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https://steamcommunity.com/sharedfiles/filedetails/?id=3273540559
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.
That being said, if you are using this with Tweaks Galore's Anima section, they break each other.
https://steamcommunity.com/sharedfiles/filedetails/?id=3162774363
JobDriver spams job checks, because this job is starts and finishes immediately - this lower my TPS by 300 units.
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.
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.
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
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.
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.
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).
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!
I'm using Vanilla Psycasts Expanded, it allows you to get more psylinks by constant meditation.
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.
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!
<v1.3>
<li>1.3</li>
</v1.3>
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>
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
yes and no. Sometime it works and sometimes your pawns decide to run around like headless chickens, despite it being a sunny 20c day
FSF Complex Work Tab already has the pruning feature, but IIRC no mods add a working meditation work type.