This is the Fungi race from Tribal Fungi Core, on its own.
Fungi dudes. This is the version for people who look at the weaponry, the implants and the rest of the core mod and think that is too much. You get the race, the animals and the forest they live in, and none of the horror.
- A playable Fungi race with 36 head types
- 51 backstories written for them
- The Fungi Forest biome, built in
- Shroomimals and the rest of the fungal wildlife
- Mod settings to switch the biome on or off
The Fungi Forest biome is now included
You no longer need the separate biome mod for it. If you have it subscribed, please unsubscribe or disable it, because running both produces duplicate definitions. They are marked incompatible for that reason. If you would rather not have the forest at all, switch it off under Options, Mod Settings, Fungi Lite.
The body horror wildlife from Core, the humanoid growths and the living body parts, is deliberately left out here. The forest keeps its fungal plants and animals and nothing else.
Background
The Fungi were built to be owned. They were worked hard, treated badly, and engineered to die at fifteen, which their owners considered a feature. It kept them from getting ideas.
They got ideas anyway. The uprising was short and extremely violent, and the survivors ran for the nearest ships and scattered.
That was thousands of years ago. What followed was not revenge but ordinary life: hunting, growing, raising young, arguing about food. The memory of the cages went the way most memories go. It thinned out, turned into stories, and then into nothing much at all. What is left is a tribal people who are simply good at living where they are.
Scientists who run into them now file them as genetically altered humans and leave it there. It is not wrong. It is also not close to the whole thing, and there is nobody left who could tell them the rest.
Defining traits
The Fungi keep to the night. Darkness suits them, and daylight does not. They have no concept of shame about nudity and see no reason to acquire one.
Their eating habits raise eyebrows. Corpses and humanoid meat are food, provided somebody cooks them properly. They are quite firm on that point, and consider it the line between a civilised person and an animal.
Warmth they need. Cold they cannot handle, and a hard winter will kill a Fungi who was not paying attention.
They keep shroomimals, who follow them everywhere and are as affectionate as anything with that many legs can be. Treat them well and stay on the right side of the tail. A shroomimal sting carries a flesh eating spore infection that brings pain and unrelenting vomiting, and it is treatable, but only if somebody notices in time. Leave it and the victim will not last long.
Development status
Honest version: this one is on low priority. It will not get large updates. Animals and textures get refreshed now and then, and it stays current, but the main work goes into Tribal Fungi Core and into the Agari. Maybe something more will come of Lite later.
If you prefer the old head textures, they are still in the textures folder in their own directory and can be swapped back in. They are essentially lower quality, grubbier versions of the current ones, and they are staying.
Requirements and credits
You need Humanoid Alien Races 2.0. Big credits to Erdelf for making other races possible at all.
Thanks to Ogliss, who wrote the initial code back in 1.2 that made this race growable, and who helped me when I had no idea what I was doing. Worth a look if you like Warhammer.
Huge thanks to Mlie for keeping this mod alive between 1.2 and 1.4. credits also to Razar on the HAR Discord for fixing gene restrictions, and to TurtleShroom for further fixes and improvements.
Compatibility
Incompatible with Tribal Fungi Core and with the standalone biome mod, since all three now ship the same biome. Pick one.
To play as the race, pick the scenario "Expanding Spores"