Dwarf Fortress

Dwarf Fortress

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(EXPERIMENTAL FOR NOW) The Long Night 5.46- A Sci-Fi Total Conversion (ASCII GRAPHICS)
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7 Dec, 2022 @ 12:02pm
28 Jun @ 8:32pm
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(EXPERIMENTAL FOR NOW) The Long Night 5.46- A Sci-Fi Total Conversion (ASCII GRAPHICS)

Description
NOTE: YOU MUST ENABLE EXPERIMENTAL MODE TO PLAY THIS MOD FOR THE TIME BEING. WHEN LUA IS PART OF THE STABLE VERSION, IT WILL GO BACK TO THAT VERSION

(To activate experimental, right click the game in steam, go to properties, then betas, then select the experimental version)

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 ruins 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, now lost to the rising powers of the new era. They live in a different world entirely, an endless jungle of ceaselessly expanding infrastructure in which even the mightiest of modern 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 its inhabitants 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.
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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 inspired by the works of artists like Tsutomu Nihei and Makoto Kobayashi among many others, where the fragmented descendants of humanity struggle to survive in the broken remains of an unrecognizeable 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 serves as 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 madman who would seek such a thing, a thousand more live as normal people and struggle every day to make ends meet. Play a mercenary scoundrel and her power-armored gang of sellswords, a village of hydroponic farmers just trying to get by, a biomechanical mech pilot and his monstrous mount, a posthuman barbarian leading its pack of thralls, and much more. Countless stories wait for you in the far future of pan-humanity.

Would you like to help support the creation, maintenance, and improvement of this mod and others like it? Consider donating to my patreon: https://www.patreon.com/themodsmith
Want to know more about the lore of this world and how to play it? Check out this document: https://docs.google.com/document/d/1RJwqUWEhk1a_UUbbkRtCJStNzP2JpJf82tk-VMwITO8/edit?usp=sharing
Want to download this mod, but you don't have a steam account? Use DFFD, classic DF is free as well: https://dffd.bay12games.com/file.php?id=16160
Have an issue? Report it in the bug report channel of the Discord: https://discord.gg/hDY8KT7pXE

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SPECIAL INSTRUCTIONS:

1. This mod is for Dwarf Fortress CLASSIC, make sure you have loaded in ASCII glyphs when activating this mod.

2. 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.

3.Within the folder Steam\steamapps\common\Dwarf Fortress\mods\2898804695 there is a file called 'colors'. If you'd rather not deal with the default ASCII colors, replace the colors.txt in the Steam\steamapps\common\Dwarf Fortress\data\init folder with this one. If that fails, try looking in AppData\Roaming\Bay 12 Games\Dwarf Fortress\prefs

4. Within the folder Steam\steamapps\common\Dwarf Fortress\mods\2898804695 there is a file called 'worldgen data'. Follow the instructions there and take the copied material to the Steam\steamapps\common\Dwarf Fortress\prefs folder. Copy the worldgen data into this file. 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.

However, some things can be changed safely:
-site amount
-civ amount
-end year
-embark points

Be aware, the above are weighted towards the creation of a heavily populated world with lots of factions, settlements, and a long history. Adjust to taste if that's too much for your computer.

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CREDITS:
-The creators of Dwarf Fortress for this wonderful game they have made
-The Vherid: Natural color scheme (the optional one included in this mod).
-My patrons who have helped keep this project alive
-Youtubers like Kruggsmash and Mort Strudel who have showcased my work in the past (check them out!)
-The various members of the mod community who have helped me resolve numerous difficulties
-My family for encouraging me to continue working on my passion
-This guy for making the image I made into the preview file https://pixabay.com/illustrations/futuristic-architecture-wallpaper-6694976/
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Popular Discussions View All (7)
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29 Nov, 2024 @ 5:06pm
Found a way to implement a little bit of graphic in the mod!
Dark Star
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12 May, 2023 @ 4:44pm
Your long night...
Akela
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6 Jul @ 4:55pm
PINNED: Will the Long Night get graphics? (answer from the developer)
Squamousness
247 Comments
Beetlebub 6 Jul @ 4:41pm 
It was there in the appdata. Thanks so much!!
Squamousness  [author] 6 Jul @ 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 29 Jun @ 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 6 Jun @ 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 16 May @ 12:09am 
Alright, i think i'll give that a try then.
Squamousness  [author] 15 May @ 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 15 May @ 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] 13 Apr @ 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 13 Apr @ 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.
Squamousness  [author] 12 Apr @ 10:38pm 
Alright, let me know if the situation changes.