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chinese pls
So what you're saying is that uhh... you do you...
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.
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.
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.
in the coming months. Thanks for the tip!
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.
You should ask yourself if you really want to have prisoners if you have terrible wardens (see @Puzzled Panda's comment below).
Either way, I play on a relatively low spec system without any issues.
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.
You can use mods that add more jobs, but they may not be very well balanced... or very smart.
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
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"
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)
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.
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.
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.
Other than that, everything's working flawlessly :D