RimWorld

RimWorld

[FSF] Meditation Freedom (Legacy Version)
157 Comments
FrozenSnowFox  [author] Oct 22, 2022 @ 2:23pm 
@Betra
This version was discontinued because its overall less compatible with everything. You can find a link to the newer version in the description or under my steam workshop mods.
einBetra Oct 22, 2022 @ 6:50am 
update fpr 1.4 plz :)
FrozenSnowFox  [author] Dec 9, 2021 @ 7:12pm 
@d0ct3rstrang3
Yes providing there's no conflicts with mods you'd be able to have anyone meditate and learn from the anima tree regardless of background. If you're new to the mod I'd suggest getting the new version you can find the link in the description near the top. The new version was changed a bit to function better and have some less intrusive patching.
d0ct3rstrang3 Dec 9, 2021 @ 7:03pm 
Dose this mean all pawns would be able to link and gain a psycast lvl from the anima tree?
FrozenSnowFox  [author] Aug 2, 2021 @ 3:01pm 
@Rainoa
Since it's entirely an xml mod that's extremely unlikely. Also this entry of the mod is discontinued. You can find the new version here.

https://steamcommunity.com/sharedfiles/filedetails/?id=2555422930
Rainoa Aug 2, 2021 @ 11:41am 
hmm seems to be conflict now adays after trying with 1.3 some pawns i cant seem to draft to combat, all same mods i used before just updated to 1.3 so not sure if its a conflict or the mod its self, but seeing how im playing android tiers imma just put this one on back burner
FrozenSnowFox  [author] Jul 24, 2021 @ 2:43pm 
@sharkman.ru
I added an announcement to the top. Sorry about that I meant to do it yesterday but never got around to it.
sharkman Jul 24, 2021 @ 12:45pm 
@FrozenSnowFox, could you please put the main differences between this one an a new one in both mod descriptions instead of those comments?
FrozenSnowFox  [author] Jul 23, 2021 @ 7:41pm 
@Blazerik
The Legacy version changed all focus objects to provide the maximum psyfocus 40% and has since I first made it. However I disabled linking which is how you would normally cap it out at 40%. The idea being that unlike vanilla no meditation type is superior to any other.
Blazerik Jul 23, 2021 @ 7:36pm 
Yes it is better to have it as seperate mods since in my case I would have little interest in the new method that defaults to "max psycast" esepcially since what I use it for is to let everyone meditate at anima trees (which so far has been broken in most mods I'v tried, but I havnt tested if your elders patch fixed anything)
FrozenSnowFox  [author] Jul 23, 2021 @ 3:50pm 
I redesigned how this mod works. Instead of patching every single item so it allows all meditation types and gives the highest amount of psyfocus I've instead made a free placable meditation focus which allows all meditation types and gives the highest amount of psyfocus. This means mods won't need patching if they add new focus objects and it means I can set up my people to meditate at an altar or reliquary, or any other object without making a patch for it.

Since this is a major change I've made this workshop entry a Legacy version and uploaded a new version. Since I changed the packageid it'll likely need to be reactivated in your game (hopefully the mod mismatch window will clue you in) but I think that's a bit less obnoxious than completely changing how things work for people in the middle of a save without warning.

New version at the link below.

https://steamcommunity.com/sharedfiles/filedetails/?id=2555422930
FrozenSnowFox  [author] Jul 23, 2021 @ 3:50pm 
@Book Bandit
My mod should remove the backstory restrictions for Natural and Artistic meditation types allowing all pawns to use them. Try shifting my mod down near the end of your load order. If there's still an issue you might have a mod conflicting. There's the mod Adjustable Anima which removes the backstory restriction as well.

@Blazerik
Looking at the mod it sets Artistic to be disabled. I added a patch which should remove that restriction provided I did the patch right so give it a go.
HELIX 024 Jul 23, 2021 @ 1:40pm 
Hello, mods great but it does t seem to allow any colonist to link to the Anima tree? I was wondering if it was a bug or if there might be a mod that would allow pawns to do that without the tribal background.
Blazerik Jul 22, 2021 @ 8:41pm 
The mods currently incompatible with Elders faction for unknown reasons.
FrozenSnowFox  [author] Jul 22, 2021 @ 12:55pm 
@Knight.R
Those are from More Sculptures and I use Selectable Sculpture Graphic to change them to ones I like.
Knight.R Jul 22, 2021 @ 10:21am 
Say from what mod are the statues from?
Mcsqizzy Jul 5, 2021 @ 12:57pm 
removing elder faction fixed it, i made new saves for each attempt
Mcsqizzy Jul 5, 2021 @ 12:46pm 
ok scratch that removal of save our ship changed nothing, but removing its archotech meditation type
Mcsqizzy Jul 5, 2021 @ 12:38pm 
can't say its the cause but save our ship 2 adds archotech meditation type which all my pawns have instead of the nature
se05239 Jul 4, 2021 @ 4:43am 
This mod have stopped working for me and I don't know why. I suspect mod-related conflict but I get no errors.
Andros Jul 3, 2021 @ 5:51pm 
Ok. Seems like that removing the trait will keep that type of meditation for the remainder of the save. That's great, in order to et rid of bloat, but kinda beats the purpose of getting the trait.
However, natural born colony child is indeed from "children, school and learning". It doesn't change any skills or bonuses, is pretty much flavour text except for adding that meditation type, which means it could be added to pretty much every colonist.
Damn, if one wants to roleplay, it an be said that people that got to that colony were eventually "reborn" into better selves, so on ^_^ .
Andros Jul 3, 2021 @ 5:29pm 
I think I may have found a workaround for this. Some traits give specific types of meditation. Natural is the odd one because it is essencial for a mechanic with the anima tree. I don't have a list of traits that give natural meditation type, but natural born colony child or something like that, which I suppose is (possibly) from children, school and learning, works for me. I may get a list of those that can help people having the same issue.
Seems like pawns keep meditation types listed on their types of meditation even after the related traits are taken out. Booting up the game once again to check it, will update.
Andros Jul 3, 2021 @ 5:10pm 
Greetings.
Little update. Seems like none of the mods solve the issue of "no natural meditation", even though colonists can mediate literally anywhere now.
I'll put my log here in hopes that someday, this issue may be sorted out. Guess I'll have to wait until I get a comms console so I start getting quests from the empire.

https://gist.github.com/4a4a221ee53a25b924d6b2d26c0d31ad
Terra Jul 2, 2021 @ 6:16pm 
Alright, thank you for your time.
FrozenSnowFox  [author] Jul 2, 2021 @ 6:13pm 
@Terra
Yes, the primary purpose of the mod is to allow all meditation types for every pawn and make all meditation types equal in the amount of psyfocus they gain. So your pawns should be able to meditate to thrones, graves, fire, anima trees ect.

@ragnarocker23
As I mentioned earlier you should be able to add and remove my mod without issue. Artistic is the default meditation type so even in vanilla almost everyone should have it if I recall correctly. In vanilla Natural is supposed to be limited to tribal backstories only. My mod allows it on everyone but the conflict you have seems to be causing issues.
Terra Jul 2, 2021 @ 6:05pm 
This is probably a dumb question, but does this mod allow non-royal pawns to use meditation thrones?
Andros Jul 2, 2021 @ 4:49pm 
Also, I do find weird that each and every of my 7 pawns do have artistic meditation, but don't have natural O.o .
Andros Jul 2, 2021 @ 4:48pm 
I think you misunderstood what I meant. I changed a pawns' backstory with character editor to see if the natural meditation would appear, and it did not.
Thank you for indicating the screenshots. It seems to be exactly what I want ^_^ . No hard feelings, but I want to try and manage the different boosts from items and so on XD .
I am most interested in the mod, however, so I may keep an eye on it.
I'd like to know if I can safely remove your mod from an ongoing save, though.
FrozenSnowFox  [author] Jul 2, 2021 @ 4:41pm 
2/2

@ragnarocker23

The Adjustable Anima mod does quite a lot you can see from the screenshots its options. What it does not do however is level out the meditation values so they're all equal. The location below is for the backstory file, delete that and it'll get rid of the backstory problem. If you really want the backstory change I think you can load my mod with Adjustable Anima after removing that file without issues. Just load my mod after and I think it should work.

Steam\steamapps\workshop\content\294100\2111021647\1.2\Patches\Meditation_Backstory_Limits.xml
FrozenSnowFox  [author] Jul 2, 2021 @ 4:41pm 
1/2

@ragnarocker23
It's a simple xml mod so you should be able to add or remove it from an existing game without issue. I honestly don't think I'll be able to fix this conflict, I never could find anything in the xml files so if its a problem somewhere its likely in the coding of whatever it is that's conflicting. The only thing I could suggest is maybe try tweaking your load order with my mod being loaded after or before any other mods that might interfere.
Andros Jul 2, 2021 @ 4:27pm 
Also, push comes to shove, can I safely remove your mod?
Andros Jul 2, 2021 @ 4:26pm 
I do have children, school and learning installed above this one, but since an youtuber had those working, I do wonder what could it be, then O.o. Perhaps the forbidden mod, at the bottom of the list?
Seems like changing the backstory to tribal doesn't do anything in regards to that meditation type, either :/ .
There are other mods I can use, but I'd like to keep yours since it combines so many features into one. If you may, keep me updated on the possibility of this. I'm in a run starting with 0 tech and using techblocks and no quests until comms console, , so it will take possibly a few weeks for me to get any other way of getting psychic stuff. Thus, please, do keep me updated, if you may, or if you kindly can, point me to a mod that allows every colonist to do any kind of meditation. The Adjustable Anima only says that it allows changing the tree's radius O.o .
FrozenSnowFox  [author] Jul 2, 2021 @ 2:55pm 
@ragnarocker23
Natural meditation is supposed to be a default type. It sounds like you have the same issue PunkyRoo and some others were having. There's some sort of mod that's causing a conflict either race mods or child mods. PunkyRoo found Children, School, and Learning was causing an issue but a youtuber was using both my mod and that one without issue. So it's hard to say what the problem is. The checked the files of some mods and never found a way to fix it with xml so it could be a code related issue.

There's days there's the mod mod Adjustable Anima which does most of what mine does including the option of removing the backstory restriction on Natural. It does not make meditation types all do the same value though for that you'd have to copy out my meditation files or simply delete everything but them.
Andros Jul 2, 2021 @ 1:40pm 
Greetings. Sorry, but when checking the info tab for my pawns, none of them had the natural meditation type. Is it a default, perhaps?
FrozenSnowFox  [author] Jul 1, 2021 @ 2:11pm 
@PunkyRoo
That's odd, maybe its another mod conflicting or maybe its a load order issue then.
PunkyRoo Jul 1, 2021 @ 11:52am 
Weirdly Mr. Samuel Streamer (YouTube) is currently using both the Meditation Freedom mod with the Children, School, and Learning mod without there being an issue... >.>
PunkyRoo Jun 30, 2021 @ 12:40pm 
@FrozenSnowFox You are 100% correct. The conflict comes with the mod "Children, School and Learning" Whenever I have your mod loaded with that one it messes up the " Natural and Artistic meditation types by default" of Meditation Freedom. Bummer. But cool that I now know the issue.
FrozenSnowFox  [author] Jun 29, 2021 @ 2:46pm 
@PunkyRoo
That's a conflict of some sort, a few people have had that issue. I'm still not entirely sure what might cause it but it's probably related to some race mods or maybe child mods. I could never actually find anything in the files when I looked so I'm guessing it might be code related.

For your colony there's the mod Adjustable Anima these days which does most of what mine does including the option of removing the backstory restriction on Natural. It does not make meditation types all do the same value though for that you'd have to copy out my meditation files or simply delete everything but them.
PunkyRoo Jun 29, 2021 @ 1:05pm 
With this mod enabled it seems to render all pawns as having ONLY "Artistic" meditation types, including my Tribal start pawns. Which means they cannot grow Anima grass at Anima Trees
PunkyRoo Jun 29, 2021 @ 11:46am 
It says "All pawns have Natural and Artistic Meditation types by default" but my non-tribal pawns only have Artistic... none have Natural. Are they supposed to? If not, can the mod be updated to include this? I'm trying to create a non-tribal Anima cult run.
BoraDragon Jun 13, 2021 @ 12:14am 
got error from this mod! upload error code on pastebin (https://pastebin.com/grkY7RD9)
QuirkyHndl Jun 8, 2021 @ 2:21pm 
Saved my tribals on SOS2 run, thanks!
5katz May 23, 2021 @ 5:56pm 
thank you!
FrozenSnowFox  [author] May 23, 2021 @ 5:55pm 
@5katz
There's a mod called Adjustable Anima these days that should do what your after.
5katz May 23, 2021 @ 5:53pm 
is there a lite version / options to make this only remove the nature focus radius? or rather do you know of a standalone mod that does that?
FrozenSnowFox  [author] Mar 27, 2021 @ 2:08pm 
@Kaedys
No problem, glad to hear its working now.
Kaedys Mar 27, 2021 @ 1:05pm 
Looks to be working now! Thanks much for the super quick response and turn-around on that!
FrozenSnowFox  [author] Mar 27, 2021 @ 1:54am 
@Kaedys
Ugh sorry about that although I wasn't expecting it to not have that stat since its on every meditation item in Royalty. You were absolutely correct the patch failed because I was replacing a stat that didn't exist. I changed the patch to add and altered the path so it should work now. If there's still an issue after this I'm going to have to take some time to test it out in game to ensure it works.
Kaedys Mar 27, 2021 @ 1:34am 
Wow, thanks for the crazy fast response! Doesn't look like it quite worked, though, still showing 68%/day in-game. Bumbling through the XML, it looks like Rim of Madness doesn't have a MeditationFocusStrength tag under statBases by default, *and* the royalty patch file for that mod doesn't appear to add it (it adds the CompProperty_MeditationFocus, but not the the statBases one). I'm definitely no expert at the XML (I think I've barely edged into "knows enough to be dangerous"), so this is really just a guess, but could the patch be failing because you're trying to do a Replace on a parameter that doesn't exist? Honestly, I don't know why the Rim of Madness one doesn't have that statBase param being patched in in the first place, actually.
FrozenSnowFox  [author] Mar 27, 2021 @ 12:17am 
@Kaedys
I put together a patch so it should work now but let me know if there's an issue. I didn't test it but I think I got it setup right. Unsubscribe and resubscribe to ensure the steam files update.