preload button hover image:
HomeSearchRankingsStatisticsAboutContact
Current Time: Apr 03, 2025, 01:20:08 pm
 Dwarf Fortress File Depot » Major Mods » Dwarf Fortress: The Long Night 5.37
      
Registration is not required to download. However, it will allow you to vote, comment, and upload. Forgot your password?
File Listing: Dwarf Fortress: The Long Night 5.37
Last Updated: Mar 03, 2025, 11:15:50 am
First Created: Nov 22, 2022, 09:29:40 am
File version: 5.37
For DF version: Multiple
Downloads: 60 (2,617) Size: 1.67 MB
Views: 333 (13,261) Type: ZIP
Home:  LORE AND GUIDE HERE!
Rating (0 votes): Unrated
Description
Man ruled the solar system, once. In its grand epoch spanning thousands of years, Earth was the jewel of a great empire, its shining cities the capital of a vast civilization which stretched from the pitted surface of Mercury to the freezing depths of the Oort Cloud. But from the festering stagnancy of its millennia-long reign came resentment and ambition, culminating in its catastrophic end. From this arose a new age, an era of awe and horror incomprehensible to the common man, built upon the back of a new breed of scientific law scarcely understood even by its practitioners. Earth itself is unrecognizable, a broken world littered with a thousand dead nations and forgotten megastructures which obscure any trace of what was once a verdant oasis of natural life. The solar system is a haunted grave, the planets, moons, and even space itself strewn with the wreckage of long-dead peoples.

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

The Long Night is a total overhaul mod which takes the game Dwarf Fortress and transplants it into a post-apocalyptic scifi future where the fragmented descendants of humanity struggle to survive in the broken remains of an 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:

5.37:

-Two new core programs, Cortical Stimulation and Power Reserve systems. These allow you to stave off sleep and eating/drinking for 10 days, respectively, but also have 10 day cooldowns. Great for use on the verge of starvation or when you need to power through a workload.
-Another fix to Deviant civs, sort of. Right now it seems that transforming into a creature eligible for a position doesn't necessarily grant you eligibility, so some of the smaller roles have had that requirement removed.

5.36
-Fix to Deviant civ being unable to craft certain types of N-tech.

5.35
-Fix to civilized creatures spawning in rivers. This was a side effect of ensuring they wouldn't spawn in dungeons.

5.34
-Fix to adventure mode crafting not yielding items in some cases

5.33
-Fix to being unable to create power packs in adventure mode

5.32
-you can now craft cores for Transcendence in adventure mode
-Fix to refinery reactions in adventure mode
-fix to mobility system naming error
-fix to deviant organisms lacking N-matter
-Some other small fixes

5.31
-Quick fix to bug with crafting tech materials and some clothing stuff in adventure mode.

5.3
-Fix to some adventure mode crafting issues
-Dungeons set up. If you're willing to brave the skulking hordes of nanomechanical horrors, you can get Hypertech relics of the Myriad, exceptionally valuable artifacts.
-Worldgen parameters updated. To get the dungeons working right, replace your old ones.

5.27
-Fix to ascii glyph error.
-Adventure mode now has functional armor and power crafting!

NOTE: Adventure mode crafting error logs are finicky, so it is hard to tell if something is wrong. If there seems to be an issue, let me know.

5.26
-Fixed issues getting digital programs. Check the Transcendence Chamber.

5.25
-Added "organic fiber" you can make in the manufacturing block with biomass. It's just yarn, but should help in some edge cases with strange moods.]

5.24
-In order to allow for a uniform that fully covers the body without reliance on cloth, lower body armor, in the form of "combat belts" have been added. Please consult the google document on "belts" and "legs", as relevant info is available there.

5.23
-Demands and mandates have been removed for the time being, for two reasons. One, materials in this mod can get weird, and lead to issues where meeting the quota is basically impossible. Two, rulers in the Long Night are smarter than the vanilla nobles who demand 10 steel buckets during wartime and wouldn't be making such demands in the first place. If demands can be made more specific such as x amount of N-matter to be tithed to them for their evolution it will be re-introduced.

5.22
-Fix to hacking attacks ignoring line of sight. Walls and cover should now protect you.

5.21
-Farms and factories will no longer spawn in the wild. As stated in a prior patch note, this was a temporary solution to a bug in the game, and it is now fixed. Farms and factories can now only be bought, stolen, or manufactured to ensure scarcity and the importance of preserving farm resources.

5.2
-New semimegabeasts added. You'll now have to deal with automated weapon systems of the Late Imperial and Transitional Era, hardlight antiviral programs, and biomechanical swarm spawners.
-Some creatures will now draw from a randomized pool of "spells", including digital warfare programs. Most machines and hardlight creatures, for example, will have the ability to produce defensive software or attack you with malware injections. This should make developing your own digital experts a more appealing prospect, as without them you'll have few countermeasures against such systems. But that said, not all is lost. You can now purchase a "digital security drone" which will periodically grant temporary protection to individuals within its line of sight, if no other options are available. In addition, consumable datachips can be bought from civilizations or created in the manufacturing lock.
-Fix to some creatures not eating when they should.
-Boosters, renamed to 'mobility systems' or "MS", which are jetpack/powered exoskeleton/vehicle combos, can now haul things, climb, and come in ground-based, amphibious, and flying subtypes. Mobility systems are intended to do what they're named for, vastly increase the maneuverability of their pilots. With hauling on the table, they can now also carry all your stuff as you zip across the Megastructures in the upcoming adventure mode.
-Ranged transmutation programs changed, now divided into multi-targeting scatterguns, rapid-fire autoguns, and powerful cannons.
-Edible upgrades should no longer rot
-Many civs will produce tombs which will certainly not create rogue posthuman armies with slaved meat thralls.
-Other fixes

NOTE: if you are experiencing any issues with mobility systems being too prevalent in offsite battles or worldgen let me know. This is hard to test for and I don't want them to completely eclipse the importance of the NPCs themselves, especially in combat. Also, the way digital warfare works is tricky, let me know if there are issues regarding the system of offensive and defensive programs.

5.1
-Hopefully final fix to any issues pertaining to brewing drinks.

5.09
-Removed many "filler" plants, ensuring usable ones will be more frequently available for caravans. For those unaware, I previously used a system where certain crops would not spawn on the wild, but always be available for civs. This caused a bug which caused the game to freeze when embarking. However, Putnam has been informed of this and a fix is hopefully coming soon. The current situation with free-growing farms and factories is temporary until the issue is patched by the game itself.
-Processing macrocell tissue will now yield energetic compound instead of coke.
-Fix to trees not spawning when they should.

5.08
-Fix to issues with Transcendent beings not appearing in worldgen and also they can be made in fort mode now.
-Indoor factories will spawn indoors.

5.07
-Fix to crafting blank cores and butchering N-matter

5.06
-Quick fix to hybrid tablets

5.05
-The crashing issue has (probably) been resolved
-Indoor farms will now brew their own, doubly lucrative drinks
-All organic-derived meat can be processed into biomass for crafting purposes using the manufacturing block
-Hardlight tissue from hardlight animals can be turned into hardlight (the gem) using the manufucturing block
-TEMPORARY: farm plants will spawn in the wild to prevent the game freeze on embark bug. This will last only until it is patched by the game itself, and they will go back to only being manufactured or bought. This may also cause some issues with worldgen rejections but it should otherwise function fine.
-Some other small fixes


5.04
-Fix to some plants missing seeds

5.03
-Fix to some position descriptions
-A few material names shortened
-POSSIBLE fix to the "freeze on embark" bug, but the frequency should at least be reduced
-World rejections should be less frequent
-Holographic life will have strange moods
-Hi-Caste will be ruled by lawcladers

5.02
-Replica beasts are big monsters and should be exotic pets oops
-fix to drones killing everything around them
-fix to another transformation issue
-some other small stuff

5.01 Changes:
-CTD error fixed

5.0 Changes:
-Immense, refer to the google document https://docs.google.com/document/d/1RJwqUWEhk1a_UUbbkRtCJStNzP2JpJf82tk-VMwITO8/edit?usp=sharing

4.6 Changes
-Some new creatures added.
-Fix to an error in bulk manufacturing armor
-Fix to ex-anthropics arriving to trade.

4.61 Changes
-Updated graphics for the current version

4.59 Changes
-Fix to combat drones not attacking things, probably. Due to hardcoded issues ranged drones may still behave strangely but the functionality is now present.

4.58 Changes
-Fix to hydroponic fruits and vegetables not yielding seeds, they should now be found in the edible products of said plants.
-Added some military skill to all races, could lead to wars being more fun.

4.57 Changes
-Regrettably, I am rolling back the removal of forgotten beasts. The trick associated with it did cause problems, just not frequently enough that I was able to catch them on my lonesome. Big thanks to the community for bringing it to my attention. The other changes will remain in place.

4.56 Changes
-Forgotten beasts will no longer spawn. While they are cool, many of them just do not fit the aesthetic of the setting. This is an experimental change as it relies on a very funky trick, which will spawn a lot of stuff in the errorlog. As far as I can tell, this does not actually cause any problems, so you can ignore it, but let me know if anything strange does happen.
-Machine life will probably no longer rot
-After multiple investigations I have determined that the error regarding exhuman transformation only occurs in the fortress-produced tablets due to the way consumable transformations work. Exhuman transformations will now produce exhumans with the normal amount of arms, legs, and heads. If you want more powerful configurations, then two exhumans must be made to reproduce.
-Other small fixes

4.55 Changes
-Hydroponic and factory-type "plants" can no longer be found in the wild. They can now ONLY be purchased, stolen, or produced in the manufacturing block workshop. NOTE: I have yet to see this myself, but this MAY cause freezes in that mode. It may be something super rare and thus impractical for me to test myself so if you get inexplicable freezes let me know and I'll roll this back.
-Fix to interaction targets being bugged, transmuter attacks should now only target enemies
-Fix exhumans sleeping
-Possible fix to the exhuman tablet interaction only creating one type of exhuman

4.544 Changes
-Fix to drill warlances requiring two hands
-fix to attribute tablets not functioning properly, you should now be able to have one of each tier

4.543 Changes
-Fix to upload categorization allowing for proper implementation of transmutation mechanics

4.542 Changes
-Fix to weapon misnamings
-Fix to hyperupload humanoid blueprints not being created when they should

4.541 Changes
-Fix to tertiary blank tablets not being craftable

4.54 Changes
-Fix to references to high frequency, should have been replaced by hardlight.
-fix to certain weapon powers not working or functioning incorrectly.
-fix to cyborgs lacking discipline.

4.531 Changes
-Fix to the blank exhuman tablet producing the posthuman tablet instead

4.53 Changes
-Change to harvesting lipofluid from certain creatures, should be more costly and cause less lag
-fix to title of core programs being CORE_PROGRAM
-fix to misnamed clothing
-other small fixes

4.52 Changes
-Robots will now bleed coolant
-Predators improved, they should now be less skittish and more likely to fight. Let me know if I have overtuned this. They should still run away if su
Raw Data: JSON / Text
Checksum / Hash
SHA-256: fbe93ff17d9e60e016820fc960b28226e8135a14b5ec003a1a718fa8628d8132
IP: logged
Commands
More From This Author
Comments
No comments have been posted for this file yet.
HomeSearchRankingsStatisticsAboutContact

Website by Brett Flannigan. The core site script is PHCDownload (© 2005-2025).
Hosted by Linode.