RimWorld

RimWorld

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Free Will
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Mod, 1.6
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21 aug, 2021 @ 3:37
12 jul @ 17:25
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Free Will

Beskrivning
PLEASE NOTE: This mod requires the Ideology DLC.

Free Will
Expand the story of RimWorld by imbuing your colonists with free will!

This mod adds a powerful AI for the work tab placed within a new Ideology precept called Free Will. The ability to control colonists (via the work tab) is now entirely dependent on their ideoligion.

Free Will is the result of: 1400 hours of gameplay, 100s of hours of development, and countless hours of testing by the amazing subscribers of my beta version, YouDoYou.

Why you might want this mod
Setting up the work tab becomes a burden after hundreds of hours of gameplay. Starting a colony with free will allows you to create colonies much quicker and focus on story goals, rather than wasting time setting up work tasks.

Specifically:
  • Players new to the game might find it nice to automate the priorities and focus on learning other game mechanics.
  • Experienced players might be tired of setting up work tabs over and over.
  • Hardcore players might enjoy the challenge of having to manage even more unruly colonists.
  • Streamers might enjoy having a mod that skips the boring stuff and brings even more story into RimWorld.

The mod follows in the tradition of RimWorld being a story generator. It will not make the game easier to play, but it should help enrich the story that gets created.

How do I set it up?
Each ideoligion will now include the Free Will precept. There are a few options:
  • Mandatory - free will is always on and cannot be toggled
  • Preferred - free will can be disabled, but there is a mood penalty
  • Flexible - free will can be toggled without penalty
  • Disapproved - free will can be enabled, but there is a mood penalty
  • Prohibited - free will cannot be enabled (this is essentially the Vanilla RimWorld experience)

Individualists will always have one of the first three options, while collectivists will always have one of the last three options. There is a preset ideoligion for Free Will that will always produce a colony with free will allowed (basically it just sets the colony to be individualists).

Depending on the choice, colonists may rely on the AI (their "free will") to set their work priorities. This is shown in the work tab with blue thought circles, to roughly indicate what the colonist wants to do.

Details for the AI calculations for each work type can be found in the Free Will tab for individual colonists.

If their ideoligion allows it, you can toggle free will on or off in the colonist's Free Will tab, but setting it to something they don't like may incure a mood penalty.

There are a wide range of mod settings available to help tweak Free Will to work with your mod collection, but the default settings are usually recommended for vanilla RimWorld.

How do colonists with free will choose what to do?
Colonists with free will enabled will prioritize work on their own. You can inspect the calculations for each work type in the Free Will tab. Priorities will change in response to a number of game events.

Here is a rough guide to understanding the AI:
  • Colonists want to do things they are good at doing.
  • Colonists don't want to do things they are bad at doing.
  • Colonists want to pursue their passions more if they are in a good mood.
  • Colonists want to clean more if they find the environment messy.
  • Colonists want to rest if their health is low.
  • Colonists who are bored will eventually look for any work they are capable of doing.
If no one is doing a work type, someone will eventually give in and do it (unless no one can do it).

What about new recruits?
Each ideoligion will now include the Free Will precept. New recruits will have the same free will setting as the faction they come from. Some may have free will enabled, some may not. One or two colonists without free will can be a good thing, as they can be relied on to do the work that no one else wants to do. But if you don't like that, you can always recruit them to your ideology and enable free will.

What about slaves?
Slaves never have free will.

Compatibility with other mods
You should be able to use this with most other mods. However, the AI is balanced for vanilla colonists and vanilla work types.

For proper balance, I recommend only using this mod with visual or item mods. Mods will likely disrupt the balance if they: add other pawn types, modifiy skills/passions, or add work types.

That being said, there is "fallback" logic for any work type it doesn't recognise and there are tons of balance settings available so you can customise the behaviour.

I don't really use any major mods, so I can't guarantee compatibility with them.

Non-steam download?
Check my GitHub releases[github.com].

Unstable version
There is an unstable version of the mod here.

This is the version I play and has all the stuff I'm working on - which could include new features and bug fixes. Completely a use at your own risk situation.

Is it safe to add/remove from save games?
No. When you add it to a save game, it is not able to set the free will precept correctly for all the factions. Removing it is also difficult, because the lost precept seems to be unhandled by the game. Save yourself frustration and start a new game.

Tips for playing with Free Will
  • Don't queue up too much work at one time.
  • A dirty base usually means the colonists have too much to do.
  • Idle colonists usually means there is not enough work to do.
  • Make decisions based on what your colonists want to do - trust me!
Populära diskussioner Visa alla (2)
2
28 okt, 2021 @ 7:41
KLISTRAD: Translations | 翻译
freemapa
874 kommentarer
Ghost of Mildred Monday 10 aug @ 3:36 
Seems like this mod majorly breaks when one of your colonists has a baby- which really sucks since using this mod was literally the best experience I've ever had in 10 years of Rimworld. Pleas fix <3
Balkoth 8 aug @ 23:02 
This mod is absolutely amazing. I've tried a lot of auto work priority mods but so far I am the most impressed with this one.
j112000f 8 aug @ 16:20 
is it possible to make this work with 1.5 again?
Ravayen 6 aug @ 11:40 
Is there any way to make this mod update slower? I mean ticks wise that is because wow it's a resource hog and i'm sure it could update slower and still be fine, maybe have a tps slider like the "slower pawn tick rate" mod does so we can find a happy medium?
Not a modder so don't know if this could even be a thing but it would really help if it could :)
Church.exe 3 aug @ 22:22 
this might be better served as another companion mod, but it'd be interesting if, when someone was infected by a metal-horror, they secretly had free-will turned on and would prioritize doing things like cooking meals to spread the infection without the player knowing. (so the player could still manually set their priorities, they just wouldn't listen, Or maybe they WOULD listen, but sometimes would silently flip over to free-will to spread the infection or something)
Ravayen 3 aug @ 7:17 
@Lemon caro
"While you're up" works fine so i doubt it, i think this mod just cycles work type priority and doesn't really interfere with things like that tbh.
Lemon caro 3 aug @ 6:24 
does this have a mod conflict with the comon sense mod? due to it having a feature where the pawn's clean the work space before working
or other mod's that mess with pathing
Quiana 1 aug @ 13:36 
Hi Free, I did discover a bug that probably needs a relatively 'quick' fix at some point. It seems that free will wants to blow out on the 'Summon dryads' that is given for the VE Phy race. When summoned, the dryads are colony members (but replacible) however the Free Will stuff loses its mind and tries to UI spam to death. If you do not interact with their free will tab, it doesn't do this, but the dryads are effectively going to cause a crash out if selected. Hugslog is attached here:
https://gist.github.com/HugsLibRecordKeeper/6e779215cb0dfc08526f55d45e8e6c4e
тетеря, блин 30 jul @ 7:41 
Consider adding some basic integration with RimDialogue and RimAI 🙏 not sure how though, but I just tried them and I believe this is the future of RimWorld.
Ravayen 25 jul @ 9:00 
Not sure whats causing it but saving and reloading seems to unreliably fix it for now.