RimWorld

RimWorld

1,248 ratings
Vanilla Plants Expanded - Mushrooms
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Mod, 1.4, 1.5
File Size
Posted
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7.780 MB
18 Jul, 2023 @ 11:21am
13 Apr @ 8:27am
7 Change Notes ( view )

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Vanilla Plants Expanded - Mushrooms

In 1 collection by Oskar Potocki
Vanilla Expanded
103 items
Description
[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!




Popular Discussions View All (1)
0
20 Aug @ 12:21pm
What is the range of stinkers and their ratio to healtruffles?
JessHorserage
299 Comments
Cockylida 19 Oct @ 5:20am 
I like how unique many of the mushrooms are. I was expecting just 'healroot, but mushroom, berries, but mushroom, devilstand, but mushroom...ier'.

As for suggestions, I think some kind of alcoholic/hops mushroom for dwarves-themed colonies will be a great addition.
Posh Octavia 10 Sep @ 9:39pm 
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 Aug @ 7:12am 
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 Aug @ 4:26am 
Bileceps need rework. Pawns automatically clean corpse bile as it is considered filth. Bileceps therefore cannot be grown in a home area.
Oskar Potocki  [author] 6 Aug @ 12:35am 
Report it properly then. We don't check comments for bug reports.
Marcus 5 Aug @ 6:45pm 
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 @ 8:36pm 
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 @ 2:09pm 
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 @ 9:26pm 
i did come here to say that blisscaps arent a drug for chemical interest :(
Dino_qwerty 21 Jun @ 1:22pm 
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!