RimWorld

RimWorld

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Tribal Fungi Core
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Mod, 1.4, 1.5
File Size
Posted
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63.689 MB
21 Jun, 2020 @ 12:12pm
1 Jun, 2024 @ 1:43pm
98 Change Notes ( view )

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Tribal Fungi Core

Description

There is also a Biome for this race
"Click here for the Biome

-Adds a playable Fungi Race , 4 Xenotypes for them and Genes/Abilities.
-Adds ~30 backstories
-Adds 3 different themed factions!
-Adds 20 animals!
-Adds Events
-Adds 3 Scenarios
-Adds >20 organic weapons
-Adds 10 organic turrets!
-Adds many plants!
-Many implants
-Adds 9 buildings
-Research for biological technology.

Backstory
Thousands of years ago, scientists genetically engineered humans into a subservient species, drastically altering them into a new race with mushroom-like traits, known as the fungi. These beings, capable of human-like reproduction but with an aversion to sunlight, were ideal for labor in dark mines.

Another altered human race, the Agari, resembled agaric mushrooms. Unlike the fungi, the Agari were subjects of warfare experiments. They lived longer and could infect human-like beings with spores, turning them into mind-controlled, mushroom-infested entities. These infected individuals remained alive but had altered genetics, entirely under Agari control.

Among the fungi's creations were the shroomans, grotesque beings with human-like features and organs, capable of talking and feeling pain. The sadistic scientists used shroomans as a food source, adding to the fungi's torment and reinforcing their role as slaves.

The scientists believed the fungi would never live long enough to rebel, but they were wrong. Aware of the shroomans' origins, the fungi stole chemicals and plotted an insurrection, which culminated during a visit from the corporation's CEO. They turned their oppressors into shroomans, vowing eternal suffering upon them.

During the escape, fungi and Agari were separated due to the transport ships' locations, dispersing across the cosmos. Some planets hosted both species, while others had only one. On remote outer rim planets, fungi tribes degenerated over millennia, losing technological prowess but retaining deep-seated animosity toward humans. For fungi, human existence is absolute heresy, driving their actions against their creators. They discovered that shroomans' genetics allowed them to merge with other organisms to create biological weapons, leading to rudimentary biotechnological warfare.

The Agari evolved into feudal or medieval societies, with spore-infected followers as loyal subjects. These followers, far from being victims, revered the Agari as saviors. This allowed the Agari to establish hierarchical kingdoms. In areas without fungi, the Agari largely forgot their animosity towards humans, living as neutral or benevolent medieval societies focused on internal development.

On planets with both races, the dynamic often follows a similar path. Pragmatic Agari kingdoms recognize that not all humans are the same and maintain honorable traditions. Other kingdoms, however, devolve into hatred and aggression upon encountering humans, allying with the fungi to form a coalition known as the Fungari. Combining the fungi's bioweapons with the Agari's spores, this alliance embodies pure insanity and hate.

In response, sane Agari ally with humans to combat the Fungari threat, creating a complex web of alliances and conflicts. These factions, driven by different ideologies and memories, clash in struggles that shape the fate of the planets they inhabit.


[Google.com]

Characteristics


-They exhibit absolute xenophobia towards humans, showing little regard for inflicting harm, especially if the human is from outside their colony.

-They get weak and slow in sunlight and produce toxic gases.

-They can consume humanoid meat without experiencing negative effects, with cannibal buffs only manifesting in specific circumstances.

-The Fungi are displaying a callous disregard for their victims, using them as resources.

-As a result of their tribal regression, they have no qualms about nudity.
They are particularly susceptible to cold temperatures.

-Working during the daytime in sunlight significantly dampens their mood, but they experience considerable boosts when working during the night.

-They employ wormoids for handling menial tasks during the day in the outside world.


Tribes

Breeder Tribe

[Google.com]

- Strong and sturdy, dealing more melee damage while receiving less damage
- Breeder spore spew variation ability
- Assisted by their huge armies of "former human" animals.
- Weapons are mostly twisted lifeforms or organ based
- Different Raid Loadouts
- Buyable Pack animal and dog like creatures bred from humans as main companions



Spore Tribe

[Google.com]

- Produce toxgas in sunlight
- Spore spew ability
- They breed toxic mushroom animals
- Weapons utilize the power of diseases, mold and spores!
- Different varieties for raids
- Buyable pack and "companion" animal


Infested tribe
[Google.com]

- Are weaker compared to other Fungi, produce rotStink in sunlight.
- Worm spore spew variation ability
- Their weapons focus on shooting and hatching wormcreatures or transforming pawns into Wormoids, a servant race.
- Different varieties for raids
- Buyable pack and "companion" animal.


To do:
- More stuff!


Known issues:

I didnt experience any incompability, if you discover one , tell me ! Same for bugs!

You need erdelf´s Humanoid Alien Races 2.0 for this mod. Big Credits to him!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=839005762

Credits:
ElTwoFour, Exchange of ideas for our mods.
Ogliss, helped a lot back in 1.2 when i had questions.
Cephalopod, human plant texture.


If you got ideas for this mod just write them in the comments.

If you want to play that race pick a tribe specific scenario.



WIP
Another Fungi Race , the Agari
[Google.com]

And more stuff for the fungi ofc
Popular Discussions View All (2)
6
18 May, 2024 @ 9:08am
Ideas
Druidefuzi
5
19 May, 2024 @ 10:31pm
Bug Reports
TurtleShroom
489 Comments
LyNX_019 11 Jul @ 8:26am 
look forward for the update...
Druidefuzi  [author] 18 Mar @ 1:18pm 
@FI Which ones? The worms?

@Squaul
Honestly i dont know. I did take a look a week ago, but it would need some time to get familiar with the xml + c# code again. As far as i remember they have the spore zombies, some backgroundlore, the flesh that transforms pawns into shamblers , some weapons, the cute little helperfungi and some armor + 1-2 basic ressources. (And factions)

Yeah help would be a blessing, could be anything. Lore, backstories, assets, xml stuff, balancing, new ideas, whatever..
I do not have the time atm to do all of this alone.

I´m getting familiar with the code again like i said but its baby steps at the moment.

I also have the dev version of the next fungi update which needs to be refined. A converter building, a Building that spawns zerg creep and more stuff, honestly i dont remember. Have to take a look at that build too.

If someone wants to contribute with whatever feel free to add me here and ill add that person in discord.
Squaul 16 Mar @ 5:46pm 
ETA of the Agari release ?

Also you did so great just by yourself but of course if some kind of kind hearted artist would like to help to refine the visuals it would be a perfect mod.
FI 22 Feb @ 2:03am 
Are the weapons supposed to attack their owner too?
Druidefuzi  [author] 9 Jan @ 2:32pm 
I'm currently doing other things that consume too much time to really develop this Mod further(Atm). Doing everything alone requires quite some time. In the next 1-2 months i can take a look If the assets ive drawn for the agari are enough to release a basic Version :) I also didnt play Rimworld for a long time so i'd be happy for feedback about balance/bugs when i have released them.
LyNX_019 5 Jan @ 4:00am 
Any news on Agari? :steamhappy:
Druidefuzi  [author] 25 Nov, 2024 @ 6:11am 
Thanks dude :D I do everything myself and my capabilities are more at the coding side, so it is what it is :D Feel free to contribute
gredeniand 22 Nov, 2024 @ 6:05am 
Shit I love this mod It's amazing. I only wish that artstyle was a little bit more professional
Druidefuzi  [author] 14 Aug, 2024 @ 11:35am 
Alrighty, sorry to ask again,the projectiles themselves lag your game or the worms that hatch?

Weird because the code only gets executed after they hit the target they are like normal bullets until they hit.

I'm currently taking a break since its summer and am back at modding in a few weeks. Cant promise a quick fix since the version im working at atm is unfinished and very different to the current state but maybe i'll make a quick update when im at my computer in the next days/weeks 😃
Scionin 13 Aug, 2024 @ 7:05pm 
Yeah, it's definitely the handheld Shrooman Worm Thrower projectiles that are lagging my game to like 3 frames per second.