RimWorld

RimWorld

Mycohazard - A Biological Mechanitor Mod
167 Comments
queenelise9830 30 Oct @ 12:41am 
Cool, so I'll finally be able to use this next time I come back to this game! Always wanted to but the inability to contain soil was kinda a buzzkill.
Air Bear 26 Oct @ 2:52am 
The lung rot thing is a huge pain. 3 of my 6 colonists havent been turned into fungal nexuses yet and the expanding rot zone just got to their beds (through the mountains). I've been using a mod that makes lung rot not lethal along with a cheaty mod to let me cure it to prevent total death. It would be cool if this mod came with a early game lung replacement implant or something to help solve this issue.

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.
Air Bear 26 Oct @ 2:46am 
I have been playing this with alpha biomes and animals. They add a number of big insect creatures that "cant be tamed" (which is the error message that shows up in the top left when they get infested) so when they get infested by the burrowers they automatically enter a berserk manhunter state and attack the colony, despite being in the colony. Same with most manhunting critters that get infested.

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.
Skylocke 23 Oct @ 9:19pm 
is their any plans to make compatibility with Odyssey so we can infest a gravship and take our spores to the Stars?
Сделайте пожалуйста еще русскую локализацию :brownchicken:
Skiddy 14 Oct @ 1:07pm 
Cheers for addin a feature to contain soil!
Tfree 14 Oct @ 11:27am 
I don't mind the Rotten Soil spread too much. Once you get a Cloudmaker going, the terrain looks pretty cool. I just didn't like having to make a separate area on the other side of the map for the Anima tree or non-mushroom plants. Is there a way to add Anima trees and grass to the growable list on the soil or allow hydroponics to function as normal?
TurtleShroom 14 Oct @ 9:48am 
Thank you! Thank you so much!
thecardshaper  [author] 14 Oct @ 5:21am 
I suppose I've finally been convinced. The next update will add changes to how burrowers spawn, and a new feature that should greatly help containing rotten soil spread.
SkepticMech 13 Oct @ 9:58am 
There is also a terrain check a few more lines down (167) where it checks to see if the space is occupied by water or actual space to avoid spreading to those. You can add your own conditions to limit the things it will cover. For example, adding: terrain.IsFloor is false && terrain.IsSubstructure && terrain != TerrainDefOf.Underwall && just after the starting "return" function will prevent it from covering any flooring, spawning directly under walls, or on substructures.

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).
SkepticMech 13 Oct @ 9:58am 
To add to Skiddy's comment about recompiling, there actually already is a maximum radius feature just a few lines down from the IsHashIntervalTick call. At the end of line 149 you'll see x.DistanceTo(Position) <= 70f where the "70f" is a hexadecimal number (a pretty big one too, which is why it covers the whole map...) Set that to something smaller, and it will only spread that number of cells away from the center of the node. Setting it to 3 means the soil will barely spread past further than the node itself.
SkepticMech 13 Oct @ 7:53am 
Got around to testing, and nope, not even ocean water will stop it. Dropped a node on an island, and a few minutes later rotting soil was showing up on the nearby coast.
Alma_S 13 Oct @ 1:29am 
the mycelial tree harvest yield is stupid insane. i got over 3000 raw fungus from them not 5 days into the game. i did choose a map with a cave, but i didnt realize that itll spawn that many tree that yields that much mushroom. i didnt even mean to harvest them
Skiddy 12 Oct @ 7:21pm 
Incase anyone is really fighting the soil. You can set it back to normal with dev mode "Set terrain" action. Also the dev has the source code in the files (Super cool of them) so you can just recompile it to patch it out. Personally i just set the tick rate for the rotten soil spreading to a stupid high amount and It aint an issue no more.
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
toetruckthetrain 12 Oct @ 5:40pm 
i wanna tell you that these songs are fucking bangers and this is like the only mod that adds music im willing to tolerate in any game
Skiddy 12 Oct @ 1:07pm 
Yea I'm adding another voice too. Cool mod, do not care for rot soil though. Its cool and i get why its here but it just sucks to deal with and I'd rather it not be there or at least have some way to limit it.
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
SkepticMech 12 Oct @ 12:22pm 
Adding another voice to the request for some way to limit the rotting soil spread. It can even go through mountains, which not even pollution can do. The only thing that seems to stop it is water, so maybe it could be put on an island, but I've not yet had the time to test if it will still spread beyond that as well...

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.
Tfree 11 Oct @ 6:26pm 
Could we get some config options for Rotten Soil or a max spread radius on the Fungal Node? The Fungal Node spreads Rotten Soil indefinitely, and Rotten Soil kills the Anima and Gauranlean trees. I can't seem to grow any non-mushroom plants on Rotten Soil either. It seems to block non-mushrooms in Hydroponics and Vanilla Expanded planters too.
fergenbergel 8 Oct @ 7:53am 
I'd love to get a link to the git repo for potential compats/patches, if possible!
Deadeye Donny De Dealer 5 Oct @ 11:11am 
Hey, for some reason my small servants arent hauling automatically, I can force them to, but not on their own. Any idea why?
Zero 2 Oct @ 3:22pm 
may you please make the timeless head pick able in xenotype editor
TurtleShroom 2 Oct @ 8:56am 
Arrgh. Please consider making Rotten Soil at least not useless, or give us the option to turn off Lung Rot. I want to at least plant rice in the fertile soil. At minimum, a radius like the Toxifier has would be bearable. The Rotten Soil "feature" takes away most of the fun of it, mainly because my Burrowers can't find food fast enough without having to ruin the Map with the Node.
thecardshaper  [author] 2 Oct @ 6:40am 
@TurtleShroom - Like pollution, pawns on rotten soil will need adaptations like detoxier lungs to not be impacted.

@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.
TurtleShroom 30 Sep @ 2:07pm 
@Capefear56

Yes, you can plant it, but it has to be in darkness.
babbit09 30 Sep @ 11:59am 
Amazing mod man, love the aesthetic and gameplay, smooth out some of those rough edges and this might be up there with the other major mods like Rimefeller
Dances with Snipers 29 Sep @ 7:10pm 
Would you consider adding the fungi produced from plants from Alpha Biomes? The Alpha Biomes fungal jungle biome changes the fungus you harvest from mushrooms into specific types of fungi, like "blue fungus" instead of just generic raw fungus, so you can't build any structures with this mod even in the mushroom biome.
TurtleShroom 28 Sep @ 7:38pm 
I just discovered that Rotten Soil gives everyone that isn't a Fungal Nexus the Lung Rot. That's ridiculous. Could you at least make it so that people don't die just standing on it, or limit its radius like the Toxic Generator?
Ostrich-Hungry 28 Sep @ 6:32pm 
Got this problem:

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
TurtleShroom 28 Sep @ 12:38pm 
Why can't I sew plants on the Rotten Soil? I want to grow potatoes and rice on the soil on one side, and fungi on the other...
U3DP 28 Sep @ 8:15am 
I'm not certain but I think you intended female fungal nexus' to be sterile and not make babies? I'm on baby number 2 with my fungal nexus pawns. I didn't know this might be an issue until I looked at the 'social' tab for the pawn and saw that she's supposed to be sterile.

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.
TinyShoes 27 Sep @ 9:10pm 
Pawns who are not 'fungal nexus' cannot construct any fungal buildings. However, when I tried to build it with normal pawn, there is no in-game description like "only fungal nexus can build this". So players will waste many hours or misunderstand that it is just mod error. I am afraid that other users cannot enjoy this wonderful mod because of that. Could you please put any info in game?
Boatmurdered 27 Sep @ 3:59pm 
Is there a way to remove the rotten soil?
TurtleShroom 24 Sep @ 8:52am 
I stand by my belief that the Fungal Zombies should be in the Mechanoids Menu instead of in the Colonist Bar.
Яambus 23 Sep @ 5:19pm 
Yeah not sure if this was intended but fungal ghouls can use weapons/guns?

Also would be neat to have tie into VFE-fungoids (vanilla expanded-expanded).
Roque the Rogue 20 Sep @ 9:30am 
Fungal Node also covers the map in rotten soil all over, which often causes lung issues in non fungal pawns

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.
@amentus thx very much, i thought it was a bug
TinyShoes 19 Sep @ 11:56pm 
guys, I really recommend to use 'Animal Apparel: Basic Armor' mod with this!. You can have your fungal servant thrumbo with Armor !!!
Amentus 19 Sep @ 4:57pm 
@baraminch Build the Fungal Node, its a Paste Dispencer. They can only eat the meals it produces (gives food poisoning to everything not fungal).
cool mod, but my mushroom servants cant eat so i have to use debug mod (console see no errors)
toetruckthetrain 19 Sep @ 10:29am 
missed opportunity to call this mod myconator
Darkheart_I 18 Sep @ 10:09am 
Firstly, this is a fantastic mod. It is very unique, and I think that you have a solid foundation. A few suggestions that I have would be to have burrowers prioritize corpses placed within a specific zone, whether that be vanilla corpse stockpiles or a new zone you code yourself, and to place a range cap on how much terrain is converted by the fungal node, or make the rotting soil unable to convert stony or metallic floors. I feel like these would solve a few of the technical hiccups that most folks are pointing out, and would allow for just better organization of the mod in general. Once again, awesome mod though!
Exovi 18 Sep @ 5:27am 
Would love to see a higher-tier flooring, maybe woven fungal strands like a carpet, or linoleum-like material
Necrotech 17 Sep @ 7:29pm 
This is a cool mod that I feel like needs a tiny bit of polish.

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. 🤷
nikkipuppy10 17 Sep @ 9:24am 
I still get this bug that completely bricks my game whenever game autosaves. colors get super saturated and i get stuck in pause menu
Wolfyboi 17 Sep @ 8:28am 
Oooooh, I think I've found the centre piece mod for my next play through :)
Dances with Snipers 17 Sep @ 7:16am 
<you hear in your head> We will sing a song of appreciation for your wonderful hive-mind mod!
U3DP 16 Sep @ 5:20pm 
Thanks for the reply. That makes sense to me, I should have considered that.
I'll try it on a regular map.
ArschvomDienst 16 Sep @ 2:44pm 
@Bird not anyone, no.
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.
Bird 16 Sep @ 1:23pm 
And infection priority doesnt work properly, the burrow will infect anyone near him
Bird 16 Sep @ 1:21pm 
i agree, a think a big QoL will be being abale to choose who to infect, and not wasting it randomly in a bunny or smth