RimWorld

RimWorld

Common Sense
1,855 Comments
Dragonofelder 4 Sep @ 1:47am 
Was having the clothing issue, I'm glad I checked the notes!
Mee Goreng 3 Sep @ 9:57am 
I'll check it out later today and hopefully it'll fix itself @[+| CL rautamiekka. Thanks for the tip!
[+| CL rautamiekka 3 Sep @ 8:47am 
@Mee Goreng
@Avery

That problem has existed since at least 1.4.x (I play with a friend in Multiplayer, new or old save), but it happens rarely and tends to get fixed by drafting+moving the colonist away from the area, and if it doesn't with that alone, it should fix itself within a couple minutes (not totally sure about the 2mins cuz my biological clock has never been accurate, but something like that I think).
Avery 2 Sep @ 10:41pm 
im having the same issues
Mee Goreng 2 Sep @ 1:56pm 
Same here. Pawn just "standing". I do have PUAH and Common Sense but not While you are up, or While you are nearby. I think the latest Ludeon update broke some things but I am continuing from an older colony. Has anyone had any success with getting them back to work on an old save? I wonder if a new save would fix it all.
Shira 2 Sep @ 10:35am 
i have the same issue as others,pawns just stand still and do nothing
avil  [author] 30 Aug @ 9:15am 
I do use PUH, didn't see anything major with that. Othewr two mods I used long time ago, so could be possible that's some literaly recent issue. I guess I could check on it. Would mbe easier for me if you underlined what I should look for.
kempofight 30 Aug @ 7:21am 
so i added this mod. 5 out of 6 colonist just dont do their job anymore, and the one doing work is the builder
Dude 30 Aug @ 4:16am 
What's the claimed issue with Pick Up and Haul, I'm using it and I'm not seeing any obvious flaws. It could have something to do with the newer DLC's since I'm only using Royalty & Ideology.
Balthazad 30 Aug @ 3:30am 
could pls all Pick Up And Haul, CommonSense, While You Are Nearby & While You're Up modders come together and make something functional as we had in times long, long ago?
literally half of all the ppl that ever bought rimworld are subbed to these mods - and as of now, it seems to not be working as intended for anyone.

@ rautamiekka
no, 300 mods is plain normal on rimworld :D
just 30min ago i read someone that has 3400 mods active - and all running smooth... xD
Edward 29 Aug @ 7:52pm 
The options regarding stacking meals with disgusting ingredients doesn't work for me. I make 1 lavish meal with human meat and rice, and 1 lavish meal with insect meat and rice, and they will not stack.
Realm Imp 29 Aug @ 6:51pm 
it really pains me to remove the mod cause it i have found out that this is the one causing the standing bug mod. now my pawns act as so dumb literally crying rn
sanityscraps 27 Aug @ 2:53pm 
Would it be possible for you to add a setting option that will stop colonists from doing the fishing task while standing in the middle of the water while there's plenty of land available? They keep making themselves upset by making themselves "soaking wet" in a way that is totally avoidable.
[+| CL rautamiekka 26 Aug @ 9:05am 
@Balthazad

Definitely something of those or the others you didn't mention, as 300-350 is an extreme number; for ex: me & a friend are playing Multiplayer on game version 1.4.3901 (which is the last 1.4.x version) and it's all working fine, we just don't have `stack gap` & `LWM's deep storage` & `research reinvented`, while we do have `pick up and haul` & `while you're up` & `while you are nearby` IIRC.
Balthazad 26 Aug @ 8:13am 
i think i ain't using much that could conflict with this. "LWM's deep storage", "pick up and haul",
"stack gap", "while you're up" or "while you are nearby" (i think i added this one after discovering the broken button).
other than that, only eventually "research reinvented" because it makes ppl carry stuff around...?
or could it maybe one of the mods that adds sorting categories? weapon sorter, bad leather category, bad meat category...?

my modlist is well over 300, maybe over 350, but afaik the other mods can't have any relations, unless it's one of the frameworks
avil  [author] 25 Aug @ 9:54am 
Known issue. No, I can't fix it. It's compatibility issue. Or rather mod order issue. Find a culprit and I'll add a hint in which order this mod should be added.
Balthazad 25 Aug @ 9:52am 
hi avil,
probably someone has told you already: the button to drop an equipped item to a nearby storage is broken, it stays switched on, so the next pawn equipping it will immediately store it again.
avil  [author] 24 Aug @ 6:55am 
No, it's because they're mechs. They don't have conventional inventory. What's up with performance comments?
Tzeentch Bot 24 Aug @ 6:53am 
colony's productive mechs are unaffected by 'the encouragement for pawns to pick up all necessary ingredients before hauling them to the workbench'. is this due to the performance concern?
avil  [author] 24 Aug @ 4:36am 
That's troublesome!
Either way. I've said it many times, and I guess it's supposed to be common sense, but this mod isn't a performance mod, so by default it's obviously impacts your game's performance negatively. How much? Well there are like 20 toggles and all of them can be switched off, and depending on other mods it can be better or worse. So depending on your mod or pc setup, or combination of options you use, impact can be between "definitely noticeable" and "basically nonexistent". So it short, test it for your self, would you?
blodi 23 Aug @ 8:08pm 
"Or your mod list takes you 40 minutes to load?" for me yes... yes it does :pain:
avil  [author] 18 Aug @ 1:08pm 
You mean like 1 page ago? Consensus is: why not just go ahead and try it out for yourself? Or your mod list takes you 40 minutes to load?
Bombbo 18 Aug @ 1:05pm 
does anyone know how hard this mod hits performance? I personally love qol mods like this but as I've been looking to up the performance as I have too many mods I've seen people mention that this mod is heavy on the performance.
avil  [author] 17 Aug @ 6:01am 
It's QoL mod, not balance or flavour mod.
Fumblesneeze 17 Aug @ 5:14am 
@avil I just thought about how it would make sense to have colonist traits to go along with this mod like "tidy" -> does more cleaning before/after jobs, "messy" -> does not clean before/after jobs

bonus would be something like "disorganized" -> takes too many things to workbenches (e.g. recipe requires 10 steel, but the stack the pawn gets it from has more, so they get 11 or 12 steel and just leave the rest at the workstation)
Herbthief 15 Aug @ 8:35am 
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 Aug @ 10:49pm 
thakn you for the good mod
The Bard of Hearts 14 Aug @ 2:22pm 
@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 Aug @ 8:03am 
Is this compatible with Pickup and Haul?
Haven 13 Aug @ 5:39am 
that is a qol :D
avil  [author] 13 Aug @ 5:36am 
It's a QoL mod, not a rebalance mod...
Haven 13 Aug @ 5:33am 
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  [author] 12 Aug @ 3:54pm 
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
avil  [author] 12 Aug @ 3:31pm 
Do you per chance own like 100 or 200 chickens or something? Disable safe wonder, it makes so your animals and pawns avoid toxic fallout, and normal pawns avoid bad weather.
don't know why, but this mod absolutely tanked my preformance, (day 140, stable 360 tps) can play speed 3, but witht his mod on its slower than speed 1 ( i have 6 pawns), probably has some cool features, but really tanks preformance
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? 🤔
La2o 4 Aug @ 9:40am 
Great work and thanks for the update!
Asep_Hejo 4 Aug @ 8:44am 
resubbing this mod and rimhud fixed missing hud UI and pawn icon for me