Dwarf Fortress

Dwarf Fortress

Predefined Necromancy (Discontinued)
16 Comments
A Simple Pigeon 27 May @ 8:45am 
Fantastic, genius mod. This utterly solves my biggest problem with worldgen, the necro-splosion of towers ruining and polluting the landscape. In practice, this drastically reduces the amount of towers you'd get compared to a normal world with limited Secrets, but they still spawn consistently enough that there's always a necromantic presence in global politics. This is the perfect way to keep necromancy as part of the game without having it take over everything.
Mc_Dyno 23 Mar @ 3:17pm 
Do these types still build towers n stuff?
mir_38 18 Mar @ 5:41pm 
@Vajakki It's a thing that historical figures can do in the legends (only necromancers can in vanilla). It creates the 'experiment' night creatures that you might occasionally see in your tavern
Vajakki 6 Mar @ 7:42am 
how to "perform horrible experiments?" learnt it from a slab but it isn't in my abilities
kravun 5 Feb @ 11:27am 
can i use those sercrets' abilities in adventure mode?
Digganob 26 Jan @ 10:40am 
I've found that changing branches doesn't work, unless you open the game after changing the branch, and then changing back.
niemst  [author] 26 Jan @ 12:15am 
I think I found there reason see my post here
DRAKO 25 Jan @ 6:24pm 
ah i just seen that i cant get any new mods to show up ive tried deleting the game but it doesnt work
DRAKO 25 Jan @ 5:28pm 
ill try that out and see if it fixes it
Digganob 25 Jan @ 9:11am 
Hey! You've made for an easier fix than one I've found! People have been having the same trouble with my mod, so I had them copy it directly from Steam's general workshop folder. Thanks for the tip.
niemst  [author] 25 Jan @ 12:19am 
@DRAKO
it is unlikely that the issue you experience is related to this mod.
I had once something similar and changing the game branch version to other updating and changing it back to previous and updating did help at least for my case.
DRAKO 24 Jan @ 10:45pm 
doesn't show up in the mod list
Digganob 24 Jan @ 1:04pm 
Thank you, I was a bit confused.
niemst  [author] 24 Jan @ 12:54pm 
@Digganob:
To have people knowing secrets be named correctly u need to set secret types to None i New World Generation -> Detailed mode
Digganob 23 Jan @ 7:31pm 
Hey this is really cool! I always found that there were too many necromancers just flooding the world and invading everywhere, it'd be cool to see them not be so all-pervasive, especially in long histories.

About that one issue you put down, are we supposed to mess with world generation to make this work at all? Or is it fine to use the regular presets?
justin.fitzgibbon 22 Jan @ 12:02am 
Subscribing, a sum more intrigue can be a good thing.