Dwarf Fortress

Dwarf Fortress

Bourbon's Dark Depths
42 Comments
soapetr394 4 Jun @ 11:12am 
in my infinite wisdom, i did not foreseen that this would also change the outside fog
Froggowo 26 Feb @ 1:32pm 
This is a side note, not a mod request at all, but I wish they implemented toggle-able outside fog - seeing the ground disappear into a blue or black void when you're only a few levels above things outside is meh. Makes it hard to appreciate the beauty of the map (though stonesense helps this significantly)
Collective 5 Jan @ 12:34pm 
I think this is an excellent mod! Does what's on the tin and does it very well.
That being said, I find for me it creates the opposite issue visually when working on layers outside. It is kind of jarring to go up a layer from my embark point and suddenly it looks like its the middle of the night. For some people this will not be an issue, and for even more it may be overlooked completely if they never build higher than ground level, but for me I have found it more distracting than the blue hue of the vanilla fog. If this could somehow work that the blue hue remained when outside, but the dark hue was only for underground/inside, I think it'd be perfect for me, but based on what I've picked up that would not be feasible to pull off.
Great mod though! Seriously! Its BEAUTIFUL for underground use and I don't want to discourage anyone from using it!
Bie 20 Nov, 2024 @ 5:58am 
What a difference such a little tweak can make to a game. Love it.
J 24 Aug, 2024 @ 5:53pm 
Does it still work?
Blitz4 28 Nov, 2023 @ 4:04pm 
If you can remove the Z-Level Fog for ramps. Can you shape the Z-Level Fog for ramps?
What if you used different sized fogs on lower z-levels, just on the side of ramps to make it look like a proper down ramp?
Matik 15 Aug, 2023 @ 6:33am 
Hello. Can I use this mod in an already created world?
Arcturas 4 Jun, 2023 @ 8:21am 
It would be nice to do the reduced z-level-fog for outdoor spaces and the dark-depths for indoor spaces if at all possible. If you're just replacing a single image I guess it's not though :(
no fun 11 Jan, 2023 @ 4:45pm 
No worries, thanks Bourbon!
Bourbon  [author] 11 Jan, 2023 @ 3:41pm 
This mod and Reduced Z-Level Fog work by replacing the same vanilla image. In my case the image is made black instead of blue, in their case the image has more alpha transparency. It would not be possible to make them run side by side; one will overwrite the other.
no fun 11 Jan, 2023 @ 6:29am 
Can we get confirmation from the author (@Bourbon) that this mod works with Reduced Z-Level Fog? I only ask because I've installed both and the fog's still blue.:urist:
Bourbon  [author] 8 Jan, 2023 @ 8:32pm 
Well that's a function of the game, not the mod.
opikali 8 Jan, 2023 @ 5:30pm 
It does work but if its beyond a certain depth the black fog turns into a pure black color
Bourbon  [author] 8 Jan, 2023 @ 4:27pm 
You would need to replace the mod folder's files with their vanilla equivalent. However I have had zero trouble finding underground water. Are you running other graphical mods changing the density of Z-level fog, or are you displaying more or less Z levels in your game settings? By default the game shows 8 Z levels. Another consideration is Dark Floors, which corrects the blue tint in ramps and floor tiles. This helps the water stand out.
opikali 8 Jan, 2023 @ 9:17am 
This mod unfortunately made it more difficult to find underground water. How can I remove this from my current save?
Rive 7 Jan, 2023 @ 6:02am 
Looks good when working underground but on the surface I found anything deeper than 2 z layers was pitch black and looked too stark against the colourful surface layer
Wanna 30 Dec, 2022 @ 4:45am 
Thanks! I'll give that a try. Fingers crossed nothing breaks.
Bourbon  [author] 29 Dec, 2022 @ 8:25pm 
Yes*. Take the .png files in the dwarf fortress\mods\2899395329 (1)\graphics\images\ and put those images into dwarf fortress\data\vanilla\vanilla_enviroment\graphics\images\. Rename the files to shadows_ramp, multilevel_overlay, shadows_wall and shadows_ramp.

*maybe. Probably safe. Ought to be fine.
Wanna 29 Dec, 2022 @ 7:26pm 
Is it possible to add this to a existing save? I've tried looking for the fog graphics to replace, but I can't find them.
AkimboWasabiMenthol 28 Dec, 2022 @ 5:51am 
this mods great, until you build a tower into the sky and everything below you is black instead of it looking like youre in the sky
Vladimiś 27 Dec, 2022 @ 3:28am 
Actually it works with reduced fog, need to go 10 layers above to lose sight of a layer
A Nickel 26 Dec, 2022 @ 9:18am 
Works okay with rounded hills. Pretty sure it won't work with z-level fog.
DuxAter 25 Dec, 2022 @ 9:11pm 
So, I'm also wondering if this works well with reduced Z level fog, and rounded hills.

If I find the answer before someone else, I'll post again. Merry Christmas, all! :)
maddiechism 22 Dec, 2022 @ 8:02am 
Does this work with the Reduced Z-Level Fog mod?
lechkingofdead 18 Dec, 2022 @ 12:16am 
i see a dwarf demanding to go to space....
A Nickel 15 Dec, 2022 @ 1:13pm 
@Noodler seems to work okay on my end.
Noodler 15 Dec, 2022 @ 7:56am 
Is it possible to use your mod with Rounded Hills mod?
Tea Time 14 Dec, 2022 @ 6:45am 
very good mod
Pro-Yo 13 Dec, 2022 @ 7:07pm 
Thanks, A Nickel, I kinda figured but I was hoping.
A Nickel 13 Dec, 2022 @ 7:00pm 
It effects everything @Pro-Yo.
There is currently no way to be selective.
Pro-Yo 13 Dec, 2022 @ 6:58pm 
I take it this doesn't affect the outside cave/fortress areas
Mute 12 Dec, 2022 @ 11:17am 
if you changed [COMPRESSED_SAVES:YES] to NO in DF/prefs/init.txt you can probably then drop things into the save.
JigglyRitz 12 Dec, 2022 @ 10:38am 
You can just drop the mod files directly into your game instead of creating a new world, though it is a bit of a hassle.
Bourbon  [author] 12 Dec, 2022 @ 7:35am 
Yes, regrettably all mods require a new world. If I knew how to shoehorn it in to your existing world, I would give all the details.

You could possibly take the .png art assets out of my graphics folder and drop them into your vanilla environments graphics folder, rename them to the originals, and overwrite the vanilla files.

Liabilities for damages incurred by this technique shall be limited to one microcline mug. Frankly, I should even be putting this idea in your head. Its a bad idea. Don't do it. I warned you.
Cuce 11 Dec, 2022 @ 11:05am 
do I need to create a new world for this mod to take effect?
Bourbon  [author] 10 Dec, 2022 @ 8:25am 
The blue shading you see on the external stone ramps is from the default floor tiles. I hadn't updated those here and wanted to keep them a separate mod in case the user wanted wholly different graphics in the far future. For the best experience, combine this mod with Dark Floors. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2899977151
Bourbon  [author] 10 Dec, 2022 @ 12:14am 
Updated with a bit better branding and culled some files that weren't needed.
Bourbon  [author] 9 Dec, 2022 @ 11:14pm 
A lot of great minds were thinking alike. I went to make a before and after shot and realized a lot of funny blue shadows still existed and held off publishing. After a few revisions I culled all of the blue out that wasn't the stone proper.

I could cut the blue out of the rough and smooth stone surfaces and make them flat grey, but I am going to hold off in hopes someone creates a graphics mod that applies mineral color to the floors just as we have to the constructed stone surfaces. If I cut the blue now, there would be compatibility problems with that future improvement.
UntrustedLife 9 Dec, 2022 @ 3:07pm 
@baleur looks like this one beat me to the punch, but i made a vanilla transparency version of
The black zfog mod like you asked for like an hour ago :P
A Nickel 9 Dec, 2022 @ 1:03pm 
This looks so much better.
Baleur 9 Dec, 2022 @ 9:08am 
THANK YOU, finally one of these that maintains the vanilla level of transparency.
So you can actually see what tiles are above 1 z level
Bourbon  [author] 9 Dec, 2022 @ 2:02am 
For anyone wondering, this mod maintains the vanilla level of transparency for the multi-Z overlay, in addition to removing some pale blue coloration that would otherwise show up on your screen. The surface will appear darker rather than light blue, but if you are fond of terrifying biomes or deep underground caverns, the trade-off should be worthwhile.