growing mushrroms: a change

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growing mushrroms: a change

Postby synaris » Sun Apr 15, 2018 3:00 am

in addition to letting us grow a few more mushroom types, can we change growing mushrooms in the game to be a bit more like reality? only grown indoors or underground and planted on say, a wet log. while you're at it, introduce some sort of spore system so mushrooms can automatically spread from wet log to wet log.

and by wet log i mean one you have to water consistently for a few days to become somewhat rotten and ready for the mushrooms to leech all the nutrients out of it. eventually said log should be devoid of nutrients and you should need a new one.
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Re: growing mushrroms: a change

Postby Dakkan » Sun Apr 15, 2018 5:58 am

Some mushrroms ARE grown outdoors. Some mushrroms are not even grown commerically due to complicated culturing conditions. Caves and mines are used for consistent damp conditions, but they're not natural. Outdoor plugging on logs is pretty common, similar enough to high nutrient mulch in pots, for game mechanics at least.
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Re: growing mushrroms: a change

Postby synaris » Sun Apr 15, 2018 7:39 am

i was under the impression that too much sunlight was very bad for mushrooms. what is this i hear about growing them outdoors?
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Re: growing mushrroms: a change

Postby Dakkan » Sun Apr 15, 2018 6:04 pm

synaris wrote:i was under the impression that too much sunlight was very bad for mushrooms. what is this i hear about growing them outdoors?


Depends on the type, but generally they're under some sort of shade so they don't get any direct sunlight. High humidity areas help too. This is why caves are used for commercial stuff, good climate control. But for something like oyster mushrooms or chicken-of-the-woods, you can put plugs of mycelium into logs, have them under a lean to, and get nice results. I have a buddy (who looks exactly like Jorb) who does it yearly with minimal effort to keep them shaded and still gets results.
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And then there's stuff like truffles which grow together in a mutualistic symbiosis with certain trees, so farming those inherently requires doing it outdoors, basically starting a tree plantation.
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Re: growing mushrroms: a change

Postby synaris » Mon Apr 16, 2018 2:12 am

welp, i still want mushrooms on logs. thanks for the pictures. they strengthen my argument. outdoors or indoors, gimme mushrooms on wet logs.
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Re: growing mushrroms: a change

Postby jorb » Tue Apr 17, 2018 12:40 am

Nice pictures, Dakkan. Growing on logs would be cool.
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Re: growing mushrroms: a change

Postby Granger » Tue Apr 17, 2018 5:54 am

I wonder if mirkwood logs couldn't easily be turned into a growing place, herbalist table style as these already have an inventory?
The process could slowly consume the log (a property that is already tracked, as we can chop them up).
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Re: growing mushrroms: a change

Postby MagicManICT » Tue Apr 17, 2018 5:09 pm

Granger wrote:I wonder if mirkwood logs couldn't easily be turned into a growing place, herbalist table style as these already have an inventory?
The process could slowly consume the log (a property that is already tracked, as we can chop them up).


Mirkwood has a limited number spawned in the wood. Mushroom cultivation is more a mid to late game thing when there tends to be little to no mirkwood left in the forest. I like this if logs will slowly (30+ days) decay into mirkwood. Otherwise, I don't see the point.

Alternatively... maybe the mushroom cultivation could turn logs into mirkwood?
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Re: growing mushrroms: a change

Postby loftar » Tue Apr 17, 2018 6:32 pm

MagicManICT wrote:Alternatively... maybe the mushroom cultivation could turn logs into mirkwood?

While that sounded a bit fun, I wouldn't mind logs simply decaying into mirkwood. Same thing for stumps.
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Re: growing mushrroms: a change

Postby Onep » Tue Apr 17, 2018 6:39 pm

loftar wrote:
MagicManICT wrote:Alternatively... maybe the mushroom cultivation could turn logs into mirkwood?

While that sounded a bit fun, I wouldn't mind logs simply decaying into mirkwood. Same thing for stumps.

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