RimWorld

RimWorld

Dryads & Gauranlen Trees Rework + Vanilla Ideology Expanded - Dryads: Compatibility - Greater Dryads
86 Comments
Bodacious Cowboy Jul 30 @ 11:45pm 
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 Jul 30 @ 2:51am 
Thanks for fixing it!
RedMattis  [author] Jul 30 @ 1:36am 
@LeafLover21
There was indeed an issue in the sowing code for them. It has been corrected now.

Thanks. :)
LeafLover21 Jul 30 @ 1:06am 
It was healroot
RedMattis  [author] Jul 30 @ 12:57am 
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 Jul 29 @ 9:27pm 
"the"
LeafLover21 Jul 29 @ 9:26pm 
The tree is right next to he grow tiles/zones
LeafLover21 Jul 29 @ 9:25pm 
They were litterally right next to the grow tiles tho
RedMattis  [author] Jul 29 @ 12:30pm 
@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 Jul 28 @ 11:54pm 
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.
Kylo Jul 16 @ 8:43am 
@RedMattis, great mod thank you, any chance you can support Vanilla Ideology Expanded - Anima Theme?

https://steamcommunity.com/sharedfiles/filedetails/?id=2666998627

I get a really weird mix of anima and gauranlen textures when using your mod with it
GapeHole Jul 12 @ 10:38am 
oh I see nvm
GapeHole Jul 12 @ 10:25am 
will this work with alpha ideologies / buffs that increase the connection of the tree? since it's now based on shrines rather then pruning is pruning skill / boosts useless now?
TheNecromancerWendigo Jul 11 @ 8:53am 
:crusader_helmet:
RedMattis  [author] Jul 11 @ 8:50am 
It should work for 1.6 now. Make sure you have latest.
TheNecromancerWendigo Jul 11 @ 8:36am 
Will this work on 1.6 without an update? since both required mods have been updated?
BestNameExisting Jul 11 @ 6:52am 
Could you make greater spitter dryads zoneable? They haul like carrier dyrads but cant be zoned like them so they end up being more trouble to handle and dangerous to have compared to non-awakened ones.
Tenty Jun 21 @ 2:00pm 
Thank you for the reply! My vision was a slider bar, however, where the default is the nerfed value but it can be moved around, including to the standard value (rather than completely removing them or leaving them untouched). I believe that the nerf would be offset by the config allowing customization/removal of it, just like how removing them is offset by the config allowing them to be re-added.
RedMattis  [author] Jun 21 @ 10:31am 
@bl1tz3n
Nectarmakers are from Vanilla Expanded's mod so I've not really touched them.

I'm aware they are kind of busted though, but I feel I might overreach a bit if I mess with their balancing. And it won't fix VE's Awakened Nectarmaker Dryads who are even more powerful since they do all that, but can also turn into a special tree at the end of their lifespan.

@The God Particle
Most likely, yes.

@Tenty
It would probably be possible to balance it like that, but I think I'd upset people by nerfing the Awakened Dryads as well. That is why I went for the simple toggle.
Blitzen Jun 8 @ 11:44pm 
The balance on this mod could use work. Nectarmakers are completely and utterly busted, a single tree with a few shrines spammed around it can easily produce hundreds of ambrosia (equivalent to thousands of silver) in a matter of days. It makes every other method of funding your colony completely irrelevant. It actually almost ends up being more trouble than it's worth because the sheer quantity of ambrosia you get just overwhelms your storage and it's nearly impossible to sell it fast enough to keep up with production. And this is all from *one tree*, with no labor input required since pruning is removed. Medicinemakers have a similar problem to a lesser degree. Basically every resource-producing dryad needs to have their numbers significantly nerfed.
The God Particle Apr 14 @ 5:36pm 
I'm using Sin's Dryad retexture, do the greater dryads have new textures?
Tenty Apr 7 @ 11:40pm 
IMO the biggest utility of the awakened dryads - particularly the carrier and combat ones - is the ability to bring them off the map so that a gauranlen-focused colony can still leverage its strength in caravan-exclusive activities. Since greater dryads are linked to a tree and therefore likely lack that capability but the high production of awakened dryads can still be an issue, I would suggest instead having a mod config option for how long it takes awakened dryads to start developing separation sickness defaulting at 15 - 30 days (1/8-1/4 the original time). This allows them to be brought off-map for short jaunts with no issue while requiring large amounts of medicine and a skilled medic to keep them functional on journeys approaching a year.
RedMattis  [author] Mar 20 @ 4:46am 
Iirc. Sarg said that including them in the Alpha Meme patch would require C# from his end.

@Grail Knight
The difference is that Greater Dryads are still dryads, while Awakened ones are animals. Awakened ones will also not do choirs, etc., because they don't use the Dryad/Greater Dryad AI tree.

The stuff Greater Dryads lack is generally for the same reason

@SmokesRC
The nectar tree has been removed from the greater variant. The Nectarmakers are already fairly OP without being able to mass-produce trees at higher-than-Vanilla Expanded-intended speeds as well.
Porknelius Mar 18 @ 7:13pm 
Any way you can make this work well with Gauranlen Primacy from Alpha Memes? They are supposed to get a buff but it doesn't seem to apply.
Kimo' Mar 2 @ 2:54pm 
Hey Red! Just FYI, Greater dryad are not classified under the utility/combat categories for the Gauranlean supremacy buff hediff from Alpha Memes, so all greater dryads receive the generic buff. I triend to see if I could potentially patch it with some XML, but that's locked behind c#. Is there any chances you could take a look at this? Thanks!
FelipeGames2000 Feb 15 @ 6:27am 
I kind of wish that the Awakened Dryads were buffed to compensate for the lack of connection buffs that the Greater (and even regular) Dryads receive, the manual drafting not being worth the loss

I guess Customize Animals can somewhat fix that
Grail Knight Jan 19 @ 1:26am 
If you could somehow make that awakened dryads will be the same creature, but will be able to bond with tree and do chores like other good bois, that would be fantastic, honestly. In that case I would also like option to disable regular greater dryads.
I think most problems for me is that greater dryads a whole new entity. While regular dryad seems to be the same old ones with some extra patches added, and they work alright because of that. But I could be mistaken.

Maybe do that you can awaken dryads only once on tree, and awakened dryad still connected to it and work like regular reworked ones, and add some kind of gizmo to unlink it from tree and make it with usual behaviour. And then you can awaken dryads on that tree again. I dunno if that would be very hard to do, but that would be great, and mostly compatible with everything, imo.
Grail Knight Jan 19 @ 1:25am 
Hi, I wanted to say thank you, and that all this rework bundle is very cool. I actually use dryads now!

But for some reason I can't collect neutroamine from greater medicinemaker dryad, while still can shear animabric dryads. And greater animabric dryad don't clean unlike awakened one.

There's also seems some weird things with their stats, but that can be because of other mods, so I'm not sure.

Also, I didn't knew that there is still awakened dryads option, that's very cool, and seems to fix some troubles for me (they don't have weird things with stats and have more compatibility with other mods).
SmokesRC Jan 15 @ 11:59pm 
@RedMattis hey i know this is more on the compat patch side of things im putting this on both just so people dont waste a dryad slot by accident. the greater nectar dryad from the compat mod doesnt get cleared from the gau tree if you make it into an ambrosia tree.
RedMattis  [author] Jan 9 @ 1:48pm 
@DMound
"Awakened" anything is from the Vanilla Expanded mod which is a prerequisite to this mod.

Honestly, I've pondered disabling them as a (active by default) mod option to avoid confusion and the, uh, general op-ness of using them with the faster-spawning dryads in this mod. ^_^;;

@Hamacelos
Those aren't really connected to the tree, but I guess I could make a tree-connected version if there is enough interest.
XelNigma Jan 8 @ 2:57am 
@DMound, im have the inverse problem. The stonedigger, both normal and greater will dig.
If its still called Awakened, you probably didnt enable this mod. or added it afterword. Once you enable this mod they are called Greater Dryads, which are technical different entities. even if they look and have the same stats. Under the hood they are very seperate.

But to issue im having, The Greater Berry, Medical, and both forms of the VE-nectar dryads wont sow.
The base form of both berry and medical will sow their respected plant types all day long. Iv not tested the wood dryads yet but I assume they follow the pattern.
DMound Jan 7 @ 7:48am 
Anyone having a issue where the awakened stonedigger dryad is not digging or mining?
Hamacelos Jan 4 @ 8:00am 
redmattis any chance the companion dryads from ve phytokin and the unshakled dryad from alpha memes could be patched to be boosted in some form from the connection?
Annabellee Dec 19, 2024 @ 9:40am 
i running the hauler so that why I am not see the greater dyryad
RedMattis  [author] Dec 19, 2024 @ 9:38am 
@Annabellee
Assuming you have this mod and not just the base Dryad rework mod...

They will start showing up at the last few tiers usually around the time you're upgrading shrines to Jade.

The Hauler doesn't have en evolved form at the moment, same goes for the dryads that fuse into a new gauranlen tree.
Annabellee Dec 19, 2024 @ 9:11am 
How do you unlock the greater dryads? Can I be at 90% Harmony, or do I have to be at 100% Harmony?
RedMattis  [author] Dec 8, 2024 @ 8:11am 
@Chimbo
The buff the pawn gets from the tree at very high levels scales somewhat with the pruning speed, so it isn't totally wasted.

@Grim
The VE Gaubric makers had their own AI tree. I don't think I ever got around to implementing a method to have them do cleaning jobs. The ones from here use their own code.

@Ramdom
Sounds reasonable, perhaps I can throw that in for 1.6. :)

@DanC
Them being uncontrollable is part of the intended drawbacks and something to distinguish them from Player Mechanoids.
RedMattis  [author] Dec 8, 2024 @ 8:08am 
@Chimbo
The buff the pawn gets from the tree at very high levels scales somewhat with the pruning speed, so it isn't totally wasted.
Chimbo Dec 8, 2024 @ 1:03am 
Sick. I'm guessing it's best to completely avoid the "Pruning" expertise or whatever it's called from Skills expanded with these mods?
RanDumb Dec 7, 2024 @ 6:45pm 
finally a good fucking thumbnail
ChopSushiii Nov 27, 2024 @ 10:08pm 
Yes I've also noticed this issue with the gaubric makers
Grim Nov 15, 2024 @ 7:59pm 
i notice my greater gaubricmaker dryad doesnt seem to be doing any cleaning at all? - is this intended? if not i think all gaubric maker dryads should be able to clean since they have no secondary ability unlike the rest of the dryad castes (also do spitters have any buffs? they have always seemed rather underpowered)
Ren Nov 4, 2024 @ 6:08pm 
Awesome mod. Loving the way dryads work.

Think you can make it compatible with VEI- Anima Theme as well? Or work with Oskar to do it?
Ramdom Oct 27, 2024 @ 1:50pm 
This mod is great ! I always felt sad seing my awakened dryads get sick, i even thought avout using biosculptor's reverse aging cycles to save them lol

Homever, could there be a way to not have any greater dryads spawn on specific trees, even if they're highly empowered ? Like an individual on/off switch ? Because it looks a bit funky seing all those big guys around my few trees,yet i want my medicine makers to tend well, but not have giants roaming everywhere
DanC Oct 16, 2024 @ 4:13am 
Should you be able to assign areas to the dryads? Keep having the issue of them running into the middle of a fight and getting themselves killed.
GUleiduoDaze Oct 12, 2024 @ 5:54pm 
@RedMattis

Great mod, please keep on. I'm planning to build an eco-ship carrying trees to the space with SOS this time haha:steamhappy:
Kokorocodon Oct 11, 2024 @ 9:55pm 
From TurtleShroom

DISCOVERY CHANNEL PRESENTS:

NEW VANILLA EXPANDED IDEOLOGIES DRYADS COMPATIBILITY PATCH FOR DRYADS AND KNUCKLES AND GAURANLEN TREES REWORKED, DELUXE TURBO EDITION, ULTIMATE HIGH DEFINITION NITRO FAIRY'S EFFECT REMIX, FEATURING DANTE FROM THE 'DEVIL MAY CRY' SERIES, NOW WITH NEW FUNKY MODE (ALL COMBAT EXPANDED MOUNT ARMOR PACKS INCLUDED!)

COMPATIBLE WITH "RIMWORLD" V2.4.15
RedMattis  [author] Oct 11, 2024 @ 9:00am 
@GUleiduoDaze
I did buff the carrying capacity and size whole bunch, so with Pick & Haul they should be better in theory.

In vanilla the carriers are slower though, which I retained. They might certainly need some kind of buff though. Hmm...

I think the woodmakers carrying was actually a leftover to buff them that I added before I made them able to plant trees. They were kind of pointless unless you were on like, ice sheets or deserts otherwise.
GUleiduoDaze Oct 11, 2024 @ 3:31am 
@RedMattis
I tried a dryad only no mech run, I found that carrier moves slower them wood maker and they both carry.

Is this as intended? I think wood maker is straight up better in everyway
RedMattis  [author] Oct 11, 2024 @ 2:52am 
@GUleiduoDaze
I did consider it, but it even the tier2 mechanoid digger doesn't do that. Don't recall if other mechs do though.

I could be persuaded, especially if enough people want it though.