RimWorld

RimWorld

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Caveworld Flora Unleashed
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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Posted
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20.839 MB
17 Jan @ 2:56am
29 Aug @ 4:20am
12 Change Notes ( view )

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Caveworld Flora Unleashed

In 1 collection by cyanobot
Maintained by Cyanobot
4 items
Description


I am taking over this project from Fluffysminion with her permission as she is not really modding at the moment. Re-uploading allows me to push updates without needing to involve her.




This mod adds a whole host of fungi to caves, which can provide food, medicine, beauty... or they might just be a nuisance. Glowing mushrooms will light up the dark places of the Rim, and can be cultivated to perform most of the functions of sun-loving green plants. You'll never need to see the sky again.

Caveworld Flora Unleashed is originally by Rikiki and has passed through a number of hands at this point. Other versions include:

For an (incomplete) analysis of the differences between these mods, see discussion thread here.



Shimmershroom
Grow days: 10
Yield: 5 raw shimmershroom
Beauty: 5
Delicious when raw - no "raw food" thought, gives a small amount of Recreation and a +5 mood boost
With Vanilla Brewing Expanded or VGP Garden Drinks, can be made into Shimmersmoothie

Shimmersmoothie
A "juice" that grants additional Recreation compared to raw shimmershroom

Glowbulb
Grow days: 14
Yield: 10 raw glowbulb
Beauty: 2
Basic food crop

Greyfields
Grow days: 14
Yield: 8 raw greyfields
Beauty: 2
Okay food crop, and can be fermented into mushroom wine in a mushroom fermenting barrel

Mushroom wine
Alcoholic beverage, a little stronger than vanilla Beer

Royal bracket
Grow days: 30
Yield: 23 raw royal bracket
Beauty: 10
Slow-growing food crop, somewhat ornamental
With Vanilla Cooking Expanded can be made into Royal Sauce

Royal Sauce
Condiment
10 raw royal bracket -> 10 royal sauce
+3 mood, +2% Sight, +2% Movement

Gleamcap
Grow days: 24
Yield: 1 gleamcap salve
Beauty: 4
Source of gleamcap salve, a potent alternative to herbal medicine, and gleamcapsules, a non-addictive painkiller.
The mushrooms emit gleamcap smoke, a natural sedative. +8 mood but reduced consciousness. Builds up over time. Extended exposure can cause unconsciousness, leading to eventual death by starvation if not rescued.

Gleamcap salve
Potency: 0.6 (herbal medicine = 0.6, medicine = 1.0)
Max tend quality: 100% (herbal medicine = 70%, medicine = 100%)
2 gleamcap salve and 3 cloth can be made into Medicine

Gleamcapsules
Cost: 2 gleamcap salve
Pain x10%, lasts about a day



  • Toggle to remove mushroom fermenting barrel if using processor framework
  • Toggle to remove Ideology's fungal gravel
  • Mushroom generation on map generation (instead of needing to wait for them to grow)



Safe to add to existing saves
NOT safe to REMOVE from existing saves

If you have Biomes! Caverns you do not need this mod, and I would not recommend trying to run both at once.
Popular Discussions View All (1)
0
7 Feb @ 7:59am
PINNED: The different versions of this mod
cyanobot
72 Comments
Kerian Halcyon 26 Aug @ 2:51pm 
@Cyanobot
Thanks for the quick fix, much appreciated!
cyanobot  [author] 26 Aug @ 5:49am 
@Kerian Halcyon
Thanks for the report, should be fixed now. (You might need to force Steam to redownload)
Kerian Halcyon 25 Aug @ 11:44pm 
Having a slight issue, Royal Sauce (the condiment made with Royal Brackets) isn't showing up on the list of condiments available for gourmet meals (I assume they're from Vanilla Cooking Expanded). Dunno if this is a bug on my end due to my mods or if it's just missing from that list in general.
cyanobot  [author] 20 Aug @ 2:26pm 
@Blackthorn
I would need permission from the Biomes! team to do that and honestly the length of my to do list is such that I probably wouldn't get to it before they update anyway. I know work is underway.
Blackthorn 20 Aug @ 2:16pm 
idk if you have/need permission for this, but any chance you could add the jade glint fungus from Biomes! Caverns to this? just until they update it?
RoboJesus 13 Aug @ 6:32pm 
So happy I found this, was missing my cave lights on my current run, Thank you for updating!
cyanobot  [author] 7 Aug @ 1:23am 
@Nonnegotiable
Yeah, I know that's a pain! The issue is that what RimWorld considers darklight is based on what _color_ the light is. As such I think gleamcap, shimmershroom, and possibly glowbulb count as darklight, while the warmer-colored mushrooms do not.

I could consider a toggle that makes all of them glow cyan (darklight-colored) regardless of the mushroom color... It wouldn't look good, but it would make them all count as darklight.

In the mean time I suggest checking out More Darklight Colors (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2889392135) - not updated since 1.4 but reported still working, or DarkLight (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2940647482) . I haven't tried either of these myself, but they look like they might help with your colony.
Nonnegotiable 6 Aug @ 10:13pm 
I'd also like to request a toggle in the mod options to have them be darklight. Currently Playing with the mod in the glow forest as a darkness cult, and the fact that they give a moodlet debuff for "Indoor lighting" is giving ME a moodlet debuff
cyanobot  [author] 26 Jul @ 3:02am 
@Coolchilion
I can look into it, but it probably won't be straightforward because they use different code to regular plants.
Coolchilion 25 Jul @ 9:35am 
Would it be possible to add these mushrooms as wild plants in the glowforest biome in Odyssey DLC?