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Hey folks and welcome to a brand new development blog!

As you might have seen on the roadmap, Sarg and I have recently started work on a small module adding new mushrooms to the game. Honestly, I haven't been this excited about mushrooms since last time I had a mushroom sandwich in McDonald. I mean look at it.

Well, folks, I was very excited to design quite a few useful new mushrooms that are bound to make your underground colony a little bit better.

You probably want to know what new mushrooms we're adding and what they are doing. And I bet you want me to show you some visual aid as well to really get you hyped up.

TIMBERCAP

  • Description: A short, brown mushroom with a hard stem. When harvested, it yields a small amount of wood-like substance.
  • Time to grow: 8 days
  • Lifespan: 30 days
  • Work to Sow: 180 ticks
  • Work to Harvest: 300 ticks
  • Base Harvest Yield: 2 Wood
  • Min Skill: 4 Plants
  • Min Fertility: 1%
  • Fertility Sensitivity: 50%
  • Min light to grow: 0%
  • Nutrition: 0.3

This mushroom is our variant of timbershroom. It’s much smaller and yields very little wood - it’s akin to fibercorn, but for underground colonies. There is no unique mechanics for Timbercap - it literally grows like any mushroom and is harvested for wood.

Because it turns out, Timbershroom can't be planted. That's right. You can harvest it in the caves for some wood, but you can't grow it! Insane, right?

HEALTRUFFLE

  • Description: Healtruffle is a mushroom that grows slowly by using nutrients from rotstink - it requires a supply of rotstink gas around it in order to grow. Harvesting it gives you herbal medicine. However, it takes a lot of work to plant and collect because it's very delicate. It's been grown for a long time by settlers for its medicinal properties.
  • Time to grow: 4 days
  • Lifespan: 30 days
  • Work to Sow: 800 ticks
  • Work to Harvest: 800 ticks
  • Base Harvest Yield: 1 Herbal medicine
  • Min Skill: 7 Plants
  • Min Fertility: 1%
  • Fertility Sensitivity: 10%
  • Min light to grow: 0%
  • Nutrition: 0.2
  • It’s immune to blight

Healtruffle is a unique way of obtaining herbal medicine underground. While it does take 4 days to grow, that is only valid if it has rotstink on the same tile it’s on.

  • If it doesn’t have rotstink on the same tile, growth is multiplied by 0.05 (it’s much, much slower)
  • If it does have rotstink on the same tile, growth is multiplied by 1.0

Once it’s mature, it changes the graphics from immature to mature.

But how do we get rotstink on it. Well, you can either let some bodies decompose next to it, or you can plant a brand new mushroom...

STINKER

  • Description: A small, fast-growing mushroom that forms large patches. It produces rotstink through a chemical process. Despite its unpleasant odor, it can be harvested for edible fungus. It can grow anywhere, however exposure to sunlight will kill it.
  • Time to grow: 3 days
  • Lifespan: 10 days
  • Work to Sow: 45 ticks
  • Work to Harvest: 50 ticks
  • Base Harvest Yield: 3 Fungus
  • Min Fertility: 0%
  • Fertility Sensitivity: 15%
  • Min light to grow: 0%
  • Nutrition: 0.1
  • It’s immune to blight
  • If exposed to over 51% light, it dies.
  • Constantly emits small quantity of rotstink. It should be enough rotstink to spread to adjacent tiles.

Stinker is a special, fast growing fungus that can be collected for food - it yields 25% of fungus you’d get from nutrifungus, however it grows quicker.

The drawback is that it constantly emits low volumes of rotstink. While that’s not an issue in small amounts, large fields of stinkers may create a dangerous concentration of rotstink.

BLISSCAP

  • Description: A long, light-blue mushroom that offers more than just sustenance. Eating it induces a state of blissful happiness, making the consumer exceptionally content, yet notably drowsy. It is known to greatly enhance the psychic sensitivity of whoever eats it, and is often consumed by hippie communities on various core planets, allowing them to ‘see into the future’.
  • Time to grow: 9 days
  • Lifespan: 30 days
  • Work to Sow: 170 ticks
  • Work to Harvest: 240 ticks
  • Base Harvest Yield: 4 Blisscap
  • Min Skill: 7 Plants
  • Min Fertility: 30%
  • Fertility Sensitivity: 50%
  • Min light to grow: 0%
  • Nutrition: 0.2
  • It’s immune to blight
  • Doesn’t die when exposed to light. It can grow outdoors or in caves. Light doesn’t affect growth speed.
  • When harvested, it provides a new food resource called Raw Blisscap

Blisscap is a mushroom inspired by magic mushrooms in real life. It provides unique effect when consumed, and since it’s a vegetable, it can be added to meals and will pass on this effect to anyone consuming said meals, just like a meal with human flesh passes on the negative mood thought. It can also be eaten raw, granting the same effects.

  • Description: Raw blisscap obtained by harvesting blisscap mushrooms. When eaten, makes people incredibly high, but also incredibly drowsy.
  • Market value: 1.2
  • Stack limit: 75
  • Mass: 0.03 kg
  • HP: 60
  • Days to start to rot: 40
  • Nutrition: 0.05
  • Taste: Raw
  • Classified as: Vegetable
  • Grants the following effects when consumed:
    • +14 Mood (High on blisscap - “Oh man, I’m trippin’”)
    • -20% Consciousness
    • -20% Moving
    • +50% Psychic Sensitivity
    • +40% Chemical recreation
    • The effects last 6 hours after consuming blisscap.
  • Blisscap can be eaten raw, or can be cooked in a meal. In that case, eating the meal also provides the same effects. Stupid colonists, cooking meals with magic mushrooms.

LULLABLOOM

  • Description: A special kind of mushroom that emits calming spores, ideal for planting next to a bed. Its presence soothes the sleeping individual, creating a more restful slumber and promoting overall comfort. Its gentle, sleep-inducing properties make it a favorite among colonists seeking a peaceful night's rest.
  • Time to grow: 2.5 days
  • Lifespan: 12 days
  • Work to Sow: 1020 ticks
  • Work to Harvest: 200 ticks
  • Min Fertility: 60%
  • Fertility Sensitivity: 100%
  • Min light to grow: 0%
  • Min Skill: 5 Plants
  • Nutrition: 0.1
  • It’s immune to blight
  • Doesn’t die when exposed to light. It can grow outdoors or in caves. Light doesn’t affect growth speed.
  • Provides +0.02 comfort if growing adjacent to bed. It nullifies the ‘interrupted sleep’ thought for colonist sleeping in a bed next to lullabloom.
  • Can only be planted in flower pots.

Lullabloom is a helpful mushroom that slightly enhances the comfort of sleeping, and most importantly nullifies the ‘interrupted sleep’ thought, which makes it ideal for barracks. It only improves comfort of the adjacent bed.

BILECEPS

  • Description: Bileceps is a peculiar, coral-like mushroom that thrives on the bile of decaying bodies. Despite its unappetizing source, it possesses a meaty flavor and offers a protein-rich harvest. Its distinctive, cancerous appearance does little to deter colonists from utilizing it as an alternate source of meat.
  • Time to grow: 8 days
  • Lifespan: 30 days
  • Work to Sow: 200 ticks
  • Work to Harvest: 1260 ticks
  • Base Harvest Yield: 2 Bileceps
  • Min Skill: 7 Plants
  • Min Fertility: 1%
  • Fertility Sensitivity: 10%
  • Min light to grow: 0%
  • Nutrition: 0.1
  • It’s immune to blight

Bileceps is a unique mushroom that works similar to Healtruffle - as in it’s growth will be very severely hindered without a special condition being met. This special condition for bileceps is existence of corpse bile on the tile the bileceps is growing.

  • If it doesn’t have corpse bile on the same tile, growth is multiplied by 0.05 (it’s much, much slower)
  • If it does have corpse bile on the same tile, growth is multiplied by 1.0

BILECEPS (RESOURCE)

  • Description: Harvested bileceps. Can be cooked into meals or eaten raw.
  • Market value: 1.5
  • Stack limit: 75
  • Mass: 0.03 kg
  • Beauty: -8
  • HP: 60
  • Days to start to rot: 2
  • Nutrition: 0.05
  • Taste: Raw
  • Classified as: Meat
  • Essentially a growable meat.

GLOWCAP

  • Description: A small blue mushroom typically found in caves. The smell it emits is absolutely repulsive - but it tastes surprisingly good when cooked. It lights up the area around it, but the light is not strong enough to grow crops.
  • Time to grow: 60 days
  • Work to Sow: 750 ticks
  • Work to Harvest: 300 ticks
  • Base Harvest Yield: 20 Fungus
  • Min Skill: 4 Plants
  • Min Fertility: 1%
  • Fertility Sensitivity: 15%
  • Min light to grow: 0%
  • Nutrition: 0.05
  • Glow radius: 8.9
  • Glow color: Same as glowstool.

This plant is more or less a natural lamp. It can be planted in flower pots.

REDCAP

  • Description: A cultivated mushroom with a beautiful red cap and a somewhat short lifespan. Recaps are beautiful, but may need to be replanted often.
  • Time to grow: 2 days
  • Lifespan: 6 days
  • Beauty: 14
  • HP: 80
  • Work to Sow: 580 ticks
  • Work to Harvest: 200 ticks
  • Min Fertility: 1%
  • Fertility Sensitivity: 15%
  • Min light to grow: 0%
  • Nutrition: 0.05

Can be planted in flower pots. This is a typical, beautiful-but-useless mushroom.

And if you have Biotech, you will also find these:

TOXPUFF

  • Description: A small, green oval mushroom typically found in highly polluted areas. It puffs out tox gas when anyone steps on it.
  • Time to grow: 5 days
  • Lifespan: 16 days
  • Work to Sow: 120 ticks
  • Work to Harvest: 180 ticks
  • Min Fertility: 0%
  • Fertility Sensitivity: 0%
  • Min light to grow: 0%
  • Nutrition: 0.1
  • It’s immune to blight
  • Only grows on cells with pollution.
  • Upon researching Toxgas, can be grown by the player. It’s a wild mushroom that grows in the wild.

It spawns in polluted biomes on tiles with pollution.

When stepped on, it emits tox gas in small quantities. It doesn’t destroy the mushroom.


Do you have any other ideas for cool mushrooms? I can't wait to hear them!

Comments

Anonymous

I'm curious if the Bileceps will grow naturally when a corpse rots in the wild, or if they have be planted on purpose? Also, I'd love to see a mushroom that grows naturally, although probably with a low chance, around graves. Either just for beauty, which would be simple and lovely, or with some function, like Mossfungus in Final Fantasy Tactics. Those were used to craft poisons and heralded the end of a family's line (negative mood for family members and a positive for rivals?), but just some simple rare-spawning shroom in a graveyard would be fun.

Anonymous

How about a mushroom that "breathes" out spores that infect the lungs and cause poisoning and when something dies from it more mushrooms sprout out of it

Anonymous

I second this. Could be an extremely cool "plague" starting mechanic that gets out of control in ranches if not careful

Sondre

If your open to input at this stage: At least 2 fungus-based condiments for VCE. (Ex. Truffle Sauce, Mushroom Cream, Pod Syrup, etc.) A mushroom that yields or can be churned into flour for VCE (or just a basic fungi->flour recipe?) (Also maybe the 'Fungus Despised' precept should be conflicting with the VMaS Vegan meme?) If using this mod instead of say the RimFortress one, I'm going to really miss a shroom to make cloth from.

Suplup

this is the mod I've been waiting for the most!

Anonymous

Perhaps something similar to truffles that could improve the quality of the meal - i.e., a simple meal cooked with truffles would become a fine meal or even lavish? You can only find it if you have pigs in your colony :)

Anonymous

May be hard to code, but some kind of symbiotic mushroom that increases or alters the effect of other mushrooms it grows next to. if growing next to a Lullabloom it could increases the effect of the mushroom to the point that they cause loss of consciousness over time to pawns walking near it if growing next to a tox puff the tox puff will explode when stepped on instead of just letting off toxic gas if growing next to bileceps the bileceps would latch on to pawns walking over them, forming a sort of living meat net that slows pawns walking through it Sort of a way to turn your crop mushrooms into organic defenses by growing the other symbiotic mushroom with them

Anonymous

I think some kind of cave flax that produces cotton or an underground devilstrand alternative would be a fantastic addition.

Anonymous

How about a condiment for VE:Cooking that provides a smaller effect of the Blisscap's effects? And for a more simple-ish idea, an ungrowable ambrosia type shroom would be neat. And will the Glowcap give a beauty negative, similar to the flowers that spawn in jungle biomes that also give a beauty negative? Asking because of the Glowcap being described as having a really bad smell.

ZamazaCallista

Badger Badger Badger MUSHROOM MUSHROOM!

Frank Cotton

Oh how cool would it be of you had a large field of mushrooms that was say 10x10 and when you zoomed in you heard "Badger Badger Badger MUSHROOM MUSHROOM!". I think that would make a neat little Easter egg.

Anonymous

Does the glowcap produce normal light or darklight? The darkness ideoligion memes works well for caves, but the fact that the armillarix mushroom produces normal light has prevented me from using it much. I'm excited for the blisscap. I was looking for a drug plant that grows in darkness. But I had specifically wanted to use it to replace smokeleaf in the incense burner/bong.