TheReaperKing wrote:Thank you for the learning experience. I thought that the mushrooms would be on the north side (though I read some do grow on the north side) but I found that some fungi grow on the south side too, interesting! This was a fun read:
http://www.naturalnavigator.com/the-lib ... ng-lichens
Chibi ghost wrote:seems okay to me when a area loads sometimes I see about a dozen grouped together but most of the fungi vanish by the time time the area fully loads
npx wrote:It is a really nice idea, I will work on choosing the fungi to spawn!
Fungi in the wip version grew in this uncontrolled way... So I wrote an abm in order to kill the fungus in the moment in wich he grows too much, I think something went wrong in this process. Those fungi are very invasive, but in this way it should be a controlled process. Please, tell me if you discover something!
ah that's where I've been going wrong shame I converted the glass houses I made for the mushrooms into store houses for flowers for dying withnpx wrote:Check the amazing review made by NathanS
https://www.youtube.com/watch?v=JbHFwUX ... 3gK_8V671H
Nathan, glowing fungi really glows in the real world! https://en.wikipedia.org/wiki/Mycena_chlorophos
The tubers (truffles), that grow underground are precious and fragrant foods, they cannot be cooked at all!
All the names and effects of the mushrooms are real, but of course it is very hard to distinguish them in the woods only by seeing the models, so it is possible to use mod for didactic purposes, but not with the aim of finding and eating them, intoxications with fungi are unfortunately very common even among experts.
The growing part of the fungus, that is able to produce the mushroom after some time is the mycelium, a block of dirt covered with white "roots". The mycelium dies when exposed to air, but by digging the remained block, called fungusdirt it is possible to find the spores. The fungusdirt has the same texture of the dirt so it is hard to find it, but it is possible to farm fungi by clicking on them on the specific block that they requires. Those mechanics are complicated, that's why sometimes fungi escape from the control and overgrow!
burli wrote:28 ABM
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
npx wrote:A mod that adds wild plants and fungi in order to give another source of food without farming.
For now there are only 29 fungi and no plants.
You just have to walk around in the different biomes and gather the fungi.
All the fungi are taken from the real world and thay have their scientific names. Many of them are good to eat, but others can be lethal.
There are 5 types of fungi:
-Ectomycorrhizal fungi: grows in association with the roots of trees, the mycelium grows in the ground and sometimes a mushroom will grow. There are also truffles, hard to find (truffles are produced underground)
-Saprobiontic fungi: divided in 4 categories distiguished by where they grow
+Jungle fungi grow on trees trunks in the jungle.
+Grass fungi grow as mycelium underground in grassland and sometimes produce a mushroom on the surface.
+Snowbank fungi act as grass fungi but under the snow.
+Tree fungi as jungle fungi grow on trees trunks of trees and pine trees.
The mushrooms:
Fungi are generated by abm, so their growth will require some time.
It is possible to farm the fungi with the spores. Exposed to air mycelium will die and the dirt left may contain spores, dropped when digged.
For saprobiontic is necessary to click with the spores the ground (dirt_with_grass or dirt_with_snow) to grow a new mycelium under the node. Ectomycorrhizal fungi spores need to placed on the bottom of the right trunk of a tree, each fungus need a specific tree.
Many mushrooms are hard to digest so it is better to cook them before eating, in order to appreciate their nutritional value fully. Cooking could also inactivate the toxin in poisonous fungi (only in some of them obviously!). In other cases cooking may damage the benefic propreties of the mushrooms reducing his nutritional value.
License: LGPLv3 for the code; CC BY-SA 4.0 for the models and textures
Github: https://github.com/NPXcoot/nsspf
Download: https://github.com/NPXcoot/nsspf/archive/master.zip
Wuzzy wrote:An ABM is usually costly...
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
well because I know you are a little kid who creates a channel called tails the fox ha ha identity exposedTailsTheFoxDoes MT wrote:npx wrote:A mod that adds wild plants and fungi in order to give another source of food without farming.
For now there are only 29 fungi and no plants.
You just have to walk around in the different biomes and gather the fungi.
All the fungi are taken from the real world and thay have their scientific names. Many of them are good to eat, but others can be lethal.
There are 5 types of fungi:
-Ectomycorrhizal fungi: grows in association with the roots of trees, the mycelium grows in the ground and sometimes a mushroom will grow. There are also truffles, hard to find (truffles are produced underground)
-Saprobiontic fungi: divided in 4 categories distiguished by where they grow
+Jungle fungi grow on trees trunks in the jungle.
+Grass fungi grow as mycelium underground in grassland and sometimes produce a mushroom on the surface.
+Snowbank fungi act as grass fungi but under the snow.
+Tree fungi as jungle fungi grow on trees trunks of trees and pine trees.
The mushrooms:
Fungi are generated by abm, so their growth will require some time.
It is possible to farm the fungi with the spores. Exposed to air mycelium will die and the dirt left may contain spores, dropped when digged.
For saprobiontic is necessary to click with the spores the ground (dirt_with_grass or dirt_with_snow) to grow a new mycelium under the node. Ectomycorrhizal fungi spores need to placed on the bottom of the right trunk of a tree, each fungus need a specific tree.
Many mushrooms are hard to digest so it is better to cook them before eating, in order to appreciate their nutritional value fully. Cooking could also inactivate the toxin in poisonous fungi (only in some of them obviously!). In other cases cooking may damage the benefic propreties of the mushrooms reducing his nutritional value.
License: LGPLv3 for the code; CC BY-SA 4.0 for the models and textures
Github: https://github.com/NPXcoot/nsspf
Download: https://github.com/NPXcoot/nsspf/archive/master.zip
Ugh this is too COMPLEX for me! :P
Wuzzy wrote:IMO it would make more sense to overwrite those mushrooms with 2 mushrooms from this mod to match the style of everything else. Or just add 2 additional mushrooms just to replace the default mushrooms, by using a close equivalent instead.
An ABM is usually costly and it also does not get rid of brown and red mushrooms in inventories.
It is ugly to have the default mushrooms still present in the game, alongside the 3D mushrooms which are very different.
npx wrote:You're right, but I really don't know how it could be done... Is it possible to remove them?
burli wrote:npx wrote:You're right, but I really don't know how it could be done... Is it possible to remove them?
Maybe not all of them, but I think most of the ABMs can be replaced with node timers
npx wrote:I meant default mushrooms as suggested by Wuzzy...
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