RimWorld
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Vanilla Ideology Expanded - Dryads
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Mod, 1.4, 1.5, 1.6
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2.144 MB
15 jan 2022 om 12:35
4 jul om 13:53
10 wijzigingsnotities (weergeven)
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Vanilla Ideology Expanded - Dryads

Omschrijving
[www.patreon.com]







1.0 (15/01/2022): Release



Vanilla Ideology Expanded is a mini-series of mods aimed at expanding the content in ideology - be it memes, relics and symbols or icons alike.

Vanilla Ideology Expanded - Dryads is a mod expanding on the selection of gauranlen dryads in the Ideology DLC. Whilst the idea behind them fulfilling the majority of the roles in your colony is neat, the current selection of dryads feels lackluster - they don’t particularly have any powerful abilities worth mentioning.
This mod changes that - from new dryad types that fill roles not explored before, to upgrades to existing dryads, the whole gauranlen dryad system can finally become a focus point of the colony.

Integration with the Vanilla Ideology Expanded - Anima Theme also means that these new dryads get a reskin that suits Anima style if you have this mod active.
This mod is meant to enhance Mr Samuel’s new Youtube series with some more dryad variety. Go check out his Youtube channel at: https://www.youtube.com/c/MrSamStreamer/videos?app=desktop

[forms.gle]



A: Can I add it mid-playthrough to an existing save?
A: Yes, you should definitely be able to! Remember that removing mods can be a bit more complicated.

Q: Does this mod work with another mod that changes or adds Dryads??
A: Yes, but remember they won’t have their awakened versions unless the modder adds them!

Q: Where should this mod be placed in the mod load order queue?
A: Anywhere under Ideology.

Q: Does this work without Ideology?
A: No.

Q: How can I awaken dryads?
A: Simply select three dryads of the same type and create the awakening cocoon!

Q: Do awakened dryads count towards the dryad limit on the gauranlen tree?
A: No, they become unshackled, but at some point die from separation sickness.

Q: Can I shackle the unshackled dryads?
A: No.

Q: How many shackles would an unshackled dryad sackle if an unshackled dryad could unsackle shackles?
A: No.



No issues are currently being tracked. If you have a bug report use the following Google form:

[forms.gle]



Authors:
Oskar Potocki, an artist responsible for graphic design.
Sarg Bjornson, a coder responsible for the code of the mod.
Taranchuk, a coder who helped tremendously.
Reann Shepard, a creative writer.
Rimworld is owned by Tynan Sylvester.
(CC BY-NC-ND 4.0)[creativecommons.org]




















391 opmerkingen
Rever 26 aug om 9:35 
I have since noticed a stone chunk on the ground in that area. I suppose I have just missed all the previous times, my apologies.
Rever 25 aug om 9:46 
Well I don't mean to be retarded then boss, but can I get a clarification on what terrain is dig-able? I have tried searching around but I can't seem to find any relevant info. If that just means stone walls then there's plenty of them around them that they wander by.
Sarg Bjornson  [auteur] 25 aug om 6:58 
And rough stone is not diggable
Sarg Bjornson  [auteur] 25 aug om 6:58 
The timer isn't visible
Rever 25 aug om 6:40 
I'll second what MochaGreen has said. Everything else is working perfectly except the stonediggers aren't producing anything. They are in an open area inside the mountain that is open to sky for the actual tree itself and they wander on rough stone but they aren't producing anything, nor is their timer visible.
Sarg Bjornson  [auteur] 12 aug om 0:31 
Can't help much, as it has always worked fine for me. Diggable terrain, and it's on a timer. That's all there is to it
MochaGreen 11 aug om 23:36 
my awakaned stonedigger does not work. Ive forced it to be on diggable terrain only and ive checked the Animal Behaviours options. Some help?
Bombonito 31 jul om 20:58 
It's so sad that every awakened dryad dies MY BABIES :,O
Sarg Bjornson  [auteur] 19 jul om 5:19 
That would do it yeah XDD
Zipzopdippidybopbop 19 jul om 4:02 
Strange - I've had them on such terrain and nothing has happened.

UPDATE - Fixed it; checked the Animal Behaviours options in Mod Options, and for some reason the "Allows Animals Digging for Things Periodically" was unticked.

Sorted now; thanks for the feedback!