RimWorld

RimWorld

Tribal Fungi Core
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.
Druidefuzi  [author] 18 Jul, 2024 @ 1:16pm 
Oh whoops, yeah i guess it is :D
Nah, just used the clockaine XML as a base for it, will put it on my list. I do everything alone so stuff like this happens without feedback. Thx for reporting that stuff!
LyNX_019 18 Jul, 2024 @ 4:47am 
Is "Timberry extract" a typo of "timeberry extract"?
Also, is it intended to classified as a hard drug instead of a medical drug?
Druidefuzi  [author] 17 Jul, 2024 @ 9:28am 
Not sure about it. I'll maybe remove it in the next update because it also influences the Performance.

If im able to optimize the code it will stay. In that case i will add something that can be consumed to stop it for some time .
LyNX_019 17 Jul, 2024 @ 4:45am 
Is there any way to temporarily stop or treat "Fungi sun"?
Whenever allied caravan members or visitors with a bad back or frail condition are outside during the day, they always collapse.
My pawn keeps rescuing them, but they continue to fall down again after being rescued :steamfacepalm:
dangerman 15 Jul, 2024 @ 6:54pm 
ok, and also great mod
Druidefuzi  [author] 15 Jul, 2024 @ 4:26pm 
Ooooh thats a big one! Thanks! I used the Code of a Biotech building as a base for it and basically replaced Most of it it with my own. I will take a look If i can make it work without relying on biotech.
dangerman 15 Jul, 2024 @ 3:52pm 
thanks, also whenever i try to build the wormformer it just disappears
Druidefuzi  [author] 15 Jul, 2024 @ 10:53am 
Hey,

1. Plant Infested shroomans ,2. with the implant that produces them from time to time.3.with the wormformer.

2 and 3 need Worms so you have to plant them first with 1
dangerman 15 Jul, 2024 @ 5:14am 
is there a way to make shroomworms beacause i can't seem to find out how
Druidefuzi  [author] 12 Jul, 2024 @ 12:24am 
@Turtleshroom , will add one :D
@LyNX_019
Didnt touch the traders and visitors since 1.2, i will look into it and include it in the next Update :)
TurtleShroom 8 Jul, 2024 @ 10:48am 
You forgot to add a link to the Fungi Lite Mod! That's the one that I use!
LyNX_019 8 Jul, 2024 @ 4:41am 
Hi, can you please add fungi animals to orbital traders' list of tradable goods? Right now, only the caravan from the fungi faction can trade fungi animals. a bit inconvenient

Also, visitors from the fungi faction have a very high likelihood of not bringing their own food (I am using the hospitality mod for visitor, but it seems other mods faction visitors don't have such an issue)
Druidefuzi  [author] 25 Jun, 2024 @ 1:53pm 
What do you mean exactly? The worm gun? The Spore spew ? The worm spore bombs? You mentioned the spew and a gun so i dont know what you mean :D
Scionin 24 Jun, 2024 @ 6:15pm 
Worm spore spews slow down my game to 1 fps when used in combat. I think it has to do with the worms themselves coming out of the gun.
Druidefuzi  [author] 16 Jun, 2024 @ 2:04am 
FYI: the next update will include :
-New textures for each weapon.
-The Spore tribe will have changed textures for weapons, more mushroom like
-The human shaped weapons will be moved to the breeder tribe.
-The spore tribe will get new buildings and can transform terrain to their own "biome" and turn prisoners into living spore weapons/tools with genes. New materials. New genes for the spore tribe. New abilities for the spore tribe. The "Biome" is like zerg creep that expands itself and can refuel spore tribe buildings that stand on it.

After this Update the priority is: Breeder tribe => Infested Tribe => Agari
Trapinlive 2 Jun, 2024 @ 12:11pm 
Very Awesome
Druidefuzi  [author] 1 Jun, 2024 @ 8:35am 
Oh and for old savegames:

I changed the Synax of a few things. There could be a one time Error once you load old files, but afterwards everything should be fine.

Current Fungis won't have a Xenotype, but every new one after the Update will have one.

As always , the Update is only for the current Version(1.5)
Druidefuzi  [author] 1 Jun, 2024 @ 8:05am 
Update:
Wormoids will leave a corpse when they die now.
Fungi armor is no loner restricted to Fungi.
Wormoid armor is no longer restricted to wormoids.
research is no longer restricted to fungi.
The transform turrets are no longer restricted to Fungi.
Wormoids spawned by infestor weapons and worm animals are now immune to infestor bullets.
Added the "hulk" body type for fungi.
Added all bodytypes for Wormoids.
Higher fertility for wormoids.
Redrawn Wormoid heads
Redrawn Wormoid armor.
New resource textures for Shroomworms/Shrommans/Timehroomans
New Bulding , the Wormformer New Building: The Wormformer, put volunteers (and non volunteers) inside this building to
transform them into wormoids for your colony, or extract shroomworms from them.
Overhauled the way wormoids are spawned out of the implant and the infestor weapons.
Druidefuzi  [author] 1 Jun, 2024 @ 7:59am 
Tribe members have a high probability of possessing the tribe-specific xenotype and a low probability of having the baseline fungi xenotype.
Removed the spore spew ability , abilities are now distributed with genes.
Fungi experience reduced movement and sight when exposed to sunlight.
Each tribe xenotype has distinct body type genes and skin colors.
Each tribe is now more different compared to the other tribes. The Breeder triber for example is stronger in melee and receives less damage but is worse in shooting.
Fungi are now vulnerable to fire.
Allied fungi are immune to wormspores, infestor bullets, and heartgun projectiles. Fungi from other factions can still attack your fungi with these, and vice versa.
Immunity gains are higher for Fungi now
New Building: The Wormformer, put volunteers (and non volunteers) inside this building to
Druidefuzi  [author] 1 Jun, 2024 @ 7:59am 
Fungi are now completely immune to toxgas and rotstink.
Fungi can no longer get food poisoning.
Fungi will receive a mood buff when in rotstink.
Fungi will receive a mood buff when in toxgas.
Fungi will no longer receive mood debuffs during the day, except when exposed to sunlight.
Fungi will receive mood buffs at night, provided they are not exposed to sunlight (due to mod events or other factors).
Fungi no longer use human xenotypes and now have their own distinct xenotypes, including one baseline and one specific to each tribe.
Baseline fungi no longer have a spore breath ability but can shoot spore projectiles.
Breeder Spore and Worm Fungi have their own unique spore spew abilities. (More ability genes will be added in future updates.)
Spore fungi produce toxgas when exposed to sunlight.
Breeder fungi and Worm fungi produce rotstink when exposed to sunlight.
Druidefuzi  [author] 1 Jun, 2024 @ 12:29am 
You know what? I will make it unrestricted when i update later that day and come up with a reason later :D
Trapinlive 31 May, 2024 @ 2:43pm 
Well I did try to go on a dev quick test world, spawn a fungi, recruit him, save and then reload that save to see if the fleshcrafting research would appear... And it didn't, because I should maybe have tried to do it multiple times in multiple different ways, but I didn't. Well hopefully it is just my lack of patience. (Also sorry for answering so late.)
Druidefuzi  [author] 31 May, 2024 @ 10:04am 
Hey, it's funny you mention the apparel; that's exactly what will happen with the next update. The issue was the lack of textures for the hulk body type, since fungi don't have that one. But I've made the body type and textures. The update will include xenotypes, genes, an overhaul of how fungi react to sunlight, a unique ability for each tribe, a new building (which required a lot of code), an overhaul of the wormoid textures, all body types for them, and more. I just need to finish the worm textures, then I can update.

Research: How did you try that? Without a fungi in your colony, you shouldn't be able to. Iirc, having a fungi in your colony allows you to research fleshcrafting, then you can continue without a fungi. You can go into the fungi race XML and delete the line with the restricted research. I plan to make it unlockable with a quest or create a fungi-human hybrid xenotype to justify human research Agari will be continued once I'm done with the overhaul I've envisioned.
Trapinlive 31 May, 2024 @ 9:08am 
Hello there, i have noticed when trying to research the prerequisites of the fungi research tree there wasn't the initial "fleshcrafting" research, i have to note that i was starting in the tribal scenario and hopefully this isn't an intended feature, either way, i am still enjoying your mod a lot and i can't wait to see how the Agari will be.

Also has another note, would it be possible for there to be a setting to unrestrict fungi apparel for non-fungi pawns? Well that's it, i await your answer.
Druidefuzi  [author] 31 May, 2024 @ 8:14am 
FYI , im redrawing the wormoid armors atm because they got now all bodytypes.once thats done i will update. Will be a rather big update
Druidefuzi  [author] 30 May, 2024 @ 1:43am 
Thanks for that :D but i want to make the different tribes have slightly different Genes so i have to use Xenotypes. The xenotypes are only for Fungi , they wont show up for humans and Fungi don´t have access to normal xenotypes once i update.

I can do it like that for the Fungi lite mod tho, since there are just base Fungi
TurtleShroom 29 May, 2024 @ 10:03pm 
Pro-tip: you don't need to add Xenotype bloat to give a Race built-in Genes! The HAR Mod has native support for permanent Genes in Base Line Pawns!
Druidefuzi  [author] 21 May, 2024 @ 2:38pm 
Glad to hear i guess :D
camomo bbl enjoyer 21 May, 2024 @ 10:22am 
Thank you for making the most terrifying shit i have seen in a while, you terrified my girlfriend lmfao
Druidefuzi  [author] 21 May, 2024 @ 2:54am 
Current priority is:

-Making the tribes more distinct:

-A Xenotype for each Tribe(Nothing too big)

-Different spore spew abilities for each tribe.

-Radical restructuring of the themes , only the breeder tribe will keep the human shaped weapons.

-Weapons/implants for the Spore/Infested tribes

-More resources and buildings

-Overhaul of the transformation turrets

After that i will only work on the Agari race until theyre released and then both races get updates again.
Druidefuzi  [author] 19 May, 2024 @ 10:26pm 
Little Update:

@Pops3s made me notice that most weapons dont apply their effects correctly on humans.
Every weapon should now apply the effects correctly. Many weapons were toned down in damage but the effects are so strong that it shouldnt matter.

-Worm experts will now spawn a lot less in infested raids

-Fixed a bug with the spore turret, damage wasn´t applied. The code that makes allied fungi immune to flesheating spores checks the faction of the responsible and target pawn after hitting something. A turret is no pawn. It couldnt check the faction and no damage was applied. Fixed now.
BobuxStealer 19 May, 2024 @ 1:28am 
no problem man I adore this mod so I try to help in any way I can
Druidefuzi  [author] 18 May, 2024 @ 6:32pm 
@Pops3s Yeah it seems the problem is the scaling with toxic resistance ,. Tested it with the spore gun , was very weird. But without scaling with toxic resistance it works again and humans get the hediff. Thank you for testing it again. Because without your comments i wouldnt have noticed:D ! I´ll remove the scaling and tone the severity per damage down. Ill check every weapon to make sure.I think the worm one applies the worm eating hediff at random body parts after x time. Will take a look again.

@TurtleShroom
Are you talking about the lite version?
TurtleShroom 18 May, 2024 @ 4:20pm 
OP, you should make the various animals drop the same meat or even Fungi Meat.
BobuxStealer 18 May, 2024 @ 11:28am 
I've tested it on beggars with no mods at all and most guns and melee weapons don't give their unique effects, however the second they die they do get the affliction at 0% which they didn't get before and and the gun that infests you with worms gives you the beggining effect but no matter how much you shoot them they don't progress, all of this is about humanoid pawns because animals always get afflicted but gain immunity really quickly like 10% every few seconds which I assume is as intended
Druidefuzi  [author] 18 May, 2024 @ 9:07am 
Little update:

Added a new weapon , wormspore capsules: filled with worm spores and shroomworm powder, releasing deadly microscopic worms upon shattering. Small chance to make the worms form a small worg egg which explodes and hatches a little worg which will attack everything.
Fungi skincolor genes are no longer disabled.
Fungi Xenotypes are restricted to baseliner and Sporelings(not yet released) now.
New Textures for the shroop animal
All hediffs are now visible at all times
@pops3s
Lowered relationship chances
Infested tribes now have a chance to have worm experts in raids , utilizing wormspore bombs and the worg egg launcher
The spore tribe scenario now also includes shroops as animals at the start.
Worgs hatched from the worg egg thrower will get the faction with the most fungi members at the map now.
Druidefuzi  [author] 18 May, 2024 @ 5:52am 
Just looked in the xml , the reason is that the hediff is not visible until the severity is high enough. i will make it always visible. Just tested it. If you turn dev mod on and toggle "show hidden hediffs" you can see it. Same was for the spore/mold weapons. I´ll update it later today , i set every single hediff of my mod to be always visible.
BobuxStealer 18 May, 2024 @ 2:10am 
I've noticed that the gun that makes your heart sentient doesn't seem to apply it's effect even vs beggars but works fine on animals, I'm not sure if it's caused by a mod conflict
Druidefuzi  [author] 18 May, 2024 @ 2:01am 
Thanks ! :D

Agari will still take a while. They´ll also add a a Fungi Xenotype for humans.
Need to make more stuff for them i want them to be released a bit more fleshed out than just the race and a few weapons. I have to redraw them aswell to make them more rim - like. Like the Fungi. Also im on vacation next week so nothing will happen for that time.
Trapinlive 17 May, 2024 @ 12:47pm 
Damm...this mod is pretty cool...when are the "Agari" fellas comming out for us to play with? :headcrab: