Difference between revisions of "Anima tree"

From RimWorld Wiki
Jump to navigation Jump to search
(clean up)
Line 34: Line 34:
 
| livesin_tundra = True
 
| livesin_tundra = True
 
}}
 
}}
The '''anima tree''' is a tree added by the [[Royalty DLC]]. It provides both a meditation focus for [[psycasts|psycasters]] and a way to create psylinks for them. If a person (psycaster or not) meditates near an anima tree, it will grow anima grass around its base. Once twenty anima grass is grown, it becomes possible to carry out a psychic linking ritual with the tree and upgrade a person's psychic powers. Only pawns with a tribal [[backstories]] know the secret of this ritual. Tribal psycasters can also draw [[psyfocus]] from anima trees while meditating to them. 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. Their effectiveness is also reduced after being used too long. This tree has a blue green color scheme and Anima Grass can grow around it.
+
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.
 
One anima tree spawns on most [[World generation#Landing site|landing site]] maps. On larger map sizes, up to two may spawn.
  
While it is not flammable nor susceptible to [[toxic fallout]], it can be eaten by [[alphabeaver]]s but not by [[thrumbo]]s, despite both being [[dendrovore]]s. However, [[anima grass]] will not be consumed by grazing animals, although it is flammable. It is also susceptible to both [[defoliator]]s and [[defoliator ship]]s.
+
Anima trees are immune to fire, [[toxic fallout]], and won't die to lack of light. [[Thrumbo]]s will actively avoid anima trees, but [[alphabeaver]]s can eat them. It is also susceptible to both [[defoliator]]s and [[defoliator ship]]s. Anima ''grass'' is vulnerable to fire, can be eaten by grazing animals, and will rot if left without light.
  
Destruction of the anima tree causes the [[Mood#Anima scream|anima scream debuff]], which stacks up to 3 times and inflicts a -6 mood penalty after one, -11 at 2 and -14 at 3 (further scaling with psychic sensitivity), and lasts for 5 days. It will grow back as a [[Events#Anima tree sprout|random event]] a few days after being destroyed, at a random location that will be out of range of buildings. This can be used to move a tree from an inopportune location if the mood penalty can be dealt with.
+
Destruction of the anima tree causes the [[Mood#Anima scream|anima scream debuff]], which stacks up to 3 times and inflicts a -6 mood penalty after one, -11 at 2 and -14 at 3 (further scaling with psychic sensitivity), and lasts for 5 days. It will grow back as a [[Events#Anima tree sprout|random event]] a few days after being destroyed, at a random location that will be out of range of buildings. This can be used to move a tree from an inopportune location, if the mood penalty can be dealt with.
  
 
== Meditation mechanics ==
 
== Meditation mechanics ==
Meditating at an anima tree requires a Natural meditation focus, which a pawn can only get from its childhood background. Multiple pawns can meditate at the same time to speed up the spawning of the anima grass. Pawns do not need to have psylink levels to meditate, nor are pawns with psylink levels or higher [[psychic sensitivity]] better at growing grass. It takes 1 pawn meditating approximately 5 in-game hours to grow one anima grass.  
+
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.
  
Anima trees provide the second-best additional meditation focus strength for Natural meditation, after [[animus stone]]s.
+
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.
  
Building an artificial building nearby will reduce the meditation strength and anima grass growth rate by 1-5%. However, there are some exceptions:
+
===Anima grass===
* [[Animus stone]]s increase the focus strength by 2% each, up to 4 stones (8% increase total).
+
Meditating near an anima tree creates '''anima grass'''. It takes 1 pawn meditating for approximately 5 in-game hours to grow one anima grass.  
* [[Large nature shrine|Large]] and [[small nature shrine]]s increase the focus strength by 1% each, up to 4 shrines (4% increase total). This limit is shared with animus stones.
 
* [[Torch lamp]]s, [[campfire]]s, roofs, and all [[floor]]ing have no effect at all.
 
  
Selecting the tree displays two circles around the tree. The smaller green circle close to the tree is the range at which animus stones and nature shrines can link to the tree and enhance its meditation strength. The larger red circle indicates the area within which artificial structures, other than as noted above, will disrupt the tree. Any structure that would disrupt the tree also displays a red line from the hovering blueprint to the tree if one selects the building to build or place within the radius. This red line can be disabled by selecting the tree and unchecking the "Build radius warning" option.
+
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.
  
Once a certain amount of meditation has been done during a day, grass growth will slow down. Grass growth slows to 50% of normal growth rate once 12 pawn-hours of meditation time, summed across all pawns meditating at the tree, has elapsed during a day. It slows to 25% of the normal growth rate after 24 pawn-hours of meditation time has occurred during a day. Finally, it drops to 15% of the normal growth rate after 48 pawn-hours of meditation time has happened during a day.
+
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]].
 +
 
 +
===Artifical buldings===
 +
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.
 +
 
 +
[[Animus stone]]s and both [[Large nature shrine|large]] and [[small nature shrine]]s are not considered artificial, and instead increase focus strength.  
  
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]].
+
Selecting the tree displays two circles around the tree:
 +
*The smaller, green circle is the range at which animus stones and nature shrines can link to the tree.
 +
* The larger, red circle indicates where artifical 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.
  
== Tips ==
+
== Analysis ==
To maximize grass growth, one or more pawns with the "[[Psycasts#Natural|Natural]]" focus type can be [[schedule]]d to meditate for the entire day, only stopping to eat and sleep. Meditating will provide some [[recreation]]; however, the pawn will quickly become bored of it, reducing its effectiveness in this regard. It is recommended to install attractive [[floors]], or to plant flowers around to improve the [[beauty]] of the area and improve mood without affecting the tree. If the tree spawns next to either a rock wall or cave, this can be useful to place the [[meditation spot]] under a roofed area without affecting the tree with an artificial structure. A bed and dining room just outside of the radius are also recommended to minimize travel time to and from the tree and avoiding the "[[Mood#Misc|ate without table]]" debuff.  
+
While psycasters do not create anima grass any faster, meditation in general increases [[psyfocus]], while growing anima grass for other colonies.
  
While the grass does not grow faster when meditated at by a psycaster, it can be worthwhile to assign them to this role. 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.
+
===Building===
 +
There are two philosphies for building near the anima tree:
 +
* Leaving the anima tree clear from artifical 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 minimize 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. 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.  
  
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. Therefore in some circumstances, it may actually be beneficial to build close to the tree for ease of meditation for the purpose of anima grass production, as well as ensuring the safety of pawns who won't need to travel as far to meditate.
+
===Schedule===
 +
*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.
 +
*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.
  
 
== Version history ==
 
== Version history ==

Revision as of 18:14, 25 November 2022

Anima tree

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.
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.
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.
Most tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit.

Base Stats

Type
PlantTree
Beauty
5 (1)
HP
400
Flammability
0%
Path Cost
42

Building

Minifiable
False
Passability
pass through only
Cover Effectiveness
25%
Blocks Wind
True
Light Radius
1.91

Ingestion

Nutrition
2

Plant Stats

Time to grow
25 days (46.15 days)
Lifespan
Indefinite
Work to Harvest
800 ticks (13.33 secs)
Base Harvest Yield
25 Wood
Min Fertility
2%
Fertility Sensitivity
0%
Min light to grow
50%

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 psylinks to tribal pawns.

Growth

One anima tree spawns on most landing site maps. On larger map sizes, up to two may spawn.

Anima trees are immune to fire, toxic fallout, and won't die to lack of light. Thrumbos will actively avoid anima trees, but alphabeavers can eat them. It is also susceptible to both defoliators and defoliator ships. Anima grass is vulnerable to fire, can be eaten by grazing animals, and will rot if left without light.

Destruction of the anima tree causes the anima scream debuff, which stacks up to 3 times and inflicts a -6 mood penalty after one, -11 at 2 and -14 at 3 (further scaling with psychic sensitivity), and lasts for 5 days. It will grow back as a random event a few days after being destroyed, at a random location that will be out of range of buildings. This can be used to move a tree from an inopportune location, if the mood penalty can be dealt with.

Meditation mechanics

Meditating at an anima tree requires a 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.

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 stones.

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.

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.

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 bestowing ceremony.

Artifical buldings

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 lamps, campfires, roofing, and all flooring has no effect.

Animus stones and both large and small nature shrines are not considered artificial, and instead increase focus strength.

Selecting the tree displays two circles around the tree:

*The smaller, green circle is the range at which animus stones and nature shrines can link to the tree.
  • The larger, red circle indicates where artifical 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

While psycasters do not create anima grass any faster, meditation in general increases psyfocus, while growing anima grass for other colonies.

Building

There are two philosphies for building near the anima tree:

  • Leaving the anima tree clear from artifical structures. Install attractive floors 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 minimize 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. 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.

Schedule

  • 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.
  • 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.

Version history

  • 1.1.2647 - Added.
  • 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.
  • 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.
  • 1.3.3067 - Added anima grass growth rate from meditation penalty to anima tree based on proximity to artificial buildings.
  • 1.3.3074 - Prevent thrumbos from eating anima trees.
  • 1.3.3087 - Description updated.