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Vanilla Plants Expanded - Mushrooms
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Mod, 1.4, 1.5
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7.780 MB
18 JUL 2023 a las 11:21
13 ABR a las 8:27
7 notas sobre cambios ( ver )

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Vanilla Plants Expanded - Mushrooms

En 1 colección creada por Oskar Potocki
Vanilla Expanded
102 artículos
Descripción
[www.patreon.com]



See change notes for Changelogs.



Vanilla Plants Expanded - Mushrooms is an optional module for Vanilla Plants Expanded adding a variety of new mushrooms. One common concern people have expressed is that being a tunneler - or simply living underground - prevents you from obtaining quite a lot of different, important resources.

As such, we come to the rescue. A lot of these mushrooms will fill the empty holes in your tunneler colonies - you will now be able to produce medicine, wood, food, cloth, electricity, meat and even magic mushrooms underground!

None of these mushrooms are inspired by real life mushrooms, but they are all really cool and I’m sure if you give them a chance, they will grow on you.



Vanilla Plants Expanded - Mushrooms content and mechanics can be seen described below:
























[forms.gle]



Q: Do these plants spawn in the wild?
A: Yes, some of them may appear in the wild - mostly in caves!

Q: Does it work alongside virtually any other mushroom mod out there?
A: You bet it does!

Q: How do I plant these mushrooms?
A: Depends which ones. Some grow on dirt, others can grow on rock, others can only grow in flower pots.

Q: Can animals eat them?
A: All mushrooms have nutrition and can be eaten by animals. Some produce fungus that can be eaten.

Q: Can I suggest a feature?
A: Absolutely, leave a comment down below!

Q: Will you keep updating the mod with new types of mushrooms?
A: Potentially!

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like.

Q: These plants are totally unrealistic!
A: We need to remember it is a video game, and for the sake of simplicity we decided to abandon realism in some instances. Sometimes realism is just boring, especially in such an unrealistic game. We decided that unique gameplay should be prioritised over realism.

Q: CE compatible?
A: The day mushrooms start firing assault rifles is the day I should stop modding. That being said, we are working on a mushroom-man xenotype, which will fire assault rifles, so maybe I should take that back.



Graphics are created by Oskar Potocki.

Code work by Sarg Bjornson and Taranchuk.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



Other modules will come with time. More information can be found on our Patreon page!




Discusiones populares Ver todo (1)
0
20 AGO a las 12:21
What is the range of stinkers and their ratio to healtruffles?
JessHorserage
298 comentarios
Posh Octavia 10 SEP a las 21:39 
has anyone figured out why the thermoregulus rots so quickly? it feels like you only get a few days of operation out of it between its growing time and its rotting time. it certainly doesnt last as long as its lifespan says
Luneyl 31 AGO a las 7:12 
I agree with @ConfusedShoe about Bileceps and corpse bile. It is also a logistic nightmare to replace skeleton corpses with fresh ones.

Maybe make them like harbinger trees, so they automatically feed from any nearby corpse to grow?
ConfusedShoe 26 AGO a las 4:26 
Bileceps need rework. Pawns automatically clean corpse bile as it is considered filth. Bileceps therefore cannot be grown in a home area.
Oskar Potocki  [autor] 6 AGO a las 0:35 
Report it properly then. We don't check comments for bug reports.
Marcus 5 AGO a las 18:45 
Yep Blisscap is bugged akways dies at 7.4 days they rot ... dont know why. Tempereture is ok there is no light sources and fertility is also ok so bugged shrooms
Illium 31 JUL a las 20:36 
would it be possible to have a mod option to disable the electrical graphic effect on the zapcaps? Having a field of them blinking all the time is a bit crazy looking
DeathScythe 28 JUL a las 14:09 
Is anyone else having a problem with blisscaps rotting before being fully grown (around 60%)? I tested to make sure my modpack wasn't the reason by playing with just mushrooms expanded alone and it still dies.
DodoMans 18 JUL a las 21:26 
i did come here to say that blisscaps arent a drug for chemical interest :(
Dino_qwerty 21 JUN a las 13:22 
Making Blisscaps a consumable drug would be a better approach. This change would align more logically with the in-game mechanics and effectively fulfill a pawn's 'Chemical' need.

Also, it is great mod!
M 13 JUN a las 21:53 
This mod is a great idea for tunneler playthrough however it's sad that the healtruffle will start rotting on its own even if you can't harvest it so you HAVE TO USE the stinker shroom rot stink to make it grow, that's kind of silly it might as well just not grow at all because it would seem you could have a lot growing slowly but that doesn't work for them sadly. Oh well thanks for a great mod and making mods, cheers lol.