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Dryads & Gauranlen Trees Rework + Vanilla Ideology Expanded - Dryads: Compatibility - Greater Dryads
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Mod, 1.5, 1.6
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1.513 MB
2024年10月1日 4時11分
7月27日 12時30分
8 項目の変更履歴 ( 表示 )
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Dryads & Gauranlen Trees Rework + Vanilla Ideology Expanded - Dryads: Compatibility - Greater Dryads

RedMattis 作成の 1 件のコレクション
Red's Workshop Mods
45 アイテム
解説
May or may not contain actual knuckles.

This is a compatibility mod with "Vanilla Ideology Expanded - Dryads". The main feature is adding "Greater Dryads" which can appear at higher levels of the Gauranlen Tree.





Greater Dryads

Greater Dryads are somewhere in-between the VE Unbound dryads and regular dryads. Like regular dryads they remain bound to the tree.

The greater dryads, like their smaller kind from the "Dryads & Gauranlen Trees Rework" will be more active in helping out in the colony than the animalistic awakened dryads. This means you'll see dryads like the (greater) medicinemakers tending wounds, rescuing colonists and friendly animals, or helping to growing most type of medicine and drugs they find in nearby farms.

A gauranlen tree needs a fairly high level to support a greater dryad. As of writing there is a max of 1 per tree, though this can be patched or changed via XML.



Most dryads have greater versions. As of writing this all dryad types except the Carrier has a greater variant. Seen here is regular and greater Medicinemaker dryads


Here is a greater barkskin dryad and some stonedigger dryads helping out with mining. The stonediggers are of course better at this task.[/i]



For modders
Greater dryad "slot costs", greater links, scaling count to special items, is all controllable via xml using the base mod.

This mod is not necessary if you're creating your own greater dryads. The support is already built into the base mod, it is simply not utilized for anything there. :)


Requirements
Vanilla Ideology Expanded - Dryads is the source of the graphics and many new functions used by the greater dryads.

This is an addon for Dryads & Gauranlen Trees Reworked and requires that mod.




Special Thanks
I extend my most profound gratitude to Samuel Streamer, his community, and the Vanilla Expanded Discord for their vital role in crafting an illustrative workshop image that perfectly captures the essence of this mod in a manner which is uncomplicated and transparently communicative



Mod Discord
[discord.gg][ko-fi.com]
86 件のコメント
Bodacious Cowboy 7月30日 23時45分 
So what's the reason to use this? Does it just make it harder to get the equivalent of Awakened Dryads and also remove the Awakened Carrier?
LeafLover21 7月30日 2時51分 
Thanks for fixing it!
RedMattis  [作成者] 7月30日 1時36分 
@LeafLover21
There was indeed an issue in the sowing code for them. It has been corrected now.

Thanks. :)
LeafLover21 7月30日 1時06分 
It was healroot
RedMattis  [作成者] 7月30日 0時57分 
What is the crop they should be planting? Healroot? If the plant doesn't have the right medical tags they will ignore it. Iirc. the tag Rimworld uses for medical plants is drug.
LeafLover21 7月29日 21時27分 
"the"
LeafLover21 7月29日 21時26分 
The tree is right next to he grow tiles/zones
LeafLover21 7月29日 21時25分 
They were litterally right next to the grow tiles tho
RedMattis  [作成者] 7月29日 12時30分 
@LeafLover21
Their AI should be identical to MedicineMakers.

Note that they will only rarely leave to plant things if they are far from your fields. Once they are walking around planting they generally keep doing it as long as the walk isn't too long.
LeafLover21 7月28日 23時54分 
Hey are the greater medicine maker dryads supposed to plant medicine crops cause they aren't doing any planting. Also they only tend if no other dryads are avaliable. I litterally have the bare mimimum of mods enabled and this still happens.