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 @ 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 (17)
515
Oct 10 @ 1:20am
PINNED: Issues
avil
13
Aug 5 @ 11:50am
having a bunch of errors and im pretty sure its this mod causing them, they are all similar to this error
zero
186
Aug 8 @ 5:13am
PINNED: Suggestions
avil
1,966 Comments
Hugalafutro Oct 21 @ 2:16am 
@THEKGBTACO the option is "Any friendly pawns are encouraged to avoid wandering into bedrooms, prison cells and prison barracks.

That said I use ~250 mods, my colony is in it's 15th year, I have ~20 colonists of which a lot are idle and colony under the mountain the size of almost half the map, and my tps doesn't change with the option off or on.
THEKGBTACO Oct 21 @ 1:18am 
im assuming thats in the mod settings, if so which option would it be?
avil  [author] Oct 20 @ 1:35pm 
That's pointless wander patch. That thing supposed to be triggered only for idle walking. I guess you have a lot of idle colonists. Or maybe you have a massive barrack/fridge/hospital. Disable an option that makes so pawns don't walk into rooms where they shouldn't.
THEKGBTACO Oct 20 @ 1:18am 
just found out this mod is what was killing my tps it was working perfectly fine for year. removing this mod fixed the issue out of removing like 100 mods one by one. looking into dubs analyzer mod i only saw the "CommonSense.RCellFinder_CanWanderToCell_CommonSensePatch:Postfix" ticks were throught the roof. i see people for their github text can someone tell me how i do that so i could get some help on this god essential mod?
Arganot Oct 18 @ 4:16pm 
My bet is that it has something to do with a food policy or food priority mod and how it interacts with some of Common Sense's food priority settings. Try disabling CS's options for food, restart game, and test it again.

The other would be work giver related to cleaning options.
Ivan_Karamazov Oct 16 @ 8:04am 
Yes, it's probably some kind of conflict. But I don't yet understand what could have caused it.
Hugalafutro Oct 16 @ 7:14am 
fwiw I used this mod and ~200 others in 3 playthroughs and raised about 15 kids no problem and sick people get fed too so I'd suspect a mod conflict too
avil  [author] Oct 16 @ 1:53am 
Yeah then idk what's up. I somehow managed to avoid it the whole time or it's something that happens in combination with other mod.
Ivan_Karamazov Oct 15 @ 10:32pm 
I don't use any of this. Kids are vanilla.
avil  [author] Oct 15 @ 2:23pm 
Do you use stuff like cleaning area or something? Also just in case: do you use vanilla babies or mod babies?