Berrymaker dryad

From RimWorld Wiki
Jump to navigation Jump to search

Berrymaker dryad

Berrymaker dryad

A dryad caste specialized in food production. Together with its Gauranlen tree, this dryad can generate nourishing berries 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
Filth Rate
1
Diet
none
Life Expectancy
80 years
Manhunter Chance
100%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
0%
Toxic Resistance
100%
Toxic Environment Resistance
0%
Comfortable Temp Range
-50 °C – 50 °C (-58 °F – 122 °F)

Production

Meat Yield
Immature dryad meat 4 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
2.5854
Technical
tradeTags
AnimalDryad


Berrymaker dryads are a caste of Dryads, a type of animal added by the Ideology DLC, that produces berries.

Summary[edit]

All dryads, including the berrymaker dryad, are produced by a gauranlen tree. They have no need to eat, are immune to disease events, and have 100% Toxic Resistance, rendering them immune to Toxic fallout and Toxic buildup. Dryads cannot die from 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.

This caste generates Berries 40 berries every two days. This is enough for 2 simple meals per day, or 8 simple meals per 4 dryads. One tree of dryads can thus feed 4.5 people consistently. Eating the raw berries is enough to feed 2.5 people consistently. Tree pruning takes between 8.2 and 3.6 hours per day, depending on Plants skill and tree connection.

Analysis[edit]

Berrymaker dryads are incredibly resilient. They do not require light, soil, are immune to blight, and are much more resistant to temperature. This makes them useful in biomes where winters are harsh, or there isn't much growing space. However, gauranlen trees are extremely work-intensive to prune.

A single pawn can maintain about 2 trees with plants 10+, meaning each pawn can support itself and seven others, year-round.

Comparison to rice in soil[edit]

In terms of work, rice plants are virtually always better than berrymakers.

  • Without the Tree Connection meme, rice gives more Food / Work for any amount of Plants skill past 1.
  • With the Tree Connection meme, rice gives more Food / Work at any reasonably competent planter (Plants 8+ or so).
  • The better the Plants skill, the worse gauranlen trees get. This is because Pruning Speed only increases by +1% / level, while Plant Work Speed increases by +11.5% / level.

Keep in mind that rice is the least efficient crop for work. Potatoes and corn are even more efficient.

Other than their hardiness, dryads are more efficient for space. Assuming gauranlen trees take up only 9 tiles of space, 4 dryads have a 0.444 nutrition/day/tile. Rice has .054 nutrition/day/tile, and other crops are slightly worse.

Pruning dryad trees only cares about Plants skill and Global Work Speed, so disabled pawns may prune better than they sow.

Comparison to hydroponics[edit]

Hydroponics basins do not impact Food / Work. They only impact grow time and space efficiency. Dryads are still more space efficient. Hydropoinics has a max 0.136 nutrition/day /tile. Hydroponics requires major resource investment, consuming power and taking steel and components. It also requires Electricity researched.

Hydroponics are generally grown indoors with sun lamps. Sun lamp set ups are reasonably stable against temperature. Hydroponics are still prone to blight, power outages, solar flares, but hydroponics are stable enough to obsolete berrymaker dryads.

Conclusion[edit]

Gauranlen trees are incredibly work-intensive, but are prone to much fewer issues that would impede crops. Their one weakness is toxic fallout, where hydroponics or a large storage is required to avoid build up. Berrymaker dryads may be good in tribal scenarios, where you do not have access to hydroponics, in situations where growing space is limited.

Pruning is not directly affected by plant work speed, so a lazy or joywire-induced pawn can work through a tree faster. However, virtually any means of increasing plant work speed makes any crop a less work-intensive alternative.

Space calculations assume that gauranlen trees only take 9 tiles. Gauranlen trees cannot be placed in a 4-tile radius from each other. However, you can place regular growing zones within the 2-4 tile radius from a tree. In a desert, these trees can be placed on sand, which cannot grow regular crops anyway.

Health[edit]

The body part table is collapsed due to length. Expand to view.

Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 32 1 100% 21% N/A[4] Ex.png - Death
Tail 8 1 7% 7% Body Ex.png - -
Spine 20 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 16 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 12 1 3% 3% Body Check.png Blood Pumping
Death
Lung 12 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 12 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 16 1 3% 3% Body Check.png Digestion
Death
Neck 20 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 20 1 75% 2.25% Neck Ex.png - Death
Skull 20 1 25% 1.125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 8 1 70% 2.625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 8 2 12% 1.8% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 9.6 2 8% 1.2% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 8 1 10% 1.5% Head Ex.png - -
AnimalJaw 8 1 10% 1.5% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 24 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.[6]
Front Paw 8 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.
Rear Leg 24 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Paw 8 2 15% 1.05% Rear Leg Ex.png Moving
−25% Moving. −50% if both lost.
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
  2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
  3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  4. This is the part that everything else connects to to be considered 'connected'.
  5. If Moving drops below 16% a pawn cannot move.
  6. A Scratch attack that varies from animal to animal. Each front paw allows one attack.

Attack table

  • Berrymaker dryad Berrymaker dryad
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 4.17
    (2.59)
    - - 12.33% -
    Front left paw
    (Scratch)
    4
    (2.48)
    8 2s 12% 33.33%
    Front right paw
    (Scratch)
    4
    (2.48)
    8 2s 12% 33.33%
    Teeth
    (Bite)
    4.5
    (2.79)
    9 2s 13% 33.33%
    Head
    (Blunt)
    2
    (1.24)
    4 2s 6% 0%
    1. Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the pawn.
    2. Assuming a melee hit chance of 62%
    3. Chance for attack to be selected. It may change depending on the melee verbs available to the pawn.

    Gallery[edit]

    Version history[edit]

    • Ideology DLC Release - Added.
    • 1.3.3076 - Produces 40 berries every 2 days instead of 32 berries every 2 days. Fix: Dryads are affected by disease incidents.