RimWorld

RimWorld

Dryads & Gauranlen Trees Reworked
416 Comments
fr0 23 hours ago 
Questions:

1. Can I have multiple trees connected to the same person? Is there a downside?
2. What happens if the person connected to the tree leaves on a caravan?
Aarmik 13 Jul @ 11:05pm 
@Arobain They're (childhood) backstories that allow a pawn to meditate at the anima tree(i.e. natural meditation type). Usually they're tribal backstories and capturing pawns from a tribal raid is the most common way of getting them, but if you start with the tribal scenario your pawns and any children in the colony should have them as well.
Zoe, the Bad Wolf 13 Jul @ 12:24pm 
Thank you for the update, and again, thank you so much for making Dryads playable for yet another Patch. :D
Arobain 13 Jul @ 11:00am 
i'm trying to understand, what is a " natural " backstory, cant find any info on it at all
Redknight910 12 Jul @ 3:17am 
Yeah, realised in your previous post that I was just a slight bit too close. Far enough to have no more requirements show up, but a little too close to get the maximum tier.
RedMattis  [author] 12 Jul @ 12:02am 
@Redknight910
The maximum is one level above that. It basically needs a lot of space and a lot of animus stones circling it. Note that the tooltip states how many stones are considering to be circling it (rather than just somewhat nearby)
RedMattis  [author] 11 Jul @ 3:05am 
@Septentrix
That one affects the hard limit preventing reaching those tiers due to being spaced to close.

Cramming them together will still lower harmony even if editing that XML, but you can deal with that by simply adding more shrines. The penalty for trees being closed together is noticeable but not huge.

@sindri42
Levels after Divine are basically easter eggs. If trying to reach those I'd suggest not putting the tree even remotely close to other trees, and circling it with an absolute ton of animus stones.

Those level are not really something usually practical, which is why they aren't shown. They are mostly there for people to find by accident if they make some spectacular shrine to a tree.

Re. Mood staying.
No that isn't intended, I'll make a note to look into it.

Re: Beaves.
That isn't something I had considered, but it kinda makes sense that the tree needs human intervention there since the beavers are non-hostile animals.
Redknight910 11 Jul @ 2:42am 
So, want to ask, what's the maximum harmony? I've got one of my trees to the point the pawn attached to it has a question mark at the end of their mood buff, but can't seem to push it any further. Is that as far as it gets?
sindri42 9 Jul @ 11:21pm 
It would be nice if there was an indicator up front about how close to other trees is too close. It feels inappropriate to constantly be uprooting them and moving them someplace different as you go up in tiers.

When the infobox stops telling me what I'm lacking, does that mean I'm just supposed to maintain the 'Divine' status until something changes, or am I supposed to guess what it wants next?
Septentrix 9 Jul @ 12:42pm 
Is "<gauranlenSpacing>20</gauranlenSpacing>" in GaurenLevelDefs.xml how far apart each tree needs to be for the later tiers?

And if I changed that to a smaller number would the tiles needed between them be smaller? I want to a create a half oval around my animus tree garden, but I'm playing on a smaller map so the spacing is tight.
sindri42 8 Jul @ 2:29pm 
Also, the Gauranlen connection health effect and mood shift seems to persist after the tree dies. Is that intended behavior?
sindri42 8 Jul @ 1:47pm 
Is there any way to get the turret plants to defend the tree against beavers? They just ignore the critters until the tree is destroyed, at which point everything dies.
RedMattis  [author] 8 Jul @ 2:01am 
@JeanySushiBox
To encourage...

Surrounding your settlement with Gauranlen Trees for a druidic mystic forest kind of vibe.

Large nature-templates dedicated to particular trees

And to not encouraging tightly packed grooves with overlapping shrines that make it all look like industrialized fractal forest farms.

------

Also, the defense flowers are quite potent for the same reason. They are meant to be useful without being parts of chockepoints or killboxes.

@Adent 48/7 Osard
Thanks, I'm glad you like the mod! :)
JeanySushiBox 7 Jul @ 4:05pm 
little question about it the mod cus i enjoy it so muhc, why harmony is affected by how close another tree is?
Adent 48/7 Osard 6 Jul @ 1:06am 
holy shit, finally a mod that makes these trees feel special. Thank you
RedMattis  [author] 3 Jul @ 1:44pm 
@Minuano
Just place it close to one of the Gauranlen Trees. The more the better. They act not only as a super-shrine, but also a limit breaker of sorts.
Minuano 30 Jun @ 9:39pm 
how do i use the animus stone?
RedMattis  [author] 24 Jun @ 1:11am 
@Engineer Gaming Part 3
This mod disables pruning, scroll up a bit and you'll see how to rise connections trength.

@Cayin
Thanks. I'll look into it.

@[C|⦿] Typical Lama [✚]
It does work, I simply didn't edit the UI since I'm relying on a Ludeon method to display that part of the tooltip.

@Nimbaku
With XML it is fairly easy. In general the trees and their turrets aren't designed/intended to be used in/around killboxes, but more to defend themselves when (presumably) placed outside of your base.

@Sotetsu
What they can plant mostly depends on the skill required and what flags the plant have. It might just be that the plants from those mods either lack the expected tags, or require more skill than the dryad can handle.
Engineer Gaming Part 3 24 Jun @ 12:51am 
Pruning is bugged when I use this mod, as the desired connection resets and there's nothing I can do to fix it other than removing the mod
Cayin 23 Jun @ 5:46am 
When a linked pawn is dead while a spawning drayad: exception: https://pastebin.com/5dDFJFDd
[C|⦿] Typical Lama [✚] 14 Jun @ 7:53am 
Does the button to disable harmony penalty from buildings actually work? Cause the trees still say they are affected by buildings and I don't know how to measure harmony itself with the changes this mod does?
Nimbaku 11 Jun @ 1:27pm 
I'm playing the Generations II modpack and the graucifier blew my alphas hands clean off. Is there anyway to turn it off or from spawning?
TheProcrastinator 10 Jun @ 5:52pm 
cant seem to get this mod to work quite right, the dryads either stay immature or the mod itself doesnt work in which case im forced to prune the tree without the new mechanics. kinda unfortunate cause i love the mod and remember it working well about a year ago when i last played
Vartarhoz 5 Jun @ 1:25pm 
Hell also can we please have option to resize them? Some of them really big.
Vartarhoz 2 Jun @ 4:34am 
Can I fricking disable Thornlaunchers? They are hazard to my own people than enemy. I lost more people to them than they killed.
Sotetsu 26 May @ 1:35pm 
As always, I love this mod. But would it be possible to get compatibility with "Vanilla Plants Expanded - More Plants" for the dryads that help with planting crops? That mod adds additional growing zones (Sand, Aquatic, and Flower Garden), and the Berrymaker dryads aren't helping plant my flowers in the Flower Garden zones.
Goog 24 May @ 5:14pm 
Whatever is the most valuable is what's best @Wraith_Magus, gold shrines are worth like 30k
Wraith_Magus 20 May @ 9:08pm 
What is the second-best material to make shrines out of after jade? Gold is more beautiful than jade, so it can't be based on just beauty. Is wood second-best? Stone? Specific types of stone like marble?
rolfey1328 15 May @ 3:25pm 
Would it be possible to add like a dynamic list that loads plants from other mods so we could tell teh dryads they are able to plant those plants? e.g. so the medicine maker dryad can plant tea leaves
BOYCOTT S-T-E-A-M! 9 May @ 9:49pm 
Carrier Dryads might have a glitch going on with them. Often times when they are trying to clean they will get stuck rapidly switching between the tasks of "Cleaning" and "Cleaning Animal Filth" and during this time they are constantly just creating sprays of dirty animal filth on the ground and then cleaning it up. They will keep doing this until another higher priority task, like hauling something, breaks them out of it.
eternal_melphis 9 May @ 8:46am 
moss from tree easily destroyed with grenades and any AoE dmg, and then new flowers never grow again. Well, you can severe connection and then bound to it again (bc right now moss generated only by ritual), but its feels wrong from role playing perspective
MercuryDoll 8 May @ 6:06am 
Yeah i also agree that the thorncaster are an absolute menace, including to your own colonists/dryads. They may not have a direct friendlyfire chance, but they can still hit a colonist simply by missing its intended target, which happens rather frequently with their poor accuracy. Also a funny bug that is completely not your fault because im sure players are absolutely not intended to un/reinstall them, but if you move thorncasters away a certain range from their tree, they continue to work fine, but the tree grows another thorncaster around it.
✪ Homura 5 May @ 2:50am 
Can the dryads' activity area be controlled? They keep running into combat zones and dying, which gives pawns a -3 mood debuff.
Dweebus Rex 4 May @ 1:32am 
RE: VIE: Anima-- I am also having issues getting it to work. There seem to be some visual assets of the anima theme that work (the freshly planted sapling and some of the grass and some of the dryads in the caste select screen, as well as the game referring to them as Anima Pods/Nexus Trees).

I tried putting VIE: Anima lower on the modlist (i.e the wrong order, with the idea that VIE: Anima would apply over it; I'm mostly after the cosmetic effects but the extra dryads for the VGP Vegetable Garden are nice too), but it didn't seem to change anything.
AtoshDustosh 2 May @ 4:03am 
Getting this error:
[Dryads & Gauranlen Trees Reworked] Patch operation Verse.PatchOperationReplace(Defs/ThingDef[defName="Plant_TreeGauranlen"]/minifiedDef) failed
file: F:\SteamLibrary\steamapps\workshop\content\294100\3334448055\1.5\Patches\Patches.xml
RedMattis  [author] 1 May @ 10:28am 
@snake
I'll run some tests on the later-tier turrets.

But, uh, 4 trees and a large gold shrine is an insanely big investment. Isn't that like half a million in wealth from the large gold shrine? You could probably build over a dozen auto-cannons for that cost.

@STEALTHY¥
I have not made anima theme textures of the flower-turrets. I guess you could check if someone on the workshop has though.
STEALTHY¥ 30 Apr @ 2:50am 
would this mod work with the "Vanilla Ideology Expanded - Anima Theme" by Oskar Potocki? wanted to get this mod for the little sprouts the tree in your mod makes that defend it from fires and attackers.

But ofcourse i dont want the two mods to clash so the tree doesnt match the little turret pods
snake 29 Apr @ 2:22pm 
or make the turrets have low armor pen, then they would have harder time penetrating foes with high armor like imperials for example
snake 29 Apr @ 2:17pm 
the mod is veryyy cool but currently i feel like the mod is extremely overpowered on higher levels of the tree. when i do 4 trees setup with 1 large gold shrine in the middle of them in the X pattern, this singlehandledly destroys raids by itself. the turrets are so insanely strong that even a pawn walking by getting ricochet might just die from 1 shot, maybe thats me but i imagine the trees should get destroyed by hightech or stuff like that but they dont xdd, maybe make it so that the turrets have low hp so if theyre rushed they will be easily destroyed? it would make sense, since theyre plants i guess
MercuryDoll 24 Apr @ 6:37am 
I wasnt even at the stage of wealth yet, i have two trees but i cant determine when exactly a shrine counts towards a tree or not. So increasing the range would have helped with trying to get a setup that is both practical and still looks aesthetic. Otherwise i love the mod so far.
RedMattis  [author] 24 Apr @ 4:46am 
@MercuryDoll
You should be able to get good-enough Local Harmony with just some jade statues nearby. The wealth based check only considers the top 3, and the Global Harmony considers shrines anywhere on the map.

Also, the more you cram the trees together the less harmony they will get, so you want to spread them out a bit.

There is no need to build so many stone shrines that the grass has trouble finding space to grow.
Zoe, the Bad Wolf 24 Apr @ 12:59am 
Please, this is just for information not to demand a fix or cause any harm. :)

If you are having an issue with Clawer Dryads not working on your fields, it is possibly the mod Cut plants before building (Continued) (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3286376165) . Removing it fixed it for me and so I am leaving this here if anyone needs.
MercuryDoll 23 Apr @ 1:45pm 
Is it possible to increase the range at which trees link to shrines? Its getting crammed real fast, running out of space to build shrines and its leaving no room for the grass/moss to grow
Wtf? Gay Little Monkey 5 Apr @ 5:32pm 
Thank you for clarifying!
RedMattis  [author] 5 Apr @ 12:05am 
@Wtf? GLM
I’ve set each % after 90% to be one more Dryad. You can’t really reach 100% unless using another mod lets more dryads spawn per tree.
Wtf? Gay Little Monkey 3 Apr @ 10:03pm 
Massive fan of this mod - is there any way for the "connection strength" to reach 100%? I've absolutely loaded up a single tree with everything it ever wanted, including multiple Animus stones, keeping it away from other trees, and surrounding it with expensive shrines. Is the Gauranlen Gestalt the final level?
Kraft 1 Apr @ 9:52am 
You're a hero.
RedMattis  [author] 1 Apr @ 3:23am 
Added a setting to disable the penalty for artificial buildings. It will still complain about it with the radius, but it won't penalize it.
Kraft 1 Apr @ 1:21am 
Thank you very much. Your mod is amazing btw.
RedMattis  [author] 31 Mar @ 10:16pm 
Sure, I’ll see about a mod option since it has been requested a lot. :)