RimWorld

RimWorld

8,677 ratings
Common Sense
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.023 MB
10 Nov, 2018 @ 11:39am
4 Aug @ 7:38am
174 Change Notes ( view )

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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;
- pawns unequiping clothes as soon as they equip them: seems to be caused by a mod "Stack Gap". When you mark items to be unequiped, the mark to unequip doesn't get removed due to "stack gap" so when pawn equips it since it's still marked to be unequiped pawn removes it right away;
- pawns get stuck standing/drafted: a lot of things can go wrong, but check if you use "smart medicine", something is up with it.

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

non-steam: github[github.com].
versions: MP downgrade
Popular Discussions View All (18)
13
5 Aug @ 11:50am
having a bunch of errors and im pretty sure its this mod causing them, they are all similar to this error
zero
3
9 Aug @ 2:58pm
MissingMethodException in JobGiver_Work with Common Sense on RimWorld 1.6
oldnewone
4
7 Aug @ 2:48pm
error im pretty sure is coming from this mod
zero
1,817 Comments
Ilarion 9 Aug @ 7:09pm 
Is the clean/don't clean button on workbenches supposed to do anything? My pawns just ignore it.
avil  [author] 9 Aug @ 2:14am 
You could try to put CS at the bottom of the list or at the top of the list. As I mentioned it was supposed to be an order issue, so moving CS above or below the culprit should have been enough.
Tzoshirzup 8 Aug @ 11:34pm 
It is, it happed with a Marine Armour I pulled from the ancient danger so a pawned stunned themselves for like 3 days taking the armour on and off, stupid long equipt times XD. Yeah fair play. I started a new game with just this mod and played until first visitor, their cloths didn't unequipt themselves when worn so must not be directly this mod, just looks that way cause this is the mod exposing the unload order to the UI. Thanks for checking for me though :D
Systematically removed all my mods 1 by 1 until just this mod was left and had the bug throughout so some mod I've used has generated the items with the unload order attached and for some reason the game hasn't toggled it off once the item is no longer carried, which is super weird.
I dev spawned a caravan and all their gear didn't unequipt so I'll just try to purge or double equipt all the items I have now, hope I've already removed the mod that caused the issue and see if it re-occurs.
avil  [author] 8 Aug @ 4:32am 
Sounds rought, but "it works fine for me" so what am I to do about it? I can't fix what I can't reproduce.
Tzoshirzup 8 Aug @ 3:41am 
I only use 26 mods, over half are interface stuff, 2 are harmony and hugs lib, so I went through removing the one's I thought might be causing the issue 1 a time until i got the mod down. Then since this mod has the unload option in it, I tested that a found if the option is disabled the clothing or armour isn't unloaded right after equipping it.
Since armour takes a few seconds to unequipt you can see what happening in the gear menu, the unload order being automatically toggled on for the item as it's equipt.
I did all my further testing with just Harmony and this mod enabled, so I don't think it's an incompatibility or other mod.
avil  [author] 8 Aug @ 3:26am 
Some mod incompatibility, I remember something like that happened before and it turned up some mod order issue.
Tzoshirzup 8 Aug @ 3:24am 
Further testing revealed it only generates the unload order on the first time the item is picked up or put on. If you repeat the order to pick up or wear the clothing after it has been unloaded from the first order it doesn't generate the unload order the second time around.
It doesn't affect forced wear for items you've created yourself. Unfortunately I'm now to tired to test myself if auto assign of self made clothing is unloaded but I'd guess it's not.
It does affect cloths and armour you buy.

I hope this helps find and fix the bug, I use the unload button all the item, it's the haul urgently of inventory items and the only way outside of zoning to have something put on a specific shelf.

Big thanks for the mod and for keeping it up to date! :D
Tzoshirzup 8 Aug @ 3:24am 
The "Enable a button in colonist's inventory to mark items for hauling to stockpile." option of this mod is causing all asigned clothing and armour to be automatically marked for unloading for me.
All assignments includes the automatic apparel assignment (even if the item put on is valid for the policy), forced wear and force target to wear.
Tested with all other mods disabled except Harmarny v.2.3.4.0 on Rimworld v. 1.6.4528(64 bit) same result.
The unload order is generated for the option even if the option is turned off when the clothing assignment is given. So even if you toggle the option off and have the clothing changed then re-enable the option, the new clothing is still marked for unloading.
If you have the "Pick up and Haul" mod as well it also generates the unload order for items your pawns have been told to pick up.
@Rain
every mod for every game does affect performance, its just a question of how much it affects it.
Rain 6 Aug @ 9:03pm 
Does this mod affects performance? 🤔