RimWorld

RimWorld

Dubs Bad Hygiene
9,665 Comments
Araxiel 21 minutes ago 
Been playing with 1.6 on a gravship, and everything seems to be working perfectly fine thus far. There's one little bug where hygiene furniture linked to a specific bed keeps on getting unlinked when switching map. It's an extremely minor issue.

(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)
securednul 29 minutes ago 
Deleting and redownloading didn't fix it =(
securednul 55 minutes ago 
this is what i get when building a water heater with devmode on:

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
securednul 58 minutes ago 
I'm not using lite, I don't have rimatomics and I don't use the radiators in game for anything. I got the hidden plumbing that was persisting through deconstruction to disappear in the important areas by building the stuff 1 tile away and connecting it to plumbing that way, i just went and verified my files and am restarting the game to see if that fixes it, next i'll try deleting and re downloading the mod.
Dubwise  [author] 1 hour ago 
@securednul are you using rimatomics, do you have the radiators, and are you using lite mode?
Shawamba 1 hour ago 
Loving this mod, but I'm now running into the issue of the hidden pipes also auto-building bridges to support them. Not sure what the issue is but it's driving me crazy. The pipes are then invisible when build but the wood bridge is there and I can't remove the bridge before removing the pipes.
securednul 1 hour ago 
also another strange thing i havent seen before is that my toilets, water basins, and showers were all functioning properly without being attached to a water source like a tower and well.
securednul 1 hour ago 
With the most recent update I have water towers seemingly vanishing, but their hidden pumbing still exists and can't be deleted, The log boilers and water heaters also seem to not function properly the info panel lists "GetinspectString exception on hotwatertank393527; system.nullreference exception: object reference not set to an instance of an object. When i remove them the hidden plumbing that they create also stays around and means i can't place plumbing objects near their previous location because the plumbing doesn't recognize the hidden plumbing i've placed down.
Flamangos 3 hours ago 
@VitaKaninen Every day i'm BUSTIN'
VitaKaninen 4 hours ago 
I have also had issues where I traveled to an encounter map where there was no water at all, and I had to dev spawn water bottles in to prevent them from dying of thirst. I could have avoided this if there was a way to take extra water bottles with me, but I can not find a way to do that.

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?
VitaKaninen 4 hours ago 
There is a Pee Spot mod, but it has a few problems. You have to place them down all over them map, when all you really want is for the option for them to freely relieve themselves to be turned on or off for that map. The other problem is that when you leave the map on a caravan, it asks you if you want to take all the pee spots with you, as an actual building.
VitaKaninen 4 hours ago 
Would you consider allowing people to just relieve themselves if they are far from base and there is no one around? When I have a solo colonist on a mission to destroy a base or something, they should not be concerned about relieving themselves on the ground.

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.
VitaKaninen 4 hours ago 
Would you be willing to let people edit the wiki, or would you make some revisions to it? When I first started using the mod, I had so many questions that were not answered on the wiki.

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.
Dubwise  [author] 4 hours ago 
yeah its self sufficient, just prime a water tank with enough to supply minimums for a power shower to operate, if you use the power shower its electrically heated so you dont need a boiler either, although ships get chilly, i'll maybe add options later for WRS efficiency later, people like 100% recycle though
Spike Jr. 4 hours ago 
The update is amazing! Thank you for jumping on this so quickly. I'm I correct that with the Vac Toilets and WRS you can create a 100% self-sufficient water system? Maybe the Vac-toilet and WRS could still use a small amount of water?
Paradies 5 hours ago 
Would it be possible to add an option for the washing machine to the lite mode? So it only uses electricity and maybe water from bottles?
SP4RTAN 5 hours ago 
I'm dumb someone actually uploaded a patch that fixes it a while back and I didn't even see it lol
SP4RTAN 5 hours ago 
Hey Dubwise, do you think you could tweak the code for the stall door a tiny bit so it works with the perspective doors mod again?

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
Malgearis 6 hours ago 
@VitaKaninen - yeah, that makes sense, to bad I am not using regrowth ever again :( oh well ill just cheat to put a toilet and bath in at the start.
Dubwise  [author] 7 hours ago 
pushed an update.
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!
Nex Addo 9 hours ago 
Just wanted to voice my appreciation for the Odyssey content updates. They're to a tee, exactly what I (and a few others I've talked to) have been hoping for.
Kalis 10 hours ago 
No, the ship is landed on a regular map
Omega13 11 hours ago 
Looks like simply having a septic tank on my ship was causing the ship to softlock on launch. Doesn't matter if i have it set to drain or not. That's a shame, as a septic tank on the ship seemed like it would be pretty handy!
Dubwise  [author] 11 hours ago 
PSA open valves before launching grav ships to avoid crash
Dubwise  [author] 11 hours ago 
is the room in a vacuum?
Kalis 11 hours ago 
My pawns cannot shower and just stand there after the update (lite mode enabled, shower is on a gravship with no floor under it)
Deggial 13 hours ago 
That's awesome!
Thank you, Dubwise!
Dubwise  [author] 13 hours ago 
oh yeah i can add hydroponics to the WRS connectable list easy, if they have the fuel comp for water active, i actually forgot the option existed while setting up the WRS, there's lots going on
Deggial 14 hours ago 
Or... just cheat!

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.
Deggial 14 hours ago 
Thank you for your answer, Dubwise!

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.
S.Imyourflower 15 hours ago 
There were problems after the update. I couldn't take a shower and the pawn pieces had a waiting bug.
Dubwise  [author] 16 hours ago 
the vac toilet doesn't use water, and showers and basins don't use water if you have the wrs, when it comes to everything else you just have to extract water from asteroids or the planet.

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
Deggial 16 hours ago 
Do hydroponics actually *consume* water (if this option is enabled)? I think they do.
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.
=(e)= Lemonater47 17 hours ago 
Really cool update.
SucháVoda 17 hours ago 
Nice update. Though throwing the waste out of the ship might be wasted fuel.
andy6752 17 hours ago 
Would love water purification for 100% space base, as of now i cant find a way except going back planet side and hauling water to space
Tinda 19 hours ago 
also, hot water post cooling might be appropriate for the hot water circuit, or maybe funnel it into a small steampowered power generator?
Tinda 19 hours ago 
I have an idea, which I suspect requires c#, and as such is outside of my abilities

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?
flynn 19 hours ago 
I love the update!
Dealer Mangan 19 hours ago 
Thank you so much for the update, the additions are amazing
Pheace 19 hours ago 
@Otoya Ice, read the change notes
Otoya 21 hours ago 
How does this work with a flying space ship now?
In fact how does something as thirst work since you can't have stored water on the ship to be refilled?
Catbread 22 hours ago 
For some reason, sinks currently indicate that they should add to cleanliness, but detract from it instead.
禁断 22 hours ago 
The hidden pipes are failing.
OBS 22 hours ago 
是时候靠拉屎开飞船了
Dan 23 hours ago 
No problemo.

Thanks again for the update Dubwise!
Caerbannog 23 hours ago 
@dan Thank you! I had deleted my configs to fix broken mods - I had forgotten it was a mod option!
Dan Jul 15 @ 7:10pm 
@Caerbannog It is a mod option setting you can toggle in game in the mod options menu for the mod.
Caerbannog Jul 15 @ 7:01pm 
I wish I could figure out why my passive coolers no longer take water and went back to wood. I have no idea what mod broke it.
Dan Jul 15 @ 6:32pm 
Ok, went to an asteroid in orbit and was still able to shower fine in my ship. False alarm based on Dub's wording hehe
Thanks again for the effort on the update.