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This means you can flood the map, even in underground areas, with "wild" unbonded trees that each produce two dryads over and over. All the meat you want even if all the animals leave for the winter and something goes horribly wrong with your stored food. I'm still testing out the value of these "wild" trees and their dryads as distractions and blockades during raids.
on a 40/20 colony with lots of rich soil (which you might want to use for devilstrand or other things), strawberry plants take 6.06 days to fully grow, 6 grow periods (37 days, plus the time you need to harvest&replant) and a yield of 8 berries, you need 66,667 starberry plants for the same amount of harvest, overall 400 time a pawn needs to plant and harvest (overall 800 interactions), compared to the time he takes on the tree... if you add a greenhouse, it will be less, lets round to 10 harvests each year, 40 plants you need to heat, sunlamp und work with, and 1 colonist can support 2 full trees if need be
edit:
10 berrys = 1 simple meal
2 trees each 128 each 2 day = 128 berrys each day
each colonist eats 2 simple meals a day
128 berrys / 10 berrys/meal = 12 meals (and some rest)
12 meals / 2 meals/colonist = 6 colonists
asuming that 1 pawn is able to cook the food during the same day, you can nearly support a colony of 6 colonists of a single colonist and 2 trees, without much need for other colonists to interfere
Pruning the tree: a pawn will take at least 7.5 hours a day to maintain 100%, and at minimum 5 hours with plants skills 0 and 20 respectively. The work is enough to get burning passion pawns to around 18 within a year, low passions to 15, and no passions to probably at least 8. Which is enough to make them plant herbal medicine. Assume around 6-7 hours for low skill pawns of pruning a day. So no, you don't need a good plants pawn, you will get one though.
Berrymakers (you got the math on this one wrong): get 3840 berries/year. So yes they can make 6.4 simple meals/day (given you have a cook) which is enough to feed 3.6 people, that's really good in my opinion, since your pawn should even have extra time after pruning for other work. They become especially good if you are on a tile with a low growing period, since they work year round, or if you are tribal and need consistent food supply since there's no refrigderation.
Woodmakers: get 3000 wood per year. Financially woodmakers suck, but they are also a source of guilt-free wood for tree connection meme, and its much more efficient than the measly 2 wood/fibercorn that you have as an alternative. For industrial age, thats 25 chemfuel/day, enough for about 5 chem generators, or 5000 watts.
Medicinemakers: are in my opinion bad, a reasonably sized medicinal grow plot will make more than the dryads for significantly less work, they dont require plants skills but you should end up with a pawn above plants 8 if you get your hands on a Gauranlen tree, since pruning gives plants experience.
Carriers: are in my opinion the easiest to say to yourself that they are useful. 4 carrier dryads hauling at a third the efficiency of a human for most of the daytime ends up being really good timewise. A single set of four should be able to deal with most hauling needs of a medium colony (10-15 colonists). Additionally, the dryads don't care about dead bodies so if your colonists don't like corpses, the dryads'll haul them for you, they can also haul from potentially more dangerous areas outside of your walls, where your pawns are more prone to getting caught off gaurd by raids(or if they are just dumb and out and about during raids, we've all had that one pawn that gets downed carrying steel during a raid). They are much more efficient at hauling than other hauling animals, since they haul all day nonstop.
The combat dryads are combat related, so I'll save you the hassle of numbers here: the clawers do more damage than a thrumbo, and the barkskins have the same armor as a thrumbo. Having a group of either is a good advantage on defense, and are small and harder to hit. The clawers should be able to help take care of manhunters, and barkskins can tank some damage rather than making your colonists take it. They are also hardier than normal animals, they don't bleed to death, don't need tending, heal faster, and are automatically replaced if they die within about a quadrum.
On RcMidas' statement about testing unbonded dryads, I look forward to future posts, I can think of using them as beauty path makers, since the moss they have around them is really beautiful, so they're great for outdoor pathways/rooms(I'm planning on making an outdoor temple with a few of them)
Also on RcMidas saying you can use unconnected trees for dryad meat, that's gonna get a no from me at least, it produces half a meat/day, which is basically useless. Considering in the fact that you need the seeds in the first place to get that microscopic amount of meat makes it even more useless. You need 20 meat for 64 pemmican, so you can imagine that takes at least three trees making the dryads(since the meat spoils, you need all the meat at once) and even then that's only 64 pemmican every 13-14 days. assuming you are making pemmican and not eating it raw. This could fairly easily be scaled up if the gaumaker dryads worked.
Gaumakers are (to my understanding) broken and useless right now, they won't merge to give new seeds, so hopefully that gets fixed next patch.
So yeah, conclusion, good job on your part, all good stuff, just adding on my two cents.
I.e. don't make a pawn prune two trees if you don't have wakeup to spare.
It takes a level 20 planter to spend 5 hours on a single tree and there can only be 1 pawn per tree.
Which means to support 2 trees requires 2 pawns and if you want them to only spend 5 hours they will both need 20 levels in planting.
Mathematically the dryads do not compare to anything you can do without them, for example yes in order to get the same amount of berries you would need vast fields of straw berries.. or just grow rice and corn?
Same for wood and herbs, animals still suck but they perform better with better stats then the attack and defence druid plus they will awaken and follow your trainer no matter what time of day.
And trading a pawn for 4 carries that can only carry 50 lbs and move at 1/2 the speed of a pawn is subjective.
The dryads certainly are a play style you can choose to pursue but they are by far a efficient and debatable if even viable play style.
i dont know if they need light but they seem to have a life cycle and will die after x amount of days, all mine from a tree disappeared right in-front of me except the stuff grown later, which it seems it does grow around the tree naturally, dont know about underground you might be the pioneer on that
A claw dryads damage works out to be 6.14 DPS and a thrumbo is 7.44, a warg has 4.24 but also has much better defence and can survive more blows then a claw dryad same goes for a bear.
The bark Dryad only has 3.16 DPS and worse moment and less health then wargs, bears, or thrumbos.