Dwarf Fortress

Dwarf Fortress

163 ratings
Better Instruments
File Size
0.962 MB
Dec 6, 2022 @ 8:15am
Dec 9, 2022 @ 12:36am
15 Change Notes ( view )

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Better Instruments

Better Instruments 2.0.8
Dwarf Fortress's musical instrument procedural generation system is cool. However, it has a few problems. Every time you generate a new world, you have a new set of opaquely named instruments to (not) learn. Every player has a different set of instruments, preventing a shared cultural connection to form between players. Every instrument is uniquely boring, offering no gradient between simple instruments that are easy to mass-produce and cool instruments with a complex tool chain.
Better Instruments replaces Dwarf Fortress's procedurally generated instruments with a set of bespoke instruments designed to address those issues. This mod adds 21 new instruments (10 available in fortress mode by default) designed to be recognizable, reasonably challenging to create, and thematically appropriate.
Better Instruments replaces the entity_default file. This is necessary because this mod removes the generated instrument tags from all civilizations. This mod is compatible with any mod that adds lines to entity_default (so long as this mod is loaded first), but this mod is not compatible with any other mod that cuts entities from entity_default.


Version 3.0 of this mod will split out the mod into multiple workshop entries:
  • This entry, which will contain only the instrument definitions and will not be inherently incompatible with other mods.
  • A set of other entries that assign those instruments to civilizations.

This will afford the most flexibility and compatibility.

21 new instruments!

* Instrument *

* Dwarves *

* Elves *

* Humans *

* Goblins *

* Kobolds *
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Pan Flute
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Dread Horn
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High-Tension Lute
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Enormous Suspended Gong
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Two new plants!
This mod includes two new plants, Giant Reed and Cave Reed, for the construction of reed instruments.
Giant Reed can only be found in savage wetlands, and it can be cultivated in the summer.
Cave Reed can only be found deep underground (in the third cavern layer). In addition to being used for instrument-making, it can also be ground into a low quality midnight blue dye.

Trainzack - design, implementation
Maddpipper - consultant

Made with the help of the Dwarf Fortress RAW visual studio code extension[marketplace.visualstudio.com].
Thanks to Disco Witch, Cross Lament, and Quietust for their assistance on the Discord and forums.

This mod is licensed under a Creative Commons Attribution-ShareAlike 4.0 International license. This means that you can use the contents of this work (as-is or modified) in your own work, even if you benefit financially, so long as you give proper attribution and license the work under the same license. You don't need to ask me first (though I would appreciate a heads up!).
The license terms are explained here[creativecommons.org] and are listed in full here[creativecommons.org].

Known Issues
* Instruments have the wrong weight[www.bay12games.com].
* Descriptions are placeholder for the hurdy-gurdies, bugles, sackbuts, harpsichords, enormous suspended gongs, harps, lyres, dread horns, kazoos, pan flutes, and flutes.
* Some instruments made by other sites (and generated in adventure mode) have incorrect component materials.
* Some instruments do not correctly list their components in the built instrument description.
* Some instruments are made out of absurdly small parts of thread, cloth, etc.
* All assembled instruments are assembled using the Wood Crafting skill, even if that's not appropriate.
* Some instruments do not show the correct sprites. This is a dwarf fortress bug.
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Squamousness Feb 6 @ 10:52am 
Have you seen NPC entertainers appearing with custom instruments in your mod? I've been working to add custom instruments to my own mods, but in my experience visiting performers that ought to have one won't, unless you enable procgenned instruments. I might be doing something wrong however. If there's any evidence they will at all it'd be good to know.
Stoop Kid Jan 28 @ 6:08am 
the craftsdwarfship is the of the highest quality!

This really makes instruments fun. I get excited when humans and elves bring their instruments so I can add more variety to my temples and taverns.
Trainzack  [author] Jan 14 @ 1:14pm 
Yup. This will be the main source of incompatibility with other large mods, unfortunately.
Qev Jan 14 @ 12:34pm 
@WallCat BI is cutting and replacing the MOUNTAIN entity, which deletes any changes to it made by mods loaded earlier in the load order. Make sure BI is loading before any other mods.
Leftbones Jan 14 @ 10:47am 
Procedurally generated instruments are a cool idea, but the current implementation feels half-baked. This is a great substitute.
WallCat Jan 14 @ 6:28am 
@Trainzack Genesis Dwarves (the standalone module, not the full overhaul), Training Hall, Set Production, along with some assorted QoL mods. Again, I made sure to check every conceivable combination of mods, yours is literally the only one, period, that when active, makes all other mods stop working. I turn it off, everything works. I turn it on, I may as well be playing vanilla.
Trainzack  [author] Jan 14 @ 3:06am 
@Qev Okay, I'll do that for the next release
@WallCat What other mods are you using?
WallCat Jan 14 @ 2:18am 
Your mod causes literally all other mods to not activate at all. I checked my modlist, yours is the culprit.
Qev Jan 14 @ 1:30am 
You've got bbcode in the steam description token in your info.txt, which is what's causing all the errorlog spam. You can just delete the description token entirely unless you want it updating the desc here every time.
Trainzack  [author] Jan 5 @ 2:45pm 
The marimba and the gong are furniture.