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Any idea what traits will make the focus type Natural instead of Artistic? Or is that hardcoded to backstory?
It's not hardcoded though, within the trait xml files is where allowed meditation type is defined so if a trait had their <allowedMeditationFocusTypes> tag set to allow natural it should cause that trait to give the colonist that meditation type. I don't know the definition name for natural meditation, my guess is "Natural" so it would look like:
<allowedMeditationFocusTypes><li>Natural</li></allowedMeditationFocusTypes>
If you want to try changing this yourself those files are under: *\Steam\steamapps\common\RimWorld\Data\Core\Defs\TraitDefs
There might be mods that already have traits that allow natural meditation, I don't know of any though.
EDIT
Well, that didn't work. And since I can't find the default/vanilla backstories xml (doesn't seem to be one) I can't see what I need to do in the mod's xmls to make it work.
I don't know enough to create a file from scratch to make a trait to do what I want it to. I just have to settle for not being able to have my pawn with the meditation type I want.
I’m curious why Character editor didn’t work. I’ve used it to change the “rich explorer” pawn to a tribal, and he gained the natural meditation type.
EDIT: Oops, didn’t read carefully enough about not changing backstories.
From what I can tell, there's a way to force Natural as the focus type via a trait (thanks to Astasia for pointing that out), I just don't know enough to figure out how to do that. I can tinker with an xml file that's already made, but I fail at making one from scratch.
I was thinking along the lines of changing the "Morbid" on the Cannibal trait to "Natural." If that didn't work then the definition might be something other than natural, like Tribal or something else, I don't know. It would probably be listed with the backstories, but I believe the backstories are defined inside the game's exe, a lot of the backstories are backer only and the dev might not want it easy to manipulate those.
Even assuming Vulpes means wolves, that doesn't necessarily mean they have to have a Natural focus.
Artistic and Morbid are great and allow for much easier options to meditate within your base. Meanwhile, Natural requires that daft tree which means your pawns are often outside the base and in the wild, making both the tree and your pawns vulnerable.
As for the tree, I use mods that allow planting it wherever I want.
Vulpine is fox, by the way.
Enjoy your game ;)
[note to self: really must quit posting while half asleep]