RimWorld

RimWorld

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Sin's Dryads as Humanoid Race [HAR]
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Mod, 1.4, 1.5
File Size
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1.701 MB
Sep 29, 2023 @ 6:30pm
Apr 2 @ 10:42am
10 Change Notes ( view )

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Sin's Dryads as Humanoid Race [HAR]

Description
NOTE: NO LONGER MAINTAINED! CLICK HERE FOR REMAKE

Note: The author has given permission to use these sprites as stated in the original mod page description.
Feel free to use, change, or include these sprites in your own mods, addons, or anything else. Please don't ask for permission!

I've always found the dryads added by Ideology to be kind of lame, so when I saw Sin's retextures I knew I had to make them playable. Each sprite needed to be heavily modified or remade from scratch by me in order to make them look right as races, and some extra functionality was added to make these dryads unique.

They can be found alongside the new "Dryadic Outlander Union" faction.

Features:

- Since these are an entirely new race, they can wear apparel, use weapons, and work around your colony like any other human.
- Like in vanilla, these dryads heal faster than humans and will regrow a lost body-part every two days. They also won't bleed out, though the health tab will still act like they can. Just ignore the "hours to death" timer.
- Dryads can survive entirely on sunlight, but can eat meat or corpses if things get desperate.
- Dryads should be immune to diseases and infections, but I haven't tested it.
- There's a chance you can start with dryads on the default Crashlanded scenario, but you can get more through slave traders, wanderers, and capturing them from the new "dryadic outlander union" faction.
- Mod settings for green hair and faction hostility. Remember to restart after making changes.
- Ideology integration for the new faction

Castes: There are currently three dryad castes included in the mod:
- Clawer: Has a very high natural skill in melee and some in shooting. Often has the bloodlust trait.
- Worker: Has moderate skills in crafting and construction
- Berrymaker: Produces 40 berries every 2 days (like in vanilla), and also has some skills in plants and animals. Has low skills in shooting, crafting, and construction.

Potentially Asked Questions:

Q: Combat Extended Compatible?
A: Hell yeah it is.

Q: Why are they part of an outlander faction?
A: I did this to represent how vanilla dryads are often accompanied by human influence, typically by colonies with industrial gear and weapons. As a result, raids with them will be made up of both humans and dryads, gunners and clawers. I have added mod settings to let you remove human units from their faction, as well as make them use tribal equipment.

Q: Will you implement the other castes such as medicinemakers, gaumakers, etc?
A: Medicinemakers will likely be added, but the others I don't really see as useful (woodmaker), or are too hard to implement (gaumaker). We'll see.

Q: Why did you make this a HAR mod instead of a Biotech one?
A: Not everyone has Biotech. Plus, I think making a new race instead of a xenotype makes more sense here since these are more supernatural kinda. Feel free to make a Biotech version if you want, though.

Credits:
- SinnerPen for making the original retextures mod (See above)
54 Comments
GrahammerTek  [author] Apr 1 @ 10:41pm 
@Rex705 - I might just add mod settings to the newer mod to bring back the medieval tech factions. Right now I plan on just keeping this mod as is.
Rex705 Apr 1 @ 10:17pm 
Will this mod get updated with the new features of Spirits of Industry for the Medieval players?
Faya AOP Feb 18 @ 8:32am 
I will have a look for sure! Thank you for the quick answer!
GrahammerTek  [author] Feb 18 @ 6:47am 
@Faya AOP - They can only eat raw meat if they don't have access to sunlight. It was originally supposed to be a balance choice to prevent them from being too overpowered due to their very strong melee power, but I feel I just made them annoying to manage.

In the last preview image I show where the mod settings are. The screenshot itself is old so it doesn't show it, but one of them will allow you to let them eat meals like normal. Remember to restart the game after enabling it.
Faya AOP Feb 18 @ 5:53am 
Possible reason for my Dryad colonist to refuse to eat normal meals? Sunlight diet only?
Or more likely a mod conflict somewhere?
Foxx Jan 12 @ 12:20am 
Hope you add male dryads. thanks for making the mod tho.
GrahammerTek  [author] Oct 7, 2024 @ 3:15pm 
The others wouldn't be that hard to add, I'm just currently focusing on other mods at the moment. Once I remake this mod the other types may be included in some form.
joester610 Oct 7, 2024 @ 2:13pm 
Hell i'd love if the other types were added even if they didn't do anything special or didn't work properly
TrixX Sep 23, 2024 @ 2:13am 
Really like these as an update to the re-tex version of Dryads.
GrahammerTek  [author] Sep 16, 2024 @ 9:11am 
That would make sense to add, yeah. I'll do that in a bit.