RimWorld

RimWorld

7,189 ratings
Common Sense
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
891.403 KB
10 Nov, 2018 @ 11:39am
25 May @ 7:05am
161 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.

Translations
- russian;
- chinese simplified by chrisxlite, HawnHan;
- chinese traditional by Lak4CYUT;
- german by Katinka1988;
- french by qux;
- spanish by Crusader;

non-steam: github[github.com].
versions: MP downgrade
Popular Discussions View All (12)
465
8 Aug @ 1:26am
PINNED: Issues
avil
162
21 Aug @ 12:49pm
PINNED: Suggestions
avil
1
30 Jul @ 10:03am
Unload Button disappears with CE enabled
Flauschraupe
1,460 Comments
a noob 4 Sep @ 4:58pm 
Regarding my previous comment, the author of Satisfied Storage said that its a problem with his mod
McLets 3 Sep @ 6:10pm 
okay, I tested it again, for real this time, and I couldn't recreate it. For real this time.

I don't know why disabling worked to fix it in the past. My guess, since I used to have a large mod list of hundreds of mods when I encountered it, was a weird third-party mod interaction. I still don't know why disabling item four back then fixed it.

Since then, I have shrank my mod list a ton. I don't know what mod could have caused this. Sorry to trouble you.
McLets 3 Sep @ 5:56pm 
sorry
McLets 3 Sep @ 5:55pm 
if you find my deleted comment... uh...

that was an error on my part. I forgot to turn the mod on when testing a second time.
McLets 3 Sep @ 5:37pm 
Okay, I tested the mod not working with that option turned on, and your mod seemed fine with Dubs Bad Hygiene, at least on an almost empty modlist. It may be one of those cases where the two mods break with the introduction of a third, seemingly unrelated mod. I'm testing it on a more complete mod list. I am sorry if it has wasted your time.
a noob 3 Sep @ 4:00pm 
FYI I think Common Sense is incompatible with Satisfied Storage. I had both mods active and my colonists were randomly "standing" instead of doing anything. I first tried disabling Common Sense and my colonists stopped being in standing mode. I then tried disabling Satisfied Storage instead of Common Sense and I got the same result.

The debug log was printing out a bunch of messages similar to below:

"Chambers started 10 jobs in one tick. newJob=HaulToCell (Job_565428) A = Thing_RawRice58510 B = (150, 0, 155) jobGiver=RimWorld.JobGiver_Work jobList=
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)"

The only objects that I manipulated with the Satisfied Storage mod were nutrient paste dispenser hoppers which held rice.
McLets 3 Sep @ 3:45pm 
hey Avil, I thought I should let you know since you said Dubs Bad Hygiene was probably compatible, there is an incompatibility with DBH.

If item 4, aka "Pawns are encourage to fulfill secondary needs during joy assignment, or if woken early" is turned on, then pawns will not clean themselves or go to the bathroom, but they'll still gain the negative debuffs of not going to the bathroom.

There could be more incompatibilities, and I'll look for them now that I know you said you weren't aware.
avil  [author] 2 Sep @ 5:24am 
Um. Because I (me) wanted it? You probably already've noticed that I don't want to do anything myself about things I don't want to change.
llunak 1 Sep @ 11:28pm 
So it turns out that Patches/CleanOnOpportunity.xml is exactly the place, because it turns on cleaning for SpectateCeremony. Without it rituals and ceremonies look the way they should. So the real question is: Why does the mod do that on purpose?
avil  [author] 1 Sep @ 1:48pm 
Nah, you don't have to make any other mods. Just slap an xml file in patch folder, that's enough.