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Well it could be a little while. People keep giving me more work to do and I still want to play the game.
Looks like there's a couple non growable mushroom types. I'll put it on my to do list.
There's two types of mushrooms with the dlcs the normal ones that require light and these which are plantable with this mod that require darkness.
Is there a mod that will fix this?
Thanks for letting me know. I've put out an update it should fix the problem. Unsubscribe and resubscribe to force steam to update the files.
The other mushrooms grow just fine, this is the only one complaining.
If you have the Ideology dlc the Tunneler meme will unlock the ability to place fungal gravel over stone which can be used for growing mushrooms. Otherwise you'll need a mod to place soil on mountain stone. I have my own mod called Simply Soil but there's a dozen or so mods to choose from.
As per the description the small variant can be grown in hydroponics however the large tree like ones cannot. The reason for that is simply that in vanilla such large plants are not growable in hydroponics.
Yes there's no problems with adding it mid save. Even removing it shouldn't cause any issues except maybe a minor error you can ignore.
They should be able to grow on that soil to begin with. Potatoes were just used as a guide to get a reasonable yield/grow time. Honestly this mod really isn't needed if you have Ideology since the game now has mushrooms growable by default.
Changing that would mean changing how the vanilla mushrooms function which I don't intend to do. The light aspect can be useful for other types of colonies. The Ideology dlc already has its own mushrooms specifically for cave dwellers so I would suggest using those. I was actually considering discontinuing this mod since we now have mushrooms you can grow in the dark anyway.
I don't think it would be too hard but sorry to say its not something I'm interested in doing. I think there's a couple mods that do plant based meat substitutes. One I know of is VFME - Simple Tofu!, it does however require a bunch of the Vanilla series mods.
I checked it to be sure. Glowstool can be planted in planter boxes as intended. Agarilux however cannot be planted in them but that's intended (since its basically a tree). The load order shouldn't matter however in my load order [FSF] Growable Mushrooms is loaded first.
No worries glad I could help.
Steam\steamapps\common\RimWorld\Mods\
So you should have a folder for Core (main game) and a folder for Growable Mushrooms under the same file path. Alternatively you can just wipe everything under the workshop number folder 1180192852 which is my mod and extract the contents of the rar there.
Not at this time I just threw it together quickly for you. These patches generally come with Seeds Please. Although both my mushroom mod and ambrosia use vanilla plants which are not normally available so its in a bit of a weird place. It's very unlikely I update this mod so you won't need to worry about updates.
Here's a link for a seeds please version.
https://www.dropbox.com/s/c9fuueznv0v6zct/Growable%20Mushrooms%20Seeds%20Please%201.0.rar?dl=0
No problem, glad you enjoy my mods.
Thank you for all the great stuff.
Mushrooms are under the vegetable category when it comes to cooking.
I don't plan do add it as default but here's a copy wih them plantable in pots. It was simply a matter of adding <li>Decorative</li> to the list of sow tags that I patch in.
https://www.dropbox.com/s/aol33ubbwas498d/Growable%20Mushrooms%20Decorative%201.0.rar?dl=0
Sorry I should have asked for the error log. Yes any other mod that changes mushrooms would no doubt conflict with this mod.
This mod makes 3 alterations to each of the two mushroom types via patching. I don't see how it can possibly cause any issues.
So now I'm perfectly able to create my own rebalance mod now even for the mods, that use different resource costs, etc.
Your mod will also be merged into that with a bit more vanilla-friendly balance in nutrient/day yields.
I just should be carefull not to miss out from the description any mods I'm using as reference :)
Simply being able to grow shooms, that equal to potatoe, whitout requiring the energy, even without any bonus from fertility they can be considered a strong tool for a mountaing base.
My mod is intended to make them as a usable crop that's comparible to others. The time/yield is based off potatoes and I think they work quite well overall. They don't take advantage of fertility well, they take a long time to grow and give a decent yield but require no light.
If the numbers aren't to your liking you can always edit the patch files yourself. There's also another mod called Growable Mushrooms that does not change the growth time or yield.