RimWorld

RimWorld

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Free Will
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Mod, 1.5
File Size
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238.167 KB
21 Aug, 2021 @ 3:37am
16 Apr @ 1:58am
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Free Will

Description
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!
Popular Discussions View All (2)
2
28 Oct, 2021 @ 7:41am
PINNED: Translations | 翻译
freemapa
807 Comments
AutumnWind 27 Jun @ 1:46pm 
I absolutely love this mod. Thank you for creating it
Jigain 16 Jun @ 1:15am 
I mean... that's something you can already do by setting all 24 hour blocks to Anything.
Sierra 16 Jun @ 12:18am 
Will you please add support for schedule so pawns get to decide their own schedule?
Corvus 7 Jun @ 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 [He/Him] 30 May @ 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 [He/Him] 29 May @ 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 25 May @ 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 20 May @ 12:39pm 
Does this mod work with Common Sense mod?
WaKKO151 19 May @ 7:06am 
Sometimes when disabling free will it does not disable.
Korvon 16 May @ 12:34pm 
thanks jigain was wondering why it was starting to pop off for no reason again