RimWorld

RimWorld

Caz Jun 25, 2021 @ 3:01pm
Looking for a way to change Meditation Focus Type
I'm using a modded race (Vulpes) and I'm wanting to change the Meditation Focus Type in an already established save. I don't want to change the backstory for any of the pawns, though. I tried Character Editor, but it doesn't seem to have a way to change this. I also tried digging through the debug options, but there's so many I wouldn't be surprised if I missed it somewhere.

Is there a way to change this? And if so, how?
Originally posted by Astasia:
Meditation type is dynamically derived from backstory, traits, and title. It's not something that has an individual setting you can change, there is no saved data related to it in the save file. If you use Character Editor to change their traits or backstory this will automatically adjust their meditation type.
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Showing 1-14 of 14 comments
Helios Jun 25, 2021 @ 3:06pm 
Do you want the natural focus type? i think adding certain traits in devmode can give morbid meditation or you could try the save our ship 2 mod that adds archotech meditation to everyone and you can get psylinks later too from your archotekshipcore/spore.
The author of this thread has indicated that this post answers the original topic.
Astasia Jun 25, 2021 @ 3:17pm 
Meditation type is dynamically derived from backstory, traits, and title. It's not something that has an individual setting you can change, there is no saved data related to it in the save file. If you use Character Editor to change their traits or backstory this will automatically adjust their meditation type.
Caz Jun 25, 2021 @ 3:26pm 
Originally posted by Astasia:
Meditation type is dynamically derived from backstory, traits, and title. It's not something that has an individual setting you can change, there is no saved data related to it in the save file. If you use Character Editor to change their traits or backstory this will automatically adjust their meditation type.
I was afraid this is how it worked.
Any idea what traits will make the focus type Natural instead of Artistic? Or is that hardcoded to backstory?
Astasia Jun 25, 2021 @ 3:34pm 
It's not something you could do without mods or modding the game files yourself. Artistic is the default meditation type, it's specifically blocked by tribal childhood backstories, and tribal childhood backstories are the only vanilla source of the tribal meditation type.

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.
Caz Jun 25, 2021 @ 3:52pm 
Originally posted by Astasia:
It's not something you could do without mods or modding the game files yourself. Artistic is the default meditation type, it's specifically blocked by tribal childhood backstories, and tribal childhood backstories are the only vanilla source of the tribal meditation type.

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.
You're awesome, Astasia! Thank you for going that extra step and giving the filepath for the xml file. Saves me the headache of googling it. lol

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.
Last edited by Caz; Jun 25, 2021 @ 4:57pm
ichifish Jun 25, 2021 @ 5:45pm 
Originally posted by Caz:
I'm using a modded race (Vulpes) and I'm wanting to change the Meditation Focus Type in an already established save. I don't want to change the backstory for any of the pawns, though. I tried Character Editor, but it doesn't seem to have a way to change this. I also tried digging through the debug options, but there's so many I wouldn't be surprised if I missed it somewhere.

Is there a way to change this? And if so, how?


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.


Last edited by ichifish; Jun 25, 2021 @ 5:50pm
Caz Jun 25, 2021 @ 5:51pm 
Originally posted by ichifish:
Originally posted by Caz:
I'm using a modded race (Vulpes) and I'm wanting to change the Meditation Focus Type in an already established save. I don't want to change the backstory for any of the pawns, though. I tried Character Editor, but it doesn't seem to have a way to change this. I also tried digging through the debug options, but there's so many I wouldn't be surprised if I missed it somewhere.

Is there a way to change this? And if so, how?


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.
It's not that it didn't work. I didn't want to change the backstory for my pawn. And apparently the Meditation Focus Type is tied (mostly) to backstory.

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.
Astasia Jun 25, 2021 @ 6:07pm 
Ya making a brand new trait takes a bunch more steps I think, it's not something I've done so I don't know the entire process.

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.
Last edited by Astasia; Jun 25, 2021 @ 6:08pm
Razor 2.3 Jun 25, 2021 @ 6:49pm 
Close! Backstories are in the asset bundle, stored in XML. If you knew the layout, you could probably make your own, but I haven't tried.
grapplehoeker Jun 25, 2021 @ 7:21pm 
I don't get why you would want to change it from Artistic to Natural in the first place o.O
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.
Last edited by grapplehoeker; Jun 25, 2021 @ 7:26pm
Razor 2.3 Jun 25, 2021 @ 7:28pm 
Well, natural is the only type that can level up without injectors, so that type is arguably the strongest.
Caz Jun 25, 2021 @ 7:34pm 
Originally posted by grapplehoeker:
I don't get why you would want to change it from Artistic to Natural in the first place o.O
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.
Why does the reason matter? That's rhetorical. It doesn't matter. It's for personal preference for the pawn. It's not about difficulty or what's simpler or easier.

As for the tree, I use mods that allow planting it wherever I want.

Vulpine is fox, by the way.
grapplehoeker Jun 25, 2021 @ 7:37pm 
Originally posted by Caz:
Vulpine is fox, by the way.
Ah yes, sorry, I read that as lupine... my Latin is very rusty and it's also 4.30 am o.O
Enjoy your game ;)

[note to self: really must quit posting while half asleep]
Last edited by grapplehoeker; Jun 25, 2021 @ 7:39pm
Caz Jun 25, 2021 @ 7:39pm 
Originally posted by grapplehoeker:
Originally posted by Caz:
Vulpine is fox, by the way.
Ah yes, sorry, I read that as lupine... my Latin is very rusty and it's also 4.30 am o.O
Enjoy your game ;)

[note to self: really must quit posting while half asleep]
LOL I can relate to the posting while half asleep.
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Date Posted: Jun 25, 2021 @ 3:01pm
Posts: 14