RimWorld

RimWorld

Dryads & Gauranlen Trees Reworked
451 Comments
Septentrix 2 hours ago 
@FlareFluffsune

Nevermind, it seems the max for 1.6 has been changed to 8 Animus stones. 1.5 has a max of 12. Check if your connected pawn has a +42 mood buff as that should be the last level.

For 1.6 "Beyond Divinity" is at 8 stones and "Truly Divine?" is at 6 stones.

Information regarding the levels can be found in GaurenLevelDefs.xml, and for the buffs given to pawns you can find those in Hediffs.xml
FlareFluffsune 13 hours ago 
Really? Because I had 20 around one at one point and it was still at "Truly Divine" lol
Septentrix 19 hours ago 
@FlareFluffsune Next and final level is 12 animus stones.
FlareFluffsune 4 Sep @ 7:00am 
I have managed to get Truly Divine with 8 Animus Stones but the mood descriptor of my pawn says there must be a way to get higher. But I haven't figured it out lol
WREN_PL 4 Sep @ 6:21am 
Would be nice if there was some kind of spoilered tutorial for that.
WREN_PL 4 Sep @ 6:21am 
I can't for the life of me reach the max level for trees.

I even tried using dev mode, but still can't reach max level.
CaptainSpam 1 Sep @ 11:15pm 
Regardless, absolutely love the little buggers being actually helpful. I dont think my colonists have cleaned or hauled anything in quadrums with the six carriers zipping around the base
CaptainSpam 1 Sep @ 11:13pm 
Good day, I am having difficulty bumping my connection past 92%. I have gathered 12 anima stones, have a small gold shrine and a few large jade ones. There is no more tooltips regarding further improvements in the tree interface that i can see and I am not sure what to try.

Just in case it was a bug (which i dont think it is?), I restarted the game, re-downloaded the mod, and broke/restored connection to the tree.
FlareFluffsune 1 Sep @ 1:18pm 
tree spirits? are you sure you're on the right mod?
[咕咕]竹兮 1 Sep @ 1:16pm 
Could we please delineate the area where the tree spirits operate? I have been killed by the tree spirits several times already. Please...
jaes. 29 Aug @ 8:44pm 
I don't understand the spoilers section. What does it mean?
Septentrix 28 Aug @ 4:08pm 
I'm still on 1.5 and I've recently tried out the Woodmaker Dryads and I just noticed that they don't have a zoning priority. When you're able to would you be willing to add that feature?
FlareFluffsune 18 Aug @ 12:23am 
Okay that explains it! Because I added this after I started my current game I set the pruning multipler to 10000% haha Honestly I might keep it because that 10000-20000% manipulation makes burning through bills so nice, especially components lol
RedMattis  [author] 17 Aug @ 12:55pm 
@FlareFluffsune
That sounds like something broken. The consciousness is using regular vanilla XML methods for scaling. Probably you've got something setting Pruning speed to infinity or something? That is what it scales.

@Tal'Raziid
It should grow at least one, but they will need some shrines to level up.

@Spesh
If you want you can change the XML. I don't currently have a setting for it though.

@Flurbel
I've not implemented anything like that.
FlareFluffsune 17 Aug @ 6:05am 
So this is the first time i've seen a Crucifier and I think they may be a little-- broke because they keep blowing my own colonists legs off if they're in close combat lol
FlareFluffsune 16 Aug @ 2:57am 
I think there could be a miscalculation somewhere in your code because I have Avatar level connection and my pawn has like 7500% consciousness and the only effect is coming from the connection lol

Also, whats the maximum amount of animus stones a tree will accept? Does it just keep going up until the limit of the tree radius?
Tal'Raziid 13 Aug @ 10:43am 
I have a second gauranlen tree, but it doesnt appear to grow dryads; does it have to reach a certain size first? (i planted it from a seed)
Spesh 13 Aug @ 1:54am 
is there any way to disable the flowers/turrets that spawn when using this mod? I'm using the Anima Theme retexture mod, and they're unaffected (still bright orange, instead of that nice light teal)
Flurbel 12 Aug @ 3:48am 
Is there an option to still use the pruning mechanic as well as the harmony mechanic?
Tal'Raziid 11 Aug @ 1:33pm 
Ah gotcha, thanks!
RedMattis  [author] 11 Aug @ 1:03pm 
@Tal'Raziid
The mod option that turns of harmony-building penalties basically just multiplies those penalties by 0 to make the building have no negative effect.

It was a bit of a quick-fix solution.
Tal'Raziid 11 Aug @ 11:47am 
Gotcha.
Also the red lines still show up pointing to my fences when i toggle the harmony-building interaction off and restarted; are the red lines unrelated to that option?
RedMattis  [author] 11 Aug @ 11:44am 
@Tal'Raziid
That box is used as a bit of a level indicator instead. Also for compatibility reasons I didn't want to delete it.

Risk of some random mass-tweak mod somewhere exploding if I did.

@Septentrix
Seems to be some issue with the cleaning job of the carriers. I'll see if I can reproduce it myself later.

@Sammich
Slightly. Their increase pruning ability means their buffs from a high-level tree will be higher.

@MrT
Thanks Mr. T :D
Tal'Raziid 11 Aug @ 11:37am 
Does this actually get rid of the Pruning bar/box?
Sammich 5 Aug @ 1:01pm 
does this interact with the VRE gauranlenkin in any way?
Septentrix 1 Aug @ 8:14pm 
I've been enjoying the mod a ton, but unfortunately I do have a issue with the carrier dryads. This debug message pops up every second whenever I do use the carriers. Would you happen to know what the issue is?

https://gist.github.com/HugsLibRecordKeeper/b49a65d743066e44bc8c742f8ad54ac3

Dryad_Carrier3098987 started 10 jobs in 10 ticks. List: none curDriver=JobDriver_CleanFilth_CleaningArea (toilIndex=3) curJob=(Clean (Job_14663768) A = Thing_Filth_Dirt3497946 Giver = JobGiver_Clean [workGiverDef: null])
MrT 29 Jul @ 6:33am 
I'm glad my research into this tech was worth it. Love the rework. Should be default to DLC.
RedMattis  [author] 27 Jul @ 12:28pm 
@Bodacious Cowboy
Probably. Excepting if there is stuff that changes pruning levels. That will most likely be overridden by this mod.

@Alynu
Thanks! :)
Alynu 27 Jul @ 11:46am 
I love this mod so much
Bodacious Cowboy 26 Jul @ 6:49pm 
Does this work okay with VPE - Awoken Gauranlen?
RedMattis  [author] 24 Jul @ 11:02pm 
@fr0
1. No downside, but you miss possible buffs to more pawns.
2. Nothing. You can caravan just fine.

@lordlycless
The impaler flowers (2nd variant yoy unlock) are basically artillery with a 1-tile explosive.

Note that they are a bit friendly-fire prone, so be careful building killboxes near them.

@Catbot
No, you can still have any number. No change from my side.
Catbot1310 24 Jul @ 5:03pm 
does this introduce a limit on how many trees you can have? every time i try and plant a fifth tree one seems to die at random
lordlucless 17 Jul @ 7:30pm 
Just noticed in my playthrough, the thornshooters can shoot completely over/through stone walls. Had some raiders try to bash through a wall I'd built to block off the valley near my trees, and the trees were killing them from the other side of the wall.
QiamOnline 17 Jul @ 4:57pm 
You should put the shrine score in the stats description / info card
kequilla 16 Jul @ 4:14pm 
why tree defenses not kill alpha beavers coming to eat tree?
fr0 15 Jul @ 2:37pm 
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