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someone else released a mod about a week after these posts
I already made a thirst need and tested it for a long time, its basically pointless when you are pumping thousands of litres of water for showers and toilets, because the only time it ever kicks in is when the colony is on the brink of collapse, at which point it just becomes like an accelerated starvation hediff so why not just speed up the standard starvation and save some cpu cycles, and if you make it so they need to use fountains that adds an extra job to do 4 times a day with all the extra scanners using more cpu, and people already complain that using toilets and showers eats up too much time, so people say well just add bottles they can refill and drink from over a few days, but then they basically always have water and the thirst need becomes absolutely pointless, in the end it comes down to just if water==dirty then makeSick().
So the way i cover water consumption at the moment is by presuming they are drinking from the water supply with their meals, so if any water towers are contaminated then they have a chance to get diseases, basically i look at a rimworld colony on the scale of sim city or skylines rather than zomboid or dayz where you need to purify every drop or die, because in those games you only have 1 person to manage not 40 plus your prisoners and guests. I could add some more detail like water purification machines, or filters, but thats very low priority right now and something i would likely add to mars first then port back over to hygiene.
My hygiene mod wasn't intended for the vanilla game, originally it was just a part of my mars mod which i added to take up the pawns time and add something else to manage because i removed so much of the vanilla game that it left a big hole, it was only after lots of people bugged me to make it a standalone mod that i actually tried it, and after a year of tinkering with it i think i have managed to come up with something that mostly works, looks fairly good, has a bit of detail and doesn't utterly wreck the balance in the game, just wreck it a little.
Adding new needs isn't like just tossing in some new buildings, or some optional thing you can research, pawns are forced to do everyday from day 1, there are only 2 needs that need tending to daily by default so im already doubling that with hygiene and bladder. I get people saying they dont like that the needs are even required and would rather have it so showering and using toilets was just for joy, i had to really question if thirst was needed and if it would really improve the game that much, i had no interest in it at all and i only spent any time on it because so many people kept asking for it, i already have water collection now, and stuff to use that water so that mechanic is covered already, thats the main part people are interested in when it comes to a water mod, just having water as a basic resource, a dehydration hediff may just be unnecessary when starvation already exists.
There are lots of problems with the details that people just dont think about until they dive into rimworld and actually try to make something, like for example say you are dying of dehydration and it starts raining, you would think you should be able to collect that rain water to drink and save your life, but rain can simply be triggered by starting a small forest fire, well thats out the window already, and thats the first thing people will ask for when they land on a map with no rivers or ponds or they dont have the mats to make a well, i know because its the first thing people come up with when suggesting water collection back before i added it, im guessing the thirst mod just ignores that or they dont know how rain works in rimworld yet or dont care.
What about the water that you ingest from eating food, well if you can hydrate from eating any basic meal like some raw berries then if you have access to any food at all dehydration wont be a problem, having no food is still going to be the thing that ultimately kills you and being dehydrated will just cause a mood debuff, as if you didn't already have enough debuffs from sleeping in a hot room on the floor while covered in ♥♥♥♥, starving, watching your wife die, and your dog, and your wifes dog, and your potted plant that you used to beat your wife 2 dogs to death with.
Just to clear any doubt i made a prototype thirst need to see how it would play, it had a thirst bar that would always seek to the current food level, so if they were eating regular meals they would have plenty of water, and it wouldn't kill them only give them mood debuffs, then conditions would force the thirst bar to fall faster than the food bar so it needed topping up, hard work like mining or hauling or construction would speed it up, high heat, sickness, yada, if they stacked up a pawn could get thirsty very quickly. With that setup it wouldn't waste their time by making them visit fountains in the middle of doing research when they have already just eaten dinner and they are in a nice cool room, ontop of visiting the toilet, and showering, and picking up fresh clothes, and doing a line of coke. It covers water from meals, gives you another reason to get good air conditioning, and not overwork pawns, works in theory right?
But in the end the need just went unnoticed, i had people testing that version of the mod that didn't even notice the need existed, ok so make it harsher so its not just a debuff, so it can actually kill them, well go back to the rain collector problem, or food, surely they would just spam eating berries even at full stomach just to get the water content like you do in dayz, well that just seems like a bit of a troll mod at that point, i'll be spammed with people asking why their colonist with a full belly keeps shoving food in their face, its a bug! no its not its a feature to stop them dying of dehydration... doesn't work.
Also if they can die from dehydration now then drinking will be so important that they will have to cancel jobs to go drink, so if a pawn is half way across the map trying to haul something and decide they need to drink right now they will walk all the way back accomplishing nothing, ok well let them carry canteens to drink from so they can sip it over a few days suggested someone, well if they can just carry a bottle of water to drink from then you start to forget the need even exists anymore again because they top it up for a split second then job done for 2 days, and the amount of water it takes to flush 1 toilet could keep someone alive for weeks so it makes no sense.
I think most people like this mod because its just odd not seeing any toilets or showers in a game that is principally the sims with guns, note you also dont have a thirst need in the sims. Managing a thirst need in my mars mod is much more fitting because the water will be much harder to collect, essentially the primary focus of the entire colony, and is used for much more than just flushing toilets, its required for breathable air, rocket fuel, plastics, irrigation, so provisioning enough for drinking will be a big deal, it doesn't just fall out of the sky.
So here is the situation in the end, people want a reason to have to collect water as a resource, the first thing they think of is to use it for drinking, im offering a mod where you collect water as a resource, but instead of being tens of litres for drinking, its thousands of litres to use for sanitation, the scale is totally different to a survival game like dayz where you dont need to flush 30 toilets and run 30 showers every day, its just about running drinking running some more drinking some more. I think people care more about the collection and storage process building machines and pipes and filters, than a boring little need bar that nobody even notices is there and just ticks along wasting watts on your laptop battery until your colony runs out of food at which point they just die from starvation anyway.
In the end the best thing to do for a colony using this mod is just imagine the pawns are drinking the water supply like you do in a sim city style game, then say if any of the water is contaminated then all pawns have a chance to get sick, because water quality is the only thing that really matters on rimworlds scale. I have the basic water collection process working, but i can expand on that in the future by adding water filtration and maybe making the sewage spread and contaminate more ground water forcing you to think about it more, i started off with a pretty simple system since i was adding so much in the patch from a17 to b18 that i didn't want to overwhelm people with changes, or take it too far, get backlash and have to try scale it back which is very hard to do once people already start building a colony with it.
i haven't tried your mod but i imagine the point is to add water as a survival mechanic and a real threat hence the "no life" part, and not just for immersion and cosmetics, and in my mod you need so much water that it removes that threat entirely which is why im focusing on water quality, its getting pretty annoying trying to explain that to people all of the time, and i often have to explain a lot of details before someone understands why i dont want to add thirst
Im not sure how you could make both mods work at the same time, basically the thirst need would only matter in the first days of a colony before they get a water tower set up, and then after that the only time it would come up again is making sure you pack enough water for caravans, or if the supply becomes so badly contaminated that you need to use emergency bottled water.
also another problem with combining the mods is that colonists are technically drinking the water supply in my mod which is why they can get sick if any of the supply is contaminated, and in the next patch im changing how sewage works, adding more dieases, and adding water filtration.
How you want to eventually combine them will be up to you, but if you need me to add anything to hygiene to make it work then thats not a problem
Thanks for your reply. The next version of your hygiene mod sounds very interesting.
At the moment, your mod and my mod are available at the same time, but the two mods have independent piping systems, and users need to do double piping for water supply. Some mod users seem to dislike that. So I am considering making a connector to connect two piping systems. If what I imagined is realized, users can exchange stored water between the two mods with each other.
However, I have not done much technical examination on this connector yet. As a result of examination, I may give up on connector implementation.
You definitely got some arguments against any water need.
But most of them could be applied to basically any need in the game - once you learned to manage it, its impact on the game decreases.
So I do like the idea of having a need that adds a water-management game element.
Why not make a as-simple-as-possible mod (like giddy up core or animal gear) with the most basic things that could be used by both mods?