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Fungi and mosses #281
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I have a branch with edited locations.json and items.json files to add the fungi and moss (still need to test). I noticed that the luminescent moss isn't useful for most of the rooms though because there is a guarantee of a torch spawn. I could decrease the spawn rate of the torch or scrap the the moss. If you want to keep the moss, it could also be a cool effect for the graveyard location. |
IIRC, part of the idea was that you could then remove the torch (to take it with you) and the moss would stay there, lighting the room. Does this work? It has been some time since I tested this.
I'd say scrap nothing, maybe add it to the graveyard (seems a good idea to me). This can be done in multiple PRs, and should preferrably be done this way. Note that you do not have to follow any instructions, do as you please (feel free to put forth your own ideas) and we review and discuss them in the PRs. |
I'll check out ways to get that functionality for the moss. I like the idea. |
+ Add CYAN_FUNGUS and TOXIC_AMBER_FUNGUS to items. Add both cyan fungi to 5 diff dungeon rooms. Correct capitalization of Cyan Fungus entry. Addresses #281
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