Difference between revisions of "Gauranlen tree"

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==Planting==
 
==Planting==
[[Gauranlen seeds]] can be planted on any tile with a fertility stat, but if planted within 7 tiles of artificial structures the tree will experience greater connection strength decay over time. It cannot be planted closer than 4 tiles to another Gauranlen tree, or within 1 tile of a grow zone, tree or cactus, and cannot be placed on top of bushes. Grow zones can be placed around a tree, as long as it's arible soil (not sand, as the grees can be planted on sand), but must be at least one tile away from the tree in all directions, as with other trees, plants *excluding grass*, cannot be within one tile. Plants are not manmade and thus do not affect connection decay. Planting plants on top of the moss will require a pawn to remove the moss, as with grass.
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[[Gauranlen seeds]] can be planted on any tile with a fertility stat, but if planted within 7 tiles of artificial structures the tree will experience greater connection strength decay over time. It cannot be planted closer than 4 tiles to another Gauranlen tree, or within 1 tile of a grow zone, tree or cactus, and cannot be placed on top of bushes. Grow zones can be placed around a tree, as long as it's arable soil (not sand, as the grees can be planted on sand), but must be at least one tile away from the tree in all directions, as with other trees, plants *excluding grass*, cannot be within one tile. Plants are not manmade and thus do not affect connection decay. Planting plants on top of the moss will require a pawn to remove the moss, as with grass. They can be placed adjacent to walls, ignoring the connection decay penalty.
  
 
==Connection==
 
==Connection==
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You may select the dryad caste after the ceremony is completed. The connection made after the ceremony is permanent, even if the connection strength drops to 0%. The only way to break the connection is for the connected colonist to die, after which a 30-day countdown will ensue until another pawn may connect to the tree. The dryads connected to the tree will enter into cocoons and reform into immature dryads.
 
You may select the dryad caste after the ceremony is completed. The connection made after the ceremony is permanent, even if the connection strength drops to 0%. The only way to break the connection is for the connected colonist to die, after which a 30-day countdown will ensue until another pawn may connect to the tree. The dryads connected to the tree will enter into cocoons and reform into immature dryads.
  
Connection decay depends on nearby buildings and the current connection level. It starts out at 0% decay with 0 connection strength and 2.6% at 10%, then subsequently increases by .6% decay/day/10% connection strength, capping out at 6% connection decay at around 65-70% connection strength. If there are any nearby buildings, connection decay is increased by up to 6.2% as a flat rate, meaning connection will continue to decay even at 0% connection strength, total connection decay does not exceed 12%/day. This is affected by closeness to the tree. In tile proximity to decay rate; 7:1.7, 6:2.4, 5:3.2, 4:4, 3:4.7, 2:5.5, 1:6.2. Only the closest building is counted.
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Connection decay depends on nearby buildings and the current connection level. It starts out at 0% decay with 0 connection strength and 2.6% at 10%, then subsequently increases by .6% decay/day/10% connection strength, capping out at 6% connection decay at around 65-70% connection strength. If there are any nearby buildings, connection decay is increased by up to 6.2% as a flat rate, meaning connection will continue to decay even at 0% connection strength, total connection decay does not exceed 12%/day. This is affected by closeness to the tree. In tile proximity to decay rate; 7:1.7, 6:2.4, 5:3.2, 4:4, 3:4.7, 2:5.5, 1:6.2. Only the closest building is counted. Natural walls (rock) do not affect decay, nor do their smoothed counterparts.
  
 
You can see the connection strength your colonist has with the tree by selecting the tree. It ranges from 0% to 100%, and the colonist must prune the tree to increase their connection with it. The stronger the connection the more dryads that tree can produce and support. A tree can support at most 4 dryads maintaining a 75% connection strength. It is recommended to aim for a higher connection than you desire, since the connection will continue to fall even if recently pruned, including overnight.
 
You can see the connection strength your colonist has with the tree by selecting the tree. It ranges from 0% to 100%, and the colonist must prune the tree to increase their connection with it. The stronger the connection the more dryads that tree can produce and support. A tree can support at most 4 dryads maintaining a 75% connection strength. It is recommended to aim for a higher connection than you desire, since the connection will continue to fall even if recently pruned, including overnight.
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==Gauranlen interaction with religion==
 
==Gauranlen interaction with religion==
 
There is a Gauranlen connection precept that sometimes follows the Tree connection meme, pawns in an ideology with that precept will want a Gauranlen connection. If a pawn in the same religion does have a connection, they get a non-stacking +3 mood bonus. It counts as a tree in interacting with the [[Precept]] Trees.
 
There is a Gauranlen connection precept that sometimes follows the Tree connection meme, pawns in an ideology with that precept will want a Gauranlen connection. If a pawn in the same religion does have a connection, they get a non-stacking +3 mood bonus. It counts as a tree in interacting with the [[Precept]] Trees.
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==using trees in grow zones==
 +
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 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.
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==unconnected trees==
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Unconnected trees spawn up to two immature [[Dryads]] and will undergo normal moss growth. It is possible to use them purely as outside decoration, as the moss and tree are beautiful. They can easily increase any outdoor space's beauty without any cost(other than planting the tree).
  
 
==Gallery==
 
==Gallery==

Revision as of 20:25, 24 July 2021

Gauranlen tree

Gauranlen tree

An orange tree that produces dryads. These dryads are born from a dryad queen who lives inside the tree (and isn’t seen in gameplay). Each dryad stays attached to its mother tree for life.

Base Stats

Type
PlantTree
Beauty
6
HP
300
Flammability
100%

Building

Cover Effectiveness
25%

Plant Stats

Time to grow
10 days (18.46 days)
Work to Sow
400 ticks (6.67 secs)
Base Harvest Yield
35 Wood
Min Fertility
5%
Fertility Sensitivity
0%
Min light to grow
50%

The Gauranlen tree is a tree added by the Ideology DLC. It produces and supports dryads. The tree reaches its largest size after 10 days since planting, although this is purely visual.

They can be eaten by dendrovores such as thrumbos and alphabeavers.

Planting

Gauranlen seeds can be planted on any tile with a fertility stat, but if planted within 7 tiles of artificial structures the tree will experience greater connection strength decay over time. It cannot be planted closer than 4 tiles to another Gauranlen tree, or within 1 tile of a grow zone, tree or cactus, and cannot be placed on top of bushes. Grow zones can be placed around a tree, as long as it's arable soil (not sand, as the grees can be planted on sand), but must be at least one tile away from the tree in all directions, as with other trees, plants *excluding grass*, cannot be within one tile. Plants are not manmade and thus do not affect connection decay. Planting plants on top of the moss will require a pawn to remove the moss, as with grass. They can be placed adjacent to walls, ignoring the connection decay penalty.

Connection

For the tree to produce any dryads a colonist must connect with the tree through a connection ceremony. The ceremony requires at minimum 1 connector. Additional spectators will increase the quality of the ceremony, with each spectator over one adding an additional 10% expected connection quality.

You may select the dryad caste after the ceremony is completed. The connection made after the ceremony is permanent, even if the connection strength drops to 0%. The only way to break the connection is for the connected colonist to die, after which a 30-day countdown will ensue until another pawn may connect to the tree. The dryads connected to the tree will enter into cocoons and reform into immature dryads.

Connection decay depends on nearby buildings and the current connection level. It starts out at 0% decay with 0 connection strength and 2.6% at 10%, then subsequently increases by .6% decay/day/10% connection strength, capping out at 6% connection decay at around 65-70% connection strength. If there are any nearby buildings, connection decay is increased by up to 6.2% as a flat rate, meaning connection will continue to decay even at 0% connection strength, total connection decay does not exceed 12%/day. This is affected by closeness to the tree. In tile proximity to decay rate; 7:1.7, 6:2.4, 5:3.2, 4:4, 3:4.7, 2:5.5, 1:6.2. Only the closest building is counted. Natural walls (rock) do not affect decay, nor do their smoothed counterparts.

You can see the connection strength your colonist has with the tree by selecting the tree. It ranges from 0% to 100%, and the colonist must prune the tree to increase their connection with it. The stronger the connection the more dryads that tree can produce and support. A tree can support at most 4 dryads maintaining a 75% connection strength. It is recommended to aim for a higher connection than you desire, since the connection will continue to fall even if recently pruned, including overnight.

Pruning

Pruning the tree is done to maintain the tree's connection status with its connected pawn. Pruning is an activity under Plant Cut and will be prioritized according to the plant cut work priority. The speed at which pruning is done is governed by the Plants skill. A pawn with a higher Plants skill will be more efficient at maintaining the connection. Note that pruning speed is not governed by any work speed pawn stat. A pawn at plants 0 will prune at a rate of 0.8%/hr, a pawn with plants 10 at 1%/hr, and 20 at 1.2%/hr. This is linear, but the time it takes to prune the tree is not, with maintaining connection strength with a low plants skill pawn taking a significantly longer amount of time.

Obtaining a Gauranlen Seed

Gauranlen seeds can be harvested from a gauranlen pod. Harvesting yields one Gauranlen Seed. Gauranlen Pods are spawned as an event that can be triggered naturally or as a successful religious event reward.

Gauranlen moss

Gauranlen moss is spawned upon planting on tiles within 7 tiles of the tree. The moss has a beauty of 10. It will spread flames, but cannot be burnt down itself. The moss goes through regular cycles of dying and regrowing.

Gauranlen interaction with religion

There is a Gauranlen connection precept that sometimes follows the Tree connection meme, pawns in an ideology with that precept will want a Gauranlen connection. If a pawn in the same religion does have a connection, they get a non-stacking +3 mood bonus. It counts as a tree in interacting with the Precept Trees.

using trees in grow zones

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 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.

unconnected trees

Unconnected trees spawn up to two immature Dryads and will undergo normal moss growth. It is possible to use them purely as outside decoration, as the moss and tree are beautiful. They can easily increase any outdoor space's beauty without any cost(other than planting the tree).

Gallery

Version History