Dwarf Fortress

Dwarf Fortress

(HUGE UPDATE) The Long Night 6.1- A Sci-Fi Total Conversion (ASCII GRAPHICS ONLY, PREMIUM GRAPHICS NOT SUPPORTED)
288 Comments
Squamousness  [author] Nov 15 @ 7:55pm 
Regarding the lack of materials spawning I am looking into this. Might be a game-level issue but I will update if I find anything
M`tal Nov 14 @ 11:45pm 
Actually yes, I also noticed the lack of some ores, just thought i was getting unlucky. I would find "cubes" of slag and hardlight in the caves and volcano walls are made of slag, but havent found biomess or N-biology or any other ore in the world
Squamousness  [author] Nov 14 @ 6:54am 
Are you getting anything with (resource) in the name? It could be that the changes I made to keep NPCs from creating things from ore items interferes with the game or DFhack's ability to locate them.
Art/Billdozer Nov 14 @ 6:32am 
Anyone else not getting ores generating? No biomess/etc. Did reveal/prospect, not a single one...
Squamousness  [author] Nov 11 @ 7:58am 
It does not, though this is something I'd like to change in the future.
Doesnt the mod come with new music?
Ah thanks, maybe you should specify that the installation guide is on the website then, and put it at the top of this page.
Squamousness  [author] Nov 10 @ 8:42pm 
What is the exact problem you have? Is there a part of the installation guide that is lacking? Note that the installation guide has been moved to the main website: https://longnightdf.neocities.org/
This mod is the only active mod I have, but it doesnt seem to work.
What am I supposed to do?
Please add more information regarding the install process.
M`tal Oct 13 @ 12:56pm 
Got it, next time if something comes up ill make a discussion thread and keep posting there. Appreciate your work, hope documenting these things helps!
Squamousness  [author] Oct 13 @ 12:20pm 
You could put it in the discussion section if you just want to document a bunch of bugs. I'll look into these things in the meantime
M`tal Oct 13 @ 11:26am 
Hello, seems like it's impossible to order any missions as it says "Cannot order mission without leader", despite having both the site manager and the noble. Changing leaders doesn't help. Double checked that the same thing happens on fresh embarks with different civs, but doesnt happen in vanilla.
Additionally, blank core program tablet recipe is absent in fortress mode.

On that note i feel a bit bad spamming the comment section, even if these are legitimate reports/questions. Should i post these somewhere else or in some different manner (like posting once i have accumulated enough reports), or is what im currently doing fine?
M`tal Oct 12 @ 10:55pm 
Ah, I see. That's pretty cool, thank you.
Squamousness  [author] Oct 12 @ 4:33pm 
You can't do chains, yeah. However, transforming into a large creature still gives you an N-core. Basically any transformation turns you into an N-core variant of that creature. It's just that, if you make two of them and they have children, you would in this example get a dynasty of LRG biomachines for free, even if the children wouldn't have N-cores innately.
M`tal Oct 12 @ 12:21pm 
Additionally, does "creature can only transform once" mean that i can't do the induction core chains ( for example locaste -> husk -> ghost), or that i can't mix any of the three evolution options? As in can i transform MDM biomachine into a LRG biomachine and then give it N-core? Or does changing the archetype also give access to transmutation programs?
Squamousness  [author] Oct 12 @ 10:04am 
Innate ranged weapons can be finicky, but I'll look into it. The name issue is definitely a problem so I'll be fixing that, thanks.
M`tal Oct 12 @ 8:26am 
Have a couple of questions regarding weapon programs. Firstly crafting autogun program results in cannon tablet, while cannon recipe results in heavy gun tablet. Is this just a name mismatch or are recipies messed up? Secondly i seem to be having issues to make them work in general. Are there ways to check what programs are installed? (I made sure that tablet is eaten by correct character). N-core installation gave a notification and changed character description, but not weapon programs. And the characters dont use them in combat. Do i need to assign them appropriate ammo, like with conventional guns? Or is it just a probability thing and enemies die to main weapon too quickly?
Squamousness  [author] Oct 6 @ 3:10pm 
No problem, and I understand the races can be a bit much. One thing to keep in mind is that while a bunch of races are generated, only a few of them are in civs each world. For example, there might be 30 locaste civs generated, but only 10ish are in the world, with others being selectable as outsiders, the same being true for other sapient races. So each generated world will have its own distinct makeup, but if you want to shake things up the extra ones let you be a wildcard, or (once adventurers can procreate, or if you transform a pair in fort mode), found your own dynasty, a unique species that exists nowhere else in the world.

As for sieges I have big plans which will hopefully involve horrible siege engines but we'll see.
WalrusMan Oct 6 @ 2:56pm 
Thanks for taking the time for explaining, I'll take a look at the config and play around with it later. Don't mean to nag too much, I really like everything you've done with the mod, just the races are a bit overwhelming but I suppose overwhelming is in the spirit of dwarf fortress certainly. Interested to see if you might be able to do anything interesting with what the siege update is going to include.
Squamousness  [author] Oct 6 @ 2:00am 
Glad to help. And when I can make factory worms that have a higher upkeep cost for higher-quality goods they'll probably make a return.
M`tal Oct 6 @ 1:45am 
Ok, that makes sense and answers my question. Thank you for helping me and big thank you for developing this mod. It is a lot of fun, both older and newer versions <3 (I do miss my factory worms tho)
Squamousness  [author] Oct 6 @ 1:38am 
You do have to check the different highcaste clades. Right now this was the option which caused the least bloat but it may change in the future. The main things are that 1. procedural generation of creatures gets exponentially more complicated when you involve a bunch of castes per creature, and 2. I am leaning toward the hi-caste being disunited and monocladed as a means to enforce a challenge. Your civilization is comprised of beings optimized for a very specific role, and now they're forced to either do all of it, or conscript others who are better at the things they aren't. In an ideal world, you could get a lot more mileage out of, say, conquering every other hicaste civilization and uniting them all back into a coherent system.
M`tal Oct 6 @ 1:30am 
@Squamousness Thank you for answering the questions, but i might have phrased question 5) unclearly:
If i start as hicaste, my starting 7 pops are always warclade. Does that mean that the entire civ is comprised of warclades? If i want sciclades do i have to check different hicastes to see which one is fully comprised of sciclades and start as that one, or are all hicastes a mix of all clades and im just getting unlucky with starting 7 pops?
Squamousness  [author] Oct 6 @ 1:24am 
addendum regarding 1. It will affect things in game in the sense that there will be less creature diversity overall, which will include intelligent races.
Squamousness  [author] Oct 6 @ 1:11am 
@M'tal
1. It should only affect world generation/civ placement
2. I want to say it should work alright but it's hard to test
3. if less intelligent beings are produced overall, they will be rarer, at least in terms of civilized species. This is mostly by design, most impurities aren't sapient
4. organic oases are rare, yes. Most of the rest of the megastructure is just varying degrees of how "active" it is. When more moddability to biomes is introduced, I want to change this, especially in regards to adding more verticality.
5. If you want other races to join your civ, the best option is to conquer sites from other races, or to settle adventurers of that race in your fort. Alternately, you can turn your guys into it if they are eligible
6. sciclade, engrams, and ghosts yeah.
M`tal Oct 6 @ 12:55am 
Messed around with that config for a bit , works great and allows me to do exactly what i wanted, but i have a couple of questions about it:
1) Does it only affect world generation or something in the game as well?
2) Can I set weights of some civs to 0 to disable them or does that cause issues?
3) Impurities seem to be very rare even if I set their weight high, is there a reason for that?

Also while im at it, i would like to ask stuff that i couldnt find in patchnotes/website (apologies if im just blind):
4) Most biomes are very similar to each other, but i noticed that marshes have moss/lichen "grass". Are there any other unique biomes out there?
5) Different clades are united into one caste civ and 7 starting pops deafult to the first clade. Do i get other clades in migrant waves or by some other means?
6) What races get strange moods? I saw "sciclade and hardlight creatures" but are those the only two? And are "hardlight creatures" ghosts and engrams or just ghosts?
Squamousness  [author] Oct 5 @ 10:35pm 
@M'tal for that you'll need to go into the dynamic civilization generator lua file. If you ctrl+f "local races_list", you'll see all the eligible race archetypes and the weighted distribution of their civ types. You can edit them to make some more common than others.
M`tal Oct 5 @ 9:53pm 
@Squamousness Yes, I have seen those. Seed creation and farming both work with no issues. Also would changing "MIN_CREATURES" and "MAX_CREATURES" affect what civilizations generate in the world? I had to "reroll" worlds, because it kept giving me 10+ locaste civs, but no husks or biomachines, for example.
Squamousness  [author] Oct 5 @ 9:16pm 
@Walrusman I understand your feelings on the matter. While I try to keep all archetypes distinct, I acknowledge they can be overwhelming. So, if you can access lua files in notepad or another similar app, you will see that every creature config file in the mod’s scripts folder has the line "MIN_CREATURES" and "MAX_CREATURES" somewhere near the top, with a number attached. You can change these numbers to determine the total amount of creatures generated during worldgen. If you find yourself overwhelmed by how many there are, you can just reduce them in future worlds. I am looking for ways to streamline this process, so hopefully there will be simpler methods in the future. For example, you could change the min and max for locaste into 1 and 5, meaning the game will only generate 1 to 5 of them. This may have knock-on effects, so do let me know if any weirdness happens should you choose to do this.
WalrusMan Oct 5 @ 9:00pm 
Great mod but I'm not really a fan of the new naming conventions on the various races and such. I remember a while ago when I played this there were fewer and more distinct races, variants for different planets in the solar system and such iirc. Now it's just like 20 variants of Locaste with long ID tags that are impossible to remember. It all feels pretty bloated and impossible to parse. Overall I really love the setting you've made here though. Great transformation of the setting and utilization of world generation tools. But that's why I wish I could parse it more, understand a history. The variant races are just too many to remember as distinct, I get why in-setting but I wish there was a different way to represent it with just keeping Locaste as the single race for example.
Squamousness  [author] Oct 5 @ 11:07am 
I'll look into that, thanks. In the meantime, check the manufacturing workshop. It has options to create "plant" seeds in a reaction.
M`tal Oct 5 @ 6:36am 
Hello, I'm encountering an issue when gathering wild plants. They get marked for harvest, citizen performs the task and designation disappears, but nothing happens. Plant is unchanged and nothing is harvested. Happens with algal mats and wild lichen, not sure about others. Mod version is 6.09, got it from DFFD, but dont have an account to report there.
Rattata Sep 29 @ 12:03pm 
Thanks!
Squamousness  [author] Sep 29 @ 11:55am 
You need to domesticate architecture in the manufacturing block. Think of it like reprogramming elements of the megastructure to support human habitation.
Rattata Sep 29 @ 7:40am 
Loving the mod so far, but I can't seem to find "non-economic hard stone boulders" anywhere for crafting rock mechanisms
Squamousness  [author] Sep 23 @ 11:31am 
@martian apologies, this has been corrected
Martian Sep 23 @ 3:38am 
getting an error trying to generate a new world on version 6.07:
NO CIVILIZATIONS AVAILABLE
The world generator couldn't find any civilization definitions.
Martian Sep 18 @ 9:40pm 
@Squamousness ah that makes sense, thank you for answering
Squamousness  [author] Sep 18 @ 9:36pm 
@martian its meant to make ranged weapons a more precious resource. They're intended to be valuable, but the ammo is craftable so once you get one you don't need to keep scrounging. This may be changed in future versions if it becomes possible to make proper procgen weapons.
Martian Sep 18 @ 9:26pm 
is it intentional for adventurers to be unable to craft ranged weaponry?
RoosterBoy Aug 26 @ 7:28pm 
I created a successful hydroponic farming outpost and made a profit exporting meals made from vat-grown rodents, maggots, and algae. Then everyone was cut down by a genocidal supertank covered in autocannons and scattercannons. Great mod! :steamthumbsup: :urist: :pickax:
Beetlebub Jul 6 @ 4:41pm 
It was there in the appdata. Thanks so much!!
Squamousness  [author] Jul 6 @ 4:20pm 
It should be in Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\prefs I think? If not, try AppData\Roaming\Bay 12 Games\Dwarf Fortress\prefs
Zalthor Jun 29 @ 2:42pm 
Do you plan on reworking ranged units in your mods, seeing how ranged weapon logic is (seemingly) fixed in the 51.21 update?
SimplyFilms Jun 6 @ 11:23am 
Howdy there! I apologize if this is an inappropriate place to ask my question, or I've somehow missed a key bit of info here, but: do you plan on updating the Autumn Kingdom mod?

As I understand it the mod was a commission made by Youtuber Kruggsmash, so I imagine that doesn't necessarily entitle you to bringing it up to date with the Steam release, but I and (I imagine) many others would love to see such a thing. It'd be a good bit of fun to become the baron of some agricultural estate, maybe marching my pumpkinhead musketeers against the Devil's forces.

Have a good day,
-SimplyFilms
jeffg10-TheDanceMaster May 16 @ 12:09am 
Alright, i think i'll give that a try then.
Squamousness  [author] May 15 @ 10:36pm 
You can check my pinned post in popular discussions for why but the short answer is probably not.

As for your concerns about ASCII, I recommend giving it a try! Not just for my mod, but in general. It's easier than you think. If you already play the game, you can just do a normal vanilla fort and then switch off the graphics. The hills, creatures, and so on all stay in the same place. Switch back and forth a few times, and you'll slowly get it. I actually started on graphics first, back when they were much more primitive, and switched to ASCII for the freedom it offered.
jeffg10-TheDanceMaster May 15 @ 8:55pm 
Are there any future plans to try and make graphics tiles for this? I love what i've seen of the long dark and it's lore but never having played an ascii game before i feel like it could be too much tot take in without the visual stimulus.
Squamousness  [author] Apr 13 @ 7:50pm 
It's very strange, I've not had this problem before, so I'll look into it. Thank you for the report, every little bit of info helps me improve the mod.
bluhspizo Apr 13 @ 7:47pm 
Update: nope. Like the wiki says, I waited until the 17th day of Summer, and no mayor was elected. I even unassigned by expeditionary admin and appointed a new one, and this only succeeded in unassigning my master and sect.

It really isn't that big of a deal, since I really only needed the local administrator for roleplay reasons (and I can work around it) but it is still kinda annoying. My guess is that they're refusing to elect a mayor because the highest social skill person is also the master. If you have any idea why this might be happening or if there's any way to force an election or a way to get a local admin without just renaming my new expeditionary admin I would appreciate the help. But ultimately its fine if there isn't a way to do this.