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(Also of course the water tower looks silly, but I made my own little mod recolouring a tank which I'll upload to the workshop soon)
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 8D2E74B]
at DubsBadHygiene.CompHeatStore.get_GetStoreCapacity () [0x00001] in <0db6e88fe9fe42e38b34d9012c792398>:0
at DubsBadHygiene.PlumbingNet+<>c.<TickHeating>b__54_1 (DubCore.HeatStore x) [0x00000] in <0db6e88fe9fe42e38b34d9012c792398>:0
at System.Linq.Enumerable.Sum[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] selector) [0x00036] in <1f993cbf88314b1baa1e10ca917bdc64>:0
at DubsBadHygiene.PlumbingNet.TickHeating () [0x00031] in <0db6e88fe9fe42e38b34d9012c792398>:0
Etc, it's a bit longer
Can you add a way to extract water bottles from a well, so that we can take a bunch with us on caravans so that when we encounter a map with no water, was have a supply?
If the negative moodlet cause from using the ground as a toilet is less than the negative moodlet from holding it in, then they should choose whichever one causes the least pain.
Like, what does a towel rack actually do? Does it hold towels? How do I make towels? Why does it require water and need a thermostat?
What does a bathmat do? Does it dry up water when they get out of the tub? Is there a wet floor mechanic? Does it keep the floor try if used with a shower? Do you need one if they are using a wash tub? What happens if you don't use one? Will people slip and get hurt?
And so on. I think the wiki would benefit from a complete description of what each item does.
public override void DrawAt (Vector3 drawLoc, bool flip = false)
{
base.DrawAt(drawLoc, flip);
this.Rotation = DoorUtility.DoorRotationAt (this. Position, this.Map, false);
Is the change that seems to cause the problem since 1.5
fix for lite mode showering bug.
potential fix for closed valves causing crash during grav ship launch.
hydroponics water is now recycled by WRS if hydroponic water usage is enabled.
mod options that require restarts now allow you to restart later!
Thank you, Dubwise!
Eliminate the hydroponics' water consumption altogether (or by the percentage of linked toilets) if a recycling facility is connected to both them and the toilets.
Just assume that the reclaimed water equals what is used by the hydroponics, minus a small amount 'for realism', and call it a day.
I certainly didn't mean to suggest simulating the full water cycle!
I agree that this would be ridiculously complicated - and is not even possible.
However, would this be feasible?
- The water consumption of hydroponics per day is known.
- The median(!) growing time of plants is known.
- The nutritional value of meals cooked with these plants is known.
- The nutritional value needed to fulfil each pawn's hunger per day is known.
- Finally, the number of bowl visits per day is known.
So, hydroponic water consumption and toilet usage are interconnected.
It should be possible to find a reasonable amount of water 'produced' with every toilet visit. An amount to offset the consumption by hydroponics without overshooting and therefore 'magically' creating more water than is consumed.
There is no need to keep track of the exact amount used at each stage.
Thank you for this mod. Whatever approach you take (if any), I will continue to enjoy using it.
we cant do anything more than that since food isn't made with water, and adding water content tracking for every modded food item that exists plus adding water tracking to plant life cycle and a custom cooking system to track the water usage for a soup vs a burger is way out of the scope of this mod
If so, I believe a more efficient recycling system is needed.
Rather than ejecting waste into space, it should be collected and recycled to refill the water storage.
Of course, a certain amount of loss would be reasonable.
However, spaceships should be self-sufficient for a long time without needing to refill the water reserves.
but
I would love if I could hook up the grav engine to to the water system and use it for cooling
I imagine doing this would:
1: speed up cooling post jump
2: disable the overheating event
is this feasible do you think?
In fact how does something as thirst work since you can't have stored water on the ship to be refilled?
Thanks again for the update Dubwise!
Thanks again for the effort on the update.