RimWorld

RimWorld

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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
1.025 MB
10 Nov, 2018 @ 11:39am
14 Sep @ 9:08am
177 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;
- issue with Cleaning Area mod. Pawns may get stuck standing because they would try to clean filth in the area where cleaning is prohibited. So if you want to use Cleaning Area, disable cleaning options, or make so there is nothing to operate in non-clean area. I assume that the mod Cleaning Area doesn't patch CleanFilth WorkGiver and Worker, so because of that checking for ability to clean via Worker.HasJobOnThing always passes, when it obviously shouldn't;
- pawns equip and immediately drop items. This happens because this item is marked to be unloaded. Try catching you pawn while it has this item in the inventory and uncheck that flag. Issue persists because some other mod blocks my patch that supposed to unflag the item when it's dropped. I don't know what mod it is, but I've assumed it's a mod order issue. I'm not sure even about this because people that report the issue usually never report if it worked for them or not after I answer them (let alone telling me what mod could cause this). Try reshuffling the mods, maybe put the mod on top or at the bottom. It appears to be the same issue as with the mod "stack gap" but I'm not sure.

Translations
- russian;
- chinese simplified by chrisxlite, HawnHan, qqcswc;
- chinese traditional by Lak4CYUT, kkosos;
- german by Katinka1988;
- french by qux, don-vip;
- 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
511
1 Aug @ 7:10pm
PINNED: Issues
avil
5
18 Sep @ 11:12am
MissingMethodException in JobGiver_Work with Common Sense on RimWorld 1.6
oldnewone
1,889 Comments
Brandon12340987 27 Sep @ 5:26pm 
"By any chance you use Slower pawn tick rate," that makes me wonder if the update issue is because "smart speed" more recently allows the game to run at a lower tick rate and whatever was updated now has a soft mod conflict, i havent investigated if this is the issue
Rovstam 27 Sep @ 1:29am 
Hugslib*

The Hugging Library's.
Rovstam 27 Sep @ 1:28am 
@PengBak Dev mode -> Console

By any chance you use Slower pawn tick rate, it does this and it's normal, but not to that degree for sure. Just open the console to see what's going on.

Red errors should auto open the console, and once you find the error copy it, make a discussion here or the mods mentioned in the error and Upload the logs

For the logs you need Huglsib i believe.
avil  [author] 26 Sep @ 1:35pm 
Also a screenshot of your settings. I always play with all options on, so maybe I've overlooked some combination of settings I never tried.
avil  [author] 26 Sep @ 12:51am 
Can you share a save?
PengBak 25 Sep @ 6:07pm 
Still, thank you for making such a convenient mod. I was just curious and wanted to ask. Really appreciate the great mod!
PengBak 25 Sep @ 6:05pm 
There are quite a lot of cases where pawns just keep "standing". For example, they get up, eat a meal, and then do nothing—just standing there. Sometimes they stay like that for 2–3 hours. I’ve read this bug has been around since 1.4.x, but is there any workaround? I’m only using PUAH.
avil  [author] 23 Sep @ 1:19am 
It still happens? I hoped devs would do something about it themselves. I guess I'll check on that since it's still there.
Oldman 22 Sep @ 11:18am 
Would be nice if it was common sense for pawns to not walk on lava.
avil  [author] 20 Sep @ 1:06pm 
Oof. Sorry about that.