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Dryads & Gauranlen Trees Rework + Vanilla Ideology Expanded - Dryads: Compatibility - Greater Dryads
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1 oct. 2024 la 4:11
27 iul. la 12:30
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Dryads & Gauranlen Trees Rework + Vanilla Ideology Expanded - Dryads: Compatibility - Greater Dryads

În 1 colecție creată de RedMattis
Red's Workshop Mods
44 obiecte
Descriere
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 comentarii
Bodacious Cowboy 30 iul. la 23:45 
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 30 iul. la 2:51 
Thanks for fixing it!
RedMattis  [autor] 30 iul. la 1:36 
@LeafLover21
There was indeed an issue in the sowing code for them. It has been corrected now.

Thanks. :)
LeafLover21 30 iul. la 1:06 
It was healroot
RedMattis  [autor] 30 iul. la 0:57 
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 29 iul. la 21:27 
"the"
LeafLover21 29 iul. la 21:26 
The tree is right next to he grow tiles/zones
LeafLover21 29 iul. la 21:25 
They were litterally right next to the grow tiles tho
RedMattis  [autor] 29 iul. la 12:30 
@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 28 iul. la 23:54 
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.