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https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2599504692
I could look into it in the future, but right now I'm busy with other mods at the moment.
https://gist.github.com/HugsLibRecordKeeper/cf0b802b6deed406d391d56c7d844112
Really nice mod :)
<ThingDef>
<building>
<artificialForMeditationPurposes>false</artificialForMeditationPurposes>
</building>
</ThingDef>
Fun fact: mech rechargers from Biotech have this set, meaning you can place those near the anima trees/etc.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2961577800
Unfortunately, it gets flagged by the Anima tree as a structure.
I am trying to find a way to make it compatible, but I'm not a Rimworld modder and am having some trouble digging through the code to figure it out. I thought about adding a one cost item
value so I can build it out of wood, but that seems kind of roundabout?
Ideal situation would be to make it so the mod allows no cost buildings as natural, which I think it already does with crafting spots? If you could point me in a basic direction I would appreciate you.
@The Bard of Hearts it only checks for the material you pick to make it from. This means if you build something that costs 1 pickable material that you select to be wood, as well as 1000 of steel/etc., then it'll still be treated as natural. I've implemented it in as simple way as I could, as I was worried for performance impact if I tried to make it more complex.
@Daniel14541 you can configure any material types you want, so you could (for example) pick to allow for stony things to be treated as natural. However, this won't work with things you can't pick material for, like power conduits (unless you have a mod where you can pick material for it).
@shane_357 you can configure the material type in the settings. You cannot pick specific leathers and textiles, only the whole category (so leathery stuff, stony stuff, etc.)
Azurel does bring up and interesting thought, especially if it's applied to gemstones in general.
@dinhkhiem199833 considering this mod works on material types and not specific materials - if it's marked as "woody" material, then it should be supported by default. If not, then you may need to enable it in the settings. I can't say for certain though, as I don't really use the red/ocular wood myself.
Does this mean any wood like ocular wood from Alpha Biome is also considered natural material?