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RimWorld => Releases => Mods => Outdated => Topic started by: Jerethi50 on June 19, 2014, 06:29:21 PM

Title: [MOD] (Alpha 6) Mushroom ModA6 1.01 Compatability fix + options
Post by: Jerethi50 on June 19, 2014, 06:29:21 PM
Mushroom ModA6 1.01
(http://i.imgur.com/bYPVG07.png)
This mod adds in grow-able farm-able and cook-able mushrooms, they grow all day and night, You should be able to do everything with these that you can do with normal stock food like berries and potatoes, the only difference being that they grow at night and there is a naturally occurring variant.
I used Platshrooms free open source textures for the mushrooms. found Here (http://opengameart.org/content/platshrooms)

Changelog:
A61.01 -
Should now be compatible with new biome mods, however will still conflict with any mod altering the two stock biomes this modifys.
Also added an optional version that has the old functionality of mushrooms growing in all light conditions all day. it will be available as a separate download, DO NOT USE BOTH AT ONCE!

A61.0 -
Updated for Alpha 6
Mushrooms now grow only in the dark.
they still grow outside fine at night. But any light source even player built will keep them from growing.

1.2-
Updated for Alpha 5

1.1-
Fixed issue where colonists wouldn't auto harvest Mushroom Crops (For other modders, wildcomonality seems to break autoharvesting, it can be fixed by making two plant entries, one with wild commonality with groundsowable set to false, and one without wildcommonality and with groundsowable set to true.


Download Dark Only (https://www.dropbox.com/s/1dd3zpfsfe93va3/MushroomsA61.01.rar)

Download All Light (https://www.dropbox.com/s/p8zde200jx8gtn5/MushroomsDayA61.01.rar)

I would like to thank the following modders for inspiration and ideas and give them credit for the mods I have designed, I do not consider myself a modder, more of an Idea man who took various concepts and ideas and peiced them together to fit my vision.
Architect
abcdef
mrofa
Haplo
Evul
Ominus
PunisheR007
Thank you guys so much, your mods are awesome, and have inspired me to try my own hand at things.

Title: Re: [MOD] (Alpha 4F) Jerethi50's Mods (Mushroom Mod and Boulder Mod)
Post by: Evul on June 19, 2014, 07:48:40 PM
Mushrooms! Cool!
Do you have plans on making them cookable?

(Also thank you :) )
Title: Re: [MOD] (Alpha 4F) Jerethi50's Mods (Mushroom Mod and Boulder Mod)
Post by: Jerethi50 on June 19, 2014, 09:29:58 PM
They are cookable! i just tested See! (http://i.imgur.com/5NJ91cV.png)
Title: Re: [MOD] (Alpha 4F) Jerethi50's Mods (Mushroom Mod and Boulder Mod)
Post by: PunisheR007 on June 19, 2014, 10:56:43 PM
Awesome mod, love it. We did need more natrual resources, and this makes it so much better.
I think you should change the name of boulder to meteorite :). A meteoroid is the rock before it hits the atmosphere, a meteor is when it comes through the atmosphere and a meteorite is if it makes it thru the atmosphere and hits the ground. Just a little science for ya :)
Cheers!!.
Title: Re: [MOD] (Alpha 4F) Jerethi50's Mods (Mushroom Mod and Boulder Mod)
Post by: Dipthong on June 19, 2014, 11:14:16 PM
Nice little mods  :) I like it
Title: Re: [MOD] (Alpha 4F) Jerethi50's Mods (Mushroom Mod and Boulder Mod)
Post by: Jerethi50 on June 20, 2014, 01:26:22 AM
Ok guys i just noticed a problem with my mushroom mod and i need a bit of help figuring it out. seems no matter what my colonists will not autoharvest mushrooms from a growing zone, anyone else having this issue ? Anyone have any ideas what could cause it ? they still harvest normal plants, but wont autoharvest the shrooms
Title: Re: [MOD] (Alpha 4F) Jerethi50's Mods (Mushroom Mod and Boulder Mod)
Post by: Jerethi50 on June 20, 2014, 01:43:31 AM
I fixed the problem, Everyone please redownload the Mushroom mod. sorry about that!
Title: Re: [MOD] (Alpha 4F) Jerethi50's Mods (Mushroom Mod and Boulder Mod)
Post by: mrofa on June 20, 2014, 03:02:45 AM
Preety cool idea especialy with minable boulders. Mashrooms could grom only in dark or low lighting places but thats just a suggestion :D
Mushroom soup for everyone! :D
Title: Re: [MOD] (Alpha 4F) Jerethi50's Mods (Mushroom Mod and Boulder Mod)
Post by: Architect on June 20, 2014, 03:58:38 AM
They say flattery gets you far, and the are absolutely 100% right XD If you want me to have a quick go at making them grow, id be happy to oblige? No promises though, as ive not tried modifying plant code before so i don't know how the game will react
Title: Re: [MOD] (Alpha 4F) Jerethi50's Mods (Mushroom Mod and Boulder Mod)
Post by: Jerethi50 on June 20, 2014, 08:18:40 AM
Quote from: Architect on June 20, 2014, 03:58:38 AM
They say flattery gets you far, and the are absolutely 100% right XD If you want me to have a quick go at making them grow, id be happy to oblige? No promises though, as ive not tried modifying plant code before so i don't know how the game will react

Makeing them grow ? in the dark you mean ? or at all, because they already grow fine, hehe, currently they seem to act like any normal vanilla plant, you can find them in the wild and pick them, they regrow, but you can also designate a growing area and grow them, they grow at night wich is unique to the shrooms I belive, (and in the dark, cave shrooms anyone ?) and they are usable as ingredients in vanilla cooking, I am pretty sure these mushrooms are fully functional. The only reason I havent made them only grow at night is because im not aware of any xml entry to do so, The entry that allows them to grow at night in the first place is simply setting the Minimum grow light down from overlit to dark.
Title: Re: [MOD] (Alpha 4F) Mushroom Mod V1.1
Post by: N-Tempest on June 26, 2014, 12:45:57 PM
Hey! SHROOMS FOREVER!
I love these funky things! first thing i start a-growin is the shrooms!
The only thing i'd request is that they become sellable over the vendor?

also, i hate to shoot myself with this, but i would suggest that you need to research them to plant them?
any other plans for things? the simplicity and awesomeness of this mod makes me want to see moar! MOAR I SAY!
Title: Re: [MOD] (Alpha 4F) Mushroom Mod V1.1
Post by: Architect on June 26, 2014, 01:28:30 PM
I meant glow, I just can't type XD However I can take a punt at making them only grow in the dark too. I helped someone else in the tester forum make a mod with plants that only grew in the dark, only they never finished it so it never got published out to everyone else.
Title: Re: [MOD] (Alpha 4F) Mushroom Mod V1.1
Post by: Jerethi50 on June 26, 2014, 04:46:40 PM
Quote from: Architect on June 26, 2014, 01:28:30 PM
I meant glow, I just can't type XD However I can take a punt at making them only grow in the dark too. I helped someone else in the tester forum make a mod with plants that only grew in the dark, only they never finished it so it never got published out to everyone else.

hey ... glowing .... can they visibly glow without producing "lit" squares, so as to not mess them up only growing at night ? and also ONLY GROWING AT NIGHT! yes please, I would be glad for such help :)
Title: Re: [MOD] (Alpha 4F) Mushroom Mod V1.1
Post by: Architect on June 26, 2014, 05:51:35 PM
Quote from: Jerethi50 on June 26, 2014, 04:46:40 PM
Quote from: Architect on June 26, 2014, 01:28:30 PM
I meant glow, I just can't type XD However I can take a punt at making them only grow in the dark too. I helped someone else in the tester forum make a mod with plants that only grew in the dark, only they never finished it so it never got published out to everyone else.

hey ... glowing .... can they visibly glow without producing "lit" squares, so as to not mess them up only growing at night ? and also ONLY GROWING AT NIGHT! yes please, I would be glad for such help :)

Well you're in luck because my day tomorrow consists of pretty much buggar all. I'll take a look tonight, and throw something together for you tomorrow :P

Edit: Unfortunately your luck and mine both ran out. I've got it half way down, but for it to work properly it has to be its own class, because the rules for its growth are different. In turn that means I need to make a new reproducer class for it, because the old one wouldnt accept a new class. In turn I had to make a new category for it, because the old one would crash when the map genner tried to generate plants on the map. In turn again, I had to make a new Genstep to not crash, however because the new one cycled through all defs, the game rejected it entirely as it was expecting commands like that to only come from the core. In turn, I got angry after having spent several hours getting to that point only to find that the game physically wont allow it, and decided to give it a rest. Sorry dude, there may very well be work arounds, but I don't currently have the time to look into them, as today is my first real day off and i intend to try and stay calm throughout it :P
Title: Re: [MOD] (Alpha 4F) Mushroom Mod V1.1
Post by: Jerethi50 on June 27, 2014, 12:43:36 PM
Quote from: Architect on June 26, 2014, 05:51:35 PM
Quote from: Jerethi50 on June 26, 2014, 04:46:40 PM
Quote from: Architect on June 26, 2014, 01:28:30 PM
I meant glow, I just can't type XD However I can take a punt at making them only grow in the dark too. I helped someone else in the tester forum make a mod with plants that only grew in the dark, only they never finished it so it never got published out to everyone else.

hey ... glowing .... can they visibly glow without producing "lit" squares, so as to not mess them up only growing at night ? and also ONLY GROWING AT NIGHT! yes please, I would be glad for such help :)

Well you're in luck because my day tomorrow consists of pretty much buggar all. I'll take a look tonight, and throw something together for you tomorrow :P

Edit: Unfortunately your luck and mine both ran out. I've got it half way down, but for it to work properly it has to be its own class, because the rules for its growth are different. In turn that means I need to make a new reproducer class for it, because the old one wouldnt accept a new class. In turn I had to make a new category for it, because the old one would crash when the map genner tried to generate plants on the map. In turn again, I had to make a new Genstep to not crash, however because the new one cycled through all defs, the game rejected it entirely as it was expecting commands like that to only come from the core. In turn, I got angry after having spent several hours getting to that point only to find that the game physically wont allow it, and decided to give it a rest. Sorry dude, there may very well be work arounds, but I don't currently have the time to look into them, as today is my first real day off and i intend to try and stay calm throughout it :P

YOU SOB! HOW DARE YOU... lol j/k man Thanks for trying, I figured it might be ... a bit complex to work out, was hopeful but not dead set on it. Thanks so much for trying, And i hope it didn't ruin your day or anything. I appreciate the help :)
Title: Re: [MOD] (Alpha 4F) Mushroom Mod V1.1
Post by: Raufgar on June 28, 2014, 12:41:01 AM
Loved the mushrooms, covered all my bases except I can't sell them to the vendors...
Title: Re: [MOD] (Alpha 4F) Mushroom Mod V1.1
Post by: Jerethi50 on June 28, 2014, 09:53:58 AM
Quote from: Raufgar on June 28, 2014, 12:41:01 AM
Loved the mushrooms, covered all my bases except I can't sell them to the vendors...

I have noticed that editing the trader files (wich is what you have to do to make something sellable) doesnt merge with various mods, so when more than one mod does it, it tends to pick one (i am not sure how) and thats the trader file it sticks with, while i could make the mushrooms tradeable, it would likely break traders for any other mod your using that adds trad able resources, What i would like to see, is someone developing a tool that reads all trader files in your mod folders and merges them, that would be a nice trick :)
Title: Re: [MOD] (Alpha 5) Mushroom Mod V1.2
Post by: Jerethi50 on July 04, 2014, 03:57:18 PM
Updated to alpha 5
Title: Re: [MOD] (Alpha 5) Mushroom Mod V1.2
Post by: XanderDox on July 18, 2014, 01:44:59 PM
Quote from: Jerethi50 on July 04, 2014, 03:57:18 PM
Updated to alpha 5

Would you mind if I added this to "Creatures Galore" in its next update? I'm trying to get more plants ect in, and I'd love to add this.
Title: Re: [MOD] (Alpha 5) Mushroom Mod V1.2
Post by: Jerethi50 on July 18, 2014, 02:14:49 PM
Quote from: XanderDox on July 18, 2014, 01:44:59 PM
Quote from: Jerethi50 on July 04, 2014, 03:57:18 PM
Updated to alpha 5

Would you mind if I added this to "Creatures Galore" in its next update? I'm trying to get more plants ect in, and I'd love to add this.

sure, would you mind if i add creatures galore to my all in one modpack ? :)
Title: Re: [MOD] (Alpha 5) Mushroom Mod V1.2
Post by: XanderDox on July 18, 2014, 02:29:01 PM
Yes actually, you are not allowed to use it. JK~~~~ I dont mind, not at all! Be warned though, it is updated quite a lot, this will probably stop in a few days, but for now, I keep adding content! Be sure to constantly check back for updates on it daily!

Thanks for permission to use this, should be a nice flora addition to CGP!
Title: Re: [MOD] (Alpha 5) Mushroom Mod V1.2
Post by: Somz on July 29, 2014, 04:34:44 PM
Awesome, now I can have my vegetarian salad.
No I'm not a vegetarian, I'm just too lazy to order the colonists to hunt...
Berries, potato and shrooms. Sweet.
Anyway, I took the liberty of modifying both the def and texture a little, it produced too much in my opinion, and the texture annoyed me a little (too much) on hydroponics. ^^
Thanks for the mod!
Title: Re: [MOD] (Alpha 6) Mushroom ModA6 1.0
Post by: Jerethi50 on August 15, 2014, 02:27:08 PM
Updated to alpha 6, Mushrooms now only grow in the dark. So either get some farm able soil in a cave or build a building around your mushroom fields :) Subterranean farming here we come.

they still grow outside fine at night. But any light source even player built will keep them from growing.
Title: Re: [MOD] (Alpha 6) Mushroom ModA6 1.0 Now they only grow in the dark!
Post by: Howeln on August 15, 2014, 02:45:02 PM
YES!!!   I love this food option, but growing in the sun always seemed odd.
Title: Re: [MOD] (Alpha 6) Mushroom ModA6 1.0
Post by: Somz on August 16, 2014, 06:51:10 AM
Quote from: Jerethi50 on August 15, 2014, 02:27:08 PM
Updated to alpha 6, Mushrooms now only grow in the dark. So either get some farm able soil in a cave or build a building around your mushroom fields :) Subterranean farming here we come.

they still grow outside fine at night. But any light source even player built will keep them from growing.

Could you make an alternative mod with the old shrooms? It's good they are growing in the dark but that they only grow in the dark...
If it's for balancing reasons it won't change a thing, so they should at least grow in lit in my opinion. =|
My grower is going nuts!
Title: Re: [MOD] (Alpha 6) Mushroom ModA6 1.0 Now they only grow in the dark!
Post by: Jerethi50 on August 16, 2014, 07:43:06 AM
sorry the only reason they didn't do this before is because i didn't know how, mushrooms do not grow in the light, they are fungi, fungi thrives in dark and damp places with lots of nutrients, But seriously you can just build a small "house" with a roof around your mushroom patch and they will grow 24/7
Title: Re: [MOD] (Alpha 6) Mushroom ModA6 1.0 Now they only grow in the dark!
Post by: Abrexus on August 16, 2014, 08:02:49 AM
Excellent mod and idea!  I really admire how you got them to grow in the dark!
Title: Re: [MOD] (Alpha 6) Mushroom ModA6 1.0 Now they only grow in the dark!
Post by: Somz on August 16, 2014, 09:24:06 AM
Quote from: Jerethi50 on August 16, 2014, 07:43:06 AM
sorry the only reason they didn't do this before is because i didn't know how, mushrooms do not grow in the light, they are fungi, fungi thrives in dark and damp places with lots of nutrients, But seriously you can just build a small "house" with a roof around your mushroom patch and they will grow 24/7

Say what?! Mushrooms do not grow in light?!... Are you kidding me, right? :o
"Mushrooms" are basically the fruits of the fungi, some of them are totally unaffected by light, most of those you can buy in stores do require some light and some fungi won't even fruit without its presence.

But it really is irrelevant, and so is the way I use them, I only asked you if you could include or upload another one that grows in light as well.
Title: Re: [MOD] (Alpha 6) Mushroom ModA6 1.0 Now they only grow in the dark!
Post by: Jerethi50 on August 17, 2014, 06:31:06 PM
i have no plans of releasing seperate versions of my mods, sorry., you can go into the def file for the plant and change the thingclass of shroombase from PlantNight back to Plant, Then it will grow like a normal plant, only in light, and only during the day (thats a new alpha 6 requirement tynan put in nothing i did).
Title: Re: [MOD] (Alpha 6) Mushroom ModA6 1.01 Compatability fix + options
Post by: Jerethi50 on August 19, 2014, 03:46:16 PM
Changelog:
A61.01 -
Should now be compatible with new biome mods, however will still conflict with any mod altering the two stock biomes this modifys.
Also added an optional version that has the old functionality of mushrooms growing in all light conditions all day. it will be available as a separate download, DO NOT USE BOTH AT ONCE!
Title: Re: [MOD] (Alpha 6) Mushroom ModA6 1.01 Compatability fix + options
Post by: Bruvvy on August 26, 2014, 02:18:07 PM
magic mushrooms :D