WELCOME TO CORROSION
v2
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.
+CRAFTING+

!!DANGER!!

*MYSTERY*

<<-TO BOLDLY GO->>

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!!
Scavengers : People who did were not part of any organization or had any sort of support network were cast to the winds. These individuals eventually formed together with like-minded groups. Some good, some bad, the Scavengers are sort of your base-line humans and have a jack-of-all trades approach to survival.
Picks : These people fled underground shortly after the apocalypse, tracing their lineage back to miners and sailors they found that even the regions below were radically changed as well. The Picks began to create weapons designed to counter these massive foes.
Desert Devils : These people fled into the wastes of deserts and wastelands. The wastes and the infected have claimed the lives of the weak and foolhardy, leaving only the fierce and cunning to remain. They will send thieves to your fort. Or you can play with them and their many irate nobles.
Enlightened : These are the poor and downtrodden in society that stuck to the cities to survive as they always have. They have since formed a cult-like worship of ancient technology, and are able to tap into the echoes of the past with the Ham Radio, and record and play records to
Infected : A small mass of zombies that gather around fallen populated areas. They don’t tend to wander out to far, and thus cannot be tracked in any way. They will ambush your fort in both small groups and larger ones.
Infected Horde : Considered a ‘force of nature’ in modern parlance, this is a horde that is large enough to be easily tracked. Hordes tend not to rush into the fort outright, preferring to hang out on the edges pick off stragglers.
Savages : People worn down by the apocalypse, acquiring a smaller stature, and a harsher nature. They will attempt to steal your items.
Super Mutants : Humans beefed up by radiation mutations. They have acquired a green skin and a general distaste for non-super mutants. They have much better melee weapons than what you can make.
*** Guns and Ammo and plenty of variety therein
*** New Weapons and Armor
*** Useful metals and alloys
*** New Alloys and Minerals.
* Players are “encouraged” to build significant forts above ground. Aquifers and deadly stone are the primary ways to “encourage” you to do this. I strongly recommend you try aquifers in at least one fort. Embarking in COLD and FREEZING areas will make aquifers notably easier to get through. Mountains do not have aquifers at all. The wiki has a lot of good guides to get through aquifers.
** If you still hate aquifers by the end of it. I have provided a raw file that removes them.
* Remember to manage your ammunition in your squads menu (m -> f) , guns do not accept different caliber ammunition. Most ammunition is considered ‘foreign’ because they are made through reactions. Thus, your squads will mix and match ammo and will not pick up any of the good ammunition without your orders. It is a good idea to have a squad only use one kind of ammunition to avoid other mix and match issues.
* Zombies can climb now. Have !!FUN!!
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
* 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