RimWorld
9,179 értékelés
Common Sense
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Díjazás
Kedvenc
Kedvenc
Törlés
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
Fájlméret:
Közzétéve:
Frissítve:
1.026 MB
2018. nov. 10., 11:39
okt. 12., 8:40
178 változásjegyzék ( megnézés )

Feliratkozás a letöltéshez
Common Sense

Leírás
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
Népszerű témák Összes megnézése (17)
516
okt. 27., 1:22
KIEMELVE: Issues
avil
13
aug. 5., 11:50
having a bunch of errors and im pretty sure its this mod causing them, they are all similar to this error
zero
190
nov. 22., 2:36
KIEMELVE: Suggestions
avil
1 985 megjegyzés
Nameless 17 órája 
Thank you so much @avil! You are very kind!
avil  [készítő] 21 órája 
Something makes so trying to get a need gives a negative index, but it doesn't look like it's visible from just logs. Maybe some mods that added needs was removed midgame or something like that, or giving an offset that supposed to be applied only when these needs exist, but do so even if they don't?
avil  [készítő] 22 órája 
Nothing immediately noticeable. I thought of offering to look at your save but seeing the number of mods it's probably would be impossible.
From what I've noticed that logs display problems with are:
- warcascets. Some impossible gear items spawn for them for some reason (Zane, Grump);
- bug displaying pawn needs. Probably what causes an empty window. For some reason mood GUI tries to get a need with negative index. There's a whole list of mods that patch the method that get a number, but it could only a simptom. Mods that report the problem are: Rimworld.Alite.EBSG.main, OskarPotocki.VanillaTraitsExpanded, VPEPuppeteerMod.
- a similar issue trying to do calculasions based on mood. The same issue as before - for some reason game tries to get a need using negative index. Mods that are involved in calculation: Rimworld.Alite.EBSG.main, OskarPotocki.VanillaTraitsExpanded, avilmask.rimworld.mod.CommonSense, Uuugggg.rimworld.TD_Enhancement_Pack.
Nameless 22 órája 
Hello @avil, that you so much for your amazing work for the community! I appreciate it a lot. There is a recurring error that ruins already the third run of mine. I tried to resolve it many times already with no succcess. It makes the needs of a pawn disappear. I do not think it is caused by your mod, I just noticed it was mentioned. Would you be so kind to have a look at the log please? Maybe you could help me to resolve it and save my current run? HUGE thanks! https://gist.github.com/HugsLibRecordKeeper/c956e227e8a3d946c80c12d9659613a6
avil  [készítő] dec. 8., 17:59 
Nope. Never heard of this or encountered it.
Darkwing dec. 8., 11:50 
My pawns won't deep drill, even when all other jobs are removed and the pawn is idle. I don't know that common sense is responsible, but that has been suggested online. Any idea if there are common sense settings that may be responsible that I can change?
..picklehead nov. 16., 11:12 
Regarding my previous comment, further testing is needed it seems. It resolved the issue for some plants, but others (hay among them) are still an issue. As are animal products like milk and wool. :/
CirnoD. nov. 16., 7:13 
It doesn't seem work in 1.6. The following features were not functioning: avoiding severe weather, the 'Clean Workbench' option from the right-click menu, mood values shifting towards 50%, and the restriction on entering friendly bedrooms. The only mechanic I've actually observed working is the function to clean the nearby ground before working or eating.
..picklehead nov. 13., 16:24 
If anyone is having any problems with haul and harvest and tthis mod (specificaly, pawns aren't hauling as they harvest), I found that moving Haul and Harvest below Common Sense in your load order fixes the issue. I use RimSort and the default sorting has Common Sense below Haul and Harvest, so you'll have to manually move it in your list most likely.
avil  [készítő] nov. 3., 7:55 
It also should be in home area. I don't quite remember, but try also giving the pawn lowest priority to the cleaning job, instead of just disabling it. Also forcing pawns makes so they won't clean either. And cleaning gizmo should be toggled on (from a setting to display one). That's all cases I could remember at a moment.