Difference between revisions of "Woodmaker"

From RimWorld Wiki
Jump to navigation Jump to search
Line 46: Line 46:
 
'''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]].   
  
Generates [[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. Or between {{ticks|20500}} and {{ticks|9000}} for 64 wood.  
+
==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.  
 
In comparison, for the same yield:
 
In comparison, for the same yield:
 
* [[Fibercorn]] requires {{ticks|{{#expr: (64/{{Q|Fibercorn|Harvest Yield #}})*({{Q|Fibercorn|Harvest Work #}} + {{Q|Fibercorn|Sow Work #}}) round 2}}}}
 
* [[Fibercorn]] requires {{ticks|{{#expr: (64/{{Q|Fibercorn|Harvest Yield #}})*({{Q|Fibercorn|Harvest Work #}} + {{Q|Fibercorn|Sow Work #}}) round 2}}}}
Line 53: Line 56:
 
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  
 
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. More  analysis on various options is needed for generalsations to be made however.
+
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: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 [[field hands]] 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.  
  
All dryads are immune to disease events and have a [[Toxic Sensitivity]] of 0%, rendering them immune to [[Toxic fallout]] and [[Toxic buildup]].
+
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==

Revision as of 14:35, 27 October 2022

Woodmaker

Woodmaker

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.
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.

Base Stats

Type
AnimalDryad
Flammability
70%

Pawn Stats

Move Speed
3 c/s
Health Scale
80% HP
Body Size
0.667
Mass - Baby
8.004 kg
Mass - Juvenile
20.01 kg
Mass - Adult
40.02 kg
Carrying Capacity
50 kg
Filth Rate
1
Diet
none
Life Expectancy
80 years
Manhunter Chance
100%
Trainable Intelligence
None
Wildness
0%
Comfortable Temp Range
-50 °C – 50 °C (-58 °F – 122 °F)

Production

Meat Yield
4 Immature dryad meat immature dryad meat

Melee Combat

Attack 1
Front left paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Front right paw
8 dmg (Scratch)
12 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
Teeth
9 dmg (Bite)
13 % AP
2 second cooldown
0.9 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 4
Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.25
Technical
tradeTags
AnimalDryad


Woodmakers are a caste of Dryads, a type of animal added by the Ideology DLC.

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 20,500 ticks (5.69 mins) and 9,000 ticks (2.5 mins) for 64 wood. In comparison, for the same yield:

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 Content added by the Royalty DLC 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

WoodWorkChart.png 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 field hands 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 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

  • Ideology DLC Release - Added.
  • 1.3.3076 - Fix: Dryads are affected by disease incidents.
  • 1.3.3101 - output every 2 days increased from 25 wood to 32 wood.