RimWorld

RimWorld

8,808 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
31 Aug @ 5:44am
175 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
511
1 Aug @ 7:10pm
PINNED: Issues
avil
4
7 Aug @ 2:48pm
error im pretty sure is coming from this mod
zero
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