Mods / NDL ExpandedGrowth (Mushroom Growth Module)

Tags: #Crafting #Food #QoL #Tweak #Utility
Author: NateDoesLife
Side: Both
Created: Nov 8th 2025 at 7:28 AM
Last modified: 6 days ago
Downloads: 9250
Follow Unfollow 273

Recommended download (for Vintage Story 1.21.0, 1.21.1, 1.21.2 - 1.21.5 and 1.21.6):
ndlmushroomgrowth_1.1.1.zip  1-click install


1.22 Annoucement: I will not be supporting pre-releases of 1.22, if the mod breaks during this time do not expect me to fix anything until 1.22 is fully released or atleast on a final release candidate!

About Module:

This is the mushroom growth module for the Expanded Growth mod series. This module adds a method for growing mushrooms

 

How To Guide (Also in the handbook in game, just search NDL or NDL-ExpandedGrowth!):

Adds:
     - Mushroom Trough
     - Mushroom Spores

To Use:
     - Gather Mushroom Spores by Breaking Mushrooms in your world
          - There is a 5% drop rate on all wild mushrooms

     - Craft a "Mushroom Trough"
          - Put a Large Trough in the crafting grid (see handbook recipe)

     - Place the "Mushroom Trough" down
          - Depending on the type of spore you are trying to go you will either need to place it on the Ground or Wall
          - Trough MUST be in a cellar for the mushrooms to grow!

     - Add a SOIL block to the "Mushroom Trough" to get a "Mushroom Trough" filled with dirt
          - Any type of soil will work (low, med, high)
          - Soil type WILL effect the time it takes for mushrooms to grow!


     - Now add your Mushroom Spores to the Dirt filled "Mushroom Trough"
          - Now wait the required days for the mushrooms to grow!


     - Once grown you will need to harvest them with a Knife (just right click with the knife on the trough)
          - This will set it back to the "Mushroom Trough" with spores in it and the growth process will start over again!

General Information:
     - Mushrooms harvested from the Mushroom Trough give a 10% drop chance for spores
     - If you break a spored trough you will NOT get your spores back
     - Spores are MENT to be rare and hard to obtain
     - The "Mushroom Trough" can be converted back to a normal trough by placing it back in the crafting grid!
     - Soil type will effect the growth rate of the spores
          - Low Fertility: 10 days
          - Medium Fertility: 7 days
          - High Fertility: 5 days
          - Terra Preta: 3 days


Planned Workings:
     - None

Feedback/Suggestions/Support:
I livestream on Twitch or Youtube (ad-free) monday-thursday (6pm est - 10pm est) Typically I play vintage story but on occasion might dive into a random game. I welcome suggestion and feedback on the mod in chat there or you can leave a comment below.
    - You can also join my personal discord channel via - https://discord.gg/6qQZYPU
    - Please use the channel #ndl-expandedgrowth for any comments/chat regarding this mod! (going to be at the bottom of the channel list, in the VS-MODS Category)

Other Modules:

Flower Growth Module NDL ExpandedGrowth (Flower Growth Module) - Vintage Story Mod DB
Berry Growth Module NDL ExpandedGrowth (Berry Growth Module) - Vintage Story Mod DB
Tree Growth Module NDL ExpandedGrowth (Tree Growth Module) - Vintage Story Mod DB
Grass Growth Module NDL ExpandedGrowth (Grass Growth Module) - Vintage Story Mod DB
Coral Growth Module NDL ExpandedGrowth (Coral Growth Module) - Vintage Story Mod DB

 

Other Mods By Author:

NDL Villagers  NDL WoodenTorchHolders NDL ChiselPicks Mod Thumbnail

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.1.1 ndlmushroomgrowth
1.21.2 - 1.21.5
779 6 days ago ndlmushroomgrowth_1.1.1.zip 1-click install

New Features:
- None

 

Updates:
- Removed some unneccesary items from the creative mod tab

 

Bug Fixes:
- Fixed a crash error when you try to place a trough on a trough
     - Thanks @tincancrab (discord name) for point this out 

1.1.0 ndlmushroomgrowth
1.21.2 - 1.21.5
1281 Jan 29th at 9:25 PM ndlmushroomgrowth_1.1.0.zip 1-click install

New Features:
- Soil type now effects growth timer
     - Low Fertility - 10 days
     - Medium Fertility - 7 days
     - High Fertility - 5 days
     - Terra Preta - 3 days
- Adjusted GUI to show the soil type that is in the trough (visually the dirt will not change, maybe in the future)
- Troughs will keep the dirt type even after harvested and will stay spored unless broken

**You will probably need to break and place down your troughs again, this will cause a loss of spores (I apologize but I thought this feature was worth this setback). Just spawn them back in via creative or find more.**

Updates:
- Cleaned up some more unnecessary log notifications

 

Bug Fixes:
- None

Known things:
- Currently troughs will not drop their dirt type, I am unsure if I want to do this or not yet

1.0.8 ndlmushroomgrowth
1.21.2 - 1.21.5
923 Jan 22nd at 5:33 PM ndlmushroomgrowth_1.0.8.zip 1-click install

New Features:
- Added Russian Translation
     - Thanks Dimeymer (Discord Name)

 

Updates:
- None

 

Bug Fixes:
- None

1.0.7 ndlmushroomgrowth
1.21.2 - 1.21.5
1642 Jan 9th at 6:03 PM ndlmushroomgrowth_1.0.7.zip 1-click install

New Features:
- Added Russian Translation
     - Thanks Dimeymer (Discord Name)

 

Updates:
- None

 

Bug Fixes:
- None

1.0.6 ndlmushroomgrowth
1.21.2 - 1.21.5
154 Jan 9th at 3:24 AM ndlmushroomgrowth_1.0.6.zip 1-click install

New Features:
- None

 

Updates:
- Removed unused Bolete mushroom (this was the base version that you cannot get in the game but was still available via creative from my mod, had no use)
     - Thanks Odur31 for pointing this out

 

Bug Fixes:
- Fixed Pink Oyster not growing properly
- Fix Dryad Saddle not growing properly
     - Thanks Odur31 for point these out

1.0.5 ndlmushroomgrowth
1.21.2 - 1.21.5
1175 Dec 26th 2025 at 11:55 PM ndlmushroomgrowth_1.0.5.zip 1-click install

New Features:
- None

 

Updates:
- None

 

Bug Fixes:
- Fixed Cellar GUI from flashing True/False (this was not effecting growth it was just swapping between the two due to a double call)
     - Thanks @tincancrab for pointing this issue out!
- Fixed Elfinsaddle Mushroom from not being plantable
     - Thanks @tincancrab for making me look into the first issue and discover/fix this one =p

1.0.4 ndlmushroomgrowth
1.21.2 - 1.21.5
481 Dec 21st 2025 at 6:35 PM ndlmushroomgrowth_1.0.4.zip 1-click install

New Features:
- None

 

Updates:
- None

 

Bug Fixes:
- Fixed Gold-Drop Milkcap spores not being usable
     - Thanks takokek for pointing this out!

1.0.3 ndlmushroomgrowth
1.21.2 - 1.21.5
385 Dec 19th 2025 at 12:23 AM ndlmushroomgrowth_1.0.3.zip 1-click install

New Features:
- None

 

Updates:
- Added to the display GUI if the item is in a cellar or not
     - Will display true/false depending

 

Bug Fixes:
- Removed some notification log spam that was occuring

1.0.2 ndlmushroomgrowth
1.21.2 - 1.21.5
1016 Dec 6th 2025 at 9:17 AM ndlmushroomgrowth_1.0.2.zip 1-click install

New Features:
- None

 

Updates:
- None

 

Bug Fixes:
- Fixed several mushrooms/spores not properly working with the filled trough. Had some typos, too many 4am programming sessions =p
     - Thanks Kaschperle for bringing up the broken spores! 

1.0.1 ndlmushroomgrowth 1081 Nov 10th 2025 at 10:21 PM ndlmushroomgrowth_1.0.1.zip 1-click install

New Features:
- None

 

Updates:
- None

 

Bug Fixes:
- Fixed Redwinecap Mushroom from being added to ground troughs
     - Thanks Pamphy for find this bug!

1.0.0 ndlmushroomgrowth 333 Nov 8th 2025 at 7:29 AM ndlmushroomgrowth_1.0.0.zip 1-click install

New Features:
- Mod Release!

 

Updates:
- None

 

Bug Fixes:
- None


38 Comments (oldest first | newest first)

T2k3, 6 days ago

NateDoesLife

ok i'm blind 🙈 thanks!

BurningJackal, Feb 5th at 1:06 AM

thank you!

NateDoesLife , Feb 4th at 8:39 PM

BurningJackal Nope this mod runs by itself.

Yes mushrooms will grow during the winter, they are NOT temperate.

BurningJackal, Feb 4th at 8:10 PM

are there any other mods needed to run this, or can this mod run as a stand alone? also, will mushrooms grow in winter?

 

NateDoesLife , Feb 4th at 3:33 PM

T2k3 Says it in the how to guide on both the mod site here and the handbook
image
^ from the mod site above, about halfway down.

T2k3, Feb 4th at 1:27 PM

NateDoesLife

Ok, i wasn't sure about the celler part, but the mod site here doesn't mention it in the "How To Guide", either i'm blind or maybe its just in the in-game handbook?

Yeah no pressure, we all do our mods on the side and on our leisure :) thanks again for considering and your work!

NateDoesLife , Jan 30th at 3:49 PM

T2k3 

They actually do need to be in the cellers to grow.

As for a config for grow time, maybe in the future.

I just recently overhauled the timing to work with different depending on the type of dirt you use as well

T2k3, Jan 30th at 12:47 PM

NateDoesLife
First of, thanks for the Mod! I really like that you have the posibility to grow mushrooms.

Can we get a config for the grow-time? In our playthrough, even with the rare spores, we are more ore less drowning in mushrooms. 

(just a passing thought, wouldn't grow-conditions be interessting? maybe optional they need to be in a storage room? we put the troughs in our basement without even thinking, but as i read the description it's not really needed) 

NateDoesLife , Jan 4th at 6:11 PM

LaReina Shouldn't be a problem, its just placing a normal trough into the crafting grid.

LaReina, Jan 4th at 1:54 PM

Hi, I added this mod to an existing world and I can find the guide in the handbook. My problem now is I do not know how to craft the mushroom troughs and they also do not appear in the creative menu. Is that a problem on my end by adding the mod to an existing world?

MiraLeaps, Jan 1st at 12:38 PM

with how bad the RNG can be, I would gladly use up a bunch of mushrooms just for the spores to propegate. Been walking around for hours grabbing every mushroom I see and only just got one spore drop D:

NateDoesLife , Dec 24th 2025 at 6:50 PM

ICountFrom0 For sure, Usually I try to see how others are doing theirs and see what I like and dislike and go about it that way. I try to avoid convoluted processes while still adding a layer of depth and keeping it lightweight and easy to maintain for future updates. That and something players can add/remove without effecting their world. Those are my baseline goals for my mods.

Glad you like the mod though!

ICountFrom0, Dec 24th 2025 at 6:21 PM

Oh, I don't expect any kind of rush, doing things for the base game comes before doing things because of other mods.
I can just see a future where your work sets the baseline and folks are making addons to fit the NDL framework.
You've put in enough effort and thought it out well enough.

Substrait did it by making a special spore paper, then 4 mushrooms combined with it, to get one dose of spores.  
Compared to that, harvesting looks JUST fine to me, quite reasonable.  Everybody has a different idea of what ballanced looks like.
Wildlands farming has yet another method of doing it.  And I think there's at least 2 more mushroom growing mods that I can't even remember the name of.  So many people, so many ideas.  Who am I to say any one is best?  (though, I do like yours).

NateDoesLife , Dec 23rd 2025 at 8:10 PM

ICountFrom0 I thought about doing something with existing mushrooms that have been picked up but I liked the spore drop chance a bit better. The only other way I could think of was a recipe involving a knife and mushroom that gave you a spore but it felt a bit too op compared to the chance of getting spores.

As for the Kelp and other underwater plants maybe down the road, its been requested before but I would have to look into all the underwater plants and how I want to go about doing the farming. I tend to lean towards plants that have alternative uses without growing options or unfavorable growth options (such as coral and coral cobblestone)

ICountFrom0, Dec 23rd 2025 at 5:50 PM

I currently use substraite for my mushroom growing, because I like having to use existing mushrooms up to make the spores, but a low drop chance is also a good way to do it.

 

Would you be willing to cram kelp and other underwater plants in with coral, or make a module for it?

I think changing all the plant related mods I have, to ones that are part of an interconnected system, would just be better, and I suspect yours will be the goto for that in the long run.

NateDoesLife , Dec 21st 2025 at 6:27 PM (modified Dec 21st 2025 at 6:35 PM)

takokek Looks like its just the gold drop milkcaps that are just in general broken =p I will fix them and publish and update shortly here, its probably just a name typo

edit: Fixed in latest updated (1.0.4), looks like the interaction code I used just didn't have gold-drop milkcap mushrooms added. I must of just missed adding them. Thank you for pointing out the issue!

tak0, Dec 21st 2025 at 10:27 AM (modified Dec 21st 2025 at 10:30 AM)

NateDoesLife Yep, I always check what type of trough the spore needs. This time both needs ground type troughs. I guess the only factor I can think of is the size of the cellar. I'm using a 5x3x5 cellar for the troughs. I do have Wild Farming, do you reckon it has something to do with that?

 

I'll do some testing once I get some time again. I'll report back if I find something odd again with this.

NateDoesLife , Dec 21st 2025 at 4:36 AM

takokek Huh interesting, there isnt any check for other mushrooms in the same cellar at all.

Just to be sure, you are using the proper trough for the mushroom type (wall versus ground) There are 2 different types of troughs depending on the type of mushroom (it should say when you hover over the spores which trough it goes into)

tak0, Dec 21st 2025 at 1:01 AM

I don't know if this is a bug or an intended feature, but I can't seem to plant different mushrooms in the same cellar. I planted bitter boletes first then I wanted to plant my gold-drop milkcap, but it won't let me.

But this didn't happen when I planted different edible non-poisonous mushrooms in a different cellar. I am simulatneously growing lobsters and chicken of the woods.

NateDoesLife , Dec 15th 2025 at 9:38 PM

Acouthyt The only factor that determines if they grow or not is if they are in a cellar or not.

Temperature is not a factor.

The spores also say in their name (when you mouse over) if they are ground or wall spores, which corelates to which trough they need to be in. 

Acouthyt, Dec 15th 2025 at 9:14 PM

Any chance we could get additional information on the spores? Such as where and how to grow it, as well as any other factors like temperature, or if it's growing at all once placed in a trough?

NateDoesLife , Dec 11th 2025 at 10:43 PM

Ciszeg No worries! Glad it was something simple =p

Ciszeg, Dec 11th 2025 at 10:19 PM

NateDoesLife that one's on me, I was running 1.0.1. Sorry about that.

NateDoesLife , Dec 11th 2025 at 8:37 PM (modified Dec 11th 2025 at 8:51 PM)

Ciszeg Thank you, checking this out now

Edit: Can you make sure you are running the latest version. I just tested the shiitake mushroom spores and they worked perfectly fine on the wall trough.

Ciszeg, Dec 11th 2025 at 7:49 PM

Looks like I can't place shiitake spores in troughs placed on a wall. I have spores for Chicken of the woods, which works fine.

NateDoesLife , Dec 5th 2025 at 9:32 PM

Kaschperle Gottcha, thanks I will take a look at them shortly and get a fix out asap. Prob later tonight early morning. 

Kaschperle, Dec 5th 2025 at 5:34 PM

Green cracked mushroom and devil's tooth don't work other ones I tested worked so far.

artemax44, Dec 4th 2025 at 7:35 PM (modified Dec 4th 2025 at 8:25 PM)

NateDoesLife

Is there any way I can find out which lines of code control the percentage chance?

I'd like to increase it a bit more. I'd like to be able to modify the 5% and 10% spore drop rates to my liking, of course. The mod is amazing. Congratulations!

I'd also like to change the fact that you have to plant spores every time you harvest. What I want is to be able to adjust the percentage chances of getting spores,
and to be able to replant. I don't want it to be an automatic farm where I don't have to do anything. For my gameplay and play style, I'd like to be able to change that. 
Is there any way to do this? Thanks.
NateDoesLife , Nov 12th 2025 at 3:48 PM

snagawag Odd the ModDB has some quirks to it, I assume thats one of them lol.

As for the error, thank you I will check into it for next update!

snagawag, Nov 12th 2025 at 2:48 PM

odd, it takes me to a "add new vintagestory mod page" 🤷.

 

when I place or destroy the troughs i get this error in the main log:  [Warning] Audio File not found: game:sounds/block/plank.ogg

 

BloodThunder, Nov 11th 2025 at 7:20 PM

I popped a puffball while on a walk today.
Now I get to propogate mushrooms in VS, as well? Sign me up!

NateDoesLife , Nov 11th 2025 at 4:15 PM

snagawag Hmmm the link appears to be working for me?

But either way glad your excited to try the mod out!

snagawag, Nov 11th 2025 at 1:59 PM

these look great :), excited to try. the link to your twitch page is broken fyi 

NateDoesLife , Nov 10th 2025 at 10:15 PM

Pamphy Thanks for pointing that out, it was a typo on my end. Fixing now and will get it pushed out shortly here.

Pamphy, Nov 10th 2025 at 9:22 PM

Not able to add Redwinecap spores to either a floor or wall trough (all dirt filled). 

I have tried breaking and replacing troughs, low/medium/high fert soil, and even tried creative mode to get new spores/trough.

I have tried Shift and Ctrl clicking as well.

Am i missing anything, or could this be a wierd mod conflict?

Damonicus1986, Nov 8th 2025 at 9:17 AM

got it thanks for answer

 

NateDoesLife , Nov 8th 2025 at 9:16 AM

Damonicus1986 This is only compatible with vanilla mushroom variants. I personally will not add compatability for other mushroom mods as its a lot of work on my end in hopes they keep updating their mod.

Damonicus1986, Nov 8th 2025 at 8:52 AM

is it compatible with mycodiversity >?? i am thinking to use this instead substrate :D