Rimworld Mod Rundown - Vanilla Races Expanded Fungoid
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- Опубліковано 29 лис 2024
- In this video we get into why you'd want a living mushroom in your colony, because they're such a fungi to be around.
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VE Highmate with infector gene:
Tag, you're a catgirl now UwU
fungoids are definitely meant to be a problem, not a solution, however, with gene modification they could actually be really good, after my raider run i might try a fungoid run to see if i can potentially turn them into super mushrooms.
Haha, instead of "We'll get into the meat of the mod, er, mushroom?" you could have gone "Into the mycelium of the mod?"
You voiced my concerns completely, and the workaround for them. Despite being another "I played this game and want it in Rimworld now" mod, it has a great deal of potential and I love what I can do with it. In my fungal run with a modified race to just remove the lack of learning (as well as adding ageless), I developed into a base with extremely focused people. They kept doing the thing that they had the most passion in forever to keep their skills up. This was sometimes to the detriment to the colony. Constructors building just to tear it down just so they could build it again. It was weirdly horrific in the best kind of way; at one point I realized that this was weirdly apt, mushroom people just going through the motions of their favorite skills before they became infected, again and again forever. It was that existential horror that you can understand and is twice as horrific for it.
Bonus points if you have the mods to add mycelium gravel or soil without the tunneler meme even if you don't grow mushrooms, to represent them infecting the land or just a visual representation of their spores coating the ground.
Caveworld Flora Unleashed is what you want! All the best kinds of mushrooms creeping their way through the deep dark, entirely naturally too!
This is actually a really well done video. Not only that but having the stats on the genes and what they can do is super handy to know since I’m thinking of doing a fungoid play through. I really would love to see a fungoid play through from you but that’s only if you’re interested, I know you’re doing mod showcases right now.
A Fungoid playthrough is a hilarious mess. It lives and dies on who you can capture as you'll likely be cycling through colonists constantly because of how useless they become. Think no social skill, no decent doctors, constant construction fails, very limited planting... but super clean floors and perfect storage organisation.
I'd like to do some playthrough videos, condensing quadrums/years into a half hour or so but as they're heavier on editing it would likely lead to a much slower upload schedule. It'll be Rundowns for a while, given how much content there is in my current modlist.
100% if you want an enjoyable 'Fungoid' run, make your own Xenotype and give them some unarmed buffs.
Biotech Expansion Core, Mythic and Mammalia play fantastically into this!
Just watched all your current rimworld videos. Already my favourite mod summary videos, exactly what I always wanted. Thanks!
Another solid rundown of this mod, thanks again brother! Rimworld has such a robust modding scene, and the VFE stuff is always a blast to see someone go over in depth!
Honestly the deterioration of the fungoids is the saddest part especially when thinking of your own colonist going through it. Those around them just watching them deteriorate into a shell of themselves, not even looking like themselves and eventually becoming hated due to it and ehat they've become over all (due to the rot stink and hideous gene.)
At least there are good news. The skill loss is a xenogene. So anything that can change xenogenes, from your own xenogene implanters, to a sanguophage bite, can brute-force a cure.
Not everything is that bad. They simply transform into different entity. In order to gain something you must loose something in return.
PS: Consider this transformation as alternative way into afterlife. When you are dying or too old and sick with any crippling disease imaginable - this way to go will not look like a bad one.
PPS: I wonder how ghouls interact with that?
@@YourLocalMairaaboo I like this.
Vampires are stronger undead than zombies, after all.
There was a rimworld series on youtube called Mushroom Madness that had pretty much exactly that as one of the central characters
honestly, the way of "just make a custom xenotype with the infector gene" is so much more effective, no clue why my first thought at seeing it was "give your colonists powerful xenogerms after researching gene editing and then have them become infected so they can pass said genes (now endogenes) on to their children and start a generational colony"
Never really used them, but when I did I put them suckers in a warcasket.
Don't need to dodge when they just stand there and tank everything.
my colony had a "pet fungoid" that dropped and crashed near the base walls. it lived many years as a frostbitten nugget until a meteor killed him. deathless is a gift and a curse
Thank you! I did exactly that with my Patient Zero testrun series. :)
Thanks for recommending this mod, my leader's fungoid-infected daughter joined after a lantern festival & now everyone vomits when she tries to socialize #uglyBonnie
Great rundown, thank you.
you can get them from rituals too, and infecting may or may not work with combat extended. never got it to stick
[if you hate your fungoid later, you can overwrite all their genes with a vampire's]
Never had one pop in a ritual myself but I'd imagine if you have them as a venerated xenotype it'd be far more likely to happen.
Same as everything with CE... It *may* work... Ish...
I suppose instead of building and farming as a fungoid colony your main playstyle should be raiding and taking over other colonies.
I thought they would be a large tribe, which I would treat with fire.
Kind of a shame they're not. It'd be cool if they infested nearby faction bases and you needed to cleanse them to avoid a huge wave attacking you.
the first time i was hit with the fungoid i had a pretty cool experience, sent my best shooter out to kill them only got one and the last was missing both legs and arm and a lung but was great for blood farming no guilt.
But even if you turn your prisoner into a fellow mushroomie, you still have to recruit them, right? They don´t just.. join you because theyre suddenly the same, do they?
Yep, you'll still be able to recruit them. It's the same as if you install a xenogerm on a prisoner. The hardest part is having a fungoid infect a prisoner without also killing them in the process. They hit pretty hard.
@@MysteriousFawx Nah, my point is that it would be nice if you could just recruit them instantly when you already turn them to yours. Like, a zombie hord doesn´t ask newly turned zombie if he wants to join them or not.
Dont they also get 20 melee skill for free? I got one from a quest earlier today and he came with 20, when i hover my curser above the skill it mentions something about his xenotype
Not as far as I can tell. They have no gene for improved melee skill, only damage. The Fungoids I had spawn in this video all had totally random skills and passions too. You may have just got really lucky!
@@MysteriousFawx he's the pillar holding the entire colony up, though he keeps infecting everyone with lung rot, I'm playing with CE tho so I can use gas masks to help with that
Ah CE might be fixing Fungoids for you a bit, I've not gone super deep with it so couldn't say for sure.
You said custom genomes don't get generated by other factions, but I've had them appear ever since BioTech, as long as I save them. Any idea which mod might be doing that for me? Not that I wanna change it
Without knowing your modlist I've got absolutely no idea. At a really vague guess I'd imagine there are settings in a few of the more popular Tweak mods that enable it happening? FSF or Galore perhaps?
I believe its alpha genes that adds a "custom xenotype" thing to the faction spawnlists, which randomly plucks xenotypes from your saved folders to plop into factions. Also includes a pair of outlander factions that have a very high Custom Xenotype spawnrate.
A note with that: If you change your modlist, re-save your xenotypes, because it only loads them if they were saved with an exact matching load order
I found a xeno made by me In a raid before.