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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: MottledPetrel on April 20, 2018, 06:08:48 pm

Title: Mottled Petrel's Fungus Expanion (1.02)
Post by: MottledPetrel on April 20, 2018, 06:08:48 pm
     Throughout my years of playing Dwarf Fortress I have always had issues with the plant system. Grow plump helmets and you never have to worry about food or drink, send out unskilled nobodies out into the woods and they come back with their hands overflowing with edible plants, no poisonous plants, plants can't really be used for much other than dye and thread, most plants are incredibly cheap and you can feed your whole fort off of a few rough gems' worth of food, only a few types of mushrooms, the list goes on. This mod works to fix these issues in addition to adding much more variety and functionality to the world's flora without just adding reskined plump helmets. Most of the mushrooms added by this mod are true to actual existing species of mushroom or are based off of existing mushrooms with extra added features to make them more game friendly. Some prominent features include:

1. Poisonous mushrooms
2. Completely useless mushrooms
3. Mushrooms that grow in very specific climates for only one or a few seasons, instead of the usual 'Grows everywhere all the time'
4. Mushrooms that can be refined into usable items, like a more dwarvenly method of how elves grow their tools, because instead of 'communing with nature' or 'asking the trees nicely' its more of a 'tearing nature up from its roots and forcing it to do our bidding'
5. Mushrooms that can be refined into ingots
6. A number of new dyes
7. Growable weapons (mushrooms that can be refined into weapons)
8. New mushroom 'grasses' that turn the monotonous green grass landscape into a more realistic and appealing terrain
9. Psychotropic mushrooms
And much more to come as I work on it!

     As it currently stands, there is much more I intend to do with this mod. It is currently at the point where there is enough content for me to release it and there to be a noticeable difference to the game, but I hope to get to the point where there are a substantial amount of new reactions, all normal plants can be removed and you can effectively survive in any biome in any season off of mushrooms, and possibly some fungus creatures and civilizations after I finish with the plants.

     I encourage you to go in blind and try to weed out the poisonous and useless mushrooms from the edible and useful ones, but for those who want to know what they're getting into (like me) I have included a list that I intend to update as more mushrooms get added.

Buildings:
Spoiler (click to show/hide)

Edible Mushrooms
Spoiler (click to show/hide)

Mushroom Grasses (Not that they really matter)
Spoiler (click to show/hide)

Poisonous Mushrooms (I've been having trouble balancing them because there are generally REALLY inconsistent reports as to what the actual symptoms of poisonings are other than 'just avoid it', so these might take a while to implement)
Spoiler (click to show/hide)

Psychotropic Mushrooms
Spoiler (click to show/hide)


Useful Mushrooms
Spoiler (click to show/hide)

Useless Mushrooms (These are probably going to be minimal as I work to get the more useful and fun mushrooms added first)
Spoiler (click to show/hide)

Reactions are described under Useful Mushrooms, and have been given to the dwarves in the supplied entity file. Of course, for those like me who like to use mix mods I have also supplied a document with all of the reactions. Just copy and past them into what ever civilization you want.

Useful tips:
1. Currently (and probably forever), most mushrooms are going to be found in temperate conifer forests, seconded by temperate broadleaf
2. Mushrooms based off of existing ones have their scientific name in the files for those who really want to play it safe, but be warned that I have taken creative license on some of them based off of their names and niches that needed to be filled in the game
3. You might want to be a bit more cautious about what plants you let into the fort, accidentally eating some of these things is a death sentence
4. Please DO NOT use this mod to determine edibility of real mushrooms. I have generally been true to what is and is not edible, but everyone's body handles mushroom toxins differently

Finally, I'd just like to say that updates probably aren't going to be super frequent, as I have other obligations and I will probably have the tendency to release lump updates instead of updating it after every mushroom I make. Feedback and bug reports are appreciated, and balancing some of the poisonous mushrooms to fit DF syndromes is going to be a nightmare that I'd appreciate feedback with. I'm also open to ideas and suggestions, they could be new uses for mushrooms, special request mushrooms from any favorites you might have, fantasy mushrooms, or really just anything fungus related you might want in the mod.

And Finally, the Download Link:
http://dffd.bay12games.com/file.php?id=13695
Title: Re: Mottled Petrel's Fungus Expanion
Post by: scourge728 on April 20, 2018, 06:29:53 pm
Cool mod
Title: Re: Mottled Petrel's Fungus Expanion
Post by: bloop_bleep on April 21, 2018, 01:20:19 pm
This seems like a cool idea, buy I don't think picking up mushrooms activates contact syndromes -- only contaminants do. Perhaps you can make a mushroom that is made of a material that evaporates at room temperature and has an inhalation syndrome, so that some amount of the time when a dwarf picks it up he gets poisoned?
Title: Re: Mottled Petrel's Fungus Expanion
Post by: MottledPetrel on April 29, 2018, 07:20:54 pm
Now that I think about it, I recall that solids don't transmit syndromes, only gasses and liquids. Which really sucks because there was a lot more that I wanted to do with solids potentially transmitting syndromes, but I'll have to come up with something else. I guess I could have mushrooms that explode into clouds of poisonous 'spores' like some mushrooms actually do, but I'm not sure if that would cause the plants to evaporate the second they grow. Actually, that in itself might be a cool idea, nothing too deadly though because that might be a little cheap. For the poisonous mushrooms I was going for, I was more doing to skin 'rash' because it is 1. accurate to the real world mushrooms, and 2. Often used as a poorman's guide to determining if a mushroom is poisonous or not. Rule of thumb tends to be if you pick up a mushroom and it causes the skin that touched it to rash up it's definitely poisonous, if not, it could still be poisonous. I'll have to test out a few things relating to plants and temperatures, such as what you suggested, and if setting a plant to have a fixed temperature higher than the usual burning point of plants and having said plant have no heat damage temperature and a high melting point causes forest fires on its own or just burns the hands of anyone who isn't wearing gauntlets when they pick it up. Glad to see that there's interest so far, I'm working on the next update currently.
Title: Re: Mottled Petrel's Fungus Expanion
Post by: MottledPetrel on May 13, 2018, 02:45:45 pm
First update is up, thought I'd make a b-line to the mushrooms that could be turned into weapons because it seemed like they were probably the most wanted. Specifics will be up on the first post in a minute, but this is basically it:

1.01
-Added _MTP to the end of all items
-Added [REACTION_CLASS:MUSHROOM] to all mushrooms for the dissect for spores reaction
-Changed mushroom based soap to have the mushroom as the lye reagent
-Made reactions for both oil based and tallow based mushroom soap
-Added mushrooms: dwarf razorstalk mushroom, small razorstalk mushroom, large razorstalk mushroom, giant razorstalk mushroom, curved razorstalk mushroom, spineless groundcreeper mushroom, thorned groundcreeper mushroom, needlecap mushroom, regal needlecap mushroom
-Added reactions for new mushroom based weapons
Title: Re: Mottled Petrel's Fungus Expanion
Post by: NJW2000 on May 13, 2018, 03:37:44 pm
Ptw. Must remember this when I get back into nodded df after exams.
Title: Re: Mottled Petrel's Fungus Expanion
Post by: MottledPetrel on May 13, 2018, 05:15:38 pm
I think next I'm going to create the mushroom crossbreeding and some of the initial material based mushrooms so you can grow weapons that aren't so weak. No telling how long that is going to take, but I know how I'm going to do it.
Title: Re: Mottled Petrel's Fungus Expanion
Post by: bloop_bleep on May 13, 2018, 07:29:51 pm
I don't think the game does material checks for plants, since they don't have body parts, can't be attacked, can't be moved, or have any other function that requires material checks (except perhaps flammability checking, but I think the game assumes all plants are flammable anyway.) Exploding mushrooms would probably work then (though only ~30% of the time due to caveats with inhalation syndromes, or only when the target has uncovered feet if you're using melting spores.)
Title: Re: Mottled Petrel's Fungus Expanion
Post by: MottledPetrel on May 13, 2018, 07:57:32 pm
I was just going to make reactions for the weapons that instead of getting their material from the plant, it would just make the weapon whatever material the plant is simulating. I'll have to look more into the exploding plants though.
Title: Re: Mottled Petrel's Fungus Expanion
Post by: MottledPetrel on May 16, 2018, 05:36:39 pm
Sooo, I might have accidentally made any item made out of mushroom super expensive. I'm going to lower the value of the items made out of mushroom, but not the mushrooms themselves because you can still derive spores from it. Do you guys think I should make the items dirt cheap because of how ineffective the material is or make them reasonably valuable because you have to go through all of the effort of growing the mushrooms?
Title: Re: Mottled Petrel's Fungus Expanion
Post by: fishboyliam on May 16, 2018, 08:41:57 pm
Mind a suggestion? You could make some lichen "Ore" that you find while mining, that could be refined into shit. Lichen is technically part fungus.

I don't think the game does material checks for plants, since they don't have body parts, can't be attacked, can't be moved, or have any other function that requires material checks (except perhaps flammability checking, but I think the game assumes all plants are flammable anyway.) Exploding mushrooms would probably work then (though only ~30% of the time due to caveats with inhalation syndromes, or only when the target has uncovered feet if you're using melting spores.)
Perhaps the 30% of the time could be the dwarves holding their breath? Might be a feasible explanation.
Sooo, I might have accidentally made any item made out of mushroom super expensive. I'm going to lower the value of the items made out of mushroom, but not the mushrooms themselves because you can still derive spores from it. Do you guys think I should make the items dirt cheap because of how ineffective the material is or make them reasonably valuable because you have to go through all of the effort of growing the mushrooms?
My vote is make them not worth a ton; they don't seem to take much in the way of resources to make IMO, just time. If you can make them valuable to a specific entity though, try elves. They'd be all over this "Naturally grown weaponry" shit.
Title: Re: Mottled Petrel's Fungus Expanion
Post by: MottledPetrel on May 17, 2018, 05:23:12 am
I was going to get into mushroom ores at some point, I was thinking fossilized mushrooms or something that could be refined into great metals or turned into spores that grew a really slow growing version of the mushroom. Either that, or some remnant clumps of mycelium from other ancient mushrooms that still permeate the rocks. I was going to stay mostly inline with mushrooms because they have a lot more diversity (and I have a giant field guide on them), but yes, I can totally do the other fungi. I could make some kind of encrusting lichen that has adapted to live within stone, and when the skeletons they build into the rock are melted they create a crappy metal ingot. I'm thinking it could be less than copper in every way, but you can take an ore boulder and get spores from it. It would grow faster than the other ore based mushrooms I'm going to make, but the fact that it sucks would balance that. Then, of course, you can cross breed it with some of the item plants so you can make [crappy lichen metal name] goblets with little effort. I can slap together a name when I have the time, but do you happen to have one you were thinking of?
Title: Re: Mottled Petrel's Fungus Expanion
Post by: fishboyliam on May 17, 2018, 08:55:23 am
I was going to get into mushroom ores at some point, I was thinking fossilized mushrooms or something that could be refined into great metals or turned into spores that grew a really slow growing version of the mushroom. Either that, or some remnant clumps of mycelium from other ancient mushrooms that still permeate the rocks. I was going to stay mostly inline with mushrooms because they have a lot more diversity (and I have a giant field guide on them), but yes, I can totally do the other fungi. I could make some kind of encrusting lichen that has adapted to live within stone, and when the skeletons they build into the rock are melted they create a crappy metal ingot. I'm thinking it could be less than copper in every way, but you can take an ore boulder and get spores from it. It would grow faster than the other ore based mushrooms I'm going to make, but the fact that it sucks would balance that. Then, of course, you can cross breed it with some of the item plants so you can make [crappy lichen metal name] goblets with little effort. I can slap together a name when I have the time, but do you happen to have one you were thinking of?

I had no specific names I was thinking of; though "Mycenite" as a general name for the ores comes to mind.
Title: Re: Mottled Petrel's Fungus Expanion
Post by: MottledPetrel on June 02, 2018, 07:23:27 pm
Just thought that I'd let everyone know that the next version is in progress. I haven't yet cracked materials and ores yet, but the next update should include at least: workshops broken up into tiered levels, each one being more expensive than the last but also yields more products; new standard edible mushrooms to crowd out the more useful ones, balances to the currently ludicrous mushroom material values, some debilitating poisonous mushrooms, maybe one or two mushroom 'vermin' that can be 'inhaled' (read 'can sting') to cause debilitating or helpful effects, and a basic mushroom creature if I'm lucky (Once I get all of the bodies and templates dealt with I'll be able to make them much faster). I already know what I want to do for this release, but suggestions are still appreciated.
Title: Re: Mottled Petrel's Fungus Expanion
Post by: flyteofheart on June 02, 2018, 11:28:48 pm
Dude this is fan fucking tastic. I love mushrooms too and its so properly dwarfy. I even love the idea of useless mushrooms and poisonous ones in the game just to keep me on my toes.

Great work
Title: Re: Mottled Petrel's Fungus Expanion
Post by: Screech9791 on June 03, 2018, 12:50:15 pm
This seems like an interesting mod.

Since the "useful mushrooms" category doesn't have a fabric mushroom, I have an idea for one.

Armokstrand: A red mushroom that gives hard red silk-like fabric when harvested. Tougher and better than steel, but takes a while to grow. Essentially growable poor man's adamantine.
Title: Re: Mottled Petrel's Fungus Expanion
Post by: MottledPetrel on June 03, 2018, 08:04:42 pm
Dude this is fan fucking tastic. I love mushrooms too and its so properly dwarfy. I even love the idea of useless mushrooms and poisonous ones in the game just to keep me on my toes.

Great work
Glad to see that you're enjoying it, my own love of mushrooms and their bewildering arrangement of forms was what drove me to make this mod.

This seems like an interesting mod.

Since the "useful mushrooms" category doesn't have a fabric mushroom, I have an idea for one.

Armokstrand: A red mushroom that gives hard red silk-like fabric when harvested. Tougher and better than steel, but takes a while to grow. Essentially growable poor man's adamantine.
I've actually got a few string yielding mushrooms in the edible section, I'm actually not sure if I should put them in useful or not because right now useful is more for super useful stuff. I could make a mushroom like that that's between steel and adamantine, but I think I'd make it a bit harder to get. I'm thinking I might do some giant metal mushroom hulk that you can rarely encounter in the third layer, and upon slaying it it drops the seeds for the Armokstrand. Either that, or I'd make it go along with my currently planned theme for the third layer. Because it is so close to the magma, it will be populated with mushrooms that already have fire related names, like many members of the Pholiota family, the flame scalecap (Pholiota flammans) and the charcoal scalecap (Pholiota carbonaria) to name a few. Many of these mushrooms will have fixed temperatures, some could singe the skin if you hold it too long while other could horribly burn an unwary passerby. It will be like the poison of the surface mushrooms, but a whole lot worse. I could theoretically make it so that the Armokstrand is one of the hottest of these mushrooms and needs a special magmasafe workshop to process, but that might be a bit too much. Either way, I think it needs some kind of cool gimmick  :P .
Title: Re: Mottled Petrel's Fungus Expanion
Post by: Screech9791 on June 04, 2018, 06:10:05 am
It could probably be in the third cavern layer.
Title: Re: Mottled Petrel's Fungus Expanion
Post by: SeiggrainHart on June 06, 2018, 11:33:23 pm
This all looks pretty cool.

I may look into adding stuff like this for my own mod in future updates. (I want to figure out how to work in different coloured woods first before doing crazy stuff like that.)
Title: Re: Mottled Petrel's Fungus Expanion
Post by: Melchizedek on June 07, 2018, 10:37:01 pm
Many wild mushrooms are only deemed inedible because of their stomach upsetting effects. I suggest implementing those sorts to offset the one, deadly mushroom, and complement the black morel brew. Still others are inedible because of their poor flavour, which I believe should be represented by a minor negative thought upon consumption, much like black earth tongues but with a higher, near guaranteed chance.
Title: Re: Mottled Petrel's Fungus Expanion
Post by: MottledPetrel on June 08, 2018, 05:21:16 am
The only reason I haven't been doing effects like that is because the effects of mushrooms deemed 'inedible' is incredibly poorly documented. A lot of the time my sources just tell me 'Just don't touch it' so I can only assume that it is entirely inedible. For the ones where I do find specific documentation of stomach upsetting effects or the 'You can eat it, but it sucks' fact I try my best to include it. That being said, if we want to look at it from a more literal standpoint, a lot of things we don't usually consider edible can be eaten with great discomfort and little to no nutrient gain. For the sake of the game, I'm trying to consider the ones that say that it is incredibly hard to eat and gives little to no nutrients are just not worth the effort, and are therefore inedible and useless. That, and I want to add the variety to the game of having plants that are literally useless, like being told to go out into the forest to forage and just coming back with a handful of leaves because you have no skill in herbalism. That being said, if you find any specific instances of a mushroom I have being documented as being reasonably edible with just the stomach ache or horrible texture let me know and I'll make some changes.

This all looks pretty cool.

I may look into adding stuff like this for my own mod in future updates. (I want to figure out how to work in different coloured woods first before doing crazy stuff like that.)
As long as its not just a reskin of what I've been doing, glad to see that I've inspired you  :P .
Title: Re: Mottled Petrel's Fungus Expanion
Post by: Melchizedek on June 08, 2018, 06:43:07 pm
I recommend David Arora's Mushrooms Demystified. It's one of the most detailed books about mushrooms, weighing in at 900+ pages. containing over 2000 species and over 800 photos. It's somewhat out of date taxonomically, but the lamens names can easily be tracked down. Further, it only applies to North American variants and strains: even members of the same species can be varying in flavour and perhaps toxicity based on the soil and air they grow in. Here are some which are deemed poisonous or unsavoury, but non-lethal according to his book.
Flat-Top Agaricus: vomiting and diarrhea; metallic taste.
Cortinarii: edible variants are typically extremely bitter, and many are incredibly slimy.
Poison Pie: mild to severe gastrointestinal distress.
Bitter Hedgehog: bitterness deems it inedible.
Emetic Russula; The Sickener: induces vomiting, very acrid in taste.

Further, while searching the book, I found one interesting specimen. Crampballs, which Arora says could be used as a substitute for charcoal. I don't know if you could implement it just as that. They're supposedly quite common in forests.
Title: Re: Mottled Petrel's Fungus Expanion
Post by: MottledPetrel on June 08, 2018, 09:10:01 pm
I've been using the Peterson Field Guide for North American Mushrooms, which was a book I bought just because of my own fascination with mushrooms and is probably what inspired me to make this mod. It only like 400 pages max, and is maybe half the dimensions of a normal book, but its still incredibly species inclusive for its size. The only downside is that they don't give a whole lot of information on the attributes of the mushroom, it only says if it is edible or not, where it lives, and the physical features with which you can identify it. However, I only really use it as a list of potential species for use, I look up more information of the mushroom online. Thank you for the pointer on a better guide, I'll look into that. That being said, I still have to take the information I get and make broad assumptions to fill in the various niches for plants in dwarf fortress. Like millables, there's no way in hell I'm going to be able to find a mushroom that can be turned into flour, but there are some mushrooms with brittle flesh that are commonly cut into flakes and dried for culinary use that I can interoperate as being a millable. Unfortunately, such knowledge isn't really recorded in english culture, being more of an eastern european thing, so I'm doing my best with taking my best guesses. And the shaping of mushrooms into usable items is obviously totally made up with me just going off of shape of the mushroom, but it isn't entirely out of the question and just generally makes the game more fun.

The bitter hedgehog was on my radar, but the crampballs will be incredibly useful for growable charcoal.
Title: Re: Mottled Petrel's Fungus Expanion
Post by: MottledPetrel on June 28, 2018, 03:01:23 pm
Small update, more of a balancing one, but some new content as well. A new poisonous mushroom and the introduction of psychotropic (autocorrect has informed me that I spelt psychotropic wrong in the files, next update will have that corrected because I don't feel like reuploading) mushrooms. I decided to handle the accompanying drug trip of these mushrooms as a wave of potential emotions, some good, some bad. There's a small to medium chance of experiencing emotions from a long list the game has to choose from, with varying effects and the potential to cause the dwarf to become crazed. My own test world described it perfectly, 3 dwarves became estatic, 3 dwarves were huddled on the ground crying out in fear and distress, and 1 didn't care. Psychotropic mushrooms should be handled as a desperate gamble if a dwarf needs a mood boost, or if you just want your fort to go crazy faster (less psychotropic mushrooms will have less intense emotions and smaller ranges, while more psychotropic mushrooms will be more intense with more emotions to choose from). Still working on the more complicated stuff mentioned, but I thought I'd at least get these balances out.
Title: Re: Mottled Petrel's Fungus Expanion (1.02)
Post by: Fleeting Frames on July 03, 2018, 05:42:40 pm
You only have death-cap as poisonous, while all other edible mushrooms are plain eatin'. Idea: Could maybe add in mushrooms that need to be boiled before eating to remove poisonous or bitter taste such as Lactarius torminosus (https://en.wikipedia.org/wiki/Lactarius_torminosus) (yay for wikipedia language interlinking, as I have very little knowledge of english names of mushrooms).

While there are less demanding mushrooms, one can't be that picky in a forest >_>. Though restricting shrooms to only around their respective trees might be too troublesome to implement.

(Death-cap's 'just don't harvest it' is good for forcing attention to what one picks up, but it only gets players once and after that there's little reason to harvest it.)
Title: Re: Mottled Petrel's Fungus Expanion (1.02)
Post by: MottledPetrel on July 03, 2018, 08:05:06 pm
First of all, it has been found that a lot of poisonous mushrooms have temperature stable poisons, rendering boiling useless. I was dealing with the 'cook them and they're fine' mushrooms by having them EDIBLE_COOKED instead of EDIBLE_RAW, but I could create a special boiling workshop for the mushrooms that can actually be made edible through boiling.

I don't think it would be possible to restrict mushrooms to specific trees, as much as I would like to. The closest I could probably get is restricting a mushroom to either WET or DRY.

This last problem will be fixed as I add more poisonous mushrooms (I have more mushrooms that are 'poisonous' as of the last update, but the scaly chanterelle just creates intestinal distress, as well as the panther cap but with psychotropic effects). Picking poisonous mushrooms can be solved with experience, but I plan to implement some of the mushrooms that only effect certain people (or in dwarf fortress, the effects are only felt part of the time) as well as effects that are so delayed that it will be almost impossible to pin point which mushroom actually did it. And think about it for a second, what are the chances that in a large 100+ dwarf fort you'd actually be able to monitor the food intake of every dwarf  :P . More variety of poisonous mushrooms is probably my goal for the next update, in which I will look into finding specific mushrooms that can be cured through boiling.
Title: Re: Mottled Petrel's Fungus Expanion (1.02)
Post by: Fleeting Frames on July 05, 2018, 01:40:47 pm
EDIBLE_COOKED is possible, but I think EDIBLE_RAW is more interesting choice as tradeoff: dwarves will be able to seek out raw food not in roast and fulfill their needs, thus increasing focus, but they'll get sick as a downside. Or they may safely eat it after boiling, if they're so lucky to get it. (irl prep note: while frying is kind of cooking, using that will leave them poisonous)

Similar tradeoff could be obtained with something like giant funnel (https://en.wikipedia.org/wiki/Leucopaxillus_giganteus), which is antibiotic to the point of helping fight off tuberculosis, but isn't exactly favourite thing to eat (and of course, boiling would destroy the antibiotics).


Wet is fine for wet trees like willow, but mushroom tree-specific restriction can only be done with dfhack: i.e. when a mushroom sprouts or is picked near a tree, change its type to appropriate mushroom type if necessary - second one is both easier and guarantees that the poisonous mushrooms won't be avoided by just not designating them with getplants.

(Could also use it to place them wholesale, which is even more complicated, but could do fungus circles (https://upload.wikimedia.org/wikipedia/commons/thumb/9/96/Fairy_ring_on_a_suburban_lawn_100_1851.jpg/220px-Fairy_ring_on_a_suburban_lawn_100_1851.jpg), which may even kill off young spruces with nutrient starving. )


You could also monitor food intake by setting up special smashing/incinerating stockpiles/minecarts for poisonous mushrooms, if looking what you pick isn't enough. Though there's the danger of someone eating it before it is stored in minecart.

There's many others (though not all) in Lactarius family that are edible and non-poisonous after stint of boiling. Russula family also has some that need to be boiled, such as emetica (https://en.wikipedia.org/wiki/Russula_emetica). I don't really have good knowledge anymore, though - when shops have plenty of food now there's less reason to go into forests and I have forgotten over 90% of what I've ever learned :v
Title: Re: Mottled Petrel's Fungus Expanion (1.02)
Post by: bloop_bleep on July 06, 2018, 02:07:50 pm
For tree-specific mushrooms, have you considered copying the tree raws and modifying them so they drop the mushrooms as fruit/leaves?