RimWorld

RimWorld

Vanilla Races Expanded - Fungoid
405 Comments
Tookatee 9 Jun @ 4:42pm 
@exBeNN Here is the submod to remove that vomiting gene from this xenotype, note it will only affect newly spawned fungoids so you'll have to manually reapply the fungoid xenotype to your prisoner using the dev console. https://sp.zhabite.com/sharedfiles/filedetails/?id=3433197206

If you are interested in other QOL changes for this Xenotype, checkout the collection the mod is apart of.
Wave5 8 Jun @ 5:41pm 
If I have colonists who have turned into fungoids, do I need to create a new genotype to change them back with a gene assembler, or would I need a mech serum to remove the infection (since they didn't develop immunity and turned)? Or is it both? Thanks
Sarg Bjornson  [author] 5 Jun @ 10:48pm 
It won't change, as it is exactly the way we intended it to be. People have made submods to tweak things more to their liking
exBeNN 5 Jun @ 5:47pm 
The vomiting is quite excessive, if there was at least a chance to trigger it on interaction it would make more sense. I can't even recruit an infected prisoner because my warden keeps constantly vomiting without no end. I like the design and idea but it's implemented in quite a weird way, probably won't even change but oh well still wanted to share my opinion on it
Whisper 31 May @ 1:20pm 
@snappa There's a cure item. Just research it.
ElysianEcho 27 May @ 11:43am 
it's all xenogenes so it should get replaced if you implant something else on top, or use a xenotype nullifier if you have alpha genes
Snappa 5 May @ 9:12pm 
Is there any way at all to cure fungoidness??
Tookatee 14 Apr @ 11:20am 
Just created yet another patch for this mod that removes the Mind Coalescence gene (so no more colony wide mental breaks). Check it out here: https://sp.zhabite.com/sharedfiles/filedetails/?id=3464000177

And check out my collection of quality of life patches for this mod here: https://sp.zhabite.com/workshop/filedetails/?id=3435047193
turnitup5000db 30 Mar @ 2:00pm 
Additional update. Waited for it to finish loading, which it eventually did. Spawned in without the Fungoid Ship Part, so I guess I win. Dropping a save here too, let me know if you want any info from it.
turnitup5000db 30 Mar @ 1:58pm 
Update, I think that save file is borked. Tried to reload it and it's been spawning things for about ten minutes, usually a ten to twenty second process on my rig.
turnitup5000db 30 Mar @ 1:47pm 
May have run into a glitch. Fungoid Ship part is at 0/1200 hp and is just sitting there. Tried hitting it with frag grenades and EMP Grenades, no joy. Is this intended?
Wihnty 23 Mar @ 6:51am 
@CrazyOatmeal quantity over quality
but i think its a problem that they cant regenerate lost body part, unless im missing something
CrazyOatmeal 8 Mar @ 3:20pm 
So from what I can gather, having a fungoid infected colonist essentially turns them useless as they forget all of their skills permanently. Am I missing anything?
xflame505 28 Feb @ 4:38pm 
does telepathy still work with speech inability?
Tookatee 28 Feb @ 4:50am 
Yet another patch for this mod that replaces the Gene Infector gene with the vanilla Gene Implanter gene, preventing unwanted fungoid xenogene infections from combat with one. Check it out here: https://sp.zhabite.com/sharedfiles/filedetails/?id=3435626742
Tookatee 27 Feb @ 2:14am 
I also released another patch for this mod that removes the "No Study" gene, which will now allow this xenotype to gain skill experience! Check it out here: https://sp.zhabite.com/sharedfiles/filedetails/?id=3435043901
Tookatee 23 Feb @ 4:44pm 
For anyone who is interested, I just released a patch for this mod that removes the gene that causes instant vomiting the moment a pawn from any other xenotype interacts with a Fungoid and replaced it with something far less problematic, but still balanced for their hideous appearance. Here it is: https://sp.zhabite.com/sharedfiles/filedetails/?id=3433197206

Hopefully this will allow at least a few of you to further enjoy what this mod has to offer!
Sarg Bjornson  [author] 8 Feb @ 3:18am 
I have changed the FAQ to indicate that "CE compatibility is handled on the side of CE". I'll adjust all my mods to reflect this.
Trivia Vanille 8 Feb @ 3:03am 
anyway, yes, according to the official Compatible Mods list for CE, this mod is compatible. that's literally the only reason i came down to the comments section in the first place, to see if anyone had already said that and, if not, to say it myself
Trivia Vanille 8 Feb @ 3:01am 
i dont have a bone to pick with you at all! as i said, yalls mods are great, i just dont understand why people continue to comment on your mods expecting anything other than "not my problem", and then proceed to argue with you when you do actually give helpful info. There's plenty of other mods out there people can use, and if they have legitimate suggestions or concerns, the bug report and suggestion options are right there in the description...
Sarg Bjornson  [author] 8 Feb @ 2:57am 
@Trivia Vanille: Any comment unrelated to this mod will be deleted. If you have a bone to pick with me, do it elsewhere
Sera 6 Feb @ 8:27pm 
Honestly I have to agree. I know it causes vomiting by reading the mod page but it really should be said in game on the gene. And I agree "feel sick" means anything and just sounds like lore.
unme96 6 Feb @ 8:05pm 
just update the description stop arguing for no reason at all it shouldn't take more than what? 2 minutes?
Sarg Bjornson  [author] 4 Feb @ 11:23pm 
I don't think it is a concern indeed
Tookatee 4 Feb @ 10:58pm 
That is a pedantic difference in terminology, both describe the exact same concept, a means to install multiple different mods at once for play in a save/server. Although this has little to do with the issue brought forward.

And while that caveat is specified in the VE collection, it is not the only one to include this mod, nor is it unreasonable for one to assume the race mods will function similarly to each other considering they are in the same collection and under the same VE umbrella (which is true in practice, save for this specific issue with this one gene in this mod).

Your last two messages and the fact that a fix hasn't already been pushed make it seem like you don't think this is a concern, which would be disappointing if true. No significant code changes are needed, it's just a literal textual edit of the description for the one gene. Would only improve the mod and save others future headaches.
Sarg Bjornson  [author] 3 Feb @ 10:42pm 
There is no VE modpack. There is a collection, where we specifically mention not to install them all! The concept of modpacks is very Minecraft, and doesn't work well here
Tookatee 3 Feb @ 7:55pm 
If you are installing mods one by one, then sure, but modpacks exist...including the Vanilla Expanded modpacks that this mod and the entire series of Vanilla Expanded mods are apart of. And the larger the modpack the less likely anyone is going to be sifting through them reading every single individual mod.

Especially when they're quite similar in function to a mod they've already installed/is in the modpack (like is the case with the rest of the VE race mods). And because there is no reference to the vomiting side effect in game, this is quite tedious to diagnose.

A simple formatting fix to list the effect of the gene would be enough to resolve this issue (similar to how you already do this for the Alpha Genes mod or just vanilla Biotech, with genes like Bloodsucker Distrust or Dark Vision).
Sarg Bjornson  [author] 2 Feb @ 11:33pm 
I'd argue that you shouldn't install mods without first reading what they do
Tookatee 2 Feb @ 3:58pm 
It would also be nice if there was a mod option to toggle this feature off or if overtime colonists could get acclimated to the appearance of a pawn with the "Very Replusive" trait (and thus no longer vomit).

Or some sort of special outfit the pawns could wear to conceal their hideous appearance from others, like a face mask.

Not everyone wants to have to infect their entire colony or send the pawns off to be permanent caravan members just to play with this mod without dealing with the litany of problems this gene causes.
Tookatee 2 Feb @ 3:54pm 
Couldn't figure out why my colonists were constantly randomly vomiting, after hours of searching and thinking it had something to do with food poisoning I find out the cause is this mod. Please update the text description of the "very repulsive" gene in game to match the description you have on this mod page. In game there is zero mention of the vomiting downside you describe here, just a vague, "Any social interactions with them make people sick" which can be easily be dismissed as flavor text.
swaggy 27 Jan @ 5:16pm 
so is the only way to recruit one is to sacrifice one of your pawns into a fungoid so they can stomach to look one in the eyes without throwing up:kag_tongue:
I3eauLeBoi 9 Jan @ 6:41am 
Only ship crash event, i'd love to see some sort of dangerous faction / or apocalypse styled mod that accompanies this.
McCozzy 26 Dec, 2024 @ 8:56pm 
Can you find fungoids around the world normally or do they only come from the ship crash event?
Guineatown20806 16 Dec, 2024 @ 6:27am 
Permanent Mood boosts from Traits, mainly from VE-Traits cause issues due to the gene Mind Coalescence. The + and - mood multipliers aren't shown then and cause visual bugs.
Carl 16 Dec, 2024 @ 6:10am 
I can make a catgirl virus with the gene infector, I'm going to make an affront to GOD.
Lovhes 14 Dec, 2024 @ 4:46pm 
can fungoid regen lost organs?
Sarg Bjornson  [author] 23 Nov, 2024 @ 10:57pm 
Intended
Shork with a Torpedo 23 Nov, 2024 @ 6:52pm 
The vomiting gene causes colonists to get stuck in an infinite loop of vomit animation and they can't do anything but still try to interact with the thing until I manually draft/undrafted them. Should have a limit max tick for them to stop trying to interact with them, or at some point pawns will barely accept their ugliness, allow them to stay with other races will be more interested, right now they are just a walking bug even for prisoners (because I have auto arrest convert&recruit mod).
TehFishey 12 Nov, 2024 @ 7:16am 
So, I've gotten into a situation where I have a pawn with the Repulsive gene, but I've overridden it with Attractive. The beauty value is no longer applied (+1 instead of -4), but the vomit-on-social-interaction thing is still happening. Is this an intended thing?
Sarg Bjornson  [author] 9 Nov, 2024 @ 10:55pm 
They don't behave in that way, at all. You have mods changing them
Mister Piffles 9 Nov, 2024 @ 5:05pm 
So i downed a fungoid, and had it on constant raging fire tile, being hit by fire bombs and shot to keep in its downed regeneration ( that lasts all of 0 seconds ) and found that even though i could after stacking enough wounds on the thing make it stop moving, it still wouldn't burn / die. I had to send someone to finish it off, Even sat it out for a year while i farmed the fuel for the bombs ( then Thralled a Impid at the same time )... Only one pawn vr a squad of 9. I killed it, but it felt like i was fighting a bug and not tough encounter... Is there a way to make them not broken in that way, like a setting to nerf the complete immunity it like, near immunity?
Sera 3 Nov, 2024 @ 3:16pm 
@koimono pretty sure the infector blocks infectors.
koimono 3 Nov, 2024 @ 12:51pm 
got a question what if two people attack each other both have different xenotypes but both have the infector gene? what happens?
Toby 30 Oct, 2024 @ 2:40pm 
it would be -6 metabolism and 10 compelexity
Toby 30 Oct, 2024 @ 2:39pm 
hey a good idea for future mods a gene that lets you instantly recruit other pawns with the gene
so basicly any fungoid you find u instantly controll "like a hive mind"
Spear Deer 20 Oct, 2024 @ 1:49pm 
What is the chance of infection? I made a custom xenotype using the infector trait, and I have yet to infect anyone, i just keep talon-ing them to death.

Also, have you considered allowing for an option of intentionally infecting prisoners? I feel like that would be easy in fiction, but right now in practice you'd just have to have someone go assault some prisoners til it triggers.
Dead Thing 2 Oct, 2024 @ 8:36pm 
Got the ship crash event early game on my first Anomaly attempt. Sent my colonists out to deal with it not knowing what this was. They were torn to shreds, infected, and got lung rot. They never stood a chance against Deathless melee monsters.

I hate it so much. It's great! 10/10 thank you for the challenging content. Will just hide indoors and let the rot stench take over the map next time.
Sarg Bjornson  [author] 30 Sep, 2024 @ 10:53pm 
No
chunky_ragu 30 Sep, 2024 @ 7:47pm 
Can I make my pawns not throw up when they see my fungoid by putting a mask over his face?
Rjay101 29 Sep, 2024 @ 1:55pm 
A pawn with the iron stomach trait can also convert/recruit them if you Vanilla Traits Expanded