RimWorld

RimWorld

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Underground Food
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
3.504 MB
Jun 4, 2019 @ 8:53pm
Apr 5, 2024 @ 4:34pm
26 Change Notes ( view )

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Underground Food

In 1 collection by RelaxedOtter
RelaxedOtter Rimworld Mods
5 items
Description
Various types of xenofungus that grow without needing any light (and will die when exposed to light). They are less efficient than outdoor varieties.

Plants
  • Vanetike - vegetable
  • Melrotus - Meat substitute.
  • Helatrophica - a long-lived ugly light-producing plant, can only be planted in pots
  • Cococazine - can be processed into chocolate
  • Laeti - produces fibers that can be processed into Cloth or Synthread
  • Scarik Orb - produces small amounts of milk
  • Neutrophyria - can be processed into neutroamine
  • Colossal Sanozite - a very large mushroom which can be processed into herbal medicine
  • Xylem Tuber - produces a small amount of wood
  • Frigia - produces crystals that can be used to cool down a room (but not to freezing). Look for the Frigia Totem in the Temperatures tab.
  • Pyrazite - produces crystals that can be burned to heat up a room (not as efficient as a campfire, but doesn't produce as much light). Look for the Pyrazite Burner in the Temperatures tab.
  • Unlock new varieties of hops, psychite, smokeleaf and devilstrand that you can grow without needing light.

New Drug Recipes
  • Alcavorax. This blocks gut worms, muscle parasites, fibrous mechanites and sensory mechanites (works like penoxycyline so only blocks new infections). It lasts for 8 days, but has the drawback of giving a negative mood effect while active.
  • BrainLok. This negates psychic sensitivity but also makes intellectual tasks nearly impossible.
  • ToxAway. Renders near immunity to toxic fallout, but it almost instantly addictive.
  • Spyke. A powerful combat enhancing drug.
  • Chocoroto rollo. A blissful recreation drug - smoke some chocolate today.

Spacer Tech
  • Highly advanced semi-organic constructs that provide light, heat a room or chill a room to freezing without needing power (so unaffected by solar flares).

Terrain
  • Fungal Soil can be placed on stone ground, allowing you to expand underground farms with a low-fertility soil.
  • Enrished Fungal Soil can be later researched to enhance and farmable-soil to 140% fertility.



Can this be added to an existing save?
* Yes. You'll need to do the basic research to unlock the initial tier.



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Popular Discussions View All (2)
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Aug 4, 2024 @ 9:58am
Retexture
[岗] Señiorita woofers
0
Jul 3, 2024 @ 4:06pm
Vegan Meat Substitute is Great!!
SHERRY
150 Comments
TurtleShroom Oct 8, 2024 @ 11:54am 
OP, "Biotech" Genes without an icon cause no problems in the game. It just prevents them from having a picture.
TurtleShroom Oct 8, 2024 @ 11:53am 
Is anyone else running into an error where it says that the Textures aren't generating?


Could not load UnityEngine.Texture2D at Plants/UF_cococazine in any active mod or in base resources.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Could not load UnityEngine.Texture2D at Plants/UF_ColossalSanozite in any active mod or in base resources.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Lost ( Kai )  May 28, 2023 @ 10:45am 
@Colonel Porksworth No, no they do not. Plants have a fun little difference in their glow code compared to other light sources that allows them to glow in the dark without killing each other.

On paper they all die. In execution they are fine.
Nefilol Seflll Apr 13, 2023 @ 5:23pm 
I don't know if it's a conflict or by design, but just like vanilla glowing mushrooms, most of the plants in this mod seems to produce light of at least a max of 50%, scaled with their current growth so basically they eventually die due to light exposure.
RelaxedOtter  [author] Oct 23, 2022 @ 8:10pm 
@Jedia Kyrol thanks for that, didn't test that part.

Tried to implement the icons, but couldn't work out how to do it and gave up. The drugs now use smokeleaf (chocorollo) / psychite (brainlok) / wakeup (spyke , toxaway) for their chemical dependencies to get rid of the errors.
Jedia Kyrol Oct 22, 2022 @ 10:46pm 
small incompatibility with Biotech DLC...it wants icons for all drug resistance/immunities for it's gene list.
[code]
Could not load UnityEngine.Texture2D at UI/Icons/Genes/Chemicals/UF_ChemicalBrainLok/AddictionResistant in any active mod or in base resources.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
...
[/code]
It hung on BrainLok, but I assume it'll hang on each one as they load.
Daisuke Oct 21, 2022 @ 4:20pm 
Yup sorry I forgot to comment, figured out anything beyond the first 3 techs are completely locked from medieval cuz they're not medieval tech. Would it be possible to create a patch for that? It would be greatly appreciated <3
RelaxedOtter  [author] Oct 21, 2022 @ 3:42pm 
Updated for 1.4 - this involved changing ToxAway to use the new tox resistance stat.

@Daisuke this adds quite a few techs, those underground varieties are later tech so I guess wouldn't be available in medieval playthroughs.
Daisuke Sep 23, 2022 @ 9:27am 
How many techs does this mod add? Cuz I'm doing a Medieval playthrough and I can only research 3 and I am unable to grow hops, psychite, smokeleaf and devilstrand underground, they can appear on their own but I cannot plant them
Miirielzeira Jan 29, 2022 @ 1:31pm 
work with seeds plz ?