RimWorld

RimWorld

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[FSF] Meditation Freedom
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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410.499 KB
7 May, 2024 @ 3:07am
27 Jun @ 1:16am
4 Change Notes ( view )
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[FSF] Meditation Freedom

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 items
Description
Description

In the Royalty DLC when it comes to meditation people are allowed only specific types of meditation depending on their traits and backgrounds. Making meditation areas is encouraged by giving focus bonuses but its severely limited by the meditation type and its items.

Meditation Freedom provides a suite of changes to allow you to set up meditation areas for your psycasters however you please without nerfing their psyfocus gain. The most important aspect of this is the Meditation Focus, which like anything else acts as a medium for meditation. This placable spot gives a psyfocus gain speed of 40%, however this can be adjusted in the mod settings to suit your needs.

The Meditation Focus has a simple non-intrusive small transparent circle for a texture. When the Vanilla Expanded Framework is loaded, you can use the choose graphic option to change to a completely invisible texture to make your Meditation Focus Invisible, so it better blends in with the room.

This mod is about playing how you want without penalties. The idea of the meditation focus is that you can setup your meditation area however you want and your people will get the full benefit of meditating regardless. Meditate at a lake, a campfire, an altar, or some lone tree in the middle of nowhere. The meditation focus will allow you to do it regardless of what it is or where it is and the adjustable psyfocus gain allows you to cut out the Anima Tree without feeling like you're nerfing yourself.

This mod also does the following.
- Anima Grass lifespan is been greatly extended to prevent premature death.
- Negative Artificial Building Radius is disabled on Anima Trees and Anima Grass.
- Anima Trees can be moved and planted.
- Anima Trees can be planted adjacent to trees and can be planted under roofs.
- The psyfocus gain from Anima Trees can be adjusted in the mod settings.
- Nature Shrines can be built without a Nature Psycaster.

It also includes the following options in the mod settings.
- Remove the Backstory Requirement for Natural Meditation.
- Unlock the locked Psycast trees from Vanilla Psycasts Expanded allowing anyone to use them.

All mod settings are off by default.

This mod is included in [FSF] FrozenSnowFox Tweaks.

Credits

Made by FrozenSnowFox
The mod icon is from Game icons[game-icons.net] and was modified by me. It is used under the CC BY 3.0 Licence[creativecommons.org]



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
34 Comments
Gatoviejo =^,^= 18 Jul @ 6:50pm 
tysm
FrozenSnowFox  [author] 18 Jul @ 2:32pm 
@Gatoviejo =^,^=
Technically you should be able to. Providing you have a way to actually plant it. You'd likely need a mod like my Simply Soil mod which allows you to put down Soil as a layerable terrain.

@Jiopaba
Well without knowing what mod is the issue and how its caused I'm afraid there's no way to fix it. You can try moving this mod down toward the end of your modlist that might help.
Gatoviejo =^,^= 18 Jul @ 12:47pm 
Can I plant an Anima Tree on a GravShip?
Jiopaba 18 Jul @ 8:57am 
I'm seeing a similar issue, and it's very interesting because it seems to be affecting multiple mods. Basically, nobody is getting the Natural meditation focus type no matter what I do. I think there's another mod out there that is accidentally conflicting and breaking Natural type entirely, and not something that could be fixed here or in the other mods I've checked out to give everyone Natural focus type.
FrozenSnowFox  [author] 16 Jul @ 5:58am 
@greenbone
If you have the mod setting enabled it should give all pawns the natural focus allowing them to use the anima tree. If that's not working it could be an issue with the mod files. Steam has been very iffy lately. In that case you can try doing the following.

- Manually delete the mod folder.
- Clear the steam cache, you can do that by going to Steam - Settings - Downloads - Clear Cache
- Restart steam and then verify the game integrity.
greenbone 16 Jul @ 5:43am 
In 1.6 it doesnt seem to really unlock the anima tree to non natural focus pawns. At least for me
FrozenSnowFox  [author] 2 Apr @ 3:22pm 
@Visoth
Rimpy sorts mods using the included load order information in the About.xml file and its included sorting rules. However since Rimpy is no longer being maintained those included rules can be outdated. Nowadays people suggest to use Rimsort since it's being actively maintained.

As for this mod the only load order information it includes is that it should be sorted after Vanilla Expanded Psycasts and its sub mods, also Trimming The Fat whatever that was. This is to ensure the included patches are run after the other mods so they don't throw errors. My mod Encounter Map Resources has no load order information at all so unless there's some rule in Rimpy changing things it should be unaffected by everything.

If Rimpy is sorting things weirdly it'd be due to load order information from other mods or maybe its relying on one of its old rules.
Visoth 2 Apr @ 3:14pm 
So while I hope its a harmless change, I'd just like to know why the change was needed from the default Rimpy logic of "alphabetical by default".
Visoth 2 Apr @ 3:12pm 
Hello, I am a bit curious on why adding this mod changes my load order ever so-slightly after using Rimpy's auto sorting.

Among other mods, I use Simple Utilities: Fridges, Vanilla Psycasts Expanded. After adding this mod to my load order, and then sorting with Rimpy, it moves the position of those two mods in my load order.

Usually this is fine, and harmless. But over the years in modding both Rimworld and Skyrim, I have learned its usually not good to move big overhaul mods position in your load order.

To be clear, its not even changing the position of those two mods to be below or above. Meditiation Freedom always is loaded after those two mods. But sorting moves those two mods to them be loaded after another mod of yours, "FSF Encounter Map Resources". I assume this is an intentional change to the load order, because Rimpy sorts alphabetically unless otherwise edited.
Rokk 24 Jan @ 11:51pm 
Thanks, this is exactly what I need. Simple and to the point.