From f6f7f318470643ca363d2a8a0b6314044ff4646e Mon Sep 17 00:00:00 2001 From: SophiaImpetus Date: Mon, 13 Jul 2026 16:27:37 +0100 Subject: [PATCH 01/10] added necroflora design doc --- src/SUMMARY.md | 1 + src/design/necroflora.md | 40 ++++++++++++++++++++++++++++++++++++++++ 2 files changed, 41 insertions(+) create mode 100644 src/design/necroflora.md diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 980430d..db1281a 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -110,6 +110,7 @@ - [Valentines](design/masquerades/valentines.md) - [Station Events](design/station-events.md) - [Machine Degradation](design/machine-degradation.md) +- [Necroflora](design/necroflora.md) --- - [Removed Documents](design/removed.md) - [Daredevil](design/removed/daredevil.md) diff --git a/src/design/necroflora.md b/src/design/necroflora.md new file mode 100644 index 0000000..9b89389 --- /dev/null +++ b/src/design/necroflora.md @@ -0,0 +1,40 @@ +# Necroflora + +{{#template ../templates/unimplemented.md}} + +Necroflora is a invasive plant colony which can rapidly infect a unsuspecting ship, station, or planet. It functions as a "Creep" style biome, slowly spreading and infecting the station, making areas it has infected more dangerous. As a radiotrophic organism, the radstorm is amplifying its growth. As the radstorm approaches closer, the Necroflora's spread, speed and potency increase. + +# The Necroflora Threat + +Necroflora is an optional map component suited for larger, 32 player maps. It aims to provide a more interesting obstacle to map design and an everpresent threat to rounds. +Map design wise, Necroflora is a way to make parts of the map more interesting and threatening to traverse, adding a cost to exploring deep maints locations and navigating to key utilities or high grade loot zones. It slows down the process of looting maints, making deep maints loot no longer "first come, first served". +Roundflow wise, Necroflora personifies the threat of the radstorm by itself becoming more dangerous as the radstorm approaches. Working to keep it contained adds another reactive crew task which requires more engaged coordination and intervention, while also rewarding crew for proactively organizing expeditions deep into Necroflora territory. +The design of the FLoral Organs is intended to encourage working as a team to clear rooms out, and planning the method of clearing rooms carefully. Traversing into creep without a plan should feel like "bullet hell". You can dodge and weave, rewarding high skill, but one slip up can be very dangerous. +The Necroflora interacts with all three vectors of station decay in unique ways. Filth nourises the Necroflora, speeding its growth up greatly when growing into a Filth filled area. Floral Creep generates water vapor when it meets fluids, creating the conditions for rust. Fire, on the other hand, is anathema to the highly flamable Necroflora, but wildly setting it on fire in the hopes of getting rid of it can have an equally detrimental effect to the station as having let it spread. + + +# Floral Creep + +The foundation of Necroflora is the Floral Creep, a carpet which grows across floor tiles and can eventually overrun a whole station. Objects adjacent to or on top of Floral Creep may slowly degrade as the creep works its way through the station. Doors will be slowly forced open. Unattended lockers might become hosts to Floral Organs. Water tanks, jerrycans of fuel and blood spills are all greedily consumed and converted into water vapor while accelerating creep growth. Standing on Floral Creep isn't slowing or damaging, but its presence is a sign of danger. + +Floral Creep and Floral Organs are immune to cold, suffocation and radiation, being adapted to survive in space. It can, however, be destroyed. Slashing it to pieces suffices, but fire, high tempratures and caustic chemicals can rapidly clear it from a room. + +# Floral Organs + +Certain suitable objects left unattended in a room with creep slowly become hosts for Floral Organs. Floral Organs typcially serve as defense mechanisms for the creep, but some merely cause inconvniences for unprepared crew. Without exception, all Floral Organs are immobile. +- Lockers and Crates transform into Traplashes if there are none nearby, which shoot out vines as soon as they detect movement and pull whatever they hit inside them, locking shut. They can be tricked by putting another item in front of you, and will hold whatever they grab inside them for at least a minuite. While in the case of getting caught you can break out from the inside, anything stuck inside will take damage over time. +- Vendors transform into Seedspewers, shooting out explosive seed pods whenever someone is standing on Floral Creep nearby. +- Gas Canisters transform into Pollensacs, constantly filling the room with mildly caustic pollen. +- Microwaves, Blenders, Faxes and other generic electronics transform into Thornnodes, which connect to nearby Thornnodes as well as other power drawing devices like APCs and Computers with thorny electrified vines. +- Curpses transform into Corpseblooms, shooting caustic pollen globs in a circular pattern at short intervals. +- Vents transform into Ventblossoms, which clog the vent, preventing air from being pumped in or out, and attack anyone moving nearby with damaging pollen glob projectiles. + +Destroying a Floral Organ will leave the object it transformed from in a damaged but repairable state. + +# Floral Events + +While Floral Creep is on a station, the following events can appear. +- Floral Incursion: Floral Creep begins to expand through the ventilation system, growing adjacent to vents at a chosen location. +- Floral Haze: All Ventblossoms and Pollensacs immidatley produce one time burst of pollen, and Ventblossoms start pumping Pollen into the atmospheric network for the rest of the round. +- Tearing Vines: Walls near to Floral Creep begin being damaged for a short duration. +- Thermophile Mutation: The Necroflora becomes immune to fire, consuming it to accelerate growth, but loses its cold immunity. From 1903c471bea1d3bbd0472dead1a05cb1646d9e78 Mon Sep 17 00:00:00 2001 From: SophiaImpetus Date: Mon, 13 Jul 2026 16:33:58 +0100 Subject: [PATCH 02/10] fixed typos --- src/design/necroflora.md | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/src/design/necroflora.md b/src/design/necroflora.md index 9b89389..002d162 100644 --- a/src/design/necroflora.md +++ b/src/design/necroflora.md @@ -6,27 +6,27 @@ Necroflora is a invasive plant colony which can rapidly infect a unsuspecting sh # The Necroflora Threat -Necroflora is an optional map component suited for larger, 32 player maps. It aims to provide a more interesting obstacle to map design and an everpresent threat to rounds. +Necroflora is a map component suited for larger, 32 player maps. It aims to provide a more interesting obstacle to map design and an ever-present threat to rounds. Map design wise, Necroflora is a way to make parts of the map more interesting and threatening to traverse, adding a cost to exploring deep maints locations and navigating to key utilities or high grade loot zones. It slows down the process of looting maints, making deep maints loot no longer "first come, first served". Roundflow wise, Necroflora personifies the threat of the radstorm by itself becoming more dangerous as the radstorm approaches. Working to keep it contained adds another reactive crew task which requires more engaged coordination and intervention, while also rewarding crew for proactively organizing expeditions deep into Necroflora territory. -The design of the FLoral Organs is intended to encourage working as a team to clear rooms out, and planning the method of clearing rooms carefully. Traversing into creep without a plan should feel like "bullet hell". You can dodge and weave, rewarding high skill, but one slip up can be very dangerous. -The Necroflora interacts with all three vectors of station decay in unique ways. Filth nourises the Necroflora, speeding its growth up greatly when growing into a Filth filled area. Floral Creep generates water vapor when it meets fluids, creating the conditions for rust. Fire, on the other hand, is anathema to the highly flamable Necroflora, but wildly setting it on fire in the hopes of getting rid of it can have an equally detrimental effect to the station as having let it spread. +The design of the Floral Organs is intended to encourage working as a team to clear rooms out, and planning the method of clearing rooms carefully. Traversing into creep without a plan should feel like "bullet hell". You can dodge and weave, rewarding high skill, but one slip up can be very dangerous. +The Necroflora interacts with all three vectors of station decay in unique ways. Filth nourishes the Necroflora, speeding its growth up greatly when growing into a Filth filled area. Floral Creep generates water vapor when it meets fluids, creating the conditions for rust. Fire, on the other hand, is anathema to the highly flammable Necroflora, but wildly setting it on fire in the hopes of getting rid of it can have an equally detrimental effect to the station as having let it spread. # Floral Creep The foundation of Necroflora is the Floral Creep, a carpet which grows across floor tiles and can eventually overrun a whole station. Objects adjacent to or on top of Floral Creep may slowly degrade as the creep works its way through the station. Doors will be slowly forced open. Unattended lockers might become hosts to Floral Organs. Water tanks, jerrycans of fuel and blood spills are all greedily consumed and converted into water vapor while accelerating creep growth. Standing on Floral Creep isn't slowing or damaging, but its presence is a sign of danger. -Floral Creep and Floral Organs are immune to cold, suffocation and radiation, being adapted to survive in space. It can, however, be destroyed. Slashing it to pieces suffices, but fire, high tempratures and caustic chemicals can rapidly clear it from a room. +Floral Creep and Floral Organs are immune to cold, suffocation and radiation, being adapted to survive in space. It can, however, be destroyed. Slashing it to pieces suffices, but fire, high temperatures and caustic chemicals can rapidly clear it from a room. # Floral Organs -Certain suitable objects left unattended in a room with creep slowly become hosts for Floral Organs. Floral Organs typcially serve as defense mechanisms for the creep, but some merely cause inconvniences for unprepared crew. Without exception, all Floral Organs are immobile. -- Lockers and Crates transform into Traplashes if there are none nearby, which shoot out vines as soon as they detect movement and pull whatever they hit inside them, locking shut. They can be tricked by putting another item in front of you, and will hold whatever they grab inside them for at least a minuite. While in the case of getting caught you can break out from the inside, anything stuck inside will take damage over time. +Certain suitable objects left unattended in a room with creep slowly become hosts for Floral Organs. Floral Organs typically serve as defense mechanisms for the creep, but some merely cause inconveniences for unprepared crew. Without exception, all Floral Organs are immobile. +- Lockers and Crates transform into Traplashes if there are none nearby, which shoot out vines as soon as they detect movement and pull whatever they hit inside them, locking shut. They can be tricked by putting another item in front of you, and will hold whatever they grab inside them for at least a minute. While in the case of getting caught you can break out from the inside, anything stuck inside will take damage over time. - Vendors transform into Seedspewers, shooting out explosive seed pods whenever someone is standing on Floral Creep nearby. - Gas Canisters transform into Pollensacs, constantly filling the room with mildly caustic pollen. - Microwaves, Blenders, Faxes and other generic electronics transform into Thornnodes, which connect to nearby Thornnodes as well as other power drawing devices like APCs and Computers with thorny electrified vines. -- Curpses transform into Corpseblooms, shooting caustic pollen globs in a circular pattern at short intervals. +- Corpses transform into Corpseblooms, shooting caustic pollen globs in a circular pattern at short intervals. - Vents transform into Ventblossoms, which clog the vent, preventing air from being pumped in or out, and attack anyone moving nearby with damaging pollen glob projectiles. Destroying a Floral Organ will leave the object it transformed from in a damaged but repairable state. @@ -35,6 +35,6 @@ Destroying a Floral Organ will leave the object it transformed from in a damaged While Floral Creep is on a station, the following events can appear. - Floral Incursion: Floral Creep begins to expand through the ventilation system, growing adjacent to vents at a chosen location. -- Floral Haze: All Ventblossoms and Pollensacs immidatley produce one time burst of pollen, and Ventblossoms start pumping Pollen into the atmospheric network for the rest of the round. +- Floral Haze: All Ventblossoms and Pollensacs immediately produce one time burst of pollen, and Ventblossoms start pumping Pollen into the atmospheric network for the rest of the round. - Tearing Vines: Walls near to Floral Creep begin being damaged for a short duration. - Thermophile Mutation: The Necroflora becomes immune to fire, consuming it to accelerate growth, but loses its cold immunity. From 1a63545821a3a26f1e999165df1c9748e7107d7b Mon Sep 17 00:00:00 2001 From: SophiaImpetus Date: Mon, 13 Jul 2026 17:06:27 +0100 Subject: [PATCH 03/10] final revision --- src/design/necroflora.md | 22 +++++++++++++--------- 1 file changed, 13 insertions(+), 9 deletions(-) diff --git a/src/design/necroflora.md b/src/design/necroflora.md index 002d162..907a824 100644 --- a/src/design/necroflora.md +++ b/src/design/necroflora.md @@ -2,23 +2,28 @@ {{#template ../templates/unimplemented.md}} -Necroflora is a invasive plant colony which can rapidly infect a unsuspecting ship, station, or planet. It functions as a "Creep" style biome, slowly spreading and infecting the station, making areas it has infected more dangerous. As a radiotrophic organism, the radstorm is amplifying its growth. As the radstorm approaches closer, the Necroflora's spread, speed and potency increase. +Necroflora is a invasive plant colony which can rapidly infect a unsuspecting ship, station, or planet. It slowly spreads over tiles as it grows over them, converting common objects into dangerous obstacles. As a radiotrophic organism, the radstorm is amplifying its growth. As the radstorm approaches closer, the Necroflora's spread, speed and potency increase. # The Necroflora Threat -Necroflora is a map component suited for larger, 32 player maps. It aims to provide a more interesting obstacle to map design and an ever-present threat to rounds. -Map design wise, Necroflora is a way to make parts of the map more interesting and threatening to traverse, adding a cost to exploring deep maints locations and navigating to key utilities or high grade loot zones. It slows down the process of looting maints, making deep maints loot no longer "first come, first served". -Roundflow wise, Necroflora personifies the threat of the radstorm by itself becoming more dangerous as the radstorm approaches. Working to keep it contained adds another reactive crew task which requires more engaged coordination and intervention, while also rewarding crew for proactively organizing expeditions deep into Necroflora territory. +Necroflora is a map component suited for larger, 32 player maps. It aims to act as a more interesting obstacle to be used in map design and an actively progressing threat in rounds. +During the midround, stagehands will have the opportunity to vote to make the Necroflora into a much more impactful threat to the crew and enemy organizations alike. +For Map Design, Necroflora is a way to make parts of the map more interesting and threatening to traverse, adding a cost to exploring deep maints locations and navigating to key utilities or high grade loot zones. It slows down the process of looting maints, making deep maints loot no longer "first come, first served". +For Roundflow, Necroflora personifies the threat of the radstorm by itself becoming more dangerous as the radstorm approaches. Working to keep it contained adds another reactive crew task which requires more engaged coordination and intervention, while also rewarding crew for proactively organizing expeditions deep into Necroflora territory. The design of the Floral Organs is intended to encourage working as a team to clear rooms out, and planning the method of clearing rooms carefully. Traversing into creep without a plan should feel like "bullet hell". You can dodge and weave, rewarding high skill, but one slip up can be very dangerous. -The Necroflora interacts with all three vectors of station decay in unique ways. Filth nourishes the Necroflora, speeding its growth up greatly when growing into a Filth filled area. Floral Creep generates water vapor when it meets fluids, creating the conditions for rust. Fire, on the other hand, is anathema to the highly flammable Necroflora, but wildly setting it on fire in the hopes of getting rid of it can have an equally detrimental effect to the station as having let it spread. +The Necroflora interacts with all three vectors of station decay in unique ways. Filth nourishes the Necroflora, speeding its growth up greatly when growing into a Filth filled area. Floral Creep generates water vapor when it meets fluids, creating the conditions for rust. Fire, on the other hand, is anathema to the highly flammable Necroflora, but wildly setting it on fire in the hopes of getting rid of it can have an equally detrimental effect to the station as having let it spread - even more detrimental if the Necroflora mutates. +Keeping the Necroflora contained shouldn't be too difficult for the crew. Welding doors makes the process of Necroflora forcing a door open much slower, at the cost of denying access to the room. Necroflora breaks down barricades on doors before it can attempt to pull open the door itself, meaning that a attentive crew member can quickly build a new barricade to prevent the door being breached. +Combating and fully defeating the Necroflora should require the combined talents and resources of the majority of the station. Medical making chemical bombs and curing caustic burns, engineering breaking down entry points or scrubbing pollen, botany using their weed killer supplies, the janitor cleaning up filth so it can't accelerate growth, the captain blasting Organs to pieces with their gun, maintenance working to repair the damage. # Floral Creep -The foundation of Necroflora is the Floral Creep, a carpet which grows across floor tiles and can eventually overrun a whole station. Objects adjacent to or on top of Floral Creep may slowly degrade as the creep works its way through the station. Doors will be slowly forced open. Unattended lockers might become hosts to Floral Organs. Water tanks, jerrycans of fuel and blood spills are all greedily consumed and converted into water vapor while accelerating creep growth. Standing on Floral Creep isn't slowing or damaging, but its presence is a sign of danger. - +The foundation of Necroflora is the Floral Creep, a carpet which grows across floor tiles and can eventually overrun a whole station. Objects adjacent to or on top of Floral Creep may slowly degrade as the creep works its way through the station. Doors will be slowly forced open. Unattended lockers might become hosts to Floral Organs. Water tanks, jerrycans of fuel and blood spills are all greedily consumed +and converted into water vapor while accelerating creep growth. Standing on Floral Creep isn't slowing or damaging, but its presence is a sign of danger. +Necroflora can't spread through walls or closed doors. Crew can take advantage of this to contain and limit its spread. Floral Creep and Floral Organs are immune to cold, suffocation and radiation, being adapted to survive in space. It can, however, be destroyed. Slashing it to pieces suffices, but fire, high temperatures and caustic chemicals can rapidly clear it from a room. + # Floral Organs Certain suitable objects left unattended in a room with creep slowly become hosts for Floral Organs. Floral Organs typically serve as defense mechanisms for the creep, but some merely cause inconveniences for unprepared crew. Without exception, all Floral Organs are immobile. @@ -28,12 +33,11 @@ Certain suitable objects left unattended in a room with creep slowly become host - Microwaves, Blenders, Faxes and other generic electronics transform into Thornnodes, which connect to nearby Thornnodes as well as other power drawing devices like APCs and Computers with thorny electrified vines. - Corpses transform into Corpseblooms, shooting caustic pollen globs in a circular pattern at short intervals. - Vents transform into Ventblossoms, which clog the vent, preventing air from being pumped in or out, and attack anyone moving nearby with damaging pollen glob projectiles. - Destroying a Floral Organ will leave the object it transformed from in a damaged but repairable state. # Floral Events -While Floral Creep is on a station, the following events can appear. +While Floral Creep is on a station, the following events can appear as long as the round timer is past 30 minuites. - Floral Incursion: Floral Creep begins to expand through the ventilation system, growing adjacent to vents at a chosen location. - Floral Haze: All Ventblossoms and Pollensacs immediately produce one time burst of pollen, and Ventblossoms start pumping Pollen into the atmospheric network for the rest of the round. - Tearing Vines: Walls near to Floral Creep begin being damaged for a short duration. From 0ffaf723b508d2a3be6dd5474c870af5ce38c202 Mon Sep 17 00:00:00 2001 From: SophiaImpetus Date: Sun, 19 Jul 2026 20:46:30 +0100 Subject: [PATCH 04/10] made requested changes (renamed Ferrofungus) Rethemed to a fungus, and I gave it a reason to live on and eat ships. Altered the spawning of the organs, rethemed them to specific mushroom types and removed the vine one. Events can occur regardless of Ferrofungus presence --- src/design/Ferrofungus.md | 48 +++++++++++++++++++++++++++++++++++++++ src/design/necroflora.md | 44 ----------------------------------- 2 files changed, 48 insertions(+), 44 deletions(-) create mode 100644 src/design/Ferrofungus.md delete mode 100644 src/design/necroflora.md diff --git a/src/design/Ferrofungus.md b/src/design/Ferrofungus.md new file mode 100644 index 0000000..8a4bf65 --- /dev/null +++ b/src/design/Ferrofungus.md @@ -0,0 +1,48 @@ +# Ferrofungus + +{{#template ../templates/unimplemented.md}} + +Originating from a planet with incredibly iron rich soil, Ferrofungus is a invasive plant colony which can rapidly infect a unsuspecting ship, station, or planet, easily growing over anything made of Iron and breaking it down to grow further. It developed radiotrophic and zero atmosphere adaptations as the atmosphere of the planet it originated on was slowly eroded by solar winds, since then, it has survived on ejecta from meteor impacts and hibernates on meteors and debris in space until it comes into contact with anything it can spread on. A single spore attaching to a ship can be enough to cause the rapid degeneration of the ship's hull and systems. +It slowly spreads over tiles as it grows over them, eroding away metal to fuel its growth. As a radiotrophic organism, the radstorm is amplifying the speed of its growth. As the radstorm approaches closer, the Ferrofungus's spread, speed and potency increase. + +# The Ferrofungus Threat + +Ferrofungus is a map component suited for larger, 32 player maps. It aims to act as a more interesting obstacle to be used in map design and an actively progressing threat in rounds. +During the midround, stagehands will have the opportunity to vote to make the Ferrofungus into a much more impactful threat to the crew and enemy organizations alike. +For Map Design, Ferrofungus is a way to make parts of the map more interesting and threatening to traverse, adding a cost to exploring deep maints locations and navigating to key utilities or high grade loot zones. It slows down the process of looting maints, making deep maints loot no longer "first come, first served". +For Roundflow, Ferrofungus personifies the threat of the radstorm by itself becoming more dangerous as the radstorm approaches. Working to keep it contained adds another reactive crew task which requires more engaged coordination and intervention, while also rewarding crew for proactively organizing expeditions deep into Ferrofungus territory. +The design of the Fungal Organs is intended to encourage working as a team to clear rooms out, and planning the method of clearing rooms carefully. Traversing into creep without a plan should feel like "bullet hell". You can dodge and weave, rewarding high skill, but one slip up can be very dangerous. +The Ferrofungus interacts with all three vectors of station decay in unique ways. Filth nourishes the Ferrofungus, speeding its growth up greatly when growing into a Filth filled area. Fungal Creep generates water vapor when it meets fluids, creating the conditions for rust. Fire, on the other hand, is anathema to the highly flammable Ferrofungus, but wildly setting it on fire in the hopes of getting rid of it can have an equally detrimental effect to the station as having let it spread - even more detrimental if the Ferrofungus mutates. +Keeping the Ferrofungus contained shouldn't be too difficult for the crew. Welding doors makes the process of Ferrofungus forcing a door open much slower, at the cost of denying access to the room. Ferrofungus breaks down barricades on doors before it can attempt to pull open the door itself, meaning that a attentive crew member can quickly build a new barricade to prevent the door being breached. +Combating and fully defeating the Ferrofungus should require the combined talents and resources of the majority of the station. Medical making chemical bombs and curing caustic burns, engineering breaking down entry points or scrubbing spores, botany using their weed killer supplies, the janitor cleaning up filth so it can't accelerate growth, the captain blasting Organs to pieces with their gun, maintenance working to repair the damage. + + +# Fungal Creep + +The foundation of Ferrofungus is the Fungal Creep, a carpet which grows across floor tiles and can eventually overrun a whole station. Objects adjacent to or on top of Fungal Creep may slowly degrade as the creep works its way through the station. Doors will be slowly forced open. Water tanks, jerrycans of fuel and blood spills are all greedily consumed +and converted into water vapor while accelerating creep growth. Standing on Fungal Creep isn't slowing or damaging, but its presence is a sign of danger. +Ferrofungus can't spread through walls or closed doors. Crew can take advantage of this to contain and limit its spread. +Fungal Creep and Fungal Organs are immune to cold, suffocation and radiation, being adapted to survive in space. It can, however, be destroyed. Slashing it to pieces suffices, but fire, high temperatures and caustic chemicals can rapidly clear it from a room. +Stagehands can [Possess](../roundflow/stagehands.md) Fungal Creep tiles to instantly spawn a Fungal Organ of their choice on that tile. Organs spawned this way have a visual effect and drop the Ectoplasm used when defeated. + + +# Fungal Organs + +Fungal Creep tiles spawn Fungal Organs using the following rules. +-The maximum number of Fungal Organs spawned in a room is capped at 1 per 10 tiles in a room bearing Fungal Creep tiles. +-If the Fungal Creep is in an area designated as a type of Hallway, Fungal Organs can't spawn within 9 tiles of other Fungal Organs. + +The following Fungal Organs can be spawned. +- Trapsacs, appearing like "Sac Fungi", shoot out sticky ropes as soon as they detect movement and pull whatever they hit inside them, locking shut. They can be tricked by putting another item in front of you, and will hold whatever they grab inside them for at least a minute. While in the case of getting caught you can break out from the inside, anything stuck inside will take damage over time. +- Rocketcaps, appearing like clusters of cap mushrooms, shooting out the caps of the mushrooms whenever someone is standing on Fungal Creep nearby. The caps explode on contact, releasing a cloud of spores. +- Puffshrooms, bloated spore filled puffballs, inflating and deflating, constantly filling the room with mildly caustic spores. +- Sporels, Morel Like fungi which collect spores into thick globs in their hollows before compressing rapidly, shooting caustic spore globs in a circular pattern at short intervals. +- Deathtrumpet, funnel shaped fungi which take aim at nearby moving targets and fire thick globs of spores as caustic projectiles. + +# Fungal Events + +The following events include Ferrofungus as part of their their mechanics. +- Fungal Incursion: Fungal Creep begins to expand through the ventilation system, growing adjacent to vents at a chosen location. +- Fungal Haze: The atmospherics network begins being contaminated with Spore Gas. +- Fungal Impact: A meteor collides with the ship, carrying Fungal Creep that begins growing out from the impact location. + diff --git a/src/design/necroflora.md b/src/design/necroflora.md deleted file mode 100644 index 907a824..0000000 --- a/src/design/necroflora.md +++ /dev/null @@ -1,44 +0,0 @@ -# Necroflora - -{{#template ../templates/unimplemented.md}} - -Necroflora is a invasive plant colony which can rapidly infect a unsuspecting ship, station, or planet. It slowly spreads over tiles as it grows over them, converting common objects into dangerous obstacles. As a radiotrophic organism, the radstorm is amplifying its growth. As the radstorm approaches closer, the Necroflora's spread, speed and potency increase. - -# The Necroflora Threat - -Necroflora is a map component suited for larger, 32 player maps. It aims to act as a more interesting obstacle to be used in map design and an actively progressing threat in rounds. -During the midround, stagehands will have the opportunity to vote to make the Necroflora into a much more impactful threat to the crew and enemy organizations alike. -For Map Design, Necroflora is a way to make parts of the map more interesting and threatening to traverse, adding a cost to exploring deep maints locations and navigating to key utilities or high grade loot zones. It slows down the process of looting maints, making deep maints loot no longer "first come, first served". -For Roundflow, Necroflora personifies the threat of the radstorm by itself becoming more dangerous as the radstorm approaches. Working to keep it contained adds another reactive crew task which requires more engaged coordination and intervention, while also rewarding crew for proactively organizing expeditions deep into Necroflora territory. -The design of the Floral Organs is intended to encourage working as a team to clear rooms out, and planning the method of clearing rooms carefully. Traversing into creep without a plan should feel like "bullet hell". You can dodge and weave, rewarding high skill, but one slip up can be very dangerous. -The Necroflora interacts with all three vectors of station decay in unique ways. Filth nourishes the Necroflora, speeding its growth up greatly when growing into a Filth filled area. Floral Creep generates water vapor when it meets fluids, creating the conditions for rust. Fire, on the other hand, is anathema to the highly flammable Necroflora, but wildly setting it on fire in the hopes of getting rid of it can have an equally detrimental effect to the station as having let it spread - even more detrimental if the Necroflora mutates. -Keeping the Necroflora contained shouldn't be too difficult for the crew. Welding doors makes the process of Necroflora forcing a door open much slower, at the cost of denying access to the room. Necroflora breaks down barricades on doors before it can attempt to pull open the door itself, meaning that a attentive crew member can quickly build a new barricade to prevent the door being breached. -Combating and fully defeating the Necroflora should require the combined talents and resources of the majority of the station. Medical making chemical bombs and curing caustic burns, engineering breaking down entry points or scrubbing pollen, botany using their weed killer supplies, the janitor cleaning up filth so it can't accelerate growth, the captain blasting Organs to pieces with their gun, maintenance working to repair the damage. - - -# Floral Creep - -The foundation of Necroflora is the Floral Creep, a carpet which grows across floor tiles and can eventually overrun a whole station. Objects adjacent to or on top of Floral Creep may slowly degrade as the creep works its way through the station. Doors will be slowly forced open. Unattended lockers might become hosts to Floral Organs. Water tanks, jerrycans of fuel and blood spills are all greedily consumed -and converted into water vapor while accelerating creep growth. Standing on Floral Creep isn't slowing or damaging, but its presence is a sign of danger. -Necroflora can't spread through walls or closed doors. Crew can take advantage of this to contain and limit its spread. -Floral Creep and Floral Organs are immune to cold, suffocation and radiation, being adapted to survive in space. It can, however, be destroyed. Slashing it to pieces suffices, but fire, high temperatures and caustic chemicals can rapidly clear it from a room. - - -# Floral Organs - -Certain suitable objects left unattended in a room with creep slowly become hosts for Floral Organs. Floral Organs typically serve as defense mechanisms for the creep, but some merely cause inconveniences for unprepared crew. Without exception, all Floral Organs are immobile. -- Lockers and Crates transform into Traplashes if there are none nearby, which shoot out vines as soon as they detect movement and pull whatever they hit inside them, locking shut. They can be tricked by putting another item in front of you, and will hold whatever they grab inside them for at least a minute. While in the case of getting caught you can break out from the inside, anything stuck inside will take damage over time. -- Vendors transform into Seedspewers, shooting out explosive seed pods whenever someone is standing on Floral Creep nearby. -- Gas Canisters transform into Pollensacs, constantly filling the room with mildly caustic pollen. -- Microwaves, Blenders, Faxes and other generic electronics transform into Thornnodes, which connect to nearby Thornnodes as well as other power drawing devices like APCs and Computers with thorny electrified vines. -- Corpses transform into Corpseblooms, shooting caustic pollen globs in a circular pattern at short intervals. -- Vents transform into Ventblossoms, which clog the vent, preventing air from being pumped in or out, and attack anyone moving nearby with damaging pollen glob projectiles. -Destroying a Floral Organ will leave the object it transformed from in a damaged but repairable state. - -# Floral Events - -While Floral Creep is on a station, the following events can appear as long as the round timer is past 30 minuites. -- Floral Incursion: Floral Creep begins to expand through the ventilation system, growing adjacent to vents at a chosen location. -- Floral Haze: All Ventblossoms and Pollensacs immediately produce one time burst of pollen, and Ventblossoms start pumping Pollen into the atmospheric network for the rest of the round. -- Tearing Vines: Walls near to Floral Creep begin being damaged for a short duration. -- Thermophile Mutation: The Necroflora becomes immune to fire, consuming it to accelerate growth, but loses its cold immunity. From 8cd2dcde9041c73ae4fe481ecab25b60fc9d4157 Mon Sep 17 00:00:00 2001 From: SophiaImpetus Date: Sun, 19 Jul 2026 20:52:04 +0100 Subject: [PATCH 05/10] remembered to change the doc title in summary too --- src/SUMMARY.md | 2 +- src/design/{Ferrofungus.md => ferrofungus.md} | 0 2 files changed, 1 insertion(+), 1 deletion(-) rename src/design/{Ferrofungus.md => ferrofungus.md} (100%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index db1281a..9fcf9aa 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -110,7 +110,7 @@ - [Valentines](design/masquerades/valentines.md) - [Station Events](design/station-events.md) - [Machine Degradation](design/machine-degradation.md) -- [Necroflora](design/necroflora.md) +- [Ferrofungus](design/ferrofungus.md) --- - [Removed Documents](design/removed.md) - [Daredevil](design/removed/daredevil.md) diff --git a/src/design/Ferrofungus.md b/src/design/ferrofungus.md similarity index 100% rename from src/design/Ferrofungus.md rename to src/design/ferrofungus.md From 360e9914c8b73d282074603532b1206b3c27e807 Mon Sep 17 00:00:00 2001 From: SophiaImpetus Date: Sun, 19 Jul 2026 20:55:46 +0100 Subject: [PATCH 06/10] removed a line about the old events --- src/design/ferrofungus.md | 1 - 1 file changed, 1 deletion(-) diff --git a/src/design/ferrofungus.md b/src/design/ferrofungus.md index 8a4bf65..f6fe698 100644 --- a/src/design/ferrofungus.md +++ b/src/design/ferrofungus.md @@ -8,7 +8,6 @@ It slowly spreads over tiles as it grows over them, eroding away metal to fuel i # The Ferrofungus Threat Ferrofungus is a map component suited for larger, 32 player maps. It aims to act as a more interesting obstacle to be used in map design and an actively progressing threat in rounds. -During the midround, stagehands will have the opportunity to vote to make the Ferrofungus into a much more impactful threat to the crew and enemy organizations alike. For Map Design, Ferrofungus is a way to make parts of the map more interesting and threatening to traverse, adding a cost to exploring deep maints locations and navigating to key utilities or high grade loot zones. It slows down the process of looting maints, making deep maints loot no longer "first come, first served". For Roundflow, Ferrofungus personifies the threat of the radstorm by itself becoming more dangerous as the radstorm approaches. Working to keep it contained adds another reactive crew task which requires more engaged coordination and intervention, while also rewarding crew for proactively organizing expeditions deep into Ferrofungus territory. The design of the Fungal Organs is intended to encourage working as a team to clear rooms out, and planning the method of clearing rooms carefully. Traversing into creep without a plan should feel like "bullet hell". You can dodge and weave, rewarding high skill, but one slip up can be very dangerous. From 9dece3ae4c286ec37148d1bcaacd3c623f155ae9 Mon Sep 17 00:00:00 2001 From: SophiaImpetus Date: Sun, 19 Jul 2026 20:59:40 +0100 Subject: [PATCH 07/10] Update ferrofungus.md --- src/design/ferrofungus.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/design/ferrofungus.md b/src/design/ferrofungus.md index f6fe698..8de3b17 100644 --- a/src/design/ferrofungus.md +++ b/src/design/ferrofungus.md @@ -2,7 +2,7 @@ {{#template ../templates/unimplemented.md}} -Originating from a planet with incredibly iron rich soil, Ferrofungus is a invasive plant colony which can rapidly infect a unsuspecting ship, station, or planet, easily growing over anything made of Iron and breaking it down to grow further. It developed radiotrophic and zero atmosphere adaptations as the atmosphere of the planet it originated on was slowly eroded by solar winds, since then, it has survived on ejecta from meteor impacts and hibernates on meteors and debris in space until it comes into contact with anything it can spread on. A single spore attaching to a ship can be enough to cause the rapid degeneration of the ship's hull and systems. +Originating from a planet with incredibly iron rich soil, Ferrofungus is a invasive fungal colony which can rapidly infect a unsuspecting ship, station, or planet, easily growing over anything made of Iron and breaking it down to grow further. It developed radiotrophic and zero atmosphere adaptations as the atmosphere of the planet it originated on was slowly eroded by solar winds, since then, it has survived on ejecta from meteor impacts and hibernates on meteors and debris in space until it comes into contact with anything it can spread on. A single spore attaching to a ship can be enough to cause the rapid degeneration of the ship's hull and systems. It slowly spreads over tiles as it grows over them, eroding away metal to fuel its growth. As a radiotrophic organism, the radstorm is amplifying the speed of its growth. As the radstorm approaches closer, the Ferrofungus's spread, speed and potency increase. # The Ferrofungus Threat From e2901fe063865bc59a01fb6e4dc8256b00b49091 Mon Sep 17 00:00:00 2001 From: SophiaImpetus Date: Sun, 19 Jul 2026 21:51:03 +0100 Subject: [PATCH 08/10] removed reference to mutation (this is the last change) It turns out I am a lot worse at proofreading when I am going back to change something. --- src/design/ferrofungus.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/design/ferrofungus.md b/src/design/ferrofungus.md index 8de3b17..c7315b8 100644 --- a/src/design/ferrofungus.md +++ b/src/design/ferrofungus.md @@ -11,7 +11,7 @@ Ferrofungus is a map component suited for larger, 32 player maps. It aims to act For Map Design, Ferrofungus is a way to make parts of the map more interesting and threatening to traverse, adding a cost to exploring deep maints locations and navigating to key utilities or high grade loot zones. It slows down the process of looting maints, making deep maints loot no longer "first come, first served". For Roundflow, Ferrofungus personifies the threat of the radstorm by itself becoming more dangerous as the radstorm approaches. Working to keep it contained adds another reactive crew task which requires more engaged coordination and intervention, while also rewarding crew for proactively organizing expeditions deep into Ferrofungus territory. The design of the Fungal Organs is intended to encourage working as a team to clear rooms out, and planning the method of clearing rooms carefully. Traversing into creep without a plan should feel like "bullet hell". You can dodge and weave, rewarding high skill, but one slip up can be very dangerous. -The Ferrofungus interacts with all three vectors of station decay in unique ways. Filth nourishes the Ferrofungus, speeding its growth up greatly when growing into a Filth filled area. Fungal Creep generates water vapor when it meets fluids, creating the conditions for rust. Fire, on the other hand, is anathema to the highly flammable Ferrofungus, but wildly setting it on fire in the hopes of getting rid of it can have an equally detrimental effect to the station as having let it spread - even more detrimental if the Ferrofungus mutates. +The Ferrofungus interacts with all three vectors of station decay in unique ways. Filth nourishes the Ferrofungus, speeding its growth up greatly when growing into a Filth filled area. Fungal Creep generates water vapor when it meets fluids, creating the conditions for rust. Fire, on the other hand, is anathema to the highly flammable Ferrofungus, but wildly setting it on fire in the hopes of getting rid of it can have an equally detrimental effect to the station as having let it spread. Keeping the Ferrofungus contained shouldn't be too difficult for the crew. Welding doors makes the process of Ferrofungus forcing a door open much slower, at the cost of denying access to the room. Ferrofungus breaks down barricades on doors before it can attempt to pull open the door itself, meaning that a attentive crew member can quickly build a new barricade to prevent the door being breached. Combating and fully defeating the Ferrofungus should require the combined talents and resources of the majority of the station. Medical making chemical bombs and curing caustic burns, engineering breaking down entry points or scrubbing spores, botany using their weed killer supplies, the janitor cleaning up filth so it can't accelerate growth, the captain blasting Organs to pieces with their gun, maintenance working to repair the damage. From 35464b66d6e962e9835dc7459fcdc7c8ebdd569e Mon Sep 17 00:00:00 2001 From: SophiaImpetus Date: Sun, 26 Jul 2026 17:42:24 +0100 Subject: [PATCH 09/10] fixed link --- src/design/ferrofungus.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/design/ferrofungus.md b/src/design/ferrofungus.md index c7315b8..3ddbc60 100644 --- a/src/design/ferrofungus.md +++ b/src/design/ferrofungus.md @@ -22,7 +22,7 @@ The foundation of Ferrofungus is the Fungal Creep, a carpet which grows across f and converted into water vapor while accelerating creep growth. Standing on Fungal Creep isn't slowing or damaging, but its presence is a sign of danger. Ferrofungus can't spread through walls or closed doors. Crew can take advantage of this to contain and limit its spread. Fungal Creep and Fungal Organs are immune to cold, suffocation and radiation, being adapted to survive in space. It can, however, be destroyed. Slashing it to pieces suffices, but fire, high temperatures and caustic chemicals can rapidly clear it from a room. -Stagehands can [Possess](../roundflow/stagehands.md) Fungal Creep tiles to instantly spawn a Fungal Organ of their choice on that tile. Organs spawned this way have a visual effect and drop the Ectoplasm used when defeated. +Stagehands can [Possess](roundflow/stagehands.md) Fungal Creep tiles to instantly spawn a Fungal Organ of their choice on that tile. Organs spawned this way have a visual effect and drop the Ectoplasm used when defeated. # Fungal Organs From 587e3ffdb39e83ee0796452d3a800bbff102f6da Mon Sep 17 00:00:00 2001 From: SophiaImpetus Date: Sun, 26 Jul 2026 17:52:14 +0100 Subject: [PATCH 10/10] improved formatting hopefully, since I can't easily build it to check myself... --- src/design/ferrofungus.md | 49 +++++++++++++++++++++++++++++---------- 1 file changed, 37 insertions(+), 12 deletions(-) diff --git a/src/design/ferrofungus.md b/src/design/ferrofungus.md index 3ddbc60..6e41680 100644 --- a/src/design/ferrofungus.md +++ b/src/design/ferrofungus.md @@ -2,27 +2,52 @@ {{#template ../templates/unimplemented.md}} -Originating from a planet with incredibly iron rich soil, Ferrofungus is a invasive fungal colony which can rapidly infect a unsuspecting ship, station, or planet, easily growing over anything made of Iron and breaking it down to grow further. It developed radiotrophic and zero atmosphere adaptations as the atmosphere of the planet it originated on was slowly eroded by solar winds, since then, it has survived on ejecta from meteor impacts and hibernates on meteors and debris in space until it comes into contact with anything it can spread on. A single spore attaching to a ship can be enough to cause the rapid degeneration of the ship's hull and systems. -It slowly spreads over tiles as it grows over them, eroding away metal to fuel its growth. As a radiotrophic organism, the radstorm is amplifying the speed of its growth. As the radstorm approaches closer, the Ferrofungus's spread, speed and potency increase. +Originating from a planet with incredibly iron rich soil, Ferrofungus is a invasive fungal colony which can rapidly infect a unsuspecting ship, station, or planet, easily growing over anything made of Iron and breaking it down to grow further. +It developed radiotrophic and zero atmosphere adaptations as the atmosphere of the planet it originated on was slowly eroded by solar winds. +Since then, it has survived on ejecta from meteor impacts and hibernates on meteors and debris in space until it comes into contact with anything it can spread on. + +A single spore attaching to a ship can be enough to cause the rapid degeneration of the ship's hull and systems. +It slowly spreads over tiles as it grows over them, eroding away metal to fuel its growth. + +As a radiotrophic organism, the radstorm is amplifying the speed of its growth. As the radstorm approaches closer, the Ferrofungus's spread, speed and potency increase. # The Ferrofungus Threat Ferrofungus is a map component suited for larger, 32 player maps. It aims to act as a more interesting obstacle to be used in map design and an actively progressing threat in rounds. -For Map Design, Ferrofungus is a way to make parts of the map more interesting and threatening to traverse, adding a cost to exploring deep maints locations and navigating to key utilities or high grade loot zones. It slows down the process of looting maints, making deep maints loot no longer "first come, first served". -For Roundflow, Ferrofungus personifies the threat of the radstorm by itself becoming more dangerous as the radstorm approaches. Working to keep it contained adds another reactive crew task which requires more engaged coordination and intervention, while also rewarding crew for proactively organizing expeditions deep into Ferrofungus territory. -The design of the Fungal Organs is intended to encourage working as a team to clear rooms out, and planning the method of clearing rooms carefully. Traversing into creep without a plan should feel like "bullet hell". You can dodge and weave, rewarding high skill, but one slip up can be very dangerous. -The Ferrofungus interacts with all three vectors of station decay in unique ways. Filth nourishes the Ferrofungus, speeding its growth up greatly when growing into a Filth filled area. Fungal Creep generates water vapor when it meets fluids, creating the conditions for rust. Fire, on the other hand, is anathema to the highly flammable Ferrofungus, but wildly setting it on fire in the hopes of getting rid of it can have an equally detrimental effect to the station as having let it spread. -Keeping the Ferrofungus contained shouldn't be too difficult for the crew. Welding doors makes the process of Ferrofungus forcing a door open much slower, at the cost of denying access to the room. Ferrofungus breaks down barricades on doors before it can attempt to pull open the door itself, meaning that a attentive crew member can quickly build a new barricade to prevent the door being breached. -Combating and fully defeating the Ferrofungus should require the combined talents and resources of the majority of the station. Medical making chemical bombs and curing caustic burns, engineering breaking down entry points or scrubbing spores, botany using their weed killer supplies, the janitor cleaning up filth so it can't accelerate growth, the captain blasting Organs to pieces with their gun, maintenance working to repair the damage. + +For Map Design, Ferrofungus is a way to make parts of the map more interesting and threatening to traverse, adding a cost to exploring deep maints locations and navigating to key utilities or high grade loot zones. +It slows down the process of looting maints, making deep maints loot no longer "first come, first served". + +For Roundflow, Ferrofungus personifies the threat of the radstorm by itself becoming more dangerous as the radstorm approaches. +Working to keep it contained adds another reactive crew task which requires more engaged coordination and intervention, while also rewarding crew for proactively organizing expeditions deep into Ferrofungus territory. +The design of the Fungal Organs is intended to encourage working as a team to clear rooms out, and planning the method of clearing rooms carefully. +Traversing into creep without a plan should feel like "bullet hell". You can dodge and weave, rewarding high skill, but one slip up can be very dangerous. + +The Ferrofungus interacts with all three vectors of station decay in unique ways. +Filth nourishes the Ferrofungus, speeding its growth up greatly when growing into a Filth filled area. +Fungal Creep generates water vapor when it meets fluids, creating the conditions for rust. +Fire, on the other hand, is anathema to the highly flammable Ferrofungus, but wildly setting it on fire in the hopes of getting rid of it can have an equally detrimental effect to the station as having let it spread. + +Keeping the Ferrofungus contained shouldn't be too difficult for the crew. Welding doors makes the process of Ferrofungus forcing a door open much slower, at the cost of denying access to the room. +Ferrofungus breaks down barricades on doors before it can attempt to pull open the door itself, meaning that a attentive crew member can quickly build a new barricade to prevent the door being breached. + +Combating and fully defeating the Ferrofungus should require the combined talents and resources of the majority of the station. +Medical making chemical bombs and curing caustic burns, engineering breaking down entry points or scrubbing spores, botany using their weed killer supplies, the janitor cleaning up filth so it can't accelerate growth, the captain blasting Organs to pieces with their gun. # Fungal Creep -The foundation of Ferrofungus is the Fungal Creep, a carpet which grows across floor tiles and can eventually overrun a whole station. Objects adjacent to or on top of Fungal Creep may slowly degrade as the creep works its way through the station. Doors will be slowly forced open. Water tanks, jerrycans of fuel and blood spills are all greedily consumed -and converted into water vapor while accelerating creep growth. Standing on Fungal Creep isn't slowing or damaging, but its presence is a sign of danger. +The foundation of Ferrofungus is the Fungal Creep, a carpet which grows across floor tiles and can eventually overrun a whole station. +Objects adjacent to or on top of Fungal Creep may slowly degrade as the creep works its way through the station. Doors will be slowly forced open. +Water tanks, jerrycans of fuel and blood spills are all greedily consumed and converted into water vapor while accelerating creep growth. +Standing on Fungal Creep isn't slowing or damaging, but its presence is a sign of danger. + Ferrofungus can't spread through walls or closed doors. Crew can take advantage of this to contain and limit its spread. -Fungal Creep and Fungal Organs are immune to cold, suffocation and radiation, being adapted to survive in space. It can, however, be destroyed. Slashing it to pieces suffices, but fire, high temperatures and caustic chemicals can rapidly clear it from a room. -Stagehands can [Possess](roundflow/stagehands.md) Fungal Creep tiles to instantly spawn a Fungal Organ of their choice on that tile. Organs spawned this way have a visual effect and drop the Ectoplasm used when defeated. +Fungal Creep and Fungal Organs are immune to cold, suffocation and radiation, being adapted to survive in space. It can, however, be destroyed. +Slashing it to pieces suffices, but fire, high temperatures and caustic chemicals can rapidly clear it from a room. + +Stagehands can [Possess](roundflow/stagehands.md) Fungal Creep tiles to instantly spawn a Fungal Organ of their choice on that tile. +Organs spawned this way have a visual effect and drop the Ectoplasm used when defeated. # Fungal Organs