Editing Gauranlen tree
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| min fertility = 0.05 | | min fertility = 0.05 | ||
| fertility sensitivity = 0 | | fertility sensitivity = 0 | ||
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| nutrition = 2 | | nutrition = 2 | ||
| livesin_temperateforest = True | | livesin_temperateforest = True | ||
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Like the [[anima tree]]{{RoyaltyIcon}} and [[polux tree]]{{BiotechIcon}}, but unlike other trees, Gauranlen trees cannot be moved. | Like the [[anima tree]]{{RoyaltyIcon}} and [[polux tree]]{{BiotechIcon}}, but unlike other trees, Gauranlen trees cannot be moved. | ||
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===Gauranlen moss=== | ===Gauranlen moss=== | ||
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Even if connection reaches 0%, the pawn and tree will remain linked. The only way to break this link is for the connected colonist to die or be kidnapped by an enemy. Even if the colonist is [[Resurrector mech serum|resurrected]] or returned to a colony, the connection will be severed. There is a 30-day{{Check Tag|Verify|28 day? 30 day?}} cooldown between the unlink and relinking. | Even if connection reaches 0%, the pawn and tree will remain linked. The only way to break this link is for the connected colonist to die or be kidnapped by an enemy. Even if the colonist is [[Resurrector mech serum|resurrected]] or returned to a colony, the connection will be severed. There is a 30-day{{Check Tag|Verify|28 day? 30 day?}} cooldown between the unlink and relinking. | ||
− | Once you have linked to a tree, you can select a [[dryads|dryad caste]]. One tree can only have 1 caste of dryads, though you can have multiple dryads of that caste | + | Once you have linked to a tree, you can select a [[dryads|dryad caste]]. One tree can only have 1 caste of dryads, though you can have multiple dryads of that caste. |
==Connection== | ==Connection== | ||
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It is recommended to keep connection strength above the desired threshold, as connection will fall even if pruned. If connection ever falls below the threshold, then dryads will merge back into the tree, and will have to be spawned again. | It is recommended to keep connection strength above the desired threshold, as connection will fall even if pruned. If connection ever falls below the threshold, then dryads will merge back into the tree, and will have to be spawned again. | ||
− | Regardless of connection strength, there is an | + | Regardless of connection strength, there is an 8 day timer between spawning each [[immature dryad]]. This time will tick down even if the tree is unconnected, or if connection strength is too low to support more dryads. Once a dryad has spawned (which ''does'' require connection), it will take 5 more days for a dryad to mature into a selected [[dryads|dryad caste]]. |
===Decay=== | ===Decay=== | ||
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'''Artificial buildings''' | '''Artificial buildings''' | ||
− | ''Any'' artificial building in the Gauranlen tree's 7-tile range will increase connection decay by up to -6.2% / day. The amount of decay is dependent | + | ''Any'' artificial building in the Gauranlen tree's 7-tile range will increase connection decay by up to -6.2% / day. The amount of decay is dependent soley on how close the nearest artificial building is. Having multiple buildings does not impact connection decay. |
In tile proximity to decay rate: 7 tiles : -1.7%, 6 tiles : -2.4%, 5 tiles : -3.2%, 4 tiles : -4%, 3 tiles : -4.7%, 2 tiles : -5.5%, 1 tile : -6.2%. | In tile proximity to decay rate: 7 tiles : -1.7%, 6 tiles : -2.4%, 5 tiles : -3.2%, 4 tiles : -4%, 3 tiles : -4.7%, 2 tiles : -5.5%, 1 tile : -6.2%. | ||
− | == Pruning == | + | ==Pruning== |
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{{For|how much time a pawn would need to prune|Pruning Speed}} | {{For|how much time a pawn would need to prune|Pruning Speed}} | ||
Pruning is done to maintain a tree's connection status. It is considered a Plant Cut task in the [[work]] tab, done before any other plant-cut related task. You can adjust how much Connection a pawn will prune to by selecting the tree. | Pruning is done to maintain a tree's connection status. It is considered a Plant Cut task in the [[work]] tab, done before any other plant-cut related task. You can adjust how much Connection a pawn will prune to by selecting the tree. | ||
− | Pruning speed is determined by the [[Pruning Speed]] stat. This stat is based | + | Pruning speed is determined by the [[Pruning Speed]] stat. This stat is based off of [[Global Work Speed]] and Plants skill. In addition, the [[Ideoligion#Tree connection|Tree Connection]] [[meme]] gives {{+|25%}} to pruning speed, applied after skills. Tree Connection gives the pruning speed boost through the Gauranlen Connection [[precept]]. Pruning is not impacted by health factors like [[Consciousness]] or [[Manipulation]], so damaged pawns can prune just as well as healthy ones. |
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− | A baseline pawn at Plants 8 will have 100% pruning speed, and will prune at 1%/hr. A pawn of this skill would need to prune for 6 hours per day to | + | A baseline pawn at Plants 8 will have 100% pruning speed, and will prune at 1%/hr. A pawn of this skill would need to prune for 6 hours per day to mantain 4 dryads. |
While pruning, pawns earn XP at about the same rate as normal plant work, but won't have to move, and therefore get more XP/hour. | While pruning, pawns earn XP at about the same rate as normal plant work, but won't have to move, and therefore get more XP/hour. | ||
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** If you can't harvest trees, then somewhat competitive with [[fibercorn]]. With Tree Connection, Plants 14 dryads are equal to Plants 14 fibercorn. At higher plants skill, or with a [[Roles#Plants specialist|Plants specialist]], fibercorn becomes better for wood per work. | ** If you can't harvest trees, then somewhat competitive with [[fibercorn]]. With Tree Connection, Plants 14 dryads are equal to Plants 14 fibercorn. At higher plants skill, or with a [[Roles#Plants specialist|Plants specialist]], fibercorn becomes better for wood per work. | ||
*[[Berrymaker]] & [[Medicinemaker]]: Unless you are unable to grow plants at all, then the dryads are worse than their plant equivalent. | *[[Berrymaker]] & [[Medicinemaker]]: Unless you are unable to grow plants at all, then the dryads are worse than their plant equivalent. | ||
− | *[[Barkskin]] & [[Clawer]]: Combat dryads, controlled just like an animal trained to Attack. Unlike animals, dryads can regenerate from all permanent wounds and even [[luciferium]] addiction by resting for 3 days. Both | + | *[[Barkskin]] & [[Clawer]]: Combat dryads, controlled just like an animal trained to Attack. Unlike animals, dryads can regenerate from all permanent wounds and even [[luciferium]] addiction by resting for 3 days. Both dyrads are not great in solo combat, but can work together with colonists. It's a huge time cost, but can be useful. |
*[[Carrier]]: 1 pawn can sustain 4 half-speed haulers for a full waking day, for less than a full day's of work. If you don't need things hauled constantly, then you still have to prune the tree (or face a 5-day minimum penalty). | *[[Carrier]]: 1 pawn can sustain 4 half-speed haulers for a full waking day, for less than a full day's of work. If you don't need things hauled constantly, then you still have to prune the tree (or face a 5-day minimum penalty). | ||
− | *[[Gaumaker]]: Another way to create | + | *[[Gaumaker]]: Another way to create gaulanlen trees. Useful for the Tree Connection moodlet, and only available with Tree Connection. |
− | Because light impacts Global Work Speed, you'll want to place a [[standing lamp]] 8-9 tiles away. | + | Because light impacts Global Work Speed, you'll want to place a [[standing lamp]] 8-9 tiles away. Alternatively, you can place a [[torch lamp]] anywhere near the tree. |
'''Using gauranlen trees in grow zones''' | '''Using gauranlen trees in grow zones''' | ||
<br> | <br> | ||
− | As mentioned before, the Gauranlen tree is a tree and requires a 3 by 3 space around it to not be cut down. They | + | As mentioned before, the Gauranlen tree is a tree and requires a 3 by 3 space around it to not be cut down. They cant be placed within 4 tiles of another gauranlen tree, so maximizing area to trees, you can have 4 trees in a 6*6 area(note that an additional 7 tiles from each side cannot have buildings without impeding connection). The ratio of tiles occupied by a tree to tiles occupied by a grow zone is 9:16, making for a 5*5 repeating pattern around each tree. At each protruding corner, where you shouldn't have walls, more grow tiles can be put in (as long as it's arable soil). Thus it is efficient to use the tree in this way if space available is an important factor. |
==Cutting== | ==Cutting== | ||
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GauranlenTreeA.png|Gauranlen Tree sprite Variant A | GauranlenTreeA.png|Gauranlen Tree sprite Variant A | ||
Gauranlen tree.png|Gauranlen Tree sprite Variant B | Gauranlen tree.png|Gauranlen Tree sprite Variant B | ||
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</gallery> | </gallery> | ||
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* [[Ideology DLC]] Release - Added. | * [[Ideology DLC]] Release - Added. | ||
* [[Version/1.3.3069|1.3.3069]] - Connecting to a Gauranlen tree gives 25-45% connection strength to the connector depending on ritual quality. Psychically deaf pawns cannot connect with Gauranlen trees. | * [[Version/1.3.3069|1.3.3069]] - Connecting to a Gauranlen tree gives 25-45% connection strength to the connector depending on ritual quality. Psychically deaf pawns cannot connect with Gauranlen trees. | ||
− | * [[Version/1.3.3072|1.3.3072]] - Gauranlen trees heal slowly over time | + | * [[Version/1.3.3072|1.3.3072]] - Gauranlen trees heal slowly over time. |
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating Gauranlen trees. | * [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating Gauranlen trees. | ||
− | * [[Version/1.3.3076|1.3.3076]] - Pruning is now based | + | * [[Version/1.3.3076|1.3.3076]] - Pruning is now based off the [[Pruning Speed|pruning speed]] stat. |
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* [[Version/1.4.3523|1.4.3523]] - Fix: Global work speed not applying to pruning speed. | * [[Version/1.4.3523|1.4.3523]] - Fix: Global work speed not applying to pruning speed. | ||
{{nav|plant|wide}} | {{nav|plant|wide}} | ||
[[Category:Plants]] [[Category:Trees]] | [[Category:Plants]] [[Category:Trees]] |