the log, because the full thing goes on and on and on with this kind of messages.



Yeah the errorlog doesn't say anything wrong, it might have been something on your end. Bloodhounds are venusian but also scattered around the world, so other civs can tame them as well.
Title: Re: Dwarf Fortress: The Long Night 1.95
Post by: Orbotosh on October 10, 2019, 11:22:25 pm
Some potentially outdated [1.92] input since you reminded me of this with that /tg/ post.
(https://i.imgur.com/cSKZ6Kk.png)
The second thing you might notice about this slab is that the [IS_NAME] of its description and history are mismatched, every slab regardless of their secret says that they're technomancer ones. The only way to identify one you find "in the wild" is to cross reference it with its legends history, meaning that you have to spend 4 weeks in retirement while taking notes. It's almost awful if it didn't give me ideas.
Biomechanical races from creature_civilized_barbarian weren't [NOT_LIVING], which is a pain in the butt when ironically their sole weakness of being an organism is removed by technomagic. Senator Armstrong has nothing on this combo.
Additionally, kobold caves are an even bigger navigational headache than dwarf ones, they're basically a maze of lethal traps for PCs who start inside without the right tags.

Suggestions: Turn the multitool into the large dagger analogue, since it's versimilitudinous for such an important item to always be available to an adventurer at the start. Possibly diversify the gem industry of the future by being able to synthesize gems out of their chemical elements also so people can be into things besides "synthetic crystal".
Title: Re: Dwarf Fortress: The Long Night 1.95
Post by: squamous on October 11, 2019, 01:26:57 am
Some potentially outdated [1.92] input since you reminded me of this with that /tg/ post.
(https://i.imgur.com/cSKZ6Kk.png)
The second thing you might notice about this slab is that the [IS_NAME] of its description and history are mismatched, every slab regardless of their secret says that they're technomancer ones. The only way to identify one you find "in the wild" is to cross reference it with its legends history, meaning that you have to spend 4 weeks in retirement while taking notes. It's almost awful if it didn't give me ideas.
Biomechanical races from creature_civilized_barbarian weren't [NOT_LIVING], which is a pain in the butt when ironically their sole weakness of being an organism is removed by technomagic. Senator Armstrong has nothing on this combo.
Additionally, kobold caves are an even bigger navigational headache than dwarf ones, they're basically a maze of lethal traps for PCs who start inside without the right tags.

Suggestions: Turn the multitool into the large dagger analogue, since it's versimilitudinous for such an important item to always be available to an adventurer at the start. Possibly diversify the gem industry of the future by being able to synthesize gems out of their chemical elements also so people can be into things besides "synthetic crystal".

These are some good ideas yeah. I like the multitool ones. To be honest, I didn't even think people would be going into the caves. They kind of just exist to spawn enemies for fortress mode. I think I fixed the technomancer bug though. I'm not sure what the issue with technobarbarians not having NOT_LIVING is though.
Title: Re: Dwarf Fortress: The Long Night 1.95
Post by: Orbotosh on November 03, 2019, 11:12:49 pm
I'm not sure what the issue with technobarbarians not having NOT_LIVING is though.
What keeps cyborgs from being completely horrible to fight against is that they still need blood and a nervous system. Their undead counterparts are almost impossible to kill using normal weapons. I think pyrokinesis was able to return a few kyclopi to the grave but this strategy ultimately melted my latest character to death.
Title: Re: Dwarf Fortress: The Long Night 1.95
Post by: Pvt. Pirate on November 04, 2019, 04:44:40 am
I'm not sure what the issue with technobarbarians not having NOT_LIVING is though.
What keeps cyborgs from being completely horrible to fight against is that they still need blood and a nervous system. Their undead counterparts are almost impossible to kill using normal weapons. I think pyrokinesis was able to return a few kyclopi to the grave but this strategy ultimately melted my latest character to death.
especially as zombiecyborgs also have metallic bodyparts which will be much harder to kill than their biological bodyparts.
Title: Re: Dwarf Fortress: The Long Night 1.95
Post by: squamous on November 04, 2019, 11:41:25 pm
I'm not sure what the issue with technobarbarians not having NOT_LIVING is though.
What keeps cyborgs from being completely horrible to fight against is that they still need blood and a nervous system. Their undead counterparts are almost impossible to kill using normal weapons. I think pyrokinesis was able to return a few kyclopi to the grave but this strategy ultimately melted my latest character to death.

Ah, right, I'll fix this
Title: Re: Dwarf Fortress: The Long Night 1.96
Post by: bloodslave1087654 on January 31, 2020, 08:47:29 pm
K so having watched Krugg play this on his YT channel and being utterly tickled pink by the sheer amount of 80s plastered all over this mod, i had to try it. Of course im brand new to DF modding, and i was wondering. Is there a way to plug this into the Lazy Noob Pack so i can use Dwarf Therapist with this?
Title: Re: Dwarf Fortress: The Long Night 1.96
Post by: Trench Dog on February 01, 2020, 02:42:30 am
Hey there- I was wondering that given the attention Krugg gave to this; that you could use a further boost.

Would you like any sounds to be put into this mod? I could provide voice acting and sound engineering if interested.

I'm on Discord at Trench Dog#8405 if you want to contact me.

My website if curious about my demo reels and experience, I've voiced in videogames such as Mordhau, Day of Infamy and animation series such as The Emperor Text to Speech Series by Alfabusa.

https://www.kimckenzie.com/

Was also curious if you wanted a wiki produced for this mod; because I quite love the setting, races and lore associated with this mod. Would be more than willing to help with that.
Title: Re: Dwarf Fortress: The Long Night 1.96
Post by: squamous on February 01, 2020, 03:15:18 am
K so having watched Krugg play this on his YT channel and being utterly tickled pink by the sheer amount of 80s plastered all over this mod, i had to try it. Of course im brand new to DF modding, and i was wondering. Is there a way to plug this into the Lazy Noob Pack so i can use Dwarf Therapist with this?

You might be able to but I don't use the LNP so I dunno

Hey there- I was wondering that given the attention Krugg gave to this; that you could use a further boost.

Would you like any sounds to be put into this mod? I could provide voice acting and sound engineering if interested.

I'm on Discord at Trench Dog#8405 if you want to contact me.

My website if curious about my demo reels and experience, I've voiced in videogames such as Mordhau, Day of Infamy and animation series such as The Emperor Text to Speech Series by Alfabusa.

https://www.kimckenzie.com/

Was also curious if you wanted a wiki produced for this mod; because I quite love the setting, races and lore associated with this mod. Would be more than willing to help with that.

I super appreciate the offer but I can't afford to pay you for something like this probably. Though I hear the steam update might be giving us more tools to work with regarding music and sound effects so it might be a fun idea to look into that at that point.

As for a wiki I'm intrigued at the concept but wouldn't have the slightest idea on how to start.
Title: Re: Dwarf Fortress: The Long Night 1.96
Post by: Trench Dog on February 01, 2020, 01:36:08 pm
I super appreciate the offer but I can't afford to pay you for something like this probably. Though I hear the steam update might be giving us more tools to work with regarding music and sound effects so it might be a fun idea to look into that at that point.

As for a wiki I'm intrigued at the concept but wouldn't have the slightest idea on how to start.

I'm offering my services for free in this case, should've clarified that. I don't charge mod authors typically. As for the wiki I have some ideas but I feel it'd be prudent to have some form of real time communication with you like Discord or something.
Title: Re: Dwarf Fortress: The Long Night 1.96
Post by: squamous on February 01, 2020, 04:38:10 pm
I super appreciate the offer but I can't afford to pay you for something like this probably. Though I hear the steam update might be giving us more tools to work with regarding music and sound effects so it might be a fun idea to look into that at that point.

As for a wiki I'm intrigued at the concept but wouldn't have the slightest idea on how to start.

I'm offering my services for free in this case, should've clarified that. I don't charge mod authors typically. As for the wiki I have some ideas but I feel it'd be prudent to have some form of real time communication with you like Discord or something.

Oh well sounds cool then, I'm not really sure how it'd all work and it sounds complicated so uh maybe talking it out would be good. Also, you can contact me on the big unofficial DF discord, https://discord.gg/nECJD8
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: CrashyMcGee on February 01, 2020, 09:35:50 pm
Are Surman corpses supposed to tank like ten blows to the head with a grade-A nanoechne gladuis? I was playing as a human hopped up on all the drugs bringing my strength, agility, and endurance to max. If they are just supposed to be tanky what are some recommended strategies? Do I just not go to towers filled with them? Also it seems like they can't lose limbs.
(https://lh3.googleusercontent.com/FMzLQJ6oM8K-zlNSeqjiMMcMxlQcnZKq1d-4U02k1eg4KTYpm9SpMo2qoJPCVwGBBuat1l-k_NMziplMbubSvM_-vjYhDxDW7agthsToQVObn6rHVDQs_91T7qJvhoakOJUb559L=w2400)

(https://lh3.googleusercontent.com/k4E0KttIjsLk5bCIXT7JciGf7YeizpVfD3GpoqZfoc8gGYWKltLC_6V6T3fFz47mCFgRLuxjHzsAnpU_i_2fnPLXJLp_D6AQyKGM1EAkoeL5K_daF8Hgw-0pXU-_A9CC8-FR8QHM=w2400)

(https://lh3.googleusercontent.com/qwLCRyEuqlOYgkjN-o2diRGBSsF9cnbT_PQ72jWH63m8EZNBbzuV3zwWf-s9ja5t4anatITHO9WjIPqUlo8IIAPE2dpT_3ymBZdAx8tYAEyftkxnC6BRaeZ25hVPr8m5mjmtxaQ3=w2400)

(https://lh3.googleusercontent.com/j-LJwkfQo3T2JHTDwd4CDPm8lR59nga2YctKGI5HyHQZmPgv93H8vyzHNl--z8KWnyj6noQmDzv8g9Y_EIW4xFRVq7IKuoIzd-A7gq0sS3FuxTQtM-mIiNrnTE53XUW3Ohup9zc0=w2400)
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: squamous on February 01, 2020, 09:49:50 pm
Are Surman corpses supposed to tank like ten blows to the head with a grade-A nanoechne gladuis? I was playing as a human hopped up on all the drugs bringing my strength, agility, and endurance to max. If they are just supposed to be tanky what are some recommended strategies? Do I just not go to towers filled with them? Also it seems like they can't lose limbs.
(https://lh3.googleusercontent.com/FMzLQJ6oM8K-zlNSeqjiMMcMxlQcnZKq1d-4U02k1eg4KTYpm9SpMo2qoJPCVwGBBuat1l-k_NMziplMbubSvM_-vjYhDxDW7agthsToQVObn6rHVDQs_91T7qJvhoakOJUb559L=w2400)

(https://lh3.googleusercontent.com/k4E0KttIjsLk5bCIXT7JciGf7YeizpVfD3GpoqZfoc8gGYWKltLC_6V6T3fFz47mCFgRLuxjHzsAnpU_i_2fnPLXJLp_D6AQyKGM1EAkoeL5K_daF8Hgw-0pXU-_A9CC8-FR8QHM=w2400)

(https://lh3.googleusercontent.com/qwLCRyEuqlOYgkjN-o2diRGBSsF9cnbT_PQ72jWH63m8EZNBbzuV3zwWf-s9ja5t4anatITHO9WjIPqUlo8IIAPE2dpT_3ymBZdAx8tYAEyftkxnC6BRaeZ25hVPr8m5mjmtxaQ3=w2400)

(https://lh3.googleusercontent.com/j-LJwkfQo3T2JHTDwd4CDPm8lR59nga2YctKGI5HyHQZmPgv93H8vyzHNl--z8KWnyj6noQmDzv8g9Y_EIW4xFRVq7IKuoIzd-A7gq0sS3FuxTQtM-mIiNrnTE53XUW3Ohup9zc0=w2400)

Surmen are meant to be tanky yes. However, I underestimated how many of them could be turned into undead. This is something I will resolve in the next big update when I can fiddle around with custom creation of cyborgs by necromancers. Cyborgs will be divided into tiers of power and rarity and overall it would be rarer to encounter a Surman-equivalent. It'll be a pretty complex system which will hopefully let me create modular cyborgs.
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: CrashyMcGee on February 02, 2020, 12:13:43 am
Upon further testing, it seems like that a singular Surman zombie are really too tanky. Here are the screenshots of a fext-bioframe grandmaster fighter and axeman not being able to kill a Surman nanomachine puppet. That the Surman zombie eventually killed do to not dying after 29 pages of combat.

Spoiler: Pages of combat (click to show/hide)

Spoiler: More Combat (click to show/hide)

This Surman nanomachine puppet needs to be become a megabeast because he is a absolute BEAST! of a unit. Immortals look upon this mad lad with only awe and envy. Anyway glad to see that you pan on updating the mod! The idea of modular cyborgs sounds amazingly awesome.
Actually would it be possible for technomancers to create creations on the likes of megabeasts, because the idea of an unkillible captain of the undead is just perfection.
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: squamous on February 02, 2020, 01:10:06 am
Upon further testing, it seems like that a singular Surman zombie are really too tanky. Here are the screenshots of a fext-bioframe grandmaster fighter and axeman not being able to kill a Surman nanomachine puppet. That the Surman zombie eventually killed do to not dying after 29 pages of combat.

Spoiler: Pages of combat (click to show/hide)

Spoiler: More Combat (click to show/hide)

This Surman nanomachine puppet needs to be become a megabeast because he is a absolute BEAST! of a unit. Immortals look upon this mad lad with only awe and envy. Anyway glad to see that you pan on updating the mod! The idea of modular cyborgs sounds amazingly awesome.
Actually would it be possible for technomancers to create creations on the likes of megabeasts, because the idea of an unkillible captain of the undead is just perfection.

The idea for technomancers will be that they resurrect fleshy things using nanomachines to be weak thralls, but the most promising specimens are made into living cyborgs. That is, they are transformed/revived back into living beings instead of undead zombies. A living Surman would be tough but much more doable, whereas nanomachine puppet organics are less of a pain. This is all definitely planned but things are just sort of all over the place right now. I'm currently working on cleaning up the mod in general.
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: MystRunner on February 02, 2020, 01:25:53 am
So I was brought to this mod thanks to the ever wonderful Kruggsmash and I have to say it's a breath of fresh air. I mean I love Dorf Fort I've logged countless hours lost countless forts. This is unique enough of an experience that it's interesting. I'm looking forward to logging tons of time with this mod as it's really fun.

And for anyone wondering YES Therapist works with this mod.
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: primaer on February 02, 2020, 01:14:32 pm
Is it normal if i can not assign any Nobel position/militia position to my citizens ? (playing as Fext at the moment)
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: squamous on February 02, 2020, 03:39:06 pm
So I was brought to this mod thanks to the ever wonderful Kruggsmash and I have to say it's a breath of fresh air. I mean I love Dorf Fort I've logged countless hours lost countless forts. This is unique enough of an experience that it's interesting. I'm looking forward to logging tons of time with this mod as it's really fun.

And for anyone wondering YES Therapist works with this mod.

Glad you like it!

Is it normal if i can not assign any Nobel position/militia position to my citizens ? (playing as Fext at the moment)

Fext are divided into 4 castes. The first are Alpha (strongest) Beta (average) and Loner (survivalist) variants. They are the ones that look human and are fully intelligent. Then there is the Omega caste, which look monstrous and brutish and are not considered real people by most, more like expendable servants. Omega castes cannot be appointed to noble positions, so you need some of the other 3 castes to arrive at your fort.
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: bloodslave1087654 on February 02, 2020, 07:02:31 pm
And for anyone wondering YES Therapist works with this mod.
Mind if i ask how to do this? Ive never played Modded DF/added Mods to DF before
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: delphonso on February 03, 2020, 01:23:35 am
Therapist is the easiest to use. Download it then just boot it up while in fortress mode. It'll read the labors itself.
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: Prismaa on February 03, 2020, 03:05:26 am
I take it there is no tileset for this mod? I just can't play with ascii myself :C
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: squamous on February 03, 2020, 03:56:44 am
I take it there is no tileset for this mod? I just can't play with ascii myself :C

There isn't, yeah. I'm at the point where I'm like that guy in the matrix, don't even see the code anymore. Making a tileset would be a lot of work, and I'm not artist.
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: InvaderGrim on February 04, 2020, 01:10:20 am
Just got into this mod and i had two questions.I seem to be unable to choose to play as Molluscoids when embarking i can only choose the human races and humanlike races like the fex and sub-humans.Also i've noticed Molluscoids tend to be a very small population or nearly killed off in most worlds i make kinda like kobolds in base game.So i was just wondering if this is intentional/if they are no longer a playable race.
 
Thank you in advance for any answers.

Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: Ryusho on February 04, 2020, 03:31:20 am
I saw Kruggsmash Play this, and I'm going to give it a try as it seems really interesting, I just know that it's going to be a bit weird for me, since I am a bit dyslexic so it isn't easy for me without a tileset, but I still want to give it a try.
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: Samscale1` on February 04, 2020, 03:43:48 pm
Hey, I've recently started messing around with this mod, thanks to Kruggsmash, and I really want a tileset. So much so I'd like to offer to make one. For Free. I enjoy pixel art and I haven't done any in a while. My only issue is I have no idea how to go about doing it. I was wondering are you at all clued up on how to implement a tileset if I were to make the art?

I'm going to do a bit of research myself and see if I can figure it out in the mean time. I'm probably going to make one either way just for personal use, so I figured I would extend the offer of making it an official/optional thing  :)
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: squamous on February 04, 2020, 07:42:08 pm
Just got into this mod and i had two questions.I seem to be unable to choose to play as Molluscoids when embarking i can only choose the human races and humanlike races like the fex and sub-humans.Also i've noticed Molluscoids tend to be a very small population or nearly killed off in most worlds i make kinda like kobolds in base game.So i was just wondering if this is intentional/if they are no longer a playable race.
 
Thank you in advance for any answers.

Molluscoids are meant to be a hostile non-playable race, yes. I am having difficulty making them stick. I also plan to make uplifted dolphins, apes, and corvids playable next update.

I saw Kruggsmash Play this, and I'm going to give it a try as it seems really interesting, I just know that it's going to be a bit weird for me, since I am a bit dyslexic so it isn't easy for me without a tileset, but I still want to give it a try.

good luck!

Hey, I've recently started messing around with this mod, thanks to Kruggsmash, and I really want a tileset. So much so I'd like to offer to make one. For Free. I enjoy pixel art and I haven't done any in a while. My only issue is I have no idea how to go about doing it. I was wondering are you at all clued up on how to implement a tileset if I were to make the art?

I'm going to do a bit of research myself and see if I can figure it out in the mean time. I'm probably going to make one either way just for personal use, so I figured I would extend the offer of making it an official/optional thing  :)


I honestly have no clue, I've never bothered with tilesets or graphics.
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: delphonso on February 04, 2020, 08:50:02 pm
Hey, I've recently started messing around with this mod, thanks to Kruggsmash, and I really want a tileset. So much so I'd like to offer to make one. For Free. I enjoy pixel art and I haven't done any in a while. My only issue is I have no idea how to go about doing it. I was wondering are you at all clued up on how to implement a tileset if I were to make the art?

I'm going to do a bit of research myself and see if I can figure it out in the mean time. I'm probably going to make one either way just for personal use, so I figured I would extend the offer of making it an official/optional thing  :)

A tileset can be made to just fill in the current ASCII file. See here (http://dwarffortresswiki.org/index.php/Tileset_repository). Here are several to choose from and some info on making your own.

Full tilesets which can replace 'g' with both a goblin and goose sprite require DFHack and are beyond my reckoning. Perhaps go to the LNP thread for more info. Note, DF hack isn't out for 47.01 yet.
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: theblacksquid on February 05, 2020, 12:08:36 am
Made this account just for this after watching (and re-watching!) Kruggsmash's vid. Just wanna say good work and well done. And one more thing, is it possible to get a raws-only version of this without the exe's and dll's? I'm on Linux and have had to run the exe on a windows emulator, before I figured out how to get it to run on the LinuxLNP. One other benefit of having a raw-only version is better integration with other mods, too!

Anyways, thanks once again for the awesome mod and have a great day!
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: squamous on February 05, 2020, 02:21:05 am
Made this account just for this after watching (and re-watching!) Kruggsmash's vid. Just wanna say good work and well done. And one more thing, is it possible to get a raws-only version of this without the exe's and dll's? I'm on Linux and have had to run the exe on a windows emulator, before I figured out how to get it to run on the LinuxLNP. One other benefit of having a raw-only version is better integration with other mods, too!

Anyways, thanks once again for the awesome mod and have a great day!

You might need to trial and error it but it might be possible. I don't think I've made any changes to anything not a .txt file so just copying worldgen, colors, and everything in the objects folder ought to work. I'm just hesitant to make multiple versions of the same mod because I already have like a dozen of them. If I just make one copy for each, I have to keep track of double the amount of files, you know? And then there's making sure all the versions stay consistent and such, it just seems intimidating. Happy to know you like it though!
Title: Re: Dwarf Fortress: The Long Night 1.98
Post by: Butter_Juggs on February 06, 2020, 12:10:05 am
If you guys grew up playing flash games, then you might know an Armor Games gem known as Sonny. The music was one of the defining pillars of the series second only to the gameplay and Krin's unique art-style. Many tracks, especially the opening theme, have a similar melancholy edge like the ones provided in the mod. This is not to say that the music in question is bad, quite the opposite; it's just that listening to the same one track can get pretty monotonous and having a few more in rotation can liven things up.

P.S. Huge fan btw can't what to see future updates!

link: https://www.youtube.com/watch?v=usx1bupYAAo&list=PLGtt_Tx5dVpwOVsT52PUJX-TKuE4mZaah&index=1
Title: Re: Dwarf Fortress: The Long Night 1.98
Post by: squamous on February 06, 2020, 12:11:17 am
If you guys grew up playing flash games, then you might know an Armor Games gem known as Sonny. The music was one of the defining pillars of the series second only to the gameplay and Krin's unique art-style. Many tracks, especially the opening theme, have a similar melancholy edge like the ones provided in the mod. This is not to say that the music in question is bad, quite the opposite; it's just that listening to the same one track can get pretty monotonous and having a few more in rotation can liven things up.

P.S. Huge fan btw can't what to see future updates!

link: https://www.youtube.com/watch?v=usx1bupYAAo&list=PLGtt_Tx5dVpwOVsT52PUJX-TKuE4mZaah&index=1

I'm familiar with the game, haven't played it in years though. The music I used is from a show called Texhnolyze, which I recommend. I'm glad you like my stuff though.
Title: Re: Dwarf Fortress: The Long Night 1.98
Post by: Zoomrocket on February 07, 2020, 08:06:05 am
Hi, I am really excited to play this, however I am encountering a game breaking bug.
I will preface this by saying that I have not played DF in a while so this may be a bug with the base game that I am forgetting the work around for, but here's what I'm encountering.
None of my hunters or militiamen will pickup ammunition for their weapon.  They are equipped with a quiver and weapon, and they will stand over the ammunition for that weapon and get stuck in a never ending "No Job - Pickup Equipment" loop.
This first occurred at a Martian ammo stockpile and I thought it had something to do with the bins, so I removed the stockpile and made a new one with no bins, but the hunters had the same behavior.
I then created a new game with Humans and my hunter had the same behavior when trying to grab ammunition from the wagon.  I deconstructed the wagon but this did not change anything.

So far the mod is incredibly interesting but I feel like I'm completely missing out if I can't use any of the cool guns.
Title: Re: Dwarf Fortress: The Long Night 1.98
Post by: squamous on February 07, 2020, 01:43:09 pm
Hi, I am really excited to play this, however I am encountering a game breaking bug.
I will preface this by saying that I have not played DF in a while so this may be a bug with the base game that I am forgetting the work around for, but here's what I'm encountering.
None of my hunters or militiamen will pickup ammunition for their weapon.  They are equipped with a quiver and weapon, and they will stand over the ammunition for that weapon and get stuck in a never ending "No Job - Pickup Equipment" loop.
This first occurred at a Martian ammo stockpile and I thought it had something to do with the bins, so I removed the stockpile and made a new one with no bins, but the hunters had the same behavior.
I then created a new game with Humans and my hunter had the same behavior when trying to grab ammunition from the wagon.  I deconstructed the wagon but this did not change anything.

So far the mod is incredibly interesting but I feel like I'm completely missing out if I can't use any of the cool guns.

I've got no clue why this is happening, it does seem like a bug with DF rather than my game but I will check it out.

EDIT: Do your squads use different weapons? Like, do you have a rail-sniper user and a rail-rifle user in the same squad? Try equipping everyone in a squad with the same weapon.
Title: Re: Dwarf Fortress: The Long Night 1.98
Post by: Zoomrocket on February 07, 2020, 08:38:37 pm

I've got no clue why this is happening, it does seem like a bug with DF rather than my game but I will check it out.

EDIT: Do your squads use different weapons? Like, do you have a rail-sniper user and a rail-rifle user in the same squad? Try equipping everyone in a squad with the same weapon.

Hey there, so I made a new embark with two marksmen and gave them each a railgun and quiver and assigned them to a squad.
They at first refused to pickup ammunition, until I changed the ammunition material to metal and removed all assigned ammo from hunters, and they immediately ran over and grabbed the rods I packed. 
If I remember correctly, the railgun rods in my first instance of this bug were wooden, if that means anything to you.  Again I'm not sure if this has much to do with the mod but I will be seeing if changing material has any effect in my first playthrough that I mentioned.
Title: Re: Dwarf Fortress: The Long Night 1.98
Post by: delphonso on February 07, 2020, 08:52:43 pm
Sounds like the ammo bugs are at play there. Check out the bottom of this page on the wiki (http://dwarffortresswiki.org/index.php/DF2014:Archery) for more information.

I always disable hunting on all my dwarves for this reason.
Title: Re: Dwarf Fortress: The Long Night 1.98
Post by: Zoomrocket on February 07, 2020, 08:57:37 pm
Sounds like the ammo bugs are at play there. Check out the bottom of this page on the wiki (http://dwarffortresswiki.org/index.php/DF2014:Archery) for more information.

I always disable hunting on all my dwarves for this reason.

Could be I suppose, but I have plenty of wooden ammo and very little metal ammo, and assigning them to carry 10 ammo seemed to work in the test embark.

I changed all of the ammunition materials in my first fortress to metal, and all but one Martian picked up their metal ammo and went out to hunt.

The last buggy fellow was a brewer with a mace-head rail rifle and an empty quiver, who interestingly would stand on a Still while spamming "No Job - Pickup Equipment".  When I removed the Hunting job from him, he dropped some pellet clusters on the still and went to put away his weapon.  I'm guessing he had the clusters in his hands and was trying to put them in the quiver but couldnt?

Anyway, I'm going to continue playing, and I hope there was some useful information in this psuedo bug-report.
Title: Re: Dwarf Fortress: The Long Night 1.98
Post by: squamous on February 07, 2020, 11:46:32 pm
Sounds like the ammo bugs are at play there. Check out the bottom of this page on the wiki (http://dwarffortresswiki.org/index.php/DF2014:Archery) for more information.

I always disable hunting on all my dwarves for this reason.

Could be I suppose, but I have plenty of wooden ammo and very little metal ammo, and assigning them to carry 10 ammo seemed to work in the test embark.

I changed all of the ammunition materials in my first fortress to metal, and all but one Martian picked up their metal ammo and went out to hunt.

The last buggy fellow was a brewer with a mace-head rail rifle and an empty quiver, who interestingly would stand on a Still while spamming "No Job - Pickup Equipment".  When I removed the Hunting job from him, he dropped some pellet clusters on the still and went to put away his weapon.  I'm guessing he had the clusters in his hands and was trying to put them in the quiver but couldnt?

Anyway, I'm going to continue playing, and I hope there was some useful information in this psuedo bug-report.

Well one important thing I should add to the info document is that pellet clusters don't go in rail-rifles. I'll add what goes where right now.
Title: Re: Dwarf Fortress: The Long Night 1.98
Post by: Orbotosh on February 08, 2020, 01:24:55 am
Well one important thing I should add to the info document is that pellet clusters don't go in rail-rifles. I'll add what goes where right now.
Yeah ammunition/weapon assignment really confused me, even the RAWs on them are confusing.
Title: Re: Dwarf Fortress: The Long Night 1.98
Post by: squamous on February 08, 2020, 01:46:53 am
Well one important thing I should add to the info document is that pellet clusters don't go in rail-rifles. I'll add what goes where right now.
Yeah ammunition/weapon assignment really confused me, even the RAWs on them are confusing.

Well it should be fixed now, though its for the current update post-gun overhaul.
Title: Re: Dwarf Fortress: The Long Night 1.98
Post by: tpssurvivor on February 08, 2020, 06:14:02 pm
Noob here. How do I install this mod on the Lazy Newb Pack?
Do I just drag and drop all the content into the DF folder of LNP?
Title: Re: Dwarf Fortress: The Long Night 1.98
Post by: squamous on February 08, 2020, 10:30:39 pm
Noob here. How do I install this mod on the Lazy Newb Pack?
Do I just drag and drop all the content into the DF folder of LNP?

Apparently Therapist works but I've never used LNP so I don't know about all that.
Title: Re: Dwarf Fortress: The Long Night 1.98
Post by: delphonso on February 08, 2020, 11:10:01 pm
LNP just uses whatever is in the Dwarf Fortress folder. Replace and rename it with The Long Night and that should work fine.

You're likely to get some errors with any texture packs LNP uses - but they won't break the game.
Title: Re: Dwarf Fortress: The Long Night 1.98.5
Post by: cosmiq on February 09, 2020, 02:53:01 pm
This mod is great - Thanks for the effort!
I just stumbled upon a
Spoiler (click to show/hide)
This is just awesome!   8)

Not sure if dfhack will work with this. Anyone can tell, before I make an attempt?
Title: Re: Dwarf Fortress: The Long Night 1.98.5
Post by: Piotrhabera on February 09, 2020, 05:57:55 pm
For some nano reason, my worlds (the ones that used the EPILOGUE LARGE param set) did not generate with both good and evil biomes. Savage biomes do generate, but the were located exclusively on the western edge of Earth. Do you know why I get this and do you know how to fix it?


P.S.: Damnably good mod. I find the setting of post-industrial polluted post-apocalpyse cyberpunk-sci-fi Earth most intruiging and most original. Here, have an fruit™ and some nuts™ for your good work.
Title: Re: Dwarf Fortress: The Long Night 1.98.5
Post by: Bones Johnson on February 09, 2020, 06:17:13 pm
Hello! Really enjoying your mod, and really enjoying the great world you've come up with.

I have found a few problems over the last few days though. My current fort is populated by Technasaura, and I'm unsure whether it's intentional or not that they are unable to embark with axes or seeds. Seeds aren't too big of an issue, as I don't think their alcohol dependent so waters good enough, and fishing provides plenty of food. Axes, on the other hand, do. I thought I could just make an axe by crafting more Nanotechne bars, but whenever I order more grade-C bars to be crafted, for some reason new bars are not being made - my stock of Nanotechne bars remain the same, whilst other metal bars used in the process are used up. I even tried buying an Nanotechne anvil off some traders and melting it down, and when I tried crafting more grade-C bars, my stock actually reduced from 4 to 2 bars. I think my smelters might be using multiple bars of Nanotechne grade-C, so no new bars are really being produced, except for the occasional time the stocks go from 2-3, then back to 2 again.

This issue is pretty bad. Trying to craft more grade-C bars is purely detrimental, and I'm going to have to rely entirely on trading to get any weapons and armour, and as I've had no axes for a long while, I have very few beds, but more importantly lots of trees getting in the way stopping me from building upwards.
Title: Re: Dwarf Fortress: The Long Night 1.98.5
Post by: squamous on February 09, 2020, 08:40:14 pm
Hello! Really enjoying your mod, and really enjoying the great world you've come up with.

I have found a few problems over the last few days though. My current fort is populated by Technasaura, and I'm unsure whether it's intentional or not that they are unable to embark with axes or seeds. Seeds aren't too big of an issue, as I don't think their alcohol dependent so waters good enough, and fishing provides plenty of food. Axes, on the other hand, do. I thought I could just make an axe by crafting more Nanotechne bars, but whenever I order more grade-C bars to be crafted, for some reason new bars are not being made - my stock of Nanotechne bars remain the same, whilst other metal bars used in the process are used up. I even tried buying an Nanotechne anvil off some traders and melting it down, and when I tried crafting more grade-C bars, my stock actually reduced from 4 to 2 bars. I think my smelters might be using multiple bars of Nanotechne grade-C, so no new bars are really being produced, except for the occasional time the stocks go from 2-3, then back to 2 again.

This issue is pretty bad. Trying to craft more grade-C bars is purely detrimental, and I'm going to have to rely entirely on trading to get any weapons and armour, and as I've had no axes for a long while, I have very few beds, but more importantly lots of trees getting in the way stopping me from building upwards.

Ah yes hm. Technasura were not originally meant to be playable and on a whim I just slapped the playable tag on them in the last update but totally forgot that in their current state they'd be totally broken, whoops. All the other races should work perfectly fine. I'll fix this in the next update.

Also, nanotechne can be made via the consumption of more nanotechne because any metal can be used in that interaction. What's happening with you is that your nanotechne is being consumed to produce new bars, so you need to forbid it from being used and designate other metals for conversion into nanotechne.
Title: Re: Dwarf Fortress: The Long Night 1.98.6
Post by: Particleman on February 12, 2020, 02:43:20 am
(I'm playing as fext, if it matters.) So I notice in the 'Stone' section of the Z - stocks menu that rusted metal is listed as being usable for making steel, pig iron, and quicklime, but I can't seem to find the reactions for these things anywhere, and if I try to queue them up via the manager I just get the "No suitable workshop" note on the job. What am I missing? Is it just that fext can't make pig iron or steel? Because that strikes me as kind of odd, honestly.

I also can't seem to find the reaction to make rusted metal bars.
Title: Re: Dwarf Fortress: The Long Night 1.98.6
Post by: theblacksquid on February 12, 2020, 03:28:03 am
(I'm playing as fext, if it matters.) So I notice in the 'Stone' section of the Z - stocks menu that rusted metal is listed as being usable for making steel, pig iron, and quicklime, but I can't seem to find the reactions for these things anywhere, and if I try to queue them up via the manager I just get the "No suitable workshop" note on the job. What am I missing? Is it just that fext can't make pig iron or steel? Because that strikes me as kind of odd, honestly.

I also can't seem to find the reaction to make rusted metal bars.

Rusted metal can only be found as a smeltable rock, as far as I'm aware. And last time I played, looks like the Fext can't make steel, but can make their own type of nanotechne metal. Look for "Fext Nanotechne", and it just requires some metal bars. Rusted Metal can be smelted for a small amount of machinery bars, iirc, and old machinery is a lot better to smelt. Making Fext nanotechne is also great if you happen to find a vein of "recycled alloy" which you could smelt into various metal bars, and then turn into weapons-grade fext nntechne.
Title: Re: Dwarf Fortress: The Long Night 1.98.6
Post by: Bones Johnson on February 12, 2020, 10:27:08 am
Hello again! Thanks for giving Technasura axes. They still can't embark with seeds but eh. Though in the latest version, it seems the Technasura in the worlds I've generated have a tendency to have all their civilisations die out. In my short history world, the Technasura civ I picked has no notable figures/nobles, and I've recieved no caravans and recieved only two small migrant waves, and I've recieved a "no migrants this season" message. I was given no warning I was embarking with a dead civ so I'm unsure what's up. In my second medium history world, there was only one Technasaura civ selectable, and there was a place where they had the option of Technasura neighbours, but trading wasn't an option.

Can Technasura have children at least? I'm not recieving any visitors, so if they can't have children, this fort is pretty doomed.
Title: Re: Dwarf Fortress: The Long Night 1.98.6
Post by: squamous on February 12, 2020, 11:38:31 am
Hello again! Thanks for giving Technasura axes. They still can't embark with seeds but eh. Though in the latest version, it seems the Technasura in the worlds I've generated have a tendency to have all their civilisations die out. In my short history world, the Technasura civ I picked has no notable figures/nobles, and I've recieved no caravans and recieved only two small migrant waves, and I've recieved a "no migrants this season" message. I was given no warning I was embarking with a dead civ so I'm unsure what's up. In my second medium history world, there was only one Technasaura civ selectable, and there was a place where they had the option of Technasura neighbours, but trading wasn't an option.

Can Technasura have children at least? I'm not recieving any visitors, so if they can't have children, this fort is pretty doomed.

They can have children, yes. Also, they are meant to be a rare race so those other problems can't be helped. However, they don't need to eat so seeds is less of a problem I think.
Title: Re: Dwarf Fortress: The Long Night 1.98.6
Post by: Bones Johnson on February 12, 2020, 02:49:13 pm
They can have children, yes. Also, they are meant to be a rare race so those other problems can't be helped. However, they don't need to eat so seeds is less of a problem I think.

They don't need to eat? Huh, I guess I've never really checked, I just assumed they would need to seeing as they still drink water and Dwarf Therapist says some are grouchy that they're being kept from alcohol.

Fair enough on them being rare. Might take a while to bring the forts population up, but at least there's some hope for the fort yet.
Title: Re: Dwarf Fortress: The Long Night 1.98.6
Post by: squamous on February 12, 2020, 04:59:22 pm
They can have children, yes. Also, they are meant to be a rare race so those other problems can't be helped. However, they don't need to eat so seeds is less of a problem I think.

They don't need to eat? Huh, I guess I've never really checked, I just assumed they would need to seeing as they still drink water and Dwarf Therapist says some are grouchy that they're being kept from alcohol.

Fair enough on them being rare. Might take a while to bring the forts population up, but at least there's some hope for the fort yet.

They don't eat but do drink. Alcohol is just a pleasure, so some of them will enjoy it if it becomes available but it isn't a necessity. This also applies to other cyborgs, or should/will in the future.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: potatussalad on February 16, 2020, 06:00:36 pm
Hey There!

I'm new to this forum, but I've been playing DF for awhile. I though I might check out this mod, as it seems super awesome! The thing is, I play on Linux. To install the mod, I followed the instructions you gave to another user, downloading a fresh version of the game (v47.02), running it to make sure it worked, then replacing the raw folder, as well as the "colors", "worldgen", and "interface coppyy" txt files in the init folder. The reason I did not replace the entire data folder was because of the index file, which stops the game from starting when replaced.

The game starts fine, but when creating a world using "Epilogue Med." the game crashes after ~2-3 years of history, or sometimes after placing all of the civs. It gives no error file, otherwise I would post that. Any help is appreciated in advance!

P.S. I love the color palette choice!
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: squamous on February 16, 2020, 06:29:33 pm
Hey There!

I'm new to this forum, but I've been playing DF for awhile. I though I might check out this mod, as it seems super awesome! The thing is, I play on Linux. To install the mod, I followed the instructions you gave to another user, downloading a fresh version of the game (v47.02), running it to make sure it worked, then replacing the raw folder, as well as the "colors", "worldgen", and "interface coppyy" txt files in the init folder. The reason I did not replace the entire data folder was because of the index file, which stops the game from starting when replaced.

The game starts fine, but when creating a world using "Epilogue Med." the game crashes after ~2-3 years of history, or sometimes after placing all of the civs. It gives no error file, otherwise I would post that. Any help is appreciated in advance!

P.S. I love the color palette choice!

Ah, well you see, the problem is that I have not updated my mod to the most current version of the game yet. This is because there is currently a lot of bugs with the new version and I want to wait until they are all fixed before I update and work on the new version of the mod, though I really want to get started on it! But if I update now, all that will happen is people will be stuck with a broken version of the mod that will be replaced every week, which is just no fun. So for now the plan is to stick with version 44.12 until Toady is done bugfixing, and update the mod then. I recommend downloading version 44.12 and trying that.

But yes just to make things clear, I do absolutely intend on updating the mod to DF's current version, I just want to wait until it is cleaned up first.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: potatussalad on February 17, 2020, 06:58:19 pm
Hey There!

I'm new to this forum, but I've been playing DF for awhile. I though I might check out this mod, as it seems super awesome! The thing is, I play on Linux. To install the mod, I followed the instructions you gave to another user, downloading a fresh version of the game (v47.02), running it to make sure it worked, then replacing the raw folder, as well as the "colors", "worldgen", and "interface coppyy" txt files in the init folder. The reason I did not replace the entire data folder was because of the index file, which stops the game from starting when replaced.

The game starts fine, but when creating a world using "Epilogue Med." the game crashes after ~2-3 years of history, or sometimes after placing all of the civs. It gives no error file, otherwise I would post that. Any help is appreciated in advance!

P.S. I love the color palette choice!

Ah, well you see, the problem is that I have not updated my mod to the most current version of the game yet. This is because there is currently a lot of bugs with the new version and I want to wait until they are all fixed before I update and work on the new version of the mod, though I really want to get started on it! But if I update now, all that will happen is people will be stuck with a broken version of the mod that will be replaced every week, which is just no fun. So for now the plan is to stick with version 44.12 until Toady is done bugfixing, and update the mod then. I recommend downloading version 44.12 and trying that.

But yes just to make things clear, I do absolutely intend on updating the mod to DF's current version, I just want to wait until it is cleaned up first.

Ah, my apologies for being a bit slow!

I had wondered if this may be the issue, I had previously installed "44.12" from a Linux app store, but upon further inspection, it was just a copy 47.02 that hadn't had the version name updated. After figuring out how to install the libraries required for the version of DF downloaded from Bay12 to work, I was able to run it that way. And, the mod works! Thanks for being quick to responding & helping out!
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: squamous on February 17, 2020, 10:11:23 pm
Hey There!

I'm new to this forum, but I've been playing DF for awhile. I though I might check out this mod, as it seems super awesome! The thing is, I play on Linux. To install the mod, I followed the instructions you gave to another user, downloading a fresh version of the game (v47.02), running it to make sure it worked, then replacing the raw folder, as well as the "colors", "worldgen", and "interface coppyy" txt files in the init folder. The reason I did not replace the entire data folder was because of the index file, which stops the game from starting when replaced.

The game starts fine, but when creating a world using "Epilogue Med." the game crashes after ~2-3 years of history, or sometimes after placing all of the civs. It gives no error file, otherwise I would post that. Any help is appreciated in advance!

P.S. I love the color palette choice!

Ah, well you see, the problem is that I have not updated my mod to the most current version of the game yet. This is because there is currently a lot of bugs with the new version and I want to wait until they are all fixed before I update and work on the new version of the mod, though I really want to get started on it! But if I update now, all that will happen is people will be stuck with a broken version of the mod that will be replaced every week, which is just no fun. So for now the plan is to stick with version 44.12 until Toady is done bugfixing, and update the mod then. I recommend downloading version 44.12 and trying that.

But yes just to make things clear, I do absolutely intend on updating the mod to DF's current version, I just want to wait until it is cleaned up first.

Ah, my apologies for being a bit slow!

I had wondered if this may be the issue, I had previously installed "44.12" from a Linux app store, but upon further inspection, it was just a copy 47.02 that hadn't had the version name updated. After figuring out how to install the libraries required for the version of DF downloaded from Bay12 to work, I was able to run it that way. And, the mod works! Thanks for being quick to responding & helping out!

No problem, glad to have helped.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: Ultimuh on February 20, 2020, 05:52:16 am
Just posting here to keep an eye on the development of this mod.
But I also wanted to say that I for one, would love seeing a tileset other than ASCII.
Creatures doesn't matter, but the vanilla DF ASCII background does tend to strain my eyes a bit.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: Bones Johnson on February 22, 2020, 07:54:32 am
Just posting here to keep an eye on the development of this mod.
But I also wanted to say that I for one, would love seeing a tileset other than ASCII.
Creatures doesn't matter, but the vanilla DF ASCII background does tend to strain my eyes a bit.

I've been using the kruggsmash tileset, and that's been working fine. It is essentially a more off the bat readable version of ASCII. Your settlers are represented by letters though, so some races can be a bit hard to distinguish from your animals if they're the same or similar letters, but it's worked well for me so far.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: Ultimuh on February 22, 2020, 09:14:21 am
I've been using the kruggsmash tileset, and that's been working fine. It is essentially a more off the bat readable version of ASCII. Your settlers are represented by letters though, so some races can be a bit hard to distinguish from your animals if they're the same or similar letters, but it's worked well for me so far.
Thanks! I'm going to take a look at that. (I love his vids by the way.)
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: Azriel82 on February 23, 2020, 10:27:39 pm
Kruggsmash was using a custom tileset he made specifically for The Long Night, it was tweaked from his usual tileset. It's avaiable off his twitter feed for The Long Dark episode.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: Azriel82 on February 23, 2020, 10:50:33 pm
How does one go about changing nanotechne grade-C from block form to bar form? I have no bars but I have some nanotechne blocks from slaughtering machine creatures but I can't seem to convert them into bars. I have assigned them to be smelted but they just sit there, right  next to the smelter. It's a magma smelter. There is seemingly no option in the smelter to smelt nanotechne. I have also tried putting an order through in the manager, but it looks like the only option to make nanotechne requires coal? The post about making nanotechne just says to 'feed' metal bars to the nanotechne, what does this mean?
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: Azriel82 on February 27, 2020, 10:06:57 am
So, I figured how to get nanotechne melted down, but now I have another problem. When making the grade-C nanotechne I am having difficulty keeping the process from using up the nanotechne instead of other metals. I have to keep a constant eye on it and have yet found a way to automate the process. The problem is when the metalsmiths are done making the nanotechne they leave the bars in the smelter. When they go to make more they use the closest bars, which are the nanotechne already in the smelter, eating up the nanotechne instead of making more. I been trying to set up give/take stockpiles but it hasn't worked out very well so far and has been very slow going. The main issue is the the reagents are the same as the product, the game doesn't seem to make a distinction between nanotechne and other metals, so it ends up using 3 bars to make 2. Is there a way around this? Can I somehow designate the smelters to use only one bare of nanotechne? Or just a way to set up the stockpiles to make the process automated?
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: endlessblaze on March 02, 2020, 04:21:39 pm
How does one go about changing nanotechne grade-C from block form to bar form? I have no bars but I have some nanotechne blocks from slaughtering machine creatures but I can't seem to convert them into bars. I have assigned them to be smelted but they just sit there, right  next to the smelter. It's a magma smelter. There is seemingly no option in the smelter to smelt nanotechne. I have also tried putting an order through in the manager, but it looks like the only option to make nanotechne requires coal? The post about making nanotechne just says to 'feed' metal bars to the nanotechne, what does this mean?

Blocks are finished items, You have to use MELT Just designate them for melting, and set one of your smelters to melt objects on repeat.
It might take more then one block to get a bar, so dont panic if you see a block vanish and nothing happens.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: Azriel82 on March 04, 2020, 08:04:53 pm

Yeah, got that going, I had it set up right it just took my human colonists a while to get around to doing it. Turns out being lazy is literally a part of their culture, lol.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: Azriel82 on March 04, 2020, 08:14:28 pm
I have some questions about factory worms. I have one that makes latex, which apparently the worm will spit out in web form? I've had it for 4 or 5 months and it hasn't done anything yet except wander around. I have it a room underground which has a mud floor and mushrooms growing all in it. I assume because it's a machine it doesn't need to eat, but maybe it needs to graze to make the latex? Maybe it needs sunlight? Or maybe it just takes a long time? I set up a farmer's workshop nearby and put in an order to 'shear animal' just in case that would work, but nada.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: squamous on March 06, 2020, 12:26:16 am
I have some questions about factory worms. I have one that makes latex, which apparently the worm will spit out in web form? I've had it for 4 or 5 months and it hasn't done anything yet except wander around. I have it a room underground which has a mud floor and mushrooms growing all in it. I assume because it's a machine it doesn't need to eat, but maybe it needs to graze to make the latex? Maybe it needs sunlight? Or maybe it just takes a long time? I set up a farmer's workshop nearby and put in an order to 'shear animal' just in case that would work, but nada.

I'll look into it. I just assumed it'd spit web but maybe I messed that up.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: Azriel82 on March 06, 2020, 12:32:13 am

I'll look into it. I just assumed it'd spit web but maybe I messed that up.

Thanks! I'll keep an eye on the worm. It's been the beter part of a year and so far nothing. :(
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: squamous on March 06, 2020, 12:53:52 am

I'll look into it. I just assumed it'd spit web but maybe I messed that up.

Thanks! I'll keep an eye on the worm. It's been the beter part of a year and so far nothing. :(

So this is awkward but I forgot to let them see things. Try giving them the EXTRAVISION tag in the creature file within your save file. It might start working then.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: Azriel82 on March 06, 2020, 07:26:09 am

I'll look into it. I just assumed it'd spit web but maybe I messed that up.

Thanks! I'll keep an eye on the worm. It's been the beter part of a year and so far nothing. :(

So this is awkward but I forgot to let them see things. Try giving them the EXTRAVISION tag in the creature file within your save file. It might start working then.

Okay, I'll do that and post the results. Thanks! BTW, really enjoying the mod! I'm looking forward to any updates. I'm in love with the setting, wouldn't mind running a Dnd campaign based on it.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: Azriel82 on March 06, 2020, 07:06:09 pm

I'll look into it. I just assumed it'd spit web but maybe I messed that up.

Thanks! I'll keep an eye on the worm. It's been the beter part of a year and so far nothing. :(

So this is awkward but I forgot to let them see things. Try giving them the EXTRAVISION tag in the creature file within your save file. It might start working then.

Okay so I did as suggested and put EXTRAVISION tag in the creature file for the latex factory worm in my save file and still nothing. Its only been around a month in-game, so I'll give it some more time.

Would be possible to make the the factory worm milkable so that the latex can be milked? I read that milking is hardcoded to require a bucket. Not sure if you can then take a bucket of latex and make cloth from it.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: squamous on March 06, 2020, 07:38:14 pm

I'll look into it. I just assumed it'd spit web but maybe I messed that up.

Thanks! I'll keep an eye on the worm. It's been the beter part of a year and so far nothing. :(

So this is awkward but I forgot to let them see things. Try giving them the EXTRAVISION tag in the creature file within your save file. It might start working then.

Okay so I did as suggested and put EXTRAVISION tag in the creature file for the latex factory worm in my save file and still nothing. Its only been around a month in-game, so I'll give it some more time.

Would be possible to make the the factory worm milkable so that the latex can be milked? I read that milking is hardcoded to require a bucket. Not sure if you can then take a bucket of latex and make cloth from it.

Now that they have extravision it means they will respond to things they see. Try giving them something to look at. Basically, their interaction should trigger during times when they are fleeing, greeting a friend, or attacking. They won't just do it at random. If you're keeping it in an isolated pen it won't trigger. I can't really do much about this, it's a hardcoded thing. I will also look into the milking idea.

On another note, I've currently updated the game to the new version, but its crashing for reasons I don't understand after I ported it, so the new update release may be delayed for awhile.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: Biolucker on March 08, 2020, 05:38:36 am
Hello, I just wanted to say good job making this amazing mod, I'm having a blast with it (literally) on the Factory worms idea, i remember playing with another mod that you've made a while back called Fantastic Races, and i loved playing Manats, maybe you could use some of their mechanics here. I don't remember well but they had a Worm who produced some material when you designated them to some Nest Boxes, so I'm thinking it'll be a cool idea to have the Polymer worm do something like that, and the idea of milk-able latex sounds very fitting in the setting.

A thing that confused me at first was that Fext do have any seeds when you try embark with them, then i searched in the raws and found that they do not eat and it makes kind of sense, but i was was wondering if adding the need to eat to the Lesser Fext sounds like a good idea.

Either way i hope you continue developing this mod since it's amazing.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: Azriel82 on March 09, 2020, 06:05:01 pm

So I let the worm out. At first I but it in the dog room (there's like 20 dogs in there), then I let it roam around freely in the fort. I have yet to see it make any webs. It's possible it did make webs and my clothiers grabed it up before I saw it.
 I saw that the wait period for the web attack is set to 5000, i'm assuming that's ticks. If so, then it should do a spray attack every 4 days or so, which dosen't seem like very much, but maybe it's fine?
I'm curious if I change the material type from latex to silk if it'll start working. Maybe webs are hard coded to be made of silk and that's why its not doing it?
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: squamous on March 09, 2020, 07:29:32 pm
Hello, I just wanted to say good job making this amazing mod, I'm having a blast with it (literally) on the Factory worms idea, i remember playing with another mod that you've made a while back called Fantastic Races, and i loved playing Manats, maybe you could use some of their mechanics here. I don't remember well but they had a Worm who produced some material when you designated them to some Nest Boxes, so I'm thinking it'll be a cool idea to have the Polymer worm do something like that, and the idea of milk-able latex sounds very fitting in the setting.

A thing that confused me at first was that Fext do have any seeds when you try embark with them, then i searched in the raws and found that they do not eat and it makes kind of sense, but i was was wondering if adding the need to eat to the Lesser Fext sounds like a good idea.

Either way i hope you continue developing this mod since it's amazing.

Glad you like it. Currently I'm having some trouble updating the mod to the new version but hopefully that gets resolved. On another note however, I'm surprised you're playing that old fantastic races mod of mine. I am happy you like it but I should warn you it was my first modding project ever and quite frankly its a tangled mess of quick fixes and bad choices that scares me to look at.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: Biolucker on March 09, 2020, 10:19:47 pm
Hello, I just wanted to say good job making this amazing mod, I'm having a blast with it (literally) on the Factory worms idea, i remember playing with another mod that you've made a while back called Fantastic Races, and i loved playing Manats, maybe you could use some of their mechanics here. I don't remember well but they had a Worm who produced some material when you designated them to some Nest Boxes, so I'm thinking it'll be a cool idea to have the Polymer worm do something like that, and the idea of milk-able latex sounds very fitting in the setting.

A thing that confused me at first was that Fext do have any seeds when you try embark with them, then i searched in the raws and found that they do not eat and it makes kind of sense, but i was was wondering if adding the need to eat to the Lesser Fext sounds like a good idea.

Either way i hope you continue developing this mod since it's amazing.

Glad you like it. Currently I'm having some trouble updating the mod to the new version but hopefully that gets resolved. On another note however, I'm surprised you're playing that old fantastic races mod of mine. I am happy you like it but I should warn you it was my first modding project ever and quite frankly its a tangled mess of quick fixes and bad choices that scares me to look at.

Glad to hear that! on that old mod, honestly all i did was just installing Manats because there was waaaay too much races added and i loved playing them xD but i think that Factory Worms could use that Nest Box mechanic you did in that mod and would fit in the theme.
Title: Re: Dwarf Fortress: The Long Night 1.99
Post by: Azriel82 on March 10, 2020, 03:48:57 pm

Now that they have extravision it means they will respond to things they see. Try giving them something to look at. Basically, their interaction should trigger during times when they are fleeing, greeting a friend, or attacking. They won't just do it at random. If you're keeping it in an isolated pen it won't trigger. I can't really do much about this, it's a hardcoded thing. I will also look into the milking idea.


So I let the worm out. At first I but it in the dog room (there's like 20 dogs in there), then I let it roam around freely in the fort. I have yet to see it make any webs. It's possible it did make webs and my clothiers grabed it up before I saw it.
 I saw that the wait period for the web attack is set to 5000, i'm assuming that's ticks. If so, then it should do a spray attack every 4 days or so, which dosen't seem like very much, but maybe it's fine?
I'm curious if I change the material type from latex to silk if it'll start working. Maybe webs are hard coded to be made of silk and that's why its not doing it?

SUCCESS! The factory worm finally started squirting out latex webs! I added [CDI:USAGE_HINT:GREETING] and it immediately sprayed some webbing when I started the game! I also shortened the wait period from 5000 to 50. Now it'll produced webs every 10-20 mins real-time, but maybe that's too often? It makes about 3-6 webs per spray. Like real webbing, they are destroyed when any creature walks into one, so in a high traffic area they're destroyed pretty much immediately. I put the worm in the room with my looms and clothing shops so the traffic is much less. I did witness a Human clothier take a latex web and make some latex baggy pants out of it! Those sweet sweet latex baggy pants!
Title: Re: Dwarf Fortress: The Long Night 2.01
Post by: Nomstukos on March 20, 2020, 05:43:23 pm
This mod is probably my favorite thing at the moment. Everything about it is just so cool! I like all the little details, the cultures and just everything in general. I'm almost attached to future releases the same way I look forward to weekly krugsmash videos. Also I appreciate being able to craft backpacks and waterskins in adventure mode

Small question do the fext implants for head hands feet and tail add any protection or are they just cosmetic?  Does the fext exocarapas protect the whole body or just the parts that exoarmors cover. Also the tails and humanoid heads have multiple instances in the craft menu but I can't tell the difference.

I like the armor descriptors since it left the armor
more up to myimagination but it also felt like I was just guessing if it was good or not. The current system I gave a pretty good idea of what I am wearing. I could do either system honestly (especially if you just change the current armor list to the generic descriptors but leave the list up) but I cast my vote for the system the way it is jus barely.
Title: Re: Dwarf Fortress: The Long Night 2.1
Post by: Nomstukos on March 20, 2020, 11:55:40 pm
Double post bug report

The nanoborg transformation is all over my worldgens. I have only seen one necromancer tower and no star cultists or technomancers.

Some races have no food to start out with but I assume this has to do with the no eat crashes. Have you tried dropping playable goblins into your mod to see if it still breakers worldgen? I will experiment more and try to report later.
Title: Re: Dwarf Fortress: The Long Night 2.1
Post by: squamous on March 21, 2020, 07:21:48 am
Double post bug report

The nanoborg transformation is all over my worldgens. I have only seen one necromancer tower and no star cultists or technomancers.

Some races have no food to start out with but I assume this has to do with the no eat crashes. Have you tried dropping playable goblins into your mod to see if it still breakers worldgen? I will experiment more and try to report later.

The races that have no food to start with shouldn't need to eat in the first place I think. As for the nanoborg transformation, I thought I disabled that so it shouldn't be happening. Also, I recommend checking out LegendsViewer to check what star cultists and technomancers are up to. Sometimes they form camps instead of towers, and technomancers only have a 10% chance of making a tower. The other 90% will live as normal adventurers and citizens.
Title: Re: Dwarf Fortress: The Long Night 2.1
Post by: Nomstukos on March 23, 2020, 01:27:34 am
Found some more problems to report. (Had a lot of free time recently) and have compiled them into this report.

"Special test friend" was not spotted in the carnival grounds. All the entertainers that spawn in technically unlimited numbers might be outcompeting the STF for spawn just based on sheer numbers and diversity.

Due to cats not being in the game anymore many races lack vermin control. Beakers seem to kill vermin but not all races have them. (Dolphins, some humans, ect.)

Posthuman cyborgs like eusocialites ,fext ect. lack the materials to make beds and clothes unless they harvest the materials from the woods. This means in desolate areas their clothes rot off and they sleep on the floor. They have no plants or worms.

Steel can't be made from rusted metal since flux stone doesn't exist

Dolphins are upset by rain. This isn't actually a problem but I found it funny. I'm actually really curious why you put cyberdolphins in the game. They are currently one of my favorite races to play.

In conclusion thank you for this mod and I hope that I haven't annoyed you to much. :)

Title: Re: Dwarf Fortress: The Long Night 2.1
Post by: squamous on March 23, 2020, 03:03:39 pm
Found some more problems to report. (Had a lot of free time recently) and have compiled them into this report.

"Special test friend" was not spotted in the carnival grounds. All the entertainers that spawn in technically unlimited numbers might be outcompeting the STF for spawn just based on sheer numbers and diversity.

Due to cats not being in the game anymore many races lack vermin control. Beakers seem to kill vermin but not all races have them. (Dolphins, some humans, ect.)

Posthuman cyborgs like eusocialites ,fext ect. lack the materials to make beds and clothes unless they harvest the materials from the woods. This means in desolate areas their clothes rot off and they sleep on the floor. They have no plants or worms.

Steel can't be made from rusted metal since flux stone doesn't exist

Dolphins are upset by rain. This isn't actually a problem but I found it funny. I'm actually really curious why you put cyberdolphins in the game. They are currently one of my favorite races to play.

In conclusion thank you for this mod and I hope that I haven't annoyed you to much. :)

It's no problem, this is all helpful. I'll try and fix these problems as well.

As for cyberdolphins, its because dolphins, along with corvids and apes, are some of the most intelligent creatures on the planet. If an egomaniacal planetary civilization were to uplift animals into human intelligence for its own amusement, those three would be strong contenders.
Title: Re: Dwarf Fortress: The Long Night 2.1
Post by: Hamburger Gekochter on April 12, 2020, 08:51:48 am
had some Bugs/Troubles with Fext too, in 8~9 tested Worlds the same 2 things that bother me

It seems that ALL Female Fext are only Homosexual and Males are only Hetero, not a single one that has another inclination (asexual Omegas aside)
thou Worldgen doesn´t seem to care as they multiply fine outside my Fortresses.

And they never seem to have Factory Worms, Gigants seem to consistently lack them too
the one or other Settlement seems to have 2~5 but i could never Start with or Trade for them


and a minor thing, my 2 Adventurer where unable to Breath but still drowned .... thou thats probably less from your Mod than just DF Fun

Grettings form Germany and Awsome Mod :D

edit: isn´t rusted Metal, Slag and Concreet all Flux Stone? at least it reads like that for me
Title: Re: Dwarf Fortress: The Long Night 2.1
Post by: squamous on April 12, 2020, 08:07:36 pm
had some Bugs/Troubles with Fext too, in 8~9 tested Worlds the same 2 things that bother me

It seems that ALL Female Fext are only Homosexual and Males are only Hetero, not a single one that has another inclination (asexual Omegas aside)
thou Worldgen doesn´t seem to care as they multiply fine outside my Fortresses.

And they never seem to have Factory Worms, Gigants seem to consistently lack them too
the one or other Settlement seems to have 2~5 but i could never Start with or Trade for them


and a minor thing, my 2 Adventurer where unable to Breath but still drowned .... thou thats probably less from your Mod than just DF Fun

Grettings form Germany and Awsome Mod :D

edit: isn´t rusted Metal, Slag and Concreet all Flux Stone? at least it reads like that for me

Thanks for the bug reports, I'll try to fix that stuff in upcoming versions. Those things definitely shouldn't be happening, so I'll try and figure out why that is going on.
Title: Re: Dwarf Fortress: The Long Night 2.1
Post by: lunaman22 on May 04, 2020, 12:23:40 pm
Really enjoy your mod as an idea, the concept seems pretty good, but it's practically unplayable.
It's very laggy, and opening the caves makes it much worse even if there are only 1~10 creatures in there. Even with fastdwarf 1, the pawns end up moving as slow as they'd move if fastdwarf wasn't enabled at all, even slower. You can feel the lag with button presses too, since there's a noticeable delay when pressing up or down or any button for that matter. It's not because my PC is trash because it works perfectly with normal df and it only lags at around 150~200 dwarves.

There is also an issue where sometimes for like a day or two the pawns just refuse to do any job at all, which is pretty strange, but it ends quickly.
Title: Re: Dwarf Fortress: The Long Night 2.1
Post by: squamous on May 04, 2020, 01:14:27 pm
Really enjoy your mod as an idea, the concept seems pretty good, but it's practically unplayable.
It's very laggy, and opening the caves makes it much worse even if there are only 1~10 creatures in there. Even with fastdwarf 1, the pawns end up moving as slow as they'd move if fastdwarf wasn't enabled at all, even slower. You can feel the lag with button presses too, since there's a noticeable delay when pressing up or down or any button for that matter. It's not because my PC is trash because it works perfectly with normal df and it only lags at around 150~200 dwarves.

There is also an issue where sometimes for like a day or two the pawns just refuse to do any job at all, which is pretty strange, but it ends quickly.

Did you do anything besides install the files found in the download link? If you're using something like DFhack or the LNP I cannot guarantee it will work correctly. If you are just using it as given then please let me know and I'll try and figure out what's wrong.
Title: Re: Dwarf Fortress: The Long Night 2.1
Post by: lunaman22 on May 04, 2020, 01:33:48 pm
Only thing is using basic dfhack. Hope that's not the issue though, dfhack's really useful.
Title: Re: Dwarf Fortress: The Long Night 2.1
Post by: lunaman22 on May 04, 2020, 01:35:12 pm
Gonna try a run without dfhack to see if it's still laggy.
Title: Re: Dwarf Fortress: The Long Night 2.1
Post by: lunaman22 on May 04, 2020, 04:53:08 pm
I think I see why the pawns refuse to do things. They seem to become unfocused very quickly. I'm playing as neo-human and I started a fortress. In one month, every neohuman was unfocused due to unmet needs, being away from people, not being able to acquire something and so on. I'm not sure if you even changed anything about focus needs, but I don't seem to have this issue in normal dwarf fortress.
Title: Re: Dwarf Fortress: The Long Night 2.1
Post by: lunaman22 on May 04, 2020, 07:31:44 pm
Other than the pawns refusing to work sometimes, it's not lagging at all. Guess fourth time's the charm...

What do 3d printers do? I can see reactions to 3d print bullets and such in the code but I can't tell what races use them. Neo-humans don't as far as I can see.
Title: Re: Dwarf Fortress: The Long Night 2.1
Post by: squamous on May 05, 2020, 03:27:35 am
I think I see why the pawns refuse to do things. They seem to become unfocused very quickly. I'm playing as neo-human and I started a fortress. In one month, every neohuman was unfocused due to unmet needs, being away from people, not being able to acquire something and so on. I'm not sure if you even changed anything about focus needs, but I don't seem to have this issue in normal dwarf fortress.

Weird, that definitely shouldn't be happening, I'll check it out soon.

Other than the pawns refusing to work sometimes, it's not lagging at all. Guess fourth time's the charm...

What do 3d printers do? I can see reactions to 3d print bullets and such in the code but I can't tell what races use them. Neo-humans don't as far as I can see.

3d printers are for adventure mode, in fort mode they don't do much, you just make your items the normal way.
Title: Re: Dwarf Fortress: The Long Night 2.5
Post by: Mirefrost00 on May 16, 2020, 04:07:53 pm
Was trying to add 4 gauge rounds & slugs to ADV MODE by copying the entries for both 6 gauge types. Made sure I also did this for the raws in save/Region1, but still not appearing. What have I messed up?

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress: The Long Night 2.5
Post by: squamous on May 16, 2020, 08:50:45 pm
Was trying to add 4 gauge rounds & slugs to ADV MODE by copying the entries for both 6 gauge types. Made sure I also did this for the raws in save/Region1, but still not appearing. What have I messed up?

Spoiler (click to show/hide)

I don't think these sorts of edits will affect a pre-existing save, my bad. Next version will have all slug levels craftable in vanilla.
Title: Re: Dwarf Fortress: The Long Night 2.5
Post by: Mirefrost00 on May 16, 2020, 09:38:05 pm
It's a fairly young adventurer, and most time was spent not knowing how to acquire nanotechne chunks. XD

Loving your mods, and would more love to read weird fiction stories/series by you!
Title: Re: Dwarf Fortress: The Long Night 2.5
Post by: squamous on May 17, 2020, 03:14:10 pm
It's a fairly young adventurer, and most time was spent not knowing how to acquire nanotechne chunks. XD

Loving your mods, and would more love to read weird fiction stories/series by you!

Glad you like my stuff. And yeah, you get chunks by butchering nanotechne-infused animals, which should net you blocks, which can be converted into chunks because adventure mode crafting is finicky.
Title: Re: Dwarf Fortress: The Long Night 2.5
Post by: Adjacent Artillery on May 18, 2020, 01:20:37 am
Hi currently testing out 2.1 as a fext and had some questions:

1. Are implants from 1.6 accessible in 2.1 and 2.5?

2. Lorewise how do implants work? Do Fext/Posthumans have synthetic genetics that interface on a genetic level or is more plug and play artificial limbs? 

3. What Posthuman types in 2.5 are the fext expies are they the skulker, hunter, savages (or also those different "castes")?

4.I found unused/accessible implants and items in files like in example object folder that I couldn't experiment with dfhack, like the tail and claws. What file do move those into to access them?

5. Again lorewise how do see Fext fitting into greater posthumn civilization society? Is the use of implant to become monsters kinda their niche within greater posthuamn civilization, and whats their average intelligence compared to other posthumans?

6. What posthuamns are still immortal?

7.Could you pelase add extra descrition to what the separate types of posthumans are like section for asura, brutes, savages, the different tchnosauras etc?
Great mod regardless, just feel merging all posthuamn tribes together might take away from their individuality/uniqueness abit.
Title: Re: Dwarf Fortress: The Long Night 2.5
Post by: Hamburger Gekochter on May 18, 2020, 10:40:13 am

3. What Posthuman types in 2.5 are the fext expies are they the skulker, hunter, savages (or also those different "castes")?

7.Could you pelase add extra descrition to what the separate types of posthumans are like section for asura, brutes, savages, the different tchnosauras etc?
Great mod regardless, just feel merging all posthuamn tribes together might take away from their individuality/uniqueness abit.

3. The Asuras seem like the ´True´Fext, Savages replacing the Omegas. The Variants seem to be the other Tribes (havent played them so not sure), Skulker, Brutes, Hunter, Vermin are the ´Lesser´ Forms of them, the Workforce

7. the merge took a lot of the individuality of them but now they are even more Unique, even if they have a less divers Mentality. Lorewise more info on them would be nice but for playing it´s enouth there, they are just specialized in one Stat
garudasura and gajasura-Endurance, vanarasura-Agility, pishachasura-Strength, Asuras are balanced in all, be creative in how you use them :)


btw .txt shows 2armed Asura has better Memory then 4armed Asura
2xArms     [MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]  +++
to 4xArms [MENT_ATT_RANGE:MEMORY:700:1200:1400:1500:1600:1800:2500]      ++


and any race with [CREATURE_CLASS:ANDROID] can´t get the Factory Worms into there Embark options only aughounds and Bioframes ?
need to look if i can trade for them later but for now i can still only steal them or hope Migrants bring some  :o

greetings from Germany  :D
Title: Re: Dwarf Fortress: The Long Night 2.5
Post by: squamous on May 18, 2020, 01:06:34 pm
Hi currently testing out 2.1 as a fext and had some questions:

1. Are implants from 1.6 accessible in 2.1 and 2.5?

2. Lorewise how do implants work? Do Fext/Posthumans have synthetic genetics that interface on a genetic level or is more plug and play artificial limbs? 

3. What Posthuman types in 2.5 are the fext expies are they the skulker, hunter, savages (or also those different "castes")?

4.I found unused/accessible implants and items in files like in example object folder that I couldn't experiment with dfhack, like the tail and claws. What file do move those into to access them?

5. Again lorewise how do see Fext fitting into greater posthumn civilization society? Is the use of implant to become monsters kinda their niche within greater posthuamn civilization, and whats their average intelligence compared to other posthumans?

6. What posthuamns are still immortal?

7.Could you pelase add extra descrition to what the separate types of posthumans are like section for asura, brutes, savages, the different tchnosauras etc?
Great mod regardless, just feel merging all posthuamn tribes together might take away from their individuality/uniqueness abit.

1. I just renamed implants to exo-limbs for convenience.

2. They sort of meld into the skin but continue to function as separate machines

3. Asura-types are like a fusion of technasura and Fext. The posthumans as stated in the mod are nanotechnologically-evolved superpredators intended to survive in a world unfit for human habitation.

4. Move them into the civilization files. I ended up not using them because they didn't really do anything.

5. The posthumans as stated in the mod are nanotechnologically-evolved superpredators intended to survive in a world unfit for human habitation. Most are too feral to be on the same level as humans, but a few will be born with intellect matching a human and naturally take control of their lessers. These are Asura-types.

6. Yes

7. The problem is that every posthuman tribe besides the Fext were incredibly half-baked. I figured I may as well merge them all into the Fext to create a single combined entity. I will re-add diversity in some way however, probably in the form of cyborgs so diverged from conventional posthumans that they are their own species.


3. The Asuras seem like the ´True´Fext, Savages replacing the Omegas. The Variants seem to be the other Tribes (havent played them so not sure), Skulker, Brutes, Hunter, Vermin are the ´Lesser´ Forms of them, the Workforce

7. the merge took a lot of the individuality of them but now they are even more Unique, even if they have a less divers Mentality. Lorewise more info on them would be nice but for playing it´s enouth there, they are just specialized in one Stat
garudasura and gajasura-Endurance, vanarasura-Agility, pishachasura-Strength, Asuras are balanced in all, be creative in how you use them :)


btw .txt shows 2armed Asura has better Memory then 4armed Asura
2xArms     [MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]  +++
to 4xArms [MENT_ATT_RANGE:MEMORY:700:1200:1400:1500:1600:1800:2500]      ++


and any race with [CREATURE_CLASS:ANDROID] can´t get the Factory Worms into there Embark options only aughounds and Bioframes ?
need to look if i can trade for them later but for now i can still only steal them or hope Migrants bring some  :o

greetings from Germany  :D

Thank you for the feedback I will try to fix this.


Title: Re: Dwarf Fortress: The Long Night 2.5
Post by: Adjacent Artillery on May 19, 2020, 04:14:07 am

7. The problem is that every posthuman tribe besides the Fext were incredibly half-baked. I figured I may as well merge them all into the Fext to create a single combined entity. I will re-add diversity in some way however, probably in the form of cyborgs so diverged from conventional posthumans that they are their own species.



Understandable, and actually makes sense merging them. Just any possibility of having descriptions and lore of each differing types' specific creation/roles under the Posthuman section? But overall, really like the pseudo Indian caste based society of mad max lessers led by Hindi/Buddhist enlightened ones, were you trying to make connections to more real world cultural inspirations?
Title: Re: Dwarf Fortress: The Long Night 2.5
Post by: squamous on May 19, 2020, 11:06:19 am

7. The problem is that every posthuman tribe besides the Fext were incredibly half-baked. I figured I may as well merge them all into the Fext to create a single combined entity. I will re-add diversity in some way however, probably in the form of cyborgs so diverged from conventional posthumans that they are their own species.



Understandable, and actually makes sense merging them. Just any possibility of having descriptions and lore of each differing types' specific creation/roles under the Posthuman section? But overall, really like the pseudo Indian caste based society of mad max lessers led by Hindi/Buddhist enlightened ones, were you trying to make connections to more real world cultural inspirations?

Well, I should say the posthumans definitely aren't Buddhist in the traditional sense, they took the name Asura specifically because those guys were about wrecking the natural order of things. The different subtypes are rather simple though. The lesser posthumans are simply different strains of semi-feral creature, while the Asura are more powerful and intelligent humanoids. The more arms they have, the more power it signifies. The exceptions are the four specialist breeds which have a particular skill they are good at.
Title: Re: Dwarf Fortress: The Long Night 2.51
Post by: Tharcoonvagh on June 06, 2020, 10:39:01 am
The download link is down, how unfortunate, please update.
Also, a question: is dfhack compatible with the mod?
Title: Re: Dwarf Fortress: The Long Night 2.1
Post by: Newtonium on June 06, 2020, 01:58:21 pm
Really enjoy your mod as an idea, the concept seems pretty good, but it's practically unplayable.
It's very laggy, and opening the caves makes it much worse even if there are only 1~10 creatures in there. Even with fastdwarf 1, the pawns end up moving as slow as they'd move if fastdwarf wasn't enabled at all, even slower. You can feel the lag with button presses too, since there's a noticeable delay when pressing up or down or any button for that matter. It's not because my PC is trash because it works perfectly with normal df and it only lags at around 150~200 dwarves.

I'm having the same issue as lunaman, it looks like such a cool mod and I really want to try it out but the lag is making it completely unplayable.

For reference, I did have dfhack installed but even with it disabled the lag still occurs.  It looks like the ticks are slowed down immensely, although there are random bursts of normal speed (at least for me) but these only last for less than a second.  While paused the game runs fine, but while unpaused it's horrible.  Hope there's an easy fix or something on my end!
Title: Re: Dwarf Fortress: The Long Night 2.1
Post by: squamous on June 06, 2020, 08:45:48 pm
Really enjoy your mod as an idea, the concept seems pretty good, but it's practically unplayable.
It's very laggy, and opening the caves makes it much worse even if there are only 1~10 creatures in there. Even with fastdwarf 1, the pawns end up moving as slow as they'd move if fastdwarf wasn't enabled at all, even slower. You can feel the lag with button presses too, since there's a noticeable delay when pressing up or down or any button for that matter. It's not because my PC is trash because it works perfectly with normal df and it only lags at around 150~200 dwarves.

I'm having the same issue as lunaman, it looks like such a cool mod and I really want to try it out but the lag is making it completely unplayable.

For reference, I did have dfhack installed but even with it disabled the lag still occurs.  It looks like the ticks are slowed down immensely, although there are random bursts of normal speed (at least for me) but these only last for less than a second.  While paused the game runs fine, but while unpaused it's horrible.  Hope there's an easy fix or something on my end!

Have you tried a completely fresh install without mixing with DFhack? Not just disabling it, but not putting it in the game? If that doesn't work, tell me the conditions the slowdowns happen. Adventure mode or fort mode? Right when you begin or after some time?
Title: Re: Dwarf Fortress: The Long Night 2.51
Post by: Newtonium on June 09, 2020, 09:25:19 am
Have you tried a completely fresh install without mixing with DFhack? Not just disabling it, but not putting it in the game? If that doesn't work, tell me the conditions the slowdowns happen. Adventure mode or fort mode? Right when you begin or after some time?

Okay so I did some testing.
1. Created a fresh install and copied my save over - still laggy
2. Created a new world and embark with the same settings on the fresh install - no lag
3. Installed dfhack on the fresh install and continued playing on the new save - no lag

So.......  ??? ??? ???

Just to be clear, when I created a new save I used the same world settings and the same size embark, but otherwise it was a completely different world.
The old save started lagging after about 2 or 3 seasons, the new save has been lag free for ~1 year without dfhack and ~1 year with.

EDIT: all fort mode
Title: Re: Dwarf Fortress: The Long Night 2.51
Post by: squamous on June 09, 2020, 01:09:59 pm
Have you tried a completely fresh install without mixing with DFhack? Not just disabling it, but not putting it in the game? If that doesn't work, tell me the conditions the slowdowns happen. Adventure mode or fort mode? Right when you begin or after some time?

Okay so I did some testing.
1. Created a fresh install and copied my save over - still laggy
2. Created a new world and embark with the same settings on the fresh install - no lag
3. Installed dfhack on the fresh install and continued playing on the new save - no lag

So.......  ??? ??? ???

Just to be clear, when I created a new save I used the same world settings and the same size embark, but otherwise it was a completely different world.
The old save started lagging after about 2 or 3 seasons, the new save has been lag free for ~1 year without dfhack and ~1 year with.

EDIT: all fort mode

Hmmmm. Seems to be something I can't really easily replicate, but I'll keep an eye out for it in my own testing.
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: MuriloTc on June 26, 2020, 09:21:00 pm
I'm playing the new Update (2.6) and i'm having some problems when trying to create a world with the "Epiloge" custom advanced parameter, after many tries, the game showed this error screen (https://prnt.sc/t79usg), even after I clicked "t", he kept rejecting to create the World over and over again (https://prnt.sc/t79wf6), this was on with the medium one, but both the small and the big also rejected multiple times, it usually rejected after trying to place all the civilizations


Edit: (sorry, it seems that I manage to break the mod while installing DFHack, just redownloaded it and works fine)
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: Artwr on June 26, 2020, 09:49:59 pm
First of all, thanks a lot for this mod. I'm one of the many that came with Kruggsmash video, and stayed.
Just now I downloaded the 2.6 version, but I think I f* up my instal of LNP. Always used this mod with it, no issues, but this time elves appeared as a playable race. And they have all kind of weird creatures to bring up. Heck, this may end up being fun. Trolls cost 1 point only? Fire Imps? Wombat people? Missile drones?
Also, the new worms descriptions are bringing me flashbacks from nightmares after child-me saw the brain eating f*er in Starship troopers.
.
I'm kinda lost in the posthumans thing. Why they were always dealt as technobarbarians before? I tought you would make them randomize that, so you could have friendly or hostile fext, technasura and so on. Instead this new posthumans... I'm still trying to get my grasp on them. And still technobarbarians, hostile to non-ciborgs.
.
Hoping to get LNP correct this time, to check them.
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: squamous on June 27, 2020, 04:44:07 am
First of all, thanks a lot for this mod. I'm one of the many that came with Kruggsmash video, and stayed.
Just now I downloaded the 2.6 version, but I think I f* up my instal of LNP. Always used this mod with it, no issues, but this time elves appeared as a playable race. And they have all kind of weird creatures to bring up. Heck, this may end up being fun. Trolls cost 1 point only? Fire Imps? Wombat people? Missile drones?
Also, the new worms descriptions are bringing me flashbacks from nightmares after child-me saw the brain eating f*er in Starship troopers.
.
I'm kinda lost in the posthumans thing. Why they were always dealt as technobarbarians before? I tought you would make them randomize that, so you could have friendly or hostile fext, technasura and so on. Instead this new posthumans... I'm still trying to get my grasp on them. And still technobarbarians, hostile to non-ciborgs.
.
Hoping to get LNP correct this time, to check them.

They are still technobarbarians, but now they have a unified theme that ties their respective histories together. The Asura faction is just Fext with more subtypes and a flashier naming scheme that fits their aesthetic.

As for what you're doing, I think what is happening is that vanilla creatures are being mixed up with your LNP pack. If you are overriding vanilla files, you are going to get a lot of bugs. I don't use the LNP so I can't pinpoint how to install it right but if you're getting vanilla creatures that definitely means there's lingering vanilla files with whatever method you used to install it.
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: Zalthor on July 13, 2020, 06:56:49 pm
Is an epilogue world the intended experience for this mod?
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: squamous on July 13, 2020, 11:34:28 pm
Is an epilogue world the intended experience for this mod?

That would be correct. I can't guarantee functionality if other maps are used.
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: Zalthor on July 14, 2020, 10:13:05 am
Is an epilogue world the intended experience for this mod?

That would be correct. I can't guarantee functionality if other maps are used.
Ah, okay, that probably explains why the game was acting a bit strange, then.

If I could make a suggestion, perhaps you could make that more clear in the OP post?
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: squamous on July 14, 2020, 02:35:27 pm
Is an epilogue world the intended experience for this mod?

That would be correct. I can't guarantee functionality if other maps are used.
Ah, okay, that probably explains why the game was acting a bit strange, then.

If I could make a suggestion, perhaps you could make that more clear in the OP post?
I'll think of something
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: Yakefa on July 19, 2020, 06:38:52 pm
Just started the game, is that intended that your units can't have specialization if you chose to embark carefully?

I love the efforts made with the mood. The tileset, the music...
Loving the desolated atmosphere, it's pretty unique.

Are you planning to expand the mod or keep improving things?

(also coming from Kruggs)

EDIT: Found on the DFFD page "This mod also comes with a pre-built advanced worldgen world to serve as an example how how to make similar ones that align with the setting (the main rule is to remove all supernatural phenomena)."
Well, there's no pre-built world in the package.
And how can I remove those supernatural phenomenas? Which ones specifically? It's hard to get a picture from this very short sentence.
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: squamous on July 19, 2020, 09:44:31 pm
Just started the game, is that intended that your units can't have specialization if you chose to embark carefully?

I love the efforts made with the mood. The tileset, the music...
Loving the desolated atmosphere, it's pretty unique.

Are you planning to expand the mod or keep improving things?

(also coming from Kruggs)

EDIT: Found on the DFFD page "This mod also comes with a pre-built advanced worldgen world to serve as an example how how to make similar ones that align with the setting (the main rule is to remove all supernatural phenomena)."
Well, there's no pre-built world in the package.
And how can I remove those supernatural phenomenas? Which ones specifically? It's hard to get a picture from this very short sentence.

I do intend to keep the mod improving, yeah. I'm just working on multiple projects of which the Long Night is just one. Also, what you want to do is go to Advanced Worldgen and select the Epilogue maps. I have removed vanilla vampires, demons, werewolves, ect. So you just gen one of those worlds and play the game.
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: Yakefa on July 20, 2020, 07:28:43 am
Ok, got it now. Thanks!
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: Yakefa on July 20, 2020, 10:22:23 am
I'm just working on multiple projects of which the Long Night is just one.

Tried your latest mods, I stick to Long Night, this one stands out the most in term of settings, it's obvious when you start the game.
The others are more subtle, you probably need to play longer to really feel the difference.

By the way, where did you get those soundtracks?
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: squamous on July 20, 2020, 08:00:19 pm
I'm just working on multiple projects of which the Long Night is just one.

Tried your latest mods, I stick to Long Night, this one stands out the most in term of settings, it's obvious when you start the game.
The others are more subtle, you probably need to play longer to really feel the difference.

By the way, where did you get those soundtracks?

I just google "royalty free [genre] music" and pick what sounds best. The ones for this setting are from this guy: https://www.youtube.com/channel/UCcavSftXHgxLBWwLDm_bNvA
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: Artwr on July 30, 2020, 08:26:33 am
I dreamed with this mod other day. White-clad biotechnological samurais out of a false dune.
.
When did "craft grade c" changed to use a Stone called "corroded metal" instead any metal bars? I smelt a Ton of corroded metal like a idiot until realizing. It got way harder to get military grade nanotechnee now. No more roomba farming  :'(.
.
Fext are still mentioned in the nanotechnee descriptions. I kinda miss them. May confuse newcomers.
.
Got a ghost while playing as Nobles. First time ever in this mod. I believe It should not have happened.
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: squamous on July 30, 2020, 11:04:22 am
I dreamed with this mod other day. White-clad biotechnological samurais out of a false dune.
.
When did "craft grade c" changed to use a Stone called "corroded metal" instead any metal bars? I smelt a Ton of corroded metal like a idiot until realizing. It got way harder to get military grade nanotechnee now. No more roomba farming  :'(.
.
Fext are still mentioned in the nanotechnee descriptions. I kinda miss them. May confuse newcomers.
.
Got a ghost while playing as Nobles. First time ever in this mod. I believe It should not have happened.

Oh yes

1. I changed the Grade-C nanotechne to avoid complications as people were complaining about the difficulty of understanding how the previous system worked
2. The Asura-class posthumans are the Fext with a different name. Besides them getting a more fitting and thematically appropriate name and some new castes, nothing about them has changed
3. I can't stop ghosts from appearing, so think of them as swarms of nanomachines mimicking the deceased
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: Yakefa on July 30, 2020, 01:14:13 pm
Hey, tried to use Dwarf Therapist, looks like it's crashing when reading dwarves. I guess it's expected because of the custom content?

Can you provide informations related to industries?
Is it normal that all workshops are the same as Vanilla?
I read that characters don't need to eat, is that true for all races?
Why are similar items (same name) listed multiple times in the workshops?
What can I do with pipe ore? It's not listed anywhere in the forge.

A short tutorial explaining how to get started would help greatly beginners like me.
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: squamous on July 30, 2020, 05:18:53 pm
Hey, tried to use Dwarf Therapist, looks like it's crashing when reading dwarves. I guess it's expected because of the custom content?

Can you provide informations related to industries?
Is it normal that all workshops are the same as Vanilla?
I read that characters don't need to eat, is that true for all races?
Why are similar items (same name) listed multiple times in the workshops?
What can I do with pipe ore? It's not listed anywhere in the forge.

A short tutorial explaining how to get started would help greatly beginners like me.

1. I cannot guarantee DFhack or therapist will work for it, I don't use those applications
2. I can't change workshops so they do all function the same
3. It's only true for a few like robots. As a general rule if they're made of flesh they have to eat.
4. That's a bug with how DF names items, they all have different aesthetic modifiers. Basically I need to do it to allow for proper ratios of main weapons to sidearms, its complicated. Just pick whichever, they're all the same mechanically.
5. You should be able to convert it to metal, I will look into that.
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: Artwr on July 30, 2020, 06:58:38 pm


What can I do with pipe ore? It's not listed anywhere in the forge.



Count pipe as a stone for now. Like rusted metal, you can melt a lot of them to get machinery bars too, but is terribly unefficient. I think it is ten boulders of pipe and/or rusted metal for only one machinery bar. Useful if you want to get rid of a lot of those stones, but not that much reliable to equip an army from.


Why are similar items (same name) listed multiple times in the workshops?

A short tutorial explaining how to get started would help greatly beginners like me.
There are versions of equipments. If you look into the uniforms tab in the military screen, you can see the different versions, like "Standard Issue rifle" and "laser-sighted rifle". They all appear the same in the manager and workshops, so I usually choose the ones I want from the uniforms tab and count them. If the uniforms tab lists the "convex-bladed sword" as the third sword to appear, the third sword in the workshop or manager will be "convex-bladed sword".
 Until now my science attempts were inconclusive if they are so different between them.
.
I always forget, but suggesting a way to see exactly which equipment version we are making from the workshop or manager screens is one of the reasons I made an account in this forum.
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: squamous on July 30, 2020, 11:26:22 pm

I always forget, but suggesting a way to see exactly which equipment version we are making from the workshop or manager screens is one of the reasons I made an account in this forum.

Yeah, it's unfortunate but I can't change that part of the game, it's a hardcoded aspect.
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: ArmyOfGiantEmus on September 03, 2020, 03:33:51 pm
Hey, how come I can't harvest wild white mushrooms? No matter what time of the year, I never can. Farming them is no problem. I don't know if the other wild mushroom types are like this too.
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: squamous on September 03, 2020, 05:16:14 pm
Hey, how come I can't harvest wild white mushrooms? No matter what time of the year, I never can. Farming them is no problem. I don't know if the other wild mushroom types are like this too.

You should be able to, they're just plump helmets but renamed and recolored. I'll look into it.
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: Virok on September 09, 2020, 09:41:07 am
Hey, good work on the mod.

I ran into a few problems with some of the crops, where they will grow into a nameless, default "plants" entity, and then vanish once harvested. It seems to apply to brown/white/black mushrooms and waterflowers, not sure about moss bushes or glowing mushrooms.

I don't know if this is intentional; growing soy beans only produces 'soy bean plants', but no 'soybean pods', and neither of them produce seeds when brewed.

Also what are the conditions for the special weather effects? Do they start appearing after a while, or should they start appearing right from the start of your embark?
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: squamous on September 09, 2020, 07:40:36 pm
Hey, good work on the mod.

I ran into a few problems with some of the crops, where they will grow into a nameless, default "plants" entity, and then vanish once harvested. It seems to apply to brown/white/black mushrooms and waterflowers, not sure about moss bushes or glowing mushrooms.

I don't know if this is intentional; growing soy beans only produces 'soy bean plants', but no 'soybean pods', and neither of them produce seeds when brewed.

Also what are the conditions for the special weather effects? Do they start appearing after a while, or should they start appearing right from the start of your embark?

I've been looking into the plants, but I think I'll just need to replace them with something I know works, thanks for the tip. As for the weather effects, as it turns out they're kind of broken right now and I've been trying to fix them for a looong time. I think I might have gotten a handle on it now though. I'll have an update out soon.
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: Virok on September 10, 2020, 09:49:34 am
I've been looking into the plants, but I think I'll just need to replace them with something I know works, thanks for the tip. As for the weather effects, as it turns out they're kind of broken right now and I've been trying to fix them for a looong time. I think I might have gotten a handle on it now though. I'll have an update out soon.

Okay cool, just a heads up on some other bugs I found:

The adventurer reaction for 2-gauge rounds and 2-gauge slugs requires two 3-D printers, also producing 4-gauge slugs and 2-gauge rounds respectively. Simple number swap in the raws did the trick.

Not sure if intentional, but Castle sites use vanilla noble nomenclature, e.g hearthperson, lord, baronees. Still, funny to see.

Dragon mechs appear to burn away their own fat layer somehow. EDIT: Also has a vanilla skin layer.
I like how you adapted dragons to the setting, do you plan to do the same with the other semi/mega-beasts?

Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: squamous on September 10, 2020, 02:00:12 pm
I've been looking into the plants, but I think I'll just need to replace them with something I know works, thanks for the tip. As for the weather effects, as it turns out they're kind of broken right now and I've been trying to fix them for a looong time. I think I might have gotten a handle on it now though. I'll have an update out soon.

Okay cool, just a heads up on some other bugs I found:

The adventurer reaction for 2-gauge rounds and 2-gauge slugs requires two 3-D printers, also producing 4-gauge slugs and 2-gauge rounds respectively. Simple number swap in the raws did the trick.

Not sure if intentional, but Castle sites use vanilla noble nomenclature, e.g hearthperson, lord, baronees. Still, funny to see.

Dragon mechs appear to burn away their own fat layer somehow. EDIT: Also has a vanilla skin layer.
I like how you adapted dragons to the setting, do you plan to do the same with the other semi/mega-beasts?

Dragons are cyborgs, not robots, so they do have skin. Adapting all the megabeasts wasn't my plan though. I'll look into the title issue and fix the adventurer crafting bug.
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: Splint on September 10, 2020, 05:43:59 pm
A PTW and possible bug report, steel, machinery, bronzes, and copper appear in the weapons category of the forge but can't be used for anything, and I haven't tampered with anything on my end.

Really loving the stuff about the various armor patterns on the OP.
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: squamous on September 10, 2020, 07:34:00 pm
A PTW and possible bug report, steel, machinery, bronzes, and copper appear in the weapons category of the forge but can't be used for anything, and I haven't tampered with anything on my end.

Really loving the stuff about the various armor patterns on the OP.

Those metals aren't supposed to be used for any weapons or armor, but they ought to be usable as furniture and decorations like earrings. Can those be made?
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: Splint on September 10, 2020, 08:29:03 pm
They are, I had assumed as much.

Haven't read the entire thread, but the front page doesn't make a mention, although I might have missed it. Must be some quirk of the game with those vanilla metals, though may wanna make a more obvious note somewhere. I was expecting to be able to use them for poor man's railgun ammo to take pressure off my wood and bone supply since they appeared in the forge menu.

This is going to sound rather harsh, but you may want to increase their value if they're meant to serve as luxury goods of some form. As it stands the nanotechne materials are better for the task and far easier to obtain, with very little exception to be had looking at the raws. Granted I say that while playing as baseline humans. For all I know those are the base materials to make other nanotechne stuff for the other playable races.

Spoiler: Proof I'm not crazy (click to show/hide)

And speaking of, might want to include some kind of reference materials with the download or something for actual gameplay-relevant information (skill rates, material costs for different armors and weapons, that kind of thing, just for use as quick-reference stuff.)

EDIT: On a less entitled sounding note, I find the weird territorialism of the VTOLs and Land Rovers amusing. The VTOL I started with on the current embark keeps pancaking all the animals that get too close to it and all I keep picturing is a vertibird controlled by some highly belligerent AI demanding they prove they have permission to be in its vicinity before crashing into them.

I've also enjoyed the fact many of the creature descriptions unnerved ZM5 cause of all the human faces on weird messed up things.  :P
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: Virok on September 10, 2020, 09:39:08 pm
Dragons are cyborgs, not robots, so they do have skin. Adapting all the megabeasts wasn't my plan though. I'll look into the title issue and fix the adventurer crafting bug.

Ah, my bad, I forgot about the 'bio' in biomechanical of the description, thus imagining the beast as only a central nervous system encased in a mountain of armour and guns (haven't experimented with bioframes yet).

Still, the autonomous dragons appear to cause self-harm (albeit insignificant) from their own fire sources/burning grass.
https://imgur.com/a/1l9qDEg
Title: Re: Dwarf Fortress: The Long Night 2.6
Post by: squamous on September 10, 2020, 10:11:30 pm
Dragons are cyborgs, not robots, so they do have skin. Adapting all the megabeasts wasn't my plan though. I'll look into the title issue and fix the adventurer crafting bug.

Ah, my bad, I forgot about the 'bio' in biomechanical of the description, thus imagining the beast as only a central nervous system encased in a mountain of armour and guns (haven't experimented with bioframes yet).

Still, the autonomous dragons appear to cause self-harm (albeit insignificant) from their own fire sources/burning grass.
https://imgur.com/a/1l9qDEg

Yes that is definitely not supposed to be happening
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: deusvult6 on September 20, 2020, 05:41:14 pm
Hi squamous,
I've been enjoying the mod and your work tremendously. Many thanks for your effort.

I wanted to let you know that I've started a wiki entry for the mod and have several pages worked out already. I like this mod a lot but found my play suffering from the number of things different from vanilla DF and no place to look them up. Seeing as I can spend most of my time playing the main game just cruising on the wiki, I figured this could use an entry of its own. They are all linked here:
https://dwarffortresswiki.org/index.php/Modification:The_Long_Night (https://dwarffortresswiki.org/index.php/Modification:The_Long_Night)
I have the stats for creatures and clothing pulled from the raws already (I think) but am procrastinating until my sense of effort returns during the week sometime but I think I have otherwise made a pretty big dent in the bare essential stuff. Unfortunately, most of the table info was pulled from the 2.6 raws so anything that changed with 2.61 is likely wrong. If you or anyone who actually understands raw files (or knows wiki format language) sees anything incorrect, please rectify it or add what you feel needs to be added.

- - - -

Additionally, I have seen a few bugs (maybe?, I confess my understanding of the token system is limited) while pulling stats from raws and figured I'd list them here while I'm at it. I don't know if most of them have in-game ramifications or if things somehow work despite them.
*several bioframe (firenzi-palio, barda-terugen, krest-lotwyr) sizes do not match description
*both tar clay and plastic refuse create earthenware while nothing creates plasticware (also nothing creates porcelain, but by design?)
*no ammo in the NAIL category (nail spike is BULLET1) and nail-guns only use NAIL
*arrows are bigger than rockets?
*bullet boiling point? (lower than melting)
*Nanotechne max edge values do not match or trend (?)
*entity yaksha and rakshasa civ files switched?
*multiple pet values for transport drones and most vehicles
*2 different child ages for both dolphin uplift / blue whale
*builder worms are listed as nanomutants. Supposed to be cave nanomutant? I got one as a wagon puller on Asura embark
*planetary humans have human class but humans have mammal instead, don't know if it matters
*creature classes cogiton, slugge, venus and afore-mentioned cave nanomutant are used in entity files but do not apply to any creatures (that I found in the raws)
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: squamous on September 20, 2020, 07:45:10 pm
Hi squamous,
I've been enjoying the mod and your work tremendously. Many thanks for your effort.

I wanted to let you know that I've started a wiki entry for the mod and have several pages worked out already. I like this mod a lot but found my play suffering from the number of things different from vanilla DF and no place to look them up. Seeing as I can spend most of my time playing the main game just cruising on the wiki, I figured this could use an entry of its own. They are all linked here:
https://dwarffortresswiki.org/index.php/Modification:The_Long_Night (https://dwarffortresswiki.org/index.php/Modification:The_Long_Night)
I have the stats for creatures and clothing pulled from the raws already (I think) but am procrastinating until my sense of effort returns during the week sometime but I think I have otherwise made a pretty big dent in the bare essential stuff. Unfortunately, most of the table info was pulled from the 2.6 raws so anything that changed with 2.61 is likely wrong. If you or anyone who actually understands raw files (or knows wiki format language) sees anything incorrect, please rectify it or add what you feel needs to be added.

- - - -

Additionally, I have seen a few bugs (maybe?, I confess my understanding of the token system is limited) while pulling stats from raws and figured I'd list them here while I'm at it. I don't know if most of them have in-game ramifications or if things somehow work despite them.
*several bioframe (firenzi-palio, barda-terugen, krest-lotwyr) sizes do not match description
*both tar clay and plastic refuse create earthenware while nothing creates plasticware (also nothing creates porcelain, but by design?)
*no ammo in the NAIL category (nail spike is BULLET1) and nail-guns only use NAIL
*arrows are bigger than rockets?
*bullet boiling point? (lower than melting)
*Nanotechne max edge values do not match or trend (?)
*entity yaksha and rakshasa civ files switched?
*multiple pet values for transport drones and most vehicles
*2 different child ages for both dolphin uplift / blue whale
*builder worms are listed as nanomutants. Supposed to be cave nanomutant? I got one as a wagon puller on Asura embark
*planetary humans have human class but humans have mammal instead, don't know if it matters
*creature classes cogiton, slugge, venus and afore-mentioned cave nanomutant are used in entity files but do not apply to any creatures (that I found in the raws)

This is all very helpful thank you. Some of this is just harmless leftovers from old projects but other things are a problem, I shall try and fix them soon.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: deusvult6 on October 01, 2020, 11:47:09 pm
Hello, just a few more things I noticed:

*Are dolphin-uplifts meant to be so big? (1,000,000 = ~14 times a normal human)
*Dolphins, gorillas, octopi, subhumans, rakshasas, and yaksha are all big enough to wield all weapons single-handed, including bows (raise bow 2-hand limit?)
*Haven't seen a rahshasa civ in 3 or 4 worlds (all max civs and very long history, bad luck? or maybe they die out?) plenty of yaksha though
*Moss tree wood is very dense, more than concrete
*Asura, who don't need to drink, psychologically suffer from not drinking (a problem with necromancers in the main game too) not sure if it's fixable

EDIT:
Btw, I was looking through the 2.5 version that I first started playing on and I find I miss some of the old critters like techroaches, energy slugs, and such. I think most of them are the old nanomutants. I do like the new ones too, but the names are a little too same-y, I think. Everything's a 'whatever'-class and I have to look at their description to remind myself if it's a malformed human torso dragging itself around trying to steal food or a super-nano tiger stalking my fishermen. But I do like the lore flavor behind the Anti-Nirvanists and their abominations with their Vedic (I think?) naming conventions. What I'm trying to say is I like them both and I hope the old ones could be worked back in somehow.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: squamous on October 02, 2020, 08:00:11 pm
Hello, just a few more things I noticed:

*Are dolphin-uplifts meant to be so big? (1,000,000 = ~14 times a normal human)
*Dolphins, gorillas, octopi, subhumans, rakshasas, and yaksha are all big enough to wield all weapons single-handed, including bows (raise bow 2-hand limit?)
*Haven't seen a rahshasa civ in 3 or 4 worlds (all max civs and very long history, bad luck? or maybe they die out?) plenty of yaksha though
*Moss tree wood is very dense, more than concrete
*Asura, who don't need to drink, psychologically suffer from not drinking (a problem with necromancers in the main game too) not sure if it's fixable

EDIT:
Btw, I was looking through the 2.5 version that I first started playing on and I find I miss some of the old critters like techroaches, energy slugs, and such. I think most of them are the old nanomutants. I do like the new ones too, but the names are a little too same-y, I think. Everything's a 'whatever'-class and I have to look at their description to remind myself if it's a malformed human torso dragging itself around trying to steal food or a super-nano tiger stalking my fishermen. But I do like the lore flavor behind the Anti-Nirvanists and their abominations with their Vedic (I think?) naming conventions. What I'm trying to say is I like them both and I hope the old ones could be worked back in somehow.

I'll try and work back in some of the older creatures if I can, yeah. I'm currently working on a big new project (my idea is a trinity of "flagship" mods focused on a fantastic past, fantastic quasi-modern, and fantastic future aesthetic, with the middle one being as yet unborn). I haven't forgotten about this mod, life has just been a bit busy. And yes, the naming conventions did get a bit same-y, but I wanted to sort of stick with my initial conception of posthumanity as sort of technology demigods/demons/fae, with the Vedic bestiary being most suited for the idea of quasi-demonic warrior kings that sought to challenge the natural cycle of the world. I will also fix the drinking thing.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: deusvult6 on October 07, 2020, 09:18:45 pm
I didn't mean to come across as impatient. I'm well aware that you're very busy and this is just done for fun in any case.

I'd taken a look at Fallen Frontier before and it does look interesting. Haven't checked out Fall from Grace or any of the others yet, though. I guess that being a fan of sci-fi dystopias like Battle Angel Alita/GUNNM, Blame, Fallout, Primordia, 40K, etc. I just find this one the MOST interesting as it ticks all the geek checkboxes for me.

When I was gathering data for the plant wiki page it struck me how few tree types there were compared to the vanilla. If I brainstorm some up, would you be interested? Or do you want to keep it where it's at? I can put them in the RAW format with notes if that'll help.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: squamous on October 07, 2020, 10:39:05 pm
I didn't mean to come across as impatient. I'm well aware that you're very busy and this is just done for fun in any case.

I'd taken a look at Fallen Frontier before and it does look interesting. Haven't checked out Fall from Grace or any of the others yet, though. I guess that being a fan of sci-fi dystopias like Battle Angel Alita/GUNNM, Blame, Fallout, Primordia, 40K, etc. I just find this one the MOST interesting as it ticks all the geek checkboxes for me.

When I was gathering data for the plant wiki page it struck me how few tree types there were compared to the vanilla. If I brainstorm some up, would you be interested? Or do you want to keep it where it's at? I can put them in the RAW format with notes if that'll help.

Oh it's all fine, you don't need to worry about appearing impatient. Besides, I have a patreon now, this is practically my job. I gotta churn out results.

Fallen Frontier is one I'm happy with but it falls into the problem of, since it's a mech-centric mod, you're either getting your butt kicked by enemy invasions that use them while you can't, or you curbstomp everything as the only adventurer with a mech, so it's basically sort of broken until mounts are equalized.

As for more trees, I'm curious, but they'd have to stay in the moss forest biomes. The rest of the map is meant as a deserted wasteland after all.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Millyrainbow on October 08, 2020, 04:47:29 pm
Currently playing as Nobles, and trying to figure out if theres anything you can do with plastiglass. Im assuming its supposed to be used to make windows and various other glass products, but...

As for more trees, I'm curious, but they'd have to stay in the moss forest biomes. The rest of the map is meant as a deserted wasteland after all.

Imo, i think you could probably do some interesting things with the lore you have. After all, who says the trees need to be wood, or even organic? :3c We already have nanite goo, so perhaps there could be nanite metal in the shape of trees as the algorithms try to replicate something it doesnt understand, and cutting them down could produce nanite goop or something that can be an alternative for metal production, or perhaps used for a specific grade of metal.

And ofcoarse with those trees comes the other nanite abominations as well.. Instead of the land being filled with undead, its nanite built/controlled creatures, perhaps akin to werebeasts, that infect and change your population into more nanite abominations.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: squamous on October 09, 2020, 03:08:36 am
Currently playing as Nobles, and trying to figure out if theres anything you can do with plastiglass. Im assuming its supposed to be used to make windows and various other glass products, but...

As for more trees, I'm curious, but they'd have to stay in the moss forest biomes. The rest of the map is meant as a deserted wasteland after all.

Imo, i think you could probably do some interesting things with the lore you have. After all, who says the trees need to be wood, or even organic? :3c We already have nanite goo, so perhaps there could be nanite metal in the shape of trees as the algorithms try to replicate something it doesnt understand, and cutting them down could produce nanite goop or something that can be an alternative for metal production, or perhaps used for a specific grade of metal.

And ofcoarse with those trees comes the other nanite abominations as well.. Instead of the land being filled with undead, its nanite built/controlled creatures, perhaps akin to werebeasts, that infect and change your population into more nanite abominations.

I'm already thinking of fractal trees, and nanite abominations are definitely on the table, I've just had trouble with them in the past when I tried making them into night trolls. However, normal werewolves ought to be something I can rejigger into nanomachine monsters.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Striderdarnell on October 10, 2020, 05:37:42 am
Hi! I was wondering if you have any plans to add in dfhack or quality of life improvement's in the near future for this mod. I've spent 16 hours myself fiddling around and seeing what works with dfhack being the most fussy thing to get working with the mod XD. Truly love the concept and back story of your mod and hope to see it grow. Maybe even some meph tile set love for eye candy. <3
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: squamous on October 10, 2020, 04:09:27 pm
Hi! I was wondering if you have any plans to add in dfhack or quality of life improvement's in the near future for this mod. I've spent 16 hours myself fiddling around and seeing what works with dfhack being the most fussy thing to get working with the mod XD. Truly love the concept and back story of your mod and hope to see it grow. Maybe even some meph tile set love for eye candy. <3

Unfortunately I'm neither a coder or an artist, so I can't provide compatibility with DFhack or a tileset with my current skillset. If someone wishes to make a compatibility patch for DFhack they are welcome to do so, but as things stand I have as good a chance of making it work as you do.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Splint on October 10, 2020, 09:08:14 pm
Honestly thus far I haven't encountered anything that'd really benefit from it anyway, short of being able to build your own combat robots/transport craft and exo-armor providing protection against airborne hazards or something.

I mean *maybe* you could also use it to add grenades and rocket launchers, but as it stands while I haven't fought civilized people yet (nobody wants to come and play with my settlers, :( ) stuff like that'd be horrendous levels of overkill anyway against everything else.

EDIT: Not to say it couldn't benefit from it, but that all being said it'll be easier to update and work with without a DFhack dependence since that breaks every game update.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Striderdarnell on October 10, 2020, 09:28:06 pm
After brain storming I found out that the dfhack file I was trying to use was not up to date until today! Dfhack was just recently updated to the mods current version making it work normally now. Ill be looking into adding in quality of life changes like mouse controls for workshops. Ive gotten use to just clicking on a workshop and putting in build orders so when I came to this mod I was dumb founded until I learn the Q key. And Im a complete monkey when it comes to messing with files (Basically throw and smash files together until something works)

Update: Learned just having DFhack comes with all the quality of life changes such as clicking on workshops and entity's :D
Now to see if I can make TWBT to work or other tile sets. Basically slapped dfhack in, let it overwrite, and edited the dfhack.init-example into just dfhack.int to remove the error warning when launching the mod. (I could post the file but I rather have permission from the mod creator himself, or he can post this quality of life version himself if he likes too) Wish me luck on my file smacking.

Update: Just got TWBT working, seems to work with a test tile set making it possible to change out tilesets by using only the data portions and leaving out the raw files that has crashed multiple embarkments.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: deusvult6 on October 12, 2020, 02:15:36 pm
I think I have the Wiki nearly finished. It needs a few more descriptive paragraphs here and there but I'll get to it when I can. It has pages on creatures, plants, materials, weapons, armors, and civilization summaries. If anyone thinks of anything else that'd be helpful, let me know or feel free to throw it up there yourself.
https://dwarffortresswiki.org/index.php/Modification:The_Long_Night (https://dwarffortresswiki.org/index.php/Modification:The_Long_Night)

Several more questions about potential issues:
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: squamous on October 12, 2020, 05:42:03 pm
I think I have the Wiki nearly finished. It needs a few more descriptive paragraphs here and there but I'll get to it when I can. It has pages on creatures, plants, materials, weapons, armors, and civilization summaries. If anyone thinks of anything else that'd be helpful, let me know or feel free to throw it up there yourself.
https://dwarffortresswiki.org/index.php/Modification:The_Long_Night (https://dwarffortresswiki.org/index.php/Modification:The_Long_Night)

Several more questions about potential issues:
  • Aluminum is very expensive in the main game as it is only available via its naturally pure form. After the advent of electrolytic purification processes it became one of the cheapest and most widely available metals. To have it still be as valuable as platinum seems a little silly. It ought to be very common and very cheap. Maybe used for furniture and such. It's already pretty common in the ore yields, so the value is probably all that needs to change.
  • If I'm reading the utility worm raws correctly, the miliking coefficient on algae and protein worms was raised to 200,000 and the lactose one remains at the standard 20,000. I don't know if this was what was intended because this means, with 1200 ticks to a day, that while the lactose worms can be milked every 17 days, the other two can only be milked every 167 days. This would explain my difficulties with trying to milk my algae worm on my last embark. This doesn't seem like a good deal for a grazer that requires approximately 133 tiles of pasture. Or very realistic for a worm bigger than an elephant that is bio-engineered to maximize output. I feel like they should refresh their milk store faster than regular animals. Maybe 12,000 (every 10 days) would be more appropriate?

I don't know how that happened so I'll be resolving it next update.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Striderdarnell on October 14, 2020, 01:11:45 am
Quick Questions:

What does the portable refinery, synthesizers, 3d printers, and deconstructor do? Or are they for decoration. (which I dont mind having a cluster of neo-humans just chilling around waiting for their 3d print to be done lol)

What is the size unit of a 200,000u compared in real life? Or what is a measurement of 1u compared to, inches or feet?

How do rockets work? Do you need a gun or do they throw it?

Finally how does one get to exo-suits, or are they tide to certain factions as well? (Played alot of Neo-humans and Nobles)

Just What My Fortress has been up too:
Been playing as neo-humans inspired by the ancient-ancient history of the Roman empire. Been breeding my caeser class anti-personal-vehicle army ready to defend a mega underground city for 3 nights now, and have to say I'm completely sucked into your lore of The Long Night. Breaking into production of lightly armored squad of coil rifle gunners before having some bio-frames and machines accompany them on an assault against the Yakasah fortress of Walkwhips.  ;D

My Fortress so far:
https://photos.app.goo.gl/7BgFsoBkrzfrjyCf6

My Head Cannon of what a female Dominance-22 exo-suit looks like on my militia commander *armed with a edge shiv*
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: squamous on October 14, 2020, 02:27:53 am
Quick Questions:

What does the portable refinery, synthesizers, 3d printers, and deconstructor do? Or are they for decoration. (which I dont mind having a cluster of neo-humans just chilling around waiting for their 3d print to be done lol)

What is the size unit of a 200,000u compared in real life? Or what is a measurement of 1u compared to, inches or feet?

How do rockets work? Do you need a gun or do they throw it?

Finally how does one get to exo-suits, or are they tide to certain factions as well? (Played alot of Neo-humans and Nobles)

Just What My Fortress has been up too:
Been playing as neo-humans inspired by the ancient-ancient history of the Roman empire. Been breeding my caeser class anti-personal-vehicle army ready to defend a mega underground city for 3 nights now, and have to say I'm completely sucked into your lore of The Long Night. Breaking into production of lightly armored squad of coil rifle gunners before having some bio-frames and machines accompany them on an assault against the Yakasah fortress of Walkwhips.  ;D

My Fortress so far:
https://photos.app.goo.gl/7BgFsoBkrzfrjyCf6

My Head Cannon of what a female Dominance-22 exo-suit looks like on my militia commander *armed with a edge shiv*
Spoiler (click to show/hide)

portable refinery, synthesizers, 3d printers, and deconstructor are for adventure mode crafting. I let civs make them on their own so it would be easier for players to get them

a human is 70,000u, for example

Rockets need cannon-type weaponry

Certain exosuits are tied to certain factions, yes
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Splint on October 14, 2020, 02:53:43 am
My Head Cannon of what a female Dominance-22 exo-suit looks like on my militia commander *armed with a edge shiv*
Spoiler (click to show/hide)
While probably woefully inaccurate, I got more of an impression that the exo-armors were more akin to the Power Armor seen in the newer Fallouts; that is to say, sealed (more or less anyway, depending on the make and model,) tanky and heavy looking. As befits armor intended for troops carrying stuff like shotguns and combat axes into battle against guys with coilguns and such.

They're just operating on a proprietary frame system instead of a universal one, with the fancier, slimmer ones being akin to what the GDI wears in Tiberian Sun, just with an obvious exoskeleton and a little more bulk to it to reflect that nature. Stuff like the M-Grace and other "standard" armors, in the modern, ranged weapon dominated battlefield sense, basically.

After all, these suits are meant to protect their wearers from the elements as much as from gunfire and blades going by what's written.


I ain't gonna lie, there was some part of me that wished it had the will and drive to make a total conversion for Fallout 4 based on this mod, since there's plenty of power armor mods plus what the base game gives to represent some of the major brands.

Not to knock the art though, whether you drew it yourself or not. Good stuff.


I should probably get back to my own settlement, take pictures and the like. Mine's above ground, though while open to the outside, the general residences are partially built underground due to an aquifer making going past a layer of plastic garbage an annoying hassle. Haven't gotten to see the ranged weapons in action much either because nobody wants to come and play with my soldiers, but the melee weapons have been plenty devastating, which is good. Even managed to bring down an Autonomous Dragon Gunship!
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Striderdarnell on October 14, 2020, 06:42:08 am
My Head Cannon of what a female Dominance-22 exo-suit looks like on my militia commander *armed with a edge shiv*
Spoiler (click to show/hide)
While probably woefully inaccurate, I got more of an impression that the exo-armors were more akin to the Power Armor seen in the newer Fallouts; that is to say, sealed (more or less anyway, depending on the make and model,) tanky and heavy looking. As befits armor intended for troops carrying stuff like shotguns and combat axes into battle against guys with coilguns and such.

They're just operating on a proprietary frame system instead of a universal one, with the fancier, slimmer ones being akin to what the GDI wears in Tiberian Sun, just with an obvious exoskeleton and a little more bulk to it to reflect that nature. Stuff like the M-Grace and other "standard" armors, in the modern, ranged weapon dominated battlefield sense, basically.

After all, these suits are meant to protect their wearers from the elements as much as from gunfire and blades going by what's written.


I ain't gonna lie, there was some part of me that wished it had the will and drive to make a total conversion for Fallout 4 based on this mod, since there's plenty of power armor mods plus what the base game gives to represent some of the major brands.

Not to knock the art though, whether you drew it yourself or not. Good stuff.


I should probably get back to my own settlement, take pictures and the like. Mine's above ground, though while open to the outside, the general residences are partially built underground due to an aquifer making going past a layer of plastic garbage an annoying hassle. Haven't gotten to see the ranged weapons in action much either because nobody wants to come and play with my soldiers, but the melee weapons have been plenty devastating, which is good. Even managed to bring down an Autonomous Dragon Gunship!

Totally agree, I imagine alot of the exo-armor to be more bulky or lighter, just depends on what the description I get from them. Also your boys taking down a dragon gunship would be amazing to see in art form. Did they go at it melee style or did you have some ranged weapons to shoot it down? Also would love to see your settlement here :D. I lost my first squad tonight to a bad demand for tribute from one of the bird people settlments so now I'm arming a novo-5 heavy armored squad with bio-frames and anti-personnel and anti-armor machines to back up them up when they head out with ancient nano swords and coil-pistols in my attempt for revenge.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Striderdarnell on October 14, 2020, 06:53:23 am
Quick Questions:

What does the portable refinery, synthesizers, 3d printers, and deconstructor do? Or are they for decoration. (which I dont mind having a cluster of neo-humans just chilling around waiting for their 3d print to be done lol)

What is the size unit of a 200,000u compared in real life? Or what is a measurement of 1u compared to, inches or feet?

How do rockets work? Do you need a gun or do they throw it?

Finally how does one get to exo-suits, or are they tide to certain factions as well? (Played alot of Neo-humans and Nobles)

Just What My Fortress has been up too:
Been playing as neo-humans inspired by the ancient-ancient history of the Roman empire. Been breeding my caeser class anti-personal-vehicle army ready to defend a mega underground city for 3 nights now, and have to say I'm completely sucked into your lore of The Long Night. Breaking into production of lightly armored squad of coil rifle gunners before having some bio-frames and machines accompany them on an assault against the Yakasah fortress of Walkwhips.  ;D

My Fortress so far:
https://photos.app.goo.gl/7BgFsoBkrzfrjyCf6

My Head Cannon of what a female Dominance-22 exo-suit looks like on my militia commander *armed with a edge shiv*
Spoiler (click to show/hide)

portable refinery, synthesizers, 3d printers, and deconstructor are for adventure mode crafting. I let civs make them on their own so it would be easier for players to get them

a human is 70,000u, for example

Rockets need cannon-type weaponry

Certain exosuits are tied to certain factions, yes

Thank you for your reply, short and sweet and straight to the point <3  ;) good luck on your projects
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: delphonso on October 14, 2020, 07:04:33 am
I believe units are roughly grams - cubic centimeters of water. It doesn't work out because most creatures are made of denser stuff than water, but it gives you a rough idea. Humans are roughly 70kg - which makes sense. Dwarves are 60kg, which gives you an idea of their height/weight ratio compared to humans (as wide or slightly wider, and somewhere around 20% shorter or more.)
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Striderdarnell on October 14, 2020, 07:41:41 am
I believe units are roughly grams - cubic centimeters of water. It doesn't work out because most creatures are made of denser stuff than water, but it gives you a rough idea. Humans are roughly 70kg - which makes sense. Dwarves are 60kg, which gives you an idea of their height/weight ratio compared to humans (as wide or slightly wider, and somewhere around 20% shorter or more.)
So what would bio-machines be in water  :-\ I just wanna know what 7,000,000u be in feet xD. Ive just chucked it up to guess work at this point.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: delphonso on October 14, 2020, 07:49:54 am
Yeah, it's guess-work. Some of it doesn't make a ton of sense. It is a measurement of volume, though - so it is cubic centimeters, I guess.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: deusvult6 on October 14, 2020, 02:41:08 pm
Wrt size, it is cubic centimeters which is important because I believe the game calculates the mass by using the density of the tissue. So in this mod where many critters have layers made of various nanotechnes, which range from as dense as nickel (grade-A) to aluminum (grade-S), you can get critters much heavier than organics of the same size. I think that is only important for blunt damage calculations or things like shoving in a wrestling match but you will need to be careful if you plan to cage them as they then have to be carried.

For some real life comparisons:

So it looks like a lot of these bioframes fall between hippo- and elephant-sized with the biggest ones topping even that (about the size of a cow riding a hippo riding an elephant). Meanwhile the ADW classes range from elephant- to humpback whale-sized. With plasma-cannon turrets.

Don't forget that there is now a wiki set up for this mod where you can go for all sorts of quick answers. Like playing the base game, I keep it on in the background at all times. If you see anything wrong that needs updating, throw it up there. I know the materials page and animal butchering column on creatures in particular need some love as there's a lot that isn't self-explanatory in the raws.
https://dwarffortresswiki.org/index.php/Modification:The_Long_Night:_Creatures (https://dwarffortresswiki.org/index.php/Modification:The_Long_Night:_Creatures)
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Splint on October 14, 2020, 04:41:59 pm
Totally agree, I imagine alot of the exo-armor to be more bulky or lighter, just depends on what the description I get from them. Also your boys taking down a dragon gunship would be amazing to see in art form. Did they go at it melee style or did you have some ranged weapons to shoot it down? Also would love to see your settlement here :D. I lost my first squad tonight to a bad demand for tribute from one of the bird people settlments so now I'm arming a nova-5 heavy armored squad with bio-frames and anti-personnel and anti-armor machines to back up them up when they head out with ancient nano swords and coil-pistols in my attempt for revenge.

The helmet from that Redshift one in particular actually made me think of this mod. :P

And took it down in melee! Six of the 8 guys in the unit at the time swarmed it while it was attacking a ganesha I had chained by the north gate. Only ranged contribution was one of my whopping three railgunners at the time taking a potshot while she ran away from the thing.

Most of them are using K2 Magnifigue armor with y-visored helmets, apart from the militia commander who is packing a suit of Starner-V armor, with thier gear varying pretty wildly with several swords, axes, shivs, and a pile bunker.  Basically ended up taking a typical fantasy engagement (knights vs dragon,) but making it IN SPAAAAAAAAAACE (for practical purposes.)

The rangers are all using Valiant-14s with the squad leaders using Valiant-16s (I like to imagine the only practical difference between them is down to better communication and tactical software and some minor aesthetic tweaks,) with one team currently comprised of 5 railgunners and another of 3 chemgunners packing shotguns. Their helmets are more varied, with several three-eyed models, an x-visor, and a couple four-eyed variants.

My dudes are all standard humans instead of any uplifts, off-worlders, or upper class mucky-mucks, in particular of the I guess "Republic" flavor, as opposed to the Communes or Corporatists. Was sheer coincidence.

Two things have sort of stuck out to me though. Well, three, but one is more of a minor nitpick than anything.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: squamous on October 14, 2020, 05:08:09 pm
Totally agree, I imagine alot of the exo-armor to be more bulky or lighter, just depends on what the description I get from them. Also your boys taking down a dragon gunship would be amazing to see in art form. Did they go at it melee style or did you have some ranged weapons to shoot it down? Also would love to see your settlement here :D. I lost my first squad tonight to a bad demand for tribute from one of the bird people settlments so now I'm arming a nova-5 heavy armored squad with bio-frames and anti-personnel and anti-armor machines to back up them up when they head out with ancient nano swords and coil-pistols in my attempt for revenge.

The helmet from that Redshift one in particular actually made me think of this mod. :P

And took it down in melee! Six of the 8 guys in the unit at the time swarmed it while it was attacking a ganesha I had chained by the north gate. Only ranged contribution was one of my whopping three railgunners at the time taking a potshot while she ran away from the thing.

Most of them are using K2 Magnifigue armor with y-visored helmets, apart from the militia commander who is packing a suit of Starner-V armor, with thier gear varying pretty wildly with several swords, axes, shivs, and a pile bunker.  Basically ended up taking a typical fantasy engagement (knights vs dragon,) but making it IN SPAAAAAAAAAACE (for practical purposes.)

The rangers are all using Valiant-14s with the squad leaders using Valiant-16s (I like to imagine the only practical difference between them is down to better communication and tactical software and some minor aesthetic tweaks,) with one team currently comprised of 5 railgunners and another of 3 chemgunners packing shotguns. Their helmets are more varied, with several three-eyed models, an x-visor, and a couple four-eyed variants.

My dudes are all standard humans instead of any uplifts, off-worlders, or upper class mucky-mucks, in particular of the I guess "Republic" flavor, as opposed to the Communes or Corporatists. Was sheer coincidence.

Two things have sort of stuck out to me though. Well, three, but one is more of a minor nitpick than anything.

The pile bunker thing is a weird name and position I'll admit, but basically they're "spears" that extend and retract really fast, so I dunno where else to put them. "Pile Bunker" as a name was invented and popularized by the Japanese I think, so idk what the rationale was, but to me, the important thing is that if you google the name, you'll know exactly what it is and how it works.

As for the dyes and stoneware, that'll hopefully be fixed in the upcoming update.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Splint on October 14, 2020, 06:08:12 pm


Now then, for the settlement of Goalrun! Click to enlarge.
(https://i.imgur.com/q76Q6S4.png)
As previously stated, my own settlement is a surface one due to aquifer hassles (and uses the default color palette and tileset.) While the palette is very same-y, it grows on you quickly and the ambient music is super ominous and bleak feeling. Like something terrible is always going to happen even when literally nothing is wrong. I also had to turn weather off for this, as the area I settled has literally non-stop rainfall.

Most of the buildings are constructed from corroded metal panels, essentially, with windows made of circuitry (I imagined them as being light up frames with plastic panes,) and everything else being made of scrap metal. Petrified wood is used for decorative statuary, given its rarity. There's no real dedicated pasture space, with the factory worms currently just kinda hanging out hoovering up rubble, as I have more food and raw materials than I know what to do with thanks to an extremely aggressive campaign against the local wildlife. There's not really anything to speak of up above this z-level, apart from the upper floors of the library, apartments, and bunkhouse.

What structures and rooms aren't made of old metal, is made from Grade C nanotechne, since we're able to get plenty from killing the local mutant population.

(https://i.imgur.com/eVaiAev.png)
The first underground level. Most storage is below ground level, along with many residences out of safety and planning concerns.

(https://i.imgur.com/IxZmHk5.png)
Bottom level above the aquifer. While the aquifer isn't hard to go through, it proved enough of an annoyance that it wasn't really worth it to set up under it. The town has no cavern access, just the large mining tunnels below this layer of plastic garbage. Those aquifers also feed multiple wells, ensuring everyone has ready access to to clean... Ish, drinking water.

Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Striderdarnell on October 14, 2020, 07:58:16 pm
Wrt size, it is cubic centimeters which is important because I believe the game calculates the mass by using the density of the tissue. So in this mod where many critters have layers made of various nanotechnes, which range from as dense as nickel (grade-A) to aluminum (grade-S), you can get critters much heavier than organics of the same size. I think that is only important for blunt damage calculations or things like shoving in a wrestling match but you will need to be careful if you plan to cage them as they then have to be carried.

For some real life comparisons:
  • A wolf is about 0.04 m2 (40 kg) or 40,000 u
  • A polar bear is about 0.45 m2 or 450,000 u
  • A cow is about 0.5 m2 or 500,000 u
  • A hippo is about 1.5 m2 or 1,500,000 u
  • An elephant is about 5 m2 or 5,000,000 u
  • A humpback whale is about 30 m2 or 30,000,000 u
  • A blue whale is about 100 m2 or 100,000,000 u

So it looks like a lot of these bioframes fall between hippo- and elephant-sized with the biggest ones topping even that (about the size of a cow riding a hippo riding an elephant). Meanwhile the ADW classes range from elephant- to humpback whale-sized. With plasma-cannon turrets.

Don't forget that there is now a wiki set up for this mod where you can go for all sorts of quick answers. Like playing the base game, I keep it on in the background at all times. If you see anything wrong that needs updating, throw it up there. I know the materials page and animal butchering column on creatures in particular need some love as there's a lot that isn't self-explanatory in the raws.
https://dwarffortresswiki.org/index.php/Modification:The_Long_Night:_Creatures (https://dwarffortresswiki.org/index.php/Modification:The_Long_Night:_Creatures)

I think two good additions to put into the wiki would be what weapons and armor is available to what factions. I would love to know what factions had (for example) the bandit style exo-armors, so anyone can go for a bandit style settlement.

And the second addition would be what bio-frames and machines are tide to what factions. For example the caeser class anti-personnel anti-vehicle models for the Neo-Human/Executors.

Yet another addition would be maybe a quick start guide that can be universal for faction embarkments. Like how to set-up a nanotechne production quickly in the first year and possibly pros/cons for each faction. There's alot that could be added into the wiki like flavor text, detailed faction specific info, play styles, and pictures ;). I'm more incline to add faction specific pages with some lore/history, armor/weapons tree, general descriptions of what a faction race member looks like, ect.

And I've been using your wiki so much for the past few nights, very well put together :D Thank you for your work good sir.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Striderdarnell on October 14, 2020, 08:20:23 pm
Amazing looking upper settlement, gives me the classic fallout 2 feel and look of it. Also you gave me an idea to start up a star-cult militant fortress where the cult arms themselves in high-tech gear going out and kidnapping mutants or uplifts, offering them to their star-gods. I wonder how effective is an unarmored squad of ranged soldiers with a mix of rocket launchers, rifles, and shivs.

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: deusvult6 on October 14, 2020, 11:21:28 pm
And I've been using your wiki so much for the past few nights, very well put together :D Thank you for your work good sir.
I'm glad to be a help. Honestly, it started as me keeping notes on scratch paper just to help myself play, but then I figured I ought to share and hopefully some folks would help me back. So I appreciate the feedback.

I think two good additions to put into the wiki would be what weapons and armor is available to what factions. I would love to know what factions had (for example) the bandit style exo-armors, so anyone can go for a bandit style settlement.

And the second addition would be what bio-frames and machines are tide to what factions. For example the caeser class anti-personnel anti-vehicle models for the Neo-Human/Executors.
I already have a stream-lined list of these. They can be found under each civ's description on the Civilization page. If you mean something more comprehensive like a full-on massive checkbox-filled table, I can look into it. I suppose knowing precisely which advanced armor the Titanians can make could be beneficial and I might have already copied that out anyway.

As far as critters go, I've included the ones that are expressly granted to each civ, however a lot of creatures have the [PET] tag meaning they have a high chance of being domesticated if encountered in world-gen. It might even be automatic it they are in the correct biome. For instance, Asuras do not get general domestics, just nanomutants and their own bioframes, but even on embarks with 5 year histories, I've gotten the option to embark with numerous other bioframes, utility worms, giant tardigrades, etc, meaning those species were caught and domesticated by the civ in those 5 years of world-gen. The only things they have no chance to get are things with no natural biomes or if they are forbidden in the entity file.

The only ones with exclusive options are the Nobles, Neo-Humans, and Asura.
Yet another addition would be maybe a quick start guide that can be universal for faction embarkments. Like how to set-up a nanotechne production quickly in the first year and possibly pros/cons for each faction. There's alot that could be added into the wiki like flavor text, detailed faction specific info, play styles, and pictures ;). I'm more incline to add faction specific pages with some lore/history, armor/weapons tree, general descriptions of what a faction race member looks like, ect.
A quick-start guide could be useful, I'll look into it. I originally did have a guide written up for the 2.5 method of nanotechne-crafting which used any metal bar available (typically closest non-tasked) and therefore you had to careful that you kept the grade-C bars away from the smelter or it would use them. But that's obsolete now. (And grade-N is better anyway. Asura forever!)

I'm expressly avoiding taking the lore into my own hands. In fact most all of the lore bits are just copy-pasted from the first couple of posts in this thread. This project is squamous' vision and the lore is his to write, in my opinion. That said, he's revised it a bunch from where he started already, so if I was pressured to guess, he probably wouldn't mind some genuine, polite, and well-thought-out assistance in painting out the edges and corners.

But I think flavor-text snippets throughout the wiki would be great. I'm not clever enough for all that, so feel free to knock yourself out. I've tried to reach out to Kruggsmash about permission for the art he did on his episode of this mod but he hasn't replied and without being a patreon it's probably lost in the crowd.

Again, thanks for the feedback. I'm just happy to hear it's being used.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Striderdarnell on October 14, 2020, 11:55:59 pm
Quote
I already have a stream-lined list of these. They can be found under each civ's description on the Civilization page. If you mean something more comprehensive like a full-on massive checkbox-filled table, I can look into it. I suppose knowing precisely which advanced armor the Titanians can make could be beneficial and I might have already copied that out anyway.

Yep a comprehensive check-list of armor for each faction was what I was thinking too. Sorry for my poor grammar. I believe the colony human factions like Euro, Martian, Jovians, sub-humans, and Titanians don't have access to bio-frame/bio-morphs. Got multiple up-lift and the said list above not having access to them, but Nobles, Post-Humans, Neo-Humans do have access. Now they do have morphs for anti personnel and anti vehicles along with our friendly giant tardigrades.

(Had a quick check through civ/fac descriptions)

Unless you meant that all the factions could TRADE for bio-frame models, other then that I don't see them being able to embark with bio-frames.

Quote
A quick-start guide could be useful, I'll look into it. I originally did have a guide written up for the 2.5 method of nanotechne-crafting which used any metal bar available (typically closest non-tasked) and therefore you had to careful that you kept the grade-C bars away from the smelter or it would use them. But that's obsolete now. (And grade-N is better anyway. Asura forever!)

I'm expressly avoiding taking the lore into my own hands. In fact most all of the lore bits are just copy-pasted from the first couple of posts in this thread. This project is squamous' vision and the lore is his to write, in my opinion. That said, he's revised it a bunch from where he started already, so if I was pressured to guess, he probably wouldn't mind some genuine, polite, and well-thought-out assistance in painting out the edges and corners.

But I think flavor-text snippets throughout the wiki would be great. I'm not clever enough for all that, so feel free to knock yourself out. I've tried to reach out to Kruggsmash about permission for the art he did on his episode of this mod but he hasn't replied and without being a patreon it's probably lost in the crowd.

Oh yeah, I was going on the idea of being as faithful as possible to squamous's original vision and the lore he has set down. Not setting up anything new, just using whats there and adding it to future expanded faction pages on the wiki. Like Nobles getting a whole page for themselves with what the faction is able to make and has access too, like how they have access to the Gundai-class bio-morphs and the Jiken-Bak exo-armor set. Not to mention their large collection of faction specific clothing and the rest of the bio-morph collection open to them.

And like the Nobles, all the other factions can get some love for them as well, with their own pages with detailed information on exo-armor sets, clothing, weapons, bio-morphs, vehicles, machines, race descriptions, and such. Even some nice art that closely represents the civ's species or exo-armor.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: deusvult6 on October 15, 2020, 12:31:22 am
Yep a comprehensive check-list of armor for each faction was what I was thinking too. Sorry for my poor grammar. I believe the colony human factions like Euro, Martian, Jovians, sub-humans, and Titanians don't have access to bio-frame/bio-morphs. Got multiple up-lift and the said list above not having access to them, but Nobles, Post-Humans, Neo-Humans do have access. Now they do have morphs for anti personnel and anti vehicles along with our friendly giant tardigrades.

(Had a quick check through civ/fac descriptions)

Unless you meant that all the factions could TRADE for bio-frame models, other then that I don't see them being able to embark with bio-frames.

I did say the critters are tricky. The embark screen is not comprehensive as there is an element of in-game random chance as well. In the entity files (in /raws/objects) one will find all the specifics of any given civ. For Europans, look in entity_organic_human_refugee.txt. There are 2 designations for animals, either permitted ([ANIMAL_CLASS:XXX]) or forbidden ([ANIMAL_FORBIDDEN_CLASS:XXX]). The permitted class are not guaranteed unless accompanied by the additional [ANIMAL_ALWAYS_PRESENT] tag. Then there's also the common domestic tags that grant the use of appropriately-marked animals.

Bioframes are permitted to Europans, but not guaranteed which is why I wrote "access to bioframes" next to pretty much every faction. If you want to up your chances, pick a civ that has some settlements in mountain biomes. They are likely to have encountered them and with the [PET] tag they'll get scooped right up. OR play it ballsy and embark in the mountains and capture them yourself. I like to overlap with mountains for just that reason though so far all I've caught are forest penguins and cleaner worms. They actually tend to spook pretty easy but the war ganeshas pastured out front of my gate might help a bit.

Speaking of that, @squamous, is plasma known to be effective? I had a Zuric-type running though my pasture shooting many of my animals with no effect. Baby ganesha took 3 hits to the neck and adventurer worms took a bunch of hits all with no noticeable effect. Nothing about damage in their descriptions or on Dwarf Therapist. Maybe they just have resilient hides? If so, they're working perfectly. I was hoping he'd come back and shoot the trashgulls for comparison but the adventurer worms refused to let up.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: squamous on October 15, 2020, 01:33:23 am
Yep a comprehensive check-list of armor for each faction was what I was thinking too. Sorry for my poor grammar. I believe the colony human factions like Euro, Martian, Jovians, sub-humans, and Titanians don't have access to bio-frame/bio-morphs. Got multiple up-lift and the said list above not having access to them, but Nobles, Post-Humans, Neo-Humans do have access. Now they do have morphs for anti personnel and anti vehicles along with our friendly giant tardigrades.

(Had a quick check through civ/fac descriptions)

Unless you meant that all the factions could TRADE for bio-frame models, other then that I don't see them being able to embark with bio-frames.

I did say the critters are tricky. The embark screen is not comprehensive as there is an element of in-game random chance as well. In the entity files (in /raws/objects) one will find all the specifics of any given civ. For Europans, look in entity_organic_human_refugee.txt. There are 2 designations for animals, either permitted ([ANIMAL_CLASS:XXX]) or forbidden ([ANIMAL_FORBIDDEN_CLASS:XXX]). The permitted class are not guaranteed unless accompanied by the additional [ANIMAL_ALWAYS_PRESENT] tag. Then there's also the common domestic tags that grant the use of appropriately-marked animals.

Bioframes are permitted to Europans, but not guaranteed which is why I wrote "access to bioframes" next to pretty much every faction. If you want to up your chances, pick a civ that has some settlements in mountain biomes. They are likely to have encountered them and with the [PET] tag they'll get scooped right up. OR play it ballsy and embark in the mountains and capture them yourself. I like to overlap with mountains for just that reason though so far all I've caught are forest penguins and cleaner worms. They actually tend to spook pretty easy but the war ganeshas pastured out front of my gate might help a bit.

Speaking of that, @squamous, is plasma known to be effective? I had a Zuric-type running though my pasture shooting many of my animals with no effect. Baby ganesha took 3 hits to the neck and adventurer worms took a bunch of hits all with no noticeable effect. Nothing about damage in their descriptions or on Dwarf Therapist. Maybe they just have resilient hides? If so, they're working perfectly. I was hoping he'd come back and shoot the trashgulls for comparison but the adventurer worms refused to let up.

Plasma should be super dangerous and melty, if it isn't then I dunno why. I'll check.

EDIT: Alright so basically plasma is super lethal (possibly one-shot-kill lethal) against unarmored inorganic targets. Creatures made out of metal or with a metal exterior resist it much better, but I think if you pile enough plasma goo on one it should go down eventually or at least catch fire. Basically, it's reskinned molten metal.
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Striderdarnell on October 15, 2020, 03:11:44 am
Yep a comprehensive check-list of armor for each faction was what I was thinking too. Sorry for my poor grammar. I believe the colony human factions like Euro, Martian, Jovians, sub-humans, and Titanians don't have access to bio-frame/bio-morphs. Got multiple up-lift and the said list above not having access to them, but Nobles, Post-Humans, Neo-Humans do have access. Now they do have morphs for anti personnel and anti vehicles along with our friendly giant tardigrades.

(Had a quick check through civ/fac descriptions)

Unless you meant that all the factions could TRADE for bio-frame models, other then that I don't see them being able to embark with bio-frames.

I did say the critters are tricky. The embark screen is not comprehensive as there is an element of in-game random chance as well. In the entity files (in /raws/objects) one will find all the specifics of any given civ. For Europans, look in entity_organic_human_refugee.txt. There are 2 designations for animals, either permitted ([ANIMAL_CLASS:XXX]) or forbidden ([ANIMAL_FORBIDDEN_CLASS:XXX]). The permitted class are not guaranteed unless accompanied by the additional [ANIMAL_ALWAYS_PRESENT] tag. Then there's also the common domestic tags that grant the use of appropriately-marked animals.

Bioframes are permitted to Europans, but not guaranteed which is why I wrote "access to bioframes" next to pretty much every faction. If you want to up your chances, pick a civ that has some settlements in mountain biomes. They are likely to have encountered them and with the [PET] tag they'll get scooped right up. OR play it ballsy and embark in the mountains and capture them yourself. I like to overlap with mountains for just that reason though so far all I've caught are forest penguins and cleaner worms. They actually tend to spook pretty easy but the war ganeshas pastured out front of my gate might help a bit.

Speaking of that, @squamous, is plasma known to be effective? I had a Zuric-type running though my pasture shooting many of my animals with no effect. Baby ganesha took 3 hits to the neck and adventurer worms took a bunch of hits all with no noticeable effect. Nothing about damage in their descriptions or on Dwarf Therapist. Maybe they just have resilient hides? If so, they're working perfectly. I was hoping he'd come back and shoot the trashgulls for comparison but the adventurer worms refused to let up.

My apologies then, I ran up two worlds just to test out the civs and had no access. Ill make sure to look through the files next time   ;)
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Lidku on October 17, 2020, 06:19:15 am
-snip-

What's your exact technique for roofing when making above-ground forts?
Title: Re: Dwarf Fortress: The Long Night 2.61
Post by: Splint on October 17, 2020, 08:05:47 am
-snip-

What's your exact technique for roofing when making above-ground forts?

It varies from building to building. The temples, manager's house, and representative's house all have partial or completely peaked rooves to some extent (a set of ramps with a wall set inwards from that) as does the gate control hut by the bar. The remainder use typical box set-ups, mainly because I needed those structures done quickly (in the case of the surface-level apartments and houses) or where aesthetics was simply secondary to their purpose (the hospital and all of the barracks buildings.)

Walls just get an overhang on the walkway side, to keep idiot crossbowmen or in this case, rail and chemgunners, from hopping the damn firing positions since like, half of them don't have bayonets.
Title: Re: Dwarf Fortress: The Long Night 2.65
Post by: deusvult6 on October 17, 2020, 05:05:35 pm
Thanks for the new version. I'm sure I'll enjoy it a bunch when I get some free time. I had found a potential bug in the last version and it's still present here
But after thinking about it, I realized it might be intentional. Sorry if that's the case.
Title: Re: Dwarf Fortress: The Long Night 2.65
Post by: squamous on October 17, 2020, 05:12:07 pm
Thanks for the new version. I'm sure I'll enjoy it a bunch when I get some free time. I had found a potential bug in the last version and it's still present here
  • [ENTITY:RAKSHASA] file has typo in line 7: SITE_CONTROLLABLE does not have brackets. Explains why I haven't seen them as an embark option.
But after thinking about it, I realized it might be intentional. Sorry if that's the case.

They're meant to be psychotic raiders, yeah. I'm keeping them as non-playable for now but I left the line there in case I change my mind at some point
Title: Re: Dwarf Fortress: The Long Night 2.65
Post by: deusvult6 on October 18, 2020, 02:49:43 am
Went through my old bug lists and it looks like you addressed nearly all of them except these, so maybe they aren't bugs at all, but here you go:

EDIT: BTW, nothing to do with bugs but ever since I saw megastructure in the mod, I wondered if you were a Tsutomu Nihei fan?
Title: Re: Dwarf Fortress: The Long Night 2.65
Post by: squamous on October 18, 2020, 04:38:42 pm
Went through my old bug lists and it looks like you addressed nearly all of them except these, so maybe they aren't bugs at all, but here you go:
  • Blue whale has 2 child ages (1 and 10)
    • Speaking of these guys though it looks as though, with no natural biome and no civ automatically granted them that they will not spawn in game, so maybe they're on hold atm?
  • Both tar clay and plastic refuse create recycled plastic (earthenware)
    • Is this intended? Seems weird for plastic refuse to come out of a kiln the same as tar clay, should it be called something different at least? (Unless petrochemical processes are going on I suppose, didn't think of that at first)
    • Also with a non-zero absorption tag, recycled plastic will need to be glazed before it can hold liquids. Is this an error or is it just very porous?
  • Multiple pet value tags with different values for transport drones and most vehicles(all but walkers)
  • Dolphins, gorillas, octopi, subhumans, rakshasas, and yaksha are all big enough to wield all weapons single-handed which, honestly isn't a problem for melee weapons or even rifles but it's funny to think of a dolphin dual-wielding bows. I suppose if their hands are big enough they could just draw it with their thumbs, but I don't know :P.

EDIT: BTW, nothing to do with bugs but ever since I saw megastructure in the mod, I wondered if you were a Tsutomu Nihei fan?

I missed the blue whales, not sure what the second point is about, thought I fixed the earthenware thing so idk why it didn't work, will look into that, I am unsure how much of the clay-making process is hardcoded so I've mostly left it alone for now, pet values are overwritten by the one below it so that's not really a problem but it is messy I will admit, and the last issue is partially intended because they are meant to be big races. That said, NPCs simply don't dual-wield ever unless the player forces them so it's a moot point.

I do enjoy Nihei though.
Title: Re: Dwarf Fortress: The Long Night 2.65
Post by: deusvult6 on October 22, 2020, 03:49:35 am
I missed the blue whales, not sure what the second point is about, thought I fixed the earthenware thing so idk why it didn't work, will look into that, I am unsure how much of the clay-making process is hardcoded so I've mostly left it alone for now, pet values are overwritten by the one below it so that's not really a problem but it is messy I will admit, and the last issue is partially intended because they are meant to be big races. That said, NPCs simply don't dual-wield ever unless the player forces them so it's a moot point.

I do enjoy Nihei though.
I didn't know that about dual-wielding. I guess it only affects shield use then? I agree, not a big deal.

Second point was just that I thought Blue Whales might not actually spawn in game given their tags, but I had yet to start a dolphin-uplift fort. I don't see them in the 2.66 raws, so I guess it doesn't matter for now.

So about the pottery, I did notice the changes, and I like the new names. More fitting, I think.
My note was about the soil input and pottery output being strange, though nothing is broken that I've seen.
I don't know for certain what you intend with clay-type materials but here is what you had in 2.61:

plastic refuse
OR                  -> earthenware [INORGANIC:CERAMIC_EARTHENWARE]
tar clay
industrial runoff -> stoneware    [INORGANIC:CERAMIC_STONEWARE]
-nothing-         -> plastic         [INORGANIC:CERAMIC_PLASTIC]
-nothing-         -> porcelain      [INORGANIC:CERAMIC_PORCELAIN]

In 2.66:
plastic refuse
OR                  -> recycled plastic [INORGANIC:CERAMIC_EARTHENWARE]
tar clay
industrial runoff -> recycled slag    [INORGANIC:CERAMIC_STONEWARE]
-nothing-         -> porcelain          [INORGANIC:CERAMIC_PORCELAIN]

It just seemed weird, at first, that tar clay and plastic garbage have the same out put, but then I realized that the 'kiln' might be doing more than a typical kiln and petrochemical refinement might be going on. Maybe?
On the other hand though, atypical of plastics, the recycled plastic leaks liquid and cannot be used to store any liquid (and possibly any food) unless it is glazed. I suppose this could signify that it is just really crappy plastic that needs extra post-processing but then the glazing options should probably be changed as the only two available are ash and tin glaze which would not be effective on most plastics currently in use today. Maybe create a new reaction for plastic glazing using more harvested plastic refuse? Like applying a second coat?
On the other hand, if that's not what you want, you can just remove the [ABSORPTION:10] and [DISPLAY_UNGLAZED] tags from the recycled plastic and it should hold liquids, no problem.

I tend to use a lot of pots for food storage, so it is a matter near and dear to me. Sorry if I'm being weird about it.

I do like the idea of a plastic glaze though, maybe not for the recycled plastic but for the recycled slag. You know, give it a plastic coating to make it food safe. Sounds neat to me.
Also, have you considered making any of the stones kilnable/glassable? Sort of like kaolinite or rock crystal in the base game. I think plastiglass and crystalline glass are prime for it. Plastiglass could make superior vessels, like the vats on the utility worm backs. And crystalline glass could make very expensive glassware items.

Another thought I had, with nothing to do with pottery, is about the base game's animal-man mechanics. With the descriptions of the nanomutants talking about how they are failed attempts to create more-or-less humans adapted to life in the wasteland and now with the clone creatures being the same but biological rather than nano-mechanical, I thought you might be able to use that mechanic to make small tribal groups of nanomutants or failed clones that represent limited strains of their kinds that have achieved a rudimentary sapience and formed a loose society and, like the base game, wander about the surface or camp out in the upper caverns. They would be rare, I suppose, but it would be interesting. And creepy. What do you think?

EDIT: Looked up glazing in depth. It turns out ash glazing IS one of those hard-coded things like you mentioned, but tin-glazing is not and, furthermore, actually require cassiterite and not tin, so we in the far future can't do that anyway. However, it might be possible to re-work tin glaze to be plastic coating.
Title: Re: Dwarf Fortress: The Long Night 2.65
Post by: squamous on October 22, 2020, 12:15:34 pm
I missed the blue whales, not sure what the second point is about, thought I fixed the earthenware thing so idk why it didn't work, will look into that, I am unsure how much of the clay-making process is hardcoded so I've mostly left it alone for now, pet values are overwritten by the one below it so that's not really a problem but it is messy I will admit, and the last issue is partially intended because they are meant to be big races. That said, NPCs simply don't dual-wield ever unless the player forces them so it's a moot point.

I do enjoy Nihei though.
I didn't know that about dual-wielding. I guess it only affects shield use then? I agree, not a big deal.

Second point was just that I thought Blue Whales might not actually spawn in game given their tags, but I had yet to start a dolphin-uplift fort. I don't see them in the 2.66 raws, so I guess it doesn't matter for now.

So about the pottery, I did notice the changes, and I like the new names. More fitting, I think.
My note was about the soil input and pottery output being strange, though nothing is broken that I've seen.
I don't know for certain what you intend with clay-type materials but here is what you had in 2.61:

plastic refuse
OR                  -> earthenware [INORGANIC:CERAMIC_EARTHENWARE]
tar clay
industrial runoff -> stoneware    [INORGANIC:CERAMIC_STONEWARE]
-nothing-         -> plastic         [INORGANIC:CERAMIC_PLASTIC]
-nothing-         -> porcelain      [INORGANIC:CERAMIC_PORCELAIN]

In 2.66:
plastic refuse
OR                  -> recycled plastic [INORGANIC:CERAMIC_EARTHENWARE]
tar clay
industrial runoff -> recycled slag    [INORGANIC:CERAMIC_STONEWARE]
-nothing-         -> porcelain          [INORGANIC:CERAMIC_PORCELAIN]

It just seemed weird, at first, that tar clay and plastic garbage have the same out put, but then I realized that the 'kiln' might be doing more than a typical kiln and petrochemical refinement might be going on. Maybe?
On the other hand though, atypical of plastics, the recycled plastic leaks liquid and cannot be used to store any liquid (and possibly any food) unless it is glazed. I suppose this could signify that it is just really crappy plastic that needs extra post-processing but then the glazing options should probably be changed as the only two available are ash and tin glaze which would not be effective on most plastics currently in use today. Maybe create a new reaction for plastic glazing using more harvested plastic refuse? Like applying a second coat?
On the other hand, if that's not what you want, you can just remove the [ABSORPTION:10] and [DISPLAY_UNGLAZED] tags from the recycled plastic and it should hold liquids, no problem.

I tend to use a lot of pots for food storage, so it is a matter near and dear to me. Sorry if I'm being weird about it.

I do like the idea of a plastic glaze though, maybe not for the recycled plastic but for the recycled slag. You know, give it a plastic coating to make it food safe. Sounds neat to me.
Also, have you considered making any of the stones kilnable/glassable? Sort of like kaolinite or rock crystal in the base game. I think plastiglass and crystalline glass are prime for it. Plastiglass could make superior vessels, like the vats on the utility worm backs. And crystalline glass could make very expensive glassware items.

Another thought I had, with nothing to do with pottery, is about the base game's animal-man mechanics. With the descriptions of the nanomutants talking about how they are failed attempts to create more-or-less humans adapted to life in the wasteland and now with the clone creatures being the same but biological rather than nano-mechanical, I thought you might be able to use that mechanic to make small tribal groups of nanomutants or failed clones that represent limited strains of their kinds that have achieved a rudimentary sapience and formed a loose society and, like the base game, wander about the surface or camp out in the upper caverns. They would be rare, I suppose, but it would be interesting. And creepy. What do you think?

EDIT: Looked up glazing in depth. It turns out ash glazing IS one of those hard-coded things like you mentioned, but tin-glazing is not and, furthermore, actually require cassiterite and not tin, so we in the far future can't do that anyway. However, it might be possible to re-work tin glaze to be plastic coating.

Thanks for the information. I honestly have done very little with clay making so frankly I don't really know how to make it work. However, I've updated the mod so that ocean soil makes porcelain due to its high amount of silicates, and glass gems can be made into glassware. Let me know if that works or not. Also, humanoid forms of biological mutants are the Subhuman race, and humanoid nanomachine monsters are Asura, Yaksha, and Rakshasa.
Title: Re: Dwarf Fortress: The Long Night 2.67
Post by: Striderdarnell on October 23, 2020, 12:53:02 am
Who knew we can write a mini research paper on the mechanics of plastics within DF  :P ;D.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Striderdarnell on October 24, 2020, 08:30:09 pm
Question: How rare is it to find glowing mushroom plants? And what would be the createitem command to make glowing mushroom spawn? Would it be something like dfhack: createitem PLANT GLOWING MUSHROOM SPAWN. Ive only been able to spawn in the normal one word mushroom with the dfhack screen.

I've been trying to find this one plant in the lower subterranean levels between 1-3 and I've had no luck so far. Is it a rare plant or am I going crazy.

EDIT: createitem PLANT GLOWING_MUSHROOM
I figured it out.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: deusvult6 on October 25, 2020, 12:12:06 am
Question: How rare is it to find glowing mushroom plants? And what would be the createitem command to make glowing mushroom spawn? Would it be something like dfhack: createitem PLANT GLOWING MUSHROOM SPAWN. Ive only been able to spawn in the normal one word mushroom with the dfhack screen.

I've been trying to find this one plant in the lower subterranean levels between 1-3 and I've had no luck so far. Is it a rare plant or am I going crazy.

EDIT: createitem PLANT GLOWING_MUSHROOM
I figured it out.
From the raws it looks like they are rare. They have a frequency of 10 meaning a 10% chance to exist in an assigned biome.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: deusvult6 on October 27, 2020, 02:26:08 am
Thanks for the information. I honestly have done very little with clay making so frankly I don't really know how to make it work.
You're welcome and it's little wonder. There are so many facets to this game that it can be crazy keeping track of everything.

However, I've updated the mod so that ocean soil makes porcelain due to its high amount of silicates, and glass gems can be made into glassware. Let me know if that works or not.
I've looked the new stuff over and that's pretty interesting. I know pelagic soils are hard to encounter in fort mode as they tend to only exist under deep ocean areas but maybe a coastline or island embark stretched out over the ocean could do it? I'll have to try it out for kicks at some point. But I think it's fitting as an ultra-rare, high-quality ceramic that would normally be unknown in the post-apocalyptic setting. I like the glassware, too. Not what I was thinking when I suggested that (I was just thinking of [CRYSTAL_GLASSABLE] tag for making crystal glass) however, a new ceramic is better as glass-making is ALL hard-coded. And it fits so everything's good.

The only further suggestion I can think of would be to adjust the value to fit the quality/rarity: maybe make pelagic porcelain a bit more to reflect the difficulty in mining the raw materials, and glassware is currently at 10 while it can be made from plastiglass (10) and crystalline class (50). Meaning plastiglass gains no value and crystalline glass loses a lot of value, but maybe that's appropriate. Like maybe it loses quality or aesthetic appeal when it is melted down for secondary use. I don't know. In any case, NOT an urgent matter.

Also, humanoid forms of biological mutants are the Subhuman race, and humanoid nanomachine monsters are Asura, Yaksha, and Rakshasa.
Ah, yeah, makes sense. Nevermind, I guess. In the base game, animal people seem most useful in adventurer mode anyway and you already have a wide variety of races to choose from.

EDIT: Sweet! Another Kruggsmash video! Keep crushin' it squamous!
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Lidku on October 27, 2020, 06:28:47 pm
I'm happy that squamous is getting alot of attention. He's made so many mods in the stint of everyone else kinda stepping back for awhile.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Striderdarnell on October 29, 2020, 01:48:17 am
@squamous
Next Stop, Octopus uplift fortress!
Spoiler (click to show/hide)
All seriousness, the latest update fix definitely helped and added some life improvements. Now we get to see what weapon types we are making and easily make production orders for our military  ;D

Question 1: Have you seen more interest or support after the latest episode Kruggsmash uploaded?
Question 2: What ideas might you still have for the mod or lore for The Long Night. Or what do you wish to explore still in the mod once you have time or interest?
Question 3: What's your favorite race or faction in the mod.

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: delphonso on October 29, 2020, 01:59:45 am
@squamous
Next Stop, Octopus uplift fortress!

Question 1: Have you seen more interest or support after the latest episode Kruggsmash uploaded?

+1 for uplift octopi.

This thread popped off when the first Kruggsmash video showed up. As a community member, and not a modder, really, I started commenting just to answer the non-mod questions people had who were somewhat new to DF. I noted the newest video didn't have the same influx of newbies this time, but that may also do with more information being out there already.

I expected an influx of new players again, and am a little disappointed it hasn't happened like last time. Either way, squamous's mod getting more attention is great, as you did amazing work worthy of recognition.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on October 29, 2020, 11:13:20 am
@squamous
Next Stop, Octopus uplift fortress!
Spoiler (click to show/hide)
All seriousness, the latest update fix definitely helped and added some life improvements. Now we get to see what weapon types we are making and easily make production orders for our military  ;D

Question 1: Have you seen more interest or support after the latest episode Kruggsmash uploaded?
Question 2: What ideas might you still have for the mod or lore for The Long Night. Or what do you wish to explore still in the mod once you have time or interest?
Question 3: What's your favorite race or faction in the mod.

Spoiler (click to show/hide)

1. I've made a bit more on patreon so that's definitely a plus! With luck money will keep trickling in until I can make a career out of it.
2. I think the basic foundation is pretty settled, all that's left is adding little chunks of content here and there as I think of them
3. It's a toss-up between the Asura and the Cultivator Cyborgs. The Asura are just fun aesthetically and have a good theme of techno-magical demigods who opposed the heavens in the name of their own pride and desire for freedom, while cultivator cyborgs are solely comprised of the most exceptional of biological mortals, each one having a unique story and set of powers.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Bones Johnson on October 30, 2020, 11:58:10 am
Hello! I've started playing Adventure Mode in the mod recently (first time I've ever really played Dwarf Fortress's Adventure Mode) and I'm having a lot of fun, though I've found some minor bugs related to adventurer crafting. They're an Asura Outsider, should it be relevant.

The options in primitive metalcrafting could really do with being renamed. I had some spare bronze chunks and not enough metal in general to turn into nanotechne, so I decided to make some weapons for throwing. Turns out that trying to make a warhammer resulted in a scattergun, a battleaxe a scatterpistol, and a crossbow a long shiv. Bolts did actually make bolts though.

When using the deconstruction option to break down equipment into junks, it seems weapons always give 3 chunks, and as it only takes 1 to make a pistol, you can infinite generate chunks of your choice. Or at least it worked for the bronze stuff I was working with. Also, it seems you can't break down exo-helments or arms/legs, which is somewhat annoying.

I'm not sure whether it's intentional or not, but my character is unable to craft exo-arms and legs. They can make every exo-suit and helm available, just not arms and legs, I've had to find and loot those so far.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on October 30, 2020, 05:21:17 pm
Hello! I've started playing Adventure Mode in the mod recently (first time I've ever really played Dwarf Fortress's Adventure Mode) and I'm having a lot of fun, though I've found some minor bugs related to adventurer crafting. They're an Asura Outsider, should it be relevant.

The options in primitive metalcrafting could really do with being renamed. I had some spare bronze chunks and not enough metal in general to turn into nanotechne, so I decided to make some weapons for throwing. Turns out that trying to make a warhammer resulted in a scattergun, a battleaxe a scatterpistol, and a crossbow a long shiv. Bolts did actually make bolts though.

When using the deconstruction option to break down equipment into junks, it seems weapons always give 3 chunks, and as it only takes 1 to make a pistol, you can infinite generate chunks of your choice. Or at least it worked for the bronze stuff I was working with. Also, it seems you can't break down exo-helments or arms/legs, which is somewhat annoying.

I'm not sure whether it's intentional or not, but my character is unable to craft exo-arms and legs. They can make every exo-suit and helm available, just not arms and legs, I've had to find and loot those so far.

I'll check out that stuff. However, crafting arms in adventure mode is just broken right now unfortunately, you can't equip them if you make them. The rest will be looked over.

Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Rose Snowflake on October 30, 2020, 08:00:09 pm
I'm getting really frustrated with not being able to craft any weapons. I can't craft any shivs cuz it keeps saying "no sharpenable stone" and the metal i have is useless because for some reason i can't use steel to make a shiv >.>

I'm close to just modifying the files to allow the metals to be actually used for simple melee weapons.

also wtf are all the metals at the bottom of the list? "dark metal" "translucent metal" that stuff. they can be used to make weapons but i have not been able to find any of them in the ground and there are no options in the smelters that refer to their bars .-.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on October 30, 2020, 08:09:37 pm
I'm getting really frustrated with not being able to craft any weapons. I can't craft any shivs cuz it keeps saying "no sharpenable stone" and the metal i have is useless because for some reason i can't use steel to make a shiv >.>

I'm close to just modifying the files to allow the metals to be actually used for simple melee weapons.

also wtf are all the metals at the bottom of the list? "dark metal" "translucent metal" that stuff. they can be used to make weapons but i have not been able to find any of them in the ground and there are no options in the smelters that refer to their bars .-.

You use nanotechne for all weapons. Normal metal can't be used for anything except decoration, as lore-wise having weapon and armor made out of ubiquitous self-adapting quasi-alive supermetal trumps mundane metals, so making that stuff out of anything else would be a waste of effort. Also, while its called a shiv, it's more like an elegant stiletto dagger than a crude prison stabby thing.

All the bottom stuff, however, is procedurally-generated angelic materials i haven't figured out how to delete yet.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Rose Snowflake on October 30, 2020, 08:24:12 pm
I'm getting really frustrated with not being able to craft any weapons. I can't craft any shivs cuz it keeps saying "no sharpenable stone" and the metal i have is useless because for some reason i can't use steel to make a shiv >.>

I'm close to just modifying the files to allow the metals to be actually used for simple melee weapons.

also wtf are all the metals at the bottom of the list? "dark metal" "translucent metal" that stuff. they can be used to make weapons but i have not been able to find any of them in the ground and there are no options in the smelters that refer to their bars .-.

You use nanotechne for all weapons. Normal metal can't be used for anything except decoration, as lore-wise having weapon and armor made out of ubiquitous self-adapting quasi-alive supermetal trumps mundane metals, so making that stuff out of anything else would be a waste of effort. Also, while its called a shiv, it's more like an elegant stiletto dagger than a crude prison stabby thing.

All the bottom stuff, however, is procedurally-generated angelic materials i haven't figured out how to delete yet.
I'm aware what a shiv is in lore, but that doesn't change the fact that for ppl who don't have access to the more advanced stuff they should be able to build improvized weaponry.

also i love how i can make bullets out of wood but not steel because "that's not gonna do anything against exo-suits blahblahblah"

Its really dumb to not include options for early game defense, regardless of its efficacy it should be possible to make use of it, especially since in lore certain groups (subhumans for example) have reverted to much more primitive states of living. Obviously nanotechne should outclass non-adaptive materials, but that doesn't preclude those materials from being used to craft weapons (especially melee weapons, you can make a stiletto dagger out of normal metal so why can't these post-apocalypse ppl do the same?)

It just makes 0 sense to create a setting like this where its a neo-dark age where most technological understanding is lost and ppl view its remnants as magic, and then also decide that these neo-dark age survivors wouldn't even bother using other materials even if they literally don't have access to them. It's really irritating and is breaking my immersion.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Rose Snowflake on October 30, 2020, 08:26:32 pm
Like there are bows and arrows. but you can't use steel to make shivs. like if you are intent on them never considering using mundane materials, then you should really remove the ability to make bows and arrows out of them too :/
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on October 30, 2020, 08:29:14 pm
Like there are bows and arrows. but you can't use steel to make shivs. like if you are intent on them never considering using mundane materials, then you should really remove the ability to make bows and arrows out of them too :/

I'm unable to prevent being able to make bows and arrows out of wood. I would do so if I could, but being able to make non-metal ranged weapons at a bowyer's shop is hardcoded, and I'm ultimately forced to work within the limitations of the game itself (as far as I am aware, I may be wrong and will be looking into it presently, but no promises). My apologies for the confusion.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Rose Snowflake on October 30, 2020, 08:32:08 pm
Like there are bows and arrows. but you can't use steel to make shivs. like if you are intent on them never considering using mundane materials, then you should really remove the ability to make bows and arrows out of them too :/

I'm unable to prevent being able to make bows and arrows out of wood. I would do so if I could, but being able to make non-metal ranged weapons at a bowyer's shop is hardcoded, and I'm ultimately forced to work within the limitations of the game itself (as far as I am aware, I may be wrong and will be looking into it presently, but no promises). My apologies for the confusion.
read my other post too
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on October 30, 2020, 08:43:08 pm
Like there are bows and arrows. but you can't use steel to make shivs. like if you are intent on them never considering using mundane materials, then you should really remove the ability to make bows and arrows out of them too :/

I'm unable to prevent being able to make bows and arrows out of wood. I would do so if I could, but being able to make non-metal ranged weapons at a bowyer's shop is hardcoded, and I'm ultimately forced to work within the limitations of the game itself (as far as I am aware, I may be wrong and will be looking into it presently, but no promises). My apologies for the confusion.
read my other post too

Ah, I missed that one. Regardless, all the weapons and armor that is currently being out of things besides nanotechne simply shouldn't be. Nanotechne itself is common enough, as are handheld furnaces and 3D printers, that even peasants can make use of it. It's not rare or hard to work with or anything like that, and is ubiquitous across the planet. I was originally keeping conventional metals around to function as rare jewelry or relics of the past, but if I am going to do anything about it it would be deleting all normal metals from the game wholesale instead.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Rose Snowflake on October 30, 2020, 08:48:44 pm
Like there are bows and arrows. but you can't use steel to make shivs. like if you are intent on them never considering using mundane materials, then you should really remove the ability to make bows and arrows out of them too :/

I'm unable to prevent being able to make bows and arrows out of wood. I would do so if I could, but being able to make non-metal ranged weapons at a bowyer's shop is hardcoded, and I'm ultimately forced to work within the limitations of the game itself (as far as I am aware, I may be wrong and will be looking into it presently, but no promises). My apologies for the confusion.
read my other post too

Ah, I missed that one. Regardless, all the weapons and armor that is currently being out of things besides nanotechne simply shouldn't be. Nanotechne itself is common enough, as are handheld furnaces and 3D printers, that even peasants can make use of it. It's not rare or hard to work with or anything like that, and is ubiquitous across the planet. I was originally keeping conventional metals around to function as rare jewelry or relics of the past, but if I am going to do anything about it it would be deleting all normal metals from the game wholesale instead.

If im not mistaken, an earlier discussion in this thread about the 3d printer and synthesizer stuff established that they do nothing in fortress mode. As such, no, my Corvids don't have access to anything but fucking steel.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on October 30, 2020, 08:56:39 pm
Like there are bows and arrows. but you can't use steel to make shivs. like if you are intent on them never considering using mundane materials, then you should really remove the ability to make bows and arrows out of them too :/

I'm unable to prevent being able to make bows and arrows out of wood. I would do so if I could, but being able to make non-metal ranged weapons at a bowyer's shop is hardcoded, and I'm ultimately forced to work within the limitations of the game itself (as far as I am aware, I may be wrong and will be looking into it presently, but no promises). My apologies for the confusion.
read my other post too

Ah, I missed that one. Regardless, all the weapons and armor that is currently being out of things besides nanotechne simply shouldn't be. Nanotechne itself is common enough, as are handheld furnaces and 3D printers, that even peasants can make use of it. It's not rare or hard to work with or anything like that, and is ubiquitous across the planet. I was originally keeping conventional metals around to function as rare jewelry or relics of the past, but if I am going to do anything about it it would be deleting all normal metals from the game wholesale instead.

If im not mistaken, an earlier discussion in this thread about the 3d printer and synthesizer stuff established that they do nothing in fortress mode. As such, no, my Corvids don't have access to anything but fucking steel.

You should still be able to synthesize nanotechne by harvesting it from corroded metal, and convert that into a military grade type of nanotechne. If you can't, then I'll have some workaround for the next update to make it easier. If you want to modify things to your personal taste so that steel can be used for weapons, then you're welcome to do so. If you don't know how, then go to Dwarf Fortress- The Long Night\data\save\region1\raw\objects\inorganic_metal.txt and add [ITEMS_WEAPON][ITEMS_WEAPON_RANGED] to the metals of your choice. I can't guarantee it would work, but it ought to. Some things behave nicely when modified in a saved game and others just refuse to work.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Rose Snowflake on October 30, 2020, 09:01:51 pm
Like there are bows and arrows. but you can't use steel to make shivs. like if you are intent on them never considering using mundane materials, then you should really remove the ability to make bows and arrows out of them too :/

I'm unable to prevent being able to make bows and arrows out of wood. I would do so if I could, but being able to make non-metal ranged weapons at a bowyer's shop is hardcoded, and I'm ultimately forced to work within the limitations of the game itself (as far as I am aware, I may be wrong and will be looking into it presently, but no promises). My apologies for the confusion.
read my other post too

Ah, I missed that one. Regardless, all the weapons and armor that is currently being out of things besides nanotechne simply shouldn't be. Nanotechne itself is common enough, as are handheld furnaces and 3D printers, that even peasants can make use of it. It's not rare or hard to work with or anything like that, and is ubiquitous across the planet. I was originally keeping conventional metals around to function as rare jewelry or relics of the past, but if I am going to do anything about it it would be deleting all normal metals from the game wholesale instead.

If im not mistaken, an earlier discussion in this thread about the 3d printer and synthesizer stuff established that they do nothing in fortress mode. As such, no, my Corvids don't have access to anything but fucking steel.

You should still be able to synthesize nanotechne by harvesting it from corroded metal, and convert that into a military grade type of nanotechne. If you can't, then I'll have some workaround for the next update to make it easier. If you want to modify things to your personal taste so that steel can be used for weapons, then you're welcome to do so. If you don't know how, then go to Dwarf Fortress- The Long Night\data\save\region1\raw\objects\inorganic_metal.txt and add [ITEMS_WEAPON][ITEMS_WEAPON_RANGED] to the metals of your choice. I can't guarantee it would work, but it ought to. Some things behave nicely when modified in a saved game and others just refuse to work.

how do i get nanotechne from corroded metal? I've been smelting alot of it for a few years (the whole reason i have steel), but i tried to go to the smelter and look at the craft C-grade but it says i have none. so how am i supposed to get nanotechne from corroded metal?
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on October 30, 2020, 09:13:06 pm
Like there are bows and arrows. but you can't use steel to make shivs. like if you are intent on them never considering using mundane materials, then you should really remove the ability to make bows and arrows out of them too :/

I'm unable to prevent being able to make bows and arrows out of wood. I would do so if I could, but being able to make non-metal ranged weapons at a bowyer's shop is hardcoded, and I'm ultimately forced to work within the limitations of the game itself (as far as I am aware, I may be wrong and will be looking into it presently, but no promises). My apologies for the confusion.
read my other post too

Ah, I missed that one. Regardless, all the weapons and armor that is currently being out of things besides nanotechne simply shouldn't be. Nanotechne itself is common enough, as are handheld furnaces and 3D printers, that even peasants can make use of it. It's not rare or hard to work with or anything like that, and is ubiquitous across the planet. I was originally keeping conventional metals around to function as rare jewelry or relics of the past, but if I am going to do anything about it it would be deleting all normal metals from the game wholesale instead.

If im not mistaken, an earlier discussion in this thread about the 3d printer and synthesizer stuff established that they do nothing in fortress mode. As such, no, my Corvids don't have access to anything but fucking steel.

You should still be able to synthesize nanotechne by harvesting it from corroded metal, and convert that into a military grade type of nanotechne. If you can't, then I'll have some workaround for the next update to make it easier. If you want to modify things to your personal taste so that steel can be used for weapons, then you're welcome to do so. If you don't know how, then go to Dwarf Fortress- The Long Night\data\save\region1\raw\objects\inorganic_metal.txt and add [ITEMS_WEAPON][ITEMS_WEAPON_RANGED] to the metals of your choice. I can't guarantee it would work, but it ought to. Some things behave nicely when modified in a saved game and others just refuse to work.

how do i get nanotechne from corroded metal? I've been smelting alot of it for a few years (the whole reason i have steel), but i tried to go to the smelter and look at the craft C-grade but it says i have none. so how am i supposed to get nanotechne from corroded metal?

Ah, I think I see what might be happening. The reaction is a bit complex, but I didn't think it'd cause this much trouble. Essentially, since its a living thing, it needs to be cultured in a manner similar to, for example, slime mold. When you smelt grade-C nanotechne, you insert a single bar of it along with the corroded metal, and get more of it later. So the reaction process is 1 Grade-C Nanotechne bar+2 corroded metal boulders= 2 nanotechne bars. You need to either buy a grade-c bar, or melt down an item made of grade-c nanotechne to get the seed material, but after that you should be rolling in the stuff unless I messed up the reaction data, since if that doesn't work something is seriously messed up.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Rose Snowflake on October 30, 2020, 09:22:17 pm
mmk i'll keep that in mind when the traders come back. btw, how do Corvid Uplifts reproduce? they've been laying eggs (and the first thing they tried doing was cooking them >.>) but none have yet hatched.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on October 30, 2020, 09:25:18 pm
mmk i'll keep that in mind when the traders come back. btw, how do Corvid Uplifts reproduce? they've been laying eggs (and the first thing they tried doing was cooking them >.>) but none have yet hatched.

Oh shoot are they laying eggs still? That actually might be an error I need to fix. Basically, the mother needs to stay on them for the entire gestation process or they die, which is hard when they go off to party or eat or drink or what have you. You might need to use a 1x1 burrow or something to keep her in there, and place a food/drink stockpile in the same place so she doesn't starve. I've heard people say that works so I haven't made them give live birth yet, but let me know if that isn't actually true.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Rose Snowflake on October 30, 2020, 09:40:08 pm
mmk i'll keep that in mind when the traders come back. btw, how do Corvid Uplifts reproduce? they've been laying eggs (and the first thing they tried doing was cooking them >.>) but none have yet hatched.

Oh shoot are they laying eggs still? That actually might be an error I need to fix. Basically, the mother needs to stay on them for the entire gestation process or they die, which is hard when they go off to party or eat or drink or what have you. You might need to use a 1x1 burrow or something to keep her in there, and place a food/drink stockpile in the same place so she doesn't starve. I've heard people say that works so I haven't made them give live birth yet, but let me know if that isn't actually true.

Is there a way you can make it so that when they sit on the eggs they won't move no matter what? and set it up so that they are brought water by others as if they were in the hospital.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on October 30, 2020, 09:44:01 pm
mmk i'll keep that in mind when the traders come back. btw, how do Corvid Uplifts reproduce? they've been laying eggs (and the first thing they tried doing was cooking them >.>) but none have yet hatched.

Oh shoot are they laying eggs still? That actually might be an error I need to fix. Basically, the mother needs to stay on them for the entire gestation process or they die, which is hard when they go off to party or eat or drink or what have you. You might need to use a 1x1 burrow or something to keep her in there, and place a food/drink stockpile in the same place so she doesn't starve. I've heard people say that works so I haven't made them give live birth yet, but let me know if that isn't actually true.

Is there a way you can make it so that when they sit on the eggs they won't move no matter what? and set it up so that they are brought water by others as if they were in the hospital.

That'd be the intent of the burrows. If you assign a corvid a 1x1 burrow directly over the nest, it will be unable to leave that square I think. As for bringing food and water, you'd need to create a pool or well directly next to the nest box, and a food stockpile on the same square as the nest box. All of that ought to take care of things from what I've been told.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Rose Snowflake on October 30, 2020, 09:47:53 pm
mmk i'll keep that in mind when the traders come back. btw, how do Corvid Uplifts reproduce? they've been laying eggs (and the first thing they tried doing was cooking them >.>) but none have yet hatched.

Oh shoot are they laying eggs still? That actually might be an error I need to fix. Basically, the mother needs to stay on them for the entire gestation process or they die, which is hard when they go off to party or eat or drink or what have you. You might need to use a 1x1 burrow or something to keep her in there, and place a food/drink stockpile in the same place so she doesn't starve. I've heard people say that works so I haven't made them give live birth yet, but let me know if that isn't actually true.

Is there a way you can make it so that when they sit on the eggs they won't move no matter what? and set it up so that they are brought water by others as if they were in the hospital.

That'd be the intent of the burrows. If you assign a corvid a 1x1 burrow directly over the nest, it will be unable to leave that square I think. As for bringing food and water, you'd need to create a pool or well directly next to the nest box, and a food stockpile on the same square as the nest box. All of that ought to take care of things from what I've been told.

no i know that, i meant you as in the dev of the mod. Like would it be possible to mod in a "tending to egg" labor that takes precidence over anything else, and that would also flag the person as needing assistance for like water and food (akin to them being in the hospital).
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Rose Snowflake on October 30, 2020, 09:58:53 pm
actually nvm, the other corvids have been bringing them water in buckets o.o
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: delphonso on October 30, 2020, 10:20:29 pm
Sentient egg-layers is real tough without DFHack to help out. Even with DFHack some consider it not worth the effort. I don't think anyone has figured out a way to make it work well with raw manipulation.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Striderdarnell on October 31, 2020, 02:39:17 am
Hi! Just a quick question for a planned Asura-class fortress. Do the clawed variants of exo-arms give any bonus damage for unarmed combat? And does this go for clawed exo-legs as well? I have a mental picture of super powerful martial artists squad in my head just punching in mutant skulls. Or is it a better idea to give them actual weapons for an upcoming war with the Nobles  ;D
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Splint on October 31, 2020, 02:43:47 am
Hi! Just a quick question for a planned Asura-class fortress. Do the clawed variants of exo-arms give any bonus damage for unarmed combat? And does this go for clawed exo-legs as well? I have a mental picture of super powerful martial artists squad in my head just punching in mutant skulls. Or is it a better idea to give them actual weapons for an upcoming war with the Nobles  ;D

Pretty sure they're just for flavor and functionally identical to equivalent non-clawed versions, like a lot of the ranged weapon variants.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Striderdarnell on October 31, 2020, 03:18:06 am
Thanks! Also do the Asura actually need food? My guys are thirsty and starving.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on October 31, 2020, 11:57:19 am
Thanks! Also do the Asura actually need food? My guys are thirsty and starving.

They do need food, mostly because even if they don't need to eat or drink they still get bad thoughts about not eating or drinking. Think of it as them absorbing the ambient nanomachines from their food and water moreso than gaining sustenance from the biological parts.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Cataphract on October 31, 2020, 03:10:39 pm
I don't really know why I'm even bringing this up, considering it doesn't negatively effect gameplay and realism isn't much of a concern in this mod, but some of the posthumans having a whole lot of extra limbs bugs me. I mean, four arms kind of makes sense. But six? Eight? Having a few extra arms could be useful for work if you're good at multitasking, but past that it seems like you would mainly just be hauling a bunch of extra weight around all the time. It wouldn't realistically be that useful for melee, though it may be in game, because though you may think most of the power behind a blow is coming from your arm, in reality a lot of it comes from your body, and you only have one of those. That's why dual wielding in real life wasn't ever very popular. And more than two legs? That would really be a pain in the ass, unless you're some kind of centaur. The point is, I understand you're going for the Hindu theming with the posthumans, but I think it's a little ridiculous.

I know this all may seem pedantic, but this mod's so good, I had to find SOMETHING to complain about, throw me a bone here.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on October 31, 2020, 04:17:39 pm
I don't really know why I'm even bringing this up, considering it doesn't negatively effect gameplay and realism isn't much of a concern in this mod, but some of the posthumans having a whole lot of extra limbs bugs me. I mean, four arms kind of makes sense. But six? Eight? Having a few extra arms could be useful for work if you're good at multitasking, but past that it seems like you would mainly just be hauling a bunch of extra weight around all the time. It wouldn't realistically be that useful for melee, though it may be in game, because though you may think most of the power behind a blow is coming from your arm, in reality a lot of it comes from your body, and you only have one of those. That's why dual wielding in real life wasn't ever very popular. And more than two legs? That would really be a pain in the ass, unless you're some kind of centaur. The point is, I understand you're going for the Hindu theming with the posthumans, but I think it's a little ridiculous.

I know this all may seem pedantic, but this mod's so good, I had to find SOMETHING to complain about, throw me a bone here.

The extra arms are significations of rank for the Asura, and purely a gesture of vanity. Additional pairs of arms mean that the posthuman in question is capable of processing greater amounts of computronium in their body, meaning their capacity for manipulating their internal nanomachines is greater, leading to greater power. The exception to this are specialized lines which focus on one particular attribute, which alter their body to resemble a certain body type (slender gymnast, classical body-builder, bearmode huge guy). I am trying to work on a system that allows for the evolution of Asura to a greater state, but this is stymied by the fact that you can only transform once, so a transformed creature cannot transform again. However, lore-wise, there is upward mobility where lesser Asura can attain greater powers and grow additional arms to signify their evolved state.

The Rakshasa have multiple heads and limbs because they are malformed and insane.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Cataphract on October 31, 2020, 05:45:24 pm
I should just stop complaining about other people's mods, and start working on my own. Good work though man, seriously. I was there when you first started posting your mods on /dfg/ several years. It's awesome to see how much progress you've made.

Do you use any pieces of anyone else's mods? There are quite a few tweak mods out there that you may want to look into. I haven't tried any of them, but I think some of them are cross compatible with other mods.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: deusvult6 on October 31, 2020, 05:49:00 pm
I don't really know why I'm even bringing this up, considering it doesn't negatively effect gameplay and realism isn't much of a concern in this mod, but some of the posthumans having a whole lot of extra limbs bugs me. I mean, four arms kind of makes sense. But six? Eight? Having a few extra arms could be useful for work if you're good at multitasking, but past that it seems like you would mainly just be hauling a bunch of extra weight around all the time. It wouldn't realistically be that useful for melee, though it may be in game, because though you may think most of the power behind a blow is coming from your arm, in reality a lot of it comes from your body, and you only have one of those. That's why dual wielding in real life wasn't ever very popular. And more than two legs? That would really be a pain in the ass, unless you're some kind of centaur. The point is, I understand you're going for the Hindu theming with the posthumans, but I think it's a little ridiculous.

I know this all may seem pedantic, but this mod's so good, I had to find SOMETHING to complain about, throw me a bone here.
Kinda how I picture the Asura in exo-suits:
https://www.artstation.com/artwork/BmdJGl (https://www.artstation.com/artwork/BmdJGl)
(https://imgur.com/a/ybyKKrg)
Kinda how I see some Rahshasa (but a little more cybernetic than this):
https://www.artstation.com/artwork/mqzOv8 (https://www.artstation.com/artwork/mqzOv8)
(https://imgur.com/a/tCSwN3l)
Edit: imgur links not working, added hotlinks
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Splint on October 31, 2020, 05:50:33 pm
Thanks! Also do the Asura actually need food? My guys are thirsty and starving.

They do need food, mostly because even if they don't need to eat or drink they still get bad thoughts about not eating or drinking. Think of it as them absorbing the ambient nanomachines from their food and water moreso than gaining sustenance from the biological parts.

That they're described as being extremely vain probably also contributes - one way of signifying status and such being the quality and quantity of food one has.

Plus it could genuinely be entirely psychological.

I don't really know why I'm even bringing this up, considering it doesn't negatively effect gameplay and realism isn't much of a concern in this mod, but some of the posthumans having a whole lot of extra limbs bugs me. I mean, four arms kind of makes sense. But six? Eight? Having a few extra arms could be useful for work if you're good at multitasking, but past that it seems like you would mainly just be hauling a bunch of extra weight around all the time. It wouldn't realistically be that useful for melee, though it may be in game, because though you may think most of the power behind a blow is coming from your arm, in reality a lot of it comes from your body, and you only have one of those. That's why dual wielding in real life wasn't ever very popular. And more than two legs? That would really be a pain in the ass, unless you're some kind of centaur. The point is, I understand you're going for the Hindu theming with the posthumans, but I think it's a little ridiculous.

I know this all may seem pedantic, but this mod's so good, I had to find SOMETHING to complain about, throw me a bone here.

I'm kind of in the same boat, but for me it's because extra limbs means extraneous non-vitals your dudes will waste time attacking (Hell they waste time and effort attacking limbs they've already destroyed, just not chopped off,) along with enemy units often bringing however many shields as they have extra grasping limbs making them a bitch to hit. Or at least they did that in 34.11. Was some irritating shit.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on October 31, 2020, 06:40:37 pm
I should just stop complaining about other people's mods, and start working on my own. Good work though man, seriously. I was there when you first started posting your mods on /dfg/ several years. It's awesome to see how much progress you've made.

Do you use any pieces of anyone else's mods? There are quite a few tweak mods out there that you may want to look into. I haven't tried any of them, but I think some of them are cross compatible with other mods.



Since I've got a patreon I've leaned back from using other people's stuff because now I'm supposed to be making money off of it. I'd rather just make my own at this point, though it would probably be easier to use someone else's stuff. Just my principles.

Thanks! Also do the Asura actually need food? My guys are thirsty and starving.

They do need food, mostly because even if they don't need to eat or drink they still get bad thoughts about not eating or drinking. Think of it as them absorbing the ambient nanomachines from their food and water moreso than gaining sustenance from the biological parts.

That they're described as being extremely vain probably also contributes - one way of signifying status and such being the quality and quantity of food one has.

Plus it could genuinely be entirely psychological.



It could work in another setting, but one of the Long Night's themes is that humanity is on its way out. Things like the Asura and the Cultivators are the future of earth, and everyone made of meat is trying to get on that train before it leaves the station, which may well take thousands of years but the clock is definitely ticking. Posthumans just have exceptional needs, being exceptional beings, and thus must devour the nanotechnically-infused much like apex predators sustain themselves off of their prey.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Striderdarnell on November 01, 2020, 01:40:40 am
I don't really know why I'm even bringing this up, considering it doesn't negatively effect gameplay and realism isn't much of a concern in this mod, but some of the posthumans having a whole lot of extra limbs bugs me. I mean, four arms kind of makes sense. But six? Eight? Having a few extra arms could be useful for work if you're good at multitasking, but past that it seems like you would mainly just be hauling a bunch of extra weight around all the time. It wouldn't realistically be that useful for melee, though it may be in game, because though you may think most of the power behind a blow is coming from your arm, in reality a lot of it comes from your body, and you only have one of those. That's why dual wielding in real life wasn't ever very popular. And more than two legs? That would really be a pain in the ass, unless you're some kind of centaur. The point is, I understand you're going for the Hindu theming with the posthumans, but I think it's a little ridiculous.

I know this all may seem pedantic, but this mod's so good, I had to find SOMETHING to complain about, throw me a bone here.
Kinda how I picture the Asura in exo-suits:
https://www.artstation.com/artwork/BmdJGl (https://www.artstation.com/artwork/BmdJGl)
(https://imgur.com/a/ybyKKrg)
Kinda how I see some Rahshasa (but a little more cybernetic than this):
https://www.artstation.com/artwork/mqzOv8 (https://www.artstation.com/artwork/mqzOv8)
(https://imgur.com/a/tCSwN3l)
Edit: imgur links not working, added hotlinks

Huh I never got the sense the Rakasha are THAT monster like. Cool mental image tho  ;)
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Cataphract on November 01, 2020, 03:32:52 am
I'm thinking maybe if the posthumans are slapping extra body parts on themselves, maybe it would make more sense to give them ones that would provide a practical benefit. Why not have some of the more powerful ones have sort of a centaur like lower body, for extra running speed. Or maybe... I dunno, that's really the only one I can think of. I mean, if you're able to customize your own body, imagine all the crazy things you might try.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: deusvult6 on November 01, 2020, 03:40:23 am
Huh I never got the sense the Rakasha are THAT monster like. Cool mental image tho  ;)
Rakshasa one might be a bit much. I mean they still have hair and regular eyes and all that. But their bodies are WAY twisted. They come in 22 different variations and combinations of 1-3 heads and 2-6 legs and arms and some even have sort of trunks on their faces, and they're 5 times a human size and completely insane. I think the level of monstrosity is quite accurate even if the degree of insectoid is a little too much.

It's not in the description, but I do see them as being a bit chimaeric. The lore says the experiments that birthed them sought ever more lethal forms so it's not crazy to think bits were inspired by various lethal animal forms.

Also, I think in some point that squamous mentioned that Grade-N nanotechne has a particularly Giger-esque motif. So the tech (guns, exo-suits, etc) of Rakshasa, Asura, and Yaksha should be kinda out there on the creepy pseudo-organic side of sci-fi aesthetic.

I'm thinking maybe if the posthumans are slapping extra body parts on themselves, maybe it would make more sense to give them ones that would provide a practical benefit. Why not have some of the more powerful ones have sort of a centaur like lower body, for extra running speed. Or maybe... I dunno, that's really the only one I can think of. I mean, if you're able to customize your own body, imagine all the crazy things you might try.
Some of the Rakshasa do have warped centaurian (or even hexapedal) bodies. The Asuran progenitors (Anti-nirvanists) took obvious Vedic inspiration in the design of their new forms and chose forms that mimicked both the eponymous Asura and divine figures like Durga to mark their ascension to demi-godhood and immortality. The design choices were out of vanity and not pragmatism. At least, that's my take on it.

A race of pragmatic, heavily-augmented cyborgs could be cool. They could each augment their bodies with different sensors, tools, and appendages that would allow them to optimize their performance in their specific professions. Their entire civ could be dedicated to salvaging as much knowledge and tech from the Old Earth as they can find and then safe-guarding it against any further loss. To ensure future generations do not lose sight o this purpose they would also worship technology and knowledge, their priesthood doubles as their scholars. Because they seek to recover all the past, they revere the ancient and speak only in Latin (or a messed-up Latin that is the best they can reconstruct). And they also like to wear full-body red robes just 'cuz.
It would be cool, but I guess it's been done.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Striderdarnell on November 01, 2020, 04:29:19 am
General Question: What do you guys think of the extra-humenoid stocks. The hunting men, ogre men, bat men, abominable Men, half men, worm men, thin Men, and grub men? I have a hunting man but I don't exactly know how to picture hunting and the half men types.

Example of what I think hunting men look like:
https://i.pinimg.com/originals/d7/81/88/d78188ac1ad424560cc2da931071460b.jpg

And have any of you guys found uses for these what are classified as "Animal People" in your forts? Or are they here for decor. I thought at first they might be like trolls where they can do simple tasks like lugging stone or other goods, to being able to mine or hunt. But it seems like they don't do much except to look pretty. Which aint a bad thing, we can always make a zoo for the sub-humans  8)
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on November 01, 2020, 02:12:12 pm
General Question: What do you guys think of the extra-humenoid stocks. The hunting men, ogre men, bat men, abominable Men, half men, worm men, thin Men, and grub men? I have a hunting man but I don't exactly know how to picture hunting and the half men types.

Example of what I think hunting men look like:
https://i.pinimg.com/originals/d7/81/88/d78188ac1ad424560cc2da931071460b.jpg

And have any of you guys found uses for these what are classified as "Animal People" in your forts? Or are they here for decor. I thought at first they might be like trolls where they can do simple tasks like lugging stone or other goods, to being able to mine or hunt. But it seems like they don't do much except to look pretty. Which aint a bad thing, we can always make a zoo for the sub-humans  8)

The sub-humans are intended to be mostly like this

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/2e19e1ca-5068-49c4-beba-94a0f229f67f/da7m2cq-48d1e4b8-9308-4e8f-9871-a3c1de923ae6.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3sicGF0aCI6IlwvZlwvMmUxOWUxY2EtNTA2OC00OWM0LWJlYmEtOTRhMGYyMjlmNjdmXC9kYTdtMmNxLTQ4ZDFlNGI4LTkzMDgtNGU4Zi05ODcxLWEzYzFkZTkyM2FlNi5qcGcifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6ZmlsZS5kb3dubG9hZCJdfQ.OM7plYkj6ytEADNitF1hHGyP1i8C3cJtVhOGnSBU8Wo)
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Cataphract on November 01, 2020, 02:45:45 pm
That's a real shame that the game limits you to one transformation per creature. What is it precisely that causes that restriction?

Also, IS THAT MAN WIELDING A PIZZACUTTER?!?
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on November 01, 2020, 03:30:49 pm
That's a real shame that the game limits you to one transformation per creature. What is it precisely that causes that restriction.

Also, IS THAT MAN WIELDING A PIZZACUTTER?!?

It's an artistic rendition of a scene from the book "The Night Land". Really good book, if you like super purple victorian prose read the original, if you like normal english read the Retold edition.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Cataphract on November 05, 2020, 06:56:10 pm
So how is it that you managed to give certain creatures the ability to regenerate? I thought even Toady hadn't figure that one out.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on November 05, 2020, 07:22:42 pm
So how is it that you managed to give certain creatures the ability to regenerate? I thought even Toady hadn't figure that one out.

It was a new power introduced recently by him actually. Essentially he made it so that when you roll the dice gods bless you with full healing if you get a lucky roll, so i took that and made it a deliberate interaction.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Luckyowl on November 05, 2020, 08:07:59 pm
Hey Sqaumos, ever thought on adding a new faction to the game? I got an idea for you.

Solar Empire enclave

 
After the fall of the Solar Empire. The military elites fled into their underground bunker  shielding from the destruction of Earth. As time wane on and the dust has cleared
The military elites  finally emerged from their bunkered and learned that the world they once knew has turned into a wasteland horror of terrifying techno demons and ruthless humans who have lost their humanity. Now they must survive  in this new world and must go toe to toe with the empires and factions that has rose from the ashes of Solar Empire. Will they conquer the wasteland and form a new Solar Empire or will they splinter off from their ties and form a new path. Only time will tell.


My Idea with this faction is that they are militarist humans who can vary bunker to bunker. Some might conquer the wasteland in the name of Solar Empire. Or some might want to break ties from their roots and actually try to work with the people of the wasteland. I was thinking that they should stay in their own vault not really expanding their borders. They should also get their own Solar Empire military uniform and there own unique exo-armor that has the Solar Empire logo on it's shoulder pads

Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Cataphract on November 05, 2020, 09:56:27 pm
It was a new power introduced recently by him actually. Essentially he made it so that when you roll the dice gods bless you with full healing if you get a lucky roll, so i took that and made it a deliberat interaction.

So do vampires have regeneration powers in 0.47? I haven't played as one since the update.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on November 05, 2020, 10:05:56 pm
It was a new power introduced recently by him actually. Essentially he made it so that when you roll the dice gods bless you with full healing if you get a lucky roll, so i took that and made it a deliberat interaction.

So do vampires have regeneration powers in 0.47? I haven't played as one since the update.

They don't, in the vanilla game it's exclusive to god blessings.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Bokaza on November 07, 2020, 10:49:43 am
Hey! Enjoying the mod a lot, but had an issue and dropping by to make a small bug report:

Not sure what exactly happened, but wild Air carrier reinforcement spawns (?) seem to have become my livestock. It would be easy to ignore if they weren't stuck in a hostile state. They keep attacking my pets and citizens in melee while not being marked as hostile. I am afraid to deal with them because I suspect it might cause a loyalty cascade.

Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on November 07, 2020, 02:16:17 pm
Hey! Enjoying the mod a lot, but had an issue and dropping by to make a small bug report:

Not sure what exactly happened, but wild Air carrier reinforcement spawns (?) seem to have become my livestock. It would be easy to ignore if they weren't stuck in a hostile state. They keep attacking my pets and citizens in melee while not being marked as hostile. I am afraid to deal with them because I suspect it might cause a loyalty cascade.

Try saving and killing them first. I really don't know how that could happen. I think it might be a bug with the game.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Splint on November 07, 2020, 02:24:35 pm
Hey! Enjoying the mod a lot, but had an issue and dropping by to make a small bug report:

Not sure what exactly happened, but wild Air carrier reinforcement spawns (?) seem to have become my livestock. It would be easy to ignore if they weren't stuck in a hostile state. They keep attacking my pets and citizens in melee while not being marked as hostile. I am afraid to deal with them because I suspect it might cause a loyalty cascade.

Try saving and killing them first. I really don't know how that could happen. I think it might be a bug with the game.

Highly likely. Anything with summons behaves in a very clunky manner if it's not a necromancer summoning opposed to life crap or something similar.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Nahere on November 07, 2020, 05:21:44 pm
A few oddities I've noticed:
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: squamous on November 07, 2020, 07:06:03 pm
A few oddities I've noticed:
  • Deconstructing ammo in adventure mode gives chunks of energetic compound, but ammo crafting uses power packs.
  • Cultivator cyborgs have a caste for former gorilla uplifts, but none of the technomancer secrets can transform gorilla uplifts.
  • Regular human cyborgs don't seem to exist anyone, but aren't mentioned as being removed in the changelog.
  • Cultivator cyborg castes don't have the statlines or unique abilities of their former race (e.g. nobles lose their psychic senses and improved mental stats).

Ah, those are some things that need tweaking, yeah. I did remove human cyborgs because they sort of broke how bodies worked, but other than that these are bugs, I'll tweak all that for the next update.
Title: Re: Dwarf Fortress: The Long Night 2.68
Post by: Zalthor on November 07, 2020, 09:55:31 pm
All the bottom stuff, however, is procedurally-generated angelic materials i haven't figured out how to delete yet.
In Advanced World Generation, there is an option to disallow divine materials, which are the materials you are referring to. Perhaps in any future versions you could change this setting to "No" in your custom world presets?

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: Cataphract on November 07, 2020, 10:02:25 pm
What exactly was broken about the human cyborgs that made you remove them?
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: squamous on November 07, 2020, 10:16:17 pm
What exactly was broken about the human cyborgs that made you remove them?

Basically, because of how things like hair and nail layers work it would take a huge amount of effort to make them have all their bits where they were supposed to, and also it meant that the cybernetic demigod conversion system would get super bloated because of all the castes. Also, i just thought the whole thing was a silly hack-job in the end, and I'm just gonna hold out for the implementation of peg-legs I can rename into cyber-arms.
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: Orbotosh on November 14, 2020, 02:09:23 am
What's the difference between a certain one set of worldgen presets and the "pop" ones?
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: squamous on November 14, 2020, 02:28:21 am
What's the difference between a certain one set of worldgen presets and the "pop" ones?

The "pop" ones can give you populations of over 1 million if you leave it running enough. It's basically just a quick option for people with beefy computers to build super-populated worlds.
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: Luckyowl on November 15, 2020, 12:24:18 am
Hey Sqaumos, I got this script that I modified from the musket-mod. It basically makes every rifles automatic,pistols semi-auto, shotguns  shoots multiple shots(scatterguns in this script use cartridge instead of slug, sort of fit it well in my opinion), and explosive plasma jet rocket!. It's crude and straight forward but it gets the job done.

https://dffd.bay12games.com/file.php?id=15305

I got ideas for it, but I'm not familiar with lua yet, and only got a novice understanding of Python. But if anyone want to expand on it please do! It would be cool if we can increase FOV on snipers or make exo-suits increase speed and strength. 


edit: I was able to get this neat laser beam going. It's really just for show to be honest. It does nothing but a trail behind the bullet.

(https://i.imgur.com/E3F3lT8.gif)
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: squamous on November 15, 2020, 01:43:12 am
Hey Sqaumos, I got this script that I modified from the musket-mod. It basically makes every rifles automatic,pistols semi-auto, shotguns  shoots multiple shots(scatterguns in this script use cartridge instead of slug, sort of fit it well in my opinion), and explosive plasma jet rocket!. It's crude and straight forward but it gets the job done.

https://dffd.bay12games.com/file.php?id=15305

I got ideas for it, but I'm not familiar with lua yet, and only got a novice understanding of Python. But if anyone want to expand on it please do! It would be cool if we can increase FOV on snipers or make exo-suits increase speed and strength.

You're already way ahead of me when it comes to coding, which I have no idea how to do. if you or anyone else wants to make extensions for my mod, they are welcome to do so. Speaking honestly, there's a lot of modders with more technical skill than me, I'm more an atmosphere and worldbuilding kind of person.
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: Tiresia on November 19, 2020, 12:42:15 pm
Is there a way to play this mod on a mac? I tried downloading it, but for some reason my computer won't open the file when it is in RAR form. I am not sure if this is a limitation of macs in general or simply my computer being a jerk.
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: squamous on November 19, 2020, 01:54:52 pm
Oh, that's my mistake, I usually upload it as a zip file. You may also need to change the .exe with one you get from a mac version of dwarf fortress, and it might work then. It'll be fixed by the time you see this message, try downloading it then.
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: Zalthor on November 20, 2020, 12:37:24 pm
Hey Sqaumos, I got this script that I modified from the musket-mod. It basically makes every rifles automatic,pistols semi-auto, shotguns  shoots multiple shots(scatterguns in this script use cartridge instead of slug, sort of fit it well in my opinion), and explosive plasma jet rocket!. It's crude and straight forward but it gets the job done.

https://dffd.bay12games.com/file.php?id=15305

I got ideas for it, but I'm not familiar with lua yet, and only got a novice understanding of Python. But if anyone want to expand on it please do! It would be cool if we can increase FOV on snipers or make exo-suits increase speed and strength. 


edit: I was able to get this neat laser beam going. It's really just for show to be honest. It does nothing but a trail behind the bullet.

(https://i.imgur.com/E3F3lT8.gif)
Could you walk through how this was done? This would be great for the Great War mod that squamous has.
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: Deus_Vult on November 20, 2020, 12:39:20 pm
So are there any tilesets that work with this mod? Will phoebus do? (obv. won't get tiles of cyborgs)
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: Luckyowl on November 20, 2020, 02:42:20 pm
Hey Sqaumos, I got this script that I modified from the musket-mod. It basically makes every rifles automatic,pistols semi-auto, shotguns  shoots multiple shots(scatterguns in this script use cartridge instead of slug, sort of fit it well in my opinion), and explosive plasma jet rocket!. It's crude and straight forward but it gets the job done.

https://dffd.bay12games.com/file.php?id=15305

I got ideas for it, but I'm not familiar with lua yet, and only got a novice understanding of Python. But if anyone want to expand on it please do! It would be cool if we can increase FOV on snipers or make exo-suits increase speed and strength. 


edit: I was able to get this neat laser beam going. It's really just for show to be honest. It does nothing but a trail behind the bullet.

(https://i.imgur.com/E3F3lT8.gif)
Could you walk through how this was done? This would be great for the Great War mod that squamous has.



Oh yeah! certinaly.

Spoiler (click to show/hide)


Alright, the one highlighted is what you mainly want to focus on when modifying this script. Red is where you give weapons there modification effect. Blue is where those modification effect are applied to the weapon. And lastly green is where you give the guns it's smokey effects when fired.

Some things to note when working on blue.
Spoiler (click to show/hide)
whenever you add a new weapon the one highlighted in yellow tells the script to find "_SHOTGUN" In the raw so it can later be applied in green. I haven't really test this. Probably you can do away with the way I did it and just put "WEAPON_" to apply effects to all weapons. But I prefer to keep it the way it is.

Spoiler (click to show/hide)

this one is doing the same but with ammos. 

some good things to know for red is this:
n = number
          setFireRate(projectile,n) = This set the rate of fire. 80 is where the original rate of fire for crossbow and bows are. So if you want faster fire rate lower it. Machines gun would probably be around 5 or so.
          setInaccuracy(projectile, n) = The higher the number more innaccuracy the gun is.
        laserStrike(projectile) = This one draws a laser when it hit something.
       blunderShot(projectile) = This turn cartridge into pellets still havent figured out how to turn other ammo type into pellets like slugs, or buckshots and such.
Spoiler (click to show/hide)

It's should be somewhere here, if you like you could poke around and see where it may be.


That's pretty much it really, I am not really a script writer, and it was only thanks to  my basic understanding of code that I was able to modify the script. Honestly would like a more experience script writer to improve on the script.
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: Luckyowl on November 23, 2020, 02:29:07 am
https://dffd.bay12games.com/file.php?id=15314

I fully implemented all ranged weapons and also added a bonus weapon called the Gatling Laser. The Gatling Laser shoots explosive rounds powerful enough to destroy construction...with a fire rate of 5. yeah it's basically broken and not in the entity file for that reason. But if you want to add it here you go.

Code: [Select]
[WEAPON:ITEM_WEAPON_MINIGUN]
            [AMMO:ITEM_AMMO_ER] 


so whats new?

-I was able to get the scatterguns to shoot pellets when they they fire there slugs.

-coil-weapons are faster than Rail-weapons.
-rifles are fast and but is less accurate.
-pistols are slower than rifles but are more accurate.
-Snipers are slower but is very accurate and hits harder.
-Cannons fuck shit up! they can really blow up your fortification so be very careful when using this. This also stops turtlingish. Sadly the Ai's aren't smart enough to target your fortification, but their is a chance that they may accidently fire a rocket while fighting the local faunas around your fort and it may go straight to your fort. So also be mindful when you see one of the seigers carrying a cannon with them.

-Scattercannon shoot multiple rockets doing a massive amount damage but reload time 300.

-I also boost energy shield block chance 50%-70% mainly to give melee fighter chance.

This is file is a ready-to-go Dwarf Fortress. All you gotta do is Open up Dwarf Fortress and in the dfhack command prompt type 'lnw' and it should be ready to go. Do note that you'll have to activate it every time you open up Dwarf Fortress.

Edit:(https://i.imgur.com/pbvY0tm.gif)

I just updated the add-on and I finally added pellets to each respective shotgun ammo. I added a setting script that I nabbed from Grimlocke's musket-settings and rewrote it to have it run lnw script indefinitely. So just type in the dfhack prompt lnw-s and press e to enable the lnw script. Using the modtools I was able to get syndromes effects attached to armors. But It's sort of one-sided in adventure mode since for some reason you are the only one to benefit from wearing armor where as soilders and bandits do not. in dwarf fortress mode I haven't tested but I assume it will work there perfectly for both side. Overall I chose to not add it in the lnw-settings. So you if you want to add it yourself first paste this in the dfhack prompt
Code: [Select]
sc-script add SC_WORLD_LOADED raw/scripts/exo-armor.initThen test it out in the object arena to see if you would like to add it officially to your games.
If you want to tweak it go ahead it's in raw/scripts/exo-armor.init is pretty easy to edit.
You can also change the syndromes effects in the raw/objects/interaction_zarmorboost if you feel it's too much.

If yes, then take that same command and put it in the dfhack.init. So you don't have to constantly run it when you open the game.


 
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: squamous on November 23, 2020, 02:51:17 am

https://dffd.bay12games.com/file.php?id=15314

I fully implemented all ranged weapons and also added a bonus weapon called the Gatling Laser. The Gatling Laser shoots explosive rounds powerful enough to destroy construction...with a fire rate of 5. yeah it's basically broken and not in the entity file for that reason. But if you want to add it here you go.

Code: [Select]
[WEAPON:ITEM_WEAPON_MINIGUN]
            [AMMO:ITEM_AMMO_ER] 


so whats new?

-I was able to get the scatterguns to shoot slugs instead of cartridge. But I will need to add pellets underneath every shotgun ammo. Right now when it fire it replace the projectile you shot and replace it with an ammo below it in the item_ammo.

-coil-weapons are faster than Rail-weapons.
-rifles are fast and but is less accurate.
-pistols are slower than rifles but are more accurate.
-Snipers are slower but is very accurate and hits harder.
-Cannons fuck shit up! they can really blow up your fortification so be very careful when using this. This also stops turtlingish. Sadly the Ai's aren't smart enough to target your fortification, but their is a chance that they may accidently fire a rocket while fighting the local faunas around your fort and it may go straight to your fort. So also be mindful when you see one of the seigers carrying a cannon with them.

-Scattercannon shoot multiple rockets doing a massive amount damage but reload time 300.

-I also boost energy shield block chance 50%-70% mainly to give melee fighter chance.

This is file is a ready-to-go Dwarf Fortress. All you gotta do is Open up Dwarf Fortress and in the dfhack command prompt type 'lnw' and it should be ready to go. Do note that you'll have to activate it every time you open up Dwarf Fortress.

Pretty cool stuff. I can't code so all these fancy game mechanics fly over my head, but I appreciate the interesting spins you've put on my weapons.
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: Luckyowl on November 23, 2020, 11:00:50 am

https://dffd.bay12games.com/file.php?id=15314

I fully implemented all ranged weapons and also added a bonus weapon called the Gatling Laser. The Gatling Laser shoots explosive rounds powerful enough to destroy construction...with a fire rate of 5. yeah it's basically broken and not in the entity file for that reason. But if you want to add it here you go.

Code: [Select]
[WEAPON:ITEM_WEAPON_MINIGUN]
            [AMMO:ITEM_AMMO_ER] 


so whats new?

-I was able to get the scatterguns to shoot slugs instead of cartridge. But I will need to add pellets underneath every shotgun ammo. Right now when it fire it replace the projectile you shot and replace it with an ammo below it in the item_ammo.

-coil-weapons are faster than Rail-weapons.
-rifles are fast and but is less accurate.
-pistols are slower than rifles but are more accurate.
-Snipers are slower but is very accurate and hits harder.
-Cannons fuck shit up! they can really blow up your fortification so be very careful when using this. This also stops turtlingish. Sadly the Ai's aren't smart enough to target your fortification, but their is a chance that they may accidently fire a rocket while fighting the local faunas around your fort and it may go straight to your fort. So also be mindful when you see one of the seigers carrying a cannon with them.

-Scattercannon shoot multiple rockets doing a massive amount damage but reload time 300.

-I also boost energy shield block chance 50%-70% mainly to give melee fighter chance.

This is file is a ready-to-go Dwarf Fortress. All you gotta do is Open up Dwarf Fortress and in the dfhack command prompt type 'lnw' and it should be ready to go. Do note that you'll have to activate it every time you open up Dwarf Fortress.

Pretty cool stuff. I can't code so all these fancy game mechanics fly over my head, but I appreciate the interesting spins you've put on my weapons.

Thank you, but really I should thank you for making such an amazing game. This wouldn't exist if it wasn't for yours.     :)
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: Zalthor on November 27, 2020, 12:28:09 pm
So are there any tilesets that work with this mod? Will phoebus do? (obv. won't get tiles of cyborgs)
Krugsmash's tileset works.
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: squamous on November 27, 2020, 01:57:49 pm
So are there any tilesets that work with this mod? Will phoebus do? (obv. won't get tiles of cyborgs)
Krugsmash's tileset works.

I'd say any tileset which just changes things to a different font will work, but anything that uses actual sprites for specific creatures could get wonky.
Title: Re: Dwarf Fortress: The Long Night 2.69
Post by: mgsicko on November 28, 2020, 01:39:40 am
Using the modtools I was able to get syndromes effects attached to armors. But It's sort of one-sided in adventure mode since for some reason you are the only one to benefit from wearing armor where as soilders and bandits do not.

Syndromes in adventure mode are usually a nightmare to work with, the amount of turns it takes for a theoretically instantaneous syndrome to kick in is baffling, really makes you feel like your rattlesnake-man is just injecting pineapple juice into people's veins
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: Sahne on December 28, 2020, 08:53:40 am
How i do get the selector?
I'am Not able to use anything. Only option to give a workorder is over the "R" roommenu
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: squamous on December 29, 2020, 04:01:25 pm
How i do get the selector?
I'am Not able to use anything. Only option to give a workorder is over the "R" roommenu

Do you have a manager? I'm not quite sure what your problem is, sorry.
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: Dolphin on January 04, 2021, 01:48:14 pm
Hey so whenever I milk algae-farm worms and protein-farm worms, no matter what, I get synth milk (and therefore synth cheese afterwards). Are  you not supposed to milk them as you would normal farm animals? For context, I use no other modifications except for a tileset and embarked as humans.
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: squamous on January 04, 2021, 02:25:16 pm
Hey so whenever I milk algae-farm worms and protein-farm worms, no matter what, I get synth milk (and therefore synth cheese afterwards). Are  you not supposed to milk them as you would normal farm animals? For context, I use no other modifications except for a tileset and embarked as humans.

Huh, that's definitely not supposed to happen, I'll look into that.
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: Redman9012 on January 04, 2021, 04:09:01 pm
So whenever I embark in a biome with moss trees, it seems that sometimes some of the logs are not "recognized" as logs, they just get left on the floor, I can't dump them, use them for crafts nor constructions, nor haul them to an appropiate stockpile.

Forbidding and un forbidding doesn't work either, I report this here because I haven't seen this bug in vanilla DF, but perhaps other people can prove otherwise.
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: squamous on January 04, 2021, 09:45:09 pm
So whenever I embark in a biome with moss trees, it seems that sometimes some of the logs are not "recognized" as logs, they just get left on the floor, I can't dump them, use them for crafts nor constructions, nor haul them to an appropiate stockpile.

Forbidding and un forbidding doesn't work either, I report this here because I haven't seen this bug in vanilla DF, but perhaps other people can prove otherwise.

I'll check this out as well. Is it just moss trees with this problem? Or some other kind of logs?
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: Redman9012 on January 04, 2021, 10:31:24 pm
I'll check this out as well. Is it just moss trees with this problem? Or some other kind of logs?

It seems that it is only with moss trees, I've played an Asuran desert fortress before and this didn't happen when I chopped all of the ruined structures on the map, as for moss trees it happened when I chopped the 3rd, 4th or 5th tree, don't remember wich one or ones.

Though to be fair, I'm just exploring the mod, so I haven't really tested this with the other trees, I'll tell you the results when I get to settle on the different biomes.
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: squamous on January 04, 2021, 11:54:54 pm
I'll check this out as well. Is it just moss trees with this problem? Or some other kind of logs?

It seems that it is only with moss trees, I've played an Asuran desert fortress before and this didn't happen when I chopped all of the ruined structures on the map, as for moss trees it happened when I chopped the 3rd, 4th or 5th tree, don't remember wich one or ones.

Though to be fair, I'm just exploring the mod, so I haven't really tested this with the other trees, I'll tell you the results when I get to settle on the different biomes.

Alright, let me know if you find anything else
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: Redman9012 on January 05, 2021, 05:50:08 pm
After some testing, I found that the bug also happens with crude nanotechne logs, but not with nuttm logs, giant mushrooms haven't been tested as of yet.

On another note, The fruittm trees don't spawn because banana trees, or any other tree with no wood, don't spawn in vanilla DF, would a possible solution be to make it so the fruittm logs have a melting and boiling point so low they basically evaporate?
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: squamous on January 05, 2021, 07:07:05 pm
After some testing, I found that the bug also happens with crude nanotechne logs, but not with nuttm logs, giant mushrooms haven't been tested as of yet.

On another note, The fruittm trees don't spawn because banana trees, or any other tree with no wood, don't spawn in vanilla DF, would a possible solution be to make it so the fruittm logs have a melting and boiling point so low they basically evaporate?

Oh huh, I definitely must have messed something up. That'll be fixed in the next update.
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: Dolphin on January 05, 2021, 11:37:05 pm
Hey so whenever I milk algae-farm worms and protein-farm worms, no matter what, I get synth milk (and therefore synth cheese afterwards). Are  you not supposed to milk them as you would normal farm animals? For context, I use no other modifications except for a tileset and embarked as humans.

Huh, that's definitely not supposed to happen, I'll look into that.

Great, glad to help.
I'm far from a professional modder so take this with a grain of salt but I remember a while ago, I tried to mod an animal that laid eggs and had milk, but with different castes but the egg-layers would just "lay" milk (and then the game would crash) so that leads me to believe animals can only have one kind of milk since i'm assuming the way the game is  coded is such that an animal releases a product every X days but each animal can only produce 1 product, unless said product is wool.
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: squamous on January 05, 2021, 11:46:00 pm
Hey so whenever I milk algae-farm worms and protein-farm worms, no matter what, I get synth milk (and therefore synth cheese afterwards). Are  you not supposed to milk them as you would normal farm animals? For context, I use no other modifications except for a tileset and embarked as humans.

Huh, that's definitely not supposed to happen, I'll look into that.

Great, glad to help.
I'm far from a professional modder so take this with a grain of salt but I remember a while ago, I tried to mod an animal that laid eggs and had milk, but with different castes but the egg-layers would just "lay" milk (and then the game would crash) so that leads me to believe animals can only have one kind of milk since i'm assuming the way the game is  coded is such that an animal releases a product every X days but each animal can only produce 1 product, unless said product is wool.

That's what I'm thinking as well. I'll probably separate the factory worms into different species.
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: Dolphin on January 08, 2021, 10:54:40 pm
What is the difference between the night large pop and night large settings?
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: Redman9012 on January 09, 2021, 09:42:36 am
What is the difference between the night large pop and night large settings?

IIRC, the pop have a larger population settings in wolrd gen, due to that I think they require more time and/or a beefier PC to finish generating.
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: SheerSharkAttack on January 09, 2021, 11:21:02 am
What exactly do exoframes look like? specifically in size?
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: Dolphin on January 09, 2021, 03:31:18 pm
What is the difference between the night large pop and night large settings?

IIRC, the pop have a larger population settings in wolrd gen, due to that I think they require more time and/or a beefier PC to finish generating.

ohhh, alright, thanks!
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: squamous on January 09, 2021, 04:35:26 pm
What exactly do exoframes look like? specifically in size?

Bioframes or exo-armors? The former is something like the monster in this image, but bigger and with more skin and muscle than wires and pistons below the armor

(https://i.imgur.com/VHcz5nW.jpg)

While the latter is more like this

(https://i.imgur.com/aBgas7L.jpg)

both come in varying styles though, so these aren't 1:1 representations, just a general idea of the basics. Bioframes are also given a size detail in their description, and for context an elephant would be 5000000u
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: Redman9012 on January 09, 2021, 05:59:56 pm
What exactly do exoframes look like? specifically in size?

Also consider that in-game, 1u = 1cm3, so considering that a human is approximately 70,000 cm3, the smallest bioframes go for 1'000,000cm3, making them approximately 14 times the size of a human in volume.
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: SheerSharkAttack on January 09, 2021, 06:43:48 pm
I'm talking about the armor items. are they like master chief''s mjolnir armor or small mechs?
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: Redman9012 on January 09, 2021, 07:28:14 pm
I'm talking about the armor items. are they like master chief''s mjolnir armor or small mechs?
Armor works differently in the Long Night. It is the far future, after all. In advanced civilizations, armor comes in the form of a powerful exoskeleton, or power armor, that covers the entire body except for the hands, feet, and head, which are protected by helmet and limb add-ons. There are many different types of exo-armor, with their own strengths and weaknesses in the form of cost, weight, and defense.

(it should be noted that rather than using exo-armors, posthuman tribes graft outer carapaces of nanotechne onto themselves. It gives them the appearance of ferocious metallic monsters rather than beings in armor.)

It seems that the armors work like Master Chief's, it is HEAVY, and you need the appropiate skill to move at a reliable speen in them, particularly with the heavier sets.

Remember that Chief's armor is really heavy, and wothout the interface ports, even ODSTs get crushed inside due to the toll thay take on the wearer, however, considering that in this mod everyone has some interface ports along their body, thay can use appropiately sized power armor.

TL;DR: Yes, they should be something like a Spartan's power armor, minus the shields.
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: Redman9012 on January 09, 2021, 10:03:42 pm
Alright, let me know if you find anything else

Ok, so I found something big: whenever this bug happens, it seems that what it affects is the entire tile, as when I try to construct some walls over the logs to force my citizens to move them and perhaps resolving the issue, it seems that the citizens bring the materials for the walls just fine, but they can't "reach the destination", meaning they won't even start working on them once the materials are in place.

When cancelling the walls to drop the materials, if they fall on the same tile as the bugged logs, the materials themselves become bugged, hinting that the problem may be either some pathfinding thing, or some passable tile thing, perhaps only related to the logs in the sense that when they fall over the tile they update it with some data that makes them unable to start work on a job on that tile.

This also includes multi-lite buildings, such as workshops.

What DOES resolve the issue is assigning a stockpile where the logs are, it seems that it updates the tile and "frees" the logs or othher materials that where stuck there, after that, it's safe to remove the stockpile and move the materials.
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: squamous on January 10, 2021, 04:57:01 pm
Alright, let me know if you find anything else

Ok, so I found something big: whenever this bug happens, it seems that what it affects is the entire tile, as when I try to construct some walls over the logs to force my citizens to move them and perhaps resolving the issue, it seems that the citizens bring the materials for the walls just fine, but they can't "reach the destination", meaning they won't even start working on them once the materials are in place.

When cancelling the walls to drop the materials, if they fall on the same tile as the bugged logs, the materials themselves become bugged, hinting that the problem may be either some pathfinding thing, or some passable tile thing, perhaps only related to the logs in the sense that when they fall over the tile they update it with some data that makes them unable to start work on a job on that tile.

This also includes multi-lite buildings, such as workshops.

What DOES resolve the issue is assigning a stockpile where the logs are, it seems that it updates the tile and "frees" the logs or othher materials that where stuck there, after that, it's safe to remove the stockpile and move the materials.

Huh, I dunno what I could have done to do something like that. It seems like a bug in the base code, because as far as I can tell there's nothing out of order with my trees.

I'm talking about the armor items. are they like master chief''s mjolnir armor or small mechs?

The second image would do it then. Exo-armors have different sizes according to the model, but are all a type of powered armor so at least have a bit of weight to them. Mjolnir would be a good example of a lighter model, while the pic I linked could be a heavier one.
Title: Re: Dwarf Fortress: The Long Night 2.71
Post by: Redman9012 on January 12, 2021, 06:54:25 pm
What DOES resolve the issue is assigning a stockpile where the logs are, it seems that it updates the tile and "frees" the logs or othher materials that where stuck there, after that, it's safe to remove the stockpile and move the materials.

Also, to anyone that has this issue too, the most reliable way to solve it is to reload the map
Title: Re: Dwarf Fortress: The Long Night 2.75
Post by: Artwr on February 17, 2021, 08:53:13 pm
I don't know exactly why I done that, but I made a simple obsidian farm, just to see what comes out.
It forms rock walls similar to the ones in vulcans; they drop nothing (they leave corroded metal ramps, but that was just to play with my feelings).
Additionaly, it seems to leave "magma" as a contaminant that is harmlessy cleaned after channeling out the place.
Well, back to roomba farming, I guess.
-
Also, This mod rocks
Title: Re: Dwarf Fortress: The Long Night 2.75
Post by: squamous on February 17, 2021, 10:56:11 pm
I don't know exactly why I done that, but I made a simple obsidian farm, just to see what comes out.
It forms rock walls similar to the ones in vulcans; they drop nothing (they leave corroded metal ramps, but that was just to play with my feelings).
Additionaly, it seems to leave "magma" as a contaminant that is harmlessy cleaned after channeling out the place.
Well, back to roomba farming, I guess.
-
Also, This mod rocks

Oh, that might be a bug, I'll try and fix it.
Title: Re: Dwarf Fortress: The Long Night 2.76
Post by: SheerSharkAttack on April 01, 2021, 09:46:02 pm
the descriptions for the new bioframes have a bunch of typos in them like

Quote
[DESCRIPTION:A corpse that has been usedgrow a monstrous-looking biomechanical war machine. It is covered in nanotechne plating and lit by flickering green flame.]

and

Quote
[DESCRIPTION:A dolphin that has been used as a corpse-seed to grow a monstrous-looking biomechanical war machine. man. It is covered in nanotechne plating and lit by flickering green flame.]

also in my opinion there could be little bit more physical description here to help me imagine what they look like.
Title: Re: Dwarf Fortress: The Long Night 2.76
Post by: squamous on April 02, 2021, 02:21:22 am
the descriptions for the new bioframes have a bunch of typos in them like

Quote
[DESCRIPTION:A corpse that has been usedgrow a monstrous-looking biomechanical war machine. It is covered in nanotechne plating and lit by flickering green flame.]

and

Quote
[DESCRIPTION:A dolphin that has been used as a corpse-seed to grow a monstrous-looking biomechanical war machine. man. It is covered in nanotechne plating and lit by flickering green flame.]

also in my opinion there could be little bit more physical description here to help me imagine what they look like.

Ah yeah, I'll fix that in a quick patch. As for description, it'd probably make sense to elaborate on that as well
Title: Re: Dwarf Fortress: The Long Night 2.77
Post by: Dolphin on May 01, 2021, 11:47:24 pm
I was looking through the embark screen and found a creature called a "nothing", I was wondering if that was deliberate or not.
Also, I was wondering (if this isn't too much of an imposition) if/when you were planning on putting more plants in? I ask because there's a lot of unique animals/races in TLN  but not a lot of plants unique or otherwise. It'd be really cool to see like, tech mushrooms where very low grade nanotechne parasitizes fungi like lobster "mushrooms" do, or perhaps overgrown variants of lichens (I know moss trees exist currently), or maybe woody vines as a form of tree or maybe an edible vine! Sorry, I don't mean to ramble on about plants and whatnot, this was supposed to be a post asking about a possible bug.
Title: Re: Dwarf Fortress: The Long Night 2.77
Post by: Dolphin on May 01, 2021, 11:56:13 pm
sorry, just noticed another. the kodona class hovertruck has sleek written twice.
Title: Re: Dwarf Fortress: The Long Night 2.77
Post by: Splint on May 02, 2021, 12:12:56 am
I was looking through the embark screen and found a creature called a "nothing", I was wondering if that was deliberate or not.

"Nothing" means that something has an error in its name somewhere, or lacks one entirely outside of its castes. It's a pretty simple thing to fix once you know what creature has the problem. It doesn't really cause any issues in gameplay though.

Title: Re: Dwarf Fortress: The Long Night 2.77
Post by: Dolphin on May 02, 2021, 03:41:58 pm

"Nothing" means that something has an error in its name somewhere, or lacks one entirely outside of its castes. It's a pretty simple thing to fix once you know what creature has the problem. It doesn't really cause any issues in gameplay though.

That's what I assumed since I've seen similar errors before, but I wasnt sure if it was deliberate or due to that.
Title: Re: Dwarf Fortress: The Long Night 2.77
Post by: squamous on May 03, 2021, 11:49:07 am

"Nothing" means that something has an error in its name somewhere, or lacks one entirely outside of its castes. It's a pretty simple thing to fix once you know what creature has the problem. It doesn't really cause any issues in gameplay though.

That's what I assumed since I've seen similar errors before, but I wasnt sure if it was deliberate or due to that.

Ah, I'll have that fixed next update.
Title: Re: Dwarf Fortress: The Long Night 2.78
Post by: Enemy post on May 07, 2021, 11:42:24 am
Kruggsmash featured Long Night again. (https://www.youtube.com/watch?v=LUe1LI_PpwU)
Title: Re: Dwarf Fortress: The Long Night 2.78
Post by: squamous on May 07, 2021, 03:24:38 pm
Kruggsmash featured Long Night again. (https://www.youtube.com/watch?v=LUe1LI_PpwU)

It's definitely a good vid, I always appreciate a shoutout.
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: Xeldrakka on May 22, 2021, 04:13:43 am
Hello all. I just picked the mod up again and I've noticed some off elements about the current rendition. I'm not noticing vehicles/war machines of any variety using the interactions at their disposal. No weapons fired and no backup drones summoned. Likewise, I've noticed that the Asura specialist breeds (the shukra, nivatakavacha, and danava) do not possess the nanite regeneration interaction in adventure mode or arena.

I'm curious if these are features or bugs.
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: Splint on May 22, 2021, 11:55:36 am
Hello all. I just picked the mod up again and I've noticed some off elements about the current rendition. I'm not noticing vehicles/war machines of any variety using the interactions at their disposal. No weapons fired and no backup drones summoned. Likewise, I've noticed that the Asura specialist breeds (the shukra, nivatakavacha, and danava) do not possess the nanite regeneration interaction in adventure mode or arena.

I'm curious if these are features or bugs.

I've noticed that too, in regards to vehicle weapons and summons.

The only summon I've seen backfired on the carrier that called for help, since the creatures had their actual ownership given to the fortress (it's a known fort mode bug going back to 34.11.) poor carrier called for help only to get the shit literally kicked out of it by its own reinforcements.
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: Xeldrakka on May 22, 2021, 01:23:41 pm
Hello all. I just picked the mod up again and I've noticed some off elements about the current rendition. I'm not noticing vehicles/war machines of any variety using the interactions at their disposal. No weapons fired and no backup drones summoned. Likewise, I've noticed that the Asura specialist breeds (the shukra, nivatakavacha, and danava) do not possess the nanite regeneration interaction in adventure mode or arena.

I'm curious if these are features or bugs.

I've noticed that too, in regards to vehicle weapons and summons.

The only summon I've seen backfired on the carrier that called for help, since the creatures had their actual ownership given to the fortress (it's a known fort mode bug going back to 34.11.) poor carrier called for help only to get the shit literally kicked out of it by its own reinforcements.

Oh wow! That sounds absolutely wild! Alright, so invading war drones will have a bad time in a siege if they pop the spawn power. And the weapons don't go off basically ever. I have a suspicion as to what might cause that and I'll be looking into it soon. I wonder if it's related to how quickly many of the weapon attack interactions recharge. In fortress mode, a cool down of 100-500 sees many attacks in one fight. It might just be that a cooldown of 12 is too fast for Fort Mode to recognize. I'm going test this.

Have you noticed the nanotech regeneration problem with the three Asura variant models? That power is so strong on the normal and multi-limbed Asura. It has a profound effect on the longevity of the species in Fort Mode such to the point that I'm pondering if I really need a good hospital with them. That which doesn't kill the Asura leaves them tickled so far.

Finally, out of pure curiosity, was this total conversion mod designed with Fort Mode or Adventure Mode in mind? I'm tempted to drop my fort into the ocean and go play Mad Max with a bunch of Titanians all stacked up in cars and light mechs.
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: Xeldrakka on May 22, 2021, 03:32:34 pm
Hello all. I just picked the mod up again and I've noticed some off elements about the current rendition. I'm not noticing vehicles/war machines of any variety using the interactions at their disposal. No weapons fired and no backup drones summoned. Likewise, I've noticed that the Asura specialist breeds (the shukra, nivatakavacha, and danava) do not possess the nanite regeneration interaction in adventure mode or arena.

I'm curious if these are features or bugs.

I've noticed that too, in regards to vehicle weapons and summons.

The only summon I've seen backfired on the carrier that called for help, since the creatures had their actual ownership given to the fortress (it's a known fort mode bug going back to 34.11.) poor carrier called for help only to get the shit literally kicked out of it by its own reinforcements.

Oh wow! That sounds absolutely wild! Alright, so invading war drones will have a bad time in a siege if they pop the spawn power. And the weapons don't go off basically ever. I have a suspicion as to what might cause that and I'll be looking into it soon. I wonder if it's related to how quickly many of the weapon attack interactions recharge. In fortress mode, a cool down of 100-500 sees many attacks in one fight. It might just be that a cooldown of 12 is too fast for Fort Mode to recognize. I'm going test this.

Have you noticed the nanotech regeneration problem with the three Asura variant models? That power is so strong on the normal and multi-limbed Asura. It has a profound effect on the longevity of the species in Fort Mode such to the point that I'm pondering if I really need a good hospital with them. That which doesn't kill the Asura leaves them tickled so far.

Finally, out of pure curiosity, was this total conversion mod designed with Fort Mode or Adventure Mode in mind? I'm tempted to drop my fort into the ocean and go play Mad Max with a bunch of Titanians all stacked up in cars and light mechs.

I've got it boss. The Fortress Mode gameplay doesn't seem to get along well with CDI:BP_REQUIRED:BY_TOKEN, which all of the drones, walkers, and other vehicles use to represent their integrated weapons. I'm not sure why this should be an issue in Fort mode given that the anatomy is all there. I received no luck after checking and altering the recharge timer on the attack interactions so I'm pretty sure it's not those, but every machine I removed that line from was able to use their weaponry on the fortress map.

As for the Asura. It is the Danava alone that appears to have the nanite regeneration gone. The interaction is missing from their text entirely.
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: squamous on May 23, 2021, 10:55:18 pm
thanks for these reports, that shouldn't be happening. I wasn't aware with some of those fort mode bugs, I'll do my best to mitigate them.
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: Xeldrakka on May 24, 2021, 02:00:14 am
thanks for these reports, that shouldn't be happening. I wasn't aware with some of those fort mode bugs, I'll do my best to mitigate them.

My pleasure! Hopefully they prove simple enough for you to squash.
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: Artwr on May 25, 2021, 12:22:54 pm
Lately I've been trying to set up futuristic vampire fortresses, kinda in a Blade/Underworld style (Vampires vs Cyborgs sounds cool). But they never show up. I am doing something wrong in the advanced world generation, I'm simply unlucky, or is there any Raws related thing avoiding vampires appearing?
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: squamous on May 25, 2021, 01:24:19 pm
Lately I've been trying to set up futuristic vampire fortresses, kinda in a Blade/Underworld style (Vampires vs Cyborgs sounds cool). But they never show up. I am doing something wrong in the advanced world generation, I'm simply unlucky, or is there any Raws related thing avoiding vampires appearing?

There aren't vampires in the setting, though there might be in the future.
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: Xeldrakka on May 25, 2021, 05:08:35 pm
Just noticed that as of this last update, the Posthumans no longer create Asura bioframes but now have access to the ones used by others (at least the two civs in my current world gen do).

I'm curious what drew you to script out the Asura frames, OP. I'm fond of the decision, mind you, as I often struggled to justify using the Asura frames in adventure mode due to their opposition being fliers equipped with guns and blades. I'm happy to see the Asura using the Panhuman frames, but I appreciated that the Asura frames added character and punctuated the ferocity of the people.
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: bloodslave1087654 on May 25, 2021, 07:10:37 pm
So just dug up this mod again. What do the Asura-class/Post-humans actually eat now? Tried another playthrough as them and i built farms that could not function and everyone starved, unless im missing something?
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: Xeldrakka on May 26, 2021, 03:15:14 am
So just dug up this mod again. What do the Asura-class/Post-humans actually eat now? Tried another playthrough as them and i built farms that could not function and everyone starved, unless im missing something?

Asura begin the game with meat and livestock produce like eggs and cheese. In order to farm, you will need to first gather a bunch of plants and ensure that their seeds do not end up consumed. Farming can occur after that. Asura eat about anything but begin with limited domestic agriculture options.
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: bloodslave1087654 on May 26, 2021, 01:37:32 pm
Asura begin the game with meat and livestock produce like eggs and cheese. In order to farm, you will need to first gather a bunch of plants and ensure that their seeds do not end up consumed. Farming can occur after that. Asura eat about anything but begin with limited domestic agriculture options.

Thanks for the tip. Now if i could only get Dwarf Therapist to work with this mod i would be golden on actually getting another fortress playthrough going.
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: squamous on May 27, 2021, 04:27:54 pm
Just noticed that as of this last update, the Posthumans no longer create Asura bioframes but now have access to the ones used by others (at least the two civs in my current world gen do).

I'm curious what drew you to script out the Asura frames, OP. I'm fond of the decision, mind you, as I often struggled to justify using the Asura frames in adventure mode due to their opposition being fliers equipped with guns and blades. I'm happy to see the Asura using the Panhuman frames, but I appreciated that the Asura frames added character and punctuated the ferocity of the people.

My thoughts were that Asura wouldn't hide behind biomechanical mech suits, they'd just train to be strong enough to fight bioframes hand to hand.
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: Morhem on May 31, 2021, 07:15:10 pm
A bit of a noob question there, guys: I got lucky enough at embark to get a four armed asura.
So.. how do you arm the guy? What combinations work? (I don't mean optimally, I mean work at all). Like, 3 shields and a monowhip? Pistol, axe, shield & spear?
Just weapon & shield, and the rest of the arms free?
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: Splint on May 31, 2021, 07:38:58 pm
A bit of a noob question there, guys: I got lucky enough at embark to get a four armed asura.
So.. how do you arm the guy? What combinations work? (I don't mean optimally, I mean work at all). Like, 3 shields and a monowhip? Pistol, axe, shield & spear?
Just weapon & shield, and the rest of the arms free?

When it comes to gameplay, you can arm them with either a bunch of one-handed weapons, two multi-grasp weapons (weapons too big to use one-handed for the creature, but still usable,) as you suggested, or whatever else floats your boat. Two spears, a pistol and a shield? Go for it. Four shields and nothing else? Go to. Whips in two hands and hatchets in the other? Have at it.

There's basically no "right" way to arm multi-armed dudes.

Note the the game's AI soldiers will just shield-wall it, that is however many shields as they have free hands and a hand weapon, which can make those foes frustratingly hard to take down just due to all the block chances they get.
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: sampeng1 on June 01, 2021, 01:01:57 pm
Were the mutated human-animal hybrids in this mod loosely inspired by man after man?
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: Morhem on June 03, 2021, 09:16:08 am
When it comes to gameplay, you can arm them with either a bunch of one-handed weapons, two multi-grasp weapons (weapons too big to use one-handed for the creature, but still usable,) as you suggested, or whatever else floats your boat. Two spears, a pistol and a shield? Go for it. Four shields and nothing else? Go to. Whips in two hands and hatchets in the other? Have at it.

Cool! So.. I've heard there's a way to get my dude even more arms? Should I think about robbing a technomancer?
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: squamous on June 03, 2021, 12:02:26 pm
Were the mutated human-animal hybrids in this mod loosely inspired by man after man?

A little bit of that, a little bit of this: https://www.youtube.com/watch?v=ge18Ieyi9bI&feature=emb_logo

When it comes to gameplay, you can arm them with either a bunch of one-handed weapons, two multi-grasp weapons (weapons too big to use one-handed for the creature, but still usable,) as you suggested, or whatever else floats your boat. Two spears, a pistol and a shield? Go for it. Four shields and nothing else? Go to. Whips in two hands and hatchets in the other? Have at it.

Cool! So.. I've heard there's a way to get my dude even more arms? Should I think about robbing a technomancer?

The acquisition and reading of nanomechanical techniques gives a small chance of the user evolving into a more refined form, yes. Not only that, but slabs can be found anywhere in the world now, not just in towers.
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: Yoink on June 04, 2021, 11:48:27 pm
Are all the advanced worldgen presets optimised for the mod? Just the ones with "large population" after them? Or what?   

Edit: seems like they are, considering it gave me a world named "Earth", haha.   
Title: Re: Dwarf Fortress: The Long Night 2.79
Post by: squamous on June 07, 2021, 03:41:54 pm
Are all the advanced worldgen presets optimised for the mod? Just the ones with "large population" after them? Or what?   

Edit: seems like they are, considering it gave me a world named "Earth", haha.   

Yeah that's right. You can pick any you want from the worldgen presets, large population just means you'll get a ton of NPCs so that's recommended for beefy computers.
Title: Re: Dwarf Fortress: The Long Night 2.82
Post by: Bones Johnson on July 23, 2021, 11:36:02 pm
So I was playing adventure mode and I built a wooden hut near the coast to use as a safe house/loot storage place. After it was finished being built and I loaded back into the area, my group was under attack by a winged fiend, which I believe is a creature from vanilla Dwarf Fortress that definitely shouldn't be on the surface. Gave me quite the frighten realising that. None of my four heavy cannon drones (they should probably be more expensive, seeing as they can call in reinforcements) and their summons couldn't hit the thing at all, so I promptly ran away, which I managed.

So yeah. That's probably a bug.
Title: Re: Dwarf Fortress: The Long Night 2.82
Post by: squamous on July 24, 2021, 12:09:59 am
So I was playing adventure mode and I built a wooden hut near the coast to use as a safe house/loot storage place. After it was finished being built and I loaded back into the area, my group was under attack by a winged fiend, which I believe is a creature from vanilla Dwarf Fortress that definitely shouldn't be on the surface. Gave me quite the frighten realising that. None of my four heavy cannon drones (they should probably be more expensive, seeing as they can call in reinforcements) and their summons couldn't hit the thing at all, so I promptly ran away, which I managed.

So yeah. That's probably a bug.

How did you install the mod? Did you use advanced worldgen or normal worldgen?
Title: Re: Dwarf Fortress: The Long Night 1.97
Post by: Stiqy on July 24, 2021, 10:00:30 am
I take it there is no tileset for this mod? I just can't play with ascii myself :C

Default curses.png is pretty rough indeed, but if you use a fontset like Bisasam it can look a LOT cleaner and has just enough graphics (beds, doors, barrels, etc..) that it cleans up the most common elements of a fort. I use a slightly modified version of Bisasam that I find pleasing.

https://imgur.com/4kM5y4C
Download that png and put in /data/art then change the fonts to that filename in /init/init

It looks like this:
https://imgur.com/a/1L6Eh

Also turn "varied_ground_tiles" off in the df_init file for nicer looking surface tiles.

Title: Re: Dwarf Fortress: The Long Night 2.83
Post by: coaxy on August 25, 2021, 11:27:30 pm
I believe that someone brought it up earlier in the thread, but it does seem like Soybeans do not produce seeds when brewed. You're probably already aware of what is causing the issue, but just in case.

Wrong lines (?) in plant_crops:
Spoiler (click to show/hide)

Changing it to this makes soybeans brew properly :
Spoiler (click to show/hide)

However, this doesn't seem to fix the problem of "soybean pods". While the planted soybeans seem to be harvested as "soybean plants"  (at least in fortress mode), you can purchase "soybean pods" from traders or on embark, which don't seem to be brewable. Are these pods supposed to be processable in some way? idk i guess they made me think of the quarry bushes.
Title: Re: Dwarf Fortress: The Long Night 2.83
Post by: squamous on August 26, 2021, 08:55:05 pm
I believe that someone brought it up earlier in the thread, but it does seem like Soybeans do not produce seeds when brewed. You're probably already aware of what is causing the issue, but just in case.

Wrong lines (?) in plant_crops:
Spoiler (click to show/hide)

Changing it to this makes soybeans brew properly :
Spoiler (click to show/hide)

However, this doesn't seem to fix the problem of "soybean pods". While the planted soybeans seem to be harvested as "soybean plants"  (at least in fortress mode), you can purchase "soybean pods" from traders or on embark, which don't seem to be brewable. Are these pods supposed to be processable in some way? idk i guess they made me think of the quarry bushes.

I'll fix this, thanks.
Title: Re: Dwarf Fortress: The Long Night 2.83
Post by: Vassala on August 26, 2021, 11:54:47 pm
Hey! Love the mod. I was wondering, what is the music at the title screen? It's so haunting yet enchanting I love it. I'd love to know if it's something I can find online or if it was made yourself! Thanks very much!
Title: Re: Dwarf Fortress: The Long Night 2.83
Post by: squamous on August 27, 2021, 04:34:52 pm
Hey! Love the mod. I was wondering, what is the music at the title screen? It's so haunting yet enchanting I love it. I'd love to know if it's something I can find online or if it was made yourself! Thanks very much!

title: https://youtu.be/4l_PxLFbdHQ
background: https://youtu.be/In7Mh2-5-7k

I get my music from royalty free channels usually, that way any footage of them used by youtubers for example can't get copyright striked and I won't get in any legal trouble.
Title: Re: Dwarf Fortress: The Long Night 2.83
Post by: Pearlslugs on September 08, 2021, 12:39:35 am
I am having problems getting my military to equip armor

I have all of the settings right, they dont have any conflicting labors and I have selected replace clothing.

I have tried every mixture of every setting but they just wont put on armor and we have a huge stockpile of it that theyre standing on

could any one help?

it seems like maybe they are just wearing too much clothing or something but I cant figure it out.
Title: Re: Dwarf Fortress: The Long Night 2.83
Post by: squamous on September 09, 2021, 06:09:00 pm
I am having problems getting my military to equip armor

I have all of the settings right, they dont have any conflicting labors and I have selected replace clothing.

I have tried every mixture of every setting but they just wont put on armor and we have a huge stockpile of it that theyre standing on

could any one help?

it seems like maybe they are just wearing too much clothing or something but I cant figure it out.

You need to manually assign uniforms to them I think, since exo-armor replaces all chest clothing. Check to see how NPCs wear armor. Only underwear and pants don't conflict if I recall correctly.
Title: Re: Dwarf Fortress: The Long Night 2.86
Post by: Artwr on September 18, 2021, 05:38:10 pm
I made physical notes of which ores gave what many times, and lost it many times. I finnaly made a digital one, and I think this may be useful to someone:
The Long Night (2.86) Ores:
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress: The Long Night 2.86
Post by: Artwr on September 18, 2021, 09:21:50 pm
I just had a weird, cheaty, adventure. Playing as Asuras, with  the starter pack.
My trade depot kinda got a cloud, like fire, but was some sort of special attack. Nanite oozes and such spawned and disappeared. Had no reason for it, apparently. They appeared on the list as dead pets. Some wagons got killed.
After that, I kept receiving messages of "Nanotechne mouth was missing for a week", and "nanotechne ooze was found dead", pointing to a location deeper than the magma sea.
I used DF hack and
Spoiler (click to show/hide)
I'm telling this here because it may mean that particular creature may need some sort of fix, or just incompatibility of the new release with something in Peridexis Starter pack.
Title: Re: Dwarf Fortress: The Long Night 2.86
Post by: squamous on September 18, 2021, 10:01:09 pm
I just had a weird, cheaty, adventure. Playing as Asuras, with  the starter pack.
My trade depot kinda got a cloud, like fire, but was some sort of special attack. Nanite oozes and such spawned and disappeared. Had no reason for it, apparently. They appeared on the list as dead pets. Some wagons got killed.
After that, I kept receiving messages of "Nanotechne mouth was missing for a week", and "nanotechne ooze was found dead", pointing to a location deeper than the magma sea.
I used DF hack and
Spoiler (click to show/hide)
I'm telling this here because it may mean that particular creature may need some sort of fix, or just incompatibility of the new release with something in Peridexis Starter pack.

I've figured out what causes this, I'll be applying a fix soon. It's fairly rare but will be dealt with.
Title: Re: Dwarf Fortress: The Long Night 2.87
Post by: CrashyMcGee on October 12, 2021, 06:18:15 pm
Absolute anime protagonist energy this Rakshaka got on.
(https://i.imgur.com/eyT0DPt.png)
(https://i.imgur.com/3OmQQcy.png?1)
(https://i.imgur.com/e4GQIq5.jpg)
Title: Re: Dwarf Fortress: The Long Night 2.87
Post by: squamous on October 13, 2021, 12:39:44 am
Absolute anime protagonist energy this Rakshaka got on.
(https://i.imgur.com/eyT0DPt.png)
(https://i.imgur.com/3OmQQcy.png?1)
(https://i.imgur.com/e4GQIq5.jpg)

Judging by his title of "boss" he seems to have become the ruler of a criminal organization, so perhaps he is some kind of diabolical crime lord who can also fight his enemies personally. Though "The Good Evil" is one of the best criminal secret identities DF has generated.
Title: Europan Forest Retreats
Post by: Justiceface on October 22, 2021, 12:40:37 pm
I started generating a world in the latest version of the mod (2.87) and noticed it was genning 'Europan Forest Retreats'. I didn't remember that happening in prior version so I popped into adventure mode in my previous install (not sure of the version number for TLN but it was built for DF 47.04) and the Europan I created and started in the initial Europan settlement according to their history in Legends mode wound up in a hamlet.

Originally I was copying raw/data and the associated files (colors,worldgen, and interfacecoppyy) from the new Windows release of TLN so I could run it over DF 47.05 and I thought I'd done something wrong but when I ran the .exe instead it was doing the same thing: apparently generating forest retreats for Europans.

Apologies if this is intended and I've just never noticed it before. >.> I wanted to play TLN in 47.05 so my people wouldn't get so bent out of shape and form long-term memories about being in the rain etc. :)
Title: Re: Europan Forest Retreats
Post by: squamous on October 22, 2021, 03:11:00 pm
I started generating a world in the latest version of the mod (2.87) and noticed it was genning 'Europan Forest Retreats'. I didn't remember that happening in prior version so I popped into adventure mode in my previous install (not sure of the version number for TLN but it was built for DF 47.04) and the Europan I created and started in the initial Europan settlement according to their history in Legends mode wound up in a hamlet.

Originally I was copying raw/data and the associated files (colors,worldgen, and interfacecoppyy) from the new Windows release of TLN so I could run it over DF 47.05 and I thought I'd done something wrong but when I ran the .exe instead it was doing the same thing: apparently generating forest retreats for Europans.

Apologies if this is intended and I've just never noticed it before. >.> I wanted to play TLN in 47.05 so my people wouldn't get so bent out of shape and form long-term memories about being in the rain etc. :)

This is intended, the Europans have bioluminescent houses grown from genetically engineered flora which is similar to the aquatic cities they had on the actual moon.
Title: Re: Europan Forest Retreats
Post by: Justiceface on October 22, 2021, 03:23:57 pm
I started generating a world in the latest version of the mod (2.87) and noticed it was genning 'Europan Forest Retreats'. I didn't remember that happening in prior version so I popped into adventure mode in my previous install (not sure of the version number for TLN but it was built for DF 47.04) and the Europan I created and started in the initial Europan settlement according to their history in Legends mode wound up in a hamlet.

Originally I was copying raw/data and the associated files (colors,worldgen, and interfacecoppyy) from the new Windows release of TLN so I could run it over DF 47.05 and I thought I'd done something wrong but when I ran the .exe instead it was doing the same thing: apparently generating forest retreats for Europans.

Apologies if this is intended and I've just never noticed it before. >.> I wanted to play TLN in 47.05 so my people wouldn't get so bent out of shape and form long-term memories about being in the rain etc. :)

This is intended, the Europans have bioluminescent houses grown from genetically engineered flora which is similar to the aquatic cities they had on the actual moon.

Thank you for the reply. I learned something today. :) Thank you also for making this mod. I enjoy it quite a bit.
Title: Re: Europan Forest Retreats
Post by: squamous on October 22, 2021, 09:41:47 pm
I started generating a world in the latest version of the mod (2.87) and noticed it was genning 'Europan Forest Retreats'. I didn't remember that happening in prior version so I popped into adventure mode in my previous install (not sure of the version number for TLN but it was built for DF 47.04) and the Europan I created and started in the initial Europan settlement according to their history in Legends mode wound up in a hamlet.

Originally I was copying raw/data and the associated files (colors,worldgen, and interfacecoppyy) from the new Windows release of TLN so I could run it over DF 47.05 and I thought I'd done something wrong but when I ran the .exe instead it was doing the same thing: apparently generating forest retreats for Europans.

Apologies if this is intended and I've just never noticed it before. >.> I wanted to play TLN in 47.05 so my people wouldn't get so bent out of shape and form long-term memories about being in the rain etc. :)

This is intended, the Europans have bioluminescent houses grown from genetically engineered flora which is similar to the aquatic cities they had on the actual moon.

Thank you for the reply. I learned something today. :) Thank you also for making this mod. I enjoy it quite a bit.

Glad you like it!
Title: Re: Dwarf Fortress: The Long Night 2.87
Post by: callisto8413 on October 30, 2021, 01:16:37 pm
I thought I had a problem and it turned out I was just stupid.  Can somebody remove this posting?
Title: Re: Dwarf Fortress: The Long Night 2.87
Post by: delphonso on October 30, 2021, 11:42:50 pm
You're fine, bud. There's no 'delete post' on this forum, your edit suffices.
Title: Re: Dwarf Fortress: The Long Night 2.87
Post by: Wizzaryredy on November 07, 2021, 07:52:56 am
Edit: I had some questions that were prompty answered in discord by squamous.
Q Which races can have strange moods to create artifacts? A. No current races have strange mood right now but this may change with updates

2. I saw a new reaction at smelter "Convert wild nanotechne into C grade Nanotechne". I dont remember this being there before and it seems to use a wooden log+ charcoal to make 4 C-grade bars. Is this an intended feature or did I accidentally screw up somewhere?
A. This feature is supposedly intended for very specific tree logs only but right now is buggy and works for all woods.
Love ya work Squamous
Title: Re: Dwarf Fortress: The Long Night 2.87
Post by: Particleman on November 15, 2021, 06:17:51 pm
Hi, I love the mod, great work on it! But I was curious about one thing though, apologies if this question was answered earlier, but I didn't see it. Was the Fext race removed, or was it just renamed or something? If it was removed, why?
Title: Re: Dwarf Fortress: The Long Night 2.87
Post by: delphonso on November 15, 2021, 06:30:55 pm
Quote
7. The problem is that every posthuman tribe besides the Fext were incredibly half-baked. I figured I may as well merge them all into the Fext to create a single combined entity. I will re-add diversity in some way however, probably in the form of cyborgs so diverged from conventional posthumans that they are their own species.

They're all rolled into "Asura-class posthumans" - it seems.
Title: Re: Dwarf Fortress: The Long Night 2.87
Post by: squamous on November 16, 2021, 12:49:34 am
Hi, I love the mod, great work on it! But I was curious about one thing though, apologies if this question was answered earlier, but I didn't see it. Was the Fext race removed, or was it just renamed or something? If it was removed, why?

They're the Asura race now. They're more or less entirely the same visually, but the name was changed because as another guy pointed out, I had no clue what to do with them early on in terms of anything besides "synthetic humans with white skin and pointy metal teeth, divided into an intelligent ruling class and creepy servant class". Like I've spent pretty much the past year or so trying to figure out what they are beyond that, and I am really close to solidifying the lore.
Title: Re: Dwarf Fortress: The Long Night 2.87
Post by: Particleman on December 03, 2021, 04:50:29 pm
Like I've spent pretty much the past year or so trying to figure out what they are beyond that, and I am really close to solidifying the lore.
Awesome, sounds interesting! I'm looking forward to seeing what you come up with!
Title: Re: Dwarf Fortress: The Long Night 3.0
Post by: Olog_Mauler123 on December 07, 2021, 11:21:15 am
Just downloaded 3.0 and I can't pick any weapon as an aberrant in while creating an adventurer even whith over 1000 points for buying. I checked and I can pick any wepon I want while making a new aberrant fortress and I can pick any wepon while making an adventurer as another species. I really wanted to play as an aberrant because they sounded really interesting.
Title: Re: Dwarf Fortress: The Long Night 3.0
Post by: squamous on December 07, 2021, 04:54:59 pm
Just downloaded 3.0 and I can't pick any weapon as an aberrant in while creating an adventurer even whith over 1000 points for buying. I checked and I can pick any wepon I want while making a new aberrant fortress and I can pick any wepon while making an adventurer as another species. I really wanted to play as an aberrant because they sounded really interesting.

That's because weapons cost so much you need to get rid of the old one before picking a new one, or flat-out cannot afford them. Luckily you can just pick a weapon up at any village keep, they're just lying around for free.
Title: Re: Dwarf Fortress: The Long Night 3.15
Post by: CrashyMcGee on December 17, 2021, 08:37:44 pm
While playing an Asura in Adventure Mode, every other Asura was hostile not only to me but to each other. They left the representatives from other species alone and fought among themselves. They weren't brawling as they registered as 'no quarters', and killed each other. Also, are Hardlight Constructs supposed to talk? They don't exactly have mouths.

Edit -
The Pale Star Cult has a lot of secrets they themselves cannot use.
(https://i.imgur.com/VOQnGgk.png)
Also, interestingly enough, because Hardlight Constructs are a type of intelligent undead they do intelligent undead things. Like trying to infiltrate communities or bribing people despite being a pulsating mass of nerves suspended in a hardlight shell.
(https://i.imgur.com/XY5FyAw.png)
(https://i.imgur.com/Ge5ZaX8.png)
(https://i.imgur.com/TlzfPLy.png?1)
Title: Re: Dwarf Fortress: The Long Night 3.15
Post by: squamous on December 18, 2021, 12:03:37 am
While playing an Asura in Adventure Mode, every other Asura was hostile not only to me but to each other. They left the representatives from other species alone and fought among themselves. They weren't brawling as they registered as 'no quarters', and killed each other. Also, are Hardlight Constructs supposed to talk? They don't exactly have mouths.

Edit -
The Pale Star Cult has a lot of secrets they themselves cannot use.
(https://i.imgur.com/VOQnGgk.png)
Also, interestingly enough, because Hardlight Constructs are a type of intelligent undead they do intelligent undead things. Like trying to infiltrate communities or bribing people despite being a pulsating mass of nerves suspended in a hardlight shell.
(https://i.imgur.com/XY5FyAw.png)
(https://i.imgur.com/Ge5ZaX8.png)
(https://i.imgur.com/TlzfPLy.png?1)

The Asura thing is odd, the only thing I can think of is the rage odds being too high so I will nerf that. Constructs should not speak so that will be removed. The other stuff I can't really control.
Title: Re: Dwarf Fortress: The Long Night 3.16
Post by: CrashyMcGee on December 18, 2021, 01:57:33 am
The Asura weren't enraged, and there were a lot of representatives who demanded to know who everybody was. Maybe it was a loyalty cascade of some sort, although I've never seen one like it.
(https://i.imgur.com/Epzkdgr.png)
There are Asura soldiers who are outside, and I can speak with them just fine. They aren't fighting or anything. That goes for Asura who aren't soldiers but are in the presence of the representatives. Scratch that, a face dissector just said the exact same thing.
Considering that my military commander was a warlord, which is a FORCED_ADMINISTRATOR role, played a part in that. Also, when I created a new character the civilization I previously chose didn't show up as an Asura civilization.
Edit -
Just cut off the neck of a covid, it didn't die. I don't think the head of a covid is connected to its neck.
Title: Re: Dwarf Fortress: The Long Night 3.16
Post by: squamous on December 18, 2021, 02:38:30 pm
The Asura weren't enraged, and there were a lot of representatives who demanded to know who everybody was. Maybe it was a loyalty cascade of some sort, although I've never seen one like it.
(https://i.imgur.com/Epzkdgr.png)
There are Asura soldiers who are outside, and I can speak with them just fine. They aren't fighting or anything. That goes for Asura who aren't soldiers but are in the presence of the representatives. Scratch that, a face dissector just said the exact same thing.
Considering that my military commander was a warlord, which is a FORCED_ADMINISTRATOR role, played a part in that. Also, when I created a new character the civilization I previously chose didn't show up as an Asura civilization.
Edit -
Just cut off the neck of a covid, it didn't die. I don't think the head of a covid is connected to its neck.

Very odd, will look into both of those things.
Title: Re: Dwarf Fortress: The Long Night 3.16
Post by: lunaman22 on December 18, 2021, 04:46:30 pm
Hello, I made a submod of sorts using the musket-mod by zaporozhets. It makes the rail rifles fire full-auto and the shard missiles explode. It also adds smoke to all the guns when they fire. Installation instructions on the File Depot
https://dffd.bay12games.com/file.php?id=15792
I will continue to add more to it as I get ideas and work on them, if you have any recommendations or ideas please let me know.
Title: Re: Dwarf Fortress: The Long Night 3.16
Post by: Dadamh on December 22, 2021, 06:03:51 am
"Play now!" doesn't seem to bring usable axes.  I'm playing as joyclaves at the moment, but this has been the case for every fort I've started on the current version.  Woodcutters just don't do anything.  They don't even pick up the... let me check what got brought this time.

...Well, play now brought some "Advanced nanotechne solid DSE-equipped mace", so i guess those aren't axes and I can't just bludgeon trees down.  But again even in embarks where i've brought things at least with the word 'axe' in the item name, no one will cut trees.

Am I missing something?  I don't recall this being a problem in previous installs of this mod, so I'm not sure what i'm doing wrong here.  Other than being given maces, I mean.

Edit:  I did manage to buy an axe from a trader, so I can cut trees now.  Just didn't start with any.  Also i guess gun-axe doesn't count as an axe? 
Title: Re: Dwarf Fortress: The Long Night 3.16
Post by: delphonso on December 23, 2021, 12:35:14 am
I believe squamous usually sets all one-handed melee weapons to axe, so what you really need isn't an "axe", just anything that is one-handed. I think you could even whip a tree down.
Title: Re: Dwarf Fortress: The Long Night 3.16
Post by: squamous on December 23, 2021, 01:01:43 am
"Play now!" doesn't seem to bring usable axes.  I'm playing as joyclaves at the moment, but this has been the case for every fort I've started on the current version.  Woodcutters just don't do anything.  They don't even pick up the... let me check what got brought this time.

...Well, play now brought some "Advanced nanotechne solid DSE-equipped mace", so i guess those aren't axes and I can't just bludgeon trees down.  But again even in embarks where i've brought things at least with the word 'axe' in the item name, no one will cut trees.

Am I missing something?  I don't recall this being a problem in previous installs of this mod, so I'm not sure what i'm doing wrong here.  Other than being given maces, I mean.

Edit:  I did manage to buy an axe from a trader, so I can cut trees now.  Just didn't start with any.  Also i guess gun-axe doesn't count as an axe?

Like the other guy said, all edged light melee specialist weapons are useful in cutting down trees
Title: Re: Dwarf Fortress: The Long Night 3.16
Post by: Dadamh on December 23, 2021, 08:13:14 am
Alright, thanks.  I don't know why the default embark brought maces, but that's just how it goes I guess.

Really enjoy the mod by the way, it's stellar work.
Title: Re: Dwarf Fortress: The Long Night 3.16
Post by: squamous on December 23, 2021, 04:13:33 pm
Alright, thanks.  I don't know why the default embark brought maces, but that's just how it goes I guess.

Really enjoy the mod by the way, it's stellar work.

It's just a side effect of me trying to fix in-game bugs that haven't been addressed. Currently any two-handed weapons besides pikes will still be held with a shield by NPCs, making them worthless as one-handed weapons. Putting them all in the pike skill fixes that, but it's only balanced if I put all one-handed weapons in the axe skill, and the game doesn't understand what I am doing so it'll spawn random "axes" which aren't always axes. Glad to know you enjoy the mod though.
Title: Re: Dwarf Fortress: The Long Night 3.23
Post by: Oddsquidam on January 24, 2022, 04:04:17 am
Hello, I really appreciate your mod and the associated lore, your work really gives a special flavor to the game.

I discovered this mod via youtube videos (Kruggsmash, Mort Strudel, Secret Foxfire and Corvus Oculum), and I'm quite tempted to test some of your other mods when I'll have a bit more practice of dwarf fortress as a whole.

By the way, paradoxaly I found The Long Night is a bit less daunting to begin dwarf fortress than vanilla fortress mode. It's mainly about the absence of strange moods. Though interesting, this mechanic always makes me fear losing valuable members because of the lack of one specific material.

TL;DR for other players: great mod and the associated discord is nice too. Don't hesitate to give it a try!
Title: Re: Dwarf Fortress: The Long Night 3.23
Post by: squamous on January 24, 2022, 04:02:18 pm
Hello, I really appreciate your mod and the associated lore, your work really gives a special flavor to the game.

I discovered this mod via youtube videos (Kruggsmash, Mort Strudel, Secret Foxfire and Corvus Oculum), and I'm quite tempted to test some of your other mods when I'll have a bit more practice of dwarf fortress as a whole.

By the way, paradoxaly I found The Long Night is a bit less daunting to begin dwarf fortress than vanilla fortress mode. It's mainly about the absence of strange moods. Though interesting, this mechanic always makes me fear losing valuable members because of the lack of one specific material.

TL;DR for other players: great mod and the associated discord is nice too. Don't hesitate to give it a try!

Glad you like it. Let me know if you find any bugs.
Title: Re: Dwarf Fortress: The Long Night 3.23
Post by: Waveboy24 on January 25, 2022, 01:21:49 am
I have encountered a problem, the names of the weapons are so long that I actually cannot see the full name on the bill selection for the Forge. Is there a way to expand that menu further? (Pressing TAB enough times does not work
Title: Re: Dwarf Fortress: The Long Night 3.23
Post by: squamous on January 25, 2022, 02:08:00 pm
I have encountered a problem, the names of the weapons are so long that I actually cannot see the full name on the bill selection for the Forge. Is there a way to expand that menu further? (Pressing TAB enough times does not work

There is not unfortunately. The long names primarily stem from the fact that the game does not understand how proportions work. That is, if I were to make the only ranged weapons a BB pistol and a mega rocket launcher, the odds of a ranged specialist spawning with either one is about 50/50. So, I need to make a ton of slightly different weapons to fill out the normal weapon category, and since I'm doing that with guns I felt like I needed to do it with other weapons or else it got weird, so this is my solution. It's a bit clunky I understand so I'll try to find a way to fix it.
Title: Re: Dwarf Fortress: The Long Night 3.45
Post by: CrashyMcGee on February 11, 2022, 09:22:21 pm
Intermorphic superdense posthumans are called intermorphic superheavy, and all endomorphic ultradense posthumans are female. Metareflexive posthumans have immortal posthuman descriptions.
Edit :
Got ambushed in adventure mode. It was sizable.
(https://i.imgur.com/hJhrIp3.png)
(https://i.imgur.com/E3PylLv.png)
Actual firing line, my character got exhausted deflecting, blocking, and dodging all these attacks that he fell unconscious in short order and was shot to death. A cannon slug straight into the brain was what got him. What a great and glorious end, only able to be felled through mass fire and force. Anyway, another bug report, shells are sometimes brought up in conversations as beasts despite holding positions and jobs within society. Like a conversation went, "the shell representative must be stopped" when inquiring about troubles with beasts.
Title: Re: Dwarf Fortress: The Long Night (Legacy Thread)
Post by: Joet25 on July 09, 2022, 03:40:40 pm
Hey I'm trying to select buildings although I can't! I built workshops and so on, but I can't open them. My click won't even help me zoning as well! I tried everything from the touchpad to the mouse but nothing seems to work so far. Tips?
Title: Re: Dwarf Fortress: The Long Night (Legacy Thread)
Post by: squamous on July 10, 2022, 05:37:38 pm
Hey I'm trying to select buildings although I can't! I built workshops and so on, but I can't open them. My click won't even help me zoning as well! I tried everything from the touchpad to the mouse but nothing seems to work so far. Tips?

How did you install the mod?
Title: Re: Dwarf Fortress: The Long Night 3.23
Post by: FantasticDorf on July 15, 2022, 02:22:23 am
I have encountered a problem, the names of the weapons are so long that I actually cannot see the full name on the bill selection for the Forge. Is there a way to expand that menu further? (Pressing TAB enough times does not work

There is not unfortunately. The long names primarily stem from the fact that the game does not understand how proportions work. That is, if I were to make the only ranged weapons a BB pistol and a mega rocket launcher, the odds of a ranged specialist spawning with either one is about 50/50. So, I need to make a ton of slightly different weapons to fill out the normal weapon category, and since I'm doing that with guns I felt like I needed to do it with other weapons or else it got weird, so this is my solution. It's a bit clunky I understand so I'll try to find a way to fix it.

They could try collapsing the minimap menu with [TAB] for the expanded sidebar menu if that gives them any more room. So the name change could be minimized in this respect.

Hey I'm trying to select buildings although I can't! I built workshops and so on, but I can't open them. My click won't even help me zoning as well! I tried everything from the touchpad to the mouse but nothing seems to work so far. Tips?

How did you install the mod?

To OP: Use Q(uery), Loo(K) and con(T)ents over workshops if this is your first playthrough, DF classic (the one availible for free on the bay12 website here where you got it from, not graphic for steam) doesnt have native mouse-cursor control without DFhack assistance. It could have been provided for them via a freinds save or the assistance of others than having to do it themselves.