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Mycohazard - A Biological Mechanitor Mod
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Mod, 1.6
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75.818 MB
8 Sep @ 1:11pm
15 Sep @ 10:47am
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Mycohazard - A Biological Mechanitor Mod

Description
I've noticed most mechanitor-like mods on the workshop are focused on providing jobs or combat functions to large, many pawned colonies and are essentially unusable with a solo colonist or generally low amounts of pawns. Solo mechanitor is one of my favorite ways to play, and thus I've designed a mod specifically to scratch that itch once more. Not only that, there is a distubing lack of cool mushroom related content in the rimworld mod space.

This mod introduces an item, the nexus burgeon, which turns the colonist that ingests into a Fungal Nexus, the origin of your new rothive. devour rotting corpses using new mycelial trees to harvest fungus, or infest them to create new servants that obey the will of the collective and work a plethra of different jobs.

Unlike other mods of this type, fungal servants are generic, and take on a role based on the size of the corpse that was overtaken. This means Mycohazard is compatible with all mods and dlcs that add new living things. Infest creatures from anomaly to use their terrible abilities, Infest black hive insects, Galatross, dragons, titan boas, hydras, fetid ghouls, any modded xenotype, infest the people, infest the animals, infest the monsters, infest it all. If it drops a corpse, and if that corpse can rot, you can take it over.

(this mod will not be responsible for any madness you find yourself caught into for assimilating what you shouldn't.)

But let's go over what is actually in the mod now, shall we?



"Life of archotech origin, the Mycelyss are a type of extremely intelligent fungi which think using human minds and spreads using corpses. They require archotechnology to make any of their advanced biology function, but they are very adept at obtaining it. Many tribal civilizations worship the Mycelyss, thinking of them as messengers of their powerful and wrathful gods."

Let's mention the first one thing one must aquire.



Speaking of which;



(Cosmetic graphics for the fungal nexus can be disabled in mod options, in case you run face or hair mods.)











All fungal servants have a regen of 10hp per day, except the fungal ghoul which has 110hp per day. Fungal Servants cannot eat normal food. Their system is optimized for highly efficient and nutritional slurry, which is created by the fungal node.















But that's not it, there's also new rituals.









But there's also...



There's more, but that already tells you enough. All of them can be crafted at the bioferrite shaper. This mod also adds a few more things, notably 2 new songs that will play when appropriate.

This mod has special compatibility with Medieval Overhaul and Vanilla Races Expanded - Fungoid, however, Mycohazard has a tendecy to cause trouble when played alongside mods that change the game's UI, mix those two at your own risks.

Credits:

Art: Ogam for the vast majority of mod assets, ALonelySpirit for the workshop UI assets, Gerrymon for the Dress, and Maxime Playoust - Viso for the ritual icons.

Bojan Temunovic - a 2D Concept Artist, Illustrator, Game Artist is responsible for the excellent thumbnail.

Code: Taranchuk

Music: Kizarys

Small tweaks and initial mod design were done by me.
Popular Discussions View All (3)
7
13 Oct @ 12:00am
features that would make this even more awesome
thezodiarc
6
5 Oct @ 5:44am
A little request :)
Shootnik
0
17 Sep @ 7:10pm
Bugs I've Noticed
A tropical beverage
167 Comments
queenelise9830 30 Oct @ 12:41am 
Cool, so I'll finally be able to use this next time I come back to this game! Always wanted to but the inability to contain soil was kinda a buzzkill.
Air Bear 26 Oct @ 2:52am 
The lung rot thing is a huge pain. 3 of my 6 colonists havent been turned into fungal nexuses yet and the expanding rot zone just got to their beds (through the mountains). I've been using a mod that makes lung rot not lethal along with a cheaty mod to let me cure it to prevent total death. It would be cool if this mod came with a early game lung replacement implant or something to help solve this issue.

I feel like this mod would be awesome if it replaced some of the things it took away - implantable lungs to make normal colonists adapt (maybe it could nuke their social skills or something), some kind of meat solution, since all of my 'meat' is going to the myco trees and the humans are going to the cerebrum trees, or they're becoming zombies.
If you want to cover the whole map in the fungal tiles, give us some kind of floor tile that still functions. In case the player still wants to do faction questlines.
Air Bear 26 Oct @ 2:46am 
I have been playing this with alpha biomes and animals. They add a number of big insect creatures that "cant be tamed" (which is the error message that shows up in the top left when they get infested) so when they get infested by the burrowers they automatically enter a berserk manhunter state and attack the colony, despite being in the colony. Same with most manhunting critters that get infested.

I've been buying nexus burgeons off of shaman traders because this seems to be the best way to gain new potential recruits - much faster than using the cerebrums to expand power.

I havent seen any fungal implants or figured out how to make them yet but theres plenty of regular tech buildings I havent unlocked yet so maybe I just missed the research or something.
Skylocke 23 Oct @ 9:19pm 
is their any plans to make compatibility with Odyssey so we can infest a gravship and take our spores to the Stars?
Сделайте пожалуйста еще русскую локализацию :brownchicken:
Skiddy 14 Oct @ 1:07pm 
Cheers for addin a feature to contain soil!
Tfree 14 Oct @ 11:27am 
I don't mind the Rotten Soil spread too much. Once you get a Cloudmaker going, the terrain looks pretty cool. I just didn't like having to make a separate area on the other side of the map for the Anima tree or non-mushroom plants. Is there a way to add Anima trees and grass to the growable list on the soil or allow hydroponics to function as normal?
TurtleShroom 14 Oct @ 9:48am 
Thank you! Thank you so much!
thecardshaper  [author] 14 Oct @ 5:21am 
I suppose I've finally been convinced. The next update will add changes to how burrowers spawn, and a new feature that should greatly help containing rotten soil spread.
SkepticMech 13 Oct @ 9:58am 
There is also a terrain check a few more lines down (167) where it checks to see if the space is occupied by water or actual space to avoid spreading to those. You can add your own conditions to limit the things it will cover. For example, adding: terrain.IsFloor is false && terrain.IsSubstructure && terrain != TerrainDefOf.Underwall && just after the starting "return" function will prevent it from covering any flooring, spawning directly under walls, or on substructures.

Unfortunately I don't think there is a super easy way to change the function as written to let you "fence in" the spread as it calculates by area, not as a ray or flood fill function. So even with those changes, if you put a wall around it with a contained radius smaller than the previously mentioned maximum radius, it will still spawn beyond the wall (this is why putting your node on an island will not stop the soil from covering the whole map).