RimWorld

RimWorld

Common Sense
1,975 Comments
avil  [author] 8 hours ago 
I assume a collision with other mod happened when patching the same method and it caused a crash. Glad you managed to resolve it.
danico210 8 hours ago 
sorry for not answering, the issue was resolved, in the mod options "pawns are encouraged to pick up all ingredients before hauling them to the crafting place" this option was apparently causing the crashes, as turning it off solved the issue, thanks for the help!
Fun Police 18 hours ago 
could be something with the mod load order? try putting it further up the list maybe. just a hunch
Hugalafutro 27 Oct @ 9:53am 
@danico try starting a new game, your save might already be hosed. If new game crashes too, then disable half the mods, try again, if still crash disable another half etc until you narrow it down to which mod conflicts. I use this mod along ~300 others and no discernible issues I can tell.
danico210 25 Oct @ 11:58pm 
everytime i try to load a save with the mod on it crashes my game, it may be another mod that isnt letting it work but i dont know how to fitnd out what the problem actually is
Fun Police 25 Oct @ 9:14pm 
@danico210 yes definitely, I just did. I had problems at first with the game crashing, but the next time I turned my pc on it worked. Don't have any foolproof ways of making it work though, sry :/
danico210 25 Oct @ 6:34pm 
is it impossible to enter to add the mod to an alredy existing save? it doesnt seem to work for me
avil  [author] 25 Oct @ 6:14am 
There's a plenty of possible issues that can cause problems if you don't allow pawns to go into space at all. But I did make a minor support for that. I made that an option to avoid dangerous weather also avoids vacuum if atmo-suit isn't insulated well enough. So at least they won't get exposed when idling.
A V.O.I.D Representative 24 Oct @ 3:07pm 
i dont know if this will ever support DLC's but can you add something that stops colonists from going into the vacuum of space if they dont have a vac suit on
Hugalafutro 21 Oct @ 2:16am 
@THEKGBTACO the option is "Any friendly pawns are encouraged to avoid wandering into bedrooms, prison cells and prison barracks.

That said I use ~250 mods, my colony is in it's 15th year, I have ~20 colonists of which a lot are idle and colony under the mountain the size of almost half the map, and my tps doesn't change with the option off or on.
THEKGBTACO 21 Oct @ 1:18am 
im assuming thats in the mod settings, if so which option would it be?
avil  [author] 20 Oct @ 1:35pm 
That's pointless wander patch. That thing supposed to be triggered only for idle walking. I guess you have a lot of idle colonists. Or maybe you have a massive barrack/fridge/hospital. Disable an option that makes so pawns don't walk into rooms where they shouldn't.
THEKGBTACO 20 Oct @ 1:18am 
just found out this mod is what was killing my tps it was working perfectly fine for year. removing this mod fixed the issue out of removing like 100 mods one by one. looking into dubs analyzer mod i only saw the "CommonSense.RCellFinder_CanWanderToCell_CommonSensePatch:Postfix" ticks were throught the roof. i see people for their github text can someone tell me how i do that so i could get some help on this god essential mod?
Arganot 18 Oct @ 4:16pm 
My bet is that it has something to do with a food policy or food priority mod and how it interacts with some of Common Sense's food priority settings. Try disabling CS's options for food, restart game, and test it again.

The other would be work giver related to cleaning options.
Ivan_Karamazov 16 Oct @ 8:04am 
Yes, it's probably some kind of conflict. But I don't yet understand what could have caused it.
Hugalafutro 16 Oct @ 7:14am 
fwiw I used this mod and ~200 others in 3 playthroughs and raised about 15 kids no problem and sick people get fed too so I'd suspect a mod conflict too
avil  [author] 16 Oct @ 1:53am 
Yeah then idk what's up. I somehow managed to avoid it the whole time or it's something that happens in combination with other mod.
Ivan_Karamazov 15 Oct @ 10:32pm 
I don't use any of this. Kids are vanilla.
avil  [author] 15 Oct @ 2:23pm 
Do you use stuff like cleaning area or something? Also just in case: do you use vanilla babies or mod babies?
Ivan_Karamazov 15 Oct @ 11:18am 
I just turned off your mod and noticed that babies and sick people are feeding again, even after multiple reboots.
avil  [author] 15 Oct @ 8:31am 
By a policy demand pawns only strip. They look for new clothes only on a special tick that makes them check if they want to change or not, and time it takes can vary.
Ivan_Karamazov 15 Oct @ 8:26am 
I'm not sure if your mod has anything to do with this, so I'd like to ask others to confirm.
I've noticed that pawns stop feeding babies and sick pawns after reloading a save, even just once. They simply die of starvation. The only thing that helps is turning the game off and on.
Has anyone else encountered this?

P.S.
Also, sometimes pawns don't change clothes right away, as per policy, but only do so after a long time.
They simply walk around without pants, etc., receiving a mood debuff, even though they have high-quality pants in stock.
Thank you for the update to sand btw :)
Just throwing ideas but, since we can guess the spread rate of lava, and optimizing knowing lava only spreads to cooled lava tiles, would it still be efficient to have that initial path cost include checking for nearby tiles that are subject to spread? Even better if it stores recently spread lava and the path cost checks for the distance to them (as opposed to checking all nearby tiles in a radius.)
avil  [author] 12 Oct @ 8:36am 
Okay, researched lava walking issue. In fact pawns DO actively avoid lava. It's just they have the same thinking pattern as avoiding fires: they avoid lava only when they START moving, but not WHILE walking. And because of that, like with spreading fire, they walk into lava that spread recently. Staff like that never got addressed for obvious reasons: that's very calculation intensive. I don't have any immediate solution either. I might make something alike to toxic fallout checking, but worse, because it's not only when pawns idle, but walking anywhere anytime. It would be yet another cell by cell checker, furthering the list of options that people have to be mindful about (adding to complaints of people that don't).
ARNO 8 Oct @ 3:44am 
this instantly made the game way better for me, thanks
Hugalafutro 7 Oct @ 4:17am 
It's Vanilla Races Expanded - Androids. I could only force him to lay still if I took him off cleaning. I have been extra careful since and haven't gotten hurt past bruises scratches since, I literally cannot bear when my pawns hurt I rather reload haha, but I'll test if I do.
avil  [author] 7 Oct @ 3:23am 
Another workaround that also supposed to work is "forcing" them to stay in bed, normal pawns also supposed to ignore everything mod adds when they're forced or drafted. Try it next time. Also which mod androids come from? I could look if I can adjust something to make it fit.
Hugalafutro 6 Oct @ 5:52am 
Yea, they don't get "healed" by doctor, but repaired by crafter. I managed to save him by adjusting work priorities for him for the operation duration. He wouldn't die I think just lost all neutroamine and need a refill. Thanks for answer in any case!
avil  [author] 5 Oct @ 10:06am 
Sorry, but I think that's because it's an andraoid. Pawns supposed to ignore any opportunistic objectives when they have untreated injuries or waiting for a surgery. I suppose android bleeding is somehow different from your normal meat pawn.
Hugalafutro 5 Oct @ 7:34am 
My bleeding in 1 hour android wouldn't lay still on the neutroamine bed and let himself be fixed as he continually kept getting up and cleaning the "blood" splashes interrupting the crafter "healing" him. Perhaps that is why - the mod doesn't see it as doctoring but crafting and forces him to clean the "crafting station"?
avil  [author] 4 Oct @ 9:53am 
Yeah, that sounds good. I'll try to add it and lava thing within next week.
Would it be possible to have the "discourage pawns from clearing snow during snowstorm" setting also apply for pawns clearing sand during sandstorms introduced in Odyssey?
veoba 1 Oct @ 12:56pm 
Because i love them and they fit perfectly for me. The most red errors right now i have is that one from mods to new CE version or not updated or lack of patching from CE. Another bunch because of old lang-mode - gives white spaces. Another bunch of them - lack of prog skills of those shiity cloud programmers who cant fix those errors and etc etc. Also there is bunch of errors from DMS team that cant fix them more them a half of year.
All the errors except the one are not game breaking at all. That one wthat give serious error is from fallout compendium - but its about sorting(or compatibility) as i understood and right now im making manual sorting after which will return here.
Rovstam 30 Sep @ 6:16am 
Dude -_-
Why you need 500 mods
I told you the Car analogy. For a reason. And it applies so well in this case.
veoba 29 Sep @ 8:51am 
@Rovstam
well if we talk about errors in log - now with my 500+ modlist i have a bunch of them on game start, most of them as i can understand - not a big mess at all and will not break the game (well, maybe one of them but im not got to that lategame where it can see it) And the ones that bother me, that happens in game exactly. For now its that "job driver".
veoba 29 Sep @ 8:47am 
No problems and thanks for understanding, kind man. Also - this is the original PUaH im using, last updated 28.08 - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1279012058
SM forked by a good modder as for me, cos he made interesting updates - https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/3566334235
I dont like what "memegoddes" makes but its up to you and others.
And speaking about logs - just you wait...
Rovstam 29 Sep @ 8:44am 
No this mod does not need a rewrite. It's just unfeasible, unless author approves it. It would be better to make an open source with pull requests thing on github, so it doesn't take 9 months.

This is none of my business anyway. I only said what needed to be said. I've played a lot with lots of mods and this one, in particular, is just a nightmare when used with other mods.

Similar to Vanilla expanded framework and anything related to it. You can't just dump mods on top of mods and expect the game to run without consequences. You need to get a curated modlist or suffer the consequences.
avil  [author] 29 Sep @ 8:40am 
Would be a nice start to see a proper list of mods. When I said "it just works" I wasn't trying be funny or dismissive. There are multiple versions of PUaH. Last one I used was
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3513718710
and played the whole spaceship campaign without any blocker-level issues. It's like 100 hours or so. There were some issues at first, but they fizzled out overtime (assuming it was just some 1.5 to 1.6 transition problems), and definitely nothing among that would make the game unplayable. I understand that YOU people have problems, but it's hard for me to relate, so I ask you to make it as relatable as possible so I have something to start with. I can only ask an apology if my phrasing or lack of understanding agitates you.
veoba 29 Sep @ 8:34am 
One thing i want to clarify - im using this fork of SM and if you interested look at this changlog:
https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/3566334235
veoba 29 Sep @ 8:18am 
Rovstam already told about that 10 jobs at onetime. they also appears in my log. But will come with more info later. Still not at home.
veoba 29 Sep @ 8:17am 
No, its not this mod. Because i played with CS and w\o SM 3 months before but that kind of errors happened.
veoba 29 Sep @ 8:16am 
Seriously, avil. Do it. UUUUggg, sadly passed away, his mother gave a permission to do whatever modders want to his mods. You can even try to use help of LLM software. Its not the same when person who know a little about codding and on other hand who used to it trys to deal with cloud programming. i now see how tons of that LLM crap fill workshop and modders don't even understand how to fix this or that, cos LLM progs cant be compared to human at all, whatever all those propaganda says.
avil  [author] 29 Sep @ 8:15am 
Doesn't ring a bell. Are they your friend? Mod sources are open, they can make a contribution any time. I'll list them among contributors.
Am I right to assume that you've found the source of your issues?
veoba 29 Sep @ 8:12am 
Hmmmm, maybe his name start on 'a'?
veoba 29 Sep @ 8:10am 
And is it possible that "someone experienced in codding" maybe you just KNOW that good person will implement all functionality of SM in this good mod? Hmm? Not that much, as i understand, only 130kb of code?
Any thoughts? That would be a common sense, ya know?
avil  [author] 29 Sep @ 8:10am 
Yeah, would be nice. You know any?
avil  [author] 29 Sep @ 8:06am 
DLL, there are certain methods that can't be just "slightly changed", but rather rewritten from scratch. And so happened that both mods try to completely rework the same method(s), causing hard incompatibility.
veoba 29 Sep @ 8:03am 
You mean its hardcoded in dll or in xml, by patch?
avil  [author] 29 Sep @ 7:51am 
It was long time ago, but if I remember right they attempt to rewrite the same method.