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Author Topic: =-~Corrosion~-= [UPDATING] ***43.x (thanks Evil Bunny)*** <<Infected>>  (Read 243895 times)

IT 000

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Re: =-~Corrosion~-= [v1.1.9] ***34.07***
« Reply #1560 on: May 18, 2012, 10:50:41 pm »

I can't seem to get the large clusters to appear frequently enough, so I may have to do large clusters of safe rock inside of layers of poisonous rock.

I'm also going to make gold show up in small clusters in these clusters to make it a little more rare.
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Hugo_The_Dwarf

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Re: =-~Corrosion~-= [v1.1.9] ***34.07***
« Reply #1561 on: May 18, 2012, 10:56:53 pm »

Just have to say, great mod. That is all :P
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Pan

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Re: =-~Corrosion~-= [v1.1.9] ***34.07***
« Reply #1562 on: May 18, 2012, 11:45:32 pm »

How about just clusters of safe rock in hard rock?
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IT 000

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Re: =-~Corrosion~-= [v1.1.9] ***34.07***
« Reply #1563 on: May 19, 2012, 10:42:37 pm »

Just have to say, great mod. That is all :P

Thank you good sir!  :D

How about just clusters of safe rock in hard rock?

Yeah, hard rock really needs some love doesn't it. That and meta stone, neither of them have viable weapon materials  :-\ I'll have to work on that. The 'cave rock' is going to appear in all layers.

The clusters not showing up might have something to do with the DEEP_SPECIAL tag that I use on all the stone layers. I'll remove it, and test a few sights to see what happens.

Everything's ported over though *, and I fixed a bug that caused potassium nitrate to be made as magma. Now I'm thinking of making 'workshop accidents' that spawns fire in certain workshops. I sort of liked the 'oh Fun' moment that the flaming workshop caused. But that needs to wait for a future release.

Three reasons why I haven't released yet.

1. Ramps are invisible if they are rails, this is because they use inverted tiles, and there is nothing to invert.
2. Wheelbarrows need graphics.
3. I want to get the large clusters working.
4. Got sidetracked with body parts.

Besides that, I'm happy to announce that I've had no problem using minecarts in Corrosion. I expected minecarts to be useless due to the deadly stone, but I've found plenty of uses for them, not only with hauling minerals from the ground up but also hauling the vast amounts of logs, planks, and charcoal that's produced.

* Well, it was ported over until I realized that 34.09 was released.
« Last Edit: May 19, 2012, 10:46:05 pm by IT 000 »
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IT 000

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Re: =-~Corrosion~-= [v1.1.10] ___34.09___
« Reply #1564 on: May 20, 2012, 12:03:34 pm »

1.1.10 is out! Mostly a port, a simple bug fix.

Spoiler (click to show/hide)

The large clusters are in, but I didn't have time to test them out.

Things to do for the next release :

* new pillar tile
* Redo bullet holes + dark gray background + make them smaller
* Meta / Hard Rock Weapon Metals
* New Font (if time permits)
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IT 000

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Re: =-~Corrosion~-= [v1.1.11] ___34.10___
« Reply #1565 on: May 26, 2012, 01:28:15 pm »

Due to the hectic schedule, and the almost instantaneous release of 34.10, I didn't get to the graphics stuff, and I only did half of the metals. Unfortunate, but not complaining.

Spoiler (click to show/hide)

As a side note, the boosters are 'in' they just can't be made in any way. If you'd like to check them out they're in inorganic_booster_di, but you'll need to know some modding to decipher it.

Here's a lengthy blog post on commentary and future plans. LINK I typed it up the day before this release, so by tomorrow I mean today :P

EDIT :

I also updated the Metal Guide to include a lot more information.

Spoiler (click to show/hide)

I should have added that Gloomapeck Silver is the best against Infected individuals. Being 200x as deadly.
« Last Edit: May 26, 2012, 01:46:18 pm by IT 000 »
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IT 000

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Re: =-~Corrosion~-= [v1.1.11] ___34.10___
« Reply #1566 on: May 28, 2012, 01:09:35 pm »

I started a new fort, I'm trying to see if I can survive without digging at all (except for storage). Gathering metal from caravans and scavenging around.

General Events of the fort :

Scavengers! Good thing I have my main gate hooked up. Pull the lever!
That was a close one there must be a dozen of those guys out there, I don't even have a military
OH GOD THE DEPOT ENTRANCE!
* Twelve scavengers run inside

The fort hasn't made it to the first caravan yet. So predictably my military is looking rather poor, even so, I've managed to outfit 3/5 of my minutemen with bronze and copper weapons, and they all have wooden bracers. Might start making wooden plates until I can get some actual metal.
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IT 000

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Re: =-~Corrosion~-= [v1.1.11] ___34.10___
« Reply #1567 on: May 28, 2012, 09:03:52 pm »

Gun parts and Gun Barrels are missing METAL_MAT which prevents them from being made. I'll have to release .12 soon as this is a major bug. Your saves should be fine.

BTW one of my bonecarvers made this :



So one of my soldiers is going to be running around beating people to death with a snake skeleton.  :D
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IT 000

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Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
« Reply #1568 on: May 29, 2012, 10:47:48 am »

.12 is out

Spoiler (click to show/hide)

had to fix the problem with gun parts and barrels, and I made a new banner!
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kilakan

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Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
« Reply #1569 on: May 29, 2012, 08:28:16 pm »

Just wanted to say IT, Love the corrosion mod, awesome work mate :D
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asd64026

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Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
« Reply #1570 on: May 30, 2012, 04:25:49 am »

i can't make metal bullets in adventure mod! How can i make bullet?
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Rumrusher

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Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
« Reply #1571 on: May 30, 2012, 05:00:58 am »

So do infected actually turn other units into infected or is that kinda removed?
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IT 000

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Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
« Reply #1572 on: May 30, 2012, 10:26:56 pm »

So do infected actually turn other units into infected or is that kinda removed?

Infecting is still in, Infected that siege/ambush/snatch your fortress will turn your humans into zombies when the zombie bites your human (not the other way around though). It takes about 5 minutes for the change to happen. If the limb is bit then ripped off, the human might not be infected. Depends on how much detail Toady put into the system. Scavengers/Evasive don't infect you, I'm not inclined to let them, but that may change down the road. At the very least they'll probably get some non-lethal syndrome stuff.

i can't make metal bullets in adventure mod! How can i make bullet?

Gah! I've been putting that off for quite a while now. I'll add it in.

Just wanted to say IT, Love the corrosion mod, awesome work mate :D

Thanks Kilakan :) glad to have your support!
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IT 000

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Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
« Reply #1573 on: May 31, 2012, 10:28:16 pm »

Spruced up the main page, and changed the New Features post after it. Feedback is appreciated.

If you guys have any suggestions as to what things you find useless or if you have any ideas for the good biome 'theme', post them here! Or else I'll have to make my own decisions, and well, that's where cavern creatures came from.  :P
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Rumrusher

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Re: =-~Corrosion~-= [v1.1.12] ***34.10*** )(Bugfix Update)(
« Reply #1574 on: June 02, 2012, 04:51:52 pm »

So do infected actually turn other units into infected or is that kinda removed?

Infecting is still in, Infected that siege/ambush/snatch your fortress will turn your humans into zombies when the zombie bites your human (not the other way around though). It takes about 5 minutes for the change to happen. If the limb is bit then ripped off, the human might not be infected. Depends on how much detail Toady put into the system. Scavengers/Evasive don't infect you, I'm not inclined to let them, but that may change down the road. At the very least they'll probably get some non-lethal syndrome stuff.

i can't make metal bullets in adventure mod! How can i make bullet?

Gah! I've been putting that off for quite a while now. I'll add it in.

Just wanted to say IT, Love the corrosion mod, awesome work mate :D

Thanks Kilakan :) glad to have your support!
oh I was wondering about adventure mode infected and being able to play as one to ransack whole towns.
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