RimWorld

RimWorld

YouDoYou
438 Comments
IgnorantC 29 Apr @ 8:39pm 
work manager
ZG15 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.
freemapa  [author] 7 Aug, 2021 @ 11:51pm 
@Umbra - yeah, this mod is probably not going to work well if all pawns can do all work types.

I assume when you say "a way to block some pawns from doing work" that you want some UI that lists all your pawns and allows you to turn off certain work types? Or maybe you want a global setting for work types that slaves shouldn't do? Either way, I don't think I'll be adding a UI for this mod, because replacing one work tab with another work tab kind of defeats the purpose.
Zargachi 7 Aug, 2021 @ 5:58pm 
i use a mod that make everyone capable of work but don't like much to do some types of work, removing the free will of slaves make this mod useless to me... i want them to work as they will but block them of doing some types of jobs and not all of them.
freemapa  [author] 7 Aug, 2021 @ 5:31pm 
@Umbra - you can turn off free will for your slaves. In fact, I'm probably going to have free will disabled for slaves by default in the future.

The "slave" mechanic will take a while to balance, I think. There will probably be a few updates that address issues here.

A lot of people ask about being able to disable work types. I think the best way to do this would be by having an in-game item that would permanently disable a work type - kinda the opposite of the Skilltrainer item. But I don't have currently have plans to introduce such an item - and it could probably be a stand-alone mod.
Zargachi 7 Aug, 2021 @ 1:21am 
hi, would be possible to add a way to block some pawns from doing work? i know that the mod is focused on just doing the oposite but my problem is that i run a colony with 10+ slaves, and i really don't like them doing things like crafting, art, building (sometimes), doctoring, these things that would be better executed by my colonists, i really like this mod, and use it exactly because of this amout of slaves that i have, it really remove a weight from me and works really well on big colonies like this, but not be able to negate at least some works, really is becoming a problem to me.
freemapa  [author] 5 Aug, 2021 @ 3:08am 
@Tzarnal - MoonWolf - Yeah. I haven't messed around with them yet. I expect I'll probably do a number of Ideology updates
in the coming months. Thanks for the tip!
Tzarnal - MoonWolf 5 Aug, 2021 @ 1:32am 
I've been playing with this mod active and for the most part I've been really enjoying it. But I do have one request. Could you consider adding logic for Gauranlen tree bonded pawns to boost their pruning behavior.

At the moment only pawns who have high plants skill and a passion will pay any reasonable amount of attention to their tree with manual intervention.
Codex 4 Aug, 2021 @ 4:02am 
Well, if they "can" do something and no else is gonna do it, might as well learn on the job :D
freemapa  [author] 31 Jul, 2021 @ 5:17pm 
@Duke Flapjack - Yeah, I always hesitate to completely disable a work type because of low skill. I know it would be better for the colony in most situations, but the game already has a "permanently disabled" game mechanic, so I assume the pawn must want to do that work at least a little bit.
Duke Flapjack 30 Jul, 2021 @ 3:52am 
Just want you to know this mod has totally revitalized the game. I used to take FOREVER to tweak my job priorities and now I don't have to. My only "complaint" is that sometimes pawns will try to do things that they are vastly underqualified to do, but such is life.
freemapa  [author] 27 Jul, 2021 @ 2:27am 
@mjdecker123 - It's also worth noting that a pawn's individual work tab will tell you exactly why a work type is set to a specific level. If someone with skill level 0 is doing something, it probably either says something like "bored" or "no one else is doing".

You should ask yourself if you really want to have prisoners if you have terrible wardens (see @Puzzled Panda's comment below).
freemapa  [author] 27 Jul, 2021 @ 2:21am 
@mjdecker123 - When a colonist is idle (has no work to do), this mod will activate the work types that they usually don't want to do. Basically, a pawn would rather do anything other than stand around. So, this is why you might see someone with 0 skill doing a task like cooking or recruiting. Later, when there are other things to do, those work types get disabled again, which is why you can't make them warden. There should, however, always be someone allocated to each work type, so you just need to find that colonist and then you can make them do the necessary task.
mjdecker123 27 Jul, 2021 @ 1:11am 
ok now I cant make anyone warden, any tips?
mjdecker123 27 Jul, 2021 @ 1:10am 
I have a question. Do you know why a pawn with 0 social can recruit, but a 2 social pawn cannot warden?
freemapa  [author] 26 Jul, 2021 @ 11:13pm 
@NotTerriBerri - The current Steam version may cause a few hiccups here and there. I have a newer version [github.com] on GitHub that attempts to smooth things out a bit.

Either way, I play on a relatively low spec system without any issues.
Puzzled Panda 26 Jul, 2021 @ 6:44am 
@freemapa Thank you for taking the time to answer, I will try that.
NotTerriBerri 26 Jul, 2021 @ 4:30am 
I play on a potato but this mod really has me intrigued, is it potato compatible, I know this is probably heavily dependant on what other mods I use it with, but in general, does it cause much lag? ^^
freemapa  [author] 25 Jul, 2021 @ 10:28pm 
@Puzzled Panda - I feel like each colony has it's own quirks. I've definitely had the "no one wants to warden" colony.

The 1.3 update probably messed with the balance, so not sure the best advice right now. My current colony doesn't seem to have any issue with wardening. I think it depends on what your warden wants to do more than wardening.

My advice is to go with the flow. Rimworld is a story generator after all! If you colony refuses to feed prisoners, maybe you just need to do more executions. Alternatively, you could try bumping the warden level in the mod settings.
Puzzled Panda 25 Jul, 2021 @ 6:51pm 
I completely love this mod, but my prisoners keep dying from starvation and lack of wardening even though I have people with some social skills, any advice? Or anything that can be done on your end to help with that? Ty in advance for taking the time.
freemapa  [author] 21 Jul, 2021 @ 2:35am 
@mjdecker123 - sometimes I want to play without this mod... but then, no, too hard 😆
mjdecker123 21 Jul, 2021 @ 1:17am 
@freemapa got it, thanks. Ill just stick to the base jobs and this mod since im lazy lol.
JavelinD 14 Jul, 2021 @ 11:12am 
@freemapa I'm coming to realise that it's actually an issue with the tech in the mod specicially. Seems us silly humans aren't meant to research dirty Xeno techs or something.
freemapa  [author] 13 Jul, 2021 @ 1:43am 
@mjdecker123 - It was just an error that was reported in the discussions. There was a message that printed in the log over and over if you used any mod that added a work type.

You can use mods that add more jobs, but they may not be very well balanced... or very smart.
mjdecker123 13 Jul, 2021 @ 1:21am 
"removes verbose logging that appears when mods add work types"

What does this do. Does this mean I can use mods that add more jobs? Haven't really looked into the other mod im mentioning
freemapa  [author] 11 Jul, 2021 @ 4:32pm 
@JavelinD - the specific thing they are researching shouldn't affect whether they research or not. Maybe you just need more colonists who want to research?
freemapa  [author] 11 Jul, 2021 @ 4:21pm 
@Hexwrench - It kinda depends on why they are cooking. Someone with 0 skill may cook if: they are bored; no one else is assigned to cooking; the colony has low food; or, the colonist recently ate raw food (which implies there aren't enough people cooking). There could be a few other reasons, too.
JavelinD 11 Jul, 2021 @ 4:20pm 
Loving this mod so far! having an issue however where they refuse to research a lot of techs from mods. currently having an issue getting them to research things from Adeptus Mechanicus Armory .
Toobist 11 Jul, 2021 @ 10:37am 
how do i dissuade a pawn from cooking when they have a 0 cooking skill?
mjdecker123 10 Jul, 2021 @ 10:52am 
Damn, Like this person's thinking.
Riftwalker 10 Jul, 2021 @ 10:44am 
you could put in the mod options which you want to have enabled as well, so someone could use the schedule automation but not work priorities, or even have certain pawns only have certain things enabled.

I like having a self insert in most colonies, so i very much like being able to choose some pawns to have less "free will"
Riftwalker 10 Jul, 2021 @ 10:44am 
decided to try it out and i'm liking it so far.

Had a few ideas but hope i'm not being annoying.

it'd be interesting if you also automated people's reaction to enemies (attack, ignore, flee) when not drafted. where more combat oriented pawns will be more willing, as well as braver or iron willed pawns. also, if many pawns are injured they might be more likely to ignore or even fight.

also having pawns choose their own work hours would be interesting, maybe pawns will avoid working at the same time as someone they hate if they both work the same job and will be more likely to sync up with people they enjoy. lazy pawns will want more rec time and if people have large mood debuffs maybe they'll take a few days off work (unless they need to do it like low on food as farmer)

Arcanant 10 Jul, 2021 @ 9:43am 
@freemapa first of all amazing concept and idea of a mod. Ty very much for sharing your work. Me and Diana (Kitty) reported an issue. It would be nice if we could pinpoint the issue somehow
Riftwalker 8 Jul, 2021 @ 7:27pm 
I use pawns choose research, I like watching them go about their daily lives.

i only picked up work tab because of the issue before, where fields would get patchy unless i put like half the colony on field work.

I was actually looking into finding a mod that lets me automate assigning roles, and I would have picked this up except for specifically that issue ;-;

It really only fixed itself when I gave the farmers different priorities, like the farming just looks wrong unless I do this.

idk, i'll have to mull it over for a while.
freemapa  [author] 8 Jul, 2021 @ 7:05pm 
@切れ間ウォーカー - The short answer is that I don't support Work Tab mod. The AI doesn't know anything about the subtasks it adds to the game so it might mess up my AI.

YouDoYou is for people who don't want to micromanage.

Work Tab is for people who do want to micromanage.

I would suggest using one or the other based on the play style you are going for.
Riftwalker 8 Jul, 2021 @ 5:33pm 
@freemapa, but I'm trying to understand if the mod prioritizes subtasks or just the whole work type. the tilling is under the grow work type, work tab lets you break work types apart if you need someone to prioritize a specific type of craft.

an example of what I mean. [imgur.com]

if the mod did support this, there's seperate subtasks for seeking care, one for urgent and another non-life threatening. you could have colonists who will go to the doctors for cuts but will leave bruises untended.

the scan work is normally under research work type and maybe someone enjoys scanning more than just sitting at a table.

a technophobe might be willing to cook at a campfire but a fueled stove less so and will refuse working at a electric stove.

i want to know if that's possible or not.
Lumidaub 8 Jul, 2021 @ 5:08pm 
One tiny thing: a few days ago I noticed I have one colonist who doesn't have a "Work" tab. I don't know how long she's been like that and I can't even begin to guess what would be the cause. It's just that one particular pawn and she still seems to be doing her thing as intended, so it's not exactly urgent, but it's still weird? Thought I'd tell you, just in case.

Other than that, everything's working flawlessly :D
freemapa  [author] 8 Jul, 2021 @ 3:54pm 
There is minimal support for modded work types, but it should be okay. You'll just have to give it a try. Maybe make some adjustments in the settings too.
Riftwalker 8 Jul, 2021 @ 1:19pm 
i guess the reason i bring this up is because I use a mod that adds tilling under grow skill, and if you leave it all equal unless you have an excess of farmers they won't till any soil until they planted everything on all of the still tilled land, just having 1 or two farmers prioritze this subtask fixes this, and I hate the look oh a field that has a bunch of untilled tiles in it (which they don't plant)
Riftwalker 8 Jul, 2021 @ 12:53pm 
with work tab does this adjust the individual tasks within each work type? like can you have someone who prioritizes harvesting plants and another will prioritize sowing them?
lilairen 7 Jul, 2021 @ 5:56pm 
Thanks for a) fixing my busted save and b) pointing out a useful mod I missed, @jimlahey
freemapa  [author] 7 Jul, 2021 @ 4:53pm 
@jimlahey - hey, thanks! That's a great tip. I'll try to get it cleaned up and put out the fix asap.