How do I stop the fungus?

[quote=“TheWumpus, post:95, topic:9906”]

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).

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!!.

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

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

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

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

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

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.

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.

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.

Oh, I see. Odd.

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

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

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

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.

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.

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.

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

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

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.

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.

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 ) but I can’t figure out how to remove the now-empty patches of fungal terrain.