RimWorld

RimWorld

Justice For Dryads
35 Comments
Kharshuf  [author] 17 Jul @ 11:15am 
I'm not too familiar with Mod Error Checker to be honest.
But I have recompiled Justice for Dryads against with the newest RimWorld dll and updated in the workshop. Please try if that fixes your problem.

If it doesn't download by itself, use the unsubscribe/subscribe trick again.

If you still get the error, can you please activate dev tools in the options and restart RimWorld without Mod Error Checker? I wonder if the error also pops up with the vanilla error checking.
Paprikahörnchen 17 Jul @ 9:23am 
Okay, redownloading etc. didn't remove that error.
And this mod is already way above the other Dryad Mods :D
Paprikahörnchen 17 Jul @ 8:42am 
Okay!
So, my earlier error message "Error in Justice For Dryads, assembly name: JusticeForDryads, method:" is there, even if I only have Justice for Dryads and Mod Error Checker.
So.. probably, really a download error.
Gonna try the thing you said!
Kharshuf  [author] 17 Jul @ 8:14am 
Yeah this error message is a compatibility problem, you could try to move this mod above "Dryads & Gauranlen Trees Reworked" in the mod list.

Feel free to spam away ^^
Paprikahörnchen 17 Jul @ 6:15am 
Justice for Dryads combined with "Dryads & Gauranlen Trees Reworked" gives this error for one.
[Justice For Dryads] Patch operation Verse.PatchOperationReplace(Defs/ThingDef[defName="Plant_TreeGauranlen"]/comps/li[@Class="CompProperties_TreeConnection"]/spawnDays) failed
file: D:\SteamLibrary\steamapps\workshop\content\294100\3272351780\Patches\JusticeForDryads.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()

(I'm happy to communicate on discord, don't wanna spam your comments xD)
Paprikahörnchen 17 Jul @ 6:08am 
But it doesn't appear when I have only Justice for Dryads activated.. I'm gonna try and find out which combination is the issue!
Paprikahörnchen 17 Jul @ 6:07am 
Okay, I'll try that! (*internal crying because I just got done with doing this before lmao*)
Kharshuf  [author] 17 Jul @ 5:56am 
@Paprikahörnchen
That's a very odd error message. Does not seem like a mod conflict, probably a problem with the installation.
Try:
1.) Unsubscribing from this mod, wait till steam uninstalled it, and resubscribe again
2.) If that doesn't work, verify RimWorld installation in Steam
3.) If that doesn't work either, try reinstalling RimWorld. If you have any locally installed mods (not via Steam) you might need to back them up, not sure if Steam deletes the mod folder on reinstalling as well
Paprikahörnchen 17 Jul @ 2:37am 
Hello I'm getting this error on start up:
Error in Justice For Dryads, assembly name: JusticeForDryads, method: RitualOutcomeEffectWorker_SproutThing:Apply, exception: System.MissingMethodException: Method not found: bool RimWorld.PlantUtility.CanEverPlantAt(Verse.ThingDef,Verse.IntVec3,Verse.Map,bool)
[Ref 87C5CE2B]
You know what it's about?
Limey Lassen 21 Feb @ 5:46pm 
I mixed this with the Combat Dryads mod and I'm enjoying it.
Malorn 12 Jan @ 11:55am 
That's certainly a solution, yes.
Yoann 12 Jan @ 11:23am 
@Malorn Using a mod who tweaks the work tab is a way to avoid this issue, by putting the pruning task as the lowest plant task
Malorn 12 Jan @ 11:11am 
Hmm, currently it appears that pruning has no limit per day? This produces some interesting issues with pawn choices, since any pawn with a tree will prioritize that tree over any harvesting tasks, if I understand correctly.

And since you want high-plant pawns to have trees, and also to harvest, this means they will cheerfully leave chops unharvested to prune the tree until it reaches the threshold you want.
Yoann 26 Nov, 2024 @ 6:35am 
Could you consider adding a toggle gizmo for automatic birth dryad please?

Also, why not a sprout trees ritual? (related to the woodmaker)
Professional Pro 24 Nov, 2024 @ 12:56am 
To answer @WDLKD Question. Unfortunately not: Dryads and Guranlen trees reworked locks connection at 0 and prevents pruning, thus softlocking you out of all features of this mod.
RedMattis would need to make a lite version of that mod that doesn't have the harmony feature. But honestly, lacking the harmony feature, that mod doesn't do much besides make the dryads more active around the base. Which, shouldn't be too hard to make it's own mod.
Kharshuf  [author] 2 Oct, 2024 @ 1:17pm 
@WDLKD
Haven't tested it, but since both mods try to take dryad spawning into different directions it is likely that there are some unintended effects. Might still be playable though. I would not recommend to try it with a save you care about until you are sure that it works fine.

The order of the mods might make a difference.
WDLKD 2 Oct, 2024 @ 7:48am 
Does this play nice with Dryads and Guranlen trees reworked?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3334448055
Ramen 23 Sep, 2024 @ 9:47am 
+1 for the tree spawn idea but also a suggestion for more rituals, I love the idea of more stuff like that.
FLAVORTOWN 2, THE FLAVANING 9 Sep, 2024 @ 3:46pm 
What about each time a Dryad despawns, it increases the Tree's strength and size, and after so many despawn/return to the tree, it unlocks a new Dryad caste? 15, 25, then 40 for each caste unlock?
Nemo of Utopia 17 Aug, 2024 @ 11:58am 
I'm going to jump-on-the-bandwagon and put my own 2¢ behind the implementation of this "When Dryad De-Spawns it forms a tree" concept.
Kharshuf  [author] 2 Aug, 2024 @ 5:52am 
@Vivus Blydyr Currently they do their standard vanilla despawn. I like the idee though, might implement it in the future. Thanks for the suggestion!
Dealer Mangan 2 Aug, 2024 @ 3:40am 
do dryads actually just straight up despawn? or do they develop old-age sickness and perish from it? it would be cool if they went into their cocoon and then turned into a regular tree sapling.
Kharshuf  [author] 24 Jul, 2024 @ 11:04am 
If you have any other mod that might affect dryads, try placing it before this mod. It might still spawn one more dryad, but then it should work like intended.
MajorityOfTheInternet 23 Jul, 2024 @ 6:44pm 
Yeah its weird because its just that specific tree, and I planted it after installing this mod
Kharshuf  [author] 23 Jul, 2024 @ 10:04am 
@MajorityOfTheInternet hmm that should not happen. Might be a mod conflict. Or if you load an old world with existing Gauranlen tree it could maybe happen that one more round of dryads spawns with the vanilla logic.
MajorityOfTheInternet 21 Jul, 2024 @ 7:08am 
I noticed that dryads are spawning out of a tree that no pawn is pruning automatically without connection?
Lama man 2 Jul, 2024 @ 8:56am 
@XelNigma they don't spawn on generation they usually Spawn as an event after a bit or a while
XelNigma 28 Jun, 2024 @ 12:28pm 
anima pods? The anima tree doesnt sprout pods. it just appears on map generation then respawns as a tree if the original tree(s) are destroyed.
If your getting Anima Nexus Pods, thats a vanilla expanded reskin mod for dryads.
Kerian Halcyon 26 Jun, 2024 @ 10:51am 
Upvoted and faved for later. Now if only gauranlen pods actually spawn on my map so I can actually make use of this mod. All I ever seem to get are anima pods.
trouter 25 Jun, 2024 @ 1:23pm 
chad mod developer
D3K43 25 Jun, 2024 @ 8:56am 
Honestly I never used dryads enough to notice any negatives about them, lol
d_valroth 23 Jun, 2024 @ 7:27pm 
They're quite relevant with Seeds Please. Being able to spawn food and medicine out of thin air is very useful when that's not the norm.
XelNigma 23 Jun, 2024 @ 6:18pm 
Dryads are defiantly under powered, and a large part of that is the long spawn and morph times. And while this is an interesting take. I feel like they still need more.

The berry and heal root ritual is nicly thematic. But food and healroot are very easy to grown and maintain on their own with little to no player input. so I dont see these rituals ever being useful.

But Im eager to try this out and see if it bring dryads up to snuff with the rest of the game.
Drakonid 22 Jun, 2024 @ 10:41am 
I'm glad that someone in the world besides me uses dryads)
d_valroth 21 Jun, 2024 @ 11:41am 
This sounds interesting. I gave up on dryads for the very reasons you lay out in the description. There just always seemed like a better use for a pawn's time, especially in vanilla where you're basically forced to maintain the tree outside your base.