RimWorld

RimWorld

Growable Mushrooms
44 kommentarer
{GFG} Kage  [ophavsmand] 2. apr. 2024 kl. 0:56 
I've tested and confirmed this mod works in 1.5, and I've updated the mod.
{GFG} Kage  [ophavsmand] 9. aug. 2023 kl. 19:01 
It's more likely that's intended for animals that are grazers. Think of goats or deer, but in caves.
Monkey Magic 9. aug. 2023 kl. 7:57 
Thanks I have some growing in a cave my pawns are staying in temporarily while building their settlement. Nice to know I can just remove it and replace it with torches. I was letting it grow in case it was edible at some point (food is scarce) but growing fungi takes forever

EDIT - Interestingly enough, if one opens up a save file and reads through it, bryolux is listed under food restrictions. Could be that it was supposed to be a food at some point.
{GFG} Kage  [ophavsmand] 5. aug. 2023 kl. 18:32 
You are correct, Bryolux can't be harvested, and only provides a little light.
Monkey Magic 5. aug. 2023 kl. 3:58 
@V E H U M E T - the mod is for funi, and Bryolux is a moss. Timbershroom is expansion content, and I believe there's another mod of the same name that caters to it - although growing time has been greatly reduced for all fungi in that mod.

But yeah, is Bryolux even edible? I thought all it did was provide faint light
Horrormarked 14. nov. 2022 kl. 1:55 
does it have timbershroom and bryolux?
Buster 27. okt. 2022 kl. 22:55 
Bruh this is a great way to landscape caves and give a true subterranean feel. Of course people use it still.
{GFG} Kage  [ophavsmand] 26. okt. 2022 kl. 18:10 
I honestly didn't think anyone was still using this, if I'm honest. Tested and confirmed it's working for 1.4 and updated it.
YunoAloe 26. okt. 2022 kl. 16:07 
update to 1.4 makes sense?
Buster 19. sep. 2021 kl. 20:14 
Can you add the timber mushrooms, and other cave plants?
{GFG} Kage  [ophavsmand] 31. juli 2021 kl. 18:52 
Ok, looked up the specifics. Glowstool is 40 grow days (approx 80 days in game time) for 20 fungus. Agarilux is 60 grow days (about 2 years) for 35 fungus, slightly more efficient. Nutrifungus is 6 grow days for 11 fungus. Resulting fungus per day per plant:

Glowstool: 0.27 fungus per day
Agarilux: 0.32 fungus per day
Nutrifungus: 0.99 fungus per day

Note: A grow day is 24 hours of growth, but a mushroom only grows 13 hours in a day. I calculated the actual number of days for growth when doing the above calculations, so that's why it isn't a straight "fungus/days" calculation like you might have expected.

Nutrifungus grows much more quickly, and nets you the best efficiency by a very wide margin. Now, if you grow a large enough patch of these plants, you can still get away with the other plants if you simply prefer them, but if you're after maximum efficiency off of fungus, nutrifungus is the superior choice.
{GFG} Kage  [ophavsmand] 31. juli 2021 kl. 18:39 
These are the mushrooms already in the game, and they don't produce much, the nutrifungus is definitely superior. I updated this primarily because it was already compatible, and for people already using the mod and updating their colony to the new update. But unless you want the light from these mushrooms, nutrifungus is the better choice.
Guedez 31. juli 2021 kl. 13:36 
How these stack up to nutrifungus? It's like the rice/potato/corn triad or they are all the same except for aesthetics?
{GFG} Kage  [ophavsmand] 22. mar. 2021 kl. 13:00 
Yeah. It's the same mushrooms that are already in the game. They've just been altered so you can plant them, instead of only being able to find them when they naturally generate.
PetLoverSpy 21. mar. 2021 kl. 13:56 
Does artificial light kill them too? As in anything below 51%?
{GFG} Kage  [ophavsmand] 6. mar. 2021 kl. 22:20 
No, but then again hydroponics wouldn't be very effective. Fertility has a 5% effect on growth speed for mushrooms, meaning that 180% increase to growing speed drops to 9%. At 109% growing speed, you're better off just using what ever soil is nearby, and saving the steel, components, and power.
Amnesiac 5. mar. 2021 kl. 22:19 
Can you grow these in hydroponics?
kadajvirus 1. dec. 2020 kl. 5:10 
Now this is a nice and usable mod ! Just perfect for my colony !
Hyeenu 25. feb. 2020 kl. 23:22 
Thanks a bunch! I really appreciate the fast response and effort, I love this mod and can't wait to keep using it!
{GFG} Kage  [ophavsmand] 25. feb. 2020 kl. 22:34 
Ok, tested and confirmed it works with out changes on 1.1. I've updated the about.xml file to reflect that (and give the unique identifier string) so you should be good to go.
{GFG} Kage  [ophavsmand] 25. feb. 2020 kl. 22:19 
It's probably already compatible, but I'll verify, and update.
Hyeenu 25. feb. 2020 kl. 21:01 
Hello! I really love using this mod for my underground dweller folks in my colonies, and with the new update coming I was hoping you'd be willing to get back into this and maybe get it set up for 1.1? It'd really be appreciated!
{GFG} Kage  [ophavsmand] 21. okt. 2018 kl. 22:20 
Already compatible
kooky112 21. okt. 2018 kl. 20:23 
1.0?
{GFG} Kage  [ophavsmand] 28. aug. 2018 kl. 14:50 
Updated to B19.
{GFG} Kage  [ophavsmand] 24. jan. 2018 kl. 16:32 
No problem
Shadow-kon 24. jan. 2018 kl. 5:10 
well i apreshate you looking into it
{GFG} Kage  [ophavsmand] 19. jan. 2018 kl. 23:11 
So it turns out mushrooms don't generate that much light. It takes a lot of mushrooms in a small area to get a decent amount of light.
{GFG} Kage  [ophavsmand] 17. jan. 2018 kl. 20:29 
Yeah, you'd need to add a new sowTag, Decorative. That said, I don't know what happens when you grow a plant in a pot that gets harvested. They might just cut down the plant, then grow another.

I'm thinking the Bryolux, not having something you can harvest, might be a better choice for lighting.
Shadow-kon 17. jan. 2018 kl. 11:35 
would there be any way to make them grow on pots for rooms? getting lighting into rooms for the standerd light is power hungry
{GFG} Kage  [ophavsmand] 4. jan. 2018 kl. 21:30 
Ok, tried 2 different ways. Sure enough, it just won't work. I don't think you can make it count as both.
{GFG} Kage  [ophavsmand] 4. jan. 2018 kl. 21:15 
Defs/ThingDef[defname="RawFungus"]/ingestible/foodtype

You'd have to change that, but I think this is an either/or type of scenario, I don't think you can make it count as both. Meat for meat, and VegetableOrFruit for anything else. Going to make a local test and see what happens, I'll let you know.
Taqpol 3. jan. 2018 kl. 11:29 
Would there be a way to modify your mod to make it so that the vanilla mushrooms also count as a meat source for meal production? Do you know where I would add that in the patch xml file?
Flesh Forge 19. nov. 2017 kl. 16:02 
FYI, Rainbeau also decided to set a min fertility to prevent these growing on sand. Thanks!
Flesh Forge 19. nov. 2017 kl. 15:57 
Ok, thanks!
{GFG} Kage  [ophavsmand] 19. nov. 2017 kl. 15:44 
Ok, just downloaded and checked his mod. His mod creates an entirely new plant with the same name. So if some one were to download his and mine, they'd have 2 options for the Agarilux and Glowstool mushrooms, one with his numbers, and the vanilla mushrooms I modified.
{GFG} Kage  [ophavsmand] 19. nov. 2017 kl. 15:37 
It's no big deal. It's a tiny change (just added fertilityMin) that doesn't impact the vanilla game in any way. The change won't be noticable unless you're using mods that change what types of terrain you can grow on (such as Rainbeau's Wild Cultivation), mods that modify fertility levels of terrain, or mods that add new terrains with different levels of fertility. It was just the best option for handling that particular interaction.
Flesh Forge 19. nov. 2017 kl. 15:20 
Well I wasn't trying to tell you to change it, I was just letting you know how it behaves - also Rainbeau added the ability to grow mushrooms in his own mod so there won't be any overlap any more, you probably don't need to worry about this any more. Thanks!
{GFG} Kage  [ophavsmand] 19. nov. 2017 kl. 15:07 
Ok, updated with a minimum fertility requirement. If fertility is not at least 70% (gravel), mushrooms will not grow.
{GFG} Kage  [ophavsmand] 19. nov. 2017 kl. 14:58 
I get where you're coming from, but combinations of mods will always be able to make the game easier in any environment. The change you are suggesting is the kind that would make growing mushrooms bad except in combination with that mod. To prevent this, while not ruining the mod except in that combination, I can always adjust fertility sensitivity, so that the 5% hurts more, or I can set a minimum fertility level so that you can't grow them except in gravel or better.

That said, we're looking at mushrooms that require nearly a year to grow with the faster mushroom, and over a year for the slower one. Even with lower fertility sensitivity, that's a VERY long wait. It's not quite as OP as you think.
Flesh Forge 19. nov. 2017 kl. 11:28 
FYI when combined with Rainbeau's Wild Cultivation mod, you can plant these on sand and they grow at minimal penalty due to the vanilla mushrooms' fertility stats. It's not exactly a problem but it does make desert/extreme desert dramatically easier. You might think about having them require more space, like trees do, to make this a little less rewarding. I'm telling the other growable shroom mod author the same thing. Thanks!
DeadMechGaming 12. nov. 2017 kl. 18:42 
Mkay, was just curious.
{GFG} Kage  [ophavsmand] 12. nov. 2017 kl. 18:10 
It isn't, I just failed to find it when I went searching for a mod that did this. Also, it looks like that mod changed the rate of growth of the mushrooms, and the yield, where I left them alone. They take much much longer to grow normally.
DeadMechGaming 12. nov. 2017 kl. 15:43 
How is this mod any different from this one?

http://steamproxy.com/sharedfiles/filedetails/?id=1180192852