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[b]Changelog:[/b] Please check the change notes tab
Brought to you by the Biomes! mod team, Genetics! Mushkin is the first in what may grow to be an entire series of Biotech-genetics related mods. The mushkin in this mod are a complete redo of the ones from the original Biomes! Caverns mod back in 2016 when they were an HAR-requiring race. They have since been heavily revamped in both lore and design, inspired by Myconids from D&D as well as other fictional fungifolk.
So what exactly are Mushkin?
Mushkin are a small collection of six distinct fungus-themed xenotypes meant to be different castes within their subterranean society. They are designed so you can make an entire colony of just Mushkin if you wish! Each caste has unique upsides and downsides suited to their role, but to have a fully versatile fungal faction, you'll need a Crowncap. Crowncaps have the special ability to turn others into more mushkin as well as swap the castes of existing ones.
[u]Crowncaps[/u] act as the nigh-immortal (aging wise) leader of any mushkin colony. They are the caste that can turn others into mushkin and swap the castes of existing ones.
[u]Mushkin[/u] are the base caste and act as a sort of "generalized" mushkin with few major upsides or downsides, they are the majority of the population. They share a name with the race itself due to their generality.
[u]Tallcaps[/u] are the socialites of mushkin society, being able to produce spores that boost socializing and recreation or spores to boost psychic sensitivity, though they are quite fragile and are best left out of combat.
[u]Ironcaps[/u] function as the soldier caste. While not biologically immortal like the Crowncaps, they are very hard to kill, with their mycelia clotting wounds and healing them up quickly. They can also produce psy-deafening spores, effective against enemy psycaster forces or during psychic drone events.
[u]Necrospore[/u] mushkin are the living necromancers of their society, able to spew acid, launch toxic spores, and wade through clouds of poison with ease. They have the special ability to temporarily raise the dead anew to fight for them or do manual labor.
[u]Patchphae[/u] are the beating heart of any muskin society, skilled in the more caring and doting roles, from farming to cooking to medicine. Their focus on the up-close tasks does make them rather near-sighted however! Their specialized abilities allow them to increase the healing of the wounded, sprout new fungi, or put out dangerous fires with ease.
[img]https://i.imgur.com/rs0MQft.png[/img]
[b]Gene information is in the preview pics![/b]
[img]https://live.staticflickr.com/65535/55173732701_0f248db443_c.jpg[/img]
[list]
[*] Six fungal-themed xenotypes with unique abilities and downsides, some shared, some not
[*] A myriad of mushroom and fungi themed genes for each new xenotype
[*] A new starting scenario to dive head first into starting a fungal colony
[*] A new ideology meme to revere the fungal ones
[*] A new faction that's almost entirely Mushkin xenotypes
[*] One new pack animal
[*] One new weapon for your spore-flinging fungal folk
[/list]
[img]https://live.staticflickr.com/65535/55173979169_1b3189a40b_c.jpg[/img]
[b]Mod director & XML:[/b] Draegon
[b]Sergkart:[/b] XML and C#
[b]Thekiborg:[/b] XML and C#
[b]DetVisor:[/b] In-Game Art (Genes, caps, abilities)
[b]Elseud:[/b] Infographics and Preview Art
[b]SirVan:[/b] Snailfalo Art
[b]Vitalii H:[/b] Preview Image Hero Art
[b]Fabricator General:[/b] Preview Screenshots
[b]Ferny:[/b] Descriptions, Naming Rework, and some code help
[b]The various Biomes! beta testers:[/b] Beta Testing
[img]https://live.staticflickr.com/65535/55173732726_4bf500b3e5_c.jpg[/img]
Vanilla Races Expanded - Fungoid: Some small patch work thanks to Ferny to make them fit together thematically
Biomes! Caverns: Very well suited, but not yet out for 1.6, sorry!
[b]Mods that go great with Genetics! Mushkin:[/b]
[list]
[*] Odyssey DLC - Their tender fungal flesh will love the darkness of the Glow Forest
[*] EGI Holograms and Projectors - There's some cool mushroom themed holograms
[*] Perspective Shift - Play as a Crowncap commanding your fungal friends!
[*] Inject Genes - It'll let you take and implant mushkin genes without fully changing a pawn's xenotype
[*] Realistic Darkness - Great for having your mushkin colonies really in the gloom of caves
[*] Smarter Deconstruction and Mining (Continued) - Really helpful if you want to dig out your own caves for your colony
[*] Vanilla Plants Expanded - Mushrooms - Perfect for growing more than just nutrifungus in the dark
[/list]
[img]https://live.staticflickr.com/65535/55172834232_090670db3d_c.jpg[/img]
Q: Do I need Biomes! Core for this?
A: Yes, all Biomes! team mods require Core. This one specifically requires it for some gene code.
Q: Does this add a new biome?
A: Nope! It's just a xenotype-oriented mod
Q: Can you make this work with HAR?
A: No, it is entirely built around using the Biotech DLC
Q: Is it CE compatible?
A: Probably not until they make a patch for it!
Q: Is it safe to add mid-game?
A: Almost certainly! But you'll need a mod that lets you add factions mid-game to get the faction to spawn
Q: How do I get more mushkin?
A: Either turn other pawns into mushkin via a Crowncap's Infectious Mycelia ability or snag them from the new faction. You also have a chance to get lucky from a random event!
Q: Will there be more content added in the future?
A: It is possible, but not likely. Feel free to make suggestions though!
Q: Where can I get information on the genes added?
A: There are infographics in the preview pics!
Q: Where can I get a Crowncap if I don't already have one?
A: Via an event, a quest, or by capturing one in raids or from the mushkin faction.
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