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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: IT 000 on May 20, 2017, 02:13:41 pm

Title: ***CORROSION*** (v2.14a) (DF 44.02) <<More Than Zombies>>
Post by: IT 000 on May 20, 2017, 02:13:41 pm
(http://i38.photobucket.com/albums/e145/IT_000/Corrosion%20Banner_zpslrdc2yfu.png)

WELCOME TO CORROSION
v2

64 bit FULL DOWNLOAD (http://dffd.bay12games.com/file.php?id=12918)
32 bit FULL DOWNLOAD (http://dffd.bay12games.com/file.php?id=12942)
Sneak Peak at Next Update (http://www.bay12forums.com/smf/index.php?topic=164217.msg7460314#msg7460314)



Let's Plays
(v2.13) GrandpuhTy (https://www.youtube.com/watch?v=XM6yfXsXa6U)

PLEASE LOOK AT THE SUPPLEMENTAL FILES ON DOWNLOADING
THEY CONTAIN IMPORTANT INFORMATION


YEAR 0

The sickness spread from person to person more quickly than one could imagine. What started as seemingly another benign outbreak spread by saliva, quickly metastasized into Humanity's final gasp. One by one, vaccines were developed, and just when it appeared to work the disease adapted. Humanity was shattered and cast to the winds. Generations passed, and humanity finally began to reorganize. Stepping into the ring, they reset the clock back to YEAR 0 and desperately fight for a self-sustaining life against the Infected.

Some people roamed the cities, they became the Scavengers, surviving off the land and what little reusable material they could find.

Some people fled underground, they became the Picks, battling against the beasts of the deep with improved metals.

Others succumbed to the bite, and seek to bring more to the fold.

You must lead one of the remaining groups of humans as best you can in this total conversion of Dwarf Fortress. The Infected are fierce, their numbers infinite, and unwavering in their hunger for human flesh.



Corrosion is one of the oldest running mods for Dwarf Fortress. Besides adding a fearsome foe to face, Corrosion also adds and expands industries to keep your humans busy. Will you become a wicker cartel? Or manufacture more guns than the Germans during WWII? Or perhaps build a pyramid out of plastic. All this is possible.

Brand New Reaction Count : 400 :
Here are some highlights!


# Create advanced melee weapons in the Weapon Workshop using parts forged in the Blacksmith's shop.
# Create advanced guns using a variety of parts from various crafts and shops.
# Encrust metal jewelry with multiple cut gems to increase value at the Advanced Jeweler.
# Create Plastic, a useful and durable material for crafts, synthetic gems, and furniture.
# Create Wicker, for a variety of renewable furniture and crafts.
# Wood is your lifeline. Get the most out of it by milling them into planks at the Millstone,
or splitting them at the Scavenger Yard (scavenger civ only)
# Combine nails and planks to make decorated furniture at the Advanced Carpenter's Shop.
# New Steel industry, very intensive and very rewarding.

Spoiler: Screenshots (click to show/hide)




FEATURES

*** Four playable civs. Good and Bad.
*** Infected invade your fort, and turn your people with a bite.
*** Even the smallest sieges and ambushes become desperate struggles.
*** Complete overhaul of Dwarf Fortress for the end times
*** 50% more !!FUN!!
Spoiler: ***Eight new Civs (click to show/hide)
*** Guns and Ammo and plenty of variety therein
*** New Weapons and Armor
*** Useful metals and alloys
*** New Alloys and Minerals.

Spoiler: VITAL PLAYER NOTES (click to show/hide)

Code: [Select]
Drop me a link if you do any let's plays or succession forts with this mod and I will link directly to them.
Known Issues
Code: [Select]
* Vomit is blue, Blood is maroon. The game appears to mix a couple colors together to get these two colors.
Nothing I can do on my end but tinker with the colors later.
* I have (nails/metal jewelry) but the reaction isn't working. Hard coded issue with bins. Create a new stockpile remove all
bins with 'shift+e' key and delete the old stockpile.
* The 32bit does not have the custom tileset. Still looking into it, it appears that the tileset has to be 8x12, I made
the tileset to be 16x16. The tileset is in the art folder if you want to take a crack at it, otherwise I'm likely going to
be making an 8x12 to accommodate this.

Old Post (http://www.bay12forums.com/smf/index.php?topic=81068.0)
Title: UPDATE NOTES
Post by: IT 000 on May 20, 2017, 02:14:03 pm
CHANGELOG FOR THIS
400 custom reactions

///MAJOR///
* New Infected Species

* Can now play as Savages
        * No real reason too tho...
   * Basic framework set up at the moment
   * Not many custom reactions
   * Carnivore civ, only eats meat
   * On the plus side you'll die quicker

Various Bugs and Spelling fixes
   *thanks Demonbutter
   *Thanks redivider

///SIGNIFICANT///
* Advanced Bone Crafting
   * Turns Totems into furniture

///TWEAKS///
* Desert Devils and Savages now use Masks instead of Brodie Helms
* Wicker now has a mat value of 1 (down from 3)
* Wicker now uses proper plant thread.
* Stone Mallets are now made at the Toolbench
* Can now create wood, glass, and bone weapons at Toolbench
   Good as obsidian
* Can create glass cartridges
* Can make Cupronickel cartridges
* Clay brick reaction yields 6 bricks
* Clay Crafts yields two crafts
* Added alloy furnace, all alloys made at alloy furnace

///NEW ARMOR
* A new way to create advance and simple armor
* Armor Forge
* Clay Armor
* New Armor Piece : Armor Plate 66% strength, but much cheaper.
* Can make advanced leggings
* Can make gloves and boots together

///NEW METALS
* War Gold: pick exclusive, gold can be used for combat, same stats.
* Permendur: 1:1 Iron:Cobalt strength of Iron
* FIne Permendur : 2:2:1 Iron:Cobalt:Vanadium Strength of Fine Iron



Spoiler (click to show/hide)
Title: Re: ***CORROSION*** (v2) (DF 43.05)
Post by: Splint on May 20, 2017, 05:56:09 pm
Post to watch.

May give this a spin tonight, though I'm not a fan of contrivances to prevent building (as well as deny access to building materials.) - Aquifers being everywhere but mountains is a bit nonsensical, but understandable, if wood can be relied upon in its place.

Title: Re: ***CORROSION*** (v2) (DF 43.05)
Post by: IT 000 on May 21, 2017, 03:48:56 pm
Post to watch.

May give this a spin tonight, though I'm not a fan of contrivances to prevent building (as well as deny access to building materials.) - Aquifers being everywhere but mountains is a bit nonsensical, but understandable, if wood can be relied upon in its place.


Thanks for the interest :) and I'm always happy to respond to criticism and suggestions so please get back to me after you have a chance to play around with it. And you seem interested to know about the actual mechanics enough so I will go in depth.

To start the previous versions of corrosion only had deadly stone and safe ore. The latest version also has a layer of deadly stone as well that spawns intermittently. The problem with deadly stone is that it works by dropping a rock that boils at room temperature and releases poisonous gas. This denies building materials by nature. I didn't like this either :P Hence in the update I tried experimenting with aquifers. They are still avoidable, to a certain extent and it makes areas like mountains and frozen biomes more appealing. The big "advantage" of aquifers is that it takes about a year to get through, meaning you have to build an above ground fortification of some kind.

As far as your suggested civs you pretty much outlined the "Desert Devils" and "Reinhart" that I had planned. They were in the previous mod but not in this version because I wanted to make them a unique playable race. You have given me some good ideas, I'll have to look into the plump helmet men that you mentioned.

Thanks for the suggestions and drop a post once you get a chance to play!

Title: Re: ***CORROSION*** (v2) (DF 43.05)
Post by: Splint on May 21, 2017, 05:59:27 pm
Actually firing it up now.

I just described them as raiders and slavers rather than the old Desert Devils and Reinheit because I didn't really like how they were described - One sounded more like a slightly braver version of kobolds, while the other sounded too much akin to a "lol-evil-Enclave-expies" faction compared to the intent here being that Raiders are massive belligerent dicks more apt to fight than run and not bother much with all the sneaking about (unless it benefits their battle plan to do so,) while slavers have a vested interest in not genociding everyone - kidnapping and slavery is how they make their living.

As to biomes, frozen biomes don't usually support much in the way of crops or wildlife and makes setting up an above-ground well almost impossible, as even with a building over it the opening for the well would freeze at minimum, which kind of works against them being selected, where their advantage isn't supposed to be being an obstacle, it's providing an easily accessed and infinite source of potable/drowning chamber water.

The question should be: Do I want to be able to get easy drinking water away from a river (which means aquifers everywhere actually greatly expand where you can settle) or do I want easier access to fish/stone and ore (in which case, you're forced into looking to mountainous regions with rivers, effectively barring you from anywhere else because an inimical climate prevents agriculture and aquifers in warm flatlands are nearly impossible to get around,) or do I want to try for both? (Which means looking for a cave that you can use to access minerals and the underground while still having an aquifer to hydrate everyone.)

We'll see if my concern about the aquifers I justified soon enough though once I see how the trees are looking in this reboot, cause that's kinda the crux of the matter. It was a bitch without some way of bulk producing wood blocks to house people in the old mod.


EDIT: I'm checking legends, but it seems the undead horde faction isn't spawning...

EDIT II: Yep, no undead factions of either the small or large varieties. And the Picks and Scavvers get along too well. There wasn't a single armed conflict between any of the 40 civs that spawned.
Title: Re: ***CORROSION*** (v2) (DF 43.05)
Post by: Asin on May 21, 2017, 07:52:45 pm
Is there still an optional raw file that doesn't make the stone deadly? Always had trouble with aboveground roofs.

Also, we need a 32-bit version.
Title: Re: ***CORROSION*** (v2) (DF 43.05)
Post by: IT 000 on May 21, 2017, 09:37:16 pm
Actually firing it up now.

I just described them as raiders and slavers rather than the old Desert Devils and Reinheit because I didn't really like how they were described - One sounded more like a slightly braver version of kobolds, while the other sounded too much akin to a "lol-evil-Enclave-expies" faction compared to the intent here being that Raiders are massive belligerent dicks more apt to fight than run and not bother much with all the sneaking about (unless it benefits their battle plan to do so,) while slavers have a vested interest in not genociding everyone - kidnapping and slavery is how they make their living.

Ahhhh I see what you are getting at now. I do really like the whole Frankenstein weapons, so perhaps they do warrant a civ on their own. I'll tinker with the idea.

Quote
Spoiler (click to show/hide)

You do bring up some very good points, so I do want to stress that the aquifers everywhere is an experiment. If I can find a better way to encourage above ground forts or if the General concensus is that the deadly rock layers were better I will switch. Above ground forts -I feel- are a necessity to the feel of corrosion that distinguishes it from other mods. So that will be preserved one way or another.

Of course I am a little delighted that the "perfect spot" is more difficult to get.
Quote
We'll see if my concern about the aquifers I justified soon enough though once I see how the trees are looking in this reboot, cause that's kinda the crux of the matter. It was a bitch without some way of bulk producing wood blocks to house people in the old mod.

At some point a sawmill was added to the old corrosion to turn 1 log into 4 planks. A burner workshop turned boards into ash and charcoal. Now I felt the latest version of DF and the large trees have plenty of wood, but if you think differantly let me know and both workshops will return in some capacity.


[/quote]

The guns have gone through a lot of name changes and likely still will. I'm still not happy with the M97 shotgun so I may adopt something from your list :P . The names I picked were picked so that a players wouldn't wonder what ammunition goes into a .22 long range. And unfortunately due to the limitations of modding -unless I missed something in the last 5 years- Firing speed of weapons is based solely on the skill of the user.

More guns are planned however! So I'll tuck this list in my perverbial shirt pocket.


Quote
It should also be noted, smaller gauges mean larger and more powerful shells, rather than the other way around for shotguns - an 8 gauge shell will be sufficient to knock the shooter down if not prepared, while many automatic shotguns can be rechambered to utilize the far lower recoil 20 gauge shell.[/spoiler]

Lol there goes my armchair gun cred. That will be fixed! I got the Bore ammo right though!

Quote
EDIT: I'm checking legends, but it seems the undead horde faction isn't spawning...

EDIT II: Yep, no undead factions of either the small or large varieties. And the Picks and Scavvers get along too well. There wasn't a single armed conflict between any of the 40 civs that spawned.

That is odd, I started a world after I uploaded and got both. Try a small/medium world and high civs. I'll see if I can confirm when I get a chance.

I'm typing all this on my iPod, sorry if my response is a bit terse I gave it all the glory my cold tired thumb could XD



Is there still an optional raw file that doesn't make the stone deadly? Always had trouble with aboveground roofs.

Also, we need a 32-bit version.

I think it's located in the stone_layer_new (something like that). Removing that file should get rid of it. It's the only entry at the moment so it shouldn't affect anything else. Generate a new world.

32 bit aye? I'll see what I can do. Any difference in RAWs between 32 and 64 that you know about?
Title: Re: ***CORROSION*** (v2) (DF 43.05)
Post by: Splint on May 21, 2017, 10:47:36 pm
I'm going to give it a few more tries, but on a medium world (I favor these over most because it gives enough room to breath during world gen, but everything's somewhat close enough for prolific conflicts.) I have the same problem with goblins on masterwork as of late, so I'm wondering what the issue might actually be.

Firing speed I'm unsure of. I know it used to be tied to agility and to a lesser degree skill - I had high agility shooters pump out way more shots than low agility ones, but that was 34.11 and older.

The descriptions of the guns are more meant to help give the player an idea of what they give thier people. Auto pistols won't look like revolvers or zip guns in the mind's eye, and a crudely made scrap-metal and duct-tape bolt gun isn't gonna elicit the same mental image as an old hunting rifle.  :)

As to weapon concepts for the raiders, a possible find in junk piles would be broken guns, which can be mashed together and sometimes combined with melee weapons - A broken hunting rifle, broken auto pistol, and a kitchen knife? You now have a Raider bolt gun which uses auto pistol ammo and has a kitchen knife bayonet. Find a broken autopistol and some sharp scrap metal (which could also be used to make a seperate makeshift shiv knife user weapon with some leather,) well take a bit of scrap metal to fix it and add some mountings, and now your Raider Autopistol has a shitty bayonet spot-welded to it. Broken shotgun and revolver? Congrats, you now have a Junk Blaster - a shield-capable pistol that uses shotgun shells. Got an old chain and found a working small motor? improvised chainsaw known as a Grinder doling out rapid small-contact-area blunt attacks. Add some sharp scrap metal, and you have a Shredder doing the same but destroying muscle and nervous tissue instead of shattering bones. Got a zipgun and a busted autopistol? Now that zipgun's been rechambered, giving you a stronger Raider Zipgun.

Could also add various farm tools as melee weapons for the non Pick factions - billhooks, butcher's knives, brush hooks, pitchforks... Bound to have these things around with the loss of industrial farming equipment.

In effect, where most try to make weapons of similar quality to the old world, the raiders don't care - They'll slap any old thing together to make it work and make it kill people, without a care for the probability that it might explode in their hands.

As to the comment about wood, I recall having to add it in myself since old trees were old trees and rock was undiggable/deadly.
Title: Re: ***CORROSION*** (v2) (DF 43.05)
Post by: JacenHanLovesLegos on May 22, 2017, 11:42:32 pm
Awesome! Corrosion was my favorite total conversion for the old versions of DF. I'll have to try this one out.

The Reinheit also always seemed a little too evil-for-the-sake-of-evil to me. As for the Desert Devils, my impression was that they were somewhat like the Fremen from Dune, which could be a cool concept, especially if you want to make them a playable faction this time around.
Title: Re: ***CORROSION*** (v2) (DF 43.05)
Post by: IT 000 on May 26, 2017, 11:14:17 am
The Desert Devils are getting along "wonderfully"

(http://oi38.photobucket.com/albums/e145/IT_000/WOAH%20DESERT%20DEVILS_zpsqfly6d6k.png)

So far the desert devils have some basic guns and some very nice melee weapons. All Desert Devil's melee weapons use throwing knives as "ammo" allowing your soldiers to double as ranged and melee units.

As you can see in the picture they have a variety of new nobles to further differentiate them from Scavengers and Picks. The 'Expedition Leader' is replaced with a Tribe Leader that runs a squad, makes mandates, and handles punishment. Basically, expedition leader/military commander/sheriff all in one. I failed to fulfill his mandate so he took a respected member of society (whom are 'elected' and act as managers) and smashed his head into a screw press.

So far they do not have any special workshops, nor do they have any level 2 guns. I plan on getting these complete before release, however I want them to be constructed differently than the regular way. I'll have to play around with some stuff. I also have plans to give them some different metallurgy techniques relying on gems and glass instead, possibly remove their ability to make advanced steel. As far as workshops are concerned I'm thinking about giving them some way to make coke without logs, or at least make those reactions more efficient to allow them to thrive better in wood-less environments. They will also get a "permafire glass furnace" that will allow them to create basic glass objects (bricks, windows, doors, pots, jugs) without fuel.



Otherwise I have been editing the second post in the thread to give you guys an idea of what minor stuff I am working on. Big thing in this update is an improvement to farming and butchery to make farming less effective and increase the yield of butchery and tanning.

The Millstone can turn logs into planks, but the Scavengers get a new workshop that can do that, and some other stuff without power.

Weapons have been mildly improved all around as well.
Title: Re: ***CORROSION*** (v2) (DF 43.05)
Post by: trekbook on May 26, 2017, 05:00:32 pm
I gave this a spin, but I'm not sure I get how the steel is supposed to work. 
Given that ore only gives actual iron half the time, it looks like you need 6 ore for every crucible steel. The steel guide says that the reaction to make shear steel should be at the crucible, but I don't see it there.  I looked at the raws, and the reaction to make it was called FINISH_SHEAR_STEEL to be done at the finishing forge, while entity_default only has MAKE_SHEAR_STEEL listed as an allowed reaction. 

I also embarked on the northern tundra, and could only farm three kinds of berries above ground, and nothing below.  I think this is a biome thing, but just thought I should let you know.

Thanks for making this!
Title: Re: ***CORROSION*** (v2) (DF 43.05)
Post by: Splint on May 26, 2017, 05:48:45 pm
Oh, a heads up, if you want to try and remove demons since they might be made of things too nonsensical to be mutations, the infected will need their sites changed to cities. Evidently there was some hard code change that makes demons a requirement for dark fortress civs now.
Title: Re: ***CORROSION*** (v2) (DF 43.05)
Post by: Hugo_The_Dwarf on May 26, 2017, 06:27:26 pm
Quote
You do bring up some very good points, so I do want to stress that the aquifers everywhere is an experiment. If I can find a better way to encourage above ground forts or if the General concensus is that the deadly rock layers were better I will switch. Above ground forts -I feel- are a necessity to the feel of corrosion that distinguishes it from other mods. So that will be preserved one way or another.

Of course I am a little delighted that the "perfect spot" is more difficult to get.

Have you tried having everyone that is not allowed underground, have the tag [CAVE_ADAPTS] and also apply a self interaction to themselves that uses the COUNTER_TRIGGER on CAVE_ADAPT that gives them worse and worse effects the longer they are underground (2 months may be fatal)

CAVE_ADAPT trigger notes
Quote
How cave-adapted the creature is. Increases by 1 for every time unit spent underground, to a maximum of 800000.
403200 (1 year) = going outside causes irritation
604800 (1.5 years) = going outside causes nausea

I use that method quite a bit when I create a playable human civ to encourage above ground or more "open" living arrangements 
Title: Re: ***CORROSION*** (v2) (DF 43.05)
Post by: Draxis on May 27, 2017, 12:03:58 pm
I'm glad to see Corrosion being updated again - it was always one of my favorite mods.  There seems to be a bug with the current version - it (and not other mods) causes the game to segfault on loading up a save, either with compressed or uncompressed savefiles.  The only think in the errorlog is
Code: [Select]
Duplicate Object: item ITEM_WEAPON_PIKE
Duplicate Object: item ITEM_WEAPON_PICK
Duplicate Object: item ITEM_WEAPON_CROSSBOW
, and it seems to usually happen during the "Loading Artifacts" stage on the loading screen.  Is that affecting anyone else?
Title: Re: ***CORROSION*** (v2) (DF 43.05)
Post by: GrandpuhTy on May 31, 2017, 03:09:27 pm

Surprisingly this did not end my first fort and the last wereelk lived in the mines while some new migrants arrived the next year. Of course the embark equipment was stuck down there with it, so getting a new fort built on the surface was interesting. Things were going fine up until some evasive infected showed up, and I forgot that they can now climb >.<

Anyway fort #2 is underway, while severely lacking in the hemp department the new farm area is sitting on a nice ledge, and I plan on making some overhangs to see if that'll stop them climbing up.
Title: Re: ***CORROSION*** (v2) (DF 43.05) <<UPDATE : Desert Devils and Better Butchery>>
Post by: IT 000 on May 31, 2017, 06:49:23 pm
Big ol' update to the mod.

Big things, New civilization, Desert Devils. They steal their nobles are completely redone to increase fun two fold. I really enjoyed them and I hope you guys do to :)
I gave this a spin, but I'm not sure I get how the steel is supposed to work. 
Given that ore only gives actual iron half the time, it looks like you need 6 ore for every crucible steel. The steel guide says that the reaction to make shear steel should be at the crucible, but I don't see it there.  I looked at the raws, and the reaction to make it was called FINISH_SHEAR_STEEL to be done at the finishing forge, while entity_default only has MAKE_SHEAR_STEEL listed as an allowed reaction. 

I also embarked on the northern tundra, and could only farm three kinds of berries above ground, and nothing below.  I think this is a biome thing, but just thought I should let you know.

Thanks for making this!

Thanks for the tip, should be fixed in latest release.

I will look into adding some new Tundra plants, that is a good suggestion. In the mean time, meat is A LOT more viable so hopefully that will help.

Oh, a heads up, if you want to try and remove demons since they might be made of things too nonsensical to be mutations, the infected will need their sites changed to cities. Evidently there was some hard code change that makes demons a requirement for dark fortress civs now.

Thanks for the heads up. I've noticed that popping up in legends quite a bit. I may change it down the line if it causes any issues, but otherwise I think the visual distinction of dark towers might precede an immediate need to remove demons.
Quote
You do bring up some very good points, so I do want to stress that the aquifers everywhere is an experiment. If I can find a better way to encourage above ground forts or if the General concensus is that the deadly rock layers were better I will switch. Above ground forts -I feel- are a necessity to the feel of corrosion that distinguishes it from other mods. So that will be preserved one way or another.

Of course I am a little delighted that the "perfect spot" is more difficult to get.

Have you tried having everyone that is not allowed underground, have the tag [CAVE_ADAPTS] and also apply a self interaction to themselves that uses the COUNTER_TRIGGER on CAVE_ADAPT that gives them worse and worse effects the longer they are underground (2 months may be fatal)

CAVE_ADAPT trigger notes
Quote
How cave-adapted the creature is. Increases by 1 for every time unit spent underground, to a maximum of 800000.
403200 (1 year) = going outside causes irritation
604800 (1.5 years) = going outside causes nausea

I use that method quite a bit when I create a playable human civ to encourage above ground or more "open" living arrangements 

I saw this earlier, but was not able to play around for it before the latest release. I'll do some experimenting, it could work quite nicely.
I'm glad to see Corrosion being updated again - it was always one of my favorite mods.  There seems to be a bug with the current version - it (and not other mods) causes the game to segfault on loading up a save, either with compressed or uncompressed savefiles.  The only think in the errorlog is
Code: [Select]
Duplicate Object: item ITEM_WEAPON_PIKE
Duplicate Object: item ITEM_WEAPON_PICK
Duplicate Object: item ITEM_WEAPON_CROSSBOW
, and it seems to usually happen during the "Loading Artifacts" stage on the loading screen.  Is that affecting anyone else?

Odd, I have not encountered such an issue. Duplicate objects usually don't cause a crash. If it occurs in the latest update let me know.

Surprisingly this did not end my first fort and the last wereelk lived in the mines while some new migrants arrived the next year. Of course the embark equipment was stuck down there with it, so getting a new fort built on the surface was interesting. Things were going fine up until some evasive infected showed up, and I forgot that they can now climb >.<

Anyway fort #2 is underway, while severely lacking in the hemp department the new farm area is sitting on a nice ledge, and I plan on making some overhangs to see if that'll stop them climbing up.

Glad you're having FUN :P and be careful of those climbers! I have lost many a fort to them :P
Title: Re: ***CORROSION*** (v2) (DF 43.05) <<UPDATE : Desert Devils and Better Butchery>>
Post by: IT 000 on June 06, 2017, 08:37:57 pm
New Tileset is looking good.

Red is blood
(http://i38.photobucket.com/albums/e145/IT_000/Yay_zpspzj68zx0.png)
Based off of the Jolly Bastion tileset.
Title: Re: ***CORROSION*** (v2) (DF 43.05) <<UPDATE : Desert Devils and Better Butchery>>
Post by: Splint on June 06, 2017, 08:55:18 pm
No offense man, but that honestly looks kinda gross, and for lack of better terms, not sufficiently grim.
Title: Re: ***CORROSION*** (v2) (DF 43.05) <<UPDATE : Desert Devils and Better Butchery>>
Post by: PaPaj on June 08, 2017, 07:59:19 am
where could i get dwarf therapist for it?
Title: Re: ***CORROSION*** (v2) (DF 43.05) <<UPDATE : Desert Devils and Better Butchery>>
Post by: GrandpuhTy on June 09, 2017, 10:31:44 pm
where could i get dwarf therapist for it?

Download the latest file from this list: https://github.com/splintermind/Dwarf-Therapist/tree/DF2016/share/memory_layouts/windows
Then: "Find the layout for your operating system with the corresponding version that matches your version of Dwarf Fortress. Right click and 'Save link as...' to the same directory on your computer.

For example if you're using windows, copy the layout to your Dwarf-Therapist/share/memory_layouts/windows directory."

I think there may have been another step I needed to do to get it to work, but that should make Dwarf Therapist work with the latest version of Dwarf Fortress.
Title: Re: ***CORROSION*** (v2) (DF 43.05) <<UPDATE : Desert Devils and Better Butchery>>
Post by: PaPaj on June 10, 2017, 09:25:27 am
i already found a way to get the Dwarf Therapist,but thanks anyway
(i just use my Masterwork DF Dwarf Therapist and it works)
Title: Re: ***CORROSION*** (v2) (DF 43.05) <<UPDATE : Desert Devils and Better Butchery>>
Post by: IT 000 on June 15, 2017, 12:57:25 am
Been adding knicks and knacks here and there. A few new ores and metals mostly, and making the Picks a lot more unique with new pets.

Overall, I would like to add a new civilization -or at the very least something meaty- before release, but that takes a significant chunk of time and time hasn't been my strong suit as of late.

Thanks for everyone who voted on the poll, I will be looking into alternatives to the Aquifers.

No offense man, but that honestly looks kinda gross, and for lack of better terms, not sufficiently grim.
I understand the desire for grim, and I'll see what I can do. Could you expand on what you mean by "gross"?
Title: Re: ***CORROSION*** (v2) (DF 43.05) <<UPDATE : Desert Devils and Better Butchery>>
Post by: Splint on June 15, 2017, 01:26:12 am
Crudely done and overly simple... Like, I dunno. Like it was done with a shaky hand and a bunch of colored pens.

I coulda sworn the original had some custom dealies for the humans and infected at least. Or did I just hallucinate that?
Title: Re: ***CORROSION*** (v2) (DF 43.05) <<UPDATE : Desert Devils and Better Butchery>>
Post by: GrandpuhTy on June 15, 2017, 08:43:06 pm
I started using Wanderlust for the most recent release, it seemed to fit quite well.
I coulda sworn the original had some custom dealies for the humans and infected at least. Or did I just hallucinate that?
No he did make a custom tileset for 34.11, which I rather liked if just for being unique to Corrosion.
Title: Re: ***CORROSION*** (v2) (DF 43.05) <<UPDATE : Desert Devils and Better Butchery>>
Post by: Splint on June 15, 2017, 11:57:50 pm
I coulda sworn the original had some custom dealies for the humans and infected at least. Or did I just hallucinate that?
No he did make a custom tileset for 34.11, which I rather liked if just for being unique to Corrosion.

That's what I was talking about.
Title: Re: ***CORROSION*** (v2) (DF 43.05) <<UPDATE : Desert Devils and Better Butchery>>
Post by: IT 000 on June 24, 2017, 02:39:09 am
My schedule is starting to kick into high gear over here. There's a lot of little stuff that I would like to get out there, but some of the big stuff is underdeveloped. So I decided to drop the update. You can see the full changelog for a more comprehensive list, but the big things to hit are here:

* Added Enlightened, they spawn in two flavors, thieves and playable race. Right now they don't have a unique feel to them and have most of their stuff copied from the Scavs.
* A lot more metals, alloys, and minerals. Some metals will be made useful at a later date.
* Plastic is back. You can create furniture and useful items for now.
* A few underground plants and animals.
* No more aquifers. Will add in an alternative next update preferably.
* Added the old tileset into the 64bit version. Couldn't figure out how to add it to the 32bit but the tileset.png is in the files.
Title: Re: ***CORROSION*** (v2.07) (DF 43.05) <<No Aquifers : Old Tileset : More Metal>>
Post by: snow dwarf on June 25, 2017, 08:23:00 am
Ptw, quite interesting.
Title: Re: ***CORROSION*** (v2.07) (DF 43.05) <<No Aquifers : Old Tileset : More Metal>>
Post by: Splint on June 25, 2017, 01:04:43 pm
Hmm. I sense possible uses for the Enlightened, specifically when scavenging they can find crates of chemicals that only they and a government remnants faction could make proper use of - In the Enlightened's case they can use some of them and wood to make plastics in the form of bakelite and phenolic "blocks" (actually boulders) that they can use to make some tools (like furniture for firearms/crossbows, book bindings, and circuitry,) or for building - for example, the Enlightened can use it to build computers that can access the remains of the data cloud and pull of schematics for new workshops from it given some time (like say, a 3D printer that uses Bakelite to make batches of stuff, while a Gov-Rem one would use whatever normal plastics are found or can use the same chemical batches to make a more limited amount of regular plastic,) while the Government Remnants can use it to reacquire stuff of thier own, such as plans for more powerful weapons or cybernetics (military cyberdogs anyone?)

Also maybe give them an ability to take logs and process them, potentially giving them a much more eco friendly resource in the form of a small number of different farmable seeds, as well as improving the value of the wood into smooth wood - having stripped off the bark and any branches where the seeds might have been, with the grown "crop" of Young (whatever) trees being processed into 1-3 smooth wooden logs.

And with that in mind, Scavvers would also have the means to process the wood, but not farm trees (essentially they don't get seeds from thier version of the reaction, as they don't know how to actually tend to tree farms,) allowing them to improve the value of some of thier stuff.

Ideas I had in all for Enlightened
* Bakelite and Phenolic "Blocks"
* Chemical supply scavenging.
* Possibly include a  means they can sustainably manufacture chemicals for making Bakelite. Maybe certain underground creatures can be milked for a substance toxic to humans, but useful in synthesis of man-made substances?
* Data Mining via a special remote terminal building only shared with one other faction for "Eco-Tech"
* Eco-Tech includes 3D printer that only makes use of Bakelite, and if we could make some buildings require power, green-energy powered versions of their Tree Stripper, an Auto-loom to batch produce cloth with only one worker and no smoke-belching generators, an Auto-lathe to bulk manufacture ammunition for bows, crossbows, and the "Micro Ballista," as well as the Micro-Ballista itself, being essentially a man-portable siege engine that fires heavy wood or metal rods hard enough to injure someone in iron armor, and Eco-Batteries, essentially a version of battery charged via a charging station hooked up to wind turbines or water wheels that can be used in any reactions needed a battery.

And for a Government Remnants, I came up with
* Having harder hitting versions of common weapons, based on pre-disaster experimental schematics.
* 3D printers that make use of regular plastics.
* Ability to use scavenged chemicals by themselves to create regular plastic, and an inability to synthesize bakelite (as the ability to do so is something the Enlightened rediscovered independently, and makes the underground less attractive to the Government.)
* Cybernetics, their most advanced stuff, allowing the production of Cyberhounds from dogs for use in combat and possibly using dogs (or more, thier brains) to make automated turrets - think the K9000 but as a turret. Also possible use in restoring lost limbs and nerve damage as well as specialized applications such as removing the need to breath and blood filters (making someone immune to syndromes, just as an example.)
* Would need DF Hack, but endgame armor would be a type of Exoskeleton suit that greatly increases strength of the user - useful for both industrial and military purposes, as the exo suit would be great for anyone who uses heavy materials and make melee fighters much deadlier.
Title: Re: ***CORROSION*** (v2.08) (DF 43.05) <<No Aquifers : !!FIX!! : More Metal>>
Post by: IT 000 on June 26, 2017, 03:53:51 pm
Uploaded a quasi "hotfix" for you guys. Call it a !!FIX!! if you would. Nothing game breaking, but I fixed some notable bugs and tied up a few loose ends. Worth the download or redownload. Sorry for any inconvenience.

Spoiler (click to show/hide)

Quote
Hmm. I sense possible uses for the Enlightened, specifically when scavenging they can find crates of chemicals that only they and a government remnants faction could make proper use of - In the Enlightened's case they can use some of them and wood to make plastics in the form of bakelite and phenolic "blocks" (actually boulders) that they can use to make some tools (like furniture for firearms/crossbows, book bindings, and circuitry,) or for building - for example, the Enlightened can use it to build computers that can access the remains of the data cloud and pull of schematics for new workshops from it given some time (like say, a 3D printer that uses Bakelite to make batches of stuff, while a Gov-Rem one would use whatever normal plastics are found or can use the same chemical batches to make a more limited amount of regular plastic,) while the Government Remnants can use it to reacquire stuff of thier own, such as plans for more powerful weapons or cybernetics (military cyberdogs anyone?)

Love it.


Quote
Also maybe give them an ability to take logs and process them, potentially giving them a much more eco friendly resource in the form of a small number of different farmable seeds, as well as improving the value of the wood into smooth wood - having stripped off the bark and any branches where the seeds might have been, with the grown "crop" of Young (whatever) trees being processed into 1-3 smooth wooden logs.

Love it.

Quote
And for a Government Remnants, I came up with
* Having harder hitting versions of common weapons, based on pre-disaster experimental schematics.
* 3D printers that make use of regular plastics.
* Ability to use scavenged chemicals by themselves to create regular plastic, and an inability to synthesize bakelite (as the ability to do so is something the Enlightened rediscovered independently, and makes the underground less attractive to the Government.)
* Cybernetics, their most advanced stuff, allowing the production of Cyberhounds from dogs for use in combat and possibly using dogs (or more, thier brains) to make automated turrets - think the K9000 but as a turret. Also possible use in restoring lost limbs and nerve damage as well as specialized applications such as removing the need to breath and blood filters (making someone immune to syndromes, just as an example.)
* Would need DF Hack, but endgame armor would be a type of Exoskeleton suit that greatly increases strength of the user - useful for both industrial and military purposes, as the exo suit would be great for anyone who uses heavy materials and make melee fighters much deadlier.

Funnily enough I was planning on having some cyborg/android civilization quasi-inspired by the Big MT from Fallout NV. But couldn't work out how to put it in universe lore wise. Government Remnants seems like a great angle to go with. What I planned on doing is making the entity support multiple android "species". The game will pick a android "species" at random and each "species" will be at varying percentages of cyborg. I would have to play with the numbers a bit, but my hope would be to create a sterile species that lives forever and gives the player a very minimal population to pull from (or a dead civ to play as).

'Enhanced' = Borg level of enchantments, saw blades, spiky bits, maybe a flamethrower.

'Rickety' = Don't quite have the idea nailed down yet. The basic idea is that that these people were rushed into technology that wasn't quite complete yet. So perhaps they will randomly "break down" and require some time to "reboot". Probably done by putting a syndrome on edible food.

'Complete' = More machine than man. I like the concept art for the robobrains (http://fallout.wikia.com/wiki/Robobrain_(Fallout:_New_Vegas)#U.S._Army_robobrain) that were discarded. They might be a little slower but will likely learn skills faster and be tougher in general. If they don't eat or drink, I'll give them some sort of specific "food" that they need to consume. Maybe coal or charcoal...
Title: Re: ***CORROSION*** (v2.08) (DF 43.05) <<No Aquifers : !!FIX!! : More Metal>>
Post by: Splint on June 26, 2017, 04:01:01 pm
You actually can require specific foods for specific castes/creatures. Look at the Panda for an example.

As to the cyborgs, I felt that if anyone would have cybernetics and power armor and such, it'd be the leftovers of the government and armed forces.

For fully Cyberized people, a nutrient gel synthesized from both meat and plants could be set as thier specific food (and necessitate both farming and animal rearing,) while other citizens can still use traditional food sources.

And on tree farming, it'd be a definite Enlightened only sort of deal. Government forces aren't interested in anything but trying to restore order, the Picks probably don't give enough of a damn about how the surroundings of thier communities look, and the Scavvers and Dust Devils just plain wouldn't care or have the know-how to properly nurture such endeavors.

Glad you liked the ideas though :)
Title: Re: ***CORROSION*** (v2.08) (DF 43.05) <<No Aquifers : !!FIX!! : More Metal>>
Post by: IT 000 on July 11, 2017, 02:14:47 pm
Been working on the new tileset quite a bit. Reworked the font and made the color scheme a warmer more menacing red instead of a calming pastel-blue.

(http://i38.photobucket.com/albums/e145/IT_000/Just%20fine_zpsslvmvprf.png)

I can't show any in-game screenshots atm because of "complications" that you can probably gather from the above population counter.

Anyway here's some bigger things to look forward to in the next update :

* Advanced Jewelry workshop lets you encrust metal rings with up to three gems making them very viable as a trade good.
* Wood Planks can be turned into furniture with nails (made of metal or wood) the furniture is automatically decorated with the nails
* More underground critters and stuff.
Title: Re: ***CORROSION*** (v2.08) (DF 43.05) <<No Aquifers : !!FIX!! : More Metal>>
Post by: GrandpuhTy on July 17, 2017, 08:56:49 am
Can't wait to see the new tileset :D

* More underground critters and stuff.
Hm. Think it'd be possible to make "mini-caverns?" I think a mix of the deadly stone plus being able to stumble upon pockets of open space while mining that contains a few surprises would be FUN, similar to the idea in Rimworld where you can find walled in structures embedded in the mountains while mining.

* Wood Planks can be turned into furniture with nails (made of metal or wood) the furniture is automatically decorated with the nails
Looking forward to this, as I recall you had screws and such for metal furniture crafting in one of the old versions.

I've also started a let's play. Shameless plug: https://youtu.be/I5-lpL_Qs28
Title: Re: ***CORROSION*** (v2.10) (DF 43.05) <<Wicker and Industry>>
Post by: IT 000 on July 19, 2017, 02:19:52 am
Quote
Hm. Think it'd be possible to make "mini-caverns?" I think a mix of the deadly stone plus being able to stumble upon pockets of open space while mining that contains a few surprises would be FUN, similar to the idea in Rimworld where you can find walled in structures embedded in the mountains while mining.

Unfortunately I can't tinker with the inner workings of world generation. As cool as that would be. I plan on looking into DF Hack modding in the coming bit here, but I doubt that even that has the ability.

Quote
Looking forward to this, as I recall you had screws and such for metal furniture crafting in one of the old versions.

So far I'm very impressed of the planks -> furniture system. It helps train up metalcrafters to make nails and conserves wood. I've always felt like metalcrafters got the short end of the crafting system having to use fuel and all, this latest release actually makes it quite lucrative.

Quote
I've also started a let's play. Shameless plug: https://youtu.be/I5-lpL_Qs28
No shame here friend :P I'll put it on the first post! Haven't the time to watch it now, but I'll check it out at a more reasonable hour.

Speaking of which
2.10 is out

In a nutshell. Lots of new industry! Check out the wicker and tier 2 melee weapons.

Scavengers are last on the poll! Which I did not expect truthfully :o So I gave them the ability to copy weapons and ammo from different civs.

This will likely be the 'stable' release for quite a while.

Going forward, I will likely be creating my own story fort, probably drag in a friend to be the foreman while I 'translate'. As far as the mod is concerned I am still focused on expanding new industries. I have been researching the Kroll process and trying to think how that would fall into the game. This will eventually allow the player to smelt titanium and other harder to get metals. Picks will likely be able to do this straight from the smelter. Adding new creatures and features to SAVAGE, GOOD, and CAVERNS is a moderate priority. I'd wager I could add in the government remnants talked about earlier on the thread here by the next release as well. At the least in a bare-bones fashion.
Title: Re: ***CORROSION*** (v2.10) (DF 43.05) <<Wicker and Industry>>
Post by: IT 000 on August 14, 2017, 11:33:35 am
This isn't an update, but I thought I'd post a quick status report on how things are doing :

One of the big changes that the next update will contain is a 'tech' system. Players must create Old World Machines from Contraptions, and each civilization will have it's own way of creating contraptions. Contraptions are used to create tier two items while old world machines are used to create tier two buildings. This will allow me to do several fun things.


Scavengers :
Contraptions are gathered through either scavenging foreign guns, or they are gathered by processing car 'trees' found throughout most maps.

Enlightened
Contraptions are gathered by using wood products of all kinds, from ash to pearlash.

Not implemented yet:

Picks
A lot of blacksmithery and stoneworking stuff, mechanisms, animal traps, slabs, whatever makes "sense".

Desert Devils
Not 100% sure yet. Possibly using bones, cloth, and silk. More 'natural items' in general that can't otherwise be made in resource scarce environments.



Otherwise here's some other exciting changes.

Cinnabar can be smelted into Mercury, mercury can be used for Gilding (basically decorating with silver/gold w/o fuel) and mercury is used by civilizations for their own unique items.

Scavengers - Mercury Bullets, aka exploding bullets, basically turns 22 and 45 bullets into shotguns. Quite nice since the 22 is otherwise very weak.

Enlightened - Alchemy style stuff, being able to turn base metals into more valuable ones.

Haven't gotten the other two yet.

* Fixed Kroll and Baddylite stuff. Now it all works.
Title: Re: ***CORROSION*** (v2.10) (DF 43.05) <<Wicker and Industry>>
Post by: Prismaa on August 16, 2017, 01:21:42 am
Am I going to miss lots of stuff if I use phoebus tileset with this?
Title: Re: ***CORROSION*** (v2.10) (DF 43.05) <<Wicker and Industry>>
Post by: IT 000 on August 24, 2017, 09:37:54 pm
Am I going to miss lots of stuff if I use phoebus tileset with this?

Nope the mod comes with a simple custom Tileset and color file. You'll probably have some missing graphics but you should be fine.
Title: Re: ***CORROSION*** (v2.10) (DF 43.05) <<Wicker and Industry>>
Post by: Geneoce on August 30, 2017, 04:52:27 pm
Hi IT000,

I recall some years back in the original corrosion that there was a nice minimalist tileset used. I like that graphics it had, any chance of it getting a rerun in the revived edition?
Title: Re: ***CORROSION*** (v2.10) (DF 43.05) <<Wicker and Industry>>
Post by: UristMcWanderer on September 02, 2017, 11:40:58 pm
Hells yeah. I've always wanted to play this mod, but I was saddened by the lack of activity from the author. I shall be sad no more.

However, considering I only just came back to DF a few weeks ago, jumping straight into Corrosion without even having set up major industries in my vanilla fort yet seems like it'd be a bad idea at best.

Anyways, I'm interested to see how it all ultimately turns out.
Title: Re: ***CORROSION*** (v2.13) (DF 43.05) <<~150 more reactions>>
Post by: IT 000 on September 06, 2017, 08:04:51 pm
Hi IT000,

I recall some years back in the original corrosion that there was a nice minimalist tileset used. I like that graphics it had, any chance of it getting a rerun in the revived edition?

You know you're the second person to request the previous tileset. I guess people liked it after all  :P I'm a bit busy at the moment, but I will attempt to upload something as soon as I get some spare time again here.

Hells yeah. I've always wanted to play this mod, but I was saddened by the lack of activity from the author. I shall be sad no more.

However, considering I only just came back to DF a few weeks ago, jumping straight into Corrosion without even having set up major industries in my vanilla fort yet seems like it'd be a bad idea at best.

Anyways, I'm interested to see how it all ultimately turns out.

Thanks for your support :) I have tried to make Corrosion much more unforgiving Fun. So feel free to give a round or two to get back on the bike :P

First : Some funny business :

Spoiler (click to show/hide)

Second, some serious business.

NEW UPDATE
PICS
(https://i.imgur.com/jiXavrP.png)
New civs
(https://i.imgur.com/5PeJl2D.png)
New cavern trees (mostly)
(https://i.imgur.com/nf0hB2p.png)
(https://i.imgur.com/vuHbV5g.png)
Advanced Crafting




The Big Update is that there is now an official tier or tech system in the game. Civs create contraptions and Old World Machines from contraptions. Right now, Old World Machines are used for constructing advanced workshops. Contraptions will eventually be used for advanced items, but at the moment only serve for Old World Machines.
Title: Re: ***CORROSION*** (v2.13) (DF 43.05) <<~150 more reactions>>
Post by: GrandpuhTy on September 17, 2017, 04:19:57 pm
I've started up another fort, looking forward to playing around with a lot of the new industries and workshops(lazyboys for everyone!). The freshwater marsh colony of Largeblunt (https://www.youtube.com/watch?v=XM6yfXsXa6U) looks to be in a good position to have river cane products as its main export, but the farmers seems to have their own higher priorities (https://i.imgur.com/CZAKrUb.png). Wolfram seems to be everywhere which is good and bad, good because it's still a metal and bad because I can't use it to kill things :C

Off hand what do the cars look like? Are they technically trees or plants?

EDIT: My game seems to be crashing on trying to load a save, specifically when loading adventures and artifacts.
Nevermind, it decided it wanted to load again.
Title: Re: ***CORROSION*** (v2.13) (DF 43.05) <<~150 more reactions>>
Post by: IT 000 on October 13, 2017, 09:07:38 am
Hey Chaps. Working on diversifying the zombies a bit. Here's an example of what I have so far.

Spoiler (click to show/hide)

The species consists of two castes, a husk and a virus. The husk (description above) is a slow moving dolt of a humanoid. They cannot infect other humans. The Viruses are smaller flying creatures that can bite and turn humans.

If any of you folks have any ideas or suggestions for new infected let me know.

Thanks for starting the Let's Play GrandpuhTy :) Let me know how things go.
Title: Re: ***CORROSION*** (v2.13) (DF 43.05) <<~150 more reactions>>
Post by: ZM5 on October 21, 2017, 07:39:22 am
Thought you'd find this interesting - someone brought up your mod in the nightmare fuel section for Dwarf Fortress over at TV Tropes (http://tvtropes.org/pmwiki/pmwiki.php/NightmareFuel/DwarfFortress).
Title: Re: ***CORROSION*** (v2.13) (DF 43.05) <<~150 more reactions>>
Post by: redivider on October 21, 2017, 01:37:10 pm
THIS MOD IS FAWKIN DOPE  :o  (im also an oldschool fallout fangay)

edit: Im getting a crash in a particular Terrifying desert embark near a freshwater lake and with reincarnation. save is in this zip (its a whole package with DF + df hack) https://www.dropbox.com/s/6lzjcpaive68twf/df_43_05_win_corrosion.rar?dl=0
Title: Re: ***CORROSION*** (v2.13) (DF 43.05) <<~150 more reactions>>
Post by: IT 000 on November 03, 2017, 09:15:41 am
Thought you'd find this interesting - someone brought up your mod in the nightmare fuel section for Dwarf Fortress over at TV Tropes (http://tvtropes.org/pmwiki/pmwiki.php/NightmareFuel/DwarfFortress).

The only nightmare fuel here is the clown IT telling IT about his nightmare fuel. :P Thanks for the fun read.

THIS MOD IS FAWKIN DOPE  :o  (im also an oldschool fallout fangay)

edit: Im getting a crash in a particular Terrifying desert embark near a freshwater lake and with reincarnation. save is in this zip (its a whole package with DF + df hack) https://www.dropbox.com/s/6lzjcpaive68twf/df_43_05_win_corrosion.rar?dl=0

Thanks for your patience, I replied to your PM but I will check out the save as well.
Title: Re: ***CORROSION*** (v2.13) (DF 43.05) <<~150 more reactions>>
Post by: Demonbutter on November 16, 2017, 03:02:05 pm
Hello,
Where can I see which professions are required for each workshop?

Edit:
I also can seem to figure out where the assorted blocks from the Scavenger Building is.

P.S.
There's a typo on the Plastic Workshop, it's called Plasic right now, and in the TECH AND START GUIDE you wrote accel where you meant excel.

Edit 2:
The BARK_TO_THREAD reaction currently has [REAGENT:A:1:BAR:NONE:INORGANIC:BARK] which means that it will be producing about 150 thread. I'm assuming that's not intentional. I fixed it for myself but it was rather insane when I suddenly had 5000 thread

Edit 3:
Plastic Workshop uses SOAP_MAKER to build but all the reactions seem to use WAX_WORKING, unsure if this is intentional, fixed it for myself as it's kind of weird.
Title: Re: ***CORROSION*** (v2.13) (DF 43.05) <<~150 more reactions>>
Post by: IT 000 on November 22, 2017, 12:41:05 pm
Hello,
Where can I see which professions are required for each workshop?

For reactions in each workshop? Or the construction of the workshop?
I suppose I could use the new DESCRIPTION tag to clear this issue up.

Quote
Edit:
I also can seem to figure out where the assorted blocks from the Scavenger Building is.

Quote
P.S.
There's a typo on the Plastic Workshop, it's called Plasic right now, and in the TECH AND START GUIDE you wrote accel where you meant excel.

Hah  :P
Fixed

Quote
Edit 2:
The BARK_TO_THREAD reaction currently has [REAGENT:A:1:BAR:NONE:INORGANIC:BARK] which means that it will be producing about 150 thread. I'm assuming that's not intentional. I fixed it for myself but it was rather insane when I suddenly had 5000 thread
Ah, the problem is that threat comes in sizes of 15000 so plugging product_dimension:15000 at the end along with 150 in the reagent solves the issue. Fixed.
 

Quote
Edit 3:
Plastic Workshop uses SOAP_MAKER to build but all the reactions seem to use WAX_WORKING, unsure if this is intentional, fixed it for myself as it's kind of weird.

Nice catch
Fixed
Title: Re: ***CORROSION*** (v2.13) (DF 43.05) <<~150 more reactions>>
Post by: Demonbutter on November 22, 2017, 02:09:29 pm
Glad to be of assistance.

Quote
I also can seem to figure out where the assorted blocks from the Scavenger Building is.

I meant I can't (woops) figure out where to store the outputs from the Scavenged cars, the bark and sawdust.
Title: Re: ***CORROSION*** (v2.14) (DF 44.02) <<400 Reaction Extravaganza>>
Post by: IT 000 on November 30, 2017, 11:37:43 am
Alright, update for latest version of DF is up get it while it's hot!
Things in the mod now.

400 New Reactions
New Infected Type ::: Husks
     Regular infantry can not infect you
     Flying fragile viruses can
     You either get these guys or regular zombies.


Things on the Agenda
* A new babysnatching civ now that that's fixed
* Improved Traps
* More Infected Types
* Experimentation with new animal tags

I've also posted a new poll. I'm going to be adding a new faction, all three listed will likely be added eventually but if the community has any preference, please vote so I can focus on the favored choice.
Title: Re: ***CORROSION*** (v2.14) (DF 44.02) <<More Than Zombies>>
Post by: Demonbutter on December 02, 2017, 01:07:14 pm
No special Corrosion world parameters for this version?  :-\

Edit: for some reason hunters with xbows aren't hunting, is this a known bug?
Title: Re: ***CORROSION*** (v2.14) (DF 44.02) <<More Than Zombies>>
Post by: IT 000 on December 06, 2017, 12:03:57 pm
No special Corrosion world parameters for this version?  :-\

Edit: for some reason hunters with xbows aren't hunting, is this a known bug?
1) ah shoot they are in a separate folder and I forgot to paste them over.
From what I've read I'll have to make a new one anyway but I'll see about releasing a hotfix soonish

2) I'll try to confirm this on my end. Double check to make sure the hunters have bows in their quiver and not bullets. You can change what ammo hunters can use through the military screen.


Also thanks to everyone who has done the poll. I am curious to hear the opinion of people who want me to focus on the current factions. If you selected or have opinions on this choice please post! I am always open to new ideas.
Title: Re: ***CORROSION*** (v2.14a) (DF 44.02) <<More Than Zombies>>
Post by: IT 000 on December 07, 2017, 05:18:27 pm
Quick change couple of bugfixes.
1) Now has advanced World Gen stuff (Thanks Demonbutter)
2) Noticed that the Alloy Smelter had the [NEEDS_MAGMA] tag when it shouldn't. You can now make alloys.
Title: Re: ***CORROSION*** (v2.14) (DF 44.02) <<More Than Zombies>>
Post by: Demonbutter on December 07, 2017, 06:26:43 pm
2) I'll try to confirm this on my end. Double check to make sure the hunters have bows in their quiver and not bullets. You can change what ammo hunters can use through the military screen.

Yea, I made sure of that but it didn't really help.

I made due without it, I didn't really need it for the food but it was the ranged experience I was going for.
Also, I'm yet to figure out where to stockpile bark and sawdust. It's driving me nuts.


Also thanks to everyone who has done the poll. I am curious to hear the opinion of people who want me to focus on the current factions. If you selected or have opinions on this choice please post! I am always open to new ideas. 

It's my understanding that playing as the Scavengers revolves around the car parts and such but I have a hard time lucking out on embarking in areas with any at all most of the times so what I'm getting at is allow for a semi advanced workshop, as in awkwardly sized and with a decent amount of required furniture to construct workshop, to convert materials into scrap for further refinement. Said workshop could be considered a "trading" outpost or some sort of "excavation site" i.e. the trading post could consume raw materials (gems, cloth, leather, metals), maybe even certain crafts, into the scrap. Or on the other hand, excavation site could convert stones, which can be dangerous to accrue, into scrap. As for building the workshop, I suppose the outpost could require a bunch of tables, coffers, thrones, and the sort where as the excavation site more in the lines of querns, ropes/chains, and mechanisms.

I also suppose that creating more bottle-necks in production should make for much more interesting game-play and kind of force the player to branch into multiple industries, as it stands, a player can just focus on one raw material and build a rather successful fortress out of it. As an example, the Advanced Clothiers Workshop can pretty much make anything you'd ever need and the materials used can be grown for the larger part of the year which, to me, really trivializes a lot of the process of building a post-apocalyptic settlement of rag-tag peoples. The same goes for the Advanced Leather Workshop. I don't really want to go into detail here unless you're interested in the direction I'm going with this.


Those are just rambling ideas. I haven't thought about it much. I'd actually be interested in some more detailed documentation, as in the labors per workshop, if any of the added plants require milling/pressing/can be used for dyes, and what things could be expected from some of your special reactions without giving away any surprises you have in store. Maybe even cleaning up some of your raws and organizing them better.
Title: Re: ***CORROSION*** (v2.14a) (DF 44.02) <<More Than Zombies>>
Post by: IT 000 on January 06, 2018, 08:29:15 pm
Well I let Corrosion sit over the holiday season but played with the mod a bit to test the new version. Played as the desert Devils, stole everything, and now I have nonstop sieges. Overall I call it a great success.

Otherwise Ive been trying to get a Sig banner working for a while now but nothing seems to work  ::)

Quote
poll
It seems like all three civs are fairly likable. Which is good, but the current civs do need a bit fleshing out and that option edged out a victory. I'll put some legwork into it.

Quote
Demonbutter

It sounds like you have a lot of interesting ideas and I would love to hear more about them. I have attempted to make industries a fort wide effort, and while that has succeeded in some areas such as plastic and gunmaking, however I do share the opinion that the Adv. Leather and clothier shops could use a bit more to them then setting down a couple pieces of furniture.
Title: Re: ***CORROSION*** (v2.14a) (DF 44.02) <<More Than Zombies>>
Post by: Splint on January 09, 2018, 10:24:49 pm
Specific machine shared by both workshops - battery + OW Machine + a little plastic and iron = Tailoring machine. Add table and you have a heavy but very valuable tailoring bench. These machines are invaluable, especially when assembled by skilled engineers who know what the hell they were doing, and quite heavy.

This could perhaps branch out into building other specific workbenches for advanced workshops (a machining bench for making firearms as the scavvers and picks, a properly prepared set of chemistry tools and a chem lab worktop for the enlightened, things like that.) When packaged for transit, they can be sold as exceedingly valuable trade goods, as everyone wants working models, be they pre-infection or post-infection make.

Really need to redownload this and giver'er another go with demons enabled, so there's actual zombies about.
Title: Re: ***CORROSION*** (v2.14a) (DF 44.02) <<More Than Zombies>>
Post by: Frock_13 on January 29, 2018, 11:37:01 pm
I have to say that this is a wonderful mod, I remember playing it several years ago when it was still fairly basic and loving it. I'm really happy to see how far it's come in my hiatus away from DF, I have run into one problem with it though. Does anyone happen to know how to properly merge DFhack with Corrosion? I keep getting a error from DFhack saying it is an unrecognized version of Dwarf Fortress and it doesn't start. Not really sure what to do here, I don't have a whole lot of experience editing files and whatnot. Any information would be appreciated! Again love this mod!
Title: Re: ***CORROSION*** (v2.14a) (DF 44.02) <<More Than Zombies>>
Post by: redivider on February 02, 2018, 10:49:42 am
It's not the latest version so maybe youre using a newer DF hack?
Title: Re: ***CORROSION*** (v2.14a) (DF 44.02) <<More Than Zombies>>
Post by: Frock_13 on February 02, 2018, 10:09:47 pm
Awesome, yeah that's what the issue was. I don't know why I didn't think to check that. Thanks so much!!
Title: Re: ***CORROSION*** (v2.14a) (DF 44.02) <<More Than Zombies>>
Post by: Splint on February 04, 2018, 10:06:41 pm
Started up the game (with demons enabled this time.)

I'm gonna be that guy and again say the default tileset looks gross and like it was done with a damned crayon. Gonna power through it regardless, start with the Raiders or Scavvers; not sure which I wanna start with. I give it five years tops before I have a repeat of my last one  in 34.11 where half the militia got eaten by zombies, food was depleted, and everyone freaked the hell out and started punching each other while hiding in a dirt-layer "bunker" consisting of beds against a wall and a couple locked doors.

EDIT: For a second I thought one Scavver hamlet was called "Adblock"

EDIT II: Okay, so I went with the Raiders. Right off the bat, unless everyone else has made heavy use of this feature, the throwing knives are too much. Even without ammo assigned your melee fighters will hog the quivers, which is very, very bad if you need a bunch of riflemen and/or pistoleers but have a bunch of "unequipped" melee fighters and not enough stuff to make more quivers than you have fledgling gun men in their separate squad.

For example, I have one rifleman, and three melee fighters equipped with a sickle, a lock on a chain, and a mace. I only really need one quiver, but I have to make four because the Raid Leader's squad gets first pick of equipment - which includes quivers for their nonexistent and unassigned ammo.

It might be best to limit it to two "throwing" weapons that are meant for melee but have the option as a sort of skirmish weapon - a Bowie knife or machete and some throwing knives, and a Trenchhawk (A tomahawk made from an old E-tool, which would thematically fit the Raiders) and throwing axes.

And this one's a bit of a nitpick, but it's spelled "Mauser" not "Mauzer" and the carbine is full-power bolt action rifle. Oddly enough there is a .45 Mauser handgun, but it's a Chinese copy of the C96.

EDIT III

Okay, so yeah. The throwing knives thing has to go. it's nearly impossible to do a generic equipment assignments (indiv. choice - melee, ranged, or weapon) with weaponry because so many of the raider weapons count as ranged weapons, which leads to your melee squad either being unarmed or carrying rifles and pistols with throwing knives into battle because of how the AI picks weapons based on value and quality, not what you actually need.

For example, if I have a bunch of sickles, locks, and suchlike, then I can't use the melee option and let the troops figure out what they wanna use on their own, and the ranged/weapon option may lead to them grabbing a pistol or crossbow instead of that bike lock or baseball bat I wanted them to grab because the pistol is more valuable, or they like crossbows. It unintentionally makes it excessively micro-intensive to arm your raiders, because you have to manually assign every soldier a weapon to make sure they'll use the right class of "melee" or ranged gear.

On the upside, survived my first attack by discount fallout super mutants! They uh.... They messed my guys up pretty good. 2 -1 K/D ratio in their favor.
Title: Re: ***CORROSION*** (v2.14a) (DF 44.02) <<More Than Zombies>>
Post by: GrandpuhTy on March 12, 2018, 01:54:05 am
Found a little bug turning planks and sawdust into ash in their respective workshops/furnaces. I don't really know how to read or work with the raws, but changing the second last :NONE: in this line:

[PRODUCT:100:1:BAR:NONE:NONE:ASH][PRODUCT_DIMENSION:150]

 to :ASH: seemed to fix the issue of these reactions spitting out generic "bars."

Code: (reaction_misc) [Select]
(41)[REACTION:SAWDUST_TO_ASH]
[NAME:sawdust to ash]
[BUILDING:KILN:CUSTOM_A]
[REAGENT:A:150:POWDER_MISC:NONE:INORGANIC:SAWDUST]
[REAGENT:B:1:BOX:NONE:NONE:NONE]
[BAG]
[CONTAINS:A]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:1:BAR:NONE:ASH:ASH][PRODUCT_DIMENSION:150]
[PRODUCT:25:1:BAR:NONE:ASH:ASH][PRODUCT_DIMENSION:150]
[SKILL:WOOD_BURNING]

Code: (reaction_scavenger) [Select]
(49)[REACTION:MAKE_ASH_BLOCKS]
[NAME:make ash from planks]
[BUILDING:SCAVENGER_SITE:CUSTOM_SHIFT_B]
[REAGENT:A:1:BLOCKS:NONE:NONE:NONE][REACTION_CLASS:WOOD]
[PRODUCT:100:1:BAR:NONE:ASH:ASH][PRODUCT_DIMENSION:150]
[PRODUCT:25:1:BAR:NONE:ASH:ASH][PRODUCT_DIMENSION:150]
[SKILL:WOOD_BURNING]
Title: Re: ***CORROSION*** (v2.14a) (DF 44.02) <<More Than Zombies>>
Post by: TheRedwolf on May 13, 2018, 09:54:55 pm
It would be cool to have a sort of high tech enclave esque faction, and the Russian aesthetic sounds interesting