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Hey everyone!

Some of your ideas for mushrooms were absolutely great, and your feedback allowed me to see plenty of niches to fill for your Tunneller run. I'm worried the mod is getting very big content wise, but you know what, you guys made some solid points.

I made sure some of these mushrooms are locked behind existing research projects so at least they won't clutter your menu all the time!

ZAPCAP

  • Description: A large, bulbous, beige mushroom that is known to produce small amounts of electricity as it grows. Needs to be placed on power conduits in order to use the newly produced energy. In case of an electrical short, zapcaps amplify the released energy, causing significantly more damage.
  • Time to grow: 12 days
  • Lifespan: 48 days
  • Work to Sow: 200 ticks
  • Work to Harvest: 220 ticks
  • Min Fertility: 0%
  • Fertility Sensitivity: 0%
  • Min light to grow: 0%
  • Nutrition: 0.1
  • It’s immune to blight
  • Produces power as it grows - the closer it is to maximum growth, the more power it generates.
  • Needs to have cables underneath it to actually put the power generated into a system.
  • Produces between 1W and 10W of power.
  • Zapcaps need to be roofed. If it’s raining on them, it causes zzzt, just like with batteries.
  • Minimum skill required: Plants 8
  • Unlocks with Electricity research.

Zapcap generates very small amounts of natural, renewable electricity. It produces more electricity as it grows. Visually, it looks like a big, bulbous mushroom.

It occasionally spawns EMP mote on itself to show that it’s filled with energy.

Downside: Whenever a Zzzt event happens, each Zapcap counts as a battery with 60W of power in it. This means that the explosion is significantly bigger the more zapcaps player is growing.

THERMOREGULUS

  • Description: A rare, large mushroom that needs to be grown in flower pots. Once mature, thermoregulus emits varying temperature depending on the ambient temperature around it. At all times it will aim to bring the temperature of the room it’s in to 16C.
  • Time to grow: 12 days
  • Lifespan: 86 days
  • Work to Sow: 380 ticks
  • Work to Harvest: 120 ticks
  • Min Fertility: 0%
  • Fertility Sensitivity: 0%
  • Min light to grow: 0%
  • Nutrition: 0.2
  • It’s immune to blight
  • Can only be grown in flower pots.
  • Does not die when exposed to light.
  • Minimum skill required: Plants 8
  • Has two graphics - a hot thermoregulus and a cold thermoregulus.
  • It only works when fully grown. Immature thermoregulus is not a heatpusher.
  • It also has an immature graphic.

This mushroom is a heat pusher or a cold pushed, depending what the temperature is.

It aims to bring the environment it’s in to 16 degrees Celsius.

  • If temperature is lower than 16C: It will push 11 heat per second until the temperature is 16C. It changes the graphic to ThermoregulusHeating.
  • If temperature is above 16C: It will push -11 heat per second until the temperature is 16C. It changes the graphic to ThermoregulusCooling.

FOAMPUFFER

  • Description: An ugly, thick mushroom with a cap that smells of muffalo fecal matter. It needs to be grown in flower pots. If it comes into contact with fire once matured, it explodes, ejecting a spray of firefoam over short distance.
  • Time to grow: 3 days
  • Lifespan: 64 days
  • Work to Sow: 360 ticks
  • Work to Harvest: 100 ticks
  • Min Fertility: 0%
  • Fertility Sensitivity: 0%
  • Min light to grow: 0%
  • Beauty: -8
  • Nutrition: 0.1
  • It’s immune to blight
  • Can be grown in flower pots.
  • When it comes into contact with fire, it explodes like a firefoam popper, but only with 1.9 tile radius.
  • Minimum skill required: Plants 8
  • Unlocks with Firefoam research.

Takes a long time to plant, but when fully grown acts as a firefoam popper. It’s useless until fully grown. It’s also very ugly.

MYCOTHREAD MUSHROOM

  • Description: This mushroom has been cultivated for ages by tunneler mining colonies, as it produces a thick but flexible cotton-like fabric which can be used to craft ropes, clothing and furniture. While it takes an incredibly long time to grow, and dies when exposed to any sort of light, for some colonies it is the only reliable way of obtaining good quality textiles.
  • Time to grow: 16.5 days
  • Work to Sow: 400 ticks
  • Work to Harvest: 450 ticks
  • BaseHarvestYield: 8 Mycothread
  • Min Fertility: 0%
  • Fertility Sensitivity: 0%
  • Min light to grow: 0%
  • Nutrition: 0.2
  • Dies when exposed to any light.
  • Minimum skill required: Plants 8

Mycothread mushrooms produce mycothread when harvested - an underground-like cotton-replacement.

MYCOTHREAD

  • Description: Cotton-like, edible fabric extracted from mycothread mushrooms. It’s soft to the touch and easy to work with, deteriorates quickly, has an unusual color, and oddly still smells and tastes like mushrooms.
  • Market value: 1.3
  • Stack limit: 75
  • Mass: 0.028 kg
  • HP: 100
  • Beauty: -1
  • Deterioration rate: 8.0
  • Nutrition: 0.05
  • Taste: Raw
  • Classified as: Mushroom
  • Grants the following effects when used to craft things:
    • Beauty Factor: ×0.85
    • Work To Make Factor: ×1
    • Work To Build Factor: ×1
    • Max Hit Points: ×0.94
    • Flammability: ×1.2
    • Armor - Sharp: ×0.34
    • Armor - Blunt: ×0
    • Armor - Heat: ×0.16
    • Insulation - Cold: +16 °C (32.4 °F)
    • Insulation - Heat: +16 °C (32.4 °F)

WEAVE CLOTH FROM MYCOTHREAD (NEW BILL)

New bill available on crafting spot.

It allows the player to turn mycothread into cloth at the cost of 1 mycothread to 1 cloth.


I think that's it for the Mushroom mod, but if you have any other great ideas, pop them in the comments!

Comments

Anonymous

If 1 mycothread is exactly equal to 1 cloth, shouldn't the mushroom just produce cloth? Am I missing something?

oskarpotocki

Why would it though? Cloth is more or less cotton. This mushroom doesn't grow cotton. It grows a mushroom equivalent... which can also be eaten. Cloth can't be eaten.

Anonymous

Its special thing is that this special fiber is edible. It can replace cloth for when you need cloth but can't grow any outside or don't want to, but it can very much act as it's own fabric. Though I don't know how well it compares to cloth because I don't have it's stats in front of me (I believe it's worse though)

Anonymous

Maybey a new growing zone like with sand and water would be good for mushrooms to prevent clutter, because withe the other plants from ve its already quite big.

Anonymous

It can be eaten! That's the bit I was missing, thank you. (Sorry if the reply is in the wrong place, the Patreon app isn't even showing your comment right now, I had to reply based on the notification)

Anonymous

This kinda makes me want to use the Biomes! caves biome combined with Deserters later to have a hidden deep cave base where they mostly grow mushrooms to survive

Anonymous

Do you think you might make some fungus-bearded dryad as a way to tie in with VIE-dryads? I'm not even sure if it'd be better to just make some gauranlen shroom instead and find a way to work that in but the mod seems to be coming together nicely. Also, please let there be a way to weave mycothread into cloth at the tailoring benches

Anonymous

Last thing I can think of is maybe we could have a mushroom that when harvested creates either a toxic waste pack or pollutes the tile it's on, something you can grow either when you need to pollute the terrain or for whatever benefits the actual mushroom might provide

Anonymous

Chemfuel mushrooms that when fully grown give you 1-5 Chemfuel and are highly flammable and explosive making them dangerous but worthy to grow

Anonymous

Im still have hope for some fungi to make at least beer

Anonymous

Bristleshroom; A round mushroom with dense spines growing in it. When something touches the spines, it explodes, impaling anything nearby. Having evolved to feed and reproduce on the corpses left behind from the explosion, it requires rotgas to grow.

Jason McGinn

"There's no need to get full of mushrooms" [WELL IF I AM FULL ITS *YOUR FAULT!*] "I think you've had those mushrooms quite long enough" [YOU WANT THEM FOR YOURSELF!]

Anonymous

I have an idea, Steelshrooms. They provide a bit of steel and grow slowly, but can be a source of steel. Maybe they can grow in regular cave terrain as well or something because of their hard tops they can push through things other 'shrooms can't

Anonymous

how about a hallucinogenic mushroom that when consumed throws a pawn into a special type of mental break? this would make for a consistent way of getting the catharsis mood buff if you know your heading into something you know will be tanking the pawns mood and you cant have them break then. either way, love your mods and keep up the good work!

Anonymous

Okay, this would be way too overpowered but an Anima Mushroom which works the same as the Anima tree just well underground.

Ian Napier

I feel like being able to use a meat like mushroom would make sense given how they can be used to make meat substitutes in real life. Though that might be too powerful game wise