RimWorld

RimWorld

MeditateAsWorkType
71 Comments
OganessonG Jun 23, 2024 @ 12:07am 
A continued version, restored penalty limit function in 1.5:
https://steamcommunity.com/sharedfiles/filedetails/?id=3273540559
Jetroid Jun 19, 2024 @ 1:27pm 
Seems working for me, and I'm using this with Tweaks Galore's Anima section. The begin linking button when selecting the tree etc is missing, as @Posh Octavia points out, but you can still link by right clicking on the tree (probably bestower too, but I didn't try it) with the pawn that you want to link with selected.

Also, for anyone thinking this isn't working as your colonists stayed idle, make sure the anima tree is in a safe temperature or they won't meditate at it. Tripped me up at first.
Posh Octavia May 8, 2024 @ 8:11pm 
seems to disable the ability to use the psylinking ceremony or anima trees in general, possibly a mod conflict but i cant tell
Arganot Apr 30, 2024 @ 7:29am 
This seems (not tested a lot) to be working for 1.5.

That being said, if you are using this with Tweaks Galore's Anima section, they break each other.
Kyrox Apr 9, 2024 @ 3:33am 
1.5?
JACK Mar 21, 2024 @ 3:23pm 
sat frowning at my pawn 'standing' for about 10 minutes before I thought to check the incompatibilities on the mod page, hahaha. thanks for the heads up! love this mod dearly
Leto Feb 28, 2024 @ 12:42pm 
Both should work.
Genaeve Feb 25, 2024 @ 8:41pm 
Does this mod allow for both scheduled meditation as well as the new "work meditation?"
Leto Feb 17, 2024 @ 10:56am 
Made a small patch for your mod to make it usable with "Vanilla Psy Casts Expanded".

https://steamcommunity.com/sharedfiles/filedetails/?id=3162774363
Jackster227 Jan 8, 2024 @ 11:54pm 
Is there any chance you could make a work type that makes colonists meditate just for meditations sake? As below, im using VPA and want colonists to meditate whenever they aren't doing anything else to train levels. I tried to edit the mod myself but having never made rimworld mods before I couldn't figure out how to do it lol
Sammich Jan 8, 2024 @ 5:32pm 
this mod doesnt seem to work with vanilla psycasts expanded. since pawns only meditate when not at their desired psyfocus level you cant use the worktypes to tell pawns to meditate to level up their psylinks when there no other work to be done. (i have the option listed in the incompatibilities disabled btw)
PanicOregon281 Dec 5, 2023 @ 9:50pm 
Will recreation tolerance being too high prevent meditation?
onestrongbow GocleCD Nov 5, 2023 @ 8:35pm 
Shiro u'r saying that is mod is bad for performance right ?
Shiro May 17, 2023 @ 10:25am 
Is it possible to give some amount of work or place constant time for finishing 1 meditation "job".
JobDriver spams job checks, because this job is starts and finishes immediately - this lower my TPS by 300 units.
Delmain Apr 30, 2023 @ 12:19am 
Geniuses, the lot of you @Jiopaba @teag2 @Maarx Thank you!
Jiopaba Apr 27, 2023 @ 5:19pm 
Yep, got it. There's an option in Common Sense called "Pawns will only meditate as much as they need" which conflicts with this mod. For anyone having the same issue who happens to have that mod, just disable the bottom option in the top category of Common Sense and the "tried to start 10 jobs in a tick" and "wandering around doing nothing" stuff stops happening.

It looks like Common Sense was instantly ending jobs that wouldn't result in necessary psyfocus, and so pawns would go back to looking for a job and loop back to exactly where they were, as fast as they could process it.
Jiopaba Apr 27, 2023 @ 4:07pm 
Ah, sorry. The day after I mentioned this report I got sidetracked and sucked into Cyberpunk 2077 for a time. I'll try out the new version... with and without Common Sense, as per what @teag2 there says, since I also use that mod, so I can at least report we have that in common.
teag2 Apr 27, 2023 @ 12:28am 
I was still having the "standing" problem even after that update, managed to figure out which mod was causing it: it was Common Sense.
Maarx  [author] Apr 26, 2023 @ 7:26pm 
@WarKittyKat @Catch Lightning @Jiopaba @Delmain @Shiro @Shiro

Updated, please try again.

The main bug I noticed was that it didn't work if your anima tree was a bad psyfocus due to buildings. This does slow grass, but it shouldn't interfere with this mod's features. It should be fixed now.

The underlying reason for the bug was that I'm dumb, so it fixed it with another sweeping change, let me know if any new issues.

Thanks for your patience everybody.
Apr 23, 2023 @ 3:46pm 
I can't change allowable progress penalty, and my pawns will stop meditating although current progress penalty didn't reach the value of allowable progress penalty.
Shiro Apr 21, 2023 @ 10:22am 
Does meditate for grass even works? I have 5 pawns for that, but seems like they dont do it in job priority. Regular meditation works, but for grass...
Maarx  [author] Apr 19, 2023 @ 8:48am 
@Jiopaba @Delmain

So my shot-in-the-dark refactor might've made the code nicer for me to look at, but either didn't fix the problems, or introduced similar new problems. :)

If one of you guys could narrow down the mods to find the offender, or somehow share a save file that has the issue, that would help a ton.

You can attach files to this github issue link:

https://github.com/maarxx/MeditateAsWorkType/issues/10
Delmain Apr 16, 2023 @ 1:03pm 
Yeah, I am also getting issues. My pawn will run to the tree, but then just stand there and throw "<pawn> started 10 jobs in 10 ticks" errors to the log.

I looked into it a little bit and I think it might partially be the AddPreTickAction on the meditate jobdriver. When "ignorejobtimeassignment" is true, it's checking the pawn's psyfocus and comparing it to previous, but my pawn that I have assigned isn't a psycaster, so I don't know how that check actually works at run time.

You might need to transpile that AddPreTickAction to force it to allow non-psycasters to meditate when they are not in a meditate time assignment block.
Jiopaba Apr 15, 2023 @ 8:29pm 
I've only just come across the mod now, so I don't know about previous versions, but it seems not to work in my setup. I'll do some testing to see if I can narrow down what it's conflicting with, because I can see that it works in an otherwise vanilla game.

Without meditation spots my pawns just run in circles around the tree. With them, I get an endless spam of "So-and-so started 10 jobs in a single tick" errors. Must be something in my list causing it, but it doesn't seem to be any of the obvious psychic/royalty related stuff, so I'm guessing something that messes with jobs.
Maarx  [author] Apr 10, 2023 @ 7:49pm 
I've just pushed a fairly big update to this Workshop version.

It significantly changes the logic for seeking out places to meditate.

For Psyfocus meditation, should be no real intentional changes, but could've been affected.

For Anima meditation, I'm hoping I fixed some issues regarding them refusing to meditate or them picking weird places or them vibrating around the tree like wackos.

I think some of the issues were relating to having unassigned Meditation Spots. I don't use them much so I think that's why I didn't experience it. Incidentally, now they will prioritize the tree over meditation spots (if the spots are outside the tree) but should successfully prefer meditation spots (near the tree) over other random tiles (near the tree).
Catch Lightning Apr 8, 2023 @ 7:58am 
I'm getting the same issue as WarKittyKat. I was able to solve it by going into their schedules and scheduling them all to meditate during non sleeping hours. I am still trying to figure out how to make them all meditate at the tree. Some really like my pottery.
Maarx  [author] Apr 7, 2023 @ 5:18am 
@WarKittyKat @Terren

Are one of you able to provide a save game that I can use to see this behavior?

Ideally with as few other mods as you can, which might also help identify if the issue is a conflict with another mod.

You can share it either here in the Steam Workshop comments, or as a comment to this GitHub Bug that I've created for you: (free account required)

https://github.com/maarxx/MeditateAsWorkType/issues/10

Thanks!
WarKittyKat Apr 5, 2023 @ 2:12pm 
I'm getting the same issue; pawns set to meditate will just run in circles around the anima tree and not actually meditate at all. It's pretty cold out but my pawn is dressed to be able to deal with the weather, and she will meditate if set to that on schedule. But I need her to be doing childcare and then meditating the rest of the time and it's not working.
G-Fiti Apr 5, 2023 @ 8:12am 
Does this mod allow you to permanently meditate using (A) but have it be done at a spot that is not the tree? Like constantly meditate on a throne or next to art.

I'm using Vanilla Psycasts Expanded, it allows you to get more psylinks by constant meditation.
Maarx  [author] Apr 5, 2023 @ 3:48am 
@nex Correct
nex Apr 3, 2023 @ 5:14am 
this might be just the mod i'm looking for. so if i have them set to the meditate (a) job instead of going idle a pawn would forever mediate?
Maarx  [author] Mar 23, 2023 @ 9:02am 
If you try the "beta" branch off of Github, it has a cool new feature where the Anima tree gets a slider bar where you can decide how much time to spend against the per-day diminishing return for grass. I will be away for ~3 weeks (won't be around to fix any bugs) so I won't push this feature to this Workshop version until after I get back.
Maarx  [author] Mar 16, 2023 @ 7:12pm 
@Як маленька коала

I know they don't use meditation spots, but they should definitely reach the tree. Check if there's another reason they're not reaching the tree. Check if there's unsafe temperature around the tree or if the pawns have a restrictive Allowed Area that doesn't reach the tree.
Teren Mar 14, 2023 @ 2:25am 
pls FIX IT ! i rly need this mod
Teren Mar 14, 2023 @ 2:24am 
This mod dont works. Pawn ignore meditation spot so they sometimes miss circle of anima tree and dont gain grass, sometime they just run around tree and dont meditate at all
Posh Octavia Mar 4, 2023 @ 2:16pm 
if anyone is still having the issue with pawns running around like idiots around the anima tree rather than meditating, check and see if the temperature is ok for them. i'm not sure if its a mod conflict with this mod or something, but with this enabled they will wander out to the anima tree then bounce around it rather than meditating till they get heatstroke wheras with it disabled they just silently refuse to meditate without telling you why till the temperature lowers
ELLIOTTCABLE on Discord Feb 28, 2023 @ 11:22am 
I'd love to see an optional "boolean AND" mode for this mod - use work-priorities to decide whether-or-not to meditate, but only meditate during the "Meditation" schedule-block.

My use-case, if you're curious: Vanilla Psycasts Expanded adds a 'group' meditation-focus-type, which incentivizes you to have as many pawns as possible meditating at the same time nearby eachother; and the vanilla "Meditation" block works fantastic for this. However, I also want some pawns to be able to have higher-priorities than that - i.e. Doctoring, or perhaps assigned Building or Cooking or something - i.e. whatever I can setup in the work-tab. Best of both worlds!
Thundercraft Feb 25, 2023 @ 5:46am 
Oh, I forgot: Would also need to add the following to your LoadFolders.xml, between the <loadFolders> tags:

<v1.3>
<li>1.3</li>
</v1.3>
Thundercraft Feb 25, 2023 @ 5:44am 
@Maarx [author]
Please, would you consider adding official support for this mod for RimWorld 1.3? Some of us are still playing RimWorld 1.3. Thing is, we know that 1.2 version of this mod actually works fine, as-is, in RimWorld 1.3 (aside from the version warning).

All that would be required to get rid of that irrelevant version warning and add full support for RimWorld 1.3 would be creating a copy of the "1.2" folder in your mod files and renaming it to "1.3", then adding the following line to About.xml in between the <supportedVersions> tags:

<li>1.3</li>
Maarx  [author] Feb 25, 2023 @ 5:20am 
Updated for 1.4
LXE Dec 27, 2022 @ 3:09pm 
sorry for spamming here but Common Sense has been updated, uncheck "Pawns will meditate only as much as they need" in mod options to use it with this mod
LXE Dec 18, 2022 @ 8:15pm 
This works absolutely fine in 1.4, except...
there's a conflict with Common Sense. Disable Common Sense and your conlonists will stop running around aimlessly when they are supposed to be meditating.
Sucks because CS is my #1 mod recommendation for new players. I survived without it when 1.4 released, guess I will do so again
RRR666 (R6) Nov 19, 2022 @ 2:58am 
@weebcrusader01
yes and no. Sometime it works and sometimes your pawns decide to run around like headless chickens, despite it being a sunny 20c day
FriendlyArchpriest Nov 17, 2022 @ 4:32pm 
Does it work in 1.4?
Thrice Oct 5, 2022 @ 12:23am 
Need to let Mlie know to put this on his no version warning mod.... (Whatever its called lol)
adamok5002 Sep 20, 2022 @ 11:44pm 
for anyone having the issue of colonists running in circles instead of meditating, i believe it is due to vanilla not allowing them to meditate in unsafe meditations so the task gets ended every time they reach the location they picked, followed by them trying again
Caz Jun 19, 2022 @ 1:33pm 
Mod works perfectly in 1.3. No need for an update.
Victor Apr 26, 2022 @ 10:10am 
I really miss this mod, I hope you can update it sometime.
RedPine Jan 29, 2022 @ 12:10pm 
@shane_357

FSF Complex Work Tab already has the pruning feature, but IIRC no mods add a working meditation work type.
Wish Granter Nov 14, 2021 @ 4:51pm 
doesnt work. My pawns just run in circles around the tree not actually meditating