边缘世界 RimWorld

边缘世界 RimWorld

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Mycohazard - A Biological Mechanitor Mod
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Mod, 1.6
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85.667 MB
9 月 8 日 下午 1:11
12 月 8 日 上午 4:11
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Mycohazard - A Biological Mechanitor Mod

描述
I've noticed most mechanitor-like mods on the workshop are focused on providing jobs or combat functions to large, many pawned colonies and are essentially unusable with a solo colonist or generally low amounts of pawns. Solo mechanitor is one of my favorite ways to play, and thus I've designed a mod specifically to scratch that itch once more. Not only that, there is a distubing lack of cool mushroom related content in the rimworld mod space.

This mod introduces an item, the nexus burgeon, which turns the colonist that ingests into a Fungal Nexus, the origin of your new rothive. devour rotting corpses using new mycelial trees to harvest fungus, or infest them to create new servants that obey the will of the collective and work a plethra of different jobs.

Unlike other mods of this type, fungal servants are generic, and take on a role based on the size of the corpse that was overtaken. This means Mycohazard is compatible with all mods and dlcs that add new living things. Infest creatures from anomaly to use their terrible abilities, Infest black hive insects, Galatross, dragons, titan boas, hydras, fetid ghouls, any modded xenotype, infest the people, infest the animals, infest the monsters, infest it all. If it drops a corpse, and if that corpse can rot, you can take it over.

(this mod will not be responsible for any madness you find yourself caught into for assimilating what you shouldn't.)

But let's go over what is actually in the mod now, shall we?



"Life of archotech origin, the Mycelyss are a type of extremely intelligent fungi which think using human minds and spreads using corpses. They require archotechnology to make any of their advanced biology function, but they are very adept at obtaining it. Many tribal civilizations worship the Mycelyss, thinking of them as messengers of their powerful and wrathful gods."

Let's mention the first one thing one must aquire.



Speaking of which;



(Cosmetic graphics for the fungal nexus can be disabled in mod options, in case you run face or hair mods.)













All fungal servants have a regen of 10hp per day, except the fungal ghoul which has 110hp per day. Fungal Servants cannot eat normal food. Their system is optimized for highly efficient and nutritional slurry, which is created by the fungal node.















But that's not it, there's also new rituals.









But there's also...



There's more, but that already tells you enough. All of them can be crafted at the bioferrite shaper. This mod also adds a few more things, notably 2 new songs that will play when appropriate.

This mod has special compatibility with Medieval Overhaul and Vanilla Races Expanded - Fungoid, however, Mycohazard has a tendecy to cause trouble when played alongside mods that change the game's UI, mix those two at your own risks.

Credits:

Art: Ogam for the vast majority of mod assets, ALonelySpirit for the workshop UI assets, Gerrymon for the Dress and a few buildings, and Maxime Playoust - Viso for the ritual icons.

Bojan Temunovic - a 2D Concept Artist, Illustrator, Game Artist is responsible for the excellent thumbnail.

Code: Taranchuk

Music: Kizarys

Small tweaks and initial mod design were done by me.
热门讨论 查看全部(7)
8
11 月 30 日 上午 7:35
features that would make this even more awesome
thezodiarc
3
1
11 月 28 日 下午 6:18
Weird interation and error
Maal
6
10 月 5 日 上午 5:44
A little request :)
Shootnik
204 条留言
Queen 6 小时以前 
Love the mod, but there's a strange bug where after some time, the game's rendering breaks when unpaused, and i believe it's caused by an Assimilated servant.
I get red error spammed, "exception ticking bulbfreak" and when i reload the game, everything's fine, but the servant that caused the error (in this case, the bulbfreak) is stuck; it won't move, no matter what i do. I have no other mods except Harmony, which is required.
Techlich 12 月 11 日 下午 9:34 
Are we allowed to make suggestions or ask questions here, or would you rather keep it to bugs or other things?
hojorabbit._. 12 月 10 日 上午 2:52 
The issue with the Mycelial Tree digesting the buried still persists. Maybe I have to start a new game
TurtleShroom 12 月 9 日 上午 9:54 
OP, you stated that you recently changed how the Rotten Soil works. What did you change, specifically, and how did you limit its spread?
Ruby 12 月 9 日 上午 4:35 
Can you use this mod outside a solo mechanitor. I'm doing a big 'strength of nature' run and want to add this alongside the granulan tree, but worry about the other colonists suffering from the rotten soil
Maal 12 月 8 日 下午 1:43 
T'was a weird bug, like an invisible mod version of the anomaly flesh tree spawned where the corpse was picked up to be hauled to the grave, and it slowly digested the body.
Ihmislehma 12 月 8 日 上午 10:05 
The emptying graves was *this* mod?
I'm glad the bug was fixed, it confused me greatly :'D
thecardshaper  [作者] 12 月 8 日 上午 4:17 
@RenegadedDragon - Try to get it in the ritual room, it has some trouble "pathing" through doors. It's a bit janky.

@Geisthander - Mycelium ferrite only applies its rotstink effect on enemies, and it applies it faster. It also allows regular plants to be sown on it.

@hojorabbit._. - This issue should now be fixed.
hojorabbit._. 12 月 7 日 下午 2:36 
Yep, great mod, but I think this is what is causing my graves to be empty
RenegadedDragon 12 月 7 日 上午 9:00 
I have the fleshmass heart in containment, but it says that I cant use it in containment, and when I take it out of containment it says that it cannot reach the ritual site. Is there a step I am missing?