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Author Topic: Dwarf Fortress: The Long Night 2.72  (Read 49569 times)


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Dwarf Fortress: The Long Night 2.72
« on: November 30, 2018, 11:10:34 pm »

Man ruled the solar system, once. In its grand epoch spanning thousands of years, Earth was the jewel of a great solar empire, its every square inch morphed into a sprawling factory city, pumping out countless advanced resources to supply colonies from the clouds of Venus all the way to moons of Saturn. None know for sure what happened exactly. Something went wrong, for certain. Perhaps a war between those who pushed for nanomachines to do away with traditional technology and those who viewed its power as uncontrollable. Or it could have been the radical transhumanists who plunged the planet into a new dark age to fuel their own ascent. Man's own hubris, maybe, his rapacious lust for more resources sending the world into a death spiral. Or perhaps, something yet more sinister. The result, everything knows. Earth's fall called its wayward children of all kinds back to its shattered surface, and the haggard survivors of the fallen colonies found a realm far unlike what was documented in their own histories. A hellish wasteland filled with mutated horrors, half-mad cybernetic demigods, and powers greater still. A world of constant, unending warfare as the children of man fight for the chance to rebuild, and establish their own grandiose vision of the future. Whether it be the great old powers of the ancient Nobles, the first of the new men, the demigod Executors and their slaves, the barbaric Posthumans and their thralls, or even the scattered remnants of true humanity, the future is uncertain. All that can be known is that this night will be long and harsh indeed, and only the hardiest and most determined will even stand a chance of seeing a new dawn.
What is The Long Night?

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). It is recommended you read the information on the bay12 page before playing the game.

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:

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.

2.51 Changes:
-Gajasura posthuman subtype now specializes in Toughness rather than Endurance as intended.
-You can now craft scatterpistols, scattercannons, nail rifles, and nail pistols in adventure mode, along with proper ammo for all of that.

2.5 Changes:
-This may be a bit controversial but I feel it will ultimately be beneficial to the setting's coherency. The various posthuman tribes will now be merged together into a single super-race termed "posthumans". The Fext, Technasura, and other posthuman civilizations will all still exist in a sense, but as small parts of a larger group that can interbreed together. This singular civilization will actually be more varied than all the existing posthuman races put together, and better fit the theme of a morass of barbaric predators that occasionally give rise to individuals of exceptional power who command them. Also, the Gigants have been renamed to Godminds and are now hyperintelligent humanoid supercomputers, to give them a bit more of their own flavor and contrast them to the physically powerful but mentally animalistic posthuman races.
-New firearm type added under the Chemgunner skill, the nailgun. Not a gun that fires nails used for construction, but rather sharp spikes designed to be launched from a barrel and impale targets. I felt it would round out weapon options as the current loadouts offer the blunt bullets of railguns and the slashing pellet clusters of scatterguns. Now, piercing damage is also available to chemgunners, with railgunners able to use the heavy railgun and its rods as a piercing weapon should they find one. Some primitive nations will use these.
-Removed and replaced the music with royalty free ambience. I am aware many people liked the old menu and gameplay music, but it was from an anime called Texhnolyze (which is really good by the way, watch it) and thus copyrighted. Thanks to patreon I am now making money for my work. The last thing I need is to get in trouble for using copyrighted material while I financially benefit, or even worse, get other people in trouble if they use my mod in a video without knowing the soundtracks are copyrighted. The new copyright-free tracks are from this channel and I hope they do as good a job of setting the atmosphere.

2.2 Changes:
-Some posthumans were strictly homosexual, this has been fixed.
-Some smaller domestic critters re-added to the mod, along with one new one who is very important.
-Cyberization is once more working properly and re-added to the game. To recap this feature, some slabs, different from technomancer slabs, turn you into an immortal super-machine. Attaining both powers is possible however. In addition, any children these cyborgs have will also be cyborgs.

2.1 Changes:
-Technomancers overhauled. The way it works now is that there are a ton of abilities you can get by reading a technomancer slab, but you will not get all of them (well, you can keep reading slabs to get all of them). Anyway, this means that every technomancer is an unpredictable encounter. Will they have ranged attacks? Summoning abilities? Nanite zombies? Status buffs? Who knows! Each one is a unique foe to deal with.
-Non-domestic cybernetic life will have a small chance to have technomancer spells as well to spice things up.
-Whales are now feral space ships and can be encountered in the wild. Hunt them for their precious space meats if you dare. They can also be tamed.
-A certain faction should now have significantly more presence and power in the world.
-Fixed posthumans needing to eat, they're back to not needing to do that.

2.01 Changes
-fext will spawn again whoops

2.0 Changes:

Note: there will likely be another update with new content soon after this, but due to issues porting it the upgrade was delayed more than it should have been so I'm posting it now. It is also for reporting any bugs so the next version can be more polished.
-Updated to 47.04
-Fixed some animal tiles
-You can tame energy slugs
-Ability to craft all melee weapon types added in adventure mode
-Technasura will now live in fortresses
-New cyborg race, the Eusocialites. Their leaders are graceful and elegant humanoids while their worker caste is just robot spiders.
-New cyborg race, the Gigants. Big, bulky fellows who live in mountain fortresses. Slow to anger, slow to get around, but you definitely don't want them mad at you. One of the few cyborg races to not use a semi-sapient lower class.
-Caves are now twisted nightmares of rust and glowing fungus filled with giant insects and cyborgs.
-A fun Test Friend might be in the lowest area of the map, try and find him because I sure as heck can't. He won't do much but I'd like to know if I managed to get him in the Hidden Fun Zone and I'm just unlucky or if I need to do some tweaking.
-The marksman skill is split into the railgunner skill for rail/coilguns and the chemgunner skill for scatterguns. This is because the former use electricity and the latter use chemical propellant, and so they'd probably need different skillsets for operating and maintaining even if they are both types of gun. And also, this will double the amount of gun-using soldiers because of how DF works.
-Blowgun skill used for Wedge Bows. These are basically huge compound bows that function as double-ended swords when you run out of arrows.
-Posthumans (temporarily) given the need to eat because in this version the game crashes if something that doesn't need to eat has a civ that isn't a dark fortress, but only sometimes. I will probably remove this if/when I figure out fix.
-Some new exo-armors added

Okay so barring bugfixes I promise this is the LAST update before I update to a new version so bear with me
-Biomes changed a little, moss oases can get larger and more diverse, and rocky/badland type deserts will now spawn (but contain the same fun critters as sand deserts). Terrain should be more varied.
-Moss forests now have a huge variety of weird mutated animals and boast the largest amount of biodiversity on the planet. You won't find many horrors of the unnatural kind here, they keep to themselves in the wasteland. But natural horrors? Oh man. More than twenty new creatures will make their home here, and I'll periodically add more as I feel like it.
-A huge weapon overhaul, adding dozens of weapons with multiple aesthetic variants.
-Fixed an error with some ranged-type exo-suits being registered as melee-type

-Quick fix to Technasura to make them properly playable. If you don't play or want to play this race don't worry about this too much.

-Fixed a naming issue with the exo-armors, this update should be save compatible and really isn't a big deal. If it does mess things up then yeah make a new world.

1.98 Changes:
Basically, this update is about cleaning things up now that there's all this attention being paid to the mod. A lot of new tricks I've learned and used in my newer mods will be applied here to generally improve the experience.
-Guns overhauled to be better. Basically I did some finagling so that rifles are the most common weapon, followed by shotguns and pistols, and then cannons and sniper rifles. They come in two types, railguns and coilguns. Railguns are inferior to coilguns but more commonly used because they are easy to make. Coilguns are fancy advanced iterations. Adventurers can only craft railguns.
-Vehicles overhauled. There are normal vehicles like motorcycles and cars and such, and advanced hovercrafts that only a few civs use, and then super advanced hovercraft with special aesthetics.
-Conventional tanks replaced by a fun new equivalent. I felt that given the setting's focus on cybernetics it would be good to use lesser artificial life forms as weapons of war rather than just mundane tanks, so that is what I am doing.
-Bioframes slightly nerfed and given more varied stats. Except for Sapiens models. They are still terrifying. Either way Bioframes should remain the kings of the battlefield.
-Medieval level civs removed. In a world where you can build railguns with handheld 3D printers that can also build more 3D printers it seems like even the poorest nations could get some pretty good gear.
-Dolphins, Gorillas, and Corvids now have tech on par with human civs and are playable.
-I just completely redid how armor works AGAIN. I was never satisfied with how I described them in-game even though I wanted there to be a lot of variety between them. So I have completely snapped. How it works is I give them a brand name and proper stats, and instead of physical descriptors you match up the in-game name with the list of names on the bay12 page to read about them. There's dozens of armors. I think I have gone too far this time. But I feel like I am satisfied with this, I'm not limited by how I can describe the suits anymore.
-You are now able to craft exo-armor with the 3D Printer. However, this has a special requirement. In order to craft an exo-armor, you already need to have said armor in your possession. Essentially, your 3D Printer copies it. This way, you are limited in what you can create, only having access to armor sets you personally own. This can spur on a quest to find new exo-armors, like the rare high-performance models that will sometimes spawn. Bandit variants do not have this restriction however, on account of their models being simple enough that the data to make them can be found just about anywhere.
-Some cyborg clans modified or removed. Rest assured, they will appear again in the next version update, I have plans for them. For now, just temporarily removing them and preparing for a big remodeling will make everything easier.

1.97 Changes:
-Fixed a bug with a metal-making reaction. I will do a much bigger update after the DF new version patch cycle is finished.

1.96 Changes:
-Cyborgs cannot become undead because they are unreasonably OP as such. The nanomachines are preventing their hardware from being controlled by outside forces even after death or something.

1.95 Changes:
-Some tweaks to various things.
-Added cold spots.
-All bioframes are significantly smaller because they were just too OP. Still pretty big though.
-Fun enemies added. There's more wizardry than technomancers out there now. Because I'm feeling merciful, I'll give you a hint:

1.93 Changes:
-Some bugfixes for rogue venusian machines
-A first for me, I changed the whole title! Why did I do this? Well, Dying Earth is the name of a very popular fantasy book series and I didn't want people thinking this mod was about that. I've been meaning to change it forever so here we are. I finally found a name I like more that fits the setting much better.

1.92 Changes:
-Tribes of feral cyborgs living in caves added
-Exo-frames added to dictate armor girth
-All main civs snatch babies because human trafficking

1.91 Changes:
-Some fun new animals added
-More weapons for melee specialists

1.9 Changes:
-Total overhaul to rocks, minerals, and metals. The world is now properly resembles how it would be after 10000 years of rampant industrialization.
-Total overhaul to the armor system. Exo-suits are now more modular and have more variety.
-Total overhaul to the nanotechne metal system. Basically, C-grade can't be used for weapons and armor but can for everything else. M-grade is what humans use for weapons and armor, with A-grade being used for high quality weapons only. K and X grade are used by the Neo-Human and Noble civilizations. Fext nanotechne is used by Fext.
-All the custom worldgen settings have been changed to more properly reflect the setting.
-Civs overhauled to be better
-Polymer added as a material produced by machine-animals.

1.81 Changes:
-small fix to venusian construct age, should be less prominent.

1.8 Changes:
-Venusians should not mingle with sane races as much
-Prevalence of cyborgs increased maybe.
-I folded the ranged specialist skill into the marksman skill. Basically no matter how many weapons I added to the marksman skill, there was still an even split between marksmen and ranged specialists, so a 50/50 split between normal guns and very powerful guns. This way, very powerful guns will be rarer. Possible side effect is less guns in general.
-3 new melee specialist weapons added.
-3 ranged weapons added.
-Armor system overhauled again. Rather than a 4-tiered system, there are now 30 different exo-armors with their own unique features like material cost, weight, and physical description. This is because NPC factions would only use one armor, rendering the tier system moot since the entire civ would use superheavy and only that, for example. Hopefully this should allow for more varied armor in general.
-New (semi)megabeasts added, autonomous dragon weapons. Like a bioframe, but rarer and more dangerous. Can be likened to naval ships in terms of danger, and are given classifications as such.
-Underground edited to be more lively.
-Non-alpha cyborgs should have varied colors now.
-Bioframe population reduced overall.
-Corvids have their own cave civs instead of just being wandering spawns.
-Uplifted gorillas added as a medieval civ.
-Medieval civs have advanced melee weapons because I want anachronistic knights with drill lances.
-Messed with the mushroom biome, should be less buggy.

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: January 10, 2021, 04:52:18 pm by squamous »
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Re: Dwarf Fortress: Dying Earth 1.0
« Reply #1 on: December 03, 2018, 01:47:26 am »

New Mechanics:

The staple ranged weapon of the era is the electric projectile launcher, or railgun. Coilguns are also extant, but are for the privileged nations who can afford to produce the more advanced weapon. Railguns can be considered the simple, brute-force variant compared to the more elegant and sophisticated coilguns. Either way, they use the same ammunition and share the Railgunner skill.

Rifles and Pistols: Bullets (small surface area blunt damage, like a whip)
Snipers: Penetrator Rods (piercing damage)
Cannons: Kinetic, Fragmentation, and Plasma-Jet rockets (blunt, slashing, and piercing damage respectively)

Coilguns are better than railguns in all regards, but only a few nations make use of them due to their complexity.

There are also chemical-propellant weapons in the form of Scatterguns, which are an evolution of the shotgun optimized for launching powerful projectiles and minimizing recoil. Railguns are already seen as an unsophisticated weapon compared to coilguns, whereas scatterguns are pure brutality. While a ranged weapon like the railgun, they require a different set of skills to operate and maintain, and so use the Chemgunner skill. Some primitive nations also make use of Nailguns, which fire small spikes at foes. These weapons also use the Chemgunner skill.

Scatterpistols: 6-gauge slugs/rounds
Scatterguns: 4-gauge slugs/rounds
Scattercannons: 2-gauge slugs/rounds

Other Weapons:

Wedge Swords/Axes: Wedge-shaped blades that function like a hybrid between club and sword/axe, used to hack and crush through armor.

Maces: Self-explanatory. Big weapons used to bash people's heads in. Come in various types depending on one's inclinations

Pile Bunkers: Short, boxy jackhammer-like weapons that rapidly extend and retract a pointed metal rod to penetrate armor. A heavy version uses the pikeman skill, a light version uses the spearman skill.

Thermal Lances: Imagine a halberd, but the bladed parts are on fire. Uses pike skill.

Rocket Hammers: A hammer but there's an explosive rocket on the back end.

Hammer Fist: A hammer, but it's a big fist.

Saws: Uses the axe skill. Divided between bulky chainsaws and elegant circular saws.

Monofilament Whips: Sophisticated weapons that attack with strands of razor wire.

Wedge Bow: A large, sharp-edged bow that can be used as a type of double-edged sword along with its traditional role as a projectile weapon. Frequently used by hunters and skirmishers for its use in both melee and ranged battles.

Taper Bow: The equivalent of the taper sword for blade bow weapons, it allows you to stab as well as slash and is generally lighter and more elegant.

Shivs: Rather than just an improvised stabbing weapon, a shiv in this era specifically refers to a type of thin, needle-pointed dagger designed to slip through armored plates, or just plain stab someone. They come in pure stabbing variants and slightly more expensive edged variants.

Nanotechne and Energetic Compound:

Nanotechne (last part pronounced 'tek-nee') is metal infused with symbiotic nanomachines that let the wielder shape it into a variety of useful forms, from simple plates of metal to complex machinery. With it's incredible reproductive power it can convert any other metal into more of itself. The secrets of high-grade nanotechne and the making and growing of it is a closely guarded secret by those who have such technologies. It is universally used for weapons and armor, regardless of what type it is (with the exception of C-Grade, which is a cheaper type that more complex varieties build off of). As it cannot be produced from nothing as easily as it can be grown, it needs to be cultured with a "seed" as it is smelted, which will yield additional materials. So, you take one bar of nanotechne, feed it metal, and get two.

In addition to producing it by feeding it metal, you can also scavenge it by butchering mechanical creatures, which will yield blocks of nanotechne or other metals. Any creature with metal body parts should suffice.

C-grade is used by everyone for many purposes, but is too weak to be used as weapons or armor
M-grade is used as weapons and armor by most nations, and is equivalent to steel in terms of durability.
A-grade is also used by most human nations, but is stronger than M-grade. However, it can only be made into weapons and bullets due the difficulty of working it.
K and X grades are used by Nobles and Neo-Humans/Executors respectively and have a white and black coloration respectively. They are equivalent to A-grade but can also be used to make armor.
Grade-N Nanotechne is equivalent to A-grade, can be used for anything, and has a charcoal-colored appearance with an organic, giger-esque motif.
Grade-S Nanotechne makes up the internals of multiple creatures, resembling synthetic muscle and organ. It stiffens when struck, but is overall weak and only useful for complex machinery rather than arms and armor. Valuable though.

Note that nanotechne can be produced from any type of metal, so if you don't pay attention your citizens will use nanotechne to make more nanotechne, which actually reduces the amount you have. Make sure you properly designate what metal you intend to make nanotechne from.

How To Get Latex, Polymer, And Rubber:
Most civilizations have machines known as factory worms which can synthesize complex materials. They either spew them out in the form of "webs" or can be sheared for the material.

Energetic Compound:
Energetic Compound is an unstable highly-energized material which can be extracted from various sources. It is used as ammunition by all the peoples of the Long Night, being too unstable for anything else. It requires a lot of power to utilize, be it chemical or electrical, and is the reason why infantry weapons are often slow-firing. On the other hand, it is deadly in the right hands and in massed volleys or fired by skilled marksmen is a powerful weapon.

Energetic compound resembles entwined strands of ferrofluid wrapping over plasma which glows with a cold white light.

How does armor work in this mod?

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.

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.

(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.)

Other Armor:

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

Exo-helmets: Function as a standard helmet. Come in various forms.
Exo-legs: Protects the legs and supports the exoskeleton. Light variants are used by ranged soldiers.
Exo-arms: Protects the hands and supports the exoskeleton. Light variants are used by ranged soldiers.

Exo-Armor Models


The basic exo-armors. These models are widespread in civilized areas, though some can only be found in specific civilizations.

Gretzer-88/89/90/91/92: A durable and reliable exo-armor with a practical military aesthetic, with smooth, angular plating and a helmeted head. Probably one of the most common and popular exo-armors around. The 88, 89, 90, 91, and 92 series are virtually identical save for some minor software differences, due to the ancient company that made them being involved in a financial scheme intended to bloat their sales numbers (It's complicated). Users will swear that there's a meaningful difference between the five but that's usually put down to superstition.

Gretzer-96H: A heavy version of the Gretzer armor, intended for melee soldiers but perfectly suitable for heavy ranged infantry as well. Well-known for being a pretty decent piece of gear.

Starner-V: A seriously heavily-armored exo-armor with thick, rounded armor plating. The Starner-V is the go-to for nations or mercenaries wanting serious protection. Individuals tend to prefer it for melee but there's always some nation-state with the bright idea to make it the standard pattern for their army, with mixed results.

Jiken-Free: A knock-off of the Jiken-Bak exo-armor. Slightly less effective at everything but it's about as good as a Gretzer so people don't complain too much. Only the Light model was copied, however.

Centurion-3020: An exo-armor with a roman motif, though it's expressed through smooth, rounded armor and overlapping plates. It has a crest of synthetic fibers mimicking a mohawk. Lightweight but well-armored and suitable for both ranged and melee roles, but favored for the latter.

Drud-SH: The Drud, also called the Fat Man, is a notably bulky exo-armor with thick, rounded plates and a design resembling the body type of a muscular, obese male. Despite it's odd frame, it's still a proper exo-suit and is quite powerful at close range.

Valiant-14/15/16/17: A smaller Martian company tried a scheme similar to the Gretzer manufacturer's plot, only to be discovered and shut down. However, their sleek, streamlined exo-armor was actually a pretty good lightweight model and was spread through the underground, lasting long after the fall of Earth. Like the Gretzer quintuplets, users swear there are meaningful differences between the models, but no proof has surfaced.

Valiant-B: Also called the Brute Valiant, it is an attempt to turn what was never intended to be a heavy exo-armor into a heavy exo-armor, with middling success.

M-Grace: The M-Grace is a famous Europan model with a sleek, utilitarian design, intended to be as easy on the eyes as it is on the pocketbook, and a study in form-fitting minimalism. Easily one of the thinnest exo-suits around, it's angled countours are seen flitting about the battlefield and delivering devastation to its foes.

M-Comet: Another Europan model with a distinctively waspish waist and a triangular, broad-shouldered frame. This smooth-armored model is a light melee variant that sacrifices power for speed. It isn't a top of the line melee model but Europans have always prioritized ranged capability, and thus naturally fall short when it comes to melee variants. Looks great though.

Boxer-13: An unlucky model that was only discovered by chance, the manufacturer having gone bankrupt before he could even put it into production. A rounded-armor type, this model is noticeable for the narrow waist and thickened forelimbs, giving it an odd appearance. It's said that this armor was designed for martial artists and works better in unarmed combat, but this may just be a placebo.

Korga-J9: A sinister-looking exo-armor with tapered limbs and a triangular body, giving it a sort of alien appearance when combined with its sleek armor plating. Widely regarded as one of the better heavy gunner models, though it does well enough when used in melee.

Jarst-S/D: The Jarst models were intended to be sold as a pair of matching heavy suits to an individual buyer, but the plans were leaked. There is little difference between the two boxy, thickly-plated exo-armors, but as with all series, people tend to have endless drunken debates about them.

Grao-Kappa: An odd lightweight model known for its distinctive disc-shaped helm armor and similarly disc-shaped pauldrons installed over its sleek, form-fitting frame. Beyond that it's a moderately capable exo-armor.

Vrasta-G10: A sleek dogfighter-type exo-armor, the Vrasta excels in long-range duels, light enough to dodge attacks and armored enough to take a few hits. It suffers if enough force can be brought to bear against it though, and doesn't do well in battles of attrition.

Lodny-S/H/L: The Lodny series is a primarily Jovian design, but has found usage across the planet. The Standard, Heavy, and Light patterns all share a similar motif of close-fitting slabs of curving armor and a prominent gorget-like protector on the neck. The Standard and Light are typically used by gunners with the Heavy variant being a melee-oriented model.

K2 Series: The K2 models have a graceful elegance to them despite their bulk, resembling a more brutalist version of the ancient knights of the far distant past. The Petit gunner model is the lightest, with the Magnifique and Puissant medium and heavy models serving as melee suits.

Judgement-10: An odd-looking exo-armor with a distinctly conical head and similarly conical pauldrons atop a triangular body, giving it a top-heavy sort of look. Despite this, the suit is well-balanced and makes a decent melee option. It is said to have been the armor of choice for an ancient inquisitor's faction during the collapse of the Great Solar Empire.

Steadfast-54: A bulky heavy gunner outfit with curving metal plating, known for its broad legs and broad body. Its stability and protection makes it a decent option for those wanting protection as a gunner. Few other gunner models offer similar protection.

Pupa Series: the Pupa-I was a disaster and is out of production, having multiple weak spots on its thin, ring-segmented frame. The Pupa-II had enough reinforcement to function as a light gunner outfit, its distinctive flared helmet an easy way to distinguish it. The Pupa-III functions as a cheap alternative to other melee suits.

Advanced Exo-Armors:

High-performance models used by advanced civilizations and rarely by weaker ones.

Dominance-22: A high-end exo-armor with a sleek, futuristic design. Lightweight but high-grade protection. Only the most advanced nations even have a chance of getting their hands on this design.

Nova-X5: Another high-end performer, the Nova-X5 has a similar design to the Dominance-22 but with somewhat thicker armor plating. Most notable is its special adaptive nanotechne feature, essentially allowing the armor to subtly shift its shape when struck to deflect blows. This gives it suprising durability for its weight class.

Jiken-Bak-L/H: The standard pattern for the Class, descended as they are from the zaibatsus that took over most of Asia a few thousand years ago. Looks like the ancient samurai but with a smoother, polished look to it. Practically epitomizes elegance. Has a Light and Heavy variant.

Gretzer-E: A prototype advanced Gretzer model that can match a Dominance-22 blow for blow. Slightly more expensive to produce.

Vrasta-G12: One of the top-tier lightweight models, the Vrasta-G12 is the ace dogfighter of the exo-armors, the wearer capable of getting into gun duels with even the toughest models and coming out on top.

Titan-III: The heaviest exo-armor ever produced, this blocky, heavyset monster of the battlefield seems nigh-impenetrable. Anyone without experience piloting exo-armors will have a tough time getting this beast to move faster than a crawl.

Raider Exo-Armors:

Slapped-together armors that shouldn't be underestimated. Primarily used by bandits and the poor.

Bloodspike: A ferocious-looking exo-armor with a primitive and simplistic design. It has conical spikes welded haphazardly to the armor and is overall a bulky and clunky set of armor. The stereotypical raider's getup.

Gladiator: A simple, primitive-looking exo-armor with a head resembling that of an ancient gladiator. Another cheap armor used by raiders.

B-Semple: An exo-armor patterned after what seems to be an ancient, ancient record of a crude tank. It has corrugated armor plates haphazardly welded to the frame.

Tincan: A somewhat crude-looking exo-armor with a cylindrical body, the head entirely swallowed by the armor's form so that it looks like someone added a visor to a trash can and gave it arms and legs. Despite its looks, its a decent heavy exo-armor if you're low on cash. While the bulk may give the impression it's a melee model, it's actually better for heavy gunners due to the poor mobility.

Demonlord: A painfully-named exo-armor developed by someone whose concept designs didn't match up with the materials they had. This exo-armor is a scrappy but durable melee model with a sinister design. Spiked pauldrons, horns, the works. Completely impractical. It makes proper armor-crafters wince just looking at it.

Dendra: An exo-armor modeled after the ancient dendra armor worn during the bronze age. It's more angular and even thicker, and looks somewhat silly. But it can't be denied it's difficult to trip one of these armors up.

Streaker: An exo-armor without the armor. It's incredibly cheap to produce but it's a 50/50 chance whether an attack is deflected by the armor or slices right into you. Why would you wear this.

Semi-Streaker: An exo-armor modeled after the Streaker (if you can even model something off of an armor that doesn't have armor) to have a bit of plating in the most vital areas but still leaves the wearer 20% exposed.

Hell Gretzer: A modified version of the Gretzer with spikes and a skull-like helmet design. Otherwise identical.

Death Orb: Yes, it is spherical. Yes, its limbs are thick and stubby. Yes, the viewing port is right in the center. Yes, despite looking ridiculous it's a veritable walking tank and one of the best scrap armors you can get.


Exo-Suits differ from exo-armors in terms of both form and function. Rather than being clunky power armor, exo-carapaces are form-fitting shells of nanotechne that seem to fuse with the wearer, turning them into a ferocious biomechanical monster if they weren't one already. They also focus less on augmenting the wearer and more on simply protecting them, as since they are primarily worn by posthumans reliance on external servos to move them isn't necessary. Some exo-carapaces can be rather thin pieces which meld elegantly with the creature, while others are girthier specimens which give one a more well-armored appearance. They generally come in anatomical or skeletal varieties, the former resembling a skintight armored suit mimicking human anatomy and the latter resembling a humanoid skeleton built on the outside of an individual.


Technomancy is the art of utilizing the ambient nanomachines suffusing the air and world around you to rapidly construct upgrades, weapons, attacks, and even crude creatures to fight for you, in addition to offering permanent upgrades and various other bonuses through the construction of computronium (a theoretical super-computing substance, made real in the Long Night) within your body. These powers are called 'techniques'. The more you collect, the greater the prowess of your character. Each slab is guaranteed to teach you one technique, with a 5% chance that understanding how it works unlocks greater insight that allows to to ascend to become an immortal cyborg.

There are three main ways to gain techniques:

-Read a slab: This is the easiest method. Simply find a slab, read what it teaches, and if you feel it fits your style, learn the power. Unless you steal the slab or murder from it, you'll find this to be the most ethically sound method of going about your business. On the other hand, there are only so many slabs in the world, so it may be that certain powers can only be found through more unsavory practices...
-Defile a place of power: The world is watched by distant disembodied intelligences who all have their own agendas. While powerful, they can't project much of that power onto the material world without followers to build computational shrines which network nanomachines into a computational matrix with which they can spread their influence. However, by disrupting these places (ie, defiling a temple), you can temporarily steal power from these beings, and learn a new technique that way. Naturally, this will also result in that data-being's followers being displeased with you.
-Drink the blood of a technomancer: If you drink a technomancer's blood, insight rushes through you and you gain knowledge of the techniques he has. Of course, this relies on you attacking a technomancer. If you lack the strength to survive the inevitable counterattack, your victory will be short-lived as the angry would-be victim obliterates you. And of course, attacking people to steal their techniques will mark you as a notorious outlaw.

There are also other important things to know about techniques:

-Weaker techniques are more common than stronger techniques, but stack with one another. You can't have multiple instances of the "permanent double strength" upgrade, but if you find them you can have one instance of "permanent double strength", "permanent triple strength", and "permanent quadruple strength" all active at once.
-Techniques marked as 'forbidden' give the user incredible abilities, but come at a terrible cost, ranging from a dark need that must be sated to losing oneself entirely to a greater power. Only the most foolish or desperate would think of seeking these out, or simply don't understand the consequences. Posthumans, being innately experienced in such things and having already learnt their lessons in the past, cannot or will not learn forbidden techniques, but naive mortals most certainly can. Likewise, those who have ascended to the status of immortal beings are well-aware of the dangers, and will also not learn some of these techniques, but may be able to use others.
« Last Edit: November 23, 2020, 08:16:07 pm by squamous »
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Re: Dwarf Fortress: Dying Earth 1.0
« Reply #2 on: December 03, 2018, 01:48:28 am »

Races of the Long Night:


Pan-Humanity is the collection of biological species descended from the original human race. Some were developed by the rich as a means to imbue their children with literal biological superiority to complement their social advantages, while others were purpose-built to colonize other bodies within the solar system. However, with the collapse of the Great Solar Empire the colonies, reliant on Earth by design to prevent rebellion, began to fail, and those who could manage to secure transport in the following centuries would return to Earth to find it a ruined apocalyptic morass of inhuman powers and human tyrants, and in response formed their own petty states to preserve their people.

Humans: 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. The constant clouds of toxic pollution and fouled water have caused many humans to be born with severe physical defects like failing organs and missing limbs, leading to a significant portion of the population having being notably resistant to disease and toxins as the weak were culled by the harsh environment.

Nobles: The Nobles are descendants of the ruling families that controlled the Eastern Sphere of Earth in the past. They are modified for long life, intelligence, and mild telepathic capability, able to sense the presence of others of their own kind. Their culture is a blend of east asian nations which had long ago been assimilated into the Solar Empire, and in truth very little of it reaches past the surface level, as below the trappings of ancient cultures lies a cunning and ruthlessly pragmatic force that is determined to hold on to power even after the collapse of the Solar Empire, and possessed of the capacity to do just that thanks to its advanced exo-suits and biomechanical war machines.

Executors/Neo-Humans: Those who ruled the Western Sphere also pursued the arts of biological augmentation, but on a greater, more personalized scale than the Nobility of the Easten Sphere. The ruling class of this region split between the physically capable Neo-Humans and the incredibly intelligent, powerfully psychic, and dangerously unstable Executors who directed them. While more chaotic and prone to backstabbing than the Eastern Sphere, the individualistic and experimental attitudes of the Western Sphere hegemons allowed them to innovate enough to catch up to the power of their more entrenched neighbors, resulting in an uneasy peace between the two, one that is now strained to breaking after the fall of the Solar Empire.

Martians: The Martians were some of the most successful of the human strains. Designed to colonize Mars after the minimal terraforming efforts to make it liveable were completed, the sturdy and tireless Martian Strain was introduced into the colonies after the first generations spent most of their lives knowing only the hardship of making the planet suitable for life. As the Great Solar Empire collapsed under its own weight, however, it was proven that all the efforts of the colonization were truly only half-measures propped up by the homeworld, and soon vital systems began to fail across the planet. The ones who could afford or otherwise obtain access to space vessels fled the planet back to earth, determined to start life anew as they left their kin to what was most likely a slow death.

Europans: Specifically adapted for the aquatic climate of Europa, the sleek-bodied Europans were specially bred for that particular biome, intended to produce a three-dimensional megacity within its waters. However, something caused this to fail somewhere near the last years of the Solar Empire. What it was remains unspecified, as all records of the event were deleted. All that is left is rumors of something "eating" the colonies. This is, of course, nonsense. Europans have found a niche on Earth due to their amphibious qualities, and their slim bodies and smooth skin (wrinkles not being very hydrodynamic) has led them to often find jobs in the media industry and in setting beauty standards.

Jovians: The other moons of Jupiter were far more sterile than Europa's seas, and a different breed of being was required to administer them. For this, the Jovians were created. Their bright yellow skin has a vital compound within that absorbs radiation from space, a cost-saving measure compared to radiation-proofing Jovian habitats. Their compounds were spread out across Jupiter's many moons, and the Jovian administration was one of the most reliant on Earth imports due to its difficult living situation. However, the Jovian's capacity for analysis allowed them to predict its inevitable end before many other extraplanetary factions, and were able to evacuate enough of their number to escape extinction.

Titanians: Home to the moon of Titan, the Titanians would more accurately be called the New Titanians. The original race was lost to history, but it is known that the first Titanians had partially terraformed the moon using an archaic AI long abandoned by the increasingly biomechanical Solar Empire. Despite being an older model, or perhaps because of it, inconsistencies and errors built up in its complex programming resulted in it going haywire, seizing the factories of Titan and churning out legions of killing machines. To combat this, the original Titanians created a new generation of soldier models optimized for guerilla war in the dark shadows of Titan's wilderness, giving them incredible capacity for stealth and unrivalled night vision. In the end, however, desperately grown soldiers could not contend with a malevolent AI's seemingly endless army, and the survivors of the conflict escaped back to Earth, intending to report to the heads of the Solar Empire only to find it no longer existed. Now they live for nothing but themselves.

Subhumans: Subhumans are humans who were, like baseline humanity, warped by exposure to the toxic influences of the collapsed megacity-world that Earth had become. However, instead of bearing with it as best they could, they experimented with genetic alteration that would enable them to negate the countless stillbirths and early deaths without being reliant on nanoteche. This was a thought that occurred independently in resource-poor communities across the world, for there was no way their number could afford the technological implants needed to keep subsequent generations alive. The end result was that they would create a new species that would carry on their legacy as best it could. However, the end result was tragically less than ideal. Genetic optimization programs, likely stolen from places of higher learning and status, selected for surivability in a harsh wasteland, encouraging traits like aggression, low intelligence, and decreased empathy to ensure the necessary pragmatism required for an organic to survive this world without the assistance of high technology would manifest. It has been many decades since then, and the subhumans still lurk out in the wastes, slowly growing in population and strength as they re-learn what their ancestors have forgotten.


During the pre-Solar Empire days, mankind had unlocked many of the secrets of biology and technology, though they were yet to create their true masterworks. The earliest radical experiments on creatures besides themselves were on a selection of animals chosen for their adaptability and high intelligence, traits that would make them easy to shape into intelligent beings. Why was such a thing done? To many historians, it seems to be simple curiosity. Some mark this as one of the key turning points of human history, where the idea of nature being sacred was discarded for good and humanity truly began to believe it was the sole master of all life below it, a thought entertained in the past but never truly accepted. The Uplifts were made, and they have managed through cunning and luck to survive to this day. They have little in the way of a united culture but in their newfound freedom have become determined not to lose it again, adopting democratic governments to ensure their liberties are kept. Of course, they are no better than the animals that currently dominate the planet, and corruption and abuse of power are just as common in Uplift nations as they are in human ones. Some cannot help but wonder, though, if their freedom came just in time to watch the world they live in slowly die.

Allegedly the first Uplift race, dolphins are also some of the most heavily cyberized, given four legs and two arms at birth to carry their bodies across the land. Though the technology exists to give them biological limbs, most opt to continue the use of cybernetic limbs due to their strength and versatility.

Corvids: Heavily modified to increase their size to that of a large dog, and given arms in the place of wings to create a sort of raptorial appearance, the Corvids quickly found a niche in jobs requiring creativity or agility, helped along by their small size leading many to view them as endearing or at least as good at fitting into small places between machinery to conduct repairs.

Little besides a skullcap was added to the Gorilla, which has since been used for hard labor and heavy infantry across the globe. Due to their simian nature, they were often seen as closest to humanity and given preferential treatment over other Uplifts, though in reality Gorillas were on the lower end of the intelligence scale within the viable spectrum of candidates and chosen due to the cultural impact other intelligent simians would undoubtedly generate.

Octopi are a difficult case among Uplifts. The primary issue is whether they are even truly Uplifts at all. Octopi are inarguably intelligent, but what was underestimated is the alienness of that intelligence. They were never social animals and never developed traits like sociability or empathy, and while their intelligence was increased enough to use tools and communicate, they still never developed either. One could even say that all that was done was take a highly efficient predator, increase its intelligence and capacity to hunt intelligent prey, and turn it loose. And now the world has collapsed, and they are free.


Posthumans are the result of a counterculture of self-sufficiency and the quest for personal power that developed in the shadow of the oppressive Solar Empire. Due to the heavily stratified society they lived in, where customized genetics were a major indicator of how high you could rise, many sought to alter their bodies and thus increase their upward mobility through black market nanodocs and illegal retroviruses. For every successful patient there were a thousand mutations even more horrible deaths. But for some, to merely climb the ladder of hierachy was not enough. Certain interest groups and radicalized movements operating on the edges of the Solar Empire's awareness sought not to grow within the system, but grow without. But to do that, they would need to do more than just upgrade themselves. They would need to evolve at a pace that would move faster than the grinding wheels of the bureaucratic genetic regulation departments would allow, and use methods that would conflict with the Human Limitation Laws intended to prevent any one person from growing distant enough from humanity to forget it entirely. The choice was made to do this via machine due to its reliability, and the first of the hereditary cyborgs were created. The first generation was a simple one, they were barely more human than anyone else, but as they reproduced their children would be modified as early as within the womb, slowly mechanized and improved in a subtle but significant way. First the changes were merely physical, but as the agents of the Solar Empire recognized the threat and began to hunt them the changes began to become psychological as well. Traits such as ruthlessness, pragmatism, self-sufficiency, and raw power were more commonly selected for, and what would become the posthumans slowly drifted away from human psychology into a mental model more like that of a tiger or other alpha predator, tempered with the intelligence and bitterness of a society hunted by its betters and shunned by its equals. Territorial, fearsome, cunning, and possessed of great bitterness towards the ones who refused to let them blossom, the Posthumans were warped into the fearsome beings that exist today, living for themselves and possessed of a martial might few individuals can match. Despite the power of their more evolved individual specimens, their slow reproduction speed and their innate territoriality prevent them from uniting and overwhelming humanity. Rather, they exist in the wastelands and on the fringes of organic civilization, often alongside but rarely part of it. But their presence can be felt across the world. For many did not become shining beacons of an existence above mortal men. Many others, in the early days before the hereditary nanomachine system was understood, slowly degenerated, birthing and siring ever more animalistic or monstrous children as they lost control of the mechanisms meant to guide them. Perhaps, seeing the many horrors that walk the wastes, it is no wonder that the Posthumans are feared to the extent that they are.

The Asura are most emblematic of posthuman evolution. Fearsome and beautiful, wild and capricious, they represent an intelligence that is at once close and at the same time far removed from baseline human psychology. Their emotions and tempers are wilder and their instincts sharper, their grasp of the complexities of societies weaker and their patience thin. Nanomechanical beings designed to live in the harshest depths of the destroyed world, where might is the only law that matters. That said, they are not entirely adversarial to mankind. Time has softened their hatred, as has the collapse of the Solar Empire which nearly destroyed their ancestors. While they prioritize their own kind (and above that, themselves), they rarely break their word once given, and make for valuable allies should one win their friendship.

Rakshasa are one of the more regretful turns in the road of Posthuman evolution. These fearsome creatures are the result of early hereditary cyborgs overcompensating when designing their children to fight the Great Solar Empire. The errors regarding aggression and empathy compounded and fell out of balance, resulting in a marauding horde of hateful berserkers instead of warriors to protect Posthumanity from harm. Even today they maintain caves and old fortresses from which they plan their raids, fighting a battle long over as their minds scream for blood.

Yaksha: These towering posthumans lust for battle and serve only themselves. Less social than the Asura and less vicious than the Rakshasa, the Yaksha can be considered something of a neutral entity among the posthuman powers, and little is known about them. Even so, their services as mercenaries are highly valued.


Differing from biotechnological creatures in that they did not make use of cyberization or hereditary nanomachines, but were designed and built in factories from purely inorganic material. The resulting intelligences grown from this procedure tend to be cold and alien.

Deva: The intelligent brains of the Custodian System, a massive program designed to serve as automated security for the Great Solar Empire. 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, though they have since developed their own personalities. 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, mad or no, will come down on those with the arrogance to think they can rise above mankind.

« Last Edit: November 24, 2020, 03:34:09 am by squamous »
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Re: Dwarf Fortress: Dying Earth 1.0
« Reply #3 on: December 03, 2018, 01:50:00 am »

General Lore:

The Great Solar Empire:

The Great Solar Empire was the dominant civilization prior to the current era. Built from the ashes of countless civilizations and failed attempts at gene-forged supermen and mechanical gods, It would rise to dominate not just the Earth, but the other planets and moons of the solar system as well. Under its guidance, mankind knew untold prosperity and rose to heights previously undreamt of. But it was not a utopia. The Solar Empire was rife with corruption, discrimination, crime, terrorism, and chaos below its pristine surface, but so vast was its reach, populous its citizenry, and mighty its legions that the true breadth of its rot could not be accurately gauged by any but those in the highest positions of power, the elite of the elite who stood above the rest of mankind thanks to closely guarded secrets of mechanical augmentation and the finest of evolutionary retroviruses. Much has been forgotten of this period of history, as the digital archives which recorded it fell into disarray or were destroyed outright.

Earth itself was turned into a titanic, sprawling city, its original shape lost under layers of metal harvested from the asteroid belt. Entire ecosystems were relocated into artificial reserves the size of small countries, and many billions lived and died within its bowels. As it expanded across the solar system, the Empire was careful to ensure that no colony could survive without vital resources shipped to it from the home planet, in order to prevent the threat of independent polities from ever arising. Coupled with this were many millions of soldiers armed with top-of-the-line Exo-Suits, a type of power armor that could give one protection from most small arms fire and could only be defeated by either luck, another Exo-Suit-wearing soldier, or something beyond them in strength. This disparity in both force and resources allowed the Empire to rule unchallenged for many centuries, or perhaps even millennia. This was an era stagnant in some ways but vibrantly blossoming in others. Politically, little seem to change. Technologically, many things developed that were in the past seen as impossible. But it could not last.

The details of its fall, as well, are complex. Multiple factors caused its collapse, from external rebellion to internal strife, but chief among these, it is believed, was the phenomenon known as the Pseudosingularity. The Singularity is, of course, the theory that after a certain point the united technology and databases of man would converge into a spontaneous self-improving entity that would attain as close a state to godhood as we envision, leading to a future incomprehensible to us but is surely either terrible beyond measure or bliss beyond imagining. That is not what happened. If the Singularity can be considered the culmination of a civilization as it births a new, divine being, the Pseuosingularity was cancer spreading across a decrepit body. Advances in biotechnology and nanomechanical evolution allowed machinery and synthetic entities to evolve and reproduce in a manner similar to organic life, albiet slow enough so that such changes could be observed, understood, and if necessary altered by their makers, so that man and its tools would grow together in knowledge and power. But as the Solar Empire began to grow decadent and frail, the knowledge to keep track of the cutting edge of these growing machines was slowly lost, and year by year the observers fell behind the pace of a city running wild, with no end goal in mind. And just like cancer, this unsustainable growth began to kill its host. Entire sectors would find themselves without food or water as the Pseuosingularity warped pipes and destroyed roads. Cities would be gunned down by their own automated security as AIs corrupted or failed to recognize those living there as citizens. The mass decay of infrastructure happened seemingly overnight, but was in truth merely the tipping point of decades of unregulated growth. By the time it had reached the point that even common citizens noticed the danger, it was far too late to stop it. Chaos and destruction ravaged Earth as the entire planet literally fell apart, barely held back from utter ruin by hasty countermeasures and in some cases surgical nuclear strikes on the most dangerous sectors. In the end, however, they could only mitigate the damage so that Earth remained livable, but little else. Swarms of nanomechanical builder mites would conduct basic repairs and keep what was left of the system more or less stable, and artificial ecosystems would be introduced to the surface to give organic life a better chance to thrive. But that was all. Nothing could be done to save the colonies, or re-understand the ever-growing technological systems which now expanded without supervision. Only the most obsessed and knowledgeable could barely keep up, tapping into the power of the world like ancient sages were said to have learned the secrets of the arcane arts. Humanity had entered a new dark age, one which may take thousands of years to recover from.

But if they could.

If something could survive this long night and rebuild the Great Solar Empire, against all odds and forged by the savage brutality of this era into the ultimate victor.

It would surely be something truly monstrous.


During the last era of the Great Solar Empire, many religions as we understood them had faded away under the increasing pressure of science and reason (not to mention the Empire's designs to remove any higher loyalty than the state), leaving only odd syncretic cults and harmless corporate-sponsored pseudo-faiths to placate the masses. However, existing on the fringes of society radical ideas were fomenting, ideas which would serve to drive a wedge through united pan-humanity and spark a long, bloody conflict. Originally known by many names, its basic philosophical tenets were rooted in a semi-esoteric quest for personal power, with believers seeking to train and test themselves to reach ever greater levels of strength and knowledge, even if it meant rejecting civilization and law entirely. In the past, such a belief system would be little more than a contrarian rabble-rousing thorn in the side of authority, but the advent of nanotechnological modification had changed the playing field of society in ways that even in those advanced times few could truly comprehend the significance of. In ancient times, if a person chose to forsake civilization or work alone against it, they would be defeated by or re-integrated into society, since no lone person or small group of people can perpetually stand up against an organized community of their peers. But with innovations in nanotechnology, 3D printing, bioengineering, and other sciences, it became possible for one human to sufficiently upgrade their body to the point that the social contract was no longer required for them to prosper, and they would have the ability to exist outside the organized systems that dominate conventional human life simply through having enough power to take what they needed. Antinirvanism codified and sanctified this discovery, associating it with the Vedic Asuras of ancient myth, the terrible warrior-kings who tried to conquer heaven itself for the sake of their own ego. Instead of taking their story as a parable of the importance of temperance and cohesion, the Asura themselves were glorified and seen as the ideal specimen of the new era, a demigod-like entity which lived for itself and was divorced from creation, beholden to none save those it deigned to acknowledge or with the power to suppress it. Combined with the way technology seemed to have given mankind the power to "reincarnate" into various lesser or stronger forms depending on their capabilities and resources, it was no surprise that other terminology of the old Vedic system was incorporated into the growing movement (and indeed, even today Vedic terminology is used to describe many posthuman concepts and entities out of respect for the humans who first developed the system and devised a means of speaking of it that was cloaked in metaphor and symbolism) as more similarities became apparent. The more esoteric believers (often the ones most talked about in news cycles) saw the road to bodily perfection and ultimate power as a spiritual journey as much as a physical one, and devised many forms of meditation, ritual, and prayer believed to enhance one's willpower and make them more suited for evolution. Others believed that as technology grew on its own through self-learning and self-improvement and became more incomprehensible, it would eventually make more sense to simply treat it as magic, with the reverence and caution that such a thing implies and the impossible heights of power it seemed to promise. In the era of the Long Night, it is this mindset which dominates most Posthuman cultures.

Some of the earliest adopters of Antinirvanism would also be the first to experiment with hereditary nanomachines, the gene-altering microbots that would allow the user to consciously improve and replace its biological processes, upgrade its nanomechanical innards and use them to replace flesh, and design memes and thoughtforms that alter the way it functions psychologically, it while also passing on those alterations to offspring, effectively forcing true Lamarckian evolution into reality. The goal, of course, was to attain the 'Asura-state' of becoming a powerful posthuman entity which could survive even the harshest conditions on its own and exist as a power unto itself. However, many would-be demigods would fall prey to their own shortcomings, fears, and insecurities, their overcautiousness or lack of foresight causing them to neglect maintaining their humanity in the quest for power. Without self-awareness and the subjective experience, a lineage of hereditary cyborgs invariably devolves into a feral and monstrous state, losing any chance of transcendence unless its distant descendants re-evolve sapient thinking on their own.

But some did succeed, of course. The Asura as we know them now are the culmination of Antinirvanistic thought and countless generations of deliberate techno-evolution, though like many philosophies it played out differently in reality than in theory. The social contract remained to an extent, but in posthuman society is focused primarily on the acquistion of power, material comforts, and accomplishing persoal goals rather than ensuring survival, a relatively easy task when you have a body that can metabolize just about anything and rip a man's throat out with your teeth. The additional resources required to produce an Asura keep the population too low to sweep across the earth, leading them grit their teeth and engage in diplomacy with cultures they once would have thought of only as prey. That said, as the Asura (and other posthumans) reconnect with biological humanity it has been observed that some of the edge has come off of their nature. While they remain alien in many ways, it seems that partial re-integration with human culture has done something to stimulate their more human tendencies, resulting in a culture that continues to value personal might and the quest for power but is slowly being tempered with appreciation for art, culture, and luxury, though given the extent to which posthuman thought-forms have been modified it is likely impossible they will ever completely revert to baseline human psychology, if they would even want such a thing. But they are no longer the imminent sword of Damocles hanging over all biological life, and for many this will be enough.

Cultivator Cyborgs:

If you aren't born an immortal posthuman, then you're likely an organic life form. And if you're an organic life form, then you're doomed to a short, miserable life on a world that you no longer dominate, unless you are one of the few who can command the teeming hordes of mortal soldiers to match the monsters of the current era. However, for those who refuse to be content with mediocrity, a second path awaits. Through studying the datasphere and converting portions of your biology into computronium (essentially, a highly efficient computational matrix), one can surpass their original form to become a cultivator cyborg, one who perpetually strives to gain full understanding of the datasphere and mastery of the nanomechanic cloud that permeates the solar system, learning powerful martial techniques and gaining physical upgrades as they grow more experienced. It is a difficult journey, and few ever find full attainment, much less discover even one technique. However, those who do are powerful indeed, and not to be trifled with. For not only do they unlock the mysteries of cyberization, but so do their spawn. Any being that becomes a cultivator cyborg effectively has the potential to found a powerful dynasty of inhuman cybernetic demigods, demigods who influence much of life on this shattered planet.

The Pale Star Cult:

Humanity is not alone in the void. There is life across countless worlds, civilized and not, though due to the way most develop cloaked information transmissions and wormhole-derived transports it is most difficult to find evidence of them unless they wish to open themselves to you, or you simply stumble across an inhabited planet. However, a large portion of the space around humanity is devoid of what we would recognize as rational life, and there is a terrible reason behind this. For just outside the vision of men, whose light rays only have recently reached our planet, there is a star. And this star thinks.

It is a sapient being, a massive calculating engine whose otherworldly spectrum of light allows for the instant transmission of information from its core to anywhere its rays reach. It plants unnatural thoughts in the minds of those who spend too long staring at its baleful green glow, and soon enough they find themselves under its thrall completely. The Pale Star grants incredible power of its own, but robs the user of their will in enough time, always resulting in a hollowed-out thing of burning flame, which amplifies its light and the reality-warping power it bestows. There are whole worlds, in the black, wreathed in green coronas of fire, perpetually feeding off of a writhing mass of flesh that was once that planet's population. It uses these lantern worlds to further its reach, and increase its intelligence. Earth, however, has proven a tougher nut to crack. The sheer insanity of its growth and collapse, spawning inhuman horrors which can lay low the best of its war-forms, has prevented it from subsuming this world as it has dozens of others. For now, it simply remains a lurking shade, waiting for the chance it can bring this planet low, and birth a cruel new existence from its ashes.

The Datasphere:

The Datasphere is the term for the electronic world that permeates the material one, perpetually surrounding the entire solar system in the form of a network of nanomachines that act as a literal cloud-computer, hanging in the sky and saturated into the ground, bringing ever-present power and knowledge to those who can properly tap into it. The 'gods' people worship, for example, are very real, but are in fact simply powerful intelligences which exist as disembodied beings in the Datasphere. They could be ascended humans who have left the material realm, or beings born into it, or both, or something else. None can say for certain, but all know that by studying and communing with them one can gain incredible power.

Ghosts, too, are akin to this. They are swarms of nanomachines which congregate around intense emotion in the datasphere, like the last moments of a living person. They can exert deadly force and are notoriously difficult to get rid of, so the best option is to just inter the body and put the last emotions of the victim to rest. It should be noted the ghost is not actually them, but just an echo formed by the final thoughts of the dying being.

It should also be noted that a corpse, if properly preserved, may retain traces of the original owner's psyche. As long as the body remains more or less intact, there is rumored to be a technique capable of restoring them to full health. But is it truly the same person who died, or merely a perfect duplicate with the same memories? Who can say.


Bioframes inspire terror and awe across the world. Some of the most advanced and sophisticated weapon systems ever produced, they are without a doubt some of the greatest remaining relics of the Solar Empire's military might. Intelligent, fast, strong, and armored with powerful defenses, they are any civilization's trump card. They can also be modified to function with a pilot enclosed in its womb-cockpit, or function autonomously. Either way, few things are as terrifying as being stared down by a bioframe in the heat of battle.

There are also greater variations of bioframes in the form of Autonomous Dragon Weapons, but these monsters are wild and untamed, their strength such that no nation has been able to gain control of one. Unlike bioframes, these creatures are seen only with fear, due to the horrendous destruction they leave in their path.
« Last Edit: October 19, 2020, 12:56:29 am by squamous »
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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.
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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.

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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?
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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.
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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.
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Re: Dwarf Fortress: Dying Earth 1.91
« Reply #11 on: August 09, 2019, 05:33:26 pm »

time for more update
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Re: Dwarf Fortress: Dying Earth 1.91
« Reply #12 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 didnīt 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 didnīt 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.
GORLAK: A small, round humanoid found wandering the caves deep underground. Most of its body is taken up by a huge tusked mouth. Its skin is goldenrod, its eyes are red.

Dwarves admire Gorlaks for their impressive tusks, stimulating conversations and helpful guidances.


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Re: Dwarf Fortress: Dying Earth 1.91
« Reply #13 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 didnīt 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 didnīt 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?
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Re: Dwarf Fortress: Dying Earth 1.91
« Reply #14 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.
GORLAK: A small, round humanoid found wandering the caves deep underground. Most of its body is taken up by a huge tusked mouth. Its skin is goldenrod, its eyes are red.

Dwarves admire Gorlaks for their impressive tusks, stimulating conversations and helpful guidances.
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