Dwarf fortress modern is an attempt to keep the style and feel of dwarf fortress and bring it to a modern setting, while adding to the fun! New weapons and vehicles for your military, as well as things like factories for your civilians, this mod attempts to keep some fantasy aspects while making the game much more similar to the modern day. Many more things have been added, just read this forum a little bit to find out what! I am always looking for new suggestions and answering questions, don't hesitate to post!
Last version 34
Change log
CivilianAdded oil, which can be processed into petroleum
Added petroleum, which has many uses, from making energy to explosives
Added energy, from burning petroleum, in the form of capacitors. Helps a lot with industry!
Added alternative energy, made at a millstone. Not as strong as petroleum, but can be built without oil.
Added cars, which speed up your dwarves and act as pets.
Added factory, produces furniture and goods
Added arc furnace, makes steel,aluminum, and lead efficiently from energy
Added computer, that trains your dwarves
Added chemistry workshop. Makes soap, as well as preforming other functions involving chemistry, like making kevlar.
Added trucks, that transport more goods
Added clothing for flavor
Added chainsaws and drills
Added corn
Added soda
Added new animals!
Added Dairy and Farm Cow. Dairy cows produce more milk, while Farm Cows are larger
Added Farm variants of all "Tame" animals you would expect to eat, from turkeys to sheep. Generally, they produce more (Such as eggs or wool), and have slightly more meat. May or may not eat more then typical, always cost about the same.
MilitaryAdded weapons. Each weapon has its own characteristics, with its own strengths and weaknesses.
Assault rifles. Ak74, M16, FNC, Ak107,and more
Sniper rifles- Dragnovs and SG 550s
Heavy weapons- Hecate Anti-materiel rifles
Shotguns- Benelli, Saiga, and Striker
Thief weapons- Combat knife and Makarovs
Pistols- Beretta, Jericho, aforementioned Makarov, M1911 and more!
Sub machine guns- Uzi, MP5, P90
All guns now have Melee attack! "Knife" or "Bayonet"
And more!
Added tank depot
Can use tank
Can use jeep
Can use CIWS
Can use machinegun
Can use helicopter
Can use F-16
Can use UVAs
Goblins now have access to vehicals!
Added prisoner workshop. See misc for more.
New enemy and neutral civilizations!
Weapons will now all be made of steel (or wood, or ady.)
Armor will be made of Kevlar (Or ady)
New armors
Dragon skin- more protection, with a higher chance of not protecting at all!
Interceptor body armor- powerful but localized protection
Some armor's names changed.
All armor now protects a lot more, but has a chance of not blocking anything at all!
Civilizations: Tyrannians. The holy democratic people's republic of Tyrannia, which is a communistic state not located in Tyrannia. They are powerful, with tanks and other vehicles in castes, but are not typically hostile.
Blacklisted. They are always hostile and come in great numbers with some powerful castes who have some interesting moves, basically goblins with fancy gimmicks, more skill, and less vehicals.
Umbra. Living shadow, almost as weak as normal shadows. Mainly they are meant to show up during the months nobody else is trying to kill you to keep you awake.
MISCAlley races. Basically they are animals you can turn into dwarves. Can be made in the prisoner workshop for now
Nekomata, which can be made from cats, if you kill an enemy that drops an item for it
PMC, which are private military contractors, who can be bought from the humans
Hyper-intelligent dogs who are a cast of normal dogs. Can be trained to act like a dwarf.
Converts, who are captured goblins. A lot more dangerous to make.
Two new secrets
Cultists, who can turn into Avatars of Cathlulu. They can randomly infiltrate your civilization, much like vampires, and randomly explode into giant, tentacled monsters who can face an entire army with ease.
Alchemists, who can shoot fire and do other moves. Not fully implemented. (Mostly, they just set themselves on fire.)
Two new megabeasts
Angel. A powerful humanoid with regenerative abilities, she will take a lot of bullets to get down, and more to stay down. You can keep one as a pet if you manage to cage one somehow.
Juggernaut- A giant tank. Not much more to say about it.
Brobdingnagian- Giant humans with the power to multiply and regenerate
Metals moved. You should now be able to find lead, steel, and petroleum in almost any location.
And more!
Plans for future/BugfixTest and post Bombolla.
Fixed Computers. Thanks Baffler, again!
Adding .22LR-well, guns that would be .22LR if they where in our world, we all know how my ammunition works. Produces twice as much as other hand guns, fixing your ammunition shortage forever! Great for having your soldiers and cops plink at targets for some experience, and can take down small game, but your going to want to pull out something heavier for the Goblin invasion or Forgotten Beast attack.
Fix M16s not showing up.
Rebalanced all guns AGAIN!! It looks like they keep getting weaker with every new version that comes out
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Tutorial
This is a major mod, and some things I added could get confusing without help, especially with people new to modding or dwarf fortress itself. So in the spoiler is a list of brief tutorials to get you started easier!
To Download:
Hit the link at the the top to get to the dwarf fortress Wimbly page. At the top left of this page is the "Download Now" button. Hit it and get the program. It should be a zipped file called "Objects". Open this to get a normal "Objects" file. Copy the normal file and open up your normal DF file. Then go to the "Raw" folder and paste this file, it should combine with your normal "Objects" file. Let it overwrite any existing files, or some things will not work properly. Now you are done, go ahead and generate a new world!
To Make Weapons:
Guns and bullets are vital to a working fortress. You can make them the old fashioned way at a Forge, but that isn't very effective and there are new, more efficient ways with this mod. To start, you need steel and lead. Guns can only be made out of steel and bullets can only be made out of lead, even if you use a normal forge. You also need the "Gun Smith" building. You can make guns and bullets here, using fuel and the metal bars. One bar usually makes multiple small weapons like Beretta pistols or their bullets, but it can take multiple bars for a huge weapon like the Hecate Anti materiel rifle. If you end up importing weapons off of dead goblins or trade, you can make their bullets in a separate building called the "Ammunition Factory".
To Make Arc-Furnace Metal
Energy (Which will be covered next) is a vital thing in the modern world, one of the most important things it is used for in dwarf fortress is the arc furnace. The arc furnace can make multiple bars of metal from a single bar of iron, lead, or aluminum without the need for flux, but with the need for fuel. It can be built from the same menu as the normal smelter. It only requires an iron ore stone (for steel), lead ore (for lead), or aluminum ore (guess), fuel, and a capacitor.
To Make Energy
Energy, in the form of capacitors, can do a lot for your fortress. It is the back bone of the arc furnace, as well as other useful things, such as computers that train dwarves, factories that produce large amounts of supplies and furniture from a single steel bar, or vehicals like tanks and helicopters. There are two ways to make capacitors.
The first way is only available of you have the valuable commodity "Crude Oil" somewhere on your fortress. It is pretty common, but not every place has it. You need several buildings to properly transfer crude oil to energy after digging it up. First, you need the oil processing plant, which transforms crude oil into petroleum. Next, you need a "Power Plant" building, where you can burn petroleum for capacitors. This is the most effective way to get energy, but can be a pain to set up.
The second way is "Alternative Energies", like wind and water power. This way is much less effective and requires more man-power and time, but can be done almost anywhere and saves petroleum for other uses (Like making Kevlar), if you do have crude oil. For this, you need to make a water wheel or a windmill. If you have trouble, there is a page helping you do this on the DF wiki better then I ever could. Connect the machine to a (or, preferably, many) Millstone building(s). Millstones can be made in a Mason's workshop and built like a normal building. Then set somebody to work on making capacitors on repeat. It takes a while to get anything, so it is best to have a ton of workers on it if you want to use it any time soon.
To Make Armor:
Armor is still made the same way as normal dwarf fortress, in a normal Forge. What is different, however, is the material. Most armor here is made out of Kevlar. Kevlar is made at a building called the "Chemistry Lab" from petroleum. Petroleum is made from crude oil at an "Oil Processing Plant" workshop. Armor takes multiple bars of Kevlar, with better armor taking even more, but can block even powerful attacks from your enemies. You can also get Kevlar and armor by importing it in trade, or by melting armor taken off of fallen enemies in a smelter.
Vehicles:
A variety of vehicles have been added, most of witch give your dwarf extra defense or firepower. They aren't going to kill an army by themselves, even tanks in this game are very vulnerable to small-arms fire, but can often provide a strategic advantage over enemies. You can turn dwarves into vehicals at the "Tank Depot" building. Each vehicle requires steel and petroleum, some require capacitors as well. The game will then not recognize the the vehicle as an actual dwarf until it transforms back. For this reason, it is best to have the dwarves part of a squad before transformation, as they will still follow the orders of their squad. Transformation can be strange, but a well-placed tank can soak up an impressive amount of fire away from much squishier dwarves.
Turning Non-Dwarves into Dwarves
The final unique aspect of this mod you might be confused about is the ability to turn several animals into working Dwarves. To do this, first you must make a "Prisoner Workshop" building. Here, you can turn cats, dogs, PMCs, or even captured goblins into citizens of your fortress. The mechanic doesn't work 100% of the time, but it is free, so you can spam it until it works. Each species has a requirement that must be met before the animal can become a dwarf. Dogs can transform into "Hyper-intelligent Dogs", but that requires they come from a rare dog caste that is already hyper intelligent. The dwarves made from dogs are just peasants with no skill. Any cat can transform into a reasonably powerful Nekomata, which has natural marksdwarf and dodging skill, but you must get a drop from an animal so rare that I am not even sure it shows up properly. PMCs must be purchased from any trader, mostly showing up with humans, and comes equipped with some decent skills. Capturing Goblins is something that may not even work and that I have never managed to accomplish myself. Basically, you must bring a captured goblin to the workshop and try to convert it. This usually sends the worker dwarf running, but they *should* join and *should* keep their skills if you can manage it. Just tell me what happens if someone actually does this.
Transformed animals act strangely, but can be ordered to do work much like a normal dwarf can. They breed weird, they act weird, and not much is understood about them by me, but they can at the very least replace the peasants who got blasted away by the random Avatar of Cthullu attack.
With that, please have fun playing this mod! These are the basics, there are many more features to discover. If you have any further questions of any kind or suggestions on how to better this mod, just post them here and I will answer them myself.