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New TDM Mushrooms.


Springheel

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I'm flattered you didn't immediately see that as the joke it was....

 

It's actually a real video from a ScienceAlert post:

"Mycena chlorophos, a fungus found in subtropical Asia, is bioluminescent, giving off a pale green light. In Japan, the species is called yakoh-take, meaning "night-light mushroom". Fitting!"

 

https://en.wikipedia.org/wiki/Mycena_chlorophos

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But you're going to make it real, right? ^_^

 

(Actually it might be possible to do something like that with just deform expand, but the mushrooms would have to glow all the time since in my experience the deform precludes light interaction.)

Some things I'm repeatedly thinking about...

 

- louder scream when you're dying

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You know, this post got me thinking: would it be possible to implement poison mushroom traps? E.g. if the player or an AI get too close, it releases the same cloud a gas arrow causes? Has anyone already done this in a map?

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I think this should not be too difficult. You place the mushroom (preferably in the height of the head), and give it a proximity stim, that triggers a particle emitter with the gas and the add a damage over time via script (or KO for AI). That just from the top of my head.

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post-2023-0-42229300-1456512043_thumb.png

There is already something called "boom_shroom" among the TDM assets. What does it do, though? Explode like a mine? Release a poisonous cloud?

 

Whatever it is, someone should implement it.

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Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Flinders mean shattered bits and pieces.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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If I may say so, "boom shroom" is a fantastic asset name! :D

 

[Edit] Well, a bit of poking around revealed that the static boom shroom models seem to work just fine (though the flinder's collision material appears to be missing). I'm guessing this was never fully implemented?

 

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Edited by Aosys
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A thought just occurred to me... These "boom shrooms" sound like a good way to subdue a werebeast. I was thinking of making a mission set in the sewers, in which you have to subdue a werebeast so the City Watch can incarcerate him. Maybe use the sewers to break into an apothecary to steal a boom shroom and some sap from a yew tree (get the reference?), use the sap to lure the werebeast to the boom shroom and watch him eat it. :) But these ideas primarily depend on whether a proper werebeast can be successfully implemented.

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"Let me guess - little blue men with three heads stole your sweetroll?"

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A thought just occurred to me... These "boom shrooms" sound like a good way to subdue a werebeast. I was thinking of making a mission set in the sewers, in which you have to subdue a werebeast so the City Watch can incarcerate him. Maybe use the sewers to break into an apothecary to steal a boom shroom and some sap from a yew tree (get the reference?), use the sap to lure the werebeast to the boom shroom and watch him eat it. :) But these ideas primarily depend on whether a proper werebeast can be successfully implemented.

 

Except there is no more werebeast in the mod :(

I always assumed I'd taste like boot leather.

 

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