RimWorld

RimWorld

7,469 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
Nov 10, 2018 @ 11:39am
May 25 @ 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;
- when enabling "add random ingredients to randomly generated meals" with the mod Vanilla Nutrient Paste Expanded, it adds random ingredients to the nutrient paste.

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)
476
Nov 2 @ 5:13am
PINNED: Issues
avil
164
Nov 11 @ 7:41pm
PINNED: Suggestions
avil
3
Apr 23 @ 8:38pm
New Update makes my game crash
StarvingKoreans
1,497 Comments
[+| CL rautamiekka Nov 28 @ 8:46am 
@Piegum

Works fine for us in multiplayer, as far as we can tell. We're on 1.4.x, though.
Piegum Nov 27 @ 12:18pm 
not going to lie you bud! this is the best mod ever i wish it was good in mutiplayer but i bet it would cause issues due to the pahting changes
Over9000Babies Nov 23 @ 10:18am 
Thank you for all your work!
Tech-Adept Nicolai Nov 22 @ 8:45am 
Ah, roger. My mistake.
avil  [author] Nov 22 @ 3:06am 
@Tech-Adept Nicolai it's a button, and it not supposed to work if it's not pressed, so I see no reason for that to happen. But I have a wild guess that some mod has a an action with the same name and triggers button press under certain circumstances. As I said, it's a button and you need to actually press it for an action to happen "in regular case".
Tech-Adept Nicolai Nov 21 @ 7:53pm 
I fucking hate the "enable a button in colonist's inventory to mark items for hauling to stockpile", as it kept making my pawns take off their armour for no discernible reason (possibly to make more room for hauling?). Much appreciated for letting there be an option to disable it, though I do wish it would explain this better.
The Dude with shogun Oct 27 @ 1:05pm 
Okay, thank you.
avil  [author] Oct 27 @ 7:47am 
There was an old issue, even before pre-dlc. I've made a special build with some reverts for it then. Don't know much about sate of the mod for MP right now since nobody really gave any updates on workability. So can't tell much about it.
The Dude with shogun Oct 27 @ 1:00am 
Hi there, mod causes dsync while playing MP.
Tackier Oct 21 @ 8:55pm 
Excellent mod, good job author.