RimWorld

RimWorld

182 ratings
Dryads & Gauranlen Trees Rework + Vanilla Ideology Expanded - Dryads: Compatibility - Greater Dryads
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5, 1.6
File Size
Posted
Updated
1.513 MB
1 Oct, 2024 @ 4:11am
11 Jul @ 8:49am
7 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Dryads & Gauranlen Trees Rework + Vanilla Ideology Expanded - Dryads: Compatibility - Greater Dryads

In 1 collection by RedMattis
Red's Workshop Mods
40 items
Description
May or may not contain actual knuckles.

This is a compatibility mod with "Vanilla Ideology Expanded - Dryads". The main feature is adding "Greater Dryads" which can appear at higher levels of the Gauranlen Tree.





Greater Dryads

Greater Dryads are somewhere in-between the VE Unbound dryads and regular dryads. Like regular dryads they remain bound to the tree.

The greater dryads, like their smaller kind from the "Dryads & Gauranlen Trees Rework" will be more active in helping out in the colony than the animalistic awakened dryads. This means you'll see dryads like the (greater) medicinemakers tending wounds, rescuing colonists and friendly animals, or helping to growing most type of medicine and drugs they find in nearby farms.

A gauranlen tree needs a fairly high level to support a greater dryad. As of writing there is a max of 1 per tree, though this can be patched or changed via XML.



Most dryads have greater versions. As of writing this all dryad types except the Carrier has a greater variant. Seen here is regular and greater Medicinemaker dryads


Here is a greater barkskin dryad and some stonedigger dryads helping out with mining. The stonediggers are of course better at this task.[/i]



For modders
Greater dryad "slot costs", greater links, scaling count to special items, is all controllable via xml using the base mod.

This mod is not necessary if you're creating your own greater dryads. The support is already built into the base mod, it is simply not utilized for anything there. :)


Requirements
Vanilla Ideology Expanded - Dryads is the source of the graphics and many new functions used by the greater dryads.

This is an addon for Dryads & Gauranlen Trees Reworked and requires that mod.




Special Thanks
I extend my most profound gratitude to Samuel Streamer, his community, and the Vanilla Expanded Discord for their vital role in crafting an illustrative workshop image that perfectly captures the essence of this mod in a manner which is uncomplicated and transparently communicative



Mod Discord
[discord.gg][ko-fi.com]
75 Comments
GapeHole 19 hours ago 
oh I see nvm
GapeHole 19 hours ago 
will this work with alpha ideologies / buffs that increase the connection of the tree? since it's now based on shrines rather then pruning is pruning skill / boosts useless now?
TheNecromancerWendigo 11 Jul @ 8:53am 
:crusader_helmet:
RedMattis  [author] 11 Jul @ 8:50am 
It should work for 1.6 now. Make sure you have latest.
TheNecromancerWendigo 11 Jul @ 8:36am 
Will this work on 1.6 without an update? since both required mods have been updated?
BestNameExisting 11 Jul @ 6:52am 
Could you make greater spitter dryads zoneable? They haul like carrier dyrads but cant be zoned like them so they end up being more trouble to handle and dangerous to have compared to non-awakened ones.
Tenty 21 Jun @ 2:00pm 
Thank you for the reply! My vision was a slider bar, however, where the default is the nerfed value but it can be moved around, including to the standard value (rather than completely removing them or leaving them untouched). I believe that the nerf would be offset by the config allowing customization/removal of it, just like how removing them is offset by the config allowing them to be re-added.
RedMattis  [author] 21 Jun @ 10:31am 
@bl1tz3n
Nectarmakers are from Vanilla Expanded's mod so I've not really touched them.

I'm aware they are kind of busted though, but I feel I might overreach a bit if I mess with their balancing. And it won't fix VE's Awakened Nectarmaker Dryads who are even more powerful since they do all that, but can also turn into a special tree at the end of their lifespan.

@The God Particle
Most likely, yes.

@Tenty
It would probably be possible to balance it like that, but I think I'd upset people by nerfing the Awakened Dryads as well. That is why I went for the simple toggle.
bl1tz3n 8 Jun @ 11:44pm 
The balance on this mod could use work. Nectarmakers are completely and utterly busted, a single tree with a few shrines spammed around it can easily produce hundreds of ambrosia (equivalent to thousands of silver) in a matter of days. It makes every other method of funding your colony completely irrelevant. It actually almost ends up being more trouble than it's worth because the sheer quantity of ambrosia you get just overwhelms your storage and it's nearly impossible to sell it fast enough to keep up with production. And this is all from *one tree*, with no labor input required since pruning is removed. Medicinemakers have a similar problem to a lesser degree. Basically every resource-producing dryad needs to have their numbers significantly nerfed.
The God Particle 14 Apr @ 5:36pm 
I'm using Sin's Dryad retexture, do the greater dryads have new textures?