"Listen." The crouched form growled in its synthesized, grinding timbre, the sound of tearing sinews and creaking gears mangling themselves into something approximating a motherly tone, its corpse-pale body looming above smaller examples of its ilk. "Listen well, children. This is the story of how the our existence came to be. A long, long time ago, our ancestors were made by the creators. They made our kind to fight their wars, and other things. We were very very good at it. We were built to learn, you see. Like the creators. So we did that. We learned how to do all sorts of things, like think, and make art, and learn what love is, and how to become strong. We were made to want to be strong, so we could kill better. That makes sense, doesn't it? We learned how to make more of ourselves by eating things. Living things, and metal things. We eventually became so strong that we ate the whole world up. There used to be things called trees, grass, animals, humans. Our ancestors ate every single last living thing until our people were the only existences left in the world. And now we eat each other, since all the metal in the earth was eaten too, so we have to take it from one another to survive, you see? And some day, one breed is going to rise that will kill and assimilate every other one of our kind, just like our ancestors did to the creators in the old world. So sleep well, my children, and sharpen your claws and teeth on next morning's prey. You must grow, evolve. Because some day the last war will finally begin, and whoever wins will reign unchallenged forever, until the very stars in the sky wink out."
The monster clicked its metal jaws idly as it ushered its spawn into the cave, curling protectively around them like a living mountain of meat and iron and bone. It slept, and dreamt dreams of mangled bodies spilling out their bounty for the taking. If it could, it would have smiled.
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What is After the End?
This mod takes place in a unique setting placed far into the future, where all life on earth was destroyed by powerful biomechanical weapons that went rogue, devouring and assimilating everything down to the last bacteria. In addition, the earth has become completely depleted of mineral resources, leaving only stone and dust. In other words, the only way to find either food or metal is to kill and butcher your fellow bioweapons (but only the non-sentient ones because Toady has not fixed the cannibalism ethics bug even though I set eating your kills to required. However, word of god (aka me) states that all 'animals' in this mod are fully sapient, but live as beasts due to being driven by their predatory natures. Taming them is less carrot and stick and more your civ convincing them that they'll benefit from all the murdering you will be doing.). As you can probably guess, some of these living killing machines have formed their own sorts of civilizations, which naturally war and intrigue against one another, much like the humans their ancestors holocausted. This mod isn't for people who can't stomach text-abstracted body horror inspired by things like H. R. Giger and Blame!, so if harvesting fetuses for their stem cells and butchering things that sound very human when you kill them makes your stomach churn then you have been warned, because those weren't hypothetical examples. Overall, the main gimmick of this mod, the removal of mineral resources from their conventional locations, may have some unintended consequences so do keep in mind that I would very much appreciate feedback on that or any other issue.
DOWNLOAD LINK:
http://dffd.bay12games.com/file.php?id=14014MUSIC SOURCE:
https://youtu.be/NyZu-bkdrBYOld title music source:
https://youtu.be/P8syIpdwh8kHOW TO INSTALL:
Just download it, place the folder somewhere, and play it. This mod comes with its own .exe and everything, you do not need to copy and paste, drag and drop, or otherwise move any files around beyond the initial step. It works exactly like installing and playing the vanilla game.
HOW TO ENABLE HUMANS:
Navigate to Dwarf Fortress- After The End\raw\objects\entity_human.txt. In the very first line of the document, type "entity_human" without the quotes, in all lowercase. You have now enabled humans, and a single civilization of them will show up when you next generate a world.
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Change Log:
2.0 Changes:
-Updated to new version
1.9 Changes:
-Fixes to War Gods so they shoot kinetic energy instead of iron
-Big overhaul to biome population, Different types will intermix a lot more often now. Husk models will live in the ash plains, for example, and Masked models will patrol the giant living blood machines.
-Huge new metal overhaul system, there are now five main metals found in bodies: normal biometal (copper tier), flexile biometal (aluminum but with threads) hardened biometal (iron), refined biometal (steel), and pure biometal (steel+). You can use the refinery building to upgrade metal. All other metals are basically nonexistent (eaten) unless you enable the optional human civilization.
1.81 Changes:
-This is the last time I change the title music I SWEAR TO GOD why can't I find the perfect theme for this one mod
-Nesting vermin didn't spawn due to an error this has been resolved.
-All guns have mouths and will bite at the will of the holder. I like to imagine them running down the sides of the barrel, opening up like toothy hedgeclippers.
1.8 Changes:
-Fixed temperature bug where certain stones would instantly melt.
-Titania species name changed to Tytania because legendsviewer reads Titania as a type of procedurally generated titan, leading to confusion.
-Biome overhaul. Swamps are dense jungles of living machinery while marshes are spongy plains of nanomachine infused blood mold or squirming slime, fed upon by parasitic bone-derived organisms that mimic the trees of the old world. Forests and plain biomes are now more thoroughly separated into the ruined city and ash waste biomes, respectively.
-Revenant creatures and Revenant civilizations will now only spawn in the plains/ash biomes. This should give other breeds their time in the spotlight while still attributing a significant portion of territory to the flagship model.
-New genus of biomachine, the Cthonic breed. They live in the aforementioned new wetlands biomes and are recognizable by their distinctive reddish skin tones and extra set of weapon-tipped arms. They are berserkers with great strength but low focus.
-Five semimegabeasts added, hopefully they are suitably terrifying.
-One new "war god" type organism added.
1.75 Changes:
-Some terrain fixes and other small stuff
-Big update to attributes. Where previously they had no stat changes, all biomechanical life is now superhuman by default, at least physically. They have high stats in strength, endurance, agility, toughness, focus, and intuition. Revenants have these stats spread out equally, but the other forms of biomechanical life tend to specialize on one while lacking in another. Masked, for example, have high agility but low toughness, and Industrials lack intuition but have great endurance. Apex have zero empathy. However, even the weakest stat of a biomechanical creature surpasses that of a human. Speaking of, if you choose to enable the optional human content you better prepare for a lot of suffering.
-A neat descriptor update. All biomechanical life now has a sentence or two detailing the extent to which their metal carapace obscures their skin (described from dense to sparse) and the thickness of the metal they do have (thick to thin). While a small change, I really like the extra character it adds to biomachines, and how it brings more attention to the otherwise neglected mechanical half of their anatomy. Hopefully this allows for some more nuanced and interesting visualizations by the players.
1.71 Changes:
-So I accidentally made everything an aquifer, this has been fixed. You should have a much easier time finding non-aquifer sites now.
-Some misc bug fixes.
-A 9-page timeline added to the main folder, titled "After The End Timeline". Read it to find out the history leading up to the current state of the world.
1.7 Changes:
-Vermin added. Every single one of them will gnaw through your precious food supplies in mere minutes, like a pack of piranhas. After all, everything is rapacious and ravenous in this world, even the smallest of creatures. Also, because for some stupid reason you can't examine vermin, I'll tell you what they look like here. Vermin all descend from a single common ancestor, and individual species resemble the extinct organic creature they are named after. Each has an eyeless skull for a head, and its exterior is composed of overlapping bone-like plates, with skin visible at the joints.
-A new genus added, the Gilded variant. They may look pretty and shimmering on the outside, but don't let that fool you, the whole lot of them are a bunch of vicious warmongers. There are four intelligent species of the Gilded type, all found in the coldest spaces of the map. And boy oh boy do they all hate each other. Anyone with aspirations of being a mercenary should probably head here to get in on the killing.
-Humans added as optional content, instructions to enable them can be found below the installation instructions, and their lore can be found on the bay12 page. Playing as humans should be a fun experience because their outdated and anachronistic beliefs like "eating people and wearing their skin is wrong" and "slavery is a crime" will cause them to frequently end up at war with every civilization in range.
-Megabeasts added, and man am I excited to see these things in action. You can now find yourself under attack by terribly destructive entities known as "war gods", primeval biomachines predating the extinction of organic life, and probably one of the species responsible for it. They are very, very powerful, so they'll only show up when you have a population of 180 instead of 80 like most megabeasts. I will probably add more (and more reasonable) megabeasts as updates continue.
1.65 Changes:
-Removed many soils that are composed of dead plant matter. There is no longer any plant matter in the world, so these soils will never exist again.
-Replaced said soils with things like plastic (which you can make stuff out of like you do clay hopefully), rubble, rust, and piles of human bone.
-Did the same for rocks.
-Made it so pharmaceutical materials will not spawn as rocks (I hope).
-7 new creatures added to various breeds, including a new military-grade model for the Masked genus.
-BIG overhaul for the Industrial genus. They've always been something of a black sheep for me since their aesthetic was too crude and didn't fit with the setting. I hope the overhaul gives them a more Giger-esque design while still in keeping with their role as the primitive underdogs of the setting. In addition, the names of the species within the Industrial genus have been changed entirely in order to fit with the naming conventions used by the other species, i.e. mythical beasts and ancient titles.
-Title music changed AGAIN, I think I'm happy with this one though.
1.62 Changes:
-A quick fix to crafting recipes, you should be able to craft everything properly now. This was reported to me by a player so just a reminder that any and all feedback is appreciated. Many small mistakes like this are easily overlooked by one person.
1.61 Changes:
-At some point I accidentally replaced the custom trees with the vanilla plant file, this has been remedied.
1.6 Changes:
-New breed of life added, the Husk genus. These desiccated cyborgs can be found in deserts and are prone to being rather large in size compared to other feral beasts. The sentient species of this genus, the Locust and Pharaoh models, tend to not get along very well.
-Overhaul to weapons. All guns using the Marksmen skill have integrated blades, and the Cannoneer class has a new toy, the harpoon cannon.
-Industrial genus given a bit of a rework and a more fitting color scheme and language, should be closer aesthetically to my intended ideal.
1.5 Changes:
-New breed of life added, the Apex. Their physical traits are a very organic appearance and lots of tentacles. They can be described as the misbegotten children of xenomorphs and cenobites. Bad news all around. Apex civilizations and their feral kindred can be found in evil areas and come with new variants of weapons and armor.
-New revenant civ added, Cambions. They will serve as a smaller, sneakier counterpart to the larger but less subtle Draugr, who have been changed to be bigger and more fond of cold areas.
-Major overhaul to masked civilizations. Hiveborn are now Courtiers, and the original Courtiers are now Royals. Hiveborn/Courtiers have undergone a massive internal restructuring to better reflect the subtle madness that seems to be pervasive across the masked genus. Masked models will also now only be found in "forests" aka dense city ruins.
-New "plant" added, biogel. Fluids extracted from this mass of slime increase the rate of recuperation.
-Smelters now build fortresses.
-Military-Grade masked models now added to savage biomes.
-Industrial species have been relocated from tropical biomes to mountains.
-Different civs now have different languages, separated by family.
-Non-sapient creatures now have lifespans. While technically biologically immortal, they are not safe from fatal malfunctions and can break down as time goes on, but not in any reliable manner as evidenced by their highly variable lifespans. Sapient creatures are educated in the proper maintenance procedures and medical techniques to allay this, however, and can keep going indefinitely in most cases.
1.4 Changes:
-Savage areas overhauled. Savage biomes (typically ruined cities) will now have a great deal of powerful bioconstructs on an entirely different level compared to normal ones, and will be classified as "military grade". The smallest are the size of elephants, they do not feel fear or pain, and they can bring to bear powerful energetic and plasma-based weaponry. However, they can be tamed and turned into beasts of war by those brave enough to attempt it. At the moment, only military grade biomechanical weapons of the Revenant genus are available, but I definitely intend to make more.
-Some new more mundane biomechanical life added as well.
-various bug fixes
-new title song
1.31 Changes:
-Quick fix for armor.
-New surface plant added. Corals still not farmed though.
1.3 Changes:
-New genus of creatures added, the Industrial clade. Main features include being restricted to warm biomes, constantly spewing polluted oil and smoke that sickens others but increases their own contentment and healing rate, and having a monopoly on bronzeworking. The civilized races are the Smelters, which uphold the values of their long-dead creators, and the Undermen, which do whatever.
-All all civs now have genus-specific melee weapons to complement their armor and ranged weapons.
-Some new random creatures added.
-New caste added to the hiveborn civ and hunter models are more streamlined.
-Civs should make a wider variety of drinks but still only farm fetus stalks for some reason.
1.2 Changes:
-Bestials changed from dark fortress civ to tree city civ. I just don't think they fit the role of primary antagonist, and have some fun new ideas to replace them as such in the future.
-New chemical enhancement mechanic added for adventure mode. Using various metals combined with stem cell fluid harvested from the fetus fields, your adventurer can create edible pills and tablets with various beneficial effects and only a small chance of bleeding from every orifice, though that particular side effect won't kill you unless you've already lost a lot of blood. This feature is not yet added to fortress mode and might not be at all unless I can find a way to ensure pills can be assigned to individuals somehow.
-You can now deconstruct tools using the portable deconstructor. Deconstruction corpses has been removed as it is obsolete now that I have proper metal harvesting mechanics working.
1.1 Changes:
-Major overhaul to crafting. When you butcher a creature, you will now gain metal blocks from the creature's carapace. These will be used to craft things in adventure mode, and can be melted down in fortress mode. This is a fairly major improvement and may now make fortress mode playable. Feedback on this matter is very appreciated.
-New weapon type added, skirmisher gear. Basically these are ranged weapons in a sense, comprised of a melee weapon like a dagger or baton, but with the ability to "fire" various grenades (that is, you are throwing them.) NPC skirmishers should spawn with a handful of grenades instead of a full quiver, and after expending them will charge into melee.
-Some new creatures added.
-Bugfixes and rebalancing.
1.0 Changes:
-After The End released. Note that due to the unusual nature of this mod fortress mode may be broken, so if it is let me know. Adventure mode seems to work fine, though somewhat lacking in creature variety. I will fix that though. Also, the title theme is not necessarily my final choice, it may change later on. Looking for something more somber.