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Meditating near an anima tree creates '''anima grass''' around the base of the tree. Once at least 20 grass has been grown, a level of psylink can be granted to a pawn with the Natural meditation focus type.  
 
Meditating near an anima tree creates '''anima grass''' around the base of the tree. Once at least 20 grass has been grown, a level of psylink can be granted to a pawn with the Natural meditation focus type.  
  
Anima grass is created proportional to the pawn-hours spent meditating to it. Multiple pawns can meditate at the same time to speed up the spawning of the anima grass. At 100% effectiveness, one pawn-hour of meditation grows approximately 16% of one anima grass patch. After 12 pawn-hours of cumulative meditation time, grass growth slows by 50% to 8% of growth per pawn-hour. After 24 pawn-hours of meditation time, it slows to 25%, or 4% of growth per pawn-hour. 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. This rate is also affected by the [[#Artificial buildings|artificial buildings]] surrounding the tree, up to a -30% of the growth. A full -30% penalty does not stop growth after 24 pawn-hours, suggesting that factor is applied multiplicatively. If there are multiple trees on a map, each will have its own anima grass and threshold, allowing more grass to be grown before hitting diminishing returns.
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Anima grass is created proportional to the pawn-hours spent meditating to it. Multiple pawns can meditate at the same time to speed up the spawning of the anima grass. It takes 1 pawn meditating for approximately 5 in-game hours to grow one anima grass. After 12 pawn-hours of cumulative 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. This rate is also affected by the [[#Artificial buildings|artificial buildings]] surrounding the tree. If there are multiple trees on a map, each will have it's own anima grass and threshold, allowing more grass to be grown before hitting diminishing returns.
  
 
The pawn must have Natural meditation available in order to grow anima grass. However, the health, psylink level, and [[psychic sensitivity]] of the meditating pawns has no effect on the amount of grass generated, even if they are psychically deaf.
 
The pawn must have Natural meditation available in order to grow anima grass. However, the health, psylink level, and [[psychic sensitivity]] of the meditating pawns has no effect on the amount of grass generated, even if they are psychically deaf.
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The linking ritual takes approximately 5 hours and requires 20 anima grass.
 
The linking ritual takes approximately 5 hours and requires 20 anima grass.
  
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]]. This only works on pawns with the Natural meditation type and a non-zero [[psychic sensitivity]].{{Check Tag|Verify}} [[Children]] {{BiotechIcon}} cannot link to the anima tree. Once the ritual is complete, 20 anima grass will die, and one new grass will sprout for every participant of the ritual. Any remaining or regrown grass can then be used for future linking rituals, however note that the grass has a limited lifespan of {{Q|Anima grass|Lifespan}} [[time|days]].
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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]]. This only works on pawns with the Natural meditation type. [[Children]] {{BiotechIcon}} cannot link to the anima tree. Once the ritual is complete, 20 anima grass will die, and one new grass will sprout for every participant of the ritual. Any remaining or regrown grass can then be used for future linking rituals, however note that the grass has a limited lifespan of {{Q|Anima grass|Lifespan}} [[time|days]].
  
 
=== Meditation focus ===
 
=== Meditation focus ===
Psycasters regain psyfocus at a base rate of {{+|50%}} psyfocus per day spent meditating. Foci in range of the psycaster's [[meditation spot]] and of a focus type they share increase this rate additively. Anima trees have a base meditation focus strength of {{+|28%}} psyfocus per day. Each [[animus stone]] within 9.9 tiles increases the meditation effectiveness by {{+|2%}}, while each [[small nature shrine|small]] or [[large nature shrine]] within 9.9 tiles increases it by {{+|1%}}. Up to four buildings can affect the tree, for a maximum bonus of {{+|8%}} from 4 animus stones. This rate is also affected by the [[#Artificial buildings|artificial buildings]] surrounding the tree.
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Psycasters regain psyfocus at a base rate of {{+|50%}} psyfocus per day spent meditating. Focuses in range of the psycaster's [[meditation spot]] and of a focus type they share increase this rate additively. Anima trees have a base meditation focus strength of {{+|28%}} psyfocus per day. Each [[animus stone]] within 10 tiles increases the meditation effectiveness by {{+|2%}}, while each [[small nature shrine|small]] or [[large nature shrine]] within 10 tiles increases it by {{+|1%}}. Up to 4 buildings can affect the tree, for a maximum bonus of {{+|8%}} from 4 animus stones. This rate is also affected by the [[#Artificial buildings|artificial buildings]] surrounding the tree.
  
However, the anima tree will still grow grass with 5 animus stones in the vicinity. With five animus stones, a psycaster will gain psyfocus at a rate of 92% per day without interference from buildings while also being able to grow anima grass. Similarly, in practice an anima tree with 4 animus stones will recharge psyfocus at a rate of 90% per day, {{+|40%}}, assuming all objects are within range of each other. They will technically be meditating at the animus stone and not the anima tree. The anima tree is ignored for psyfocus gain but not for anima grass growing.
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The maximum meditation focus strength is thus {{+|36%}} for an anima tree with no artificial buildings within 35 tiles and surrounded by 4 animus stones.  
 
 
The maximum meditation focus strength is thus {{+|42%}} for an anima tree with no artificial buildings within 34.9 tiles and surrounded by five animus stones.
 
  
 
=== Artificial buildings ===
 
=== Artificial buildings ===
Building an artificial building within the 34.9 tile build radius will reduce the meditation strength and anima grass growth rate. The reduction is set by the following curve:
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{{Stub|section=1|reason=Radius?}}
 
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Building an artificial building will reduce the meditation strength and anima grass growth rate. Each building reduces the rate by {{--|1%}} to {{--|5%}}.{{Check Tag|Detail|Changes based on what}} The maximum penalty from buildings is {{--|30%}}.  
<div><li style="display: inline-table;">
 
{| {{STDT| c_07 text-center}}
 
! Artificial items<br>in range !! Strength<br>offset !! Graph
 
|-
 
|  0 || '''0%'''
 
| rowspan="4" | {{Graph:Chart
 
| width = 200 | height = 200 | type = line | xAxisTitle = Artificial items in range | yAxisTitle = Strength offset
 
| x = 0,  5,  10,  50
 
| y = 0, -8, -15, -30
 
}}
 
|-
 
|  5 || {{--| 8%}}
 
|-
 
| 10 || {{--|15%}}
 
|-
 
| 50 || {{--|30%}}
 
|}
 
</li></div>
 
 
 
Keep in mind that a pawn will preferentially meditate at the highest rate natural building, so two animus stones next to an anima tree will give +4% (+28%-28%+2%+2%) but two animus stones on their own will only give +2% (+34%-34%+2%). Without the artificial building penalty, both situations would be equivalent +36% (+34%+2%) as a pawn would always meditate at the animus stone and the anima tree would be ignored, though grass still grows.  
 
  
 
The following buildings are not considered artificial for this purpose:
 
The following buildings are not considered artificial for this purpose:
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* [[Grave]]
 
* [[Grave]]
 
* [[Campfire]]
 
* [[Campfire]]
* [[Small nature shrine]] {{RoyaltyIcon}}
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* [[Small nature shrine]]
* [[Large nature shrine]] {{RoyaltyIcon}}
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* [[Large nature shrine]]
* [[Animus stone]] {{RoyaltyIcon}}
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* [[Animus stone]]
 
* All [[spot]]s  
 
* All [[spot]]s  
 
* All [[floor]]ing
 
* All [[floor]]ing
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* [[Large mech recharger]] {{BiotechIcon}}</div>
 
* [[Large mech recharger]] {{BiotechIcon}}</div>
  
[[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. Despite their similarity to other exempted objects, [[monument marker]]s {{RoyaltyIcon}} are considered artificial.
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[[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. Despite their similarity to other exempted objects, [[monument marker]]s are considered artificial.
  
 
Selecting the tree displays two circles around the tree:
 
Selecting the tree displays two circles around the tree:
* The smaller (9.9 tiles radius), green circle is the range at which animus stones and nature shrines can link to the tree.
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*The smaller, green circle is the range at which animus stones and nature shrines can link to the tree.
* The larger (34.9 tiles radius), 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.
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* 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 ==
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=== Buildings ===
 
=== Buildings ===
 
There are two philosophies for building near the anima tree:
 
There are two philosophies for building near the anima tree:
* Option 1: Leaving the anima tree clear from artificial structures. You can still install attractive [[floor]]s and plant flowers (where grass won't spawn) to keep the area [[beauty|beautiful]] and meditators happy without affecting the tree. A bed and dining room just outside of the radius can help lower travel time. This method is ideal if you dedicate a colonist's entire workday to meditation. Psycasters can gain psyfocus at the maximum rate of 92% per day, or 3.83% per hour.  
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* Leaving the anima tree clear from artificial structures. You can still install attractive [[floor]]s and plant flowers (where grass won't spawn) to keep the area [[beauty|beautiful]] and meditators happy without affecting the tree. 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.
  
* Option 2: Ignoring the artificial penalty entirely. Create your entire base right next to the anima tree, and surround the tree with [[wall]]s. This makes the travel time much shorter, and keeps your pawns safer against raids during meditation. In [[biome]]s where the [[Events#Beavers!|Beavers!]] event can happen (arid shrubland, tundra), it also keeps the ''tree'' safe.  
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* Ignoring the artificial penalty entirely. Create your entire base right next to the anima tree, and surround the tree with [[wall]]s. This makes the travel time much shorter, and keeps your pawns safer against 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 when 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 [[remove roof area]] tool in the Zoning tab so that your builders don't cut down the tree.
** While building close to the tree impacts the rate at which you gain psyfocus, the psyfocus gain provided by the tree is an "offset" on top of a pawn's base psyfocus gain of 50%/day. With 50 buildable items in the vicinity, the anima tree will not provide any bonus to meditation but any items providing bonuses will still provide the benefit. The lowest possible psyfocus gain is 50% per day while the maximum amount lost is -34% per day, if a single animus stone is used. A pawn will actually meditate at the animus stone over the anima tree but anima trees do not provide a bonus to animus stones, 2 animus stones are needed to see any bonus beyond 50% psyfocus gain per day. This will generate psyfocus at a rate of 2.08% per hour. With 5 animus stones, the rate will be 58% per day, or 2.42% per hour.  
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** While building close to the tree impacts the rate at which you gain psyfocus, the psyfocus gain provided by the tree is an "offset" on top of a pawn's base psyfocus gain of +50%/day. Even if the tree's psyfocus gain offset is at its minimum, a -2%/day penalty, pawns can still gain psyfocus by meditating at the tree at a rate of +48%/day.
 
In either case, a ring of flooring around the tree and grass spawning area can be useful to prevent [[fire|wildfires]] destroying the grass.
 
In either case, a ring of flooring around the tree and grass spawning area can be useful to prevent [[fire|wildfires]] destroying the grass.
 
Psycasters lose psyfocus at a maximum rate of 7.5% per day. The least a psycaster will need to meditate using option 1 is for 1.95 hours with 5 animus stones. The least a psycaster will need to meditate using option 2 with 5 animus stones is for 3.10 hours. During that additional 1.15 hours or 2875 ticks, a pawn with default movement speed of 4.6 cells per second, or 0.077 cells per tick, could walk 221 cells. Since a return trip is required, anima trees outside of 110 cells from the likely point of travel experience a time penalty greater or equal than the penalty caused by artificial buildings.
 
 
If only using small nature shrines (as 5 animus stones are expensive and difficult to acquire, especially at the stage of game when anima grass is most desired) the times to meditate become 3.42%/hr vs. 2.17%/hr (note that the addition of shrines allows the full -30% penalty). During that additional 1.26 hours or 3150 ticks, a pawn with default movement speed of 4.6 cells per second, or 0.077 cells per tick, could walk 242 cells. Since a return trip is required, anima trees outside of 121 cells from the likely point of travel experience a time penalty greater or equal than the penalty caused by artificial buildings.
 
 
On the default map size of 250x250, the furthest point from the center is 125 to 176 cells depending on direction. However, trees on the far edge of the map should probably be chopped in hopes of a better location as those locations will likely not be built around anyways. An anima tree in a central location should left building free, with likely starting locations such as dining halls and bedrooms placed within 86 cells of the edge of the build radius warning.
 
 
With longer meditation times, the travel time becomes less significant but the building penalty still applies to anima grass growth. It becomes difficult to see any advantage to a tree being enclosed by buildings for the purposes of creating psycasters or using high cost psycasts. It is also easier to make a pawn move faster than it is to place an anima tree for a slow pawn. Colonist risk far from safety is still a factor.
 
 
 
  
 
=== Pawns ===
 
=== Pawns ===
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While the grass does not grow faster when meditated at by a psycaster, they are still ideal choices. The psyfocus gain from meditation not only replaces their need to meditate elsewhere; it also all but guarantees that they will be consistently at 100% psyfocus. This especially synergizes with high-psyfocus-cost, non-combat psycasts such as [[Psycasts#Word of trust|word of trust]] or [[Psycasts#Word of inspiration|word of inspiration]], and is valuable for keeping casters combat-ready as well.  
 
While the grass does not grow faster when meditated at by a psycaster, they are still ideal choices. The psyfocus gain from meditation not only replaces their need to meditate elsewhere; it also all but guarantees that they will be consistently at 100% psyfocus. This especially synergizes with high-psyfocus-cost, non-combat psycasts such as [[Psycasts#Word of trust|word of trust]] or [[Psycasts#Word of inspiration|word of inspiration]], and is valuable for keeping casters combat-ready as well.  
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 +
While meditation is slightly faster with anima stones for natural psycasters, having more psylinks available is almost always worth the tiny loss in psyfocus gains. This is especially true if [[Persona weapon#Kill-focused|Kill-focused]] persona weapons or [[rituals]]{{IdeologyIcon}} that refresh the psyfocus of participants are available.
  
 
== Gallery ==
 
== Gallery ==
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Anima tree d.png|Anima tree variant D
 
Anima tree d.png|Anima tree variant D
 
Anima tree e.png|Anima tree variant E
 
Anima tree e.png|Anima tree variant E
Stump chopped anima a.png|[[Chopped anima stump]] variant A
 
Stump chopped anima b.png|[[Chopped anima stump]] variant B
 
Stump smashed anima a.png|[[Smashed anima stump]] variant A
 
Stump smashed anima b.png|[[Smashed anima stump]] variant B
 
 
</gallery>
 
</gallery>
  
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* [[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.
* [[Version/1.3.3101|1.3.3101]] - Fix: Psychically deaf pawns get anima linking alert and can start the ceremony.
 
  
 
{{Nav|plant|wide}}
 
{{Nav|plant|wide}}
 
[[Category:Plants]] [[Category:Trees]]
 
[[Category:Plants]] [[Category:Trees]]

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