RimWorld

RimWorld

Not enough ratings
Free Will (UNSTABLE)
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
Updated
303.980 KB
24 Aug, 2021 @ 10:43pm
1 Jul @ 2:23am
14 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Free Will (UNSTABLE)

Description
~~~ UNSTABLE VERSION ~~~

This is the unstable version of the Free Will mod.

Basically, this will be the version I'm using in my games. It will have the latest stuff I'm working on and should work on vanilla RimWorld (obviously I won't upload it if it crashes on startup or anything).

Occasionally, I may ask how it's working to decide if it should be released as the new stable version. So, if you like Free Will and want to help test, subscribe to this version.
34 Comments
Ham5terzilla 14 Jul, 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 14 Jul, 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 14 Jul, 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 7 Apr, 2024 @ 12:35am 
<3
freemapa  [author] 24 Mar, 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 19 Mar, 2024 @ 12:37am 
Do I need ideology for this mod to work? If so, why wont you update you do you?
freemapa  [author] 5 May, 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 4 May, 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] 28 Mar, 2023 @ 1:37am 
@chrisque1 - I posted over there, too :)
chrisque1 26 Mar, 2023 @ 7:39pm 
@freemapa, lol i just asked you the same thing in the normal freewill mod.