RimWorld
8,701 oy
Common Sense
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Ödül
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
Dosya Boyutu
Gönderilme
Güncellenme
1.023 MB
10 Kas 2018 @ 11:39
4 Ağu @ 7:38
174 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
Common Sense

Açıklama
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
Popüler Tartışmalar Tümünü Görüntüle (18)
13
5 Ağu @ 11:50
having a bunch of errors and im pretty sure its this mod causing them, they are all similar to this error
zero
3
9 Ağu @ 14:58
MissingMethodException in JobGiver_Work with Common Sense on RimWorld 1.6
oldnewone
4
7 Ağu @ 14:48
error im pretty sure is coming from this mod
zero
1.829 Yorum
Herbthief 15 Ağu @ 8:35 
Hey, Death, did you discover anything? I'm having the same problem, especially during raids(less than 25 pawns, no animals). Everything is fine sub 10-15 pawns(Not colonists, just in general).
老陈皮 14 Ağu @ 22:49 
thakn you for the good mod
The Bard of Hearts 14 Ağu @ 14:22 
@Naucetaaq
They work well enough together for me. They don't always want to utilize their full capacity though, so sometimes you have to tell them to haul specifically a time or two to get them to use their full potential.
Naucetaaq 14 Ağu @ 8:03 
Is this compatible with Pickup and Haul?
[PR] HavenOffline 13 Ağu @ 5:39 
that is a qol :D
avil  [yaratıcı] 13 Ağu @ 5:36 
It's a QoL mod, not a rebalance mod...
[PR] HavenOffline 13 Ağu @ 5:33 
hold up i got an idea what if fishing increased recreation
maybe, i haven't had this mod in 1.5, so can't say, i have like 30-40 mods myself nothing crazy, i was baffled myself that a mod that yes makes pawns be more productive in task queue would make it basically static :<
avil  [yaratıcı] 12 Ağu @ 15:54 
Nah, if that's not a number of pawns issue, probably just mod compatibility problem. Or maybe error spam that you can't see because your logs are hidden? CS doesn't really have anything performance heavy, aside from the case with absurd number of animals.
im quite bad at understanding logs exactly, but pawn tick and single tick were at 90%, didn't have any tamed animals, wasn't in a some insane biome aswell, just a regular temperate forest, my cpu is a ryzen 7 2700 which is quite an old one, but yea, probably i'm just too dumb to understand exactly which setting causes this