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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!

Files

Comments

BOB

I love mushrooms

ArcaneJellyfish

Oh heck yes poison puff mushroom traps sound awesome. I've always been extremely interested in fungoid themes. When cave dwellers as a concept became more of a reality with ideology I was so happy. Happy to see cave dwellers getting some love

ArcaneJellyfish

A mushroom used sort of as a "go juice" of sorts would be very interesting, as the berserker from Vinland Saga ate some sort of mushroom to enter a berserk-like trance. Could be really cool for a crazy melee underdweller theme

Oleg Oleg

An idea, perhaps not for a mushroom specifically but some psychic drug in general: what if overuse of (some) psychic drugs caused the Psy sensitivity to actually decrease, via either the psychically dull/deaf traits being acquired or getting a health condition in the brain, as said brain is getting fried due to the high amount of throughput?

Tay'Yeer

How about mushroom that can be harvested for fabrics? That sure is needed for full underground life.

Oleg Oleg

Some things probably needed are cotton/devilstrand alternatives. Devilstrand may be substituted by a different kind of fabric, but cotton is imperative due to being required by most recipes of mods which only allow cotton rather than any fabric to be used

Oleg Oleg

What about a mushroom that increases the fertility of the soil it's grown on, either for a time or for one harvest upon being harvested itself? And what if said soil can be used to grow a different type of shroom that actively demands high quality soil, or at least higher quality than what fungal gravel can offer

Oleg Oleg

What about a mushroom that has to be grown in an artificial bed (aka. Any building that allows a plant to be grown rather than the ground, though I forgot the name of the wooden building with maybe 70% fertility) which is consumed as the mushroom grows, being destroyed at the end but yielding something special after that growth, maybe some improved material (wood to fungal fiber? Steel to mycelium metal, the inversion of sky steel? Blocks to something else)

Oleg Oleg

I don't know yet, but do we have any corrupted variants of the mushroom? As in, occular shrooms? Why not have something like that too

Brian Lang

The visible portion of the mushroom is basically it's penis. Do with that what you will. Thanks.

Mangulwort .

Some wild puffball mushrooms would be cool. We pick those all the time in southwestern Ontario.

Venusgate

First of all, i miss those awful burgers. Secondly, ideas: Millishroom - creates a terrain effect of added walking speed 150% as the millions of caps carry you a la moving walkway. Smoothcaps: over time, as a moisture pump exteacts water, a smoothcap will change rough-hewn floora and walls to smoothed.

SpaceMoth

I do agree with the suggestion for a cloth mushroom for sure! For two other mushrooms, what about one to make an area warmer, and another to make an area cooler? (Maybe one could act like a wooden torch, the other allowing sub zero cooling in large enough numbers?) Could make for some interesting designs for powerless heated or cooled bases. And another idea is for an alternative to the anima trees, an Anima Shroom! Could be eaten for a psilink level.

али иброгимов

Some sort of mushroom that can be used to make special beer (Boyz says hello) and a mushroom that can be used to make wine (Greetings from Fallen London). After all, in a perfect world, a Dwarf/Dirtmoles would never sober up. And maybe a spicy mushroom dessert, which is the cave equivalent of chocolate and/or honey (or there's insect jelly for that?) Also maybe a special mushroom that gives spices?

Odai

Time for a Hobbit colony

AKorgar

Too bad there's no badgers in Rimworld

Rossum

How about a way to grow mushrooms quickly using wood? In real life, growing mushrooms requires a source of chemical energy to feed the fungus typically wood or wood chips. Perhaps you can construct some mushroom planters out of wood and use them to grow mushrooms faster with the planters having to be replaced once harvested? So it would kind of be like hydroponics except instead of being powered by electricity the system requires a regular influx of wood to grow the mushrooms faster.

Gerhard de Boer

Amazing! Just wondering if the mat shroom is veganmeme friendly now Seems tricky to pull off but would be so great

Frank Cotton

How about a finicky mushroom that synthesizes a small amount of neutralize or chemfuel? Or how about one for animals that produces hay?

Brandon Pollastri

For mushroom ideas, how about a negative mushroom that induces rage/mental breaks in pawns or/and manhunting effects on animals. Grows only on polluted terrain. Something you need to keep an eye out for to remove. Maybe even harvest for rage induced combat stimulant?

Stijn Witsel

in an underground colony its hard to get a reliable source power aside from using wood to make chemfuel, so maybe have a shroom that either provides a new way for power or even something as funky as a shroom that works like a tetraslug from alpha animals would be cool

BR164ND

You could have a mushroom that, when exposed to fire, would explode like a firefoam pop pack. It could be planted in flower pots inside of wooden and steel buildings or near crops as an insurance against fires. Along the vein of traps, a mushroom that periodically emits an EMP when stepped on would be cool, useful for countering mechanoids. Maybe a mushroom that, when eaten, can give the consumer a random gene. There'd obviously have to be a negative to this, but you could just give them to prisoners and slaves and extract the good results.

Rafael Ortega

A selection of drugs would be interesting, that produce the same vanilla drugs, you are always forced to plant outside a mountain base just in order to keep happy your crackheads. Or that fill the same addictiction.

Trevellian

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.

maskdcat

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

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!

yarilla

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 :)

Ennek

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

Malminas

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

An Unusual Stout Shako

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!

Amylis

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.