Mods / Mycodiversity

Category: #Food #Worldgen
Author: sheepon
Side: Both
Created: Apr 21st at 8:14 AM
Last modified: Apr 25th at 1:24 AM
Downloads: 3812
Follow Unfollow 112

Latest file for v1.19.7:
Mycodiversity_1.0.2.zip 1-click install


More mushrooms for foraging enthusiasts!

This mod currently adds 37 new mushrooms to the game, primarily from the American Pacific Northwest. Mushrooms from other parts of the world will be added over time, so keep an eye out for updates!

Disclaimer: Do NOT use this mod to determine what mushrooms are edible near you. Consult trusted up-to-date identification books and experts from your local area only! There are old mushroomers and there are bold mushroomers, but there are no old bold mushroomers.

Mushroom List
Aniseed Funnel Clitocybe odora
Artist’s Conk Ganoderma applanatum + friends
Aspen Bolete Leccinum insigne
Beefsteak Fungus Fistulina hepatica
Birch Bolete Leccinum scabrum
Blewit Clitocybe nuda
Bloodred webcap Cortinarius sanguineus
Blue Chanterelle Polyozellus multiplex
Candy Cap Lactarius rubidus + camphoratus
Coccora Amanita calyptroderma
Desert Shaggy Mane Podaxis pistillaris
Destroying Angel Amanita ocreata + bisporigera
Dyer’s Polypore Phaeolus schweinitzii
False Earthstar Astraeus sp.
Flat-topped Club Coral Clavariadelphus truncatus
Fried Chicken Mushroom Lyophyllum decastes
Green Earth Tongue Microglossum viride
Hawk Wing Sarcodon imbricatus
Hedgehog Hydnum repandum
Honey Mushroom Armillaria mellea
Matsutake Tricholoma magnivelare + matsutake + murrillianum
Parasol Macrolepiota procera
Purple Fairy Club Clavaria purpurea
Queen Bolete Boletus regineus
Questionable Stropharia Stropharia ambigua
Red Belted Conk Fomitopsis pinicola + friends
Red Coral Ramaria sp.
Shaggy Mane Coprinus comatus
Shrimp Mushroom Russula xerampelina
Slippery Jack Suillus granulatus
Stinkhorn Phallus impudicus
Sulfur Tuft Hypholoma fasciculare
Turkey Tail Trametes versicolor
Western Varnished Conk Ganoderma oregonense
Winter Chanterelle Cantharellus tubaeformis
Yellow Coral Ramaria sp.
Yellow Stainer Agaricus xanthodermus
What can you do with these mushrooms?

All mushrooms can be cooked using base game recipes.

The following mushrooms can be used to make dyes:

  • Turkey tail x4 + 4 liters water = Blue dye
  • Hawk wing x4 + 4 liters water = Green dye
  • Dyer's polypore x4 + 4 liters water = Yellow dye
  • Queen bolete x4 + 4 liters water = Orange dye
  • Desert shaggy mane x4 + 4 liters water = Red dye
  • Bloodred webcap x4 + 4 liters water = Red dye
  • Blue chanterelle x4 + 4 liters water = Gray dye

All mushrooms can be potted in planters and flowerpots! 🌼

Design Info for Interested Nerds

This blurb is for the nerds. I see you, I love you. If you have questions, suggestions, or complaints, please comment below or contact me via email at sheeponbeepon@gmail.com or message me on Discord as "sheepon". I'm also active in the Vintage Story discord server!

  • Spawn Parameters
    • This mod uses Tenth Architect's and Flishster's model for converting real life annual precipitation data into numbers the game can use. If you'd like this graph, reach out! Annual precipitation data was mostly scraped from Wikipedia at the probably driest hot areas and probably wettest cold areas of their ranges on iNaturalist. Annual snowfall was not considered, and I used some amount of eye squinting at this map. Care was taken to avoid higher altitude data points from skewing the data drier than it should be.
    • Temperature data was mostly scraped from Wikipedia, I'm sorry. I'd search for the nearest center of civilization at the coldest and hottest ranges and use that data. I was guided where to look by this map.
    • In Vintage Story, mushrooms can spawn under "deciduous", "conifer", "tropical", and "any" trees only (or in fields). This means you will see birch boletes without birches :( Although I did research ectomycorrhizal partners for every mushroom, I'm not confident this information will exist for all mushrooms going forward (especially in the southern hemisphere). I COULD make every mushroom spawn only with partners, but I worry this would make mushrooms spawn less often overall. Likewise modding every vanilla and modded tree to have a unique treeType would also be a lot of work! Not every tree exists in Vintage Story either. However, care has been taken to align fungi with the appropriate forest types where possible.
  • Who & Where? - The Biomes Mod
    • Care was taken to try to assign region data to fungi based on where they are likely to be native to prior to modern human movement. So although some fungi may be currently present in places like conifer plantations in Australia, if they're suspected to be introduced then you won't find them in those areas when using Biomes. Some of these decisions were based on sources, and some on intuition by looking at range data.
    • That said, a few fungi in this mod were given wider ranges because it doesn't make sense to add multiple identical fungi that can only be differentiated using microscopy or DNA work. Although the American chanterelle and the Europpean chanterelle are technically different species, you won't see the the missing one added here.
  • Why aren't there individual mods for different regions of the world?
    • Lots of fungi have extremely wide ranges, often an entire hemisphere! If I made a mod for each region, there would be a lot of duplicate fungi and that sounds super annoying for anyone who wants to play with multiple mushroom mods. So, instead, all of the mushrooms will go into this one mod until it doesn't make sense to do it that way anymore. If there's interest in mushroom mods tailored to specific regions after I flesh out this mod, I'll happily make regional standalone mods after the fact. 
Future Fungi Roadmap

Plans! Will they come to be? Who can say.

  • Southern hemisphere: There's not enough in the southern hemisphere when playing with the Biomes mod! All of the northern hemisphere sections have 40-60 mushrooms while southern sections only have 8-17. South American and Australian fungi have already had research started, but if you know about African fungi please message me!
  • American PNW continued: Pig's ear (Gomphus clavatus), wooly chanterelle (Turbinellus floccosus), cat's tongue (Pseudohydnum gelatinosum), witch's butter (Tremella mesenterica), cauliflower mushroom (Sparassis crispa) and carbon antlers (Xylaria hypoxylon). These were on the list for Mycodiversity's initial release, but were postponed in favor of publishing a mod before my head melted!
  • Big Favorites: World reknowned mushrooms from Japan and China definitely, as well as some emphasis on Russia.
  • Fan Favorites: Do you have a mushroom that's important to you? Let me know and I'll try to include it!
  • Features I daydream about:
    • Earthballs and earthstars that puff spores when you step on them
    • An artist's conk that you can chisel
    • Maybe cultivating saprophytic fungi
    • Maybe drying mushrooms for long term storage instead of fresh specimens lasting so long
    • Truffles. How do?
Compatibility & Known Issues

Compatible with...
Biomes, Mushroom Roulette, and Wild Farming - Revival!
Note: Wild Farming - Revival allows you to grow every mushroom even if it's not a saprobe. Not currently realistic, if you care about that kind of thing.

NOT Compatible with...
Expanded Foods - Mycodiversity shrooms will not work in its recipes currently. I have tried to adding compatibility but it's beyond my current abilities :(

Known Issues:

  • Any mod that uses the "harvested" state for mushrooms will current show a "?" block. I do not know of any mod that does though.
  • Ramaria models could be better
Changelog

1.0.2

  • Removed custom fly agaric item shape. Expanded Foods used this shape for fried/breaded/deluxe/oiled mushrooms, and changing the shape made them all appear as raw fly agaric. The custom fly agaric block that aligns it with other veil/volva mushrooms is still in game though!

1.0.1

  • Fixed the hedgehog mushroom being in Australia breaking Biomes. Hedgehogs are temporarily removed from Australia (not entirely sure they should be there anyway, but no sources I could find say that they're "likely introduced".)

1.0.0

  • Released! Hopefully I remember to keep a changelog :^)
Contributors
  • Balduranne - Vintage Story staff who made the mushroom models and textures for the base game! Thank you!!! <3333
  • sheepon - It's me! I editted all of the textures, tweaked old models, and made all the new models. And also did way too much research.
  • Tenth Architect, Flishster and Hieronymus - Put together extremely useful resources for translating real world precipitation, temperature, and altitude data to Vintage Story. Their mods also greatly inspired me to make this mod, and their help has been crucial!
  • Crabb - He brought the biologist community together when making the Biomes mod. Thank you so much! I'd have nowhere to put all these mushrooms without you!
  • Ледяная Соня, l33tmaan and SpearAndFang - Helped with advice whenever things were broken. Thank you so much for supporting new modders! I love you ten million <3
Sources

I used a bunch!

  • Mushrooms Demystified by David Arora
  • All That The Rain Promises and More by David Arora
  • A Field Guide to Tasmanian Fungi by Genevieve Gates and David Ratkowsky
  • ポケット図鑑 日本のキノコ262 published by 文一総合出版
  • mushroomexpert.com by Michael Kuo
  • キノコ図鑑 at https://kinoco-zukan.net/
  • Ассоциация "Экосистема" and their Mushrooms of Russia list
  • North American Mycological Society's page on Mushroom Dyes
  • Lots of English, Japanese, and Russian Wikipedia for fungi and climate data
  • iNaturalist for species range data

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.2 3342 Apr 25th at 1:24 AM Show Mycodiversity_1.0.2.zip Install now
v1.0.1 339 Apr 21st at 9:04 PM Show Mycodiversity_1.0.1.zip Install now
v1.0.0 131 Apr 21st at 11:43 AM Show Mycodiversity_1.0.0.zip Install now

41 Comments (oldest first | newest first)

💬 sheeponAuthor, 13 hours ago

wojtek16 I'll definitely be keeping the mod up to date, yes! I don't anticipate it breaking in 1.20, but I'll test it as soon as the update pushes. I may be somewhat slow to do it though, as I'm still trying to push through some major life events (taking longer than expected, frustratingly)

💬 bloxclay, 2 days ago

MUSHROOM! MUSHROOM!

💬 wojtek16, Dec 2nd at 8:32 PM

Understandable, thank you for the update! 

Do you know if you might update to 1.20 when it comes out?

💬 sheeponAuthor, Nov 27th at 12:07 AM

Sad news for folks waiting on Expanded Foods compatibility :( I've spent the past couple of weeks working on patches for it, but have been unable to make it functional. I think it's simply not within my troubleshooting capabilities currently to figure out what the issue is. I may try again later, but for now I'm going to focus on adding Aus and NZ species.

💬 VesDeSoon, Nov 2nd at 4:48 AM

In my region, several mushroom species are considered mildly poisonous, but people boil, pickle, or dry them to reduce or destroy the harmful substance. Known examples would be most of the Lactarius and Gyromitra species. Lactarius mushrooms produce milky sap and are bitter, people pickle them like cabbage to make them edible. While Gyromitra mushrooms are considered poisonous, people dry or boil them, because temperature destroys the poison of this shroom. Fly agaric isn't poisonous it's rather intoxicating, similar to high doses of alcohol... and has a terrible taste. I'm not proposing to apply things like this for all inedible mushrooms, it wouldn't make sense, but for some, it could be an awesome addition.

💬 PookieBunny, Oct 29th at 3:05 AM

sheepon

Awesome! Thank you :D

💬 sheeponAuthor, Oct 29th at 12:00 AM

VesDeSoon Not a horrible idea! I may give it a shot, but it'd only be for mushrooms that there are records of people preparing them in that way (fly agaric is the only one that immediately comes to mind). Not every kind of poison irl can be boiled out of organic material, and I don't want to give anybody funny ideas :p

💬 sheeponAuthor, Oct 28th at 11:57 PM

PookieBunny Absolutely, go ahead! And I'd definitely incorporate any compatibility stuff you make into the mod c:

💬 VesDeSoon, Oct 27th at 1:40 PM

One suggestion is to add a way to process some poisonous mushrooms, like boiling them in water and throwing water out, which will give you a slightly more edible mushroom, with reduced damage on HP and a faster spoil rate.

💬 PookieBunny, Oct 26th at 5:01 PM

sheepon

Totally understandable! I'm v inexperienced at modding, but would it be okay if I tried to add that compatibility? No promises I'd actually be able to lol, but I'm feeling overconfident after fixing compatibility for another mod that uses wilfdcraft XD

If I'm successful I'd be more than happy to provide those files to you

💬 Laerinok, Oct 25th at 6:52 AM

I don't know why I haven't seen your mod before... I'm always on the lookout for more immersion and more natual life.

💬 sheeponAuthor, Oct 24th at 11:39 PM

Laerinok :o Thank you!! I'll put the file in the next update!

PookieBunny Expanded Foods compatibility is definitely on the to-do list! I've just been out of commission for a while, and am still testing to see if the added workload is going to be reasonable. Alchemy, probably not. I need to ration my energy unfortunately :( 

💬 PookieBunny, Oct 22nd at 8:37 PM

Also asking about possible compatibility with Expanded Foods, and possibly with Alchemy? Would love to be able to chop them for stews or use the poison ones in potion bases

💬 Laerinok, Oct 22nd at 1:35 PM

hello,

This is the fr.json file ;)

💬 sheeponAuthor, Oct 6th at 7:32 PM

Hywel T. titanicus is definitely on my list! Partially because it's also one of the only mushrooms people talk about being native to Africa ;w; If you (or anyone reading this) happen to be aware of any more African mushrooms or resources for that continent, please reach out! 

💬 Hywel, Sep 12th at 4:36 PM

Wanted to suggest an African mushroom:

Termitomyces titanicus, extant in West Africa it is the largest edible fungus in the world.
It only occurs on termite mounds, as the termites tend to it and in return eat the fruit bodies.
The cap can reach up to 1 metre (3 ft) in diameter with a stem of up to 57 centimetres (22 inches) in length.

Le Termitomyces : un champignon cultivé par les termitesAfrica Facts Zone on X: "The world's biggest edible mushroom, termitomyces  titanicus is found in Zambia and DR Congo (Katanga Province).  https://t.co/yM7yTTmhf9" / X

💬 wojtek16, Sep 6th at 9:28 PM

Do you think you may ever try to make your mod compatible with Expanded Foods?

 

Actually noticed info below about your work on the compatibility! Enjoying the mod so far! :D

💬 Vinter_Nacht, Jul 21st at 12:33 PM

This is a beautiful mod, and I'm excited for you to add more mushrooms.
After August, of course ;)

💬 Marlim, Jun 1st at 3:39 PM

Ok, I understand

💬 sheeponAuthor, Jun 1st at 7:35 AM

Marlim 

Hi there! I don't know anything about Xskills or Survival Expanded, as I've not used either. It's not in the plans currently. I actually had something come up IRL, so I won't be updating this mod at all until August at the earliest :( Sorry!

💬 Marlim, Jun 1st at 12:31 AM

Hi, do you intend to add compatibility with the Xskills mod?

sheepon

💬 wojtek16, May 31st at 2:32 PM

Maamessu Here I go exploring again :D Thank you again for the mod, look beautiful and very well detailed, hope you know it goes unnoticed!!! <3

💬 Maamessu, May 24th at 4:07 PM

wojtek16 - It won't crash. This is true for most mods that adds world blocks. The new mushrooms just won't spawn in already generated chunks, so you would need to explore to find them.

💬 wojtek16, May 24th at 3:55 PM

Does anyone know if you add this mod to an existing world could it crash it? I was gonna see if we could add it to a server we are updateing and back it up but not sure if it would cause issues or not yet 

💬 Marlim, May 23rd at 1:30 AM

Do you intend to add compatibility with Survival Expanded?

sheepon

💬 Aerra, May 20th at 7:51 PM

Amazing mod :D Thank you so much!

💬 XurxoMF, May 1st at 6:30 PM

I L-O-V-E this mod lol

Exploring looking for mushrooms is one of my favorite things in this game (and irl) so, this mod is perfect for me lol

I hope to see Expanded Foods compativility some day ^^

💬 sheeponAuthor, Apr 28th at 9:29 PM

Auios 

It is! You can see what mods it's been tested with under "Compatibility & Known Issues" :^)

💬 Auios, Apr 28th at 3:49 AM

Is this compatible with Mushroom Roulette? Anyone know?

💬 sheeponAuthor, Apr 26th at 6:01 AM

Theisgood 

I only made the models for the shaggy manes, parasol, false earth stars, stinkhorn, green earthtongue, ramarias, and purple fairy club. Everything else is a vanilla model or an altered one, and all of the textures are modded from vanilla as well! Balduranne is the staff member who made all the original models and textures c:

I'm working on Expanded Food compat currently. I'm not sure when it'll be out, as it requires a lot of chopped mushroom variant models to be made.

Thanks for the compliment! ^^ I definitely messed up the UV mapping for all of the models though when merging the gill textures to the shroom textures, so it'd probably be unlikely VS would use any of em xP

💬 Theisgood, Apr 26th at 1:24 AM

I really like the models did you make them yourself? :) I assume so lol. 

Will there be expanded food compat in the future?

Also this is really good you should suggest this to Tyron! 

I think having another 37 new mushrooms to the base game would be awesome :) also you get the credit 😁

💬 sheeponAuthor, Apr 25th at 12:40 AM

Did some testing today and Wild Farming - Revival does work with Mycodiversity! :D

I'm going to poke around that mod and see if there's any way I can patch it to be more realistic in the future. Hypothetically any saprophytic fungi should be cultivatable, but ectomycorrhizal ones shouldn't be. Or maybe they could be, but with a high failure rate and only when correct trees are nearby? I'm still unsure, and unsure if such a change would be fun or not.

AzuliBluespots 

That's not a bad idea! c: I think the same can be done by making it a normal mushroom block that just has very little modelling above ground too. Either that or I could add a rake item that has a X% chance of making a truffle drop when used on forest floor blocks? Or maybe even both... 👀 If I make them blocks ingame, I'd also like to potentially add a seeking behavior to boars and have them scratch at the earth where truffles have spawned. There's a lot of fun to be had with truffles I think c: and annoyance if I'm mean and add some of the unrelated mushrooms that have similar growth habits (I believe there's even a Lactarius truffle!)

💬 AzuliBluespots, Apr 24th at 12:07 PM

Truffles... If you can implement them, MAYBE they could be spawned as "ore". Make the surface of soil blocks have a texture on them with black (or white) splotches, which gives the respective truffle instead of soil. I mean, they ARE growing underground, right?

💬 sheeponAuthor, Apr 22nd at 9:35 PM

KraftyKroze 

Glad you like it! I'm definitely open for any bioluminescent shrooms, but for now you can use the mod GloJack to make the Jackolantern shrooms glow c: it works quite well!

I'm definitely down to slowly integrate this mod with food mods, it'll just take time. As I'm planning to eventually have probably ~100 or more mushrooms in this mod, I need to be a little picky about deciding what work is worth the time or not ^^; I'll be checking out food mods and seeing how easy / hard it'll be before I add any more mushrooms, that way I can integrate it into my pipeline if feasible.

VaelophisNyx 

I've been thinking harder about the protein thing, and I wonder if it'd be better for a separate standalone mod to do it? Not everyone who will use this mod will be interested in changing that value I think P: I can see it being a balance issue for servers who care about that kind of thing

💬 KraftyKroze, Apr 22nd at 5:55 PM

VaelophisNyx

Yes, I just added this mod and I see that I can't use it with Expanded Foods. I'm sure there is a way to incorporate all the new mushrooms into the EF receipes. That would be great!

sheepon

This mod is fantastic and I look forward to any and all future updates. If I could throw out a suggestion it would be for the addition of bioluminescent mushrooms. 

💬 VaelophisNyx, Apr 22nd at 1:25 AM

The main thing you'd have to worry about is actually Expanded Foods compatibility, you'd have to do the painful step of patching all  of its mushroom related foods. I looked into it once myself and uh...nah, too much work

also Mushroomz mod would probably need a patch but that's like...4 mushrooms?

💬 sheeponAuthor, Apr 21st at 9:11 PM

Starrytarot

Update pushed! For some reason the line telling hedgehogs to spawn in Australia was breaking everything. Temporarily there will be no hedgehogs down under u_u

taaffeite

Maybe! I don't know how to code, so my abilities are limited.

Hydromancerx

Veiled lady and corn smut already on the list c: but corn smut means adding corn, so not sure how I'll go about that. Thanks for the salt mushroom tip! I'll look into it

VaelophisNyx

I'm open to changing this! But I'd have to do some testing to see if it'd break anything important

💬 VaelophisNyx, Apr 21st at 8:06 PM

now if only they were protein instead of vegetables 😔

💬 Hydromancerx, Apr 21st at 6:28 PM

sheepon

Please add the folowing fungi!
- Chaga - Has many healing properties. Mainly used in Russia and European countries.
- Black Truffle - Has culinary uses.
- Corn Smut - Has culinary uses.
- Veiled Lady Mushroom - Just looks cool
- Salty Mushroom - A salt-tolerant mushroom.Possibly a source of salt when processed.Or maybe an indicator that salt is nearby.

Thanks in advance!

💬 taaffeite, Apr 21st at 2:40 PM

what if you added truffles by adding a (hard to see) dig spot that spawns on the ground in various places that the player can right click or use a tool to dig up?

also will there be plans for being able to farm mushrooms at home and make mushrooms stumps or logs that can be innoculated so they can regrow mushrooms?

super excited to use this mod whenever I get around to updating my VS, I love hunting for mushrooms!!!

💬 Starrypop, Apr 21st at 2:32 PM

Got a bug with this mod that completely disables biomes

21.4.2024 09:25:01 [Error] [biomes] Exception: After parsing a value an unexpected character was encountered: ". Path 'BlockPatchBiomes.*-hedgehogmushroom-*[5]', line 136, position 4.

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