// Management · RimWorld Mod

Tribal Fungi Core

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"Click here for the Legacy Version (1.1/1.2)" Only 1.6 receives updates.

The Fungi Forest biome is now built into this mod. You no longer need the separate biome mod, and running both at once will cause duplicate definitions. If you have it subscribed, please unsubscribe or disable it.

- A playable Fungi race with 4 xenotypes, 21 genes and 4 abilities - 52 backstories - 3 themed tribes plus the united Fungari faction, each with their own weapons, animals and tactics - 26 animals, from pack beasts to things that used to be people - 3 scenarios and 3 events - 35 organic weapons and 10 organic turrets - 12 buildings and 21 plants - 24 implants and 62 conditions, most of them things you would rather not catch - 24 research projects for biological technology - 3 tribal spore gases, one per tribe, each with its own effect - The Fungi Forest biome, built in - Mod settings to switch individual tribes and the biome on or off

The Story

Thousands of years ago, a corporation set out to build a workforce that could not say no. Their scientists took human beings and rewrote them into something else: a race with the traits of fungus, still able to reproduce, still able to think, but unable to bear sunlight. Perfect for the dark of a mine. They called them the Fungi. The same laboratories produced a second creation. The Agari, shaped after agaric mushrooms, were never meant for labor. They were weapons research. They lived far longer than the Fungi, and they carried spores that could take root in any human-like body. What emerged was still alive, still breathing, but no longer its own. Its genetics belonged to the Agari now, and so did its will. Then came the shroomans. Grown by the Fungi under orders, they were built from human features and human organs. They could speak. They could feel pain. The scientists fed them to the Fungi and watched, because a slave who eats something that screams learns quickly what it is worth. The scientists were certain the Fungi would die long before they could organize. They were wrong. The Fungi knew exactly where the shroomans came from, and they had waited. They stole chemicals, they made a plan, and they held it until the day the corporation's chief executive came to inspect his property. What was left of him and his officers was no longer human. The Fungi promised them a suffering without end, and they kept that promise. The escape scattered them. Fungi and Agari boarded whatever transports stood nearest and were flung across the stars, some worlds receiving both races, others only one. On the far rim, cut off and forgotten, the Fungi tribes fell backward through the centuries. The technology went first. The hatred did not. To a Fungi, the continued existence of humanity is not a grievance. It is heresy. What they kept from the laboratories was one crucial discovery: shrooman flesh will bond with almost anything living. From that they built their weapons, crude and organic and alive. The Agari took a different road. Their spore-bound followers became subjects rather than victims, and many of them worship the Agari as the ones who saved them. Around that devotion grew kingdoms, feudal and hierarchical and surprisingly stable. On worlds without Fungi, the old grudge faded into stories. Those Agari built libraries instead of armies. Where both races landed, the story tends to run the same way. Some Agari kingdoms stay pragmatic. They have met enough humans to know that not all of them wear a lab coat, and they keep to their codes. Others take one look at a human settlement and remember everything. Those kingdoms find the Fungi, and together they become the Fungari: Agari spores wedded to Fungi bioweapons, a thing made entirely of hatred and very good at what it does. Which leaves the reasonable Agari with an uncomfortable choice. They side with the humans, because the alternative is worse. Old enemies end up in the same trench, and the shape of a planet gets decided by who could stomach whom.

Characteristics

- Absolute xenophobia towards humans. Hurting one costs them nothing, least of all a human from outside the colony. - Sunlight leaves them weak and slow, and makes them give off toxic gas. - They eat humanoid meat without consequence. The cannibal penalty only reaches them under particular circumstances. - They treat their victims as material. Nothing more. - Tribal regression left them without any concept of shame, so nudity means nothing to them. - Cold hits them hard. - Daylight work wrecks their mood. Night work lifts it considerably. - They keep wormoids for the errands that have to happen outside, in daylight, where a Fungi will not go.

Tribes

Breeder Tribe

- Strong and heavily built. They hit harder in melee and take less in return. - Breeder spore spew. A red haze that dulls the will instead of killing, because livestock is worth more alive. - Backed by whole herds of animals that used to be people. - Their weapons are twisted lifeforms and repurposed organs. - Varied raid loadouts. - Pack animals and dog-like companions bred from humans, available for purchase.

Spore Tribe

- Give off toxic gas in sunlight. - Spore spew. Virulent spores that settle in the lungs and outlast the fight that started them. - They breed toxic mushroom animals. - Their weapons run on disease, mold and spores. - Varied raid loadouts. - Pack and companion animals available for purchase.

Infested Tribe

- Physically the weakest of the three. They give off rotting stink in sunlight. - Worm spore spew. What gets inhaled does not stay in the lungs. It burrows into a limb, it grows, and eventually it comes out. - Their weapons hatch worm creatures, or convert captured pawns into wormoids, a servant race. - Varied raid loadouts. - Pack and companion animals available for purchase.

Spore Gases

Each tribe now fights with its own gas rather than everyone sharing the same cloud. The Breeders lay down a red haze that leaves prey docile and easy to carry off. The Spore tribe fills the air with a sickness that lingers long after the battle. The Infested seed their clouds with living larvae. Every tribe is immune to its own spores and to nothing else, so a Spore tribe raider caught in a Breeder cloud goes down like anyone else. If you take a gasformer, you can research each strain and switch the building over to whichever gas you prefer. To do: - More stuff! Known issues: I have not run into any incompatibilities. If you find one, tell me. Same goes for bugs.

You need erdelf's Humanoid Alien Races 2.0 for this mod. Big credits to him. https://steamcommunity.com/sharedfiles/filedetails/?id=839005762 Credits: ElTwoFour, exchange of ideas for our mods. Ogliss, helped a lot back in 1.2 when I had questions. Cephalopod, human plant texture. If you have ideas for this mod, put them in the comments. To play as the race, pick one of the tribe scenarios.

WIP

Another Fungi race, the Agari

And more for the Fungi, of course.