RimWorld

RimWorld

Vanilla Races Expanded - Fungoid
434 Comments
jagdpenguin 6 Sep @ 8:42pm 
can you make it so that the infector mouth applies the effect when blood feeding and no just when attacking, would be nice for vampire/werewolf like xenotypes
Sarg Bjornson  [author] 27 Aug @ 4:53am 
<3
Monkeyishi 27 Aug @ 4:43am 
thats fair. i'll submit it properly for you. my apologies.
Sarg Bjornson  [author] 27 Aug @ 4:39am 
Nothing is consuming shit if you don't report it properly
Monkeyishi 27 Aug @ 4:38am 
Yeah. I'm having it as well. It's consuming alot of my tps for map components.
Demonk 6 Aug @ 2:56pm 
Hello. How do I add Vanilla Races to ongoing game? I have added mods shortly after starting new game - but already in year 5 and haven't seen any of the new races.
Pillowkitty 6 Aug @ 12:04pm 
Glowforest biome seems to trigger "ate human meat" even when individual is set to a carnivore diet. Moodlet occurs when there is no active consumption of food.
Dalaimoc 29 Jul @ 11:31pm 
@LebendigesKissen as these are xenosgenes it should be possible to just inject any xenogen into a fungal pawn to override any other xenogenes , same with sanguophages
Karol Nawrocki 28 Jul @ 1:33am 
ancient astrosuits dont have vaccum resistance
LebendigesKissen 27 Jul @ 8:17am 
Is there a way to override the genes the Fungoid have? A young woman just dropped into my colony and I dont want her to be send away but since she is a Fungoid and... well... pretty ugly I don't want her having ANY social actions of course. So I though I just override her Xenotype with another one. Is that possible? Since her health tab says the gen infestation can't be cured
Faren 24 Jul @ 12:05am 
Oh, thanks
Sarg Bjornson  [author] 23 Jul @ 11:03pm 
You have an ideo that is blocking their hair
Faren 23 Jul @ 1:24pm 
Hey. Why my fungoid have no "hair"? Is this mod have incopabilities or something like that?
Tookatee 22 Jul @ 8:03pm 
For those that are interested, I just released a new patch for this mod that purely removes the "No Study" gene. Check it out here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3532224996
Gerewoatle 20 Jul @ 6:34pm 
@SAUCE - If I had a solid gold codpiece for every time someone has failed to understand what "story generator" means... well, I'd need a bigger closet, that's for sure.
SAUCE__GODD 20 Jul @ 2:26pm 
@Sarg Bjornson Story generator, maybe it's right for they're trying to tell
Feels 19 Jul @ 3:12am 
thank you, that helps. I kinda think that they should ignore ugliness if they themselves are ugly otherwise they seem like a race of extreme loners who hate their own kin, which begs the question of how did they get together to begin with.
Tookatee 19 Jul @ 12:23am 
@Feels Only if you're using a non-fungoid colonist, as a fungoid colonist won't vomit around other fungoids.

You can technically get lucky with a normal colonist recruiting them in between the vomiting, but it's extremely tedious to do (especially if you don't have a colonist with a recruiting inspiration). And once you do recruit them they're almost entirely a determent to the colony due to the constant vomiting they induce (unless you choose to infect everyone else with the fungoid xenotype). So you'd have to use them as a caravan/spaceship pawn or house them in an isolated portion of the map where they'd rarely interact with anyone.

If you're not interested in being forced to use Fungoid colonists in that way/just want to avoid the vomiting, feel free to checkout my patches for this mod that can tailor the fungoid xenotype to how you want to have them be in your Rimworld: https://gtm.steamproxy.vip/workshop/filedetails/?id=3435047193
h 18 Jul @ 11:58pm 
because funguys
Sarg Bjornson  [author] 18 Jul @ 10:46pm 
Why would you want to recruit these?
Feels 18 Jul @ 10:16pm 
so its impossible to recruit them because anyone who tries proceeds to vomit themselves to death?
Modazem 15 Jul @ 9:32am 
@Tookatee you're a saint, perfect!
Hamacelos 11 Jul @ 10:44am 
since the suits they are wearing are space suits, any chance they could provide vaccum resistance?
The Doom Slayer 9 Jul @ 10:57am 
@Titan i think alpha genes has that vundabar
Tookatee 7 Jul @ 4:54pm 
@titan Already done! Here's the link to it https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3435626742
Titan 7 Jul @ 10:47am 
Might I ask for a Gene Infector version specifically for Endogenes?
Tookatee 2 Jul @ 12:48am 
@Modazem Just made a patch for this mod that does just that!

Check it out here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3514395291

The rest of my patches for this mod can also be found here: https://gtm.steamproxy.vip/workshop/filedetails/?id=3435047193
Marmot 1 Jul @ 4:57pm 
I have a question, how does the fungal flesh gene interact with the fungus tenant from the ideology DLC?
Modazem 1 Jul @ 7:43am 
Is there a way to alter the rate or completely turn off the Fungoid Ship Crash?

It got real tiresome doing tribal playthroughs and having 3 ship crashes per year with no real way of fighting off the fungoids because I don't have the manpower nor weapons to begin with, and ending up being cursed with my entire colony succumbing to the infection by the time the second ship drops.
Tookatee 9 Jun @ 4:42pm 
@exBeNN Here is the submod to remove that vomiting gene from this xenotype, note it will only affect newly spawned fungoids so you'll have to manually reapply the fungoid xenotype to your prisoner using the dev console. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3433197206

If you are interested in other QOL changes for this Xenotype, checkout the collection the mod is apart of.
Wave5 8 Jun @ 5:41pm 
If I have colonists who have turned into fungoids, do I need to create a new genotype to change them back with a gene assembler, or would I need a mech serum to remove the infection (since they didn't develop immunity and turned)? Or is it both? Thanks
Sarg Bjornson  [author] 5 Jun @ 10:48pm 
It won't change, as it is exactly the way we intended it to be. People have made submods to tweak things more to their liking
exBeNN 5 Jun @ 5:47pm 
The vomiting is quite excessive, if there was at least a chance to trigger it on interaction it would make more sense. I can't even recruit an infected prisoner because my warden keeps constantly vomiting without no end. I like the design and idea but it's implemented in quite a weird way, probably won't even change but oh well still wanted to share my opinion on it
Whisper 31 May @ 1:20pm 
@snappa There's a cure item. Just research it.
ElysianEcho 27 May @ 11:43am 
it's all xenogenes so it should get replaced if you implant something else on top, or use a xenotype nullifier if you have alpha genes
fatt_tige 5 May @ 9:12pm 
Is there any way at all to cure fungoidness??
Tookatee 14 Apr @ 11:20am 
Just created yet another patch for this mod that removes the Mind Coalescence gene (so no more colony wide mental breaks). Check it out here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3464000177

And check out my collection of quality of life patches for this mod here: https://gtm.steamproxy.vip/workshop/filedetails/?id=3435047193
turnitup5000db 30 Mar @ 2:00pm 
Additional update. Waited for it to finish loading, which it eventually did. Spawned in without the Fungoid Ship Part, so I guess I win. Dropping a save here too, let me know if you want any info from it.
turnitup5000db 30 Mar @ 1:58pm 
Update, I think that save file is borked. Tried to reload it and it's been spawning things for about ten minutes, usually a ten to twenty second process on my rig.
turnitup5000db 30 Mar @ 1:47pm 
May have run into a glitch. Fungoid Ship part is at 0/1200 hp and is just sitting there. Tried hitting it with frag grenades and EMP Grenades, no joy. Is this intended?
Wihnty 23 Mar @ 6:51am 
@CrazyOatmeal quantity over quality
but i think its a problem that they cant regenerate lost body part, unless im missing something
CrazyOatmeal 8 Mar @ 3:20pm 
So from what I can gather, having a fungoid infected colonist essentially turns them useless as they forget all of their skills permanently. Am I missing anything?
xflame505 28 Feb @ 4:38pm 
does telepathy still work with speech inability?
Tookatee 28 Feb @ 4:50am 
Yet another patch for this mod that replaces the Gene Infector gene with the vanilla Gene Implanter gene, preventing unwanted fungoid xenogene infections from combat with one. Check it out here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3435626742
Tookatee 27 Feb @ 2:14am 
I also released another patch for this mod that removes the "No Study" gene, which will now allow this xenotype to gain skill experience! Check it out here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3435043901
Tookatee 23 Feb @ 4:44pm 
For anyone who is interested, I just released a patch for this mod that removes the gene that causes instant vomiting the moment a pawn from any other xenotype interacts with a Fungoid and replaced it with something far less problematic, but still balanced for their hideous appearance. Here it is: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3433197206

Hopefully this will allow at least a few of you to further enjoy what this mod has to offer!
Sarg Bjornson  [author] 8 Feb @ 3:18am 
I have changed the FAQ to indicate that "CE compatibility is handled on the side of CE". I'll adjust all my mods to reflect this.
Trivia Vanille 8 Feb @ 3:03am 
anyway, yes, according to the official Compatible Mods list for CE, this mod is compatible. that's literally the only reason i came down to the comments section in the first place, to see if anyone had already said that and, if not, to say it myself
Trivia Vanille 8 Feb @ 3:01am 
i dont have a bone to pick with you at all! as i said, yalls mods are great, i just dont understand why people continue to comment on your mods expecting anything other than "not my problem", and then proceed to argue with you when you do actually give helpful info. There's plenty of other mods out there people can use, and if they have legitimate suggestions or concerns, the bug report and suggestion options are right there in the description...
Sarg Bjornson  [author] 8 Feb @ 2:57am 
@Trivia Vanille: Any comment unrelated to this mod will be deleted. If you have a bone to pick with me, do it elsewhere