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Author Topic: Dwarf Fortress: Dying Earth 1.7  (Read 1934 times)


  • Bay Watcher
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Dwarf Fortress: Dying Earth 1.7
« on: November 30, 2018, 11:10:34 pm »

It has been tens of thousands of years since earth began to die. A long, slow spiral into extinction. Humanity holds on, as it tends to do, even in the face of a disaster of its own making. Rampant industrialization and overpollution has resulted in the extinction of the vast majority of the plant and animal kingdoms, leaving only the most sturdy of crop plants and tenacious of bottom-feeders to continue surviving on a blasted and empty planet. Humanity itself has not avoided change, either. While conventional humanity still exists, the vast majority of this species ekes out a pitiable existence, able to craft astoundingly advanced technology by hand alone but never having enough resources to do more than focus on the basics. Tools, weapons of war, killing machines (many of which have long since gone feral), and other such devices are where most resources are funneled, leaving the common folk with little. Looming over them, too, are their evolved cousins. The vain and decadent Class, bred for intelligence and long life, control vast swathes of territory with their armies of humanoid androids and elite operatives. The Neo-Humans, short-lived but strong of body and led by the immortal demigods known as Executors, crush resistance with unsurpassed autonomous war machines complementing their already formidable tank divisions. The ageless, unstable Fext, who scorn the pampered lifestyles of their posthuman brethren and fuse their offspring with metal before they even leave the womb, spread chaos under the banners of countless warlords. And separate from all of these are a new threat, an alien intelligence birthed in the most wretched and toxic places of this brutal world, a race that views itself as the inheritor of man's failings, or would if its brutishness ever gave way to philosophy. As these rivalries converge, the planet trembles with anticipation. These next centuries are the final chapters of a dying earth, and whether it shall be revitalized in a golden age or finally fall into everlasting silence is up to those who live in this tumultuous time.
What is Dying Earth?

This mod is my attempt at a cyberpunk setting, sort of. Clothing and weapon-wise it has the same trappings as more surreal and far-future cyberpunk dystopias tend to lean towards, but it can also be seen as an anachronistic techno-feudalistic setting. My primary intent with this mod is to really push how far I can take Dwarf Fortress into the future while still having things work in-game and provide a coherent story of humanity and its kindred struggling in a world that is the victim of our own rapaciousness. 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). Some notes before you dive in, however.

-It is almost impossible to kill some of the larger war machines with anything less than steel weaponry, or in one-on-one combat. Of course, this applies to the domesticated war machines as well, so if you're invaded by an enemy's mechanized divisions and you have iron-tier weaponry or lower, you're probably dead.
-Some war machines and vehicles do not reproduce in this mod, so if you want more you need to buy or raid for them.
-Any mechanical "creatures" can be butchered for metal blocks which can be turned into chunks in adventure mode for crafting purposes, or just melted down into bars in fort mode.
-Nanotechne is nanotechnologically enhanced metal and is comparable to steel, its crude variant is equivalent to iron, and the Fext are capable of producing a species-unique variant that is the equivalent to titanium, the strongest metal in the mod, used by the Neo-Human and Noble civilizations.
-Bioframes are some of the most powerful tameable creatures in the game, and are found in mountain biomes. If you are playing a struggling civ and need an edge, embarking in a mountain biome and trying to control these creatures may be a good idea. NPCs can do it too though.
-Armor works differently from how it does in vanilla. The bay12 page explains this in more detail.

Download Link:

Just download it, place the folder somewhere, and play it. This mod comes with its own .exe and everything, you do not need to copy and paste, drag and drop, or otherwise move any files around beyond the initial step. It works exactly like installing and playing the vanilla game.

Change Log:

1.7 Changes:
-Dolphins no longer 2-headed.
-Feral Bioframes relocated to the mountains (settle there if you want to tame them).
-Rubber and latex added as clothing materials. Both come from mechanical worms. Harvest their "silk" and "skin" to get the materials. You can shear the latter.
-Fext carapaces streamlined. Fext biology streamlined.
-New human species added. Long story short, humans once colonized the solar system before earth collapsed, the colonies could not survive without earth's support, the genemodded masses fled back to the planet but look rather different than they did before. There are four different extraplanetary strains from the moons of Jupiter (and Europa specifically), Titan, and Mars. There are also colonists from Venus who uploaded their minds into completely mechanical bodies but went crazy and brought a bunch of killer robots with them, so people don't like them very much.
-Various feral machines with varying levels of lethality added.

1.66 Changes:
-Quick fix to a minor bug

1.65 Changes:
-Exoskeleton coverage doubled across the board, should make them more powerful.
-Good biomes turned into nanomachine sustained gardens with all manner of fruiting trees and sometimes even grass and flowers. Needless to say, they are fiercely fought over. Just because they are garden-like does not mean they are without dangers, however.
-Bioframes will no longer be restricted to good biomes but will spawn very rarely in any location and different types show up in different biomes. This is experimental.
-Dolphins moved to cave dwelling kobold-type civs instead of medieval-style kingdoms, which will now be populated by humans and subhumans, representing the civilizations that descended into barbarity before the beginning of this era's recorded history. They mostly exist so you can terrorize them in fortress mode. Be aware however that bioframes are living creatures which do not require advanced tools to maintain and as such can be domesticated by even these primitive societies as one might tame a ferocious beast.
-Two new lines of bioframes added, the fortress-like Zuric line and the Noble-exclusive Gundai line.
-You may have noticed that the Pikeman name has been changed to the Melee Specialist. This has been elaborated on as of the current update. Melee Specialists are trained in the use of powerful, oversized melee weapons designed to let them fight bioframes and enemy vehicles in hand to hand combat. While they come in many forms they are universally massive two-handed weapons with no room for shields.
-Corvids are now flightless due to a bug in fortress mode where Corvid visitors would stay up in the sky forever. To compensate for this they are now much faster on land.

1.6 Changes:
-Oceans now have many new forms of jellyfish added because in the future fish will no longer be the dominant form of oceanic life due to overpollution and I wanted to reflect that. Note that in this time period, the term 'manowar' no longer means a particular species, but is used to classify any jellyfish capable of preying on humans.
-Nobles are now mildly telepathic. They can passively sense each other and use an active ability to temporarily grant themselves psychic supersenses, aka they temporarily get the EXTRAVISION tag. This makes sneaking up on them much harder.
-HUGE overhaul to armor. Rather than the standard way of doing things, armors now come in the form of armored exoskeletons for all civilized races except for the Dolphins and Joll, who are too primitive to make such devices. Exoskeletons come in four types (in order of smallest to biggest): Scout, Combat, Heavy, and Superheavy. Superheavy variants are so big that the average human will be slowed to a tenth of their normal speed by wearing them unless they have a high armor user skill. However, exoskeletons protect the ENTIRE body besides the head, hands, and feet. Used in conjunction with these exoskeletons (or just on their own) are exo-helms/gloves/boots/visors/masks which protect what is left. The intent here is to evoke a serious disparity in power between the oppressors and oppressed, because its that kind of setting. Also its super cool.
-Another major overhaul to the Fext. There are now just two castes. The lesser Fext, which are renamed broken Fext, and the true Fext, which are fully intelligent, more powerful, and not psychotic versions (and much rarer). Why did I remove all the other castes? Because armor now fills that role. By wearing various limb implants, heads, and bodies, the cybernetic Fext can assume monstrous forms of all sorts, leading to a fun variance in features through an entirely different means.

1.5 Changes:
-Heavy and Light tanks merged into one species, light tanks twice as common as heavy. Paradoxically this has caused more tanks in general to appear in worldgen battles.
-Bowties and neckties added to human civs, trying to get that office worker/hardened mercenary aesthetic.
-New ascendancy option added for the humans and their offshoots, the Nanoborg transfiguration. They are like cyborgs, but less physically powerful. On the other hand, they are a singular species and a Noble-derived nanoborg can breed with a human-derived one, for example. Also they can control nanomachines.
-Rogue machines removed from good biomes, for reasons explained in the next point, may re-add them later though depending on certain factors.
-So I really enjoyed the concept of bioframes, which if you are unfamiliar is a living creature that happens when you stretch a human nervous system over a Gundam and get crazy. I enjoyed it so much, in fact, that I decided to make it a major mechanic of the setting. Good biomes are now the domain of feral strains of bioframes left over from a long-forgotten war, and can be domesticated by civilizations in fort and worldgen mode. They are probably the most powerful creatures in the setting (as of now). Currently the Fext have a strain that is innate to them (the Surdlers, now called Fext Bioframes) and five different types, with 6 variations/loadouts each, can be found in the wild. One of the six loadouts is an even more powerful custom model that appears rarely. Each type should have its own unique specialization, so have fun finding which one works best for you.
-Intelligent dolphins use similarly cyberized blue whales as mounts and beasts of war. They are not intelligent but very big.
-New languages added for a few civs, "English" remains the dominant one though.
-New mushrooms for the tropical rot forests.

1.41 Changes:
-Minor fix for Dolphins, they need vehicles in order to trade, this should let them do that.
-Dolphins and Subhumans can have 3 civs per world.
-Guardians, the rulers of neo-human civilizations, are now a combination of general and monarch in terms of duty
-Fext have village shamans in every site, comprised of shaman-models who can heal the injured.

1.4 Changes:
-Introducing a new wizard type, the Technomancer. With command over the latent nanomachines scattered across the earth, they can form these microscopic machines into solid projectiles and clouds of dust, or use them to supercharge their own body or interfere with the workings of mechanical enemies (they can serve as a counter to robotic or cybernetic life with some special abilities they have). However, some technomancers turn to darker paths, using nanomachines to reanimate corpses into an army of darkness (reading a technomancer slab gives you 20% chance to gain the reanimation ability, applies to NPCs as well. Non-necromantic technomancers can be in any alignment and role)
-Major overhaul for the Fext. The variety of superior models is decreased in favor of a smaller pool of more unique and interesting types, which have all also been buffed as well. A tip for fighting advanced fext models is to focus on the head and torso, as the limbs are typically armored more heavily to serve as natural weapons. Also, Fext healer models will now always be found in a site's keep or castle in the position of head doctor.
-Noble civilizations respect and admire cyborgs of their own race. Noble cyborgs are prioritized for appointment to aristocratic or monarchic positions. Basically, if a human of the Noble species becomes a cyborg, they are almost guaranteed to become the ruler or noble-equivalent of their civilization.
-Joll swarms now have airborne biomorphs. Swarms of interceptors and plasma-firing bombers soar through the skies on boneless wings. In addition, all Joll biomorphs beyond the baseline will be found in evil (read: Joll-infested) areas.
-Bioframe transformation bugs fixed for real this time.
-Some new clothing options added.
-New minor race added, uplifted dolphins. The primary differences between them and regular dolphins is that they are genetically engineered to have human-level intellect and are born with mechanical limbs that let them walk on land, often decorated in bright, garish colors to signify their clan and nation. They mostly dwell in caves, but will rarely form a populous if primitive society near large bodies of water. Their primary advantages are their optimistic outlooks, resistance to stress, and sheer mass, clocking at ten times the weight of a human, if not more.
-It now takes human children 18 years to reach full size, but they are still considered adults at 13 so you can conscript them into your child soldier armies. I wanted a bigger window for that sort of fun stuff.

1.31 Changes:
-Looking at the description of a bioframe would crash the game, this has been resolved.

1.3 Changes:
-Some new outfits added and some issues fixed
-New biomes added to the warmer areas, such as a forest of giant mushrooms (fun fact, a large group of mushrooms is called a troop, not a forest). This may be expanded later.
-Wild boar swarms moved to moss forests, giant rats will take their place as common encounters.
-Fun new game mechanic. Human children are now considered adults at 13, not 12, buuut will only grow to adult size at 16. They will also only start growing facial hair at 13. What I'm trying to do here is work in that child soldier aesthetic. You can wait for them to mature before conscripting them, or send teenage kids off in ill-fitting armor to be mowed down, ripped apart, eaten alive, or even win and be subjected to various psychological traumas as they slaughter an enemy village. And of course, your enemies will likely send children to battle as well. Overall I'm looking forward to seeing what sort of interesting stories could come of this new context.
-In worldgen, there are two kinds of secrets to be discovered. The first is the technology to become a bioframe, a mechanical humanoid about the size of a small rhinoceros that encases the bundle of nerves and organs that you have become. Basically you sacrifice your humanity to become an intelligent mecha. The second secret is less drastic, and is the technology of becoming a superhuman cyborg. More powerful than your peers, but less powerful than a bioframe. Both bioframes and cyborgs are immortal. Fext cannot become either, as they are already immortal cyborgs and quite content with their current existence. Subhumans can only become bioframes, and corvids are too different for nanomachines to restructure. Joll even more so.
-Fext now have an amazing sense of smell, and can hunt by scent as well as they do through vision. This should suit their aesthetic as techno-barbarian nutcases.

1.2 Changes:
-Biomes more refined and separated, "forests" are now giant jungles of moss, lichen, and fungi.
-Subhumans will rarely spawn a single city-type civ in addition to their normal status as cave-dwellers. They'll have all the same stuff as the average human civ so watch out.
-New intelligent species, Corvids. Some people theorize that should humanity vanish, crows and ravens would be a strong contender for the next species to evolve into self-awareness. In this setting, they have done so alongside humans, growing to about the size of a large dog and living nomadic lifestyles in the wilds or joining up with human civilizations. They are inquisitive and excitement-seeking and so can easily be recruited into adventures. They are rather weak but strong enough to hold a pistol with their talons.
-Many poison gas clouds added. My favorite part of this new update if I'm being honest. Basically the world is now full of debilitating toxins with various effects from getting you sick and feverish to killing you outright. Cyborgs and machines are immune to everything but nanomachine swarms. There is a reason that the well-off live underground.
-Many new species added to the wilds including feral, carnivorous boars, giant rats, and seagulls . Based off of conjecture about which species would survive best in a world mangled by over-pollution.
-rogue machines moved to "good" areas, which now stand for "machine-infested" areas. This is because for some reason named machine predators keep congregating in cities and messing things up. May change it later.

1.1 Changes:
-Aircraft can be butchered
-Fext get a few more subvariants and will now primarily be composed of expendable nerve-stapled peasants led by superior models, should prevent them from dominating worldgen so much.
-Fext also can no longer use tanks or jets, but can now field ferocious aughounds and gigantic cyborg mecha known as Surdlers.
-Harmless dust storms of black sand will show up about once every month in normal zones, and every week in savage zones. This is sort of a beta test for an upcoming feature, the pollutant/chemical weapon/all-consuming nanomachine swarm weather types that I am currently fine-tuning.
-Weaker metals like copper, silver, and bronze can no longer be made into weaponry. To compensate for this, crude nanotechne can now be crafted by combining one bar of pre-existing nanotechne with two bars of any metal. As crude nanotechne is as strong as iron this should ensure you'll have a basic weapon metal to work with. Make sure you don't accidentally turn more useful metals like steel or titanium into this stuff though, because that'd definitely be a downgrade.
-Predator drones added to normal human armies.
-New race added, subhumans. They live in caves and steal from you, but if left alone for too long can grow to become incredibly dangerous.

1.0 Changes:

-Dying Earth Released
« Last Edit: April 14, 2019, 03:58:39 am by squamous »


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Re: Dwarf Fortress: Dying Earth 1.0
« Reply #1 on: December 03, 2018, 01:47:26 am »

Races of the Dying Earth:

A people with a history as long as civilization itself, it was mankind that originally built the foundations of the world that exists today, creating the vast cities that would eventually drain the world of natural resources and lead to its present state, a broken planet of fortified arcologies and clustered ghettos. Despite this, the human species continues on, even as it has fragmented into several other breeds of life. Numerous and adaptable, they cling to existence through sheer tenacity. However, their numbers cannot entirely protect them against the depredations of the other races, or even each other, and they are often the targets of self-styled conquerors or bandit hordes.

Playing Humans:
Each human nation is unique in terms of values, but they come in three varieties: republic, oligarchy, and dictatorship, have different ethical values and leadership positions. In the end humans are the most free-form race to play in fortress mode, each civilization a culture unto itself.

Extraplanetary Humans:

In the days before the great collapse ruined earth, humanity had conquered its solar system and colonized many of its bodies. But with the collapse came famine and ruin, and the colonies found they could not support themselves without the bounty of their mother planet. So one by one they came limping back, but their time in space had changed them recognizably, and each of the four extraplanetary strains are considered a unique species. One of the most notable things about extraplanetary cultures are that they tend to hold much more extreme values than the jaded and cynical terran nations.

Playing Extraplanetaries:
Same as humans, with the exception of the aforementioned cultural quirks.

The first species to break off from humanity, the Nobility were originally a small cadre of genetically engineered aristocrats and executives designed for high intelligence and long life, at the expense of genetic diversity and disease resistance. Despite these flaws, enough humans adopted the Noble gene-type that it became a species unto itself, and as a species comprised of the higher class it controlled a vast amount of resources, enough that when society began finally circling the drain they had they means to construct the first bunker-cities, continuing their life of hedonism and luxury while the hapless mundanes starved on the streets and choked on pollution. Perhaps time has mellowed the descendants of the first first Nobles, or perhaps not. They still have a reputation for treating less-advanced neighbors like vassal states, and exert their will through vast armies of professional soldiers and tireless humanoid androids.

Playing Nobles:
A good attitude to get into when playing Nobles is to operate under the assumption that neighboring civilizations are already part of your empire in the form of tributary states, they just need a firm reminder of that fact every now and again. Your goal should be the creation of an opulent palace to keep your subjects entertained at the cost of others. A good way to do this is to subjugate other nations and gain a steady flow of tribute so you don't have to do much actual work.

Neo-Humans and Executors:
While the Nobility were created for long life and wisdom, another branch of genetic engineering went the opposite direction, building humans tall of stature and strong of limb, hearty bodies but shorter lifespans, though old age would never truly touch them until the final years of life. Overseeing the construction of this breed of human was a mysterious cabal of scientists and engineers, who were also working on another project, one of far greater import. Seeking to push the bounds of human potential, they designed themselves living demigods with vast psychic potential. Originally intended as weapons, these powerful humanoids, termed the Executors, almost immediately overthrew their masters and established themselves as the rulers of neo-human civilization. Ruling over neo-humanity as gods would over the men of old, the Executors ever seek to bring the entire planet under their dominion. Perhaps they will, one day, if they can learn to stop scheming among themselves as well.

Playing Neo-Humans:
Like humans, the values of neo-humans are randomized. The difference is you have a higher tech level, and are subservient to powerful psychic beings known as executors. Keeping them happy and ensuring their safety is a must, and they should be used cautiously in battle due to their terrible destructive power, as they are natural pyrokineticists.

As the arcologies began to spring up and man began to suffer and die, there were others who sought a third path. Seeing humanity as weak and doomed, and the arcologies as a harbringer of a stagnant society that would simply wait in witless luxury to finally go extinct, an extremist group of disgruntled soldiers and cyberneticists began one of the most ambitious projects ever taken by mankind; the cyberization of an entire people. Using nanotechnology, they encoded the instructions for various mechanical augments in the very DNA of a diverse group of test subjects, ensuring that subsequent generations would be born with perfectly-suited augmentations that would give them an incalculable edge over others. The project was only partly a success. Most born of this program were, and indeed are, dead ends; mentally stunted and with little worthwhile augmentation, they are nerve-stapled at birth and serve as a fearless, loyal working class with a short lifespan and high work ethic. But those few who work as intended are truly dangerous individuals, granted powerful bodies of flesh and metal seamlessly interwoven together into a superior whole. Commanding their degenerated cousins, these true Fext seek to carve their own path and spite the decadence and stifling hegemony of the current ruling powers, no matter the cost.

Playing Fext:
The Fext are techno-barbarians of the highest caliber, scorning civilized life in favor of a simpler existence, one only possible for them thanks to their mechanical augmentations allowing for their easy survival in the open wastes. Most Fext assume they'll win out in the end after all the other races go extinct, so the general policy of this people is to let the broken caste fight and die to keep the borders safe while the immortals amuse themselves as they see fit, usually in the form of romance or warfare. The survival of the race comes above all, but sticking it to the meatbags comes a close second.

No one is quite sure how the Molluscoids came to be. Some say they were intended as a biological weapon, others as a fast-growing food source that got out of hand, and others say they are some natural mollusc that simply evolved into what they are now over the countless centuries since the world began to die. No matter the truth, they are here, and they bring terror in their wake. The Molluscoids are a species of large, predatory, intelligent mollusc capable of breeding their own kind into various unintelligent weapon-forms that rival the mechanical vehicles of man. Despite their primitive societies, their biological adaptability and sheer, overpowering strength makes the Molluscoid hordes an even match for most human armies. Brutish and cruel, the Molluscoids themselves simply seek to expand and dominate, seeing humanity as nothing more than a rival predator to be driven off. Perhaps in a kinder era, they could be entreated with and uplifted to proper society, but nowadays it cannot be done. Resources are too few, tensions to high, and war is the only path left. That said, some minority of Molluscoids find service as mercenaries for human nations, pragmatically seeking the position that grants them the easiest life, but these are few and far between compared to the savage hordes that threaten humanity as we know it.

Playing Molluscoids:
You are brutish cavemen with a knack for bioengineering. Your only goal is to add to the meat pile and grow your territory. Plunder, pillage, and massacre your way through the world using swarms of fast-growing raiders to keep the pressure on. Treat your warriors as expendable glass cannons designed to do as much damage as possible and die with glory, and use your powerful biomorphs to deadly effect.

The Lesser Peoples:

Cave Dwellers: The sparsely populated underground is home to many tribes of primitives, Joll and human alive. These underground tribes are divided between a policy of killing all outsiders and leaving them be, and its impossible to tell which is which until you get into stabbing range.

Subhumans: A race of degenerated humanoids, the subhumans are found only in the caves and underground tunnels permeating the world as we know it. Though weak and stupid for most of their lives, near the end of it they begin a rapid metabolic change, transforming into massive, ogreish berserkers that stand ten times the height of a normal human. Should one run into one of these subhumans, fleeing is advised. Rarely, they will form a proper civilization of their own and interact with the civilized races. This often ends in war.

Shapes: The remnants of a failed attempt to turn humans into living weapons, these bundles of organs packed into mechanical shells roam the wastelands, seeking a new purpose. Shapes organize into small clans in the wilds and often attack anyone that gets close, but some have been known to join civilizations and work as mercenaries.

Corvids: Over the millennia, crows and ravens evolved into sentience, though some say this was due to human interference. Regardless, clans of corvids can be seen just about anywhere there are people, often joining their settlements and serving as scouts, messengers, and other rules suited for their small and light bodies. They have a greedy and curious streak that can't be suppressed for long, however, and things tend to go missing when corvids are around.

Dolphins: Another of the most intelligent animals to exist, it was no surprise that humanity deigned to speed up the end evolution was steering them towards. The further addition of cybernetic limbs allowed for them to finally take their first steps onto land and grasp the future with their own metal hands. Alas, their ascension came just before mankind's fall, and these cetacean aberrations were forced to fend for themselves, developing pseudo-medieval cultures and creating societies that praise love and war in equal measure.

Cyborgs: Similar to the Fext, some types of humans have used modern technology to upgrade themselves into a cybernetic form of life. Powerful, immortal, and capable of producing more of their own kind, these dynasties are gamechangers and threats to the established order simply by existing, the power and potential they represent capable of overturning entire nations. The technology of cyberization is as heavily guarded as it is sought after.

Nanoborgs: A similar breed to cyborgs, the key difference is the fluidity of their augmentations. Whereas cyborgs use hardened metal to augment their bodies, nanoborgs infuse themselves with countless microscopic machines to transcend humanity. While not as physically powerful as their cousins, they can manipulate nanomachines into deadly shards or battering clouds.

Bioframes: Just as some seek to become cybernetic, there are some who take it a step farther, completely discarding their weak, fleshy bodies to become little more than a jar of nerves and organs encased in a powerful mechanical shell. These are the Sapiens-type bioframes, powerful biomechs driven by human will, and some of the most dangerous intelligent beings known to the world. Even more threatening to order than cyborgs, bioframes almost always end up the heads of any nation they arise in, their sheer power ensuring that few can contest their might, especially when supported by legions of soldiers.

Venusians: A race of maddened machines formed from a desperate attempt by Venusian settlers to upload their minds into mechanical bodies that could withstand the planet, the Venusians are almost all sociopathically insane, and while they have returned to the birthplace of their ancestors they have done so as an invasion force, bringing a horde of monstrous machines in their wake which even now infest great swathes of the world.
« Last Edit: April 14, 2019, 03:46:42 am by squamous »


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Re: Dwarf Fortress: Dying Earth 1.0
« Reply #2 on: December 03, 2018, 01:48:28 am »

How does armor work in this mod?

Armor works differently in Dying Earth. 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. There are four types of exoskeleton.

Scout Armor: The lightest and weakest, but also the cheapest.
Combat Armor: The most common variety, fairly expensive but well-armored. The standard soldier's loadout.
Heavy Armor: Intimidating and tough, used by elite troops and frontline fighters.
Superheavy Armor: The most powerful armor there is, turning the user into a walking tank.

The armor user skill, is particularly important here. Without any points in it, for example, a superheavy exoskeleton slows the wearer to a tenth of their normal speed.

Other Armor:

Along with the exoskeleton, which comprises the vast majority of the outfit, some other equipment is needed for full operational capacity.

Exo-helmets: Function as a standard helmet.
Exo-visors/masks: a cheaper head guard, typically used by ranged soldiers.
Exo-boots: Protects the legs and supports the exoskeleton. Light variants are used by ranged soldiers.
Exo-gloves: Protects the hands and supports the exoskeleton. Light variants are used by ranged soldiers.
Nanomesh Suits: Found in human and human variant civs. A sort of armored jumpsuit often worn under an exoskeleton,  but it can be worn by itself as well.

How To Get Latex And Rubber:
Most civilizations have a machine known as a factory worm which can synthesize complex materials. It spews out half-melted latex which can be spun into proper clothing, and excretes protrusions of rubber than can be sheared as you would a sheep.
« Last Edit: April 14, 2019, 03:48:28 am by squamous »


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Re: Dwarf Fortress: Dying Earth 1.0
« Reply #3 on: December 03, 2018, 01:50:00 am »


Pvt. Pirate

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Re: Dwarf Fortress: Dying Earth 1.0
« Reply #4 on: December 03, 2018, 11:08:57 am »

sounds interesting - waiting for a linux compatible version.
"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

Death Dragon

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Re: Dwarf Fortress: Dying Earth 1.0
« Reply #5 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.

Pvt. Pirate

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Re: Dwarf Fortress: Dying Earth 1.0
« Reply #6 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?
"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)


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Re: Dwarf Fortress: Dying Earth 1.4
« Reply #7 on: December 21, 2018, 07:33:55 pm »

bumping because some big updates came out


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Re: Dwarf Fortress: Dying Earth 1.7
« Reply #9 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.


  • Bay Watcher
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Re: Dwarf Fortress: Dying Earth 1.0
« Reply #10 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.