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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.
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.
Google drive link [drive.google.com]
The other version of this should work with it though, so contextual incompatibility.
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.
No it works fine with Vanilla Psycasts Expanded, I use both mods together myself.
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
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.
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.
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.
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.
what did 1.3 downdate that can cause this?
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.
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.
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.
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.
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.
@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.
@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.
That could be related to my mod. Try disabling my mod and see if the config works.
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.
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.
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.
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.