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@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.
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.
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 😃
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!
Also, is it intended to classified as a hard drug instead of a medical drug?
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 .
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
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
@LyNX_019
Didnt touch the traders and visitors since 1.2, i will look into it and include it in the next Update :)
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)
-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
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)
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.
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
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.
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.
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.
I can do it like that for the Fungi lite mod tho, since there are just base Fungi
-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.
@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.
@TurtleShroom
Are you talking about the lite version?
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.
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.