RimWorld

RimWorld

Vanilla Races Expanded - Fungoid
459 Comments
Hugalafutro 27 Oct @ 9:49am 
@The Baron Absolutely go for it, imho the skill loss is a vanilla game mechanic nonsense, I have skill loss set to 1% in mad skills. Just because I haven't ridden a bike in 20 years doesn't mean I forgot how :D I also use the patches from the comment below to make playing with fungoid easier. It's a single player game make it as fun or as unforgiving as you like;)
Tookatee 27 Oct @ 2:53am 
@The Baron Not at all, everyone is entitled to tailor their Rimworld experience how they like. If you aren't a fan of the skill loss on this Xenotype then checkout this patch that removes the skill loss mechanic and replaces it with another balanced negative gene: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3435043901
or a patch that just deletes it outright (don't run both at once): https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3532224996
The Baron 24 Oct @ 11:46am 
me with mad skills am i am asshole for not liking the skill loss mechanic?
Tookatee 11 Oct @ 4:20pm 
You can also load this patch for this mod that'll keep the coalescence gene from appearing on new Fungoid pawns, that way you won't have to keep using the dev console every time a new Fungoid appears: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3464000177
Unex 9 Oct @ 9:37am 
You are most likely right, just that not much point in investigating which mods conflict if solution is that easy, at least for me.
Sarg Bjornson  [author] 8 Oct @ 2:20pm 
Unlikely to be the gene on its own, it sounds like a mod conflict
Unex 8 Oct @ 8:23am 
At least that is what I did in my case.
Unex 8 Oct @ 8:23am 
This error is actually due to the gene that has that shared mood mechanic. Use dev mode to remove the gene from pawn, and you can continue to play without this issue.
Wrath 8 Oct @ 8:12am 
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
[Ref 75C5CA2A]
[0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00013] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <51fded79cd284d4d911c5949aff4cb21>:0
at VanillaRacesExpandedFungoid.MapComponent_CoalescenceTracker.MapComponentTick () [0x000ff] in <c85041365e8047bf844d336d94141e2d>:0
at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00013] in <24d25868955f4df08b02c73b55f389fe>:0
Operator 2 Oct @ 12:17pm 
There was a crash on my land 3 survivors, i took them all in and noticed that one of my pawns kept getting sick. So ok whatever a few days pass. then i see one of my doctors can't leave the room and I notice the hair of the pawn looks nasty af. so i draft my colonist and threw a grenade in the room when the fungoid pawn died my entire prison room was covered with that rot smell. omg, never again will i allow another one of these fungoid in my colony they are purge on site thank you Sarg now I have more targets Yippie :D
Sarg Bjornson  [author] 2 Oct @ 4:44am 
hahaha
Hugalafutro 2 Oct @ 4:37am 
Absolute LOL @ the repulsive (or w/e it's called gene). A fungoid joined my colony, I'm always interested to see new xenotypes so I accept him. Some time later I notice people randomly vomiting. I think nothing of it - food poisoning maybe as I'm training some cooks. Few in game weeks later the whole place is covered in vomit and I can't figure why.

Well played sir, well played.
Unex 1 Oct @ 4:42am 
@SKELETON I also have the same issue, reported via the bug report form, but as I was not sure how to replicate it on new save (it takes several in game years to occur) the form will probably be ignored. It happens when fungoid gets its fungal infection to a higher stage after several years and you get more bonuses (like more speed, regen etc.)
Could you share your mod list I will be able to crosscheck and test on a save, would share if I found the mod conflict Mr. Sarg is referring to.
Sarg Bjornson  [author] 30 Sep @ 11:20pm 
The only permanent solution is to stop using stupid A"I" for these things.

Unless you can replicate the error with ONLY this mod (plus requirements), it is 100% a mod conflict.
SKELETON 30 Sep @ 10:50pm 
I'm not entirely sure. The mod error is a suddenly occurring loop error, and I couldn't find the source. I directly asked DeepSeek with the mod error report, and he told me that this mod caused it. At first, I didn't believe it, but after disabling the mod and loading the save, the error disappeared. After adding it again and playing for a while, the error reappeared. I asked DeepSeek about the cause, and he said: It is not caused by your operations. It is not caused by other mod conflicts (although conflicts may expose it). It is a fundamental error in the mod's code when processing its internal data. Therefore, the only permanent solution is to wait for the mod author to release an update to fix this issue. Until then, the most effective solution is to disable the mod.
Sarg Bjornson  [author] 30 Sep @ 10:48am 
Does that happen with this mod on its own?
SKELETON 30 Sep @ 9:06am 
Verse.MapComponentUtility:MapComponentTick (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Map.MapPostTick_Patch2 (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
SKELETON 30 Sep @ 9:06am 
System.InvalidOperationException: Collection was modified; enumeration operation may not execute.
[Ref 75C5CA2A]
[0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00013] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <51fded79cd284d4d911c5949aff4cb21>:0
at VanillaRacesExpandedFungoid.MapComponent_CoalescenceTracker.MapComponentTick () [0x000ff] in <c85041365e8047bf844d336d94141e2d>:0
at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00013] in <24d25868955f4df08b02c73b55f389fe>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Aravox 29 Sep @ 2:44pm 
There's a Zombie on your lawwwwwn!
Sarg Bjornson  [author] 28 Sep @ 3:17am 
It's random, yeah
Hugalafutro 28 Sep @ 2:53am 
Hi, my already almost immortal ghoul gal got infected by Fungoid before I knew what it is. Out of curiosity I let it progress and now she is double immortal having both the ghoul and fungoid regen and armors.

I am trying to infect more ghouls with her, the wounds on them if I melee attack show as infector claw, but they never get the infection. Is it just a tiny chance and I got lucky or a bug or mod conflict?
bing bong 멍청한 병신 17 Sep @ 4:05pm 
can attacks from implants like the power claw also infect ?
oldmanwhistler 8 Sep @ 9:38am 
thanks for confirming :)

I love the mod, I got some fungoids early in my playthrough and harvested their genes to make a bloodbag feeder race for my vampires.

now I'm exploring capturing them and using them as perimeter distractions for raiders
Sarg Bjornson  [author] 8 Sep @ 6:05am 
Yes, that's what happens
oldmanwhistler 8 Sep @ 5:01am 
I've extracted the "gene infector" gene and I'm using it with the gene assembler to create custom xenotypes.

The problem I'm having is the first colonist (the spreader) I implant the new xenotype with has the correct icon and xenotype name, but all the ones they infect have the correct icon but the xenotype name is "Baseliner"

This happens even if the original spreader colonist was a saurid instead of a baseliner.
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
Punished "Venom" House 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
I love MSG 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