How do I stop the fungus?

Now maybe if I mod in incendiary 120mm shells…

Never! I promised my great-grandpa on his deathbed that I’ll kill all the mycus I see!

I’ll start working on that incendiary 120mm shell then. o3o

I’ll start working on that incendiary 120mm shell then. o3o[/quote]

As long as it blasts in 120x120 area.

Tempting. I’ll have to see what happens if you take the basic shell and add incendiary properties. owo

EDIT: Nyeheheheh. Not really much better than the M202 FLASH rockets, but it feels manlier.

The Codening:

{
    "type" : "AMMO",
    "id" : "120mm_INC",
    "price" : 999999,
    "name" : "120mm Incendiary",
    "symbol" : "=",
    "color" : "dark_gray",
    "description" : "A 120mm Inceniary round.  It could ruin anyone's whole day.",
    "material" : ["steel", "powder"],
    "volume" : 1,
    "weight" : 1803,
    "bashing" : 1,
    "cutting" : 0,
    "to_hit" : 0,
    "ammo_type" : "120mm",
    "casing" : "NULL",
    "damage" : 4000,
    "pierce" : 800,
    "range" : 80,
    "dispersion" : 5,
    "recoil" : 30,
    "count" : 1,
    "effects" : ["COOKOFF", "NAPALM_BIG", "TRAIL"]
},

The Burnening:

If your going to mod anything in, what about a flame sprayer for the back of a vehicle, each update its active it creates a line of flame between where it was and where it is now. But then again, such a thing would require a bit more then just modifying a .json.

A bit more than json edits, yeah. This is just me screwing around. owo

The mycus will burn.

Had no flamethrowers, so I had to rely on a lighter, and a couple of molotovs.

Wow. And those are the wonders a few sparks, some butane, and some gasoline can make if used properly.

Still, since I only had a lighter and some molotovs, the fungal bloom spread out that wide. If I had a flamethrower on the fungal radius would have been much smaller.

Good news for all the fungus-haters!

I managed to create the weapon and fungicidal gas and just submitted a PR for it. Now it needs some more tweaking and it should be good to go.

As suggested, the chemical launcher also provides the basis for usage of other gas type ammos.

Excellent.

Just another thought. With no real knowledge on it, what about the possibility of salting the ground as a way to prevent fungal growth (or any kind of plant growth for that matter)? Thought of it because of a pun. A-salt-ing the mycus. (ha ha ha). RDX sand charges where instead of sand it’s salt!

Behold…

A nice fresh patch of fungus. Perfect for ‘testing’.

The fungicidal gas has a range of 4 tiles, so protective mouthgear is recommended.

The gas expands and lingers for a while, so watch out while ‘gardening’.

The end result. This was done with half a tank.

Oooh. owo

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?

The best defense is erasing them from existence before you even begin the game. <3

Well sure, if you want to go full on exterminatus and deny yourself all that delicious cooking oil/safe to drink plant water.

You could change the spores to not spread the fungus I suppose. Neuter them (as much as mushrooms can be neutered) so to speak.

Hey, that could work as a mod idea. I should commit !!SCIENCE!! on this shit. owo

What do you refer to with this !!THING!!?

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?