Woodmaker dryad
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Woodmaker dryad
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
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
- Coastal Animal
- false
- 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
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
- tradeTags
- AnimalDryad
Woodmaker dryads are a caste of Dryads, a type of animal added by the Ideology DLC.
Summary[edit]
All dryads, including the woodmaker 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.
Woodmaker dryads 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:
- Fibercorn requires 15,040 ticks (4.18 mins)
- Timbershroom requires 12,288 ticks (3.41 mins)
- Cypress tree requires 6,186.67 ticks (1.72 mins)
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 trees but not dryads.
Analysis[edit]
Woodmaker dryads produce a very consistent source of wood, that "grows" even during extreme cold. They create wood without upsetting Tree Connection or Nature Primacy pawns that hate cutting down trees.
Comparison to other sources of wood[edit]
Woodmaker dryads are fairly consistent for work per wood, which makes them good without a skilled tree-cutter. From 6 Plants skill, most trees are on-par with dryads - and trees happen to require 6 skill in the first place. Using field hands
or the Plants specialist role
makes trees even better.
If restricted to work-inefficient fibercorn due to the Nature Primacy meme, dryads compare better. A healthy baseline pawn requires a Plants skill of 6 to produce as much wood as a skill 0 pawn maintaining 4 woodmaker dryads. At Plants skill 14, using fibercorn produces more wood per unit-work than a skill 20 pruner, and is equal to a skill 14 pruner with Tree Connection.
Woodmaker dryads have a major advantage: they are remarkably efficient for space. They produce wood at a reasonably fast rate: 4 dryads are equal to 64 oak trees planted in rich soil, or about 76 hydroponics basins full of fibercorn. Therefore, dryads are easier to fence in. Dryads also don't require research, are unaffected by soil. Finally, they are much more resistant against temperature, making them useful in biomes with harsh winters, like tundras or ice sheets.
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] | - | Death | |
| Tail | 8 | 1 | 7% | 7% | Body | - | - | |
| Spine | 20 | 1 | 3% | 3% | Body | Moving |
−100% Moving[5] | |
| Stomach | 16 | 1 | 3% | 3% | Body | Digestion |
−50% Digestion | |
| Heart | 12 | 1 | 3% | 3% | Body | Blood Pumping |
Death | |
| Lung | 12 | 2 | 3% | 3% | Body | Breathing |
−50% Breathing. Death if both lost. | |
| Kidney | 12 | 2 | 3% | 3% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost. | |
| Liver | 16 | 1 | 3% | 3% | Body | Digestion |
Death | |
| Neck | 20 | 1 | 20% | 5% | Body | Eating Talking Breathing |
Death | |
| Head | 20 | 1 | 75% | 2.25% | Neck | - | Death | |
| Skull | 20 | 1 | 25% | 1.125% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
| Brain | 8 | 1 | 70% | 2.625% | Skull | Consciousness |
Death Damage always results in scarring. | |
| Eye | 8 | 2 | 12% | 1.8% | Head | 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 | Hearing |
−25% Hearing. −100% if both lost. | |
| Nose | 8 | 1 | 10% | 1.5% | Head | - | - | |
| AnimalJaw | 8 | 1 | 10% | 1.5% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
| Front Leg | 24 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack.[6] | |
| Front Paw | 8 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack. | |
| Rear Leg | 24 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. | |
| Rear Paw | 8 | 2 | 15% | 1.05% | Rear Leg | Moving |
−25% Moving. −50% if both lost. |
- ↑ 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.
- ↑ 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.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Scratch attack that varies from animal to animal. Each front paw allows one attack.
Attack table
| 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% | |
- ↑ 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. - ↑ Assuming a melee hit chance of 62%
- ↑ 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 - Fix: Dryads are affected by disease incidents.
- 1.3.3101 - output every 2 days increased from 25 wood to 32 wood.
