RimWorld

RimWorld

Dryads & Gauranlen Trees Reworked
Showing 21-30 of 43 entries
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Update: Oct 1, 2024 @ 12:35pm

Update on 10/1/2024 9:35:15 PM.

Fixed missing MayRequire for Animus Stone.

Update: Oct 1, 2024 @ 4:09am

Update on 10/1/2024 1:09:23 PM.

Lets hope it goes better this time. Tested quite extensively so it should be fine.

Update: Sep 29, 2024 @ 1:15pm

Reverted due to possible issues with the basic dryads.

Update: Sep 29, 2024 @ 5:22am

Update on 9/29/2024 2:22:07 PM.

Added support for "Greater" Dryads.

Update: Sep 28, 2024 @ 8:28am

Update on 9/28/2024 5:28:27 PM.

Medicine makers can now plants drugs, among other changes. Also exposed more settings to XML since there has been a a fair amount of interest from other modders on utilizing this mod.

Update: Sep 28, 2024 @ 8:23am

[Auto-generated text]: Update on 9/28/2024 5:22:55 PM.

Update: Sep 28, 2024 @ 6:49am

Update on 9/28/2024 3:49:42 PM.

Major AI Update[/h2]
Medicine Maker dryads will now tend to wounded friends. They won't use medicine and they will tend quite slowly, but their tend quality is usually acceptable due to high bases. They will usually (but not always) tend on the spot instead of rescuing first, since this seemed more appropriate for their theme.

Clawer dryads will now harvest crops. Probably they didn't really need a buff, but overal making the dryads good at taking care of agriculture feels appropriate.

Overhauled AI in a variety of places to make the dryads a bit less lazy while still not going all out with a mechanoid kind of efficiency. (Sorry, they may still go take a nap while half the colony is dying and stuff like that! Working as intended!)

Update: Sep 27, 2024 @ 6:01am

Update on 9/27/2024 3:01:24 PM.

Some compatibility code for "Vanilla Ideology Expanded - Anima Theme", which,uh... actually has gameplay changes in its name despite describing itself as a texture mod in the description! :D

Also tweaked meditation settings and such to be more in line with it so there isn't some big change to meditation radius and stuff when added/removed.

Also added the shrines to the Anima Tree's linkables. Still just links to a max of 4 though, and the bonuses are pretty tiny.

Could probably have patched that up a lot without affecting balance much, but this isn't supossed to be a "fix anima tree linkables" mod. :'D

Update: Sep 26, 2024 @ 12:41am

Update on 9/26/2024 9:41:37 AM.

Nerfed the frequency of the Animus Stones from tribal quests if you don't have one yet.

Also nerfed the frequency of getting it as a quest reward if you do have one.

For those commenting about getting them early. I changed the Anims Quest Item spawn logic to use the same stuff as Deathrest Capacity Serums, Archite Capsules (etc.), which means that wealth isn't being considered for them.

That is why you can sometimes get an early-game quest to deliver 120 dog leather to a tribal settlement in return for the 5000$ value stone.

In vanilla the value _is_ being considered which makes chances of seeing them astronomically rare since beyond an extremely limited set of quests from specific questions being able to spawn them, they also cost 5000 out of the max reward value of 0-5500$. Resulting in the stone basically not existing as a quest reward in practice. (also the specifics of the todo XML comment by Ludeon in there make it pretty clear that they were in the middle of implementing the XML for the reward and probably never got around to testing them at all.)

Update: Sep 25, 2024 @ 12:33pm

Update on 9/25/2024 9:33:14 PM.

The Anime... er- Animus Stone is now much more common in the already incredibly rare tribe quests until you have at least one of it. (after that it drops down to more regular levels).

An Animus Stone is now more common as a trade item when trading wtih a tribal faction base. 20% -> 50%, and rarely Shaman Merchants will carry one of them.