Mods / Mushroom Roulette

Tags: #Tweak
Author: MikeTheShadow
Side: Both
Created: Apr 17th 2024 at 2:21 PM
Last modified: Jun 25th at 3:10 PM
Downloads: 4765
Follow Unfollow 53

Recommended download (for Vintage Story 1.20.12):
mushroomroulette_1.2.1.zip  1-click install


This mod is a simple tweak that modifies the display for all food items and hides any HP loss that might be there.
Basically you see a mushroom you gotta taste that mushroom to know if it's poisonous.
Should work with all modded items assuming they haven't touched this line of code (if they have this mod will likely explode).

image.png (699×581)

Mod Version For Game version Downloads Release date Changelog Download 1-click mod install*
1.2.1 411 Jun 25th at 3:10 PM mushroomroulette_1.2.1.zip 1-click install

- Fix error where there is none

1.2.0 4 Jun 25th at 2:59 PM mushroomroulette_1.2.0.zip 1-click install

- Ported to 1.20.12

1.1.0 4173 Apr 20th 2024 at 12:05 AM mushroomroulette_1.1.0.zip 1-click install

Fixed an issue where BlockMeals (bowls) still had their negative hp values visible.

1.0.0 177 Apr 17th 2024 at 2:36 PM Empty mushroomroulette_1.0.0.zip 1-click install

23 Comments (oldest first | newest first)

💬 strawbearycandy, Jul 6th at 5:14 PM

friend ate a funeral bell because he said the name had to be "ironic". instantly died. we were thousands of blocks away from home. 10/10 mod

💬 OmegaHaxors [currently restricted], Jul 4th at 6:15 PM

mushroom foraging guide

💬 Perric101, Jul 2nd at 11:42 PM

metasynthie that would be fun, but I'm pretty sure most of the mushrooms listed are actual real life mushrooms, like jackolanterns are actually real mushrooms that are very toxic, same with funeral bells and death caps.

💬 Marlim, Jun 28th at 4:04 PM

Hello, I'm thinking about adding this mod to my server, do you plan on keeping it updated? I also have a suggestion, add a question mark "?" to mushrooms that the player hasn't tried yet. Maybe in the name or not in the description, just to warn. By the way, I don't know if you remember me.

MikeTheShadow

💬 Wahazar, Jun 25th at 11:42 PM

There was Survival Expanded mod (discontinued), where names of mooshroms and berries were set to unknown, until were eaten first. Also poisoned berries were added. Maybe it is possible to add such option here?

 

💬 Axeman, Jun 25th at 8:49 PM

If you could, it would be great to change the names of all the mushrooms to just their visual appearance at least until a character has eaten it. The names of mushrooms sometimes defeat the point of hiding the damage. Also for taste testing, you could try and make a way to cut the mushroom up into samples which do a fraction of the damage so a death cap can do 10 damage instead of 40 when tasted, and the taster barely survives.

💬 MikeTheShadow , Jun 25th at 4:26 PM

metasynthie I would add some level of randomization but I feel like it interferes with the orginal idea of the mod which was just to hide the values. I was working on a tweak to allow players to test mushrooms for poison but it's not flushed out enough to be included in the new updated release.

💬 metasynthie, Jun 25th at 3:07 PM

Makes sense to hide in-game methods, but names like "death cap" and "funeral bell" are still kind of a giveaway, I think. Even "devil's (whatever)"
I know it's probably out of scope for this mod, but it would be amusing to mod mushrooms so they worked like a classic roguelike game, and assign the names or even health values randomly at worldgen so that every world would have different poisonous mushrooms that you'd have to figure out by trial and error. Or feeding to pigs.

💬 LeoSpades, Mar 29th at 2:19 AM

This needs an update. I want to randomly die because I eat the wrong thing.

💬 DoodleGarbage, Jan 31st at 6:50 PM

FYI for people who notice the error while loading, I have not run into any crashes nor had issues with the mod working. This includes with Expanded Foods. You can safely ignore the error.
EDIT: Not on 1.20.3. Just saw the -8 health.

💬 Breugpfel, Jan 19th at 1:07 PM

Hi - is there any possibility of this being updated for 1.20? It might just be my personal combination of mods but I get an error message when trying to load the game with this one:

19.1.2025 13:02:45 [Error] [mushroomroulette] Exception: Assembly with same name is already loaded
at System.Runtime.Loader.AssemblyLoadContext.<LoadFromPath>g____PInvoke|5_0(IntPtr ptrNativeAssemblyBinder, UInt16* ilPath, UInt16* niPath, ObjectHandleOnStack retAssembly)
at System.Runtime.Loader.AssemblyLoadContext.LoadFromAssemblyPath(String assemblyPath)
at System.Reflection.Assembly.LoadFrom(String assemblyFile)
at Vintagestory.Common.ModContainer.<>c__DisplayClass36_0.<LoadAssembly>b__0(String path) in VintagestoryLib\Common\API\ModContainer.cs:line 455
at System.Linq.Enumerable.SelectListIterator`2.MoveNext()
at System.Linq.Enumerable.WhereEnumerableIterator`1.ToList()
at Vintagestory.Common.ModContainer.LoadAssembly(ModCompilationContext compilationContext, ModAssemblyLoader loader) in VintagestoryLib\Common\API\ModContainer.cs:line 481

I mean it probably is my combination of mods, I'll try some experimenting.

💬 TanjBear, Dec 2nd 2024 at 7:24 PM

i think haveing a plant index, maybe one you carry around that auto updates when you consume somthing new would be cool. ps. i would be less intimidated by this mod if it were added.

💬 Maamessu, May 27th 2024 at 2:00 AM

This sort of works with Expanded Foods chopped mushrooms as far as I can tell. By this I mean: Mushroom Roulette does hide the HP damage of both mushrooms and items made with mushrooms from Expanded Foods. However, the chopped and processed mushrooms seem to retain their raw HP damage rather than the reduced damage of Expanded Foods. Example: Raw fly agaric is -6.5 HP. Chopped fly agaric was still -6.5 HP.

💬 Xeros08, May 8th 2024 at 6:07 PM

The image of the "do not touch" line of code is broken :P

💬 Marlim, May 8th 2024 at 2:59 PM

Yes, in my tests they all look the same and without toxicity.

MikeTheShadow

💬 MikeTheShadow , May 7th 2024 at 12:52 PM

By normal do you mean they lose their toxicity? This mod removes the text in the GUI but from my testing they are still poisonus. Marlim

💬 Marlim, May 5th 2024 at 7:12 PM

Are you sure? So does the Expanded Foods mod already do the work of this mod? Would I have to enable it on folders?

l33tmaan

💬 Marlim, May 5th 2024 at 7:08 PM

I don't know what happened, the mod didn't work for me, all the toxic mushrooms became normal.

💬 l33tmaan, May 4th 2024 at 4:26 AM

Cuiwi

Expanded Foods actually lets you do exactly that. You can even cook them to reduce the poison further.

💬 MikeTheShadow , Apr 19th 2024 at 3:38 AM

RogueRaiden Bandages still retain their health gain. If you find something where this mod does hide a positive healing factor I can fix it.
Quiche It actually does not hide the hp loss from cooked recipes. I'll remedy this in the next version.
Some mods might add features that implement custom displays for items. I'll do my best to support as many features as possible.

💬 Quiche, Apr 18th 2024 at 1:15 AM

Interesting mod! Excited to give it a whirl with a server. Does it remove the HP loss from cooked recipes as well? It would be great for assassinations if so.

💬 RogueRaiden, Apr 18th 2024 at 12:12 AM

Ooh this looks sweet! Or sour, rather...

Do healing effects get hidden as well?

Can mushroom deaths get their own message with this mod, if its not vanilla already?

💬 Cuiwi, Apr 17th 2024 at 11:57 PM

Oh nice! I'm not sure yet if I'll be using this myself, but it's definitely a good option to have. I think if there were some option to cut the mushroom to pieces to taste test while only getting half the damage (in the case that they're poisonous), that could be an interesting method of finding out what's poisonous or not without having to look it up online or getting instakilled by a spicier mushroom!

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