RimWorld
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Common Sense
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Bỏ thích
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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891.403 KB
10 Thg11, 2018 @ 11:39am
25 Thg05 @ 7:05am
161 ghi chú thay đổi ( xem )

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Common Sense

Mô tả
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
Thảo luận nổi bật Xem tất cả (10)
2
3 Thg06 @ 3:03pm
Game crashing always at the same time
King brus
456
5 Thg06 @ 1:43pm
ĐÁNH DẤU: Issues
avil
153
8 Thg05 @ 9:56pm
ĐÁNH DẤU: Suggestions
avil
1.413 bình luận
漆黑之梦 1 giờ trước 
nullpointer for android

https://gist.github.com/HugsLibRecordKeeper/48c04afffafda84fa9119e47e50f3085

at RimWorld.Thought_Banished.get_ShouldDiscard () [0x00008] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at RimWorld.MemoryThoughtHandler.RemoveExpiredMemories () [0x0001d] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at RimWorld.MemoryThoughtHandler.MemoryThoughtInterval () [0x00027] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at RimWorld.ThoughtHandler.ThoughtInterval () [0x0000b] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at RimWorld.Need_Mood.NeedInterval () [0x00011] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
- POSTFIX net.avilmask.rimworld.mod.CommonSense: Void CommonSense.Need_NeedInterval_CommonSensePatch:Postfix(Need_Mood __instance)
avil  [tác giả] 4 Thg06 @ 4:15pm 
Doesn't as a I know.
toradrow777 4 Thg06 @ 3:07pm 
Does this conflict with Dub's Bad Hygiene?
Peifmaster 26 Thg05 @ 3:24pm 
Awesome! Thanks so much!
avil  [tác giả] 25 Thg05 @ 1:24pm 
Already did, todays patch fixed that.What happened is mod used electric cooler as a base and scrapped some functionaly to make it coal fuiled passive cooler. Proper way would be to use a parent class, i.e. Building_TempControl instead of Building_Cooler, or even better actually build on top of passive cooler. But I guess it is what it is.
Peifmaster 25 Thg05 @ 11:57am 
Unless I'm missing the mark entirely and this mod doesn't mess with room labels and coolers. I thought it was this mod that did that, but i could be wrong.
Peifmaster 25 Thg05 @ 11:55am 
@avil, Mlie took a look at the error. Per their look at it, it seems to be due to this mod assuming that all coolers it can find have a target temperature setting and then looking for that value, when several mod-added coolers actually use static values and don't have an adjustable gizmo and variable.
Would it be possible for you to add support for heaters/coolers that don't use target variables and instead only use a static value?
avil  [tác giả] 25 Thg05 @ 6:22am 
Sure.
~_Athena_~ 24 Thg05 @ 8:03pm 
hello im not sure if its this mod but quite often my pawns will stand still ive tried to look in the debug log and no errors are showing up do you think you can help me figure out this situation ?
Peifmaster 23 Thg05 @ 6:09pm 
Steps to re-create:
1. Have this mod and Coal Expanded (Continued) loaded, order irrelevant as it occurs both ways.
2. Start a Dev QuickTest
3. Enable god mode for ease of testing
4. Generate an empty room
5. Place any building with gizmo GUI in the room (I tend to use workbenches)
6. Place an active cooler in the room.

The error pops up at one of the following times:
1. Sometimes the error throws immediately
2. If not thrown immediately, sometimes it throws when the workbench is selected
3. If not thrown yet, will usually throw when saving the game
4. Seemingly always throws on loading the saved game.