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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.
@Grail Knight
The difference is that Greater Dryads are still dryads, while Awakened ones are animals. Awakened ones will also not do choirs, etc., because they don't use the Dryad/Greater Dryad AI tree.
The stuff Greater Dryads lack is generally for the same reason
@SmokesRC
The nectar tree has been removed from the greater variant. The Nectarmakers are already fairly OP without being able to mass-produce trees at higher-than-Vanilla Expanded-intended speeds as well.
I guess Customize Animals can somewhat fix that
I think most problems for me is that greater dryads a whole new entity. While regular dryad seems to be the same old ones with some extra patches added, and they work alright because of that. But I could be mistaken.
Maybe do that you can awaken dryads only once on tree, and awakened dryad still connected to it and work like regular reworked ones, and add some kind of gizmo to unlink it from tree and make it with usual behaviour. And then you can awaken dryads on that tree again. I dunno if that would be very hard to do, but that would be great, and mostly compatible with everything, imo.
But for some reason I can't collect neutroamine from greater medicinemaker dryad, while still can shear animabric dryads. And greater animabric dryad don't clean unlike awakened one.
There's also seems some weird things with their stats, but that can be because of other mods, so I'm not sure.
Also, I didn't knew that there is still awakened dryads option, that's very cool, and seems to fix some troubles for me (they don't have weird things with stats and have more compatibility with other mods).
"Awakened" anything is from the Vanilla Expanded mod which is a prerequisite to this mod.
Honestly, I've pondered disabling them as a (active by default) mod option to avoid confusion and the, uh, general op-ness of using them with the faster-spawning dryads in this mod. ^_^;;
@Hamacelos
Those aren't really connected to the tree, but I guess I could make a tree-connected version if there is enough interest.
If its still called Awakened, you probably didnt enable this mod. or added it afterword. Once you enable this mod they are called Greater Dryads, which are technical different entities. even if they look and have the same stats. Under the hood they are very seperate.
But to issue im having, The Greater Berry, Medical, and both forms of the VE-nectar dryads wont sow.
The base form of both berry and medical will sow their respected plant types all day long. Iv not tested the wood dryads yet but I assume they follow the pattern.
Assuming you have this mod and not just the base Dryad rework mod...
They will start showing up at the last few tiers usually around the time you're upgrading shrines to Jade.
The Hauler doesn't have en evolved form at the moment, same goes for the dryads that fuse into a new gauranlen tree.
The buff the pawn gets from the tree at very high levels scales somewhat with the pruning speed, so it isn't totally wasted.
@Grim
The VE Gaubric makers had their own AI tree. I don't think I ever got around to implementing a method to have them do cleaning jobs. The ones from here use their own code.
@Ramdom
Sounds reasonable, perhaps I can throw that in for 1.6. :)
@DanC
Them being uncontrollable is part of the intended drawbacks and something to distinguish them from Player Mechanoids.
The buff the pawn gets from the tree at very high levels scales somewhat with the pruning speed, so it isn't totally wasted.
Think you can make it compatible with VEI- Anima Theme as well? Or work with Oskar to do it?
Homever, could there be a way to not have any greater dryads spawn on specific trees, even if they're highly empowered ? Like an individual on/off switch ? Because it looks a bit funky seing all those big guys around my few trees,yet i want my medicine makers to tend well, but not have giants roaming everywhere
Great mod, please keep on. I'm planning to build an eco-ship carrying trees to the space with SOS this time haha
DISCOVERY CHANNEL PRESENTS:
NEW VANILLA EXPANDED IDEOLOGIES DRYADS COMPATIBILITY PATCH FOR DRYADS AND KNUCKLES AND GAURANLEN TREES REWORKED, DELUXE TURBO EDITION, ULTIMATE HIGH DEFINITION NITRO FAIRY'S EFFECT REMIX, FEATURING DANTE FROM THE 'DEVIL MAY CRY' SERIES, NOW WITH NEW FUNKY MODE (ALL COMBAT EXPANDED MOUNT ARMOR PACKS INCLUDED!)
COMPATIBLE WITH "RIMWORLD" V2.4.15
I did buff the carrying capacity and size whole bunch, so with Pick & Haul they should be better in theory.
In vanilla the carriers are slower though, which I retained. They might certainly need some kind of buff though. Hmm...
I think the woodmakers carrying was actually a leftover to buff them that I added before I made them able to plant trees. They were kind of pointless unless you were on like, ice sheets or deserts otherwise.
I tried a dryad only no mech run, I found that carrier moves slower them wood maker and they both carry.
Is this as intended? I think wood maker is straight up better in everyway
I did consider it, but it even the tier2 mechanoid digger doesn't do that. Don't recall if other mechs do though.
I could be persuaded, especially if enough people want it though.
That's an oversight I forgot about. I've fixed it now.
Just curious, I noticed during a toxic fallout that awakened dryads don't actually have total toxic resistance unlike their smaller counterparts. I'm not sure if this is quirk with the original mod or what but just thought it was something worth mentioning. Either way, thanks again for your hard work!
DISCOVERY CHANNEL PRESENTS:
NEW VANILLA EXPANDED IDEOLOGIES DRYADS COMPATIBILITY PATCH FOR DRYADS AND KNUCKLES AND GAURANLEN TREES REWORKED, DELUXE TURBO EDITION, ULTIMATE HIGH DEFINITION NITRO FAIRY'S EFFECT REMIX, FEATURING DANTE FROM THE 'DEVIL MAY CRY' SERIES, NOW WITH NEW FUNKY MODE (ALL COMBAT EXPANDED MOUNT ARMOR PACKS INCLUDED!)
COMPATIBLE WITH "RIMWORLD" V2.4.15
This mod is referencing Vanilla Expanded's dryad textures for the greater dryads, so anything that retextures their greater dryads should also work.
lies
Clearly it is the Discovery New Vanilla Expanded - Ideology & TurboEdition Knuckles HD Remix Dryads Compatibility mod for Dryads & Gauranlen Reworked - Deluxe NITRO Fair'y Effect Ultimate Pikwik Pack with All Mount Armor, and Featuring Dante from the Devil May Cry Series. And anew Funky Mode. All for Rimworld 2.4.15.
...
The two flower turrets are from the base mod and are reportedly not CE compatible. I imagine it is easily fixed, but I don't know my way around CE and its sense of balance. Usually someone decides to do it eventually.
I'd suggest just asking the CE people nicely and see if they feel like doing it.
also is it CE comnpaable?