RimWorld

RimWorld

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YouDoYou
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Mod, 1.1, 1.2, 1.3
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204.672 KB
11 Mar, 2020 @ 3:07am
13 Jul, 2021 @ 12:16am
23 Change Notes ( view )

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YouDoYou

Description
PLEASE NOTE: YouDoYou has left beta and is now known as Free Will. You can find it on the workshop here.

You Do You: set your colony free
Give your colonists free will - allowing them to decide for themselves the work they do.

You Do You is both inspired by, and completely contradicts, the popular Work Tab mod by Fluffy.

PLEASE NOTE This mod is in a beta release. It has been in development for some time, but may be unstable and subject to big changes on a whim. There also could be unexpected errors that may not be addressed for long periods of time. That being said, it should be safe to remove if you have any problems and shouldn't break any saves.

What does this mod do?
This mod removes pawns from the work tab - instead, using a simple rule-based AI to assign work priorities. A new tab for the pawn displays the work the pawn will do and why they prioritised it the way they did.

The rules are not overly complex. The pawns will not always do what you want, but they will get all the jobs done.

If you become frustrated with their choices, you can remove the free will of one or more pawns - returning them to the work tab. There is no penalty for doing this.

Does You Do You work with other mods?
I wouldn't try running Work Tab at the same time as this mod. It should work, in theory, but just... why would you?

Any mod that adds, removes, or changes work types should be okay - but will often mess up the balance of the AI. There are default rules that are used on modded work types... but they won't have any dynamic responses or things like that.

I should note that I play with only a few mods myself. This makes it difficult for me add support for whichever mod you are using. I also take long breaks from the game, so... basically what I'm saying is that I do my best. Post the mod that isn't working and what you think needs to be changed and I'll take a look if I can.

I did officially add support for [D] Interests mod. I've also made a few adjustments to the code to support other mods people have told me about.

I won't add support for Work Tab. I'm not sure why, but I get asked that one the most. If you want more control over work, this is the last mod you should be using.

How does You Do You choose the priorities?
For the most part, the priorities are chosen based on colonist traits, needs, skills, health, etc.

Here are a few of insights into how the colonists decide what to do:
  • 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 if they are in a good mood
  • Colonists want to tidy up if their environment isn't very pretty
  • Colonists want to rest if their health is low
  • Colonists who are bored will look for anything they are capable of doing.
The colonists should always elect at least one pawn to do every job (unless no one can do it).

Priority for a work type is 0-100%. 0-20% gets set to 0 (disabled) on up to 80-100% gets set to 1 (highest priority). So priority of 55% would map to 3.

If you go into the You Do You work tab for the colonist and hover a work type, the tool tip will roughly show you the calculation. Rules either set a priority, increase the priority, decrease the priority, disable the work type, or enable the work type. Calculations go top to bottom. The last disable or enable always wins.

For example, if the tool tip says:

Kill animals which are designated to be hunted. 30% (skill level 4) +4.5% (movement speed) +6% (hunger level) +20% (low food) disabled (no hunting weapon)

You can see that their base desire is 30% - this would be priority 4. However they are fast, hungry, and there is low food - so they have a few bonuses. But, the last calculation found them to have no hunting weapon, so the skill is disabled.

Do the You Do You priorities actually work?
Whether or not the priorities work for you depends a lot on your gameplay style. These priorities are based on the system I use in almost every colony I play--and so have seen nearly 1000 hours of development. I don't play at high difficulties. I prefer watching the story unfold and seeing how colonists develop on their own.

I know this mod won't work for everyone. It's not intended to. Give it a go and let me know what you think.

Who is You Do You for?
This mod was mostly created for me. I always set up the priorities using the same set of rules, so I figured I may as well automate it and see how well it worked.

Now that the mod is finished and I've used it for a while in my own games, I figured it was time to share it.
  • People really new to the game might find it nice to just automate the priorities for a while so they can get used to the other game mechanics.
  • More hardcore players might enjoy the challenge of having to manage even more unruly colonists.
  • Streamers might enjoy having a mod that brings even more story to RimWorld.

Do you have any tips for playing with You Do You active?
I would say it's not usually a good idea to keep lots of stuff to do queued up all over the base. If you give colonists too many things to do, they will just do their favorite things all the time. Pawns with a burning passion for research are a blessing and a curse, as this ends up being about all they ever want to do!

I tend to lay out construction jobs slowly. When I start to notice that cleaning isn't happening or food is running low, I stop assigning things and let the colonists just catch up for a while. When they start getting bored, I give them more to do.

Can you update the mod so that colonists do X more often and do Y less often?
I will potentially update the logic if it makes sense for the character story. I will probably not update the logic just to suit the way you want to play the game. This mod is fundamentally not designed to make the game easier to play.

For example, I'm considering adding prioritization logic based on age. Maybe older colonists prefer research, cleaning, planting, and art; while younger colonists prefer hunting, hauling, mining, and construction? Not sure yet.

I can say that if you want your colonists to do something more often, then you might just have to skill them up in that area. Eventually, they will start to prefer doing the work all on their own. That being said, it's probably a better idea to just model your base around what your colonists want to do naturally. If you have a colony where no one wants to cook, just give in and build a nutrient paste dispenser - trust me!

Will you be adding more to You Do You?
Yes, I want to get more colonist "personality" into the game, so that each colonist has their own quirks and you really have to decide who's worth keeping around.

I really like working on this, but finding good logic that works across the board from colony start to colony death is pretty tricky. Always open to suggestions.

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Anyway, I hope you like this beta release. Feedback appreciated! Cheers!
Popular Discussions View All (6)
4
13 Jul, 2021 @ 5:25am
PINNED: Non steam download link
PopoSoHappy
1
30 Jul, 2021 @ 3:50am
PINNED: Post your best mod settings here!
freemapa
438 Comments
IgnorantC 29 Apr @ 8:39pm 
work manager
ZeroGgamer 7 Apr @ 5:42pm 
anyone have an alternative for this mod? The new one requires ideology and that DLC is overpriced as hell
harison 29 May, 2023 @ 2:42pm 
Please update to 1.4 as some don't own ideology DLC to use freewill
LeSneak 4 Nov, 2022 @ 3:35pm 
@尽帆 This mod is not likely to ever get updated as it has been re-branded as free will. Unfortunately it needs ideology to use.
猫不吃鱼 16 Oct, 2022 @ 1:22am 
1.4 pls
chinese pls:steammocking:
DisKorruptd 13 Oct, 2021 @ 1:03am 
"I also take long breaks from the game, so... basically what I'm saying is that I do my best."

So what you're saying is that uhh... you do you...
freemapa  [author] 21 Aug, 2021 @ 4:03am 
Hey everyone! Big announcement today!

YouDoYou is finally leaving beta!

The official release has been named Free Will and you can find it on the workshop here .

There are a lot of changes in the final release, mostly that has become a precept and is dependent on Ideology. Because of this, I decided to leave YouDoYou as is for everyone to continue to use. However, I probably won't be making any future updates to this version, so subscribe to the new one if you want to continue to get updates.

Thanks to everyone who's been using this beta version. Your feedback has been amazing. Looking forward to continuing to improve the Free Will mod based on your feedback.
Zargachi 8 Aug, 2021 @ 3:05pm 
an option to "lock" some jobs to be always on a position would be good too, like, "if you are not doing you main job so you do whatever the colony needs to"
freemapa  [author] 8 Aug, 2021 @ 2:25pm 
@Umbra - That makes sense. That's definitely the right way to do it. I wouldn't count on it anytime soon, though. It conflicts with some of the other ideas in my head for a future 1.3 update.
Zargachi 8 Aug, 2021 @ 1:15pm 
i was thinking more of a update on the mod ui, just putting something like a check mark on every job, then what you don't want you just uncheck, by default everything being checked up, i think this is more suitable for this type of mod as you alredy developed a ui for it on the colonist tab.