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 Dwarf Fortress File Depot » Major Mods » The Long Night 8.12 BETA!! (DFHACK REQUIRED!)
      
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File Listing: The Long Night 8.12 BETA!! (DFHACK REQUIRED!)
Last Updated: Jul 19, 2026, 03:48:23 am
First Created: Nov 22, 2022, 09:29:40 am
File version: 8.12
For DF version: 53.15
Downloads: 1,013 (8,149) Size: 1.84 MB
Views: 2,964 (32,048) Type: ZIP
Home:  LORE AND GUIDE HERE!
Rating (3 votes): 5.0 / 5.0
Description

Man ruled the solar system, once. For thousands of years, our homeworld was the jewel of a great empire, its shining cities the capital of a vast, cruel civilization which stretched from the pitted surfaces of the inner planetoids to the freezing depths of the outer gas clouds. But from the festering stagnancy of its millennia-long reign came resentment and ambition, culminating in its catastrophic end.

From this arose an era incomprehensible even to those who birthed it, built upon a new paradigm of scientific law blindly worshiped by the practitioners it consumed. Our birthplace became layered in dead nations and megalithic ruins which obscure any trace of what was once a verdant oasis of natural life. The void is a grave; the planets, moons, and even space itself strewn with the artifacts of lost eras, shrouded in a sea of dust.

But this is all ancient history, lost to the inheritors of our failure. They live and die upon innumerable layers of ceaselessly expanding infrastructure grown over the husks of the celestial bodies, where even the most advanced sciences known to their ancestors are but wheels and torches compared to the hypertechnological relics their children rely on to survive, brought into being by N-Matter, the unfathomable supermaterial which suffuses existence and warps the minds and bodies of all who seek it out.

But they are not alone.

The misbegotten progeny of a broken transhuman ecosystem share this world with them, a wilderness long-adapted to the thinking mind, crawling with the leavings of blind creation and deliberate malice, all lurking in the gaps of the physical world and digital space. Feral experiments, deranged machines, oceans of predatory malware, and the twisted cousins of pan-humanity stalk a labyrinth of derelict machinery, as blind, lost, and desperate as we are.

Driven by the same will to live, the same needs to survive, and possessing the same technological prowess as even the most advanced civilization, there is no longer a difference between man and beast, flesh and machine, save within the unknowable depths of what we might call a soul.

This is an era bereft of a future and robbed of its past. It waits without respite for that which will at last bring renewal to the stillborn singularity, or deliver a merciful end to what remains of intelligent life. Its denizens struggle along the narrow path, hounded by the perverse incentives of the most hostile ecology to ever exist. To obey its edicts is to lose your ego to its algorithmic drives. To ignore its laws is to be erased by that which does not. We dwell in the margins; in points of light, in hidden corners, on the move, ever surrounded by a hungry dark, even if we may yet grow tall enough to live as though it were otherwise, so long as the walls hold. Yet, even the lowliest possess a seed of potential. Within all thinking beings dwells the capacity for transcendent evolution, apotheosis into a form which may yet carve out a meaning which shall last as long as you have the strength to maintain it. Those close to you, that which you desire, your own survival, these remain worth fighting for, even if restoring the world is beyond your grasp.

Welcome to the unending final epoch of history, the terminal stage of an old, tired kingdom of life and all its progeny. Humans are a relic, remnants of a once-kinder time preserved forever by the computational strata of the megastructures, ceaselessly rebirthing us from a cold, dead womb into the corpse of a malignant, failed apotheosis.

If there is a dawn to come, we cannot see it.

If help is coming, it will not reach us.

There is only now.

There is only what is left.

Alone in an endless night.


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What is The Long Night?

The Long Night is a total overhaul mod which takes the game Dwarf Fortress and transplants it into a post-apocalyptic scifi future where the fragmented descendants of humanity struggle to survive in the broken remains of an unrecognizable earth, filled to the brim with genetically-altered monsters, rogue machines, warring states, and countless other threats. Central to the game experience is the use of N-matter; a programmable, infinitely mutable form of matter which forms the foundation of every civilization, and the process of transcendence, through which individuals can cultivate internal N-matter to develop new cybernetic augmentations, and slowly obtain an immortal posthuman body which can survive the chaos to come. Of course, for every such madman who would seek such a thing, a thousand more live as mortal humans and struggle every day to make ends meet. Play a mercenary scoundrel, a village of hydroponic farmers, a biomechanical mech pilot, a posthuman barbarian, and much more. Countless stories wait for you in the far future of pan-humanity.

===============================================================================

If you like what you see, please consider donating to my Patreon so I can continue to work on it: https://www.patreon.com/themodsmith

INSTALLATION:


To install it, drag and drop it into the 'mods' folder in the dwarf fortress main folder. If there is not one, make one. DO NOT PUT IT IN THE installed_mods FOLDER, THAT IS NOT THE RIGHT FOLDER.

This mod is an entirely self-contained experience. When selecting it for world generation, DEACTIVATE all other raw files, including the vanilla ones, from the selection. The Long Night comes with copies of those raws within it, meaning it needs nothing else from any other folder to function. All you need is the mod to be active. Feel free to experiment if you really want, but if it causes problems I can't help.

Also, it comes bundled with custom worldgen and colors data. Copy the worldgen data into the worldgen file in Dwarf Fortress\prefs (if you do not have a prefs folder go to advanced world generation and hit save, this will generate one). You do NOT need to override any pre-existing worldgen templates. When you load the Long Night mod, only choose from these world presets in Advanced World Generation unless you really know what you are doing. If something goes wrong and you haven't used these to gen your world, I won't be able to help you, because that can cause a lot of problems I can't fix. You don't need to delete these if you want to generate a vanilla world, just don't choose them when generating a non-Long Night world. These parameters may change, requiring an update, but I will announce in the changelog if that is done. If you do not have a prefs folder, got to advanced world gen and SAVE the parameters. That should generate one.

The colors are not as necessary, just choose them if you prefer that palette.

===============================================================================

Changelog:



Changelog has been moved to the website.

But is currently here until this is moved to the main branch on steam

8.12
-New ranged weapon branch, plasma weapons. These will throw a gout of molten plasma at foes, inflicting scorching damage over time but not completely immolating targets. Plasma weapons are built around inflicting pain and slowly heating up a target until they expire, with a bit of kinetic punch thrown in as well. This is a rare weapon family so enjoy it if you can find it. However, plasmech civs will always have them if you want to test them out
-Wilderness locations (non-site maps) will not despawn ruins or change appearance when you return to them in adventue mode, they should be wholly deterministic now
-Deviant Cycaste will no longer be overly represented in animal populations
-Additional optimizations in fort and adventure mode

8.11
-fix to floors and walls not being autosmoothed when they should
-fix to the new gigantic tunnels that burrow into the earth not ending in visible floors

8.1
-Avatar class entities should PROBABLY stop showing up for good now
-Super important fix: your posthumans will actually eat packet-ified meals in fortress mode. Remember, they no longer consume normal food and drink. The same resources you use to craft weapons and armor, and sustain N-matter, fuel your most powerful citizens.
-terrain generation vastly improved. Ruin density will vary across biomes, immense towers will dominate the skyline, and rivers will be encased in giant metal pipes. In addition, everything underneath said structures counts as underground, making light harder to come by.
-As a tie-in to the above, all -caste types except cycaste can cave-adapt. In dense biomes, carve out little nooks to remind them of the sun to avoid this, or turn them into posthumans that no longer care.
-Snow will now pile on top of structures, not below them, when wandering around in adventure mode.
-Vast improvement to all the terrain generation. While loading between chunks may lag, moving around once everything is done loading in should work perfectly. Major lag is now confined to starting a fort, starting an adventurer, and exiting fast travel as an adventurer, along with a minor hiccup when traveling to a new chunk as an adventurer. Everything else should be bearable if not completely fine.
-Some fixes to adventure mode predator hunting and corpse retrieval logic, and for prey movement logic. it should be much more consistent now.

NOTE: this update came out a little early due to my discovering the food issue, but I think a lot of this stuff is pretty neat so tell me how it feels to play in. I'm especially interested in how bearable the lag is outside of the aforementioned scenarios, which cannot be helped for now. Also, bear in mind the flora situation is in-development thanks to the new tech I'm unlocking, so it will probably change.


8.05
-weapon-bearing creatures are back, and _considerably_ more efficient to create in worldgen. In addition, they will fire actual projectiles, bullets and such, rather than materials named to be similar. This should make them much more dangerous, and make purchasing WEAPON or MILITARY class organisms more desirable.
-some other fixes to generators, they're at least 30% more efficient as a baseline, so everything should be way smoother overall when genning a world
-plastcrete blocks can also be made into plastic
-tweaks to ore materials, should be a bit easier to get their associated minerals
Raw Data: JSON / Text
Checksum / Hash
SHA-256: 01a501ca6180b483ac875987efca2a310c1aff0b8c980abc889590439405de5b
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 Dwarf Fortress: The Long Night 5.38 (v 5.38)  » posted by Apple72 on May 06, 2025, 01:26:33 pm
Hi men im a big fan of blame and now im also a big fan of not only of this mod but also your mods (Haemothearchy looks great)
i have a doubt and i would like to see if you could help me.i would like to know for which version of dwarf fortress is this mod created for.
i downloaded the version 5.35 of this mod and on the window of details of this page FOR DF VERSION it said df 50-15 now there is version5.38 of this mod but on dwarf fortress version it says DF VERSION MULTIPLE.
would you be kind enough to put which version or direct me where does it said which version of dwarf fortress it is.
i cant seem to find it despite i downloaded the file to check for details and only says the version of the mod.
im also having this issue with Haemothearchy 2.04 i know its say its only for steam version but i would like to know which version of steam dwarf fortress is for
thank you very much.
sorry for my english not native i hope you continue expanding on this mods. :-D
IP: logged
 Dwarf Fortress: The Long Night 5.38 (v 5.38)  » posted by RamzesXVI on May 30, 2025, 10:46:46 am
I have a question. When I try to create a new world with this mod, nothing happens. It shows that there are conflicts with all vanilla mods. When I remove the vanilla mods, the world is created, but then the screen is completely black.
IP: logged
 Re: Dwarf Fortress: The Long Night 5.38 (v 5.38)  » posted by Modsmith on Jun 07, 2025, 09:09:51 pm
Apple72 wrote:
Hi men im a big fan of blame and now im also a big fan of not only of this mod but also your mods (Haemothearchy looks great)
i have a doubt and i would like to see if you could help me.i would like to know for which version of dwarf fortress is this mod created for.
i downloaded the version 5.35 of this mod and on the window of details of this page FOR DF VERSION it said df 50-15 now there is version5.38 of this mod but on dwarf fortress version it says DF VERSION MULTIPLE.
would you be kind enough to put which version or direct me where does it said which version of dwarf fortress it is.
i cant seem to find it despite i downloaded the file to check for details and only says the version of the mod.
im also having this issue with Haemothearchy 2.04 i know its say its only for steam version but i would like to know which version of steam dwarf fortress is for
thank you very much.
sorry for my english not native i hope you continue expanding on this mods. :-D

Haemothearchy is for the Steam experimental version for now.

The Long Night should work on the current version of DF, don't worry about it being labeled as multiple.
IP: logged
 Re: Dwarf Fortress: The Long Night 5.38 (v 5.38)  » posted by Modsmith on Jun 07, 2025, 09:10:43 pm
RamzesXVI wrote:
I have a question. When I try to create a new world with this mod, nothing happens. It shows that there are conflicts with all vanilla mods. When I remove the vanilla mods, the world is created, but then the screen is completely black.

You need to enable ASCII if you're using steam. Otherwise let me know.
IP: logged
 Re: Dwarf Fortress: The Long Night 5.38 (v 5.38)  » posted by RamzesXVI on Jun 08, 2025, 02:12:10 am
Modsmith wrote:
RamzesXVI wrote:
I have a question. When I try to create a new world with this mod, nothing happens. It shows that there are conflicts with all vanilla mods. When I remove the vanilla mods, the world is created, but then the screen is completely black.

You need to enable ASCII if you're using steam. Otherwise let me know.

Nothing helps. The button to create a new world is not active.
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 Dwarf Fortress: The Long Night 6.04 (v 6.04)  » posted by ElSilbon on Sep 13, 2025, 03:03:48 am
Hi bro i cant manage to make the game generate the "prefs" folder, i already saved a lot of world parameters, i hope you can help me please.
IP: logged
 Re: Dwarf Fortress: The Long Night 6.04 (v 6.04)  » posted by Modsmith on Sep 13, 2025, 08:44:10 pm
ElSilbon wrote:
Hi bro i cant manage to make the game generate the "prefs" folder, i already saved a lot of world parameters, i hope you can help me please.
If that's all truly not working then try manually creating a folder named 'prefs' and adding it there. You may also want to try out the kitfox discord as they know more about the inner workings of dwarf fortress itself, which this situation might fall under.
IP: logged
 Dwarf Fortress: The Long Night 6.07 (v 6.07)  » posted by KryptosVT on Sep 23, 2025, 01:50:16 am
I updated from 6.03 to 6.07 on the nonsteam version of df and am now getting an error during worldgen that states no civilizations available?
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