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The only reason for you to grow guaranlen tree is if you are a tree huger and you don't want that exclusive -25 mood penalty you get at sky high expectations for not having one. Even then it is best to set it to 0% pruning and use free time of your grower to do something productive.
I usually play on tribal so when I gave the tree huger a run I focused on getting stone cutting ASAP and instead made everything from stone and steel that I could saving wood for use with torches and beds.
Guaranlen trees are just useless. They are labor intensive and they give nothing of value in return. 32 berries per dryad every two days is a pathetic yield that you can easily outperform even by growing potatos in poor soil. Same goes for wood and herbal medicine. Combat dryads have animal AI so they'll go to sleep in the evening and will ignore your commands.
To be fair I feel like the discussion was wrapped up pretty much around the time RCMidas posted about the new updated times they found.
Not much left to say ya?
Yes. I concur in this regard absolutely. Those are extremely low numbers that once you actually start to be able to produce enough of them, there's no real point because you've vastly superior resources.
I was actually using the meme and found them to be just vastly inferior to animals or crops. They're so much of a time sink as to be a trap to use. You also mention that you don't need every playstyle to be good or viable. I don't require it to be *good* but I do need to it be *viable*. Trap options are not really options.
Another thing: You seem to imply it takes hours to produce dryads. The first dryad takes hours to produce *an immature dryad*. Then, it takes about six days to grow, independently of your skill. If your Connection level falls below the threshold for a dryad to exist, it ceases to exist if it was immature (I have not tested with with a fully grown caste-dryad but the tree seems to imply this is a hard cap).
I have a Gauranlen Tree. I was curious to see how it worked so I made a colony with the mindset of 'We are doing this'. So when getting my starting colonists I randomized it and lucked out on a pawn with a 12 Plants, Double Passion. I made her a Plants Specialist on top of it for added buffs.
With that I currently have the tree set to 80% and it takes 5.5 hours for maintaining (according to the in game UI). I'm happy with this. She still gets experience in Plants when working on it and my colony is still brand new with only 3 colonists. She is able to handle the hay, rice, cotton, and fibercorn while still tending to the tree without an issue.
Should I go for a bigger colony, yes I will need another planter. Then again, who doesn't? After like 5 colonists you need a second planter to help out keeping up with the food demands so I don't see that setting me back.
On the negative side, yes the Dryads take too long to spawn. 7 days or so for an immature dryad to spawn? Why can't we have the time it takes to spawn be based on the colonist's Plant skill? The better they are working on the tree, the faster it spawns.
I think this playstyle certainly needs the most review and tweaks to it, as it is the most complex (you literally grow workers, nothing in base/vanilla Rimworld does that). However, I like it as it brings about something new that isn't my standard crazy super solder cyborgs.
The fact that you can build a roof over or plant these trees under a mountain makes them good for tunnelers that never want to leave the safe underground but also want to take advantage of this.
I'm also going to test out the value of planting a metric fudgeton of them by means of growing gaumakers over and over, but not linking them to anyone. Then planting them in front of the most vulnerable part of my base. They'll pump out two regular dryads over and over until destroyed, I can store the pods and seeds as long as I like to replace them, and I get a living barrier to slow down raids.
If nothing else, it'll be amusing.