RimWorld

RimWorld

[FSF] Meditation Freedom
119 Comments
FrozenSnowFox  [author] 7 May, 2024 @ 3:30am 
This version of Meditation Freedom is discontinued. You can find the new version here.
malhavoc 20 Apr, 2024 @ 6:36am 
Thanks for looking. Really strange behaviour. Doubt it is on your mod's end.
FrozenSnowFox  [author] 19 Apr, 2024 @ 11:30pm 
@malhavoc
Strange, I took a look at the files and didn't see anything that stood out as an issue. Maybe there's something in their code that causes a problem.
malhavoc 19 Apr, 2024 @ 10:17pm 
I believe I was having same problem as Gavril. Mod: Additional Traits (Heroes + Gods Optional) seems to have been contributing to conflict stripping focus types from my tribal pawns. Even with this mod as last loaded. Removed it and voila, all good. Didn't have any of those modded traits on colonists. No errors in log.
Gavril 7 Aug, 2023 @ 11:50am 
Thank you. That helped narrow it down so I can at least fix it with dev mode. lol. Yeah, I noticed I was still getting it very rarely with those framework mods and hoping you might have some insight. I now suspect it's one of the frameworks touching on something it's not supposed to, but I'm no programmer. Looks like I'll have to do more digging when I have more time. I'll report back if/when I find anything. Thanks again for the help!
FrozenSnowFox  [author] 29 Jul, 2023 @ 2:57pm 
@Gavril
As far as I remember this tends to happen when people can meditate at the anima tree but they don't have the Natural focus meditation type. This was happening in old versions when I was giving the tree all meditation types instead of giving everyone the Natural meditation type.

I'm not sure how or why this would be occurring. Very few mods touch anything to do with the anima tree and even if they do they shouldn't cause such an issue. I'm afraid I don't have an answer on how to fix this because I'm not sure how its even happening. The mod list you linked looks like just a bunch of framework mods for the most part which shouldn't cause such issues.
Gavril 29 Jul, 2023 @ 10:29am 
Found a bug/incompatability: Sometimes the anima tree will not grow grass. It doesn't always happen, and it seems to happen more often with more mods, so I haven't been able to figure out what the cause is. Load order doesn't appear to matter. I will link the mod list and a save file, but I'm not sure what else would be needed to figure it out. :(
Google drive link [drive.google.com]
FoxyLover69 11 Jan, 2023 @ 2:54pm 
Reporting in: the Elders Faction mod edits backstories and makes this mod break.
The other version of this should work with it though, so contextual incompatibility.
FrozenSnowFox  [author] 29 Dec, 2022 @ 2:13pm 
@Nicorc
I suggest you check out Tweaks Galore it has a section for Gauranlen trees which covers everything. It was previously standalone but its been rolled into one big tweaks mod now. It also has a ton of other great tweaks should you choose to enable them.
Nicorc 29 Dec, 2022 @ 2:11pm 
Is it possible to do something similar with the Gauranlen trees? the large radius prohibiting building is so frustrating
Tardo The Ass-Monkey 14 Nov, 2022 @ 1:06am 
Perfect. I was hoping so, since I love that mod and can't play without it anymore. But the vanilla meditation system is so restrictive, so I'm definitely looking forward to using this.
FrozenSnowFox  [author] 13 Nov, 2022 @ 3:10pm 
@Kad
No it works fine with Vanilla Psycasts Expanded, I use both mods together myself.
Tardo The Ass-Monkey 13 Nov, 2022 @ 2:31pm 
Just to make sure. This won't cause any problems with using Vanilla Psycasts Expanded, will it?
HarYPof 28 Oct, 2022 @ 5:34am 
Thanks
FrozenSnowFox  [author] 27 Oct, 2022 @ 6:40pm 
@HarYPof
Try this, I basically just deleted everything except the backstory patch.

https://www.dropbox.com/s/dhjplxaab1yut8e/FSF%20Meditation%20Freedom%20Backstory%20Only.rar?dl=0
HarYPof 27 Oct, 2022 @ 6:33pm 
Can you please adjust the mod or mini mod. The only thing I would like to get from this mod is the opportunity for tribal children to meditate in nature
VonArens 2 Aug, 2022 @ 3:11pm 
I've played for a bit (with this + VE-Psycasts) and as far as I can tell my grass grows just fine.
FrozenSnowFox  [author] 2 Aug, 2022 @ 2:26pm 
@Yorrie
I would suggest reporting it to them then. If you're using my mod then be sure to disable it and double check to make sure my mod isn't causing a problem however I don't think it should. To my knowledge the anima tree is coded so it only grows grass from its selected meditation type and it can only have one specific meditation type. I haven't delved into Vanilla Expanded Psycasts to see if they've changed anything with the anima tree.
Yorrie 2 Aug, 2022 @ 11:13am 
Unless its another mod, the new Vanilla Expanded - Psy mod is causing issues with anima grass growth rate.
FrozenSnowFox  [author] 31 Jul, 2022 @ 3:55am 
@VonArens
I have yet to check but it should work fine. Although I'm pretty certain I'll need to make a patch to add the new focus types to the meditation focus object.
VonArens 31 Jul, 2022 @ 3:45am 
Has anyone had any experience using this with the new VE - Psycasts Expanded mod ?
FrozenSnowFox  [author] 28 Apr, 2022 @ 2:40pm 
@Tokido Saya
Well I'm sorry to say I won't be continuing the mod like that anymore. It causes a lot more compatibility issues and is much more restrictive when it comes to making meditation areas. I would have used this method initially had I thought of it.
Tokido Saya 28 Apr, 2022 @ 2:34pm 
i understand, although i like the type before
FrozenSnowFox  [author] 28 Apr, 2022 @ 2:16pm 
@Tokido Saya
I redesigned the mod. Instead of modifying every item and adding meditation types I instead added an item called Meditation Focus (think sculpture, anima tree, sarcophagus ect). This item is free, small, can be placed anywhere and allows all meditation types. So you can setup a meditation area wherever you want however you want. If you place it down you can then place meditation spots so they can meditate around your relics, trees, tables, lakes, whatever it is you want.
Tokido Saya 28 Apr, 2022 @ 6:16am 
i used this mod in 1.2 too and its working fine but it 1.3 it doesn't seems like working, no matter which version it is, my pawn still didn't get all the type of meditation

what did 1.3 downdate that can cause this?
Rogue Dragon 19 Apr, 2022 @ 2:24pm 
thank you, i looked in the stats and the gain factor is a normal 100% but still showing the lines to the tree like it is messing with it, just not effecting it, thank you again!
FrozenSnowFox  [author] 19 Apr, 2022 @ 1:11pm 
@Rogue Dragon
It should yes if its not another mod might be interfering try moving my mod further down in the load order. There will still be the buildings affect the tree mechanic visible somewhat but I reduced the radius to 0 so it should appear as just over the tree and other nearby buildings shouldn't affect it.
Rogue Dragon 19 Apr, 2022 @ 1:02pm 
Does this mod work for having the anime tree near buildings effecting it, i still get red lines and see the limit area around the anime tree?
Kaedys 26 Feb, 2022 @ 8:56pm 
Ya, in general I tend to prefer resetting tags to removing them. *I* always guard my patches with existence checks (actually, tbh, most of the time I just use XMLExtension's PatchOperationAddOrReplace and don't worry about it =P), but I know a lot of patch files are written under the assumption the def has a certain structure to it >.>.

Actually, big reason I wish PatchOperationAddOrReplace was baseline, because then peeps could use it without worrying about their patches failing because the tag they were trying to replace was removed by another patch. Logically, they doesn't matter, the point is that the def has the tag with the specified value after the patch. I don't care one wit whether it had the tag in the first place. Having a version of Add that throws a fit if it already exists is useful, but Replace shouldn't care, imo.
FrozenSnowFox  [author] 26 Feb, 2022 @ 3:08pm 
@Kaedys
Alright I've uploaded a fix for both versions and updated the load order info on my Indoor Tree Farm mod. I ended up replacing the offsets section instead of removing it. I think it'll be more compatible to set everything to 0 then it should work if there's any other mods trying to patch that stuff.

If you think this is bad in Rimworld you should see Crusader Kings 3. Someone new to modding does a minor change to a trait then includes the entire traits file.
Kaedys 26 Feb, 2022 @ 3:02pm 
All good, was just driving me bonkers why I couldn't find any patches that should be interfering, but the patch I was looking for just...wasn't there. I *really* wish Rimworld had more logging or visibility around patching and def overwriting >.>
FrozenSnowFox  [author] 26 Feb, 2022 @ 2:51pm 
@Kaedys
The fact that there's so many issues is weird, because I always run a diffcheck on stuff like this when a new update comes out. Checking my files it looks like the no backstory version is weirdly slightly different. It looks like I updated it at one stage but then more updates came out to fix issues which I missed. As for why I'm using a def I'm not sure anymore, I probably used it originally because I was making so many changes.

Thank you for the patch I'll fix up the files and put out an update. Sorry for all the trouble its caused.
Kaedys 26 Feb, 2022 @ 2:40pm 
(2/2) Here's a patch version of your changes, minus a couple that just seemed to be things that weren't updated for the changes to the Anima Tree def in 1.3: https://pastebin.com/qgC70c8z

Changes I skipped:

* Your version omits the BeautyOutdoors and MeditationPlantGrowthOffset tags under /statBases, which I believe are new in 1.3
* Your version retains the 1.2 Anima Tree Linking letter text that says that an increasing amount of grass is required for each psylink upgrade, when that was changed to only 20 grass a long time ago (and the letter text corrected in 1.3).
* Your version removes the warnIfMarkedForCut tag under /plant. Since it isn't removing the Anima Scream mechanic, probably should retain the warning.
Kaedys 26 Feb, 2022 @ 2:40pm 
Any particular reason you're entirely overwriting the Plant_TreeAnima def instead of patching it? None of the changes you made to it required overwriting the entire def, and doing so throws away all mod changes to it earlier in the mod load list. I spent near on half a day trying to figure out why a mod patching something else on the Anima Tree wasn't working. Straight overwriting defs is kinda a nuclear option, it *really* doesn't play nicely with other mods. (1/2)
Ayaka 4 Feb, 2022 @ 6:19pm 
Oh it does? When I was in the mod config I only saw options for the anima scream...
FrozenSnowFox  [author] 4 Feb, 2022 @ 3:32pm 
2/2

@Ayaka

In such cases people usually then use another mod or another method to add natural meditation so they can use the anima tree. Such as using a mod like character editor to change the backstory or using a trait that provides natural meditation.

Since redoing my mod I believe Adjustable Anima should work with it except maybe not the config. I haven't test this so I can't say for certain. Adjustable Anima does include an option to give everyone Natural meditation and since its code based it probably has less issues than my little xml patch.
FrozenSnowFox  [author] 4 Feb, 2022 @ 3:32pm 
1/2

@Ayaka
After looking at my files I have to apologise because I noticed something that's likely creating some weird confusion for a lot of people including yourself. I had previously set the anima tree to accept all meditation types. However if I recall correctly it requires Natural meditation to generate grass. This can create a weird situation where people can meditate at the anima tree so it would appear that its working when it is in fact not. I've put out a quick update that removes the additional meditation types so only Natural as required is allowed to use the anima tree.

Now the main variant of my mod includes a xml patch to add in Natural meditation so the tree would then function correctly. However a number of child or race mods seem to add natural meditation for their children or races. For whatever reason this conflicts with my little xml patch. In such cases I've had no luck creating a fix so people should use the no backstory version.
Ayaka 4 Feb, 2022 @ 3:03pm 
Adjustable Anima only really seems to affect the scream. I don't care about that, I wanted my Ratkins to be able to meditate at the damned tree and grow the grass... I don't know what mod could be conflicting this... Do you know of any possible conflicts where a similar disruption can happen?
FrozenSnowFox  [author] 4 Feb, 2022 @ 2:32pm 
@Ayaka
That could be related to my mod. Try disabling my mod and see if the config works.
Ayaka 4 Feb, 2022 @ 2:25pm 
Bah, I'm having a problem with Adjustable Anima where the UI won't load on the mod config menu, it just gives me errors...
Ayaka 4 Feb, 2022 @ 2:05pm 
Adjustable Anima? I'll give it a try...
FrozenSnowFox  [author] 4 Feb, 2022 @ 1:56pm 
@Ayaka
If they aren't getting the Natural meditation focus with the normal version that's likely a mod conflict of some sort. If load order doesn't help there's not much that can be done to fix it I'm afraid.

Sorry I forgot to mention the no backstory version excludes the change to add Natural meditation to everyone. That change conflicts with some mods to the point it outright breaks meditation by making it so people no longer have any meditation types.

You could try running Adjustable Anima with my no backstory version I think they should be compatible if my mod is loaded last. Otherwise you could simply use a mod like character editor to add a backstory or trait that gives natural meditation when using the no backstory version.
Ayaka 4 Feb, 2022 @ 1:43pm 
Forgot to say this in the previous comment, but I did check the information panel. The Ratkins only seem to have artistic meditation, and I don't know why your mod isn't being accepted...
Ayaka 4 Feb, 2022 @ 1:42pm 
I actually tried your second backstory one (have it on right now) and it's still 0%. I don't know why mine's not working when it seems to be helping other people...
FrozenSnowFox  [author] 4 Feb, 2022 @ 1:23pm 
@Ayaka
Go into the information tab on your people and check what meditation types they're allowed. If it's working properly they should have Natural, probably Artistic and maybe some others. This sounds like the typical issue of a mod conflicting though.

This sort of thing is why I was forced to upload a secondary version without the backstory change. You may need to switch to the non backstory version but before that you can try messing with your load order and ensure my mod is loaded near the end.
Ayaka 4 Feb, 2022 @ 1:17pm 
I seem to be having an issue with my Ratkin Plus mod. They're not getting any meditation from the anima tree despite having this mod installed. Any idea what it could be?
FrozenSnowFox  [author] 23 Jan, 2022 @ 1:25pm 
@SaltyDwarf
It could be a mod conflict of some sort. Try moving the mod near the top or near the bottom of your load order and see if that fixes it.
SaltyDwarf 23 Jan, 2022 @ 12:49pm 
After installing it, Anima tree does not get progress on its grass anymore.
Uncle Nanny 31 Dec, 2021 @ 4:41pm 
Thanks for the helpful and quick response!
FrozenSnowFox  [author] 31 Dec, 2021 @ 4:27pm 
@Uncle Nanny
If you load Lemolim Race before my mod I think it may work without issues. Otherwise I would suggest using the No Backstory version of my mod. Honestly considering the error you could probably even ignore it if it doesn't bother you.

What's happening is my mod is removing that section so there's no backstory limitations. Meanwhile Lemolim Race is trying to add a new portion into that section. However since my mod removed it already it can't be found. If Lemolim does its change before my mod then it should pass without errors.