Hey guys, I recently downloaded Corrosion again after moving to a new computer and was flabbergasted to find out that the sand tiles had not been updated. Here's the updated tile. Save it as 'Corrosion.png', drop it in DF -> data -> art and your water tiles will no longer look like the screen on an analog TV.
Firstly, i had forgotten to bring a fire-safe material with me to embark, so i attempted to clean a concrete chunk at a "Cleaning Shop", only that no option appears. Clicking polish rock just polishes some copper ore that i found into "Copper Ore" that i cant smelt. Also, throughout the manual, you refer to the "Cleaning Shop" as "Cleaning Workshop" - Are they one and the same?
You first need to gather a concrete boulder by 'gathering plants' from the surrounding area. Then you can clean it. Polish Rock option creates a gem of the boulder it intakes, sorry if there was some confusion. Cleaning Shop and Workshop are the same, I'll fix that before the next release.
Seccondly, and more amusingly, was a (Bug?) that i just encountered. After my previous failure to have fire safe materials, i embarked with 5 units of "Surface Rock" on my cart. I embark, designate some trees to be cut and unpause. Only for my woodcutter to run about 20 blocks and suffocate while spewing blood. Shocked, i immediatly assign another pleb to be a woodcutter. A few minutes later, after a nice dirt hole has been dug, i designate a food pile and farms; only to notice that the farmers arent planting, and the food stocks arent filling. So, i naturaly go looking for my cart to figure out whats wrong... Only, i cant find the cart! All thats left from my cart site is a iron anvil. No sign of booze or seeds or anything, i abandon and re embark with the same kit as before.
Surface stone, meta stone, and volcano rock all 'explode' instantly and will harm your humans and wooden items. So don't bring anything that is made up of these substances on embark. Yeah it's intentional to make mining a little more Fun.
Wow these are a month old, my apologies for the late response.
How's armor working, before I get back into this, as I'm actually gonna try melee. I've been thinking of adding some medieval weapons/armor for moods as well. I'd also like to know how good air guns are compared to crossbows.
Armor is not as strong as it is in vanilla DF. Melee weapons are extremely strong against most humanoids due to the amped up pain receptors. Guns are far superior to crossbows, they are mostly in the game to provide an option for quick but weak ranged combat, or for hunters.
*Make some short or type of bin, but actually this would be made out of hard paper or cardboard which would be made from processing raw wood logs with some short of chemical in a bucket at the laboratory, this would give you a stack of 20 or 10 cardboards, you could use them to make letters (I hope that when the next update of DF gets soon you could write things in fort mode with some short of material) and could send them or make notes, or either make bullet containers or mini boxes, so people in fort mode or adv mode could carry them, or be abled to be built and could store a lot of bullets, then these mini boxes could be stored in bigger bins, a cool way to store your ammunition (like in some games where you get a big metal box with little boxes of ammos) this could work like when you put seeds in bags and then put those bags in barrels in the seeds stockpiles...
*some short of plant that when cultivated could be processed at laboratory, then you make peniciline, that its actucally better than the soap and less tedious to make, the disadvantage its that the plant grows very slowy (you get your crops only once in the season, making it more hard to get) dunno if the game can handle any other item as an alternative to soap, in that case we could put a reaction where you make some short of peniciline soap from peniciline alone...
*This is really, but REALLY hard to do, in fact, quite mpossible, but could be implemented some day in some short of way if we make a lua plugin that does it... whatever, the idea its making a new workshop; the medical research center, you could get tissue from a pattient throught operation, then make a cultive of cells from that tissue and track it as the same "type" from the patient, then each tissue cultive stack could get some "value" like the value of thread or cloth at hospital based on the time the cultive has been "active", then if the patient has lost a limb or other un-important organ you could put the option in the workshop: operation: regenerate body part or organ from a tissue cultive, the larger the part you want to regenerate the more the value of some tissue cultive it needs to be, after part regeneration has been done, a surgeon could come a opearte the patient having the limb/organ hauled, then the operation has a 50% chance of failing or a 50% chance of success and recover the limb/organ functionality...
NOTE: dont tell me that this is pure fantasy shit guys... these methods are being used worldwide and most cases success, I know that medics havent regenerated limbs yet, but DF universe and corrosion universe isnt realistic at all, if scientits in corrosion made a drug that grants ethernal life as a infected zombie, regenerating limbs shoulda be a kidīs game...
*Through lua plugin bullets should behave and move more like real life ones, leaving a left over metal covers, some smoke (not much) until its air compressed, and ricochetingwith others metals, including walls, but should behave different with kevlar, glass and wood... (kevlar deflects some bullets based on the bullet "value" on the lua script) while wood and glass could explode and chips or left overs could fly and hurt people...
Good ideas, I really like the penicillin, idea but unfortunately this require core changes to DF itself, which I cannot do.
also, IT, you could microupdate the mod, adding pistol bullets, because right now pistols are the same as rifles, and are only worse in melee, but that does not count, because zeds never get there.
keep the same reaction, only make it yield a bit more (30 instead of 25 for example, can be tweaked), and as for damage, make the bullets less penetrating. and (maybe) smaller. just make them weaker. that is all.
edit.: during my Googling for fallout new vegas addons i have found this. Need i say more?
Pistols were supposed to differ in the fact that you can have a melee weapon and a pistol at the same time. Thus increasing your lethality in combat. However due to a bug all weapons are one handed. Once this is fixed there will be much more incentive to go pistol/one handed weapon, instead of just one rifle. Especially if bullets begin running short.
Bullets are outright deadly when it comes to killing creatures that can feel pain, I've actually made them slightly weaker over the versions, but I'd rather not nerf them any more as they don't stop a Zed without a headshot.
Hehe nice find on the Fallout weapon there, but being stuck to a zombie while he flings you around probably wouldn't be all to enjoyable.
Sorry if I skipped over your question, if it's still important to you, please repost it and I will answer it as quick as my schedule permits.
I'll also start monitoring this thread on a more daily basis to answer your questions, provide some ideas, or just keep you updated on my forts, .26 is coming out soon, I can feel it