# Are fungal mycelia left behind after killing the fungaloids safe?

**URL:** https://discourse.cataclysmdda.org/t/are-fungal-mycelia-left-behind-after-killing-the-fungaloids-safe/29053
**Category:** The Bunker
**Created:** [November 5, 2023, 9:28am UTC](https://discourse.cataclysmdda.org/t/are-fungal-mycelia-left-behind-after-killing-the-fungaloids-safe/29053 "2023-11-05T09:28:18Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![PALU](https://avatars.discourse-cdn.com/v4/letter/p/e56c9b/32.png) [@PALU](https://discourse.cataclysmdda.org/u/PALU)
#### Post date: [November 5, 2023, 9:28am UTC](https://discourse.cataclysmdda.org/t/are-fungal-mycelia-left-behind-after-killing-the-fungaloids-safe/29053/1 "2023-11-05T09:28:18Z")

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I have bad memories of fungaloids infestations from the past, where new fungaloids were spawned faster than they could be killed off and the mycelia spread even faster.

However, recent experience seems to indicate that mycelia don’t spread on their own, but require a fungaloid to do the spreading, and that it doesn’t seem like mycelia generate fungaloids on their own. Note that I’m discussing the initial patches of mycelium fungaloids spread around themselves, not mats reaching the tower in the of an infestation, which may behave differently.

Is it true? Can I kill off the fungaloids and leave the mycelia untouched without the mycelia spreading or generating fungaloids down the line?

The reason for the question is that my Tacoma farm has fungaloids on all sides of it, but in sufficiently low numbers that it should be possible to kill them off within reality bubble distance of the farm and the road leading to it, so I want to know if I actually have a chance, or the farm is doomed regardless.

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### Author: ![Risuga](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/risuga/32/11817_2.png) [@Risuga](https://discourse.cataclysmdda.org/u/Risuga)
#### Post date: [November 5, 2023, 7:03pm UTC](https://discourse.cataclysmdda.org/t/are-fungal-mycelia-left-behind-after-killing-the-fungaloids-safe/29053/2 "2023-11-05T19:03:52Z")

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Note that this mod is now called the slowdown fungal growth mod, but I believe it is otherwise the same as it always was, and it is currently still enabled by default.

> <https://github.com/CleverRaven/Cataclysm-DDA/pull/51418>
>
> \#### Summary
> Balance "Create No Fungal Growth mod"
> 
> \#### Purpose of change
> 
> …
> Provides an alternative to simply removing all fungus from the game for players who are fed up with the fungal exponential growth.
> 
> \#### Describe the solution
> 
> New mod.
> Remove the spores' ability to spawn fungaloids. Spores just disappear on death.
> 
> \#### Describe alternatives you've considered
> 
> 
> \#### Testing
> 
> New world with the mod enabled.
> !\[image\](https://user-images.githubusercontent.com/8000047/132150950-8b48c158-46e3-47dc-9211-d09f77efca1e.png)
> 
> Spawn a fungaloid. It starts poufing but that doesn't do anything except create fungal terrain.
> 
> !\[image\](https://user-images.githubusercontent.com/8000047/132150983-47fb79bb-eec4-4712-a9fa-98e65a5d8049.png)
> 
> Wait 24 hours. The fungaloid does a good job of planting fungus all over the place, but no additional fungaloids are created.
> 
> !\[image\](https://user-images.githubusercontent.com/8000047/132151167-a9f2df47-acd8-47c5-aea0-41863c0d704b.png)
> 
> 
> \#### Additional context
> 
> For comparison, here is what a single fungaloid can do in 24 hours without the mod. That's 161 visible fungaloids; there are more outside the viewable area.
> !\[image\](https://user-images.githubusercontent.com/8000047/133349521-a104055e-dea3-48b5-aebe-85c1c1a7c1a9.png)
> 
> I-am-erk suggested that this mod could be on by default. I'd like to make sure there are no issues with it first (based on player feedback) but if others agree that change is easy to make in a follow-up PR. \[Edit: done in #51620\]

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<div class="post-metadata">

### Author: ![PALU](https://avatars.discourse-cdn.com/v4/letter/p/e56c9b/32.png) [@PALU](https://discourse.cataclysmdda.org/u/PALU)
#### Post date: [November 5, 2023, 7:21pm UTC](https://discourse.cataclysmdda.org/t/are-fungal-mycelia-left-behind-after-killing-the-fungaloids-safe/29053/3 "2023-11-05T19:21:43Z")

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Thanks. I forgot to mention that the mod is indeed active in my game. I intended to do so, but the memory is short…
