RimWorld

RimWorld

6,825 ratings
Common Sense
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
891.231 KB
Nov 10, 2018 @ 11:39am
May 9 @ 9:10am
160 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 (9)
446
May 16 @ 9:28am
PINNED: Issues
avil
3
Apr 23 @ 8:38pm
New Update makes my game crash
StarvingKoreans
153
May 8 @ 9:56pm
PINNED: Suggestions
avil
1,395 Comments
avil  [author] May 12 @ 3:42pm 
More like because they're based on personal preference, some people like it, some don't. You need to get a feel for it before you can tell if that's what suits you more.
NovaMosh May 12 @ 1:27pm 
hello i am wondering why are some options disabled by default? are they sometimes buggy or cause conflicts with other mods? thanks
LZIM May 10 @ 5:13pm 
@jigian like having a setting that refuels by default before starting any job, or based on a static or calculated cost of a resumable or non resumable bill ? another way to look at it is each bill includes the fuel cost as an ingredient so it is always factored in (something that should be a vanilla toggle)
LZIM May 10 @ 5:10pm 
question as it seems to be something in vanilla but never made sense to me.. can it be added that pawns (humanoid and animals etc) will path away from obvious danger? just watched the courier walk right into a summit crab and thought.. you know it really seems like the devs for vanilla would basically laugh as you told them the game spawns pawns in the middle of a highway and cars hit them saying bro relax its just a video game so its a feature. or is there like a mod for that which applies common sense pathing from obvious danger to all non drafted pawns?
Jigain May 8 @ 1:46am 
Hey, I don't know much about coding, but if there's a way to compare a fueled workbench's (like a fueled smithy or campfire) time remaining of fuel, with the time it'd take a pawn starting a job at that workbench's time to complete craft (taking into account skill, global work speed, all that jazz), and have the pawn just not do the job if there's not enough fuel (especially if the craft doesn't generate an unfinished item)... that'd be great. Every single tribal start is just a long headache of watching pawns cook meals and mere moments before they finish a batch, the fuel runs out and they just wasted hours.
olaflexalex0306 May 7 @ 8:45pm 
no more crashes! tysm
Tautau May 7 @ 2:11pm 
i like how adding common sense to pawns sometimes makes them phase out
HakimiBil May 7 @ 1:55am 
@ShorkwithaTorpedo abomination is not from vanilla Rimworld, it is from a mod called Mo'Events (Continued).
Shork with a Torpedo May 5 @ 4:30am 
@avil: The pawn that from drop pod, sometimes they will join you, something they turned into an abomination and roam around attack anything on sight. It's from biotech or ideology DLC, IIRC. For anomaly they sometimes spawn in the wild.
avil  [author] May 4 @ 8:32am 
Abomination? You mean hunting wild animals? There's a mod for that. If you mean anomaly stuff, it's supposed to be like that already.