# How do I stop the fungus?

**URL:** <https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906>\
**Category:** The Bunker\
**Created:** [June 22, 2015, 12:17am UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906 "2015-06-22T00:17:38Z")\
**Posts on this page:** 20\
**Page:** 6

<div class="post-metadata">

**Author:** ![deoxy](https://avatars.discourse-cdn.com/v4/letter/d/7feea3/32.png) [@deoxy](https://discourse.cataclysmdda.org/u/deoxy)\
**Post date:** [June 26, 2015, 11:09pm UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/101 "2015-06-26T23:09:33Z")

</div>

[quote=“TheWumpus, post:95, topic:9906”] ![](http://www.ericaricardo.com/blog/140225-nuke-it.jpg)

This really is the only way to wipe out patches of fungus. Unfortunately you need to drop the bomb inside the reality bubble.

Since the target is usually outside the reality bubble when you nuke it from orbit, might I suggest nuking it from close proximity? Or just spreading a shit load of gasoline around on the ground, tossing a match, and running like hell?[/quote]

I don’t know, a fusion blaster rifle, UPS bionic, and 10,000 power seems to do a pretty good job, too… (as long as it’s not raining).

> [@BigLie](#):
>
> [quote=“Random\_dragon, post:98, topic:9906”]Hey, that could work as a mod idea. I should commit !!SCIENCE!! on this shit. owo

What do you refer to with this !!THING!!?[/quote]

It’s a Dwarf Fortress reference - things that are on fire are marked in all caps with exclamation points on both sides… and then, lots of “science” involved determining the behaviour of lava or the thing in question and lava.

Hence !!SCIENCE!!.

---

<div class="post-metadata">

**Author:** ![Azrad](https://avatars.discourse-cdn.com/v4/letter/a/c67d28/32.png) [@Azrad](https://discourse.cataclysmdda.org/u/Azrad)\
**Post date:** [June 27, 2015, 4:43am UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/102 "2015-06-27T04:43:53Z")

</div>

> [@Random\_dragon](#):
>
> The best defense is erasing them from existence before you even begin the game. \<3

Fair point, but then you lose the chance of personally exterminating the shit out of them.

---

<div class="post-metadata">

**Author:** ![Random\_dragon](https://avatars.discourse-cdn.com/v4/letter/r/4da419/32.png) [@Random\_dragon](https://discourse.cataclysmdda.org/u/Random_dragon)\
**Post date:** [June 27, 2015, 4:45am UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/103 "2015-06-27T04:45:28Z")

</div>

True. If we had an antifungal 120mm shell, huehuehue…

I should try seeing what being a fungal freak is like sometime though.

---

<div class="post-metadata">

**Author:** ![Belteshazzar](https://avatars.discourse-cdn.com/v4/letter/b/e274bd/32.png) [@Belteshazzar](https://discourse.cataclysmdda.org/u/Belteshazzar)\
**Post date:** [June 27, 2015, 7:26am UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/104 "2015-06-27T07:26:48Z")

</div>

Why not just create a couple of Nether Creatures that feed on the fungus?

---

<div class="post-metadata">

**Author:** ![Pthalocy](https://avatars.discourse-cdn.com/v4/letter/p/22d042/32.png) [@Pthalocy](https://discourse.cataclysmdda.org/u/Pthalocy)\
**Post date:** [June 27, 2015, 10:52am UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/105 "2015-06-27T10:52:39Z")

</div>

That sounds suspiciously like introducing wolves to get rid of a rabbit problem.

---

<div class="post-metadata">

**Author:** ![BigLie](https://avatars.discourse-cdn.com/v4/letter/b/f14d63/32.png) [@BigLie](https://discourse.cataclysmdda.org/u/BigLie)\
**Post date:** [June 27, 2015, 2:21pm UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/106 "2015-06-27T14:21:16Z")

</div>

> [@Random\_dragon](#):
>
> I mean I should test the idea of neutering fungi. MAYBE make a mod that only allows fungal spires and other boss entities to give off spores, while disabling it on the fungaloids and/or fungal terrain?

I understand the premise. I’m interested about this exact writing gimmick — surrounding words with double exclamation marks. Is it a reference to something or what? Or am I overthinking it?

Nevermind, deoxy has answered already.

[quote=“deoxy, post:101, topic:9906”]It’s a Dwarf Fortress reference - things that are on fire are marked in all caps with exclamation points on both sides… and then, lots of “science” involved determining the behaviour of lava or the thing in question and lava.

Hence !!SCIENCE!!.[/quote]  
Thanks.

---

<div class="post-metadata">

**Author:** ![Random\_dragon](https://avatars.discourse-cdn.com/v4/letter/r/4da419/32.png) [@Random\_dragon](https://discourse.cataclysmdda.org/u/Random_dragon)\
**Post date:** [June 27, 2015, 3:15pm UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/107 "2015-06-27T15:15:26Z")

</div>

Huehuehue. In any case, the simplest way to neuter fungi via a mod would simply be to add a replacement version of the spore cloud, removing the spore’s “PLANT” special attack. This would prevent the spread of fungi while still allowing fungal monsters to use their attacks. Far as I can tell, spore clouds will eventually die off due to a “half life” property assigned to them, so this shouldn’t result in flooding the map with spore clouds.

---

<div class="post-metadata">

**Author:** ![Coolthulhu](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/coolthulhu/32/2446_2.png) [@Coolthulhu](https://discourse.cataclysmdda.org/u/Coolthulhu)\
**Post date:** [June 27, 2015, 5:11pm UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/108 "2015-06-27T17:11:47Z")

</div>

> [@Random\_dragon](#):
>
> Far as I can tell, spore clouds will eventually die off due to a “half life” property assigned to them, so this shouldn’t result in flooding the map with spore clouds.

Half-life is an evolution property. It means that if you leave it outside view for a a number of days equal to half-life, you should be 50% likely to have it evolve into a mature fungaloid.

---

<div class="post-metadata">

**Author:** ![Random\_dragon](https://avatars.discourse-cdn.com/v4/letter/r/4da419/32.png) [@Random\_dragon](https://discourse.cataclysmdda.org/u/Random_dragon)\
**Post date:** [June 27, 2015, 5:17pm UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/109 "2015-06-27T17:17:51Z")

</div>

Oh, I see. Odd.

I guess instead should I give them the “DISAPPEAR” special attack instead?

---

<div class="post-metadata">

**Author:** ![Coolthulhu](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/coolthulhu/32/2446_2.png) [@Coolthulhu](https://discourse.cataclysmdda.org/u/Coolthulhu)\
**Post date:** [June 27, 2015, 5:25pm UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/110 "2015-06-27T17:25:58Z")

</div>

Just blacklist them. No reason to have floating spores that do nothing at all.

---

<div class="post-metadata">

**Author:** ![Random\_dragon](https://avatars.discourse-cdn.com/v4/letter/r/4da419/32.png) [@Random\_dragon](https://discourse.cataclysmdda.org/u/Random_dragon)\
**Post date:** [June 27, 2015, 5:30pm UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/111 "2015-06-27T17:30:25Z")

</div>

True. Thing is I wanted to put together a mod that makes fungi overall less virulent without blacklisting them. \>w\>

---

<div class="post-metadata">

**Author:** ![Azrad](https://avatars.discourse-cdn.com/v4/letter/a/c67d28/32.png) [@Azrad](https://discourse.cataclysmdda.org/u/Azrad)\
**Post date:** [June 27, 2015, 5:45pm UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/112 "2015-06-27T17:45:55Z")

</div>

Seeing as how the outpost gets automatically new buildings as missions are completed, perhaps it’s possible in the future to assign NPCs to patrol a map tile, to more or less clear out any fungal bits. They’ll need to be properly equipped to do the work, chance of death, etc. Success means fungal things such as fungaloids and fungal terrain are removed.

---

<div class="post-metadata">

**Author:** ![Belteshazzar](https://avatars.discourse-cdn.com/v4/letter/b/e274bd/32.png) [@Belteshazzar](https://discourse.cataclysmdda.org/u/Belteshazzar)\
**Post date:** [June 27, 2015, 8:07pm UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/113 "2015-06-27T20:07:45Z")

</div>

> [@Pthalocy](#):
>
> That sounds suspiciously like introducing wolves to get rid of a rabbit problem.

Well, more introducing parasite wasps to remove your caterpillar problem, but yes. If the species was selective enough in it’s taste (particularly if it was primarily a herbivore/fungivore) and had an effective enough defensive mechanism against the fungus it could counterbalance the somewhat unreasonably quadratic growth model.

Sure, maybe these fungivores could be a nuscince on their own, but I don’t see them seeking out conflict… they’re arn’t apex predators like wolves. Hell the existence of opposed forces like this would probably be why the fungus is supposed to be more ‘diplomatic’ than certain other factions.

They should want some protection (various factions list spreading it as a goal after all)… as it stands they have too much of an advantage in their unrestrained growth. I like that they are a uncentralized network (in contrast to the boss-based triffid or ant colonies) but they need some more adversity to counterbalance just how damn good they are at reproducing atm.

---

<div class="post-metadata">

**Author:** ![Shopkeeper](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/shopkeeper/32/453_2.png) [@Shopkeeper](https://discourse.cataclysmdda.org/u/Shopkeeper)\
**Post date:** [June 27, 2015, 10:31pm UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/114 "2015-06-27T22:31:52Z")

</div>

Ideally once macro level interaction (occurring with or without the player’s involvement) between local groups and factions is implemented the Triffids will be this to the Mycus. Given their inability to be fungalized and the prescence of fungal fighters (specific anti-Mycus lifeforms) suggest the Triffids have experience dealing with them. Though by that point one would have to question whether they want the all consuming fungus or killer plants to win out, thankfully they’re both equally burnt to a crisp by napalm.

---

<div class="post-metadata">

**Author:** ![Random\_dragon](https://avatars.discourse-cdn.com/v4/letter/r/4da419/32.png) [@Random\_dragon](https://discourse.cataclysmdda.org/u/Random_dragon)\
**Post date:** [June 27, 2015, 10:34pm UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/115 "2015-06-27T22:34:37Z")

</div>

And then all that will remain shall be bandit. Cheeki breeki.

---

<div class="post-metadata">

**Author:** ![deoxy](https://avatars.discourse-cdn.com/v4/letter/d/7feea3/32.png) [@deoxy](https://discourse.cataclysmdda.org/u/deoxy)\
**Post date:** [June 27, 2015, 11:23pm UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/116 "2015-06-27T23:23:37Z")

</div>

> [@Shopkeeper](#):
>
> Ideally once macro level interaction (occurring with or without the player’s involvement) between local groups and factions is implemented the Triffids will be this to the Mycus. Given their inability to be fungalized and the prescence of fungal fighters (specific anti-Mycus lifeforms) suggest the Triffids have experience dealing with them. Though by that point one would have to question whether they want the all consuming fungus or killer plants to win out, thankfully they’re both equally burnt to a crisp by napalm.

Also, the triffid queens can get rid of fungal bed quickly, thoroughly, and over a large area, so yeah, the triffids kick fungaloid butt.

---

<div class="post-metadata">

**Author:** ![Frostwood](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/frostwood/32/112_2.png) [@Frostwood](https://discourse.cataclysmdda.org/u/Frostwood)\
**Post date:** [June 28, 2015, 12:51am UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/117 "2015-06-28T00:51:07Z")

</div>

> [@Random\_dragon](#):
>
> True. Thing is I wanted to put together a mod that makes fungi overall less virulent without blacklisting them. \>w\>

Have fungaloids stop producing spores while they are on fungus-no need to create spores on terrain that has already been converted.

---

<div class="post-metadata">

**Author:** ![Random\_dragon](https://avatars.discourse-cdn.com/v4/letter/r/4da419/32.png) [@Random\_dragon](https://discourse.cataclysmdda.org/u/Random_dragon)\
**Post date:** [June 28, 2015, 12:57am UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/118 "2015-06-28T00:57:25Z")

</div>

> [@Frostwood](#):
>
> Have fungaloids stop producing spores while they are on fungus-no need to create spores on terrain that has already been converted.

That would be more complex though. Hmm.

Simply removing the “FUNGUS” special attack from most fungal creatures, as well as the terrain, could work.

---

<div class="post-metadata">

**Author:** ![deoxy](https://avatars.discourse-cdn.com/v4/letter/d/7feea3/32.png) [@deoxy](https://discourse.cataclysmdda.org/u/deoxy)\
**Post date:** [June 28, 2015, 12:58am UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/119 "2015-06-28T00:58:43Z")

</div>

> [@Frostwood](#):
>
> [quote=“Random\_dragon, post:111, topic:9906”]True. Thing is I wanted to put together a mod that makes fungi overall less virulent without blacklisting them. \>w\>

Have fungaloids stop producing spores while they are on fungus-no need to create spores on terrain that has already been converted.[/quote]

Making fungaloids drown in deep water would help, too… I have found no way to get rid of fungaloids in a river, and it STINKS SO BAD.

---

<div class="post-metadata">

**Author:** ![Random\_dragon](https://avatars.discourse-cdn.com/v4/letter/r/4da419/32.png) [@Random\_dragon](https://discourse.cataclysmdda.org/u/Random_dragon)\
**Post date:** [June 28, 2015, 1:02am UTC](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906/120 "2015-06-28T01:02:50Z")

</div>

Hmm. That could also work.

I’ll also need to see if fungal terrain can be tweaked to not give off spores…

EDIT: Screw it, this is easier.

The Codening:

[  
{  
“type”: “MOD\_INFO”,  
“mod-type”: “SUPPLEMENTAL”,  
“ident”: “No\_Fungi”,  
“name”: “No Fungal Monsters”,  
“author”: “Chaosvolt”,  
“description”: “Removes fungal monsters from the game.”,  
“path”: “modinfo.json”  
},{  
“type”: “MONSTER\_BLACKLIST”,  
“categories”: [  
“GROUP\_FUNGI”,  
“GROUP\_FUNGI\_TOWER”,  
“GROUP\_FUNGI\_FLOWERS”  
]  
},{  
“type”: “MONSTER\_BLACKLIST”,  
“monsters”: [  
“mon\_spore”,  
“mon\_fungaloid”,  
“mon\_fungaloid\_young”,  
“mon\_zombie\_fungus”,  
“mon\_boomer\_fungus”,  
“mon\_fungal\_wall”,  
“mon\_fungaloid\_queen”,  
“mon\_fungal\_tendril”,  
“mon\_fungal\_hedgerow”,  
“mon\_fungaloid\_tower”,  
“mon\_fungal\_blossom”,  
“mon\_fungaloid\_seeder”  
]  
}  
]

EDIT 2: Also done a PR for it ( [https://github.com/CleverRaven/Cataclysm-DDA/pull/12798](https://github.com/CleverRaven/Cataclysm-DDA/pull/12798) ) but I can’t figure out how to remove the now-empty patches of fungal terrain.

[Previous page](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906.md?page=5)

[Next page](https://discourse.cataclysmdda.org/t/how-do-i-stop-the-fungus/9906.md?page=7)
