RimWorld

RimWorld

[FSF] Meditation Freedom (No Backstory Change)
31 Comments
FrozenSnowFox  [author] 7 May, 2024 @ 3:30am 
This version of Meditation Freedom is discontinued. You can find the new version here.
FrozenSnowFox  [author] 14 Jul, 2023 @ 9:13pm 
@Morcalvin
The normal version of Meditation Freedom does. However this version has that change excluded because it causes issues for some people. Here's the link to the normal version.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2555422930
Morcalvin 14 Jul, 2023 @ 9:10pm 
Does this allow the anima tree psylinking ritual for non-tribals?
FrozenSnowFox  [author] 1 May, 2023 @ 10:32pm 
@BugWolf
Thank you for your kind words. I'm doing better now but still feeling a bit run down. It'll probably be a little while still before I fully pick up but at least the worst is past.
BugWolf 1 May, 2023 @ 10:06pm 
Hi. How are you doing? This comment is not much about this mod exactly, but to thank you for your work on all your mods, and to wish that your health improves.
FrozenSnowFox  [author] 16 Apr, 2023 @ 4:55pm 
@theunkwon1
I'm dying of covid right now so I'm having trouble parsing this. However, none of the patches touch MeditationFocusDef in the no backstory version. I think this might be coming from another mod or a load order issue. Maybe try and see if it occurs without this mod? This is most likely coming from a mod that unlocks meditation types on everyone.
theunkwon1 16 Apr, 2023 @ 4:37am 
i get a error saying the following, any idea why?

MeditationFocusDef SNS_GeneralMeditation does not have a MeditationFocusExtension, which means it will not have an icon in the Psycasts UI.
Please ask explodoboy to add one
Rainoa 22 Nov, 2022 @ 6:37am 
=^.^= glad i was helpfull to a mod i love :steamthumbsup:
:machiko::cozytf2mug:
FrozenSnowFox  [author] 22 Nov, 2022 @ 4:03am 
@Rainoa
Looking at it in game this seems like something that I missed or something that was changed at some point. There's apparently a stat just for anima grass that's listed in an entirely different file and its purpose is just to add an annoying artificial building debuff for the grass just like the tree has.

Thanks for noticing this. I wasn't even aware it was a thing and its annoying to think that I've probably missed out on getting 30% more psylinks. I've uploaded a fix for both versions of the mod.
Rainoa 22 Nov, 2022 @ 3:19am 
something i have noticed was the anima tree dont seem to be effected by buildings anymore but if u click info on it when none around it wont have this "meditation plant growth offset" and if u move the tree closer to home or grow 1 using planting it does, max i have seen is a -30%

greedy little me is wondering if a way to remove that too >:3 hehe
or maybe nerf it to something reasonable around the tree u would wanna leave open for spots to place meditation spots around it + a bit of space for grass to build up.

or do u think this could be a conflict with another mod?

anyways love the mod, have used & loved this & the other one from the day you released them!!
دانيال أيفان مولا 21 Oct, 2022 @ 4:50pm 
i just saw im freaking blind sorry man lol, thanks!!
FrozenSnowFox  [author] 21 Oct, 2022 @ 4:48pm 
@I r b i s
It was updated for 1.4 twelve days ago. Unless there's something that needs changing with Biotech there shouldn't be any issues.
دانيال أيفان مولا 21 Oct, 2022 @ 4:46pm 
hey there man, are u gonna update this one?
FrozenSnowFox  [author] 8 Apr, 2022 @ 3:50pm 
@Visoth
I don't think you'd find a mod too easily to link multiple people to a spot. However with a quick search there's already a mod that does invisible meditation spots here.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2143401596
Visoth 8 Apr, 2022 @ 3:42pm 
Ah I see what I was doing wrong then. I mistakenly assumed the spot was like the vanilla spot, but allowing multiple colonists and no actual meditative focus point.

I guess I was thinking it was more like a invisible meditation spot. I'm in the market for one of those, or one that can link multiple people. Would you consider creating such a mod?
FrozenSnowFox  [author] 8 Apr, 2022 @ 2:41pm 
@Visoth
1. The Meditation Focus is simply a meditation item like a statue, sarcophagus, brazier ect. You'll need to place down meditation spots around it for people to meditate to it.

2. If you use the no backstory version then load order shouldn't really matter. Although I'd place it after anything related to meditation or the anima tree if you have anything like that.

3. As stated above it is simply an item people meditate to. You only need one but you will need multiple meditation spots, one for each person.
Visoth 8 Apr, 2022 @ 2:36pm 
I got a few questions

1. Should it be possible to assign people to the Meditation Focus? Currently I can't assign people to it, and almost all my colonist ignore it. All but a single human colonist ignore it and all my Alien races ignore it. They all say they can use natural meditation, and placing a vanilla meditation spot they actually use it.

2. If I don't use any other Anima tree related mod, but use race mods, does load order of this mod matter? If so, why? Shouldn't the load order only make a difference if its loaded after another mod that modifies meditation/anima?

3. If the answer to #1 is that you're not supposed to assign people to it, then does that mean you only need to build 1 focus to have all colonists use it?

Hoping to get this mod to work. I'm really only interested in the "people group up to meditate" functionality of this mod.
indrageerts 22 Jan, 2022 @ 5:00pm 
The first version didn't work, this one is perfect. Thank you.
Doha 10 Jan, 2022 @ 6:02pm 
Thank you! meditation type error fixed! it doesn't become none-type anymore
FrozenSnowFox  [author] 6 Sep, 2021 @ 1:06am 
@jan-huenten
The idea of this version of the mod is simply to stop the mod breaking meditation when used with other mods and allow the rest of the mod to be usable. I've already messed with the tree but there's only so much I can do with xml alone since I can't code. The meditation type is limited to one, I can make different meditation versions of the anima tree and that's something I had considered. However I'm sure that's going to bring some other issues plus trees don't seem to share anima grass.

At any rate there's the mod Adjustable Anima that messes with the whole natural focus thing. After all the changes I made to my mod they should be pretty compatible so they should be able to run together as long as mine is loaded last.
Tolarian 6 Sep, 2021 @ 12:09am 
Sorry, but this changes nothing. Maybe you start editing the trees not the pawns.
Lux 25 Aug, 2021 @ 8:58pm 
Thanks for the explanation!
FrozenSnowFox  [author] 25 Aug, 2021 @ 2:54pm 
@Lux/British
No, that's not it at all. Normally you can increase the amount of psyfocus you gain by decorating the surroundings with similar items. The Anima tree normally has this increased by decorating the area with shrines and anima stones. I've removed that ability so the Anima tree will give a higher psyfocus gain without needing you to decorate the area with specific objects.
Lux 25 Aug, 2021 @ 10:13am 
Sorry, I'm confused by "doesn't allow linking objects." does this mean I can't use the tree to gain psyabilities using this mod?
FrozenSnowFox  [author] 23 Aug, 2021 @ 8:22pm 
@Frank
A log would probably tell you that but I'm no better at reading those things than any normal person. Generally Meditation Freedom should be loaded far down in your list this is especially true for the version that modifies backstories. If you use race or faction mods it should be loaded after those so they make their changes before my mod messes with the backstory section.
Frank 23 Aug, 2021 @ 8:15pm 
If I were to load up the game to the world map and get a log, would it show that there was a problem? I don't mind testing things to figure out the problem. I can get a log with and without the mod enabled, or i can try messing with load order, try putting it below race mods might help? Right now I've loaded it right above races and animals, where i normally put added item mods.
FrozenSnowFox  [author] 23 Aug, 2021 @ 7:56pm 
@Frank
Well other than suggesting you ensure you're loading the mod in the exact same position I really don't have any other advise I can offer. There is nothing in the mod files that should cause any issues. This mod contains a new meditation building, a copy of the Anima tree def with some minor tweaks and a simple xml patch to remove the natural shrine building restriction and changing the artificial building effect radius to 0. The backstory version has an additional patch file that removes the tag requiredBackstoriesAny from Natural meditation. Perhaps its the absence of the backstory patch that's causing the issues? Although I'd have to wonder what mod is messing things up that causes that little patch to fix it.
Frank 23 Aug, 2021 @ 7:44pm 
I do have over 700 mods active, though most are smaller adjustment mods. I removed only this mod a moment ago and gave me the same result, your other version also isn't active. I did notice RimCities spawned just fine, map was populated with those cities evenly while only having one or two other factions pop up. It's only this mod, your other version works perfectly fine with map generation.
FrozenSnowFox  [author] 23 Aug, 2021 @ 7:28pm 
@Frank
This version doesn't even touch the factions in any way so that really shouldn't be possible. Do make sure you only have one version of the mod running, I forgot to add an incompatible tag to ensure that shouldn't happen so I'll do that in a moment. I'd suggest checking your recently updated mods, go to Subscriptions and sort by updated. It's quite possible one of your mods was updated and that's the cause of the issue.
Frank 23 Aug, 2021 @ 7:20pm 
I switched from your other mod to this one, every time i have this mod active it disables most of the factions from spawning when generating a new game. It may be a mod conflict, but that wouldn't make much sense, since your other version of Meditation Freedom with the backstory changes works just fine.
Genaeve 19 Aug, 2021 @ 7:02am 
Thank you