RimWorld

RimWorld

Growable Mushrooms
44 Comments
{GFG} Kage  [author] 2 Apr, 2024 @ 12:56am 
I've tested and confirmed this mod works in 1.5, and I've updated the mod.
{GFG} Kage  [author] 9 Aug, 2023 @ 7:01pm 
It's more likely that's intended for animals that are grazers. Think of goats or deer, but in caves.
Monkey Magic 9 Aug, 2023 @ 7:57am 
Thanks I have some growing in a cave my pawns are staying in temporarily while building their settlement. Nice to know I can just remove it and replace it with torches. I was letting it grow in case it was edible at some point (food is scarce) but growing fungi takes forever

EDIT - Interestingly enough, if one opens up a save file and reads through it, bryolux is listed under food restrictions. Could be that it was supposed to be a food at some point.
{GFG} Kage  [author] 5 Aug, 2023 @ 6:32pm 
You are correct, Bryolux can't be harvested, and only provides a little light.
Monkey Magic 5 Aug, 2023 @ 3:58am 
@V E H U M E T - the mod is for funi, and Bryolux is a moss. Timbershroom is expansion content, and I believe there's another mod of the same name that caters to it - although growing time has been greatly reduced for all fungi in that mod.

But yeah, is Bryolux even edible? I thought all it did was provide faint light
Horrormarked 14 Nov, 2022 @ 1:55am 
does it have timbershroom and bryolux?
Buster 27 Oct, 2022 @ 10:55pm 
Bruh this is a great way to landscape caves and give a true subterranean feel. Of course people use it still.
{GFG} Kage  [author] 26 Oct, 2022 @ 6:10pm 
I honestly didn't think anyone was still using this, if I'm honest. Tested and confirmed it's working for 1.4 and updated it.
YunoAloe 26 Oct, 2022 @ 4:07pm 
update to 1.4 makes sense?
Buster 19 Sep, 2021 @ 8:14pm 
Can you add the timber mushrooms, and other cave plants?
{GFG} Kage  [author] 31 Jul, 2021 @ 6:52pm 
Ok, looked up the specifics. Glowstool is 40 grow days (approx 80 days in game time) for 20 fungus. Agarilux is 60 grow days (about 2 years) for 35 fungus, slightly more efficient. Nutrifungus is 6 grow days for 11 fungus. Resulting fungus per day per plant:

Glowstool: 0.27 fungus per day
Agarilux: 0.32 fungus per day
Nutrifungus: 0.99 fungus per day

Note: A grow day is 24 hours of growth, but a mushroom only grows 13 hours in a day. I calculated the actual number of days for growth when doing the above calculations, so that's why it isn't a straight "fungus/days" calculation like you might have expected.

Nutrifungus grows much more quickly, and nets you the best efficiency by a very wide margin. Now, if you grow a large enough patch of these plants, you can still get away with the other plants if you simply prefer them, but if you're after maximum efficiency off of fungus, nutrifungus is the superior choice.
{GFG} Kage  [author] 31 Jul, 2021 @ 6:39pm 
These are the mushrooms already in the game, and they don't produce much, the nutrifungus is definitely superior. I updated this primarily because it was already compatible, and for people already using the mod and updating their colony to the new update. But unless you want the light from these mushrooms, nutrifungus is the better choice.
Guedez 31 Jul, 2021 @ 1:36pm 
How these stack up to nutrifungus? It's like the rice/potato/corn triad or they are all the same except for aesthetics?
{GFG} Kage  [author] 22 Mar, 2021 @ 1:00pm 
Yeah. It's the same mushrooms that are already in the game. They've just been altered so you can plant them, instead of only being able to find them when they naturally generate.
PetLoverSpy 21 Mar, 2021 @ 1:56pm 
Does artificial light kill them too? As in anything below 51%?
{GFG} Kage  [author] 6 Mar, 2021 @ 10:20pm 
No, but then again hydroponics wouldn't be very effective. Fertility has a 5% effect on growth speed for mushrooms, meaning that 180% increase to growing speed drops to 9%. At 109% growing speed, you're better off just using what ever soil is nearby, and saving the steel, components, and power.
Amnesiac 5 Mar, 2021 @ 10:19pm 
Can you grow these in hydroponics?
kadajvirus 1 Dec, 2020 @ 5:10am 
Now this is a nice and usable mod ! Just perfect for my colony !
Hyeenu 25 Feb, 2020 @ 11:22pm 
Thanks a bunch! I really appreciate the fast response and effort, I love this mod and can't wait to keep using it!
{GFG} Kage  [author] 25 Feb, 2020 @ 10:34pm 
Ok, tested and confirmed it works with out changes on 1.1. I've updated the about.xml file to reflect that (and give the unique identifier string) so you should be good to go.
{GFG} Kage  [author] 25 Feb, 2020 @ 10:19pm 
It's probably already compatible, but I'll verify, and update.
Hyeenu 25 Feb, 2020 @ 9:01pm 
Hello! I really love using this mod for my underground dweller folks in my colonies, and with the new update coming I was hoping you'd be willing to get back into this and maybe get it set up for 1.1? It'd really be appreciated!
{GFG} Kage  [author] 21 Oct, 2018 @ 10:20pm 
Already compatible
kooky112 21 Oct, 2018 @ 8:23pm 
1.0?
{GFG} Kage  [author] 28 Aug, 2018 @ 2:50pm 
Updated to B19.
{GFG} Kage  [author] 24 Jan, 2018 @ 4:32pm 
No problem
Shadow-kon 24 Jan, 2018 @ 5:10am 
well i apreshate you looking into it
{GFG} Kage  [author] 19 Jan, 2018 @ 11:11pm 
So it turns out mushrooms don't generate that much light. It takes a lot of mushrooms in a small area to get a decent amount of light.
{GFG} Kage  [author] 17 Jan, 2018 @ 8:29pm 
Yeah, you'd need to add a new sowTag, Decorative. That said, I don't know what happens when you grow a plant in a pot that gets harvested. They might just cut down the plant, then grow another.

I'm thinking the Bryolux, not having something you can harvest, might be a better choice for lighting.
Shadow-kon 17 Jan, 2018 @ 11:35am 
would there be any way to make them grow on pots for rooms? getting lighting into rooms for the standerd light is power hungry
{GFG} Kage  [author] 4 Jan, 2018 @ 9:30pm 
Ok, tried 2 different ways. Sure enough, it just won't work. I don't think you can make it count as both.
{GFG} Kage  [author] 4 Jan, 2018 @ 9:15pm 
Defs/ThingDef[defname="RawFungus"]/ingestible/foodtype

You'd have to change that, but I think this is an either/or type of scenario, I don't think you can make it count as both. Meat for meat, and VegetableOrFruit for anything else. Going to make a local test and see what happens, I'll let you know.
Taqpol 3 Jan, 2018 @ 11:29am 
Would there be a way to modify your mod to make it so that the vanilla mushrooms also count as a meat source for meal production? Do you know where I would add that in the patch xml file?
Flesh Forge 19 Nov, 2017 @ 4:02pm 
FYI, Rainbeau also decided to set a min fertility to prevent these growing on sand. Thanks!
Flesh Forge 19 Nov, 2017 @ 3:57pm 
Ok, thanks!
{GFG} Kage  [author] 19 Nov, 2017 @ 3:44pm 
Ok, just downloaded and checked his mod. His mod creates an entirely new plant with the same name. So if some one were to download his and mine, they'd have 2 options for the Agarilux and Glowstool mushrooms, one with his numbers, and the vanilla mushrooms I modified.
{GFG} Kage  [author] 19 Nov, 2017 @ 3:37pm 
It's no big deal. It's a tiny change (just added fertilityMin) that doesn't impact the vanilla game in any way. The change won't be noticable unless you're using mods that change what types of terrain you can grow on (such as Rainbeau's Wild Cultivation), mods that modify fertility levels of terrain, or mods that add new terrains with different levels of fertility. It was just the best option for handling that particular interaction.
Flesh Forge 19 Nov, 2017 @ 3:20pm 
Well I wasn't trying to tell you to change it, I was just letting you know how it behaves - also Rainbeau added the ability to grow mushrooms in his own mod so there won't be any overlap any more, you probably don't need to worry about this any more. Thanks!
{GFG} Kage  [author] 19 Nov, 2017 @ 3:07pm 
Ok, updated with a minimum fertility requirement. If fertility is not at least 70% (gravel), mushrooms will not grow.
{GFG} Kage  [author] 19 Nov, 2017 @ 2:58pm 
I get where you're coming from, but combinations of mods will always be able to make the game easier in any environment. The change you are suggesting is the kind that would make growing mushrooms bad except in combination with that mod. To prevent this, while not ruining the mod except in that combination, I can always adjust fertility sensitivity, so that the 5% hurts more, or I can set a minimum fertility level so that you can't grow them except in gravel or better.

That said, we're looking at mushrooms that require nearly a year to grow with the faster mushroom, and over a year for the slower one. Even with lower fertility sensitivity, that's a VERY long wait. It's not quite as OP as you think.
Flesh Forge 19 Nov, 2017 @ 11:28am 
FYI when combined with Rainbeau's Wild Cultivation mod, you can plant these on sand and they grow at minimal penalty due to the vanilla mushrooms' fertility stats. It's not exactly a problem but it does make desert/extreme desert dramatically easier. You might think about having them require more space, like trees do, to make this a little less rewarding. I'm telling the other growable shroom mod author the same thing. Thanks!
DeadMechGaming 12 Nov, 2017 @ 6:42pm 
Mkay, was just curious.
{GFG} Kage  [author] 12 Nov, 2017 @ 6:10pm 
It isn't, I just failed to find it when I went searching for a mod that did this. Also, it looks like that mod changed the rate of growth of the mushrooms, and the yield, where I left them alone. They take much much longer to grow normally.
DeadMechGaming 12 Nov, 2017 @ 3:43pm