RimWorld

RimWorld

Psyshrooms
41 Comments
Nova Solarius 16 Aug @ 11:45am 
@ZX Zero: there's a mod that adds mushrooms for neutro production, plus some other stuff. Specifically, this one: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1761270139
ZX Zero 16 Aug @ 11:18am 
can you refine this in neutroamine? workshop don't have a mod to do that with mushroom more specific to medieval tunellers
Lambda  [author] 25 Jul @ 3:40pm 
@Rk
Hi, thanks for pointing this out! I just had a look, and I found the issue. Turns out my code for the croomin mood buff was accidentally overwriting Rimworld's code for the default alcohol mood buff. I'm about to push out an update that fixes this issue.
Rk 24 Jul @ 4:09pm 
This mods removes the alcohol warmth mood buff from pawns when they drink alcohol
Lambda  [author] 23 Jul @ 1:49am 
This mod has now been updated for Rimworld 1.6!
Lambda  [author] 17 Jul @ 10:52pm 
1.6 Update for this mod will be delayed a bit. Looking into rewriting it to possibly use VE's fermenting system rather than the [SYR] Processor Framework.

That being said, I don't think 1.6 should have broken this mod. You should still be able to run it. If you run into any issues, let me know!
Meme Jam 16 Jul @ 6:50pm 
1.6?
Dea 5 May @ 11:58am 
Nice I stumbled onto this by accident as someone on the rimworld discord told me to check out DetVisor's stuff, and I pretty much always play an undergrounder type but exactly like you said, love to grow drugs to sell as income so this will be useful. Cool art too btw!
Lambda  [author] 7 Dec, 2024 @ 1:32am 
@Nova Solarius
The recipe value was indeed incorrect. The psychite tea recipe is meant to only require 4 psykcaps. I have just pushed out an update to fix this. Thank you for letting me know!
Nova Solarius 19 Nov, 2024 @ 8:23am 
There appears to be an error with the recipe for converting psykcaps to psychite tea. To be specific, the normal recipe requires 7 psykcaps for 1 tea, whereas the bulk recipe uses 16 for 4. Since the latter is in line with the vanilla counterpart, I assume that the normal recipe is supposed to require 4, rather than 7, psykcaps.
Lambda  [author] 17 Oct, 2024 @ 4:59am 
@Scarlet Sade I'm not sure actually, as I haven't tested it. I believe they can.
Scarlet Sade 16 Oct, 2024 @ 4:09am 
Hi, can pawns with a genetic psychite dependency eat the raw psykshrooms for the dependency?
pig in a pumpkin 12 Oct, 2024 @ 3:12am 
ok Cool!
Lambda  [author] 12 Oct, 2024 @ 1:55am 
No
pig in a pumpkin 11 Oct, 2024 @ 7:20pm 
Are there any differences to the qualities of croomin other than the value?
Lambda  [author] 10 Oct, 2024 @ 9:30pm 
@Deggial
Hi, thank you for your patience so far. I'm pushing out an update that allows VE Genies' antibiotics to be made with Psykcaps. I think existing antibiotics bills will disappear from workbenches, so after downloading the update please check your workbenches to reapply the bills

Let me know if there's any issues :)
Deggial 9 Oct, 2024 @ 8:41am 
Well, that was quick and easy. :D
Hopefully as quick and easy as your work to patch the 'shrooms.

Since apparently my use of the plural was a bit .... exerated. ;)
Actually, there's only one VE mod that uses psychoid leaves and doesn't work with the Psykshrooms: The antibiotics from Vanilla Races Expanded - Genie .
Since I usually beeline for these lifesavers, I soon realized the lack of interchangeability.

All the other recipes from the base game (there aren't that many) work fine. (I used the power of dev mode to make sure there weren't any other recipes. However, I only added your 'Psykshroom' mod before launch and no additional VE mods. I don't think there are any other VE mods that use Psykite. )

I still appreciate your patches!
Thank you in advance!
Deggial 9 Oct, 2024 @ 7:57am 
Hi @Lambda, thanks for the recomodation. 'Resource Directory' is actually one of the mods I have installed, so that won't be a problem.
What *will* be a problem is finding the recipes in question. 'Psykshroom' is one of the mods I only use sporadically (if I'm planning to run a mountain colony - which I'm not doing at the moment).

May I come back to you later when I've figured it out?
Lambda  [author] 9 Oct, 2024 @ 6:47am 
In the meantime, I'd suggest using the mod 'Resource Dictionary' and setting psykcaps as being interchangeable with psychoid leaves
Lambda  [author] 9 Oct, 2024 @ 6:34am 
@Deggial Hey, could you please let me know what recipes from VE aren't accepting shroom caps? I'll try work on a patch for it
a three-colored carp 2 Oct, 2024 @ 10:15pm 
Leave me alone I'm croomin'
Deggial 30 Sep, 2024 @ 4:53am 
Deggial Gerade eben
Thank you, @Lambda, for investigating.
And university is definitely *much* more important than any mod!
Lambda  [author] 29 Sep, 2024 @ 10:07pm 
I might look into a solution after talking to Argon about it, but I'm a bit busy with university currently
Lambda  [author] 27 Sep, 2024 @ 5:58am 
@Deggial There's no clever way to make all recipes that require psychite leaves also accept shroom caps, at least as far as I'm aware. Recipes from other mods will most likely have to be patched for it.
Deggial 26 Sep, 2024 @ 6:22am 
The 'shrooms cannot be used with other recipes (from the VE mod series) that require "standard" psychite leaves.
Is this intentional or an oversight?
cringe! 19 Sep, 2024 @ 1:13pm 
my tribe of underground drug addicted psychic vampires say thanks
very based mod
Lambda  [author] 17 Jul, 2024 @ 4:26am 
indeed
Average Genestealer 10 Jul, 2024 @ 12:43pm 
and avaloi drunkenness genes
Average Genestealer 10 Jul, 2024 @ 12:42pm 
could be pretty strong with vanila psycasts expanded AND psychic sight from alpha genes
Lambda  [author] 10 Jul, 2024 @ 9:48am 
@FlamingLily thank you! Just pushed out update version 2.1 that adds these tags. Hopefully nobody else should be having problems now :spiffo:
FlamingLily 10 Jul, 2024 @ 5:45am 
@lambda

If you add the following to the mod's about.xml it'll tell the game what order to load things in:
<loadAfter>
<li>syrchalis.processor.framework</li>
</loadAfter>
Lambda  [author] 10 Jul, 2024 @ 5:02am 
@cringe! thanks for pointing that out!
Lambda  [author] 10 Jul, 2024 @ 5:01am 
Oh, really? I don't know why it's doing that. But yeah, please load this mod AFTER [SYR] processor framework!
cringe! 10 Jul, 2024 @ 3:57am 
coming back to warn people making croomin, the game tends to autoload this before [SYR] processor framework which makes croomin just not appear in the menu, load this after it
:steamhappy:
cringe! 9 Jul, 2024 @ 12:16pm 
the ayahuasca update is real
Lambda  [author] 9 Jul, 2024 @ 7:45am 
New update to the mod, introducing a mushroom alcohol called Croomin
The Muffin-Dragon 7 Jul, 2024 @ 6:41pm 
Finally, mushroom cocaine
Terry the mushroom 5 Jul, 2024 @ 4:21am 
yay mushrooms
Lambda  [author] 2 Jul, 2024 @ 8:12pm 
If anybody has some nice screenshots of their base with psykshrooms, feel free to post a link and I may add it here to the mod page (remember to press f11 beforehand to turn off hud elements)
RAT 2 Jul, 2024 @ 10:44am 
fungus moment
i Remain 2 Jul, 2024 @ 8:08am 
as a certified moleman, i love this idea and thank you for it. I have one suggestion, renaming the harvested product to Psykaps. rolls of the tongue better imo