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− | {{Ideology}}{{Stub | + | {{Ideology}}{{Stub}}{{infobox main|animal| |
− | | page verified for version = 1.3.3066 | + | |page verified for version = 1.3.3066 |
− | | name = Woodmaker | + | |name = Woodmaker |
− | | image = Woodmaker.png | + | |image = Woodmaker.png |
− | | description = A slow, bumbling caste of dryad which specializes in wood production. Together with its Gauranlen tree, this dryad can generate a wood-like material on an ongoing basis. However, it is slow and ineffective at work or combat.<br>In general, dryads are mammal-like creatures that have a symbiotic relationship with the Gauranlen tree. They reproduce together with their tree, which contains a hidden dryad queen. Dryads can morph into various specialized castes. | + | |description = A slow, bumbling caste of dryad which specializes in wood production. Together with its Gauranlen tree, this dryad can generate a wood-like material on an ongoing basis. However, it is slow and ineffective at work or combat.<br>In general, dryads are mammal-like creatures that have a symbiotic relationship with the Gauranlen tree. They reproduce together with their tree, which contains a hidden dryad queen. Dryads can morph into various specialized castes. |
− | | type = Animal | + | |type = Animal |
− | | type2 = Dryad | + | |type2 = Dryad |
− | | movespeed = 3 | + | |movespeed = 3 |
− | | basemeatamount = 2 | + | |basemeatamount = 2 |
− | | baseleatheramount = 0 | + | |baseleatheramount = 0 |
− | | min comfortable temperature = -50 | + | |min comfortable temperature = -50 |
− | | max comfortable temperature = 50 | + | |max comfortable temperature = 50 |
− | | flammability = 0.7 | + | |flammability = 0.7 |
− | | bodysize = 0.667 | + | |bodysize = 0.667 |
− | | healthscale = 0.8 | + | |healthscale = 0.8 |
− | | diet = none | + | |diet = none |
− | | wildness = 0 | + | |wildness = 0 |
− | | petness = 0 | + | |petness = 0 |
− | | manhunter = 1 | + | |manhunter = 1 |
− | | trainable = none | + | |trainable = none |
− | | meatname = immature dryad meat | + | |meatname = immature dryad meat |
− | | lifespan = 80 | + | |lifespan = 80 |
− | | tradeTags = AnimalDryad | + | |tradeTags = AnimalDryad |
− | | attack1dmg = 8 | + | |attack1dmg = 8 |
− | | attack1type = Scratch | + | |attack1type = Scratch |
− | | attack1cool = 2 | + | |attack1cool = 2 |
− | | attack1part = front left paw | + | |attack1part = front left paw |
− | | attack1stun = 14 | + | |attack1stun = 14 |
− | | attack2dmg = 8 | + | |attack2dmg = 8 |
− | | attack2type = Scratch | + | |attack2type = Scratch |
− | | attack2cool = 2 | + | |attack2cool = 2 |
− | | attack2part = front right paw | + | |attack2part = front right paw |
− | | attack2stun = 14 | + | |attack2stun = 14 |
− | | attack3dmg = 9 | + | |attack3dmg = 9 |
− | | attack3type = Bite | + | |attack3type = Bite |
− | | attack3cool = 2 | + | |attack3cool = 2 |
− | | attack3part = teeth | + | |attack3part = teeth |
− | | attack3chancefactor = 0.9 | + | |attack3chancefactor = 0.9 |
− | | attack3stun = 14 | + | |attack3stun = 14 |
− | | attack4dmg = 4 | + | |attack4dmg = 4 |
− | | attack4type = Blunt | + | |attack4type = Blunt |
− | | attack4cool = 2 | + | |attack4cool = 2 |
− | | attack4part = head | + | |attack4part = head |
− | | attack4chancefactor = 0.2 | + | |attack4chancefactor = 0.2 |
}} | }} | ||
'''Woodmakers''' are a caste of [[Dryads]], a type of [[animal]] added by the [[Ideology DLC]]. | '''Woodmakers''' are a caste of [[Dryads]], a type of [[animal]] added by the [[Ideology DLC]]. | ||
− | == Summary == | + | ==Summary== |
− | + | All dryads, including the carrier, are produced by a gauranlen tree. They have no need to eat, are immune to disease events, and have a Toxic Sensitivity of 0%, rendering them immune to Toxic fallout and Toxic buildup. Dryads are also immune to blood loss, so in practice will survive virtually any damage that doesn't immediately kill them. Dryads can retreat to a healing pod in order to regenerate wounds; this takes 3 days and heals all permanent injuries and bad conditions. | |
Woodmakers generate [[wood]] x32 every two days. Maintaining 4 woodmaker dryads requires between 8.2 (Skill 0, non-Connection ideoligion) and 3.6 (Skill 20, connection ideoligion) in-game hours of pruning per day. This equals approximately {{ticks|20500}} and {{ticks|9000}} for 64 wood. | Woodmakers generate [[wood]] x32 every two days. Maintaining 4 woodmaker dryads requires between 8.2 (Skill 0, non-Connection ideoligion) and 3.6 (Skill 20, connection ideoligion) in-game hours of pruning per day. This equals approximately {{ticks|20500}} and {{ticks|9000}} for 64 wood. | ||
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* [[Timbershroom]] requires {{ticks|{{#expr: (64/{{Q|Timbershroom|Harvest Yield #}})*({{Q|Timbershroom|Harvest Work #}} + {{Q|Timbershroom|Sow Work #}}) round 2}}}} | * [[Timbershroom]] requires {{ticks|{{#expr: (64/{{Q|Timbershroom|Harvest Yield #}})*({{Q|Timbershroom|Harvest Work #}} + {{Q|Timbershroom|Sow Work #}}) round 2}}}} | ||
* [[Cypress tree]] requires {{ticks|{{#expr: (64/{{Q|Cypress tree|Harvest Yield #}})*({{Q|Cypress tree|Harvest Work #}} + {{Q|Cypress tree|Sow Work #}}) round 2}}}} | * [[Cypress tree]] requires {{ticks|{{#expr: (64/{{Q|Cypress tree|Harvest Yield #}})*({{Q|Cypress tree|Harvest Work #}} + {{Q|Cypress tree|Sow Work #}}) round 2}}}} | ||
− | Note however, that these are base times and base yields. [[Plant Work Speed]] significantly affects the amount of work required, and [[Plant Harvest Yield]] affects | + | Note however, that these are base times and base yields. [[Plant Work Speed]] significantly affects the amount of work required, with low skill retarding rates until level 8, and high skill or the use of a [[field hand]] {{RoyaltyIcon}} drastically improving upon the listed numbers. Additionally, [[Plant Harvest Yield]] negatively affects yields below skill 8, and increases it above. Both factors, as well as plant selection are relevant in deciding if planting is better than utilizing woodmakers |
− | + | For example, if restricted to work-inefficient [[fibercorn]], a healthy pawn requires a plants skill of at least 6 to produce as much wood/work as a skill 0 pawn maintaining 4 woodmakers, while with Plants skill of 14 planting and harvesting the fibercorn produces more wood per unit-work than a skill 20 pruner. | |
− | |||
− | == | + | ==Analysis== |
− | [[File:WoodWorkChart.png | + | [[File:WoodWorkChart.png]] |
− | + | [[File:WoodWorkChart8Plants.png]] | |
− | + | Woodmakers are relatively consistent in the amount of work they require to produce wood, which makes them exceptionally good without a skilled tree-cutter. However, the higher Plants skill a pawn has quickly leads to these other options taking the lead, and other benefits such as using a [[field hand]] or two or being a Plants Specialist expedite how quickly woodmakers get left behind. Past 6 plants skill most options are relatively on par, and after that woodmakers are greatly surpassed in terms of efficiency. Of course, trees can't be planted until 6 plants skill so this is relatively moot for dedicated tree farms. | |
− | Woodmakers have a | + | Woodmakers do have a handful of niches, however. They are remarkably efficient tilewise for the amount of wood they produce per day and produce wood remarkably fast; 4 dryads produce 64 wood per day, which is equal to 64 [[oak trees]] planted in rich soil or about 76 hydroponics basins full of [[fibercorn]]. This can allow quick and compact tree farms fenced away from raiders without requiring good soil or extensive amounts of walls. Woodmakers and gauranlen trees are very resistant to temperature extremes, allowing for wood to be consistently produced even on ice sheets and over the winter. Woodmakers also don't require research, which can make them useful for wood-poor starts where gauranlen seeds are available early. And, of course, woodmakers produce wood without upsetting Nature Primacy pawns that hate cutting down trees. |
− | == Version history == | + | ==Version history== |
* [[Ideology DLC]] Release - Added. | * [[Ideology DLC]] Release - Added. | ||
* [[Version/1.3.3076|1.3.3076]] - Fix: Dryads are affected by disease incidents. | * [[Version/1.3.3076|1.3.3076]] - Fix: Dryads are affected by disease incidents. |