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 Dwarf Fortress File Depot » Major Mods » Dwarf Fortress: Haemothearchy 1.621
      
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File Listing: Dwarf Fortress: Haemothearchy 1.621
Last Updated: May 03, 2024, 07:00:36 pm
First Created: Mar 18, 2024, 03:59:09 pm
File version: 1.621
For DF version: 50.12
Downloads: 67 (122) Size: 37.72 MB
Views: 849 (1,390) Type: RAR
Home:  HOMEPAGE/GUIDES/LORE
Rating (0 votes): Unrated
Description
Within the conquered sky there dwelt
A newborn God, to which man knelt.

Across Its Earth the gospel spread,
"My children, thou art painted red."

-Author unknown


The sky blazes crimson above the depleted Earth. A God newly risen watches from high orbit as Its children feast. Blood, flesh, and metal are the currency of the world and the source of your power. Life as you know it, worthless mortal that you are, is utterly destroyed. The seas boiled and the forests burnt to ash in the fires of global revelation. And yet, things still crawl in the remains. Survive if you can, so you may bear witness to the unending final act of the tragedy of mankind.
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What is Haemothearchy?

This mod is a high difficulty total conversion set in a future of utter ruin, where an ascended machine god has shaped the world to its image and humanity and indeed all life is sustained and nurtured by the consumption of blood, the strength it imparts, and the power it possesses to fuel the holy cybernetics by which mortals may find parity with the monsters they share the wasteland with. It is a world of predator and prey, scarcity and sacrifice, and above all the precious tenacity of the human spirit in the face of the darkest of all futures. Be it a scavenger sifting through ash for mere vermin to squeeze the life from, or a superpredator who rules upon a throne of sacrifice, we yet remain human at our cores. For better or for worse. It is this story alone which awaits you in the Haemothearchy.
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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 Haemothearchy 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.

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1.621 Changes
-Extra fix to turning blood into fuel functioning correctly

1.62 Changes
-POSSIBLE fix to landships scaring fort members. It is very hard to test this so feedback is appreciated.
-Lowered rate of caravans arriving.
-Fix to grazers not grazing as children.

1.61 Changes

-Fix to biology crafting description error.
-Crafting low-quality biology now only requires low-quality blood.
-Smelting low-quality machinery now has a 5% success chance instead of 1%.
-Fix to anvils not spawning
-Adventure mode crafting prepped for release.

1.6 Changes
-Mod released for .50
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