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− | {{Royalty}} | + | {{Royalty}}{{infobox main|plant| |
− | {{ | ||
| name = Anima tree | | name = Anima tree | ||
− | | image = Anima tree | + | | image = Anima_tree.png|Anima tree |
− | | description = A rare tree with warm, skin-smooth bark and long iridescent leaves. Infused with bioluminescent micro-organisms, anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes.<br | + | | description = A rare tree with warm, skin-smooth bark and long iridescent leaves. Infused with bioluminescent micro-organisms, anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes.<br>If a person (psycaster or not) meditates near an anima tree, it will grow anima grass around its base. Once enough grass is grown, it becomes possible to carry out a psychic linking ritual with the tree and upgrade a person's psychic powers. Only tribal peoples know the secret of this ritual. Tribal psycasters are also able to draw psyfocus from anima trees while meditating to them.<br>Anima trees' psychic properties are weakened if artificial structures are placed nearby. They refuse to be caged or studied, and must remain part of nature.<br>Most tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit. |
| type = Plant | | type = Plant | ||
| type2 = Tree | | type2 = Tree | ||
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| livesin_tundra = True | | livesin_tundra = True | ||
}} | }} | ||
− | The '''anima tree''' is a tree added by the [[Royalty DLC]]. It acts as a meditation focus and | + | The '''anima tree''' is a tree added by the [[Royalty DLC]]. It acts as a ''Natural'' meditation focus, and acts as a way to give [[psycasts|psylinks]] to tribal pawns. |
== Growth == | == Growth == | ||
One anima tree spawns on most [[World generation#Landing site|landing site]] maps. On larger map sizes, up to two may spawn. The Extreme Desert, Ice Sheet, and Sea Ice [[biome]]s are too inhospitiable for anima trees to spawn. | One anima tree spawns on most [[World generation#Landing site|landing site]] maps. On larger map sizes, up to two may spawn. The Extreme Desert, Ice Sheet, and Sea Ice [[biome]]s are too inhospitiable for anima trees to spawn. | ||
− | Anima trees are immune to [[fire]], [[toxic fallout]], can survive up to {{Temperature|-50}}, and will survive in the [[sun blocker|absence of light]]. [[Thrumbo]]s will not eat anima trees, but [[alphabeaver]]s can. It is also susceptible to both [[defoliator]]s and [[defoliator ship]]s. | + | Anima trees are immune to [[fire]], [[toxic fallout]], can survive up to {{Temperature|-50}}, and will survive in the [[sun blocker|absence of light]]. [[Thrumbo]]s will not eat anima trees, but [[alphabeaver]]s can. It is also susceptible to both [[defoliator]]s and [[defoliator ship]]s. Anima ''grass'' is vulnerable to fire, and will rot if left without light, but will not be eaten by grazing animals. |
− | === Regrowth === | + | ===Regrowth=== |
− | Destruction of the anima tree causes the {{--|6}} [[Mood#Anima scream|anima scream]] [[mood]]let for 5 days | + | Destruction of the anima tree causes the {{--|6}} [[Mood#Anima scream|anima scream]] [[mood]]let for 5 days. This scales with [[Psychic Sensitivity]]. |
After roughly 30 days, it will grow back in a [[Events#Anima tree sprout|random event]] at a random location away from artificial buildings. This can be used to move a tree from an inopportune location at the cost of mood. | After roughly 30 days, it will grow back in a [[Events#Anima tree sprout|random event]] at a random location away from artificial buildings. This can be used to move a tree from an inopportune location at the cost of mood. | ||
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== Meditation mechanics == | == Meditation mechanics == | ||
− | + | Meditating at an anima tree requires a [[Psycasts#Natural|Natural]] meditation focus. A pawn can only get this from their childhood background. Pawns do not need to have psylink levels to meditate. Place a [[meditation spot]] so that your colonists will actively meditate near the tree. | |
− | Meditating at an anima tree requires a [[ | ||
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− | + | Multiple pawns can meditate at the same time to speed up the spawning of the anima grass. Anima trees provide the second-best additional meditation focus strength for Natural meditation, after [[animus stone]]s. | |
− | + | ===Anima grass=== | |
− | + | Meditating near an anima tree creates '''anima grass'''. It takes 1 pawn meditating for approximately 5 in-game hours to grow one anima grass. | |
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− | + | After 12 pawn-hours of meditation time, grass growth slows by 50%. After 24 pawn-hours of meditation time, it slows to 25%. Finally, it drops to 15% of the normal growth rate after 48 pawn-hours of meditation time. This counts all pawns that have meditated during a 24 hour period. | |
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− | This ritual can grant a psylink to a pawn without one or improve the level of an existing psylink; even one granted using a [[psylink neuroformer]] or through an Empire [[Titles|bestowing ceremony | + | Once 20 grass has been grown, a level of psylink can be granted to a pawn with the Natural meditation focus type. The linking ritual takes approximately 5 hours. This ritual can grant a psylink to a pawn without one or improve the level of an existing psylink; even one granted using a [[psylink neuroformer]] or through an Empire [[Titles|bestowing ceremony]]. |
− | === | + | ===Artificial buildings=== |
− | + | Building an artificial building will reduce the meditation strength and anima grass growth rate. Each building reduces the rate by -1% to -5%. The maximum penalty from buildings is {{--|30%}}. [[Torch lamp]]s, [[campfire]]s, [[roof]]ing, and all [[floor]]ing has no effect. [[Ruins]] also do not have any penalty '''so long as the ruins remain unclaimed;''' claiming the ruins will cause them to apply the usual penalty. | |
− | + | [[Animus stone]]s and both [[Large nature shrine|large]] and [[small nature shrine]]s are not considered artificial, and instead increase focus strength. | |
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Selecting the tree displays two circles around the tree: | Selecting the tree displays two circles around the tree: | ||
− | * The smaller | + | *The smaller, green circle is the range at which animus stones and nature shrines can link to the tree. |
− | * The larger | + | * The larger, red circle indicates where artificial structures will disrupt the tree. The "Build radius warning" option, turned on by default, will create a red line whenever you try and place a building. |
== Analysis == | == Analysis == | ||
− | === | + | ===Building=== |
− | There are two | + | There are two philosphies for building near the anima tree: |
− | * | + | * Leaving the anima tree clear from artificial structures. Install attractive [[floor]]s and plant flowers (where grass won't spawn) to keep the area beautiful. A bed and dining room just outside of the radius can help lower travel time - especially if you dedicate a colonist's entire day to meditation. |
− | + | * Creating your entire base near the anima tree. This makes the travel time much shorter, and keeps your pawns safer again raids during meditation. In [[biome]]s where the [[Events#Beavers!|Beavers!]] event can happen (arid shrubland, tundra), it also keeps the ''tree'' safe. The decrease in travel time can make up for the -30% penalty, especially if multiple pawns are able to meditate. | |
− | * | + | ** Make sure not to build a [[roof]] or floor over the tree, or where grass can spawn. Use the remove roof area tool in the Zoning tab so that your builders don't cut down the tree. |
− | ** Make sure not to build a [[roof]] or floor over the tree, or where grass can spawn. Use the | ||
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− | + | ===Schedule=== | |
+ | *For maximum growth, set 1 or more colonists to just meditation, only stopping to eat or sleep. This also reduces travel time, useful if you have built away from the anima tree. | ||
+ | *If the anima tree is very nearby, then you can schedule meditation like Recreation. Meditation does fill up the recreation meter, even if colonists will get bored of it. If a large portion of colonists are set to meditation, then you will quickly hit the limit for grass growth. | ||
− | + | While psycasters do not create anima grass any faster, meditation in general increases their [[psyfocus]] while growing grass. | |
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== Version history == | == Version history == | ||
* [[Version/1.1.2647|1.1.2647]] - Added. | * [[Version/1.1.2647|1.1.2647]] - Added. | ||
− | * [[Version/1.1.2654|1.1.2654]] - Regrowth check cycle: 40 days -> 30 days. Added warning message when designating an anima tree for cutting and using it to give a psychically dull or deaf pawn psylink. Now sends a letter when enough anima grass is available for linking. | + | * [[Version/1.1.2654|1.1.2654]] - Regrowth check cycle: 40 days -> 30 days. Added warning message when designating an anima tree for cutting and using it to give a psychically dull or deaf pawn psylink. Now sends a letter when enough anima grass is available for linking. |
− | * [[Version/1.2.2719|1.2.2719]] - Anima trees are enhanced by nearby animus stones. Will no longer be destroyed by meteors, crashed ship parts, or shuttles. Anima grass progress rate now reduces after they're heavily used within a single day. All Psylink levels now take 20 anima grass instead of 18 for levels 1 and 2, 20 for 3 and 4, and 22 for 5 and 6. Soften anima tree glow. Remove anima grass glow | + | * [[Version/1.2.2719|1.2.2719]] - Anima trees are enhanced by nearby animus stones. Will no longer be destroyed by meteors, crashed ship parts, or shuttles. Anima grass progress rate now reduces after they're heavily used within a single day. All Psylink levels now take 20 anima grass instead of 18 for levels 1 and 2, 20 for 3 and 4, and 22 for 5 and 6. Soften anima tree glow. Remove anima grass glow. |
− | + | * [[Version/1.3.3067|1.3.3067]] - Added anima grass growth rate from meditation penalty to anima tree based on proximity to artificial buildings. | |
− | * [[Version/1.3.3067|1.3.3067]] - | ||
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating anima trees. | * [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating anima trees. | ||
* [[Version/1.3.3087|1.3.3087]] - Description updated. | * [[Version/1.3.3087|1.3.3087]] - Description updated. | ||
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− | {{ | + | {{nav|plant|wide}} |
[[Category:Plants]] [[Category:Trees]] | [[Category:Plants]] [[Category:Trees]] | ||
+ | [[Category:Royalty]] |