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
File Size
Posted
Updated
891.998 KB
10 Nov, 2018 @ 11:39am
13 Dec, 2024 @ 5:23am
162 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.

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)
480
26 Apr @ 7:49pm
PINNED: Issues
avil
166
20 Feb @ 6:36pm
PINNED: Suggestions
avil
3
23 Apr, 2024 @ 8:38pm
New Update makes my game crash
StarvingKoreans
1,588 Comments
💜TheBurglar24💜 52 minutes ago 
Holy crap the demonstration gif blew my mind lmao this is awesome
AzoorFox 19 Jun @ 3:49pm 
STILL NOT WORKING IN 1.6... UPDATE WHEN????????????
修lepick 18 Jun @ 2:50pm 
This mod causes serious issues in RimWorld 1.6, including pawn activity freezing, major TPS (ticks per second) drops, and right-click actions becoming unusable if the mod is removed mid-game.

The author has stated that no updates will be made until the official release of version 1.6.
Please do not install this mod on the 1.6 unstable/test version.
Angrysquirrel 18 Jun @ 1:46pm 
Any spot for the load order? Thanks!
Agustinso 17 Jun @ 12:37pm 
Playing vanilla you come to really appreciate these amazing mods, thanks a lot and take your time
AzoorFox 15 Jun @ 1:25pm 
UPDATE WHEN?????????????
Jan 15 Jun @ 12:30pm 
Seems to work decent in 1.6 but there is some pathfinding bugs I think. They still clean their kitchens and hospitals, but the hauling seems a bit weird. They seem to haul stuff normally still.
Daddy Synx 13 Jun @ 10:57am 
to be honest, it seems like this new update looked at half the mods we already had, took those ideas and decided thats what the new update was gonna be..kinda eh honestly
avil  [author] 13 Jun @ 10:22am 
Since I don't really know what's gonna come with DLC, I'll be refraining from updating the mod... to not do the same job twice. Have patience and sorry about that.
古代人 12 Jun @ 4:49am 
1.6?