RimWorld

RimWorld

7,568 ratings
Common Sense
28
18
49
33
4
13
10
9
4
3
10
4
2
6
5
4
4
4
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
891.998 KB
10 Nov, 2018 @ 11:39am
13 Dec, 2024 @ 5:23am
162 Change Notes ( view )

Subscribe to download
Common Sense

Description
Allows your pawns to act smarter. Look up mod settings to know more.

Features
- (optional) pawns are encouraged to fulfill their need of outdoors by seeking recreation outdoors;
- (optional) pawns are encouraged to take account of potential mood in drug policies;
- (optional) pawns are encouraged to give allowed social drugs or joy giving food to sick pawns;
- (optional) change how pawns use drugs when relaxing socially to prevent them from "wasting joy";
- (optional) pawns do not stack food with "bad" ingredients (ex. human meat or insect meat) with normal ones;
- (optional) as an option, odd (ex. insect, i.e. low impact) meat can count as normal one;
- (optional) pawns are encouraged to clean rooms where they're about to operate a building (ex. researching, cooking/crafting, or just going to sleep);
- (optional) pawns may clean rooms between "hauling ingredients to crafting spot" and "crafting";
- (optional, disabled by default) pawns may clean rooms where they're planning to eat (normally or when relaxing socially);
- (optional, disabled by default) pawns may avoid bad weather when idling;
- (optional) pawns may pick up all necessary ingredients to their hauling inventory before delivering them to the crafting place;
- (optional) pawn can be encouraged to prioritize ingredients, materials (including corpses) and meals that are quicker to spoil;
- (optional) pawns are encouraged to clean after tending to a patient;
- (optional) pawns are discouraged to clear an area from snow when it's snowing or raining;
- (optional) when pawns are about to work on a bill, they'll prefer hauling a whole stack of ingredients to a stockpile if possible, instead of cherry picking a fraction that's required for crafting;
- (optional) pawns will stop taking more sweets than they can eat;
- (optional) pawns will put items back to inventory if interrupted;
- (optional) pawns will treat sleeping assignment as a recreation when they can't sleep. Pawns will not prefer recreational activities after topping it off until it's down to at least 80%. Pawns also will try to take spare meals during this time. Dubs hygiene activities also was re-prioritized;
- (optional) you may enable a GUI tweak to display the whole list of ingredients on a recipe screen instead of vague "ingredients";
- (optional, disabled by default) add random ingredients to non-crafted meals. Only neutral ingredients are used;
- (optional, disabled by default) pawn's mood, instead of "freezing" while pawn is asleep, will slowly keep moving in a direction of "potential" mood until it reaches 50%;


Notes
- pawns will choose recreational activities that result in hanging out outside, but they can't chose items, so don't make the same recreational items both indoors and outdoors to avoid derpness;

Should be safe to add to and remove from existing save. But it's possible for pawns to get stuck when first installed or uninstalled, so if you see someone standing still - just draft and undraft them.

Very well know issues
- Androids and DrugPolicy - CS can trigger it, but doesn't cause it, and can't be fixed (by me, within boundaries of this mod). It was handled months ago, and if you still some how think that CS is related to it, look below;
- "but Visual Exceptions says!" - because it catches and reports even handled errors. CS can trigger errors, but handles them and reverts actions to those that would happen in vanilla, like CS didn't interfere at all. Look for relations in actual Debug log;
- when enabling "add random ingredients to randomly generated meals" with the mod Vanilla Nutrient Paste Expanded, it adds random ingredients to the nutrient paste.

Translations
- russian;
- chinese simplified by chrisxlite, HawnHan;
- chinese traditional by Lak4CYUT;
- german by Katinka1988;
- french by qux;
- spanish by Crusader;

non-steam: github[github.com].
versions: MP downgrade
Popular Discussions View All (12)
476
2 Nov, 2024 @ 5:13am
PINNED: Issues
avil
164
11 Nov, 2024 @ 7:41pm
PINNED: Suggestions
avil
3
23 Apr, 2024 @ 8:38pm
New Update makes my game crash
StarvingKoreans
1,518 Comments
VonArens 14 Dec, 2024 @ 1:35am 
I just read Tamm's report and went thru my modlist, and I had Stack Gap installed as well. So I went ahead and removed it, and I haven't had any issues since.
Tamm 13 Dec, 2024 @ 11:07am 
I just reloaded my game million times switching mods and its Stack Gap that causes it. The test works in already existing game - nothing special, just apply this mod and Common Sense's unload starts acting as described below. Remove the mod and common sense unload function works fine.
Sadly thats all i could help, thanks for your attempt in fixing,
avil  [author] 13 Dec, 2024 @ 9:36am 
@Tamm nice, I'll take a look and see if there's a work around. What should I know about what causes it?
Rondson 13 Dec, 2024 @ 7:18am 
I see, Avil. I'll get back to you if I encounter an error on my own. (With logs, naturally)
Tamm 13 Dec, 2024 @ 6:59am 
Found the mod that causes the mentioned earlier unload problems - its Stack Gap
https://steamproxy.net/sharedfiles/filedetails/?id=3071298014
avil  [author] 13 Dec, 2024 @ 5:27am 
Problem was reported awhile ago, but since cleaning itself relied on aggressive crutch, fix probably would require extensive testing, so I planned to postpone it until I come back to play the game. Well, I didn't come back for awhile. I think it should work now.
Rondson 13 Dec, 2024 @ 2:51am 
Greetings! Is it possible to investigate soft incompatability/conflict with this mod, in dependanceo n the mod author's comment?

https://steamproxy.net/sharedfiles/filedetails/?id=2748222814

I did poke around Common Sense's settings but found no cleaning as a separate job/work on it's own.
VonArens 12 Dec, 2024 @ 12:31pm 
I got the same issue as Tamm, colonists will equip some gear/clothes to tend just unload it and go on with their day (equip other gear), just to rinse and repeat the process a short while later.
Seems to can terminate the 'unload spiral of doom' if you're quick enough and cancel the unload on the items, but haven't really tested it a whole lot.

No errors in the log funny enough
avil  [author] 12 Dec, 2024 @ 10:19am 
The thinner your mod list the better, but beggars can't be choosers...
avil  [author] 12 Dec, 2024 @ 10:18am 
Alright, I struggle trying to reproduce the problem. Basically, when an item is dropped, a patch should trigger that erases flags marking item to be removed from inventory. But one reason or another it doesn't happen. Possible problems are: - an error happens right before or in the middle of the patch or; - something prevents patch from triggering, i. e. other mod branches out the action in it's own direction or stops algorithm dead before patch has a chance of triggering. Either way, I would be trilled if somebody who got the bug could share a save. As @Tamm said, the bug makes so mark to unload doesn't get removed from an item. I need a save where an item with said stuck mark is present to figure out what breaks it.