RimWorld

RimWorld

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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
1.026 MB
Nov 10, 2018 @ 11:39am
Oct 12, 2025 @ 8:40am
178 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;
- issue with Cleaning Area mod. Pawns may get stuck standing because they would try to clean filth in the area where cleaning is prohibited. So if you want to use Cleaning Area, disable cleaning options, or make so there is nothing to operate in non-clean area. I assume that the mod Cleaning Area doesn't patch CleanFilth WorkGiver and Worker, so because of that checking for ability to clean via Worker.HasJobOnThing always passes, when it obviously shouldn't;
- pawns equip and immediately drop items. This happens because this item is marked to be unloaded. Try catching your pawn while it has this item in the inventory and uncheck that flag. Issue persists because some other mod blocks my patch that supposed to unflag the item when it's dropped. I don't know what mod does it, but I've assumed it's a mod order issue. I'm not sure even about this because people that report the issue usually never report if it worked for them or not after I answer them (let alone telling me what mod could cause this). Try reshuffling the mods, maybe put the mod on top or at the bottom. It appears to be the same issue as with the mod "stack gap" but I'm not sure.

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

non-steam: github[github.com].
versions: MP downgrade
Popular Discussions View All (18)
530
Feb 11 @ 4:27am
PINNED: Issues
avil
191
Feb 9 @ 4:10pm
PINNED: Suggestions
avil
13
Aug 5, 2025 @ 11:50am
having a bunch of errors and im pretty sure its this mod causing them, they are all similar to this error
zero
2,006 Comments
Balthazad Feb 9 @ 4:54am 
@Standoffish3: i'm using both those mods too but DBH is not causing that issue. go to devmode, open your debug log, clear it, see what shows up in red there. from my experience, pawns standing around is most often one of the following issues: they want to haul something they can not reach due to a locked door or restricted access; they want to build or refill something that is behind something else like a torch behind an impassable workbench; on very rare occassions two pawns will choose at the exactly same millisecond to go for the same item and it can be solved by drafting both of them, walking them a step, then undrafting them with a serious delay between them.
if none of this lead to a result, add Dubs Analyzer to your list, right on top below the frameworks, and see if you see something on it's ticks lists (it also allows to select the questionable pawns, just check through all the views and you will see)
Standoffish3 Feb 8 @ 12:53pm 
ive been having an issue with this mod and dubs bad hygiene, whenever the two are together, the ai of the pawns eventually break and they will stand there forever. they do tasks that you prioritize, and drafting still works.
Bogatyr1992 Jan 15 @ 2:51pm 
I have some solution. I subscribed all of these (Common Sense too): https://steamcommunity.com/sharedfiles/filedetails/?id=2784746772 but I replaced TD Enhancement Pack with updated version: https://steamcommunity.com/sharedfiles/filedetails/?id=3525414162&searchtext=TD+Enhancement+Pack . It works all right, for now.
tanyfilina Jan 13 @ 12:16pm 
Turned out that my problem was caused with Pick Up and Haul mod :(
TheKeldog Jan 10 @ 8:50am 
I'm havin an issue where my pawn's dont butcher the oldest corpses. Anyone else havin the same issue?
Asteriel's Hunting Dog Jan 9 @ 4:38am 
Yeap... Error: pawn started 10 jobs in one tick. newJob=HaulToCell
BookOfMike Jan 8 @ 4:14am 
Getting the same issue as everyone else, the crafting ingredients aren't reserved by the crafting pawn and get hauled away by others. I've removed this mod from my save but it still does this??? So maybe its somthing else conflicting?
Jordan Jan 7 @ 12:29pm 
Getting the same issue as @tanyfilina my colonists keep stealing the food from a campfire and putting it back in stockpile while my cook is trying to cook
suppressor666 Jan 5 @ 3:01am 
Exception in RimWorld.ThinkNode_ConditionalNeedPercentageAbove TryIssueJobPackage: System.InvalidCastException: Specified cast is not valid.
https://pastebin.com/tRBcEV59
suppressor666 Jan 1 @ 5:38am 
red error *pawn* started 10 jobs in one tick.
{LINK REMOVED}