RimWorld

RimWorld

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Septic Tank (Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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Feb 5, 2021 @ 11:53am
Apr 20 @ 11:00am
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Septic Tank (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
797 items
Description

Update of BrokenValkyries mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1179785659



[dsc.gg]
[github.com]


This is an addon for Rainbeau FF and Dubs Bad Hygiene.

Formally Fecal sludge to fertiliser. Dubs Bad Hygiene went through a signficant overhaul and removed a lot of "fluff".

I like the idea of utilising night soil for fertilisation. This mod is an intended addon for owner of both dubs bad hygiene and Rainbeau fertile field. It adds an early sewage disposal, the septic tank, which is useful if you don't have river.

Septic tank now fills with each use of the toilet thanks to dubs changing how waste operate. Previously you get burn barrel to process into fecal sludge, then process that into compost, now you get the raw compost instead. Its 1 compost for every 80 sewage. How ever you can only empty tank once its at 480 storage.
Septic tank stores maximum of 960 sewage, once full it will stop functioning.

Unlike SewageProcessor you do not reclaim water. Its not intended that septic tank phase out alternative sewage building.

I know there a long process of santising night soil before it can be useful, but I want to keep the mod light weight and I don't wish to create what would be a alternate compost barrel.

IMPORTANT!!!

Ensure this mod is loaded after Dubwise hygiene and central heating and Rainbeau Flambe Fertile Field mod.
This mod requires both hygiene and central heating and Fertile field.
The mod does not touch the code of either mod, and only add new building and recipe.



This mod was able to exist thanks to Rainbeau mod source code and decompiling of Dubs HCH heating mod. Septic tank is recolor of the old Dubs water heater, because I am terrible at art.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


21 Comments
Neitronus Dec 21, 2023 @ 11:07am 
@Mile
Ye, tested that. Seems like you can manually empty your tank in a two different ways with two different context-menu buttons. Seems like colonists choose to use the wrong action for that. Not sure why there is two buttons and two possible actions in a first place anyway...
Mlie  [author] Dec 19, 2023 @ 7:57am 
@Neitronus I think so, it will only convert the contents to compost when full. I assume its to simulate the time it takes for the process
Neitronus Dec 19, 2023 @ 7:51am 
@Mile
I tried emptying it manually at 80+ units as mentioned in a description. Could that be the case?
Mlie  [author] Dec 19, 2023 @ 7:01am 
@Neitronus Tested this and got no issues. After it had been filled to the maximum, a pawn just emptied out the finished compost. Tested with both the septic tank and also with the sewage treatment attached.
Neitronus Dec 18, 2023 @ 1:23pm 
P.S: Removing Dub's tank afterwards doesn't fix the problem...
Neitronus Dec 18, 2023 @ 12:54pm 
@Mile
So yea, I tested plain vanilla setting, nothing but essentials. And it doesn't work in a specific scenario: When you have a Dubs's septic tank plugged in in a same pipe network: Dung still goes into your's tank first, filling it up, but upon emptying you get fecal sludge instead of compost.
Mlie  [author] Dec 18, 2023 @ 10:14am 
@Neitronus Just enable dev-mode in the settings, finish the research and spawn in the buildings needed. Start with just this mod (and prereqs) active to verify its a mod issue. If it is, add back mods until it fails.
Neitronus Dec 18, 2023 @ 9:43am 
I'm not sure how to speed things up for researching and building the infrastructure for the test-case. I mean, is there something like automated generator for such cases? If not, then I'm not sure that it's really something I could do: binary search for incompatibilities with game booting up for up to 20 minutes and then playing fresh save for hours till I get all necessary research and resources each time. Is there any way I could track this issue from logs etc?
Mlie  [author] Dec 18, 2023 @ 9:37am 
@Neitronus The first step is meant to be tested on a new save. Since I cant be expected to recreate your mod-list I need a way to recreate this issue with a minimal set of mods.
Neitronus Dec 18, 2023 @ 9:34am 
Should I report in discord too? I'd rather not post a lot of duplicate messages, but it's only a matter of CtrlC-CtrlV. Other reports will go into the discord-server for sure though.