Mods / Substrate

Tags:
Crafting Food
Authors:
queerty, MrFlame, Averixus
Side:
Both
Created:
Mar 27th 2025 at 4:39 AM
Last modified:
May 10th at 9:48 AM
Downloads:
87443
Follow Unfollow 1470
Latest release (for Vintage Story 1.22.0 - 1.22.2, potentially outdated):
substrate_2.0.0.zip  1-click install

Substrate

A Mushroom Cultivation Mod for Vintage Story

Now Compatible with Mycodiversity!

Features

  • Mushroom Cultivation: Collect wild mushrooms and cultivate them at home
  • Spore Printing: Create spore prints through a multi-step realistic process
  • Fruiting Bags: Use spore prints to inoculate substrate bags and grow fresh mushrooms
  • New Items: Adds several new craftable items to support the mushroom cultivation process

Mushroom Cultivation Guide

Collecting Spore Prints

  1. Gather Materials:
    • 4 samples of the same mushroom species
    • Parchment
    • Aqua Vitae, Diluted Borax, or Limewater
    • A barrel for mixing
    • Access to open storage for drying
  2. Create Sterilized Spore Paper:
    • Mix parchment and Aqua Vitae, Diluted Borax, or Limewater in a barrel
    • Wait approximately 18-26 hours (depending on the liquid used) for the sterilization process to complete
  3. Prepare the Paper:
    • Place the Sterilized Spore Paper in open storage to dry
    • Wait approximately 8 hours until it becomes Prepared Spore Paper
  4. Collect Spores:
    • Place all four mushroom samples on a Prepared Spore Paper
    • Wait approximately 12 hours for the mushrooms to release their spores
    • The paper will change appearance when it becomes fully Imprinted Spore Paper
  5. Create Spore Prints:
    • Use a knife to cut the Imprinted Spore Paper
    • This will yield 4 individual spore prints

Growing Mushrooms

  1. Create Fruiting Bags:
    • Craft a Fruiting Bag using materials flax twine, grain, and dry grass
    • Fruiting bags can only cultivate wall growing mushrooms
  2. Create Growing Beds:
    • Craft a Growing Bed using boards, grain, dry grass, and soil
    • Growing Beds can only cultivate ground growing mushrooms
  3. Inoculate the Bags:
    • Use a spore print to inoculate a Fruiting Bag
    • Place the inoculated bag in a suitable environment (details in-game)
  4. Harvest Your Mushrooms:
    • Wait for the mycelium to colonize the bag and produce mushrooms
    • Each spore print can yield between 10-40 mushrooms (on average) depending on how many sides of the bag are unobstructed

Fruiting Bags & Spore Collection

https://youtu.be/crGhsH6veZI?si=H-nFM941LGqAHphw

Growing Beds

https://youtu.be/J7n5IeWHTzo?si=CvWEUw3UHXoA23tX

Try also MycoBooster to replanish the productivity of the substrate.

Credits

  • Dana for their guidance on mushroom rendering
  • Averixus for updating the mod’s code for version 1.22.Х

Special thank you to the Vintage Story modding community for inspiration and feedback!

Localizations:
Ukrainian by MrFlame

Planned Features

  • Light sensitivity
  • Requirement to grow within a cellar

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
2.0.0 substrate
1.22.0 - 1.22.2
14116 May 10th at 9:48 AM substrate_2.0.0.zip 1-click install

Update for 1.22 by @Averixus
The game code has been updated to the current version

1.1.4 substrate 40167 Oct 21st 2025 at 7:49 PM substrate_1.1.4.zip 1-click install

Localisation fix.
Added mod icon and description.
Updated to 1.21.5

1.1.3 substrate 9206 Oct 7th 2025 at 6:20 PM substrate_1.1.3.zip 1-click install

Updated for 1.21.4
Fdded Substrate creative tab.
Added ukrainian localization by MrFlame

1.1.2 substrate 21200 Apr 1st 2025 at 11:02 PM substrate_1.1.2.zip 1-click install

Bugfix: fixes issue causing Fruiting Bag and Growing Bed recipes to not be visible in the handbook.

1.1.1 substrate 449 Apr 1st 2025 at 3:02 AM substrate_1.1.1.zip 1-click install

Bug Fix: Changes how rot and compost items are resolved when moldy Fruiting Bags and Growing Beds are broken to (hopefully) be more compatible with other mods

1.1.0 substrate 557 Mar 31st 2025 at 5:39 AM substrate_1.1.0.zip 1-click install

Adds:

  • Growing Bed for cultivation of ground growing mushrooms!
  • New barrel recipes for producing Sterilized Spore Paper from Diluted Borax and Limewater instead of Aqua Vitae
  • Tooltip warning when there are no open grow spaces remaining, letting the player know they need to harvest something before more mushrooms can grow
  • Tooltip indicator that a Growing Bed or Fruiting Bag has consumed all fertility and can be broken for recycling

 

Changes:

  • Fruiting Bags and Growing Beds now refund most of the expensive materials used to create them when broken:
    • Growing Beds will refund 3-5 boards (of the same type used to craft the bed originally)
    • Fruiting Bags will refund 3-7 twine
  • Slightly increased fertility drain rate
1.0.1 substrate 1267 Mar 27th 2025 at 10:40 PM substrate_1.0.1.zip 1-click install

Fixes erroneous interaction handling logic that causes some users to be unable to place mushrooms on spore paper, or inoculate fruiting bags.

1.0.0 substrate 481 Mar 27th 2025 at 4:40 AM Empty substrate_1.0.0.zip 1-click install

104 Comments (oldest first | newest first) (threaded | flat)

Aiyona, May 31st at 10:35 PM

Is this compatible with 1.20.12?

Vynk, May 19th at 2:49 AM

having an error pop up in my logs, (using a ton of mods, first time using this mod; this was on a new world gen.)

Crash Report
18.5.2026 21:41:50 [Error] Patch 1 (target: substrate:recipes/grid/fruitingbag.json) in stringsense:patches/compatibility/substrate.json failed:
18.5.2026 21:41:50 [Error] Exception: Unable to cast object of type 'Newtonsoft.Json.Linq.JObject' to type 'Newtonsoft.Json.Linq.JArray'.
at JsonPatch.Adaptors.JsonNetTargetAdapter.AddReplace(AddReplaceOperation operation)
at Vintagestory.ServerMods.NoObf.ModJsonPatchLoader.ProcessSinglePatch(AssetLocation fileLoc, JsonPatch patch, AssetLocation source, Int32 index, Int32& applied, Int32& notFound, Int32& errorCount, HashSet`1& processedFiles, List`1& filesToSave) in VSEssentials\Loading\JsonPatchLoader.cs:line 469
Vynk, May 19th at 11:07 AM
@Averixus: Ah thanks, that's actually an error from my other mod String Sense, but it looks like it's better solved from the Substrate side anyway.

ah, i honestly just downloaded a ton of mods and went 'hope this works, and i dont have to go hunting down random weird issues!'
currently hunting down why i can't knap a shovel out of stone...

Eternal250, May 14th at 7:35 PM

Hey, the mods all working fine, but on load up im getting this message, ive checked and both the honeymushroom and the spore paper both work fine, i compelty wiped substrate and readded after the merger so there should have been any leftover files, it might be stopping wild honeymushrooms? i havent ran into one of those yet though.

 

Crash Report
14.5.2026 20:30:20 [Error] Failed registering item substrate:sporeprint-honeymushroom:
14.5.2026 20:30:20 [Error] Exception: Attempted to register Item with code substrate:sporeprint-honeymushroom, but an item with such code already exists. Must use a unique code
at Vintagestory.Server.ServerMain.RegisterItem(Item item) in VintagestoryLib\Server\ServerMain.cs:line 1979
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadItems>b__14_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 253
14.5.2026 20:30:20 [Error] Failed registering block game:mushroom-honeymushroom-normal
14.5.2026 20:30:20 [Error] Exception: Block must have a unique code ('game:mushroom-honeymushroom-normal' is already in use). This is often caused right after a game update when there are old installation files left behind. Try full uninstall and reinstall.
at Vintagestory.Server.ServerMain.RegisterBlock(Block block) in VintagestoryLib\Server\ServerMain.cs:line 1934
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadBlocks>b__15_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 277
14.5.2026 20:30:20 [Error] Failed registering block substrate:sporepaperprinted-honeymushroom-north
14.5.2026 20:30:20 [Error] Exception: Block must have a unique code ('substrate:sporepaperprinted-honeymushroom-north' is already in use). This is often caused right after a game update when there are old installation files left behind. Try full uninstall and reinstall.
at Vintagestory.Server.ServerMain.RegisterBlock(Block block) in VintagestoryLib\Server\ServerMain.cs:line 1934
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadBlocks>b__15_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 277
14.5.2026 20:30:20 [Error] Failed registering block substrate:sporepaperprinted-honeymushroom-east
14.5.2026 20:30:20 [Error] Exception: Block must have a unique code ('substrate:sporepaperprinted-honeymushroom-east' is already in use). This is often caused right after a game update when there are old installation files left behind. Try full uninstall and reinstall.
at Vintagestory.Server.ServerMain.RegisterBlock(Block block) in VintagestoryLib\Server\ServerMain.cs:line 1934
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadBlocks>b__15_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 277
14.5.2026 20:30:20 [Error] Failed registering block substrate:sporepaperprinted-honeymushroom-south
14.5.2026 20:30:20 [Error] Exception: Block must have a unique code ('substrate:sporepaperprinted-honeymushroom-south' is already in use). This is often caused right after a game update when there are old installation files left behind. Try full uninstall and reinstall.
at Vintagestory.Server.ServerMain.RegisterBlock(Block block) in VintagestoryLib\Server\ServerMain.cs:line 1934
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadBlocks>b__15_0(List`1 variants) in VSEssentials\Loading\RegistryObjectTypeLoader.cs:line 277
14.5.2026 20:30:20 [Error] Failed registering block substrate:sporepaperprinted-honeymushroom-west
14.5.2026 20:30:20 [Error] Exception: Block must have a unique code ('substrate:sporepaperprinted-honeymushroom-west' is already in use). This is often caused right after a game update when there are old installation files left behind. Try full uninstall and reinstall.
at Vintagestory.Server.ServerMain.RegisterBlock(Block block) in VintagestoryLib\Server\ServerMain.cs:line 1934
at Vintagestory.ServerMods.NoObf.ModRegistryObjectTypeLoader.<LoadBlocks>b__15_0(List`1 variants) in VSEssentials\Loading
RenayEdor, May 14th at 1:55 AM

Question, is there a config/can there be an option to disable certain mushrooms? Or rather a blacklist/whitelist function? Certain... special mushrooms should be a bit harder to come by and not easily grown in the basement, but that's just me! (And it might be useful for server owners who don't want people subsisting entirely on shrooms if only a select few can be cultivated)

Faulkface, May 12th at 6:51 PM

is there any difference between this and the reflushed? i seen you guys are working together just wonder if it matters also love this mod i wish mycology was a vanilla thing but thats why mods are great.

IICubeII, May 11th at 2:03 PM (modified May 11th at 2:03 PM)

I have a few requests, this mod is awesome!

I'd personally love to see some 1x1 grow beds. The 2x2's are way bigger than expected.

It'd be great to have the "Ingredient for" tabs updated for the mushrooms themselves too. Also, a small tutorial page explaining the full steps in the handbook would be stellar!

Seelder, May 10th at 7:51 PM (modified May 10th at 8:50 PM)

I made a PR to add in the functionality for those two planned features at the bottom, if queerty MrFlame Averixus are interested at all


https://github.com/averixus/Substrate/pull/2

EldritchRaccoon, May 10th at 7:14 PM

Running a heavily modded game, was looking to switch NDL Mushroom Growth for this mod, but i get the following crash on v2.0.0:

Crash Report
Game Version: v1.22.2 (Stable)
10/05/2026 15:33:20: Critical error occurred
Loaded Mods: arthursjournal@2.0.1, barkbeetle@1.0.6, beamium@1.2.2, birdseye@0.1.4, blackguardadditions@1.1.9, blackguardadditionsddr@1.1.84, blocklayeroverhaul@1.0.2, boricalchemy@1.4.0, brittlenests@1.0.0, caninae@1.1.5, capreolinae@2.0.12, catchledge@0.7.1, catchlivestock@0.2.4, caveartpigments@0.1.0, cavepainting@0.1.4, chalkpigments@1.0.5, chandeliercraft@2.1.1, chargedjump@1.2.3, chiselmore@1.2.1, chiseltools@1.17.1, cindersandembers@1.0.2, claycasting@1.3.8, clayworks@0.6.0, clicktopick@2.1.4, clickuptorches@1.1.1, containersbundle@1.3.1, coralcarbonate@1.0.1, craftablecompanion@1.5.2, craftabletextureflipper@1.0.0, craftingjonas@1.0.6, crawlanddive@0.2.4, creaturefootsteps@1.2.1, curefirewood@1.0.1, cutthefat@2.0.0, darcesdriftersredone@1.2.81, diversediets@1.0.4, dodgemaster@1.2.4, dolabra@2.0.0, drtagx@1.0.0, edeninstinct@1.0.2, elkaccessories@1.2.0, eternalstew@1.4.0, explosive@0.2.0, fadynasties@1.2.8, fagothic@1.3.4, fagreenwich@1.4.5, fahussar@1.1.6, fajousting@1.0.5, falandsknecht@1.2.5, fallingtree@0.5.0, farmlandnutrientmanagement@1.3.3, fastpackeddirtpaths@1.22.2, fatemplar@1.4.6, favarangian@1.1.0, faviking@1.1.6, firestarters@1.4.6, fitnshard@0.6.1, fixscythe@0.2.1, footsteps@1.0.3, forlornadditions@1.0.4, fowlmod@1.0.0, freelook@1.0.5, fuelbriquettes@1.0.1, geoaddons@1.4.7, geodesandgemstonesforked@1.0.0, hangingvessels@1.1.1, horperfopt@1.0.3, huntingdebuff@2.3.4, hydrateordiedrate@2.4.7, idlepause@1.0.1, immersivelanternsfork@0.0.6, immersivemining@0.2.20, instantpickup@1.1.4, interestingoregen@2.3.8, irongears@1.1.2, jonasworkshop@1.2.1, jsonpatcheslib@1.5.2, longclaybricks@1.0.0, longtermfood@0.6.1, machairodontinae@1.1.9, manualdishes@0.1.2, manualdough@1.1.8, manualfirestarter@0.1.3, meapineapplefatcandle@1.0.1, meapineapplestone@1.0.2, meapineappleturpentine@1.0.3, millwright@1.3.3, mistsofstability@0.2.1, moonshinejug@1.0.2, moreashlarblocks@1.1.1, moreflooringpatterns@1.0.4, moremeadoptions@2.0.4, morepolishedrocks@1.0.2, 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lakulsenhancedtrees1@0.0.1, maketeaforked@0.8.1, maltiezswords@1.1.0, materialneeds@1.1.16, mealrevariation@3.0.1, medievalexpansionpatch@1.3.7, metallurgy@1.2.1, metalpots@1.7.3, minimalcompass@1.1.5, mngeology@2.0.3, moatbombs@1.2.0, moreantlermounts@1.0.1, moreclothmodorsomething@1.1.1, morefluxes@0.4.0, morehudbars@1.2.0, morepiles@3.0.1, mossterpiece@0.1.1, mwi@1.9.0, naturalfoliage@0.0.4, ndlblocksslabsstairs@1.0.0, ndlchiselpick@4.1.0, ndlcoralgrowth@2.1.0, ndlflowergrowth@2.0.0, ndlgrassgrowth@2.0.0, ndlmushroomgrowth@2.1.3, ndltreegrowth@2.0.1, nemi@1.1.0, optitime@1.5.6, orekiwoofsbeehives@2.0.0-dev.7, petai@5.1.1, pewter@1.4.0, placeonslabs@1.1.2, portalsreborn@1.0.2, portcullis@1220.0.0, postsandbeams@1.5.1, precisionknapping@1.4.0-rc.1, putapiecein@0.1.1, putitinthebag@1.0.4, rackableplates@1.0.0, radialhotgear@1.0.2, realsmoke@1.2.0, realtimefirepit@1.1.0, recyclablecopperspearandarrowheads@1.0.2, regalia@1.5.0, resonatorrangeincrease@1.0.1, ritualapotheosis@0.1.1, rivers@5.0.0, roamingbees@2.0.0-dev.7, rollupbed@1.0.3, roomtools@2.0.0, rustyshellfork@0.2.1, saltandsands@1.3.0, scarecrow@1.8.0, seamlessrapids@1.0.1, secretdoors@1.0.0, shipwright@1.3.3, signals@0.3.0, simplestarvation@1.0.7, slowtox@5.0.0, smeltableflinttoolheads@1.0.0, stackedtemporalgear@1.0.0, stackscoolslower@1.1.1, statushudcont@4.3.1, stepfixelk@0.0.3, stonebakeoven@1.2.3, stonerailings@1.4.0, stringsense@2.2.0, substrate@2.0.0, substratereflush@1.0.1, swappedplatehelmets@1.1.1, synergy@1.1.4, tablet@0.2.0, tackandequipment@1.0.0, tarmod@1.1.4, terratagrooms@0.1.1, terratagsoundspack@0.1.1, th3dungeonupdated@0.4.6, thievery@1.3.0, togglewireframe@1.0.0, toolsmithfork@1.2.20, tradernotes@1.0.6, translocatorlocatorredux@1.3.0, treetapredux@1.2.7, tzpraisethesun@1.0.1, tzquarteredfirewood@1.1.0, universalhusbandry@1.2.1, uraniumexpanded@1.1.7, valksfuzzyclouds@2.1.0, valrossensmapfilters@1.2.0, vigor@0.7.1, vsairshipmod@1.1.2, creative@1.22.2, vsquest@3.1.0, vsroofing@1.5.3, survival@1.22.2, vsvillage@5.1.4, warmweathereffects@1.0.2, waterfall@1.2.1, watersheds@6.3.2, waypointteleportation@1.0.0, whatbagwasthatagain@1.0.3, windchimes@1.5.0, woodenfortifications@2.0.11, woodenshuttersandmore@1.3.3, woodstain@1.3.2, worldmapmasterreforged@1.0.0, ancienttoolsmortar@1.0.0, autorun@1.1.2, bdcrop@1.0.3, bdorchard@1.0.4, bdtree@1.0.4, bettersmelting@0.3.0, blushandbins@1.1.9, bookends@0.2.2, bounties@1.0.5, cats@5.0.1, comfybeds@0.4.2, electricalprogressivebasics@3.0.3, em@3.5.3, equus@1.3.0-rc.1, fastmap@122.5.0-dev.2, glazedpots@1.1.4, heraldry@2.0.0, hitscanbegone@0.1.0, horxskills@1.0.3, medievalarchitecture@1.1.1, mnflowers@0.0.0, notenoughsand@4.1.0, realsmokeqppatch@1.0.0, scoopofjammod@1.2.0, seraphleveling@1.16.0, shearlib@1.3.0, storagetweaks@1.2.0, tabletopgames@4.0.0-pre.2, tailorsdelight@2.2.0, terrainslabs@1.0.15, underwaterhorrors@0.5.1, vsvillageaged@0.0.8, vsvillageindustrial@0.0.8, vsvillagetowers@0.0.8, windowstoragelib@1.2.3, wolftaming@5.0.1, wpanning@1.0.8, wwaymarkers@1.0.4, zrustdrops@2.1.0, ashes@1.4.0, bricklayers@3.2.2, butcheringseraphlevelingcompatibility@1.1.1, capes@2.0.0, customwindowstorage@0.0.3, dressmakers@1.8.0, electricalprogressiveqol@3.0.0, heraldrybanners@2.0.0, horxskillgilded@1.1.1, horxskillsaddon@1.0.2, normalfriendlycats@1.0.1, upholstery@1.2.0, vanillapanestorage@1.8.1, windowstorage@1.8.1, wool@1.9.1, xskills@1.0.0, regaliawoolpatch@1.0.3
Involved Harmony IDs: attributerenderinglibrary
System.ArgumentNullException: Value cannot be null. (Parameter 'key')
   at System.Collections.Generic.Dictionary`2.FindValue(TKey key)
   at Vintagestory.Common.BlockTypeNet.ReadBlockTypePacket_Patch1(Packet_BlockType packet, IWorldAccessor world, ClassRegistry registry)
   at Vintagestory.Client.NoObf.ClientSystemStartup.LoadBlockTypes() in VintagestoryLib\Client\Systems\Startup.cs:line 423
   at Vintagestory.Client.NoObf.ClientSystemStartup.HandleServerAssets_Step1() in VintagestoryLib\Client\Systems\Startup.cs:line 388
   at Vintagestory.API.Common.TyronThreadPool.<>c__DisplayClass11_0.<QueueTask>b__0(Object _) in VintagestoryApi\Common\TyronThreadPool.cs:line 119
   at System.Threading.ThreadPoolWorkQueue.Dispatch()
   at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()
   at System.Threading.Thread.StartCallback()
MrFlame, May 10th at 9:52 AM

The mod has been updated to version 1.22.х
Thanks to Averixus for the updated code
As soon as Willis returns, we'll add him as a co-author of the mod👌

Averixus, Apr 30th at 11:06 AM

Hi queerty MrFlame, I've just published an updated version for 1.22: https://mods.vintagestory.at/substratereflush. If you return to update this one I'll be happy to take it down to avoid duplication. Otherwise I'll do my best to keep it updated and might end up making other changes in future.

 

I just saw Ozyzzyl's link to another fork moments before I posted this 😅 But that version still has the Harmony patch error, so I'll leave my one up.

Ozyzzyl, Apr 30th at 4:15 AM

just a heads up guys there is a temporary fork of this mod for 1.22

https://mods.vintagestory.at/show/mod/48330

Forlornus, Apr 23rd at 11:44 PM

This looks quite interesting; definitely one of, if not the best, mushroom farming mods I have seen. Do you still intend to update it?

 

WizardyBusiness, Apr 23rd at 5:59 AM

Are there any plans to update this mod for 1.22?

Averixus, Apr 6th at 3:46 PM

herbemoji Good to know!

herbemoji, Apr 6th at 2:50 PM

Averixus Makes sense. I've had success growing them in a cellar, so it seems anywhere is fine (for now....).

Averixus, Apr 3rd at 6:38 PM

herbemoji As far as I can tell, there actually are no environmental requirements? I took a look at the code and it doesn't seem to check anything about the surroundings. I have mine growing outside now and they're working fine. I wonder if that line was maybe added in relation to the planned feature of "requirement to grow within a cellar".

herbemoji, Apr 3rd at 4:34 PM

Averixus did you ever figure out what environment it needs? im trying it in a cellar right now but im afraid it's not gonna work lol

Averixus, Mar 28th at 9:01 PM (modified Mar 28th at 9:02 PM)

What makes a "suitable environment" for a growing bag? The description here says "details in-game" but I can't seem to find the details (is there meant to be a handbook entry?)

DarkThoughts, Mar 9th at 2:45 PM

I'm absolutely no expert on cultivating mushrooms, but the sterilization seems kinda redundant to me when the fruiting bag / growing bed and its location aren't sterile environments either. This feels more like a modern step being applied to the not so modern world of VS. I think a more fitting alternative may be to give the fertilized fruiting bag / growing bed a chance to fail and produce a bunch of rot during the colonization process, similar to how fruit tree cuttings can fail to take root.

EnigmaticStudent, Feb 4th at 2:39 AM

This mod would be perfect with the poison weapons mod recently added to the workshop, poison tipped arrows using mushrooms.

GuyCLykos, Jan 9th at 7:27 AM

No grain spawn?

Jon1235, Jan 1st at 4:19 AM

I love this mod and the way you have to work to cultivate your mushrooms, but I have no idea what the wood chips and sawdust are for.

AnxietyPebbles, Dec 10th 2025 at 8:24 AM

HI, i like the mod so far and its a huge help for alchemy but would it be possible to charge/refresh the fertility after its done? Unless im missing something its just one set of uses then you have to replace it ya?

I feel like a soild QoL option that could be a toggle in the config, maybe make it cost half a stack of rot and some grain and more spore paper? plus some time for rerooting.

SketchFoxsky, Dec 9th 2025 at 11:24 PM

I updated the mod, added a config and updated the workflow for external contributors! Pull request pending!

ZeroAresIV, Dec 6th 2025 at 8:07 PM

Compared to starting a feild of cabbage or any vegtable, this has a lower yeild overall. Not to mention how little mushrooms give out in terms of nutrition.

Its an amazing idea for a mod, i just feel like for the amount of work it takes to create Aqua vintae and prepare Fruiting bags, i could plant a garden and get signifigantly more food overall.

I feel you should increase the total yeild per bag and make the different mushroom types unique to each other in cooking and growing.
For instance, Chicken of the woods having a higher satuation amount and give out protein while growing slower, and smaller mushrooms like Feild mushrooms that will grow faster than other types while staying at 80 saturation. 

Damonicus1986, Nov 7th 2025 at 3:42 PM (modified Nov 7th 2025 at 3:43 PM)

why does the growing bed have 13 icons in survival handbook when i check recipes for dry grass what can be made out of it ? and only one is actual clickable

 

RustleOfWind, Nov 2nd 2025 at 3:11 AM

It'd be nice if there was a config to multiply the ammount of mushrooms you get. Or for mushrooms to accumulate over time and allow you to harvest more at a time. Currently it just can't compete with crops and it's very sad. It's interesting to play around but not very revarding as far as resources go

Beedy, Oct 30th 2025 at 8:37 PM

Doc_Holiday Come on. Be nice. It is an amazing mod. It makes sense. It is fun. It is rewarding. You either make your own smarter mod and let it speak for itself or keep your vulgarity away from amazing talented people.

Doc_Holiday, Oct 22nd 2025 at 1:46 AM

Very dumb.

Shogon, Oct 12th 2025 at 3:49 AM (modified Oct 14th 2025 at 3:40 PM)

Runovaris I'm still on 1.21.1 and this mod works for me. Just about to innoculate my first batch of mushrooms to make some mushroom patte with the Long Term Food mod. 

El_Neuman, Oct 9th 2025 at 9:12 AM

Please, add d a short guide to the game manual—I would be endlessly grateful!!))

I absolutely love your mod

.

ActivityTime, Oct 8th 2025 at 4:14 AM

MrFlame appreciate you letting us know and thank you for working on it while Queerty is away!!

MrFlame, Oct 7th 2025 at 6:36 PM

Runovaris I haven't tried it, but I'm sure there won't be any problems.

Runovaris, Oct 7th 2025 at 6:28 PM

MrFlame Does the 1.21.4 work for 1.21.1? Asking since there later version is 1.20.5 and I know fore sure that doesn't work for 1.21.1.

MrFlame, Oct 7th 2025 at 6:24 PM (modified Oct 8th 2025 at 7:34 AM)

Hey guys, the author of the mod is temporarily unable to update it, so I offered to help. I updated the mod to 1.21.4, added a separate creative tab and Ukrainian localization. I will try to keep the mod up to date for the game until Queerty returns. Thanks everyone for the feedback and enjoy!

_ZiN_, Sep 13th 2025 at 6:54 PM

any chance you could add a guide section to the in-game help book?

Tasshroom33, Sep 4th 2025 at 11:28 PM

Such a cool mod, I did this with RL lions mane a few years ago, super cool.

ConspicuousTable, Sep 3rd 2025 at 2:35 AM

Messed about in crative.
Seems to be working in 1.21
I only tested if the grow beds and fruiting bags actually grew things, not if you could craft stuff.

Apoaxis, Sep 2nd 2025 at 12:12 AM (modified Sep 2nd 2025 at 1:09 AM)

Hate to be the third, but any confirmation if working with 1.21? I'm thinking ill install it just incase it does work, id imagine this update doesnt fuss with it, though im not sure how things like Item IDs and whatnot work in this game. worst comes to worst if it doesnt give me greif at the get go, i just make too much aqua vitae.

Update: Upon loading in, all items apprear right in the help menu, id assume this means the game is able to load the mod's resources without much issue, itle be a minute before i get to using it all in survival, but it does appear to work. 

Toudi, Aug 31st 2025 at 6:14 PM

great concept, cant wait fo 1.21 update

Edelsia, Aug 28th 2025 at 6:32 PM

Will it be update for 1.21 ?

XenonSan, Aug 11th 2025 at 2:22 PM

Hi, I believe there is a small bug in your code.  Fertility gets consumed from growing beds/bags even if all block faces are currently occupied.  This means they can become moldy after a single harvest if left unnattended for a long time, which happens a lot on active servers unless you are constantly watching them.  I believe the fix would be just moving this line in your code to the statement that checks for open block faces.  If this is an intended feature, can this at least be a configurable setting in a future update?  Thank you!

 

https://github.com/willis81808/Substrate/blob/main/Substrate/Substrate/BlockEntities/BlockEntityFruitingBag.cs#L164

GroovyGator, Jul 3rd 2025 at 10:56 AM

Hi, is this mod compatible with Wild Farming Revival mod?

Lordfortress, Jun 28th 2025 at 5:50 PM

queerty Do you still have any plans with the sawdust and woodbits? Since it seems they are currently unused but are craftable.

-PS love the mod so far.

fiqusonnick, Jun 8th 2025 at 4:30 PM

I was lucky i tried it on my experiments world, it breaks the save in way that repair mode can't fix with an unhelpful message

Server shutting down - Exception during Process' (Server shutting down - Exception during Process)

Here's a zip of all the logs

 

EDIT: Nevermind seems to work fine, my tiny tiny world has just betrayed me

Scorives, Apr 22nd 2025 at 9:22 PM

DID THE MOD BREAK FOR 1.20.9 NO ERRORS BUT WONT LOAD ALL MY GROWBEDS SHOW AS ? MARK BLOCKS

queerty , Apr 22nd 2025 at 3:55 AM

Jayro it is currently not being used. It's a planned feature for more advanced substrates in the future :)

Jayro, Apr 19th 2025 at 6:40 AM

Hello, I hope you're doing well. I just have a question: how is sawdust used?

RayneJx2, Apr 12th 2025 at 6:56 PM

it's amusing; i found this while scrolling the mod lists, idly thinking "man, mushroom farming would be cool" 

eager to throw this in my world and try it out :D

SecretFoxfire, Apr 5th 2025 at 1:23 PM

This is excellent! I was considering trying to make something like this myself but I didn't know how to do the code. Glad someone else has done it and saved me the trouble (and it's even pretty realistic with the steps and ingredients used). I haven't actually tried it out yet, but I will surely add it to my server for my community to play with. Thanks for making this!

DilanRona, Apr 4th 2025 at 8:30 AM

Your mod aught to be a standard vanilla feature. Its perfect.

 

queerty , Apr 2nd 2025 at 2:15 AM

sheepon hey feel free to reach out to me on discord! I'd like to help however I can. I've been looking into how mod compatibility works and I'm less sure about which side makes the most sense to implement this on, and I think there might be code changes necessary on my side (not just JSON patches). You can find me through the Substrate mod thread on the discord

sheepon, Apr 2nd 2025 at 1:47 AM

queerty Dekkan got in contact with me about your mod today! I've got a couple of free days coming up, so I'll look into adding Mycodiversity compat on my end c: Thanks for making a super cool mushroom mod! I look forward to playing around with it on my next playthrough ^^

queerty , Apr 2nd 2025 at 12:35 AM

Dekkan it can be made to work with modded mushrooms, but they would need to be a compat JSON that adds the necessary attributes to them, otherwise they wouldn't be harvestable into spores, and there wouldn't be spore print items for them.

I can look into doing it on my side, but ideally mods that add mushrooms would add compatibility from their side.

Dekkan, Apr 1st 2025 at 11:39 PM

Is there a chance this mod will work for modded mushrooms? Like Mycodiversity mod?

queerty , Apr 1st 2025 at 11:03 PM

AcidNight fixed!

AcidNight, Apr 1st 2025 at 9:56 PM

I just saw that there are no crafts for the fruiting bag and the growing beds, I don't know since when as I had crafted in relation to your video xD

queerty , Apr 1st 2025 at 9:13 PM

FourEyedMutt Yes, this should be safe to add to an existing world 😁

Guimoute, Apr 1st 2025 at 6:03 PM

Excellent work.

FourEyedMutt, Apr 1st 2025 at 5:32 PM

Hello! I cant believe growing mushrooms isnt vanilla, Its kinda sad its not. But thanks to you its possible! I just wanted to know if this mod was safe to install on an existing save?

AcidNight, Apr 1st 2025 at 4:22 PM

queerty

reee, apartment on paper I have 4 rot now for the bag have to wait a little but I think it's fixed ^^

AcidNight, Apr 1st 2025 at 3:02 PM

queerty 

ok I'll test that

queerty , Apr 1st 2025 at 3:03 AM

AcidNight Just pushed up patch v1.1.1, which changes how rot (and compost) items are resolved in those situations and should fix your issue. Please let me know if that did the trick or if the issue remains- thanks!

AcidNight, Mar 31st 2025 at 9:36 PM

queerty

It's not even metal, it's "butterfly brooches (red)" exactly XD and in mods I have quite a few xD here is the list

aculinaryartillery, alchemytrader, allsideshaveresin, Allclasses, ancientarmory, autosifter, bettercrates, scrapblocks, bettersticks, bettertraders, bignailsmold, bloomeryfulldrops, chiseltools, claycasting, combatoverhaul, cryoqol, DiamondTools, elkaggressionnomore, elkmorehealth, extrachests, fairstickrecipe, HoneyPress, immersivecorpsedrop, lightlevelone, millwright, molds, MoreTorchHolders, mushroom, mushroomtrader, RareDenseOres, riflemodredux, Ropebeam, dzsalvagepluspatch, SmokingChimneys, sortablestorage, specificclutter, spyglass, swordzcompat, temporal_gears_stack, translocatorengineeringredux, usefuldrifterloot, game, vsimgui, AbsoluteProspecting, alchemy, animalcages, armory, bedspawnv2, betterruins, biggercellars, blacksmithenhancements, blastfurnace, butchering, butcheringaurochspatch, carryon, charcoalpitdoor, claycrafting, commonlib, compostgrass, configlib, craftableresin, easyprospect, electricity, expandedfoods, fendragonbcs, foodshelves, fromgoldencombs, fruitpressmashfix, gimmeoneseedplz, hudclockpatch, kevinsfurniture, knapster, krpgenchantment, krpgwands, lavoisier, maltiezcrossbows, maltiezfirearms, medievalexpansionpatch, onebedsleeping, oneclickfillbloom, petai, pewter, prospecttogether, recipeselector, respawntools, rustboundmagic, serveressentials, smithingplus, spawnersapi, stillnecessaries, substrate, th3dungeon, traitacquirer, unconscious, vmetp, creative, survival, wildfarmingrevival, workbenchexpansionpatch, battletowers, bttranslocatorsengineeringpatch, cats, tradercamps, electricityaddon, electricityextensions, fruitpresstweaked, helvehammerext, itemrarity, playercorpse, rustboundmagiceasy, rustboundmagicxskills, stonequarry, tpnet, th3dungeontopentrance, thriftysmithing, traitacquireraddon, wolftaming, xskillsallclassespatch, electricityxskillscompatibilitypatch

 

queerty , Mar 31st 2025 at 8:08 PM

NullBunny you can still grow them in a cellar! It's just not a requirement (yet)

NullBunny, Mar 31st 2025 at 7:31 PM

I love mushrooms and being able to grow them is really fun! I look forward to being able to grow them in my cellar

queerty , Mar 31st 2025 at 5:12 PM

AcidNight that's a strange one... Am I understanding that you're getting metal of some kind instead of rot? What other mods do you have installed?

nickzom, Mar 31st 2025 at 12:32 PM

you have the youtube links backwards just so you know. I just realized that has been mentioned already though. I do have a question. when you do the spore prints do you have to use 4 of the same mushrooms or can you do multiple different ones at same time on one piece of paper?

purple8cloud, Mar 31st 2025 at 10:53 AM

dude its perfect

 

AcidNight, Mar 31st 2025 at 9:43 AM

hello, haa I'm going to test this hoping that it also fixes my medal problem xD

JukoErebi, Mar 31st 2025 at 6:24 AM

Heya! Love the mod! Wanted to let you know that you got your youtube links flip-flopped. Keep up the good work!

queerty , Mar 31st 2025 at 5:43 AM

Thanks everyone for the feedback! I've got more features in the works, but I wanted to release this minor version a bit ahead of the other changes.

v1.1.0 introduces the Growing Bed and the ability to cultivate and collect spores from ground growing mushrooms!

This version also introduces:

  • Two alternate recipes for Sterilized Spore Paper using Diluted Borax or Limewater in place of Aqua Vitae.
  • Partial resource refunding when breaking a moldy Fruiting Bag or Growing Bed (returning some of the flax twine or wood boards used to make them)

 

The next upcoming version will introduce more robust means of reusing Fruiting Bags and Growing Beds by emptying them out and refilling them with substrate, among other things, so stay tuned 😁

AcidNight, Mar 30th 2025 at 9:51 PM

queerty

Hello, I think it's a very good mod, but as others have said, it's still usable only at a very advanced stage, especially for brandy. I was surprised to see that the bags, once they reach 0%, break and produce compost, and I assume "rot." Given the price, I think they should be reusable.

Otherwise, I don't know about the others, but since I assumed rot, I don't have any. I have plenty of medals instead. Even when the four mushrooms are supposed to become rot, I have four medals. ><

AcidNight, Mar 30th 2025 at 9:29 PM

VaelophisNyx 

go use alchemy ^^

Mushyroom, Mar 30th 2025 at 6:41 PM

THANK YOU MUCH LOVE. also will there be a dub tub tek in the future? 

queerty , Mar 30th 2025 at 5:59 PM

I don't think I'm going to make sterilizing optional, but the next update will include (in addition to the ability to cultivate ground growing mushrooms) alternate liquids to Aqua Vitae (limewater and diluted borax) that will mainly just require proportionately more liters and soaking time.

SmogIron, Mar 30th 2025 at 6:11 AM

Looks great but I agree that it seems pretty expensive as it is. Maybe making sterility an optional feature where non-sterile substrate/spore prints will grow mold instead of the desired fungus? That could cut down on the distillery cost but making the process much less reliable.

SteelFire, Mar 29th 2025 at 8:23 PM

Maybe something like a planter crafted with the substrate mix would work for ground based mushrooms.

MadEngineer, Mar 28th 2025 at 9:44 PM

Exactly what I needed for my dwarf-inspired playthrough, thanks a lot!

XurxoMF, Mar 28th 2025 at 5:08 PM

THIS is a good mushroom farming mod. I LOVE IT! Thanks a lot for this ^^

EDIT: I'ld love to see ground growing mushroom faming. Maybe with something similar to the bags but mushrooms grow only on the top face or somthing. At least for now on ❤️

VaelophisNyx, Mar 28th 2025 at 4:42 AM

Nice! now if only mushrooms were worth the effort vs crops! :(

queerty , Mar 28th 2025 at 4:31 AM

Lexingtondavid I haven't tested it on any other versions, but it's based on systems that shouldn't really change from version to version. So I don't know of any reason why it wouldn't work!

Lexingtondavid, Mar 28th 2025 at 3:53 AM

Oooh, this looks dope as hell, does this happen to work with 1.20.4? If not, I'll hold off on it until I update the rest of my modlist!

queerty , Mar 28th 2025 at 2:16 AM

General_JOE I get where you're coming from. I'm open to balance changes as I hear more about people's experience with the mod, but until then you're welcome to adjust the recipes and rewards yourself to tweak the balance more to your liking!

The recipe for the fruiting bag can be found in:

/assets/substrate/recipes/grid/fruitingbag.json 
From there you can swap out the flax twine out for something cheaper, like flax fiber or whatever strikes your fancy.

If you want to adjust the amount of mushrooms provided by the Fruiting Bag before it goes moldy, you can adjust the attributes in:
/assets/substrate/blocktypes/fruitingbag.json

Specifically the maxfert can be increased (for example, doubling that value will double the time Fruiting Bags are fertile, and on average double the output); and/or you can reduce the fertconsumerate values to make fertility get used up at a lower rate.

You can even reduce the amount of time it takes for mushrooms to grow (on average) by reducing the growincrement values in that same file.

I hope that helps!

SteelFire, Mar 28th 2025 at 2:05 AM

Repurposing linen sacks into fruiting bags would be a nice alternative. It would give them a purpose once we move onto backpacks. It would also lower the cost of the bag by a couple twine.

General_JOE, Mar 28th 2025 at 1:46 AM

Wow! This looks really awesome, I'm excited to try it out.

 

My only concern after reading the description and watching the demo video is that it just doesn't really seem worth it? Aqua vitae is gated behind getting solder, and having enough excess copper to make a distillery, and the high linen cost of the fruiting bags means you probably won't want to make them while you still need linen for crucial projects like windmills. Also, you already put satiety into the process by distilling berry or grain alcohol into aqua vitae.

 

All these resources and work and the fruiting bags don't seem to produce nearly enough mushrooms to equal it all out. I feel like if that wasn't the case, this mod could have a really cool niche in enabling underground settlements or creating more "vegetable" type nutrition when you can't grow crops outside. I fear this mod would just end up as more of a novelty when there are way better ways to grow food, or even just gathering mushrooms yourself in the forest.

ElegantChimp, Mar 27th 2025 at 11:46 PM

Seems to be working now on my end! Thanks! I'll be trying this out in my next world.

PurplePi, Mar 27th 2025 at 11:03 PM

I'll just be following this mod for now, looking forward to you implementing ground-growing mushrooms!

Aloy, Mar 27th 2025 at 11:00 PM

this is awesome, wish we could do ground based mushrooms too soon, or perhaps a growing bed for them that's simpler? i've grown them easy enough irl with a wood surounded dirt bed and some mushrooms shoved in the dirt haha

queerty , Mar 27th 2025 at 10:42 PM

I managed to reproduce and fix the issue. Please update to patch version 1.0.1 and thanks for the reports! ElegantChimp and Nebux

ElegantChimp, Mar 27th 2025 at 10:01 PM

I seem to be having the same issues as Nebux, as well as issues placing creatively spawned Imprinted Spore Paper on the Fruiting Bags. I created a new test world with no other mods enabled and created a empty celler and some spawned items to test (Prepared Spore Paper, Imprinted Spore Paper, Fruiting Bags, Mushrooms, and a light). I did all further testing in survial mode. Nothing happens when I try to add mushrooms onto the paper (I am specifically using chicken of the woods and deer ears), other than my toon trying to eat the mushrooms. Specifically, I am placing the paper on the ground, then right click the paper with a propagate mushroom. When I attempt to add Prepared Spore Paper (again chicken of the woods and deer ears) nothing happens as well. I am placing the Fruiting Bags in the center of the cellar (hanging), then following the prompt I shift right click the bag with the spawned Imprinted Spore Paper, and nothing happens. Hope this info can help diagnose the issue. I would love to use your mod. It seems like a good approach for mushroom farming (lightweight but "realistic").

queerty , Mar 27th 2025 at 9:24 PM

Nebux currently you can only propagate mushrooms that grow on trees. If you're using a mushroom that grows on the ground the spore paper won't accept it.

Froggowo, Mar 27th 2025 at 7:53 PM

nice!

Vinter_Nacht, Mar 27th 2025 at 7:35 PM

Always nice to see a new mushroom cultivation mod hit the db!  

Nebux, Mar 27th 2025 at 7:35 PM

can't place mushrooms on a spore paper

Xiln, Mar 27th 2025 at 1:16 PM

Been looking for ways to get Mushrooms like this! Seeing some growing off my cellar or cave walls/floor will make this really nice in the future, i'll be watching this one 👀

Dragosoros, Mar 27th 2025 at 12:11 PM

I 100% agree with Whisper there, I was starting up a server and earlier a friend asked if you could cultivate mushrooms.

purple8cloud, Mar 27th 2025 at 7:20 AM

💯

A_Whisper, Mar 27th 2025 at 6:45 AM

Wow this could not have come at a better timing. I was JUST looking for a mod like this for my new server. I'm also working on my own first mod as well, so cheers to the both of us going forward!