RimWorld

RimWorld

Free Will (UNSTABLE)
34 Comments
Ham5terzilla Jul 14, 2024 @ 9:27pm 
Found bug in code.
ConsiderVanillaSkillsExpanded(Passion passion, SkillDef relevantSkill, int relevantSkillsCount)
I not managed how to make it working properly (excluding nonVSE cases from code), but if I remove if part on cases, it would detect passion from VSE properly.So, it always false.
Also want to mention, that from my opinion natural passion from VSE should affect like something between minor and major, instead of nothing.
Ham5terzilla Jul 14, 2024 @ 7:45pm 
upd on previous. Seems like here is detection, is it Apathy, Natural, or Critical, but seems like here is no logic for this. (ConsiderVanillaSkillsExpanded in priority.cs)
(would mention again, I do not understand fully C# and rimworld modding)
Ham5terzilla Jul 14, 2024 @ 7:18pm 
@freemapa
I have some problems with compatability with Vanilla Skills Expanded.
Tried to install this steam release, also tried to build from github, since last versions isn't published on git.
Does it even have compatability with it? I'm looking for passions from it.
Unfortunately I doesn't know C# and rimworld modding, can't patch it myself.
unclefood Apr 7, 2024 @ 12:35am 
<3
freemapa  [author] Mar 24, 2024 @ 1:51pm 
@burjer - Yes, you do need Ideology for this to work. This was a decision I made a long time ago. I know it blocks some people from using the mod, and I'm sorry for that. I would love to go back and update YouDoYou and do many other things with this mod, but I just don't have the time to maintain mods for a game I rarely play anymore. This was a labor of love that took me literally hundreds of hours to fine tune, so doing that again just isn't realistic.
burjer Mar 19, 2024 @ 12:37am 
Do I need ideology for this mod to work? If so, why wont you update you do you?
freemapa  [author] May 5, 2023 @ 6:10pm 
@mipacem - The core problem is that this mod isn't really as granular as it could be. It only considers work "type". So you can end up with pawns focusing on weird things. For example, if something needs refueling, well that's a hauling task, so the mod bumps up hauling in the AI. But most hauling tasks are not refueling tasks, so to players it seems like the pawns just really want to haul stuff until someone randomly does the refueling task.

The other problem is that most people with this mod are also using other mods - and the AI is balanced for vanilla. This is actually a problem for my own playthroughs, too, because I also like mods sometimes.

For the most part, I'm relatively happy with the state of the mod. I think most people are enjoying it most of the time - although I recognize that there are some frustrating bits here and there.
mipacem May 4, 2023 @ 8:49pm 
for some 250 active mods reason, my colonists would rather starve while performing any task other than hunting, even with the low food slider maxxed (i suspect it was doing nothing anyway). Switching to unstable, notably without creating a new save (guess that works(?)), fixed my issue, and moving the sliders now properly applies that little "Colony policy: " thing to work types; just wanted to document this here, much appreciation for your mod!

actually, one more thing, now that the slider works and information updates the second i exit mod settings, i still have to have global hunting at 100% to get em to do it at all, as opposed to just cooking, growing, and hauling when the "consider low food" slider is tripled
Maybe this info is useful, maybe not due to so many unknown variables, either way i'll reiterate that i really appreciate your work here regardless
freemapa  [author] Mar 28, 2023 @ 1:37am 
@chrisque1 - I posted over there, too :)
chrisque1 Mar 26, 2023 @ 7:39pm 
@freemapa, lol i just asked you the same thing in the normal freewill mod.
freemapa  [author] Feb 8, 2023 @ 1:23pm 
@chrisque1 - I wouldn't say I'm actively developing anything. But I do have a few things I plan to put out at some point - maybe by the end of the month?
chrisque1 Feb 7, 2023 @ 11:35pm 
Hi loving the mod, any news on future updates? :cozybethesda:
Rivulet Gaming Dec 13, 2021 @ 6:48am 
oh ok
freemapa  [author] Dec 13, 2021 @ 1:49am 
@pink slime - it's still a precept, so it still requires ideology

Try YouDoYou if you want something for vanilla.
Rivulet Gaming Dec 8, 2021 @ 3:55pm 
so can use this because i don't have ideology
freemapa  [author] Oct 9, 2021 @ 7:30pm 
@A Spoon - That's my next RimWorld project. But seeing as I've already played an unreal amount of this game, the idea that I will finish it before getting bored seems unlikely.
A Spoon Oct 9, 2021 @ 6:24pm 
Is there a possibility the AI will be intelliegent enough to build their own buildings?
freemapa  [author] Oct 4, 2021 @ 2:56pm 
@Celtic - The way I would solve this would be by introducing another game mechanic. I was thinking of something like a hypnosis skill that would tweak work priorities for individual pawns.

It would be a fun addition to the game. Unfortunately, it's just not something I have time to do right now.
Celtic Oct 4, 2021 @ 9:46am 
Thats fair, I wonder if at least once Roles are fleshed out you can play with weighting in there? Once a colony reaches a certain size it seems the...errr....aristocracy wouldn't see fit to waste their time with some tasks (knowing that royalty can force the issue with its rank restrictions)
freemapa  [author] Oct 3, 2021 @ 10:10pm 
@Celtic - One of the fundamental design decisions at the beginning of this mod was that pawns didn't really care much about what anyone else was doing. I've changed a lot of that over the years, but they will still generally try to help haul stuff inside before doing research.

Research is such an AI trap because pawns will never do any work that is lower priority than research.

I'm not saying it won't ever get better... I'm just saying that I've working on this mod for years and I'm unlikely to find anything that works much better than the current algorithm.
Celtic Oct 3, 2021 @ 7:19pm 
Making research taking more time isn't the goal - having colonists who are actually uniquely useful is - and having used free will, and its predecessor since the mod was first released I've found I do like it quite a bit. What seems odd is that research is "non essential" when, particularly on a tribal or no start research game you *need* to do research to have a fighting chance to survive the planet. For instance my 'research' pawn has a major passion for it, and the colony has a collection of slaves who are supposed to be doing the drudgery...so why is the research pawn electing to haul rocks instead of...ya know something she's good at, and at least in theory likes doing? It just doesn't make sense, even within the lens of what the mod is intending to simulate.
freemapa  [author] Oct 3, 2021 @ 3:00pm 
@Celtic - Frankly, research simply will not happen if you don't have pawns that want to do it. More than anything else, research is viewed as "non-essential". If you're goal is to spend a lot of time on research - probably better to not use Free Will.
Celtic Oct 3, 2021 @ 10:37am 
I use Human resources as well, so having a good researchers is necessary to get anything done was a bit mystified why nothing was getting done - seems that hauling always is taking precedence for me.
freemapa  [author] Oct 2, 2021 @ 8:28pm 
@Celtic - "Roles" needs a bit of work, in general. Thanks for the heads up!
Celtic Oct 2, 2021 @ 8:01pm 
So I'm noticing that my "Researcher role pawn is being locked from doing research - it might be worth while to take the roles into account when deciding what pawns feel like doing (I'd also suggest pairing with YAYO's Vote and leader - as then the pawns will vote for a leader who then assigns the other roles on their own accord)
freemapa  [author] Sep 8, 2021 @ 1:49pm 
@o|-} DeadSpark - It doesn't "need" to. It's just been recommended. Load order isn't very important for this mod tbh.
o|-} DeadSpark Sep 8, 2021 @ 5:55am 
just changed from live to unstable, seems a lot of my gripes have been fixed with the comparing best at with other pawns.

for example i have a researcher who was only passionate in Intel but spends all day farming now does his job lol.

something i did not see on main page is free will needs to come BEFORE any job changing mods
why is this? :steamthumbsup:
freemapa  [author] Sep 7, 2021 @ 1:58pm 
@Kaytrox - That makes sense. I'd have to take a look at the source code for androids to see how they are setup. For now, it will have to be unsupported.
Kay Sep 7, 2021 @ 5:59am 
Heya, if I try to activate free will for T1 androids (They dont/cant follow an ideoligion) I get this:

could not change free will
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string)
FreeWill.ITab_Pawn_FreeWill:DrawPawnFreeWillCheckbox (Verse.Pawn,single&,single)
FreeWill.ITab_Pawn_FreeWill:FillTab ()
Verse.InspectTabBase/<>c__DisplayClass14_0:<DoTabGUI>b__0 ()
Verse.ImmediateWindow:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

Free Will is set as mandatory in the ideoligion im using.

Let me know if you need any additional info, I'd be glad to help as this mod is both convenient for lazy people like me ( :P ) and fits the ideology dlc pretty well.
freemapa  [author] Sep 3, 2021 @ 3:05pm 
Current changes from the stable version:
- colonists will now consider if they are the best at something and how their
skills rate relative to others
- the Work Tab mod, if used, must be loaded after this one
- colonists will no longer want to refuel items with autofuel disabled
- added a new mood buff for colonists who desire free will and have not had
player forced jobs added for some time
- reworked the precept impact level to more accurately show deviation from
vanilla
- factions without a free will precept will be given the "don't care" free
will precept at the start of the game
- colonists are less likely to do unnecessary work when others are
downed/injured
- colonists who are downed, but in a bed, do not affect calculations of downed
colonists
freemapa  [author] Sep 3, 2021 @ 3:02pm 
@NovaMosh - Yeah. There is a weird bug on this branch where it duplicates the precept. I'm working on it.

As for the "best at doing" calculations. There are 4 levels of "betterness" and the bonus also changes if the other pawn is doing the work... or just better at it.
NovaMosh Sep 3, 2021 @ 11:26am 
I'm also finding the mood buff for constant free will to be a bit too strong, I rarely seem to get mental breaks which makes things a bit less exciting, so I've switched from Free Will - Mandatory to Free Will - Don't Care using dev mode for the time being, there's an odd bug where changing the strictness of the ideology causes it to duplicate each time and I can't figure out how to remove it as there's no remove option so my ideology has like 4 "Free Will - Don't Care" lol
NovaMosh Sep 3, 2021 @ 9:23am 
Hey, is there a changlog for all changes in this version?

Anyways, the "consider best at doing" stuff, I like it a lot.

It seems like it scales. At first I thought it was a flat +/- 10%, but looking at more skills some are -9.2% or -13%, which is great, does it scale with the difference between their skill levels?
dafyddnz Sep 3, 2021 @ 1:15am 
Hi, did some quick testing and it seems fine, however after reading some comments on the stable branch, I realised that I had not ticked manual priorities which I did not realise you had to do.

So doing that would probably have fixed the issue I had at the time, thanks for listening though. I will keep playing with the unstable branch for a while and let you know if I run into any issues.