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I feel like this mod would be awesome if it replaced some of the things it took away - implantable lungs to make normal colonists adapt (maybe it could nuke their social skills or something), some kind of meat solution, since all of my 'meat' is going to the myco trees and the humans are going to the cerebrum trees, or they're becoming zombies.
If you want to cover the whole map in the fungal tiles, give us some kind of floor tile that still functions. In case the player still wants to do faction questlines.
I've been buying nexus burgeons off of shaman traders because this seems to be the best way to gain new potential recruits - much faster than using the cerebrums to expand power.
I havent seen any fungal implants or figured out how to make them yet but theres plenty of regular tech buildings I havent unlocked yet so maybe I just missed the research or something.
Unfortunately I don't think there is a super easy way to change the function as written to let you "fence in" the spread as it calculates by area, not as a ray or flood fill function. So even with those changes, if you put a wall around it with a contained radius smaller than the previously mentioned maximum radius, it will still spawn beyond the wall (this is why putting your node on an island will not stop the soil from covering the whole map).
Sounds complicated but if you got visual studio installed you can just find the project in the files, open it up, go to Building_fungalNode and change hasintervnaltick to a high number
Also getting a fungal ship event super early can be incredibly rough now that it spawns servants. Those extra servants are absurdly hard to deal with but you can't spend forever prepping because the soil just keeps spreading. Plus it didn't seem to ever go away once I did manage to destroy the ship so i just, lost more than half my map and had to reload
Limiting it to a radius (ideally configurable), or have it be blocked by certain natural/constructed walls/ground/floor types like pollution would do wonders for usage. Because as it stands, it forces you to have an extremely limited play style, which is a shame with such a great concept.
@Boatmurdered - Build different floor over it, assuming a nearby node is not currently spreading more rotten soil.
@Necrotech - Burrowers will always seek the closest rotting corpse to them when they appear. Fresh or dessicated corpses are not considered. Corpses that rot while the burrower has already chosen a corpse are also not considered.
@ArschvomDienst - Burrowers will look for corpses mapwide.
Yes, you can plant it, but it has to be in darkness.
Exception ticking Corpse_Human319258. Suppressing further errors. Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref C46774B6]
at DanceOfEvolution.CompMycelialTreeConsumable.GetNutritionFromCorpse (Verse.Corpse corpse, System.Boolean applyDigestion) [0x00018] in <882d1a069a64469c98bef38ac7273de5>:0
at DanceOfEvolution.CompMycelialTreeConsumable.AvailableNutrition (System.Boolean applyDigestion) [0x0004b] in <882d1a069a64469c98bef38ac7273de5>:0
at DanceOfEvolution.CompMycelialTreeConsumable.CompTickRare () [0x00096] in <882d1a069a64469c98bef38ac7273de5>:0
at Verse.Corpse.TickRareInt () [0x00024] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.Corpse.TickRare () [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.Thing.DoTick () [0x00152] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.TickList.Tick () [0x00157] in <24d25868955f4df08b02c73b55f389fe>:0
I'm enjoying the mod a lot now that I've got the hang of it. Thanks for all the work you put into it.
Also would be neat to have tie into VFE-fungoids (vanilla expanded-expanded).
This mod has a neat interaction with Vanilla Genetics Expanded, since most hybrids straight up rot after dying, your burrowers can get some rather powerful fungal creatures early, they can also equip weapons, try this mod with the Ecotech mod.
1) Wraiths are sort-of-animals, sort-of-pawns, but they'd probably work a lot cleaner as mechanoids. They also can't have their work types controlled, which makes them awkward to have in a colony.
2) Burrowers are very awkward. They seek out the most random of corpses, and you can't control which ones they go for. I've had so many die wandering around when I've had corpses both frozen and otherwise across the map. I've also had them ignore the preferred type for a Monkey corpse that was across the map. 🤷
I'll try it on a regular map.
But the distance the newly spawned burrower looks for a host is to small.
For instance if it is set to infect large bodies but does not find one in (number guessed) 30 tiles radius it looks for any servant instead.
So in a way it works but is very fickle. Especially since neither time nor place where that search is started can be chosen.