RimWorld

RimWorld

Free Will
848 Comments
Kasa Jun 17 @ 5:35pm 
Neat mod, tried it a bit.

Really REALLY read the part about mods that add job types, including mods like work tab.

My pawns WILL do work but they are also just as likely to piss around and get absolutely nothing done.
adam110902 Jun 15 @ 12:03pm 
please change/add passion to learning speed

currently the mod doesnt seem to work with any mods that add passions
BeatleSanders Jun 13 @ 3:01pm 
First off, it's a great mod. I'm unsure however if it's intentional but my pawns are loosing their "working independently" buff after being drafted. Any chance there could be a option added to change that please? It's rather annoying to lose it after building it up only to see it disappear after needing to rally the troops to defend their home.
albinogod Jun 13 @ 1:38pm 
@Kinnu and @brogre-chan, I also had it but I think I found a possible fix. Turning on dev mod will put a warning in the log telling you why it was turned off, my issue was caused by it trying to check if a pawn who lost their weapon had a valid weapon for hunting.
brogre-chan May 30 @ 10:20am 
@Kinnu I'm having the same issue
Shrub May 4 @ 6:10pm 
Been using for almost a year as I hop in and out of my stories. I love it a lot!

Thanks for developing and sharing this with everyone :UDG_Heart: :CoreKeeper_Gold_Bar:
Kinnu Apr 18 @ 10:14am 
I love this but its randomly turning it off for my guys, Idk why, they all use to have it and be perfect. No new mods or anytrhing.
Kc Apr 13 @ 3:47pm 
@Kal the Meowlord i find it funny how its a FREE mod and yall complain about patches ect ect when ur not giving the modders any sort of money nor support if u dont like it then remove it and be on about ur day instead of pressuring hard working modders to patch things up when they are more then likely busy with stuff so how about u calm down and make a mod yourself then
zafewins Mar 26 @ 9:35pm 
My pawns sometimes just refuse to research. I think it might be a conflict with one with death, but research just perpetually says it's disabled because others need tending. From what I can tell no one needs tending and there isn't anywhere in the mod options to turn this off, which would be very helpful.
hwndk Mar 15 @ 7:41am 
Give up free will forever their voices won't be heard at all
Yoann Feb 25 @ 11:59pm 
After large scale test (every colonists with free will), I had to remove it after struggling with settings, the colony was not well managed.

"the AI is balanced for [...] vanilla work types" is really true, more settings are needed to fine tune the balance of a custom worktab.

The work preferences related to a worktype should be freely chosen, by example:
_Skill level: some custom worktype lose the related skill need (nurse job)
_Base value: we should be able to choose it for skilless worktype
_Refueling required/Things deteriorating: those preferences made me remove the mod, they are present only on vanilla worktype, and are irrevelant with custom refuel/perishable worktypes
TehJustOne Feb 7 @ 7:01pm 
Mod compatible with the More than capable mod?
魔能叫唤 Feb 5 @ 3:42pm 
same free will shutting down issue
happens at sort of end game(for vanilla,not for the mod content, two saves
it reports no other mods involved, its simply fails to calculate job priority, mod bills and vanilla bills
upon quick testing its not population related, spawnd 80+ pawns from all kinds of mods, ran with them have somthing todo other than idle for 20 days in the testing new save, the freewill didnot shut down
weird
Liam Jan 7 @ 4:48pm 
this is what i needed for years
Kal the Meowlord Jan 5 @ 5:28am 
Hey uuuuh @freemapa ? are you dead??? This was basically like my top 3 mods... BUUUUT I had to finally remove and say farewell. and delete it.. and try to learn how to play without it (been using this since i got the fricken game -.-). Theres so many incompatibilities with other mods and there's a severe lack of patches anywhere for whatever fucking reason? (jfc pls mod makers make patches for this jfc, all the best modders have all been equally AWOL suspiciously since last april or may for some fucking reason?????) I've had to spend HOURS painstakingly trying to prune my modlist to cater to the tiny little picky intricacies of this mods fragile coding so many times and i'm done lol

I'm getting the issue where Free Will turns off by itself, but I dont have VSE. Nobody has mentioned other mods that does this stupid bug. I'm done with this crap until some heroic individuals can mention what mods breaks this and then i will thusly kiss them on the lips and give them money
iF Jan 3 @ 11:46pm 
After using it for a while, I feel this is the best work assignment mod. If you're worried about pawns not resting when they're sick, you can simply raise the global threshold slightly.
CordialVillain Dec 13, 2024 @ 8:05am 
In case anyone else runs into the same issue; change your colony's free will precept to something other than what it's at, this'll update the colonist's free will settings.
CordialVillain Dec 13, 2024 @ 8:01am 
I've run into an issue where I can't re-enable free will after disabling it on a colonist. The free will tick on the tab of colonist, when clicked, it turns the work kinds black, and the work tab doesn't start automating them.
Any fixes or something obvious I'm missing?
iF Nov 29, 2024 @ 5:50am 
I like the blue dot blink in table, like watching their thoughts change with the brightness.
WOFUR Nov 22, 2024 @ 2:47pm 
Any time I enable free will ingame by editing the ideology (or in general) it errors.

https://gist.github.com/HugsLibRecordKeeper/fa55e9cf38e21d82e0b4ac1518278ed6
Lobanych Nov 20, 2024 @ 11:54am 
if i recall correctly
Lobanych Nov 20, 2024 @ 11:54am 
@soglasen666 mod supports 1.4, 1.3 and maybe 1.2
Ghostlemon Nov 17, 2024 @ 10:03am 
nvm i looked in the mod settings
Ghostlemon Nov 17, 2024 @ 12:39am 
so what about fires and being a patient
Nobnab Oct 27, 2024 @ 1:48pm 
Please make a fix for compatibilty to Vanilla Skills Expanded
Sergeant Cole Oct 19, 2024 @ 4:20pm 
You can sorta fix that with mod settings, just increase the % that they would do it
Birdinmotion Oct 19, 2024 @ 12:52pm 
O wait adding job types fucks it up fuck, the nuclear energy thing is a problem then
Birdinmotion Oct 19, 2024 @ 12:51pm 
I've been dying for this really. Being to create manual job priorities was a big change for me but it was always tedious setting up all the possible job priorities for each job case that I wish I could just save them. This really changes that for me. Bless you sir bless you.
Ben'wah Oct 18, 2024 @ 8:37pm 
Very sad, I like VSE
Couch_Lord_Xenos Oct 9, 2024 @ 5:12am 
seems to be incompatible with Vanilla Skills Expanded. Free-will automatically disables when VSE is installed, and will continue to auto-disable whenever you turn it back on.
[MLT] OveRRusH Sep 19, 2024 @ 7:19am 
10/10 mod. Any chance that in the future Ideology will not be required?
soglasen666 Aug 27, 2024 @ 11:53am 
No 1.4 support?
DisKorruptd Aug 22, 2024 @ 12:42am 
Keep having the free will of pawns disable on it's own without even a notice about this.
팬지 Aug 21, 2024 @ 2:37pm 
I had fun playing it for a while, but the mode crashes too often, so I have to send it away. Thank you for entertaining me so far.
DisKorruptd Aug 19, 2024 @ 1:05pm 
Can you please attach the needs such as the Gauralan Pruning to the associated task rather than the job as a whole, that way mods that move the tasks into different jobs are also compatible
General Mow Aug 19, 2024 @ 10:52am 
I love this mod, I just wish it worked with Vanilla Skills Expanded :(
CordialVillain Aug 18, 2024 @ 6:21am 
This is honestly one of my favourite mods, thanks for making this. Saves so much time with fiddling on work priorities and dealing with dead colonists.
KiTA Aug 11, 2024 @ 10:38am 
Hm. Are there any known mods that are hard incompatibilities? Cause I'm getting an error about some skills and being unable to compare values. I thought it was Allow Tool and it's Finishing Skill, but disabling just pushed it to different skills.

https://gist.github.com/HugsLibRecordKeeper/7087158fb9ba044bff39ac6b113b0a1a
gRaveyard Jul 31, 2024 @ 9:55pm 
As a quick sidenote: There's no mention at all about what to set your priorities to. Am I supposed to keep the automatic priorities active? WHat happens if I use the numbers instead? Does that all just get ignored?
gRaveyard Jul 31, 2024 @ 6:23pm 
Oh, this sounds incredible. Unfortunately, I'm not sure if this mod is compatible with Vanilla Skills Expanded? That adds a third level of passion, a Natural passion (pawn is a natural at the thing and learns it extremely quickly, but if they don't do the thing, they also lose skill in it very quickly), and counter-passion, where the pawn is *able* to do the thing, but basically doesn't improve on it and maybe even hates doing it.

Further, how does this mod act when there is only one ideoligion in the colony that means that you'd have to ocasionally force a pawn to do work they don't want to? (might be necessary for survival of the colony)
Dread Captain Slagwake Jul 18, 2024 @ 6:33pm 
Any odds there may be a patch in the future to recognise vanilla skills expanded's passions?
Amant Jul 8, 2024 @ 9:22am 
1.4 use?
AutumnWind Jun 27, 2024 @ 1:46pm 
I absolutely love this mod. Thank you for creating it
Jigain Jun 16, 2024 @ 1:15am 
I mean... that's something you can already do by setting all 24 hour blocks to Anything.
MapleSierrap Jun 16, 2024 @ 12:18am 
Will you please add support for schedule so pawns get to decide their own schedule?
Corvus Jun 7, 2024 @ 4:48am 
Is there any possibility of having pawns consider their health when choosing what work to do? For example, I currently have a pawn with a shattered radius, putting his manipulation at 50%, but he's got a high construction skill, so he's choosing to do construction jobs even though he's botching most of them since he basically only has one arm at the moment
Amko The Terrible May 30, 2024 @ 8:45pm 
Doctoring needs to be seriously looked at to stop 0 skill children from tending people sick with diseases. The maluses for their lack of skill and others being much more qualified get dwarfed by the "others need treatment" bonus, so you get literal toddlers trying to be doctors.
Amko The Terrible May 29, 2024 @ 7:17pm 
The malus against doing doctor work when someone else is significantly better than them should be stronger. I have several 10+ skill colonists but Mirva with her 3 Medical keeps trying to help people with the Flu and giving them terrible tend quality.
Bubbabbread May 25, 2024 @ 2:19pm 
Is there a version of this mod that is not tied to an ideology precept? I want to introduce this mod to one of my friends, but they are a newer player and do not own ideology.
NovaMosh May 20, 2024 @ 12:39pm 
Does this mod work with Common Sense mod?