Mods / Substrate
Authors: queerty, MrFlame
Side: Both
Created: Mar 27th at 4:39 AM
Last modified: Oct 21st at 7:49 PM
Downloads: 42566
Follow Unfollow 903
Recommended download (for Vintage Story 1.21.5):
substrate_1.1.4.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
- 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
- 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
- Prepare the Paper:
- Place the Sterilized Spore Paper in open storage to dry
- Wait approximately 8 hours until it becomes Prepared Spore Paper
- 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
- Create Spore Prints:
- Use a knife to cut the Imprinted Spore Paper
- This will yield 4 individual spore prints
Growing Mushrooms
- Create Fruiting Bags:
- Craft a Fruiting Bag using materials flax twine, grain, and dry grass
- Fruiting bags can only cultivate wall growing mushrooms
- Create Growing Beds:
- Craft a Growing Bed using boards, grain, dry grass, and soil
- Growing Beds can only cultivate ground growing mushrooms
- Inoculate the Bags:
- Use a spore print to inoculate a Fruiting Bag
- Place the inoculated bag in a suitable environment (details in-game)
- 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 Mycoboost to replanish the productivity of the substrate.
Credits
- Dana for their guidance on mushroom rendering
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 Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.1.4 | substrate | 12682 | Oct 21st at 7:49 PM | substrate_1.1.4.zip | 1-click install | ||
|
Localisation fix. | |||||||
| 1.1.3 | substrate | 6512 | Oct 7th at 6:20 PM | substrate_1.1.3.zip | 1-click install | ||
|
Updated for 1.21.4 | |||||||
| 1.1.2 | substrate | 20851 | Apr 1st 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 | 390 | Apr 1st 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 | 497 | Mar 31st at 5:39 AM | substrate_1.1.0.zip | 1-click install | ||
Adds:
Changes:
| |||||||
| 1.0.1 | substrate | 1207 | Mar 27th 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 | 427 | Mar 27th at 4:40 AM | Empty | substrate_1.0.0.zip | 1-click install | |
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
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
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.
Very dumb.
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.
Please, add d a short guide to the game manual—I would be endlessly grateful!!))
I absolutely love your mod
.
MrFlame appreciate you letting us know and thank you for working on it while Queerty is away!!
Runovaris I haven't tried it, but I'm sure there won't be any problems.
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.
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!
any chance you could add a guide section to the in-game help book?
Such a cool mod, I did this with RL lions mane a few years ago, super cool.
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.
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.
great concept, cant wait fo 1.21 update
Will it be update for 1.21 ?
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
Hi, is this mod compatible with Wild Farming Revival mod?
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.
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
DID THE MOD BREAK FOR 1.20.9 NO ERRORS BUT WONT LOAD ALL MY GROWBEDS SHOW AS ? MARK BLOCKS
Jayro it is currently not being used. It's a planned feature for more advanced substrates in the future :)
Hello, I hope you're doing well. I just have a question: how is sawdust used?
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
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!
Your mod aught to be a standard vanilla feature. Its perfect.
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
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 ^^
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.
Is there a chance this mod will work for modded mushrooms? Like Mycodiversity mod?
AcidNight fixed!
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
FourEyedMutt Yes, this should be safe to add to an existing world 😁
Excellent work.
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?
queerty
reee, apartment on paper I have 4 rot now for the bag have to wait a little but I think it's fixed ^^
queerty
ok I'll test that
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!
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
NullBunny you can still grow them in a cellar! It's just not a requirement (yet)
I love mushrooms and being able to grow them is really fun! I look forward to being able to grow them in my cellar
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?
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?
dude its perfect
hello, haa I'm going to test this hoping that it also fixes my medal problem xD
Heya! Love the mod! Wanted to let you know that you got your youtube links flip-flopped. Keep up the good work!
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:
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 😁
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. ><
VaelophisNyx
go use alchemy ^^
THANK YOU MUCH LOVE. also will there be a dub tub tek in the future?
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.
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.
Maybe something like a planter crafted with the substrate mix would work for ground based mushrooms.
Exactly what I needed for my dwarf-inspired playthrough, thanks a lot!
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 ❤️
Nice! now if only mushrooms were worth the effort vs crops! :(
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!
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!
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!
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.
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.
Seems to be working now on my end! Thanks! I'll be trying this out in my next world.
I'll just be following this mod for now, looking forward to you implementing ground-growing mushrooms!
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
I managed to reproduce and fix the issue. Please update to patch version 1.0.1 and thanks for the reports! ElegantChimp and Nebux
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").
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.
nice!
Always nice to see a new mushroom cultivation mod hit the db!
can't place mushrooms on a spore paper
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 👀
I 100% agree with Whisper there, I was starting up a server and earlier a friend asked if you could cultivate mushrooms.
💯
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!