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RimWorld => Mods => Releases => Topic started by: Dubwise on January 02, 2017, 02:52:23 PM

Title: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Dubwise on January 02, 2017, 02:52:23 PM

By downloading you agree the terms and conditions below

(https://steamuserimages-a.akamaihd.net/ugc/911298000357646408/3E37CADB7E3063541235BEAA3B5C3F1A7730C3A8/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C268%3A151&composite-to=*,*%7C268%3A151&background-color=black)
Adds a sewage system, toilets, bathing, hygiene related needs and mood effects,
central heating, water, irrigation, fertilizer, air conditioning, hot tubs, kitchen sinks, you name it!. Multiplayer ready

Releases (https://github.com/Dubwise56/Dubs-Bad-Hygiene/releases)
Steam workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=836308268)



(https://steamuserimages-a.akamaihd.net/ugc/942838965113054810/406AA098FD73F08AC6C727EB22045BD0D28A0579/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C268%3A151&composite-to=*,*%7C268%3A151&background-color=black)
A painting tool to change the colour of most buildings, apparel, zones and constructed terrain. Multiplayer ready

Releases (https://github.com/Dubwise56/Dubs-Paint-Shop/releases)
Steam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1579516669)



(https://steamuserimages-a.akamaihd.net/ugc/941712836158582135/FE3245BE9B34141C245681D1CC0FD87119AFA40B/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C268%3A151&composite-to=*,*%7C268%3A151&background-color=black)
This mod adds new list boxes for adding bills, health bills, selecting plants for growing zones and building,
making it easier to find things when lots of mods are running, and you can also view the info tab with just a mouse over.

Releases (https://github.com/Dubwise56/Dubs-Mint-Menus/releases)
Steam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1446523594)



(https://steamuserimages-a.akamaihd.net/ugc/950727242791443398/5F43781ABA3B828D0BA19AD86078033101AD830F/?imw=268&imh=151&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
Adds a minimap, with some options, doesn't hurt fps, ping tool for multiplayer.

Releases (https://github.com/Dubwise56/Dubs-Mint-Minimap/releases)
Steam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1662119905)



(https://steamuserimages-a.akamaihd.net/ugc/945081714932717623/E2C887E918179387483C5A4A9CF55E1596F256C0/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C268%3A151&composite-to=*,*%7C268%3A151&background-color=black)
Simple skylight you can install into roofs to let in sunlight.

Releases (https://github.com/Dubwise56/Skylights/releases)
Steam workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=833899765)



(https://steamuserimages-a.akamaihd.net/ugc/945081714932730065/F4C50788805EE3D687F0494343B181DE4C7D5F48/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C268%3A151&composite-to=*,*%7C268%3A151&background-color=black)
Set of accessories with abilities and stat boosts. Multiplayer ready
Medkit accessory with buttons allowing the colonist to bandage their own wounds or others on the spot.
Repair kit accessory which allows constructors to salvage broken components while repairing buildings, these can then be fixed at a machining table.

Releases (https://github.com/Dubwise56/Rimkit/releases)
Steam workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=832333531)




How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.



(https://discordapp.com/assets/e4923594e694a21542a489471ecffa50.svg) (https://discord.gg/bajcjsu)



(https://az743702.vo.msecnd.net/cdn/useruploads/d8c47d60-2091-4a05-b7eb-1ecddd53ad0f.png) (https://ko-fi.com/T6T6MYO0)



My other mods
(https://steamuserimages-a.akamaihd.net/ugc/943956620116867744/65C1FC3F754647BBE4F6D2992C427B4F18A9F0FC/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C268%3A151&composite-to=*,*%7C268%3A151&background-color=black) (https://steamcommunity.com/sharedfiles/filedetails/?id=1127530465) (https://steamuserimages-a.akamaihd.net/ugc/950709259753232285/2CA6DD0FE0DC46B36BFDBA99CDB97A55DB1BE753/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C268%3A151&composite-to=*,*%7C268%3A151&background-color=black) (https://steamcommunity.com/sharedfiles/filedetails/?id=1321849735)(https://steamuserimages-a.akamaihd.net/ugc/82596042374185494/9FEE1B1F8D2A6FDDCA2F0C78F1340227DBC1248C/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C268%3A151&composite-to=*,*%7C268%3A151&background-color=black) (https://steamcommunity.com/sharedfiles/filedetails/?id=732754899)




TERMS AND CONDITIONS:
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the game Rimworld to extend, add, change or remove original capabilities.
OWNER - Original author(s) of the MOD. Under the terms accepted when purchasing Rimworld (https://ludeon.com/rimworld/EULA.txt),
 the OWNER has full rights over their MOD.
USER - End user of the mod, person installing the mod.
MODPACK - A collection of MODS
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE RIMWORLD GAME, PARTS OF RIMWORLD MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
All derived works must be free and it has to be clear that the derived work is derived from this MOD, if they are made public.
Also a link to this Page has to be included.
5.MODPACKS
You may add this MOD to any MODPACK, but if the MODPACK is public then you have to include the OWNER's name and a Link to this Page.
(optional) It is appreciated if you let the OWNER know that this MOD has been added to a MODPACK, but this is not required.
Title: Re: [A16] Dubs Rimkit (Medkit)
Post by: Primal Lord on January 02, 2017, 11:58:38 PM
Mod works great, thanks for your work :)
Title: Re: [A16] Dubs Rimkit (Medkit)
Post by: faltonico on January 04, 2017, 10:06:35 PM
Perfect for the rich explorer scenario, and if you send your only doctor to battle.
Great mod!
Title: Re: [A16] Dubs Rimkit (Medkit)
Post by: Guido (Pink Omega) on January 05, 2017, 01:54:39 PM
I was thinking about this when i first learned basic codding, why not make a standalone version of this feature that allows colonists to heal themselves? Then i saw that it was an dll injection or something like that, not a xml file, but anyways, who cares? Thank you for the great work dude, i suggest you to add the pickaxe and/or the drill, thanks again!
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 08, 2017, 12:08:51 AM
Ok updated rimkit and uploaded skylights and hygiene mods, I if i make anymore standalone ports from mars for vanilla they will go in this thread
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: leestriter on January 08, 2017, 12:14:15 AM
Do you think hygiene and psychology would be compatible?
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 08, 2017, 12:15:48 AM
Do you think hygiene and psychology would be compatible?

No idea never used it, just gotta try
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Trigon on January 08, 2017, 12:53:23 AM
I never realized how bad I wanted skylights until now.
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Linq on January 08, 2017, 01:37:45 AM
Do you think hygiene and psychology would be compatible?

I'm sitting on my own hygiene mod.
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Headshotkill on January 08, 2017, 04:12:02 AM
I'm pretty sure Dubwise56 is the fastest growing popular modder of this entire forum, we should host some sort of mod(der) of the year contest!
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Snownova on January 08, 2017, 04:30:04 AM
Loving the hygiene mod, but could you perchance give all the hygiene items their own category in the architect menu? It's a bit... odd... having them all under "Joy". I mean I enjoy a good sh*t as much as the next person but still.
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: skullywag on January 08, 2017, 06:45:00 AM
Pawns wont pickup and wear medicine bags automatically when its set in the assign tab. Unless I have a mod thats interfering somehow but everything else works fine.
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 08, 2017, 08:05:43 AM
Pawns wont pickup and wear medicine bags automatically when its set in the assign tab. Unless I have a mod thats interfering somehow but everything else works fine.

Just tested and it worked fine for me, but im not running any other mods

Loving the hygiene mod, but could you perchance give all the hygiene items their own category in the architect menu? It's a bit... odd... having them all under "Joy". I mean I enjoy a good sh*t as much as the next person but still.

I didn't want to clutter up the architect tab and joy is pretty empty so i figured it was a good spot, if i add more stuff like power showers and central heating from mars then i might have to.

Thanks everyone, its the feedback i get that motivates me to keep making stuff and improving, Going to start updating rimushima to A16 today
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: skullywag on January 08, 2017, 08:06:33 AM
Bah its ok ill figure it out.
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: ajaviide on January 08, 2017, 08:07:58 AM
Hey sry guys, where do i find medkits and hammers etc in game.
Do i craft them, or  do  i have to buy them from traders?Im obviously missing smthg obvious :) thx
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: skullywag on January 08, 2017, 08:20:26 AM
Craft at tailor for the medkits.
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: ajaviide on January 08, 2017, 08:26:12 AM
I could not find a  place to draft the tools, thx for the medkit tip.
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 08, 2017, 08:44:20 AM
Hey sry guys, where do i find medkits and hammers etc in game.
Do i craft them, or  do  i have to buy them from traders?Im obviously missing smthg obvious :) thx

you can craft medkits/medicine bags at a tailoring bench and all the tools at a smithy  :)
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: ajaviide on January 08, 2017, 08:45:46 AM
Ty, i was looking at machining table mostly :)
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 08, 2017, 08:52:25 AM
Ty, i was looking at machining table mostly :)

That's a good point i should make the power drill machined instead
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: vlad_1492 on January 08, 2017, 02:16:13 PM
I like the skylights, but want to tone them down.
Full daylight for nine squares at the cost of a bit of steel seems, well, much.
Try growing corn under a skylight.

Maybe 100% for the center and 50% for the edges?

I wonder if I can figure out how to do that.
And off topic a bit, why is it that nothing but flowerpots will actually grow at 50% light. Hmm...
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Hydromancerx on January 08, 2017, 03:12:26 PM
(http://i.imgur.com/m88SeD8.png)

Can you incorporate stuff from the Lavatory mod into your Bad Hygiene Mod? They have a really nice outhouse seat that could be used between your latrine and toilet. Like a Medieval Toilet.

Lavatory Mod
https://ludeon.com/forums/index.php?topic=26978.0

[attachment deleted by admin due to age]
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 08, 2017, 03:38:47 PM
i don't want to start checking for other peoples mods to use their buildings too i would rather add my own, and im focusing on things that i can copy back to mars right now, you can probably swap out the graphics for personal use though
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Nanao-kun on January 08, 2017, 06:43:45 PM
What happens for bladder and hygiene for colonists that can't move? (missing a leg or stuff)
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 08, 2017, 07:05:28 PM
What happens for bladder and hygiene for colonists that can't move? (missing a leg or stuff)

Right now they just shit their pants. Im working on job drivers for doctors to hand wash patients and bring them bed pans
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Hydromancerx on January 08, 2017, 07:23:12 PM
i don't want to start checking for other peoples mods to use their buildings too i would rather add my own, and im focusing on things that i can copy back to mars right now, you can probably swap out the graphics for personal use though

Well can you make your own Medieval Toilet, Sink and Bathtub? I know its not Mars themed but it would be a great addition to this mod.
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: faltonico on January 08, 2017, 07:34:39 PM
What happens for bladder and hygiene for colonists that can't move? (missing a leg or stuff)

Right now they just shit their pants. Im working on job drivers for doctors to hand wash patients and bring them bed pans
How about a new job priority like nursing? (and a proper outfit for that).
That way, we could have diffferent pawns assigned to feed and clean the patients, leaving doctors to do wounds/diseases treatments and operations only, reducing the workload on them.
Just a suggestion though.

Keep it up man!
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: TREH on January 09, 2017, 03:12:49 AM
While I think that's an interesting idea adding a new work type for a few jobs involving patients seems overly complicated, work in Rimworld seems to revolve around broad specializations.
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Thirite on January 09, 2017, 03:18:12 AM
...
> Nurse outfit

Make it happen.
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Owlchemist on January 09, 2017, 03:24:55 AM
Has anyone tried using this with HardcoreSK yet? It seems like they'd go very well together, for that hardcore survival experience it goes for.
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 09, 2017, 10:04:52 AM
i don't want to start checking for other peoples mods to use their buildings too i would rather add my own, and im focusing on things that i can copy back to mars right now, you can probably swap out the graphics for personal use though

Well can you make your own Medieval Toilet, Sink and Bathtub? I know its not Mars themed but it would be a great addition to this mod.

Yup i'll get round to it, lots of mods on the go, lots of things to fix
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: PudgyElderGod on January 09, 2017, 04:16:59 PM
Quote
> Nurse outfit

Make it happen.

Jecrell's Call of Cthulu Factions mod has a nurse outfit.
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Hydromancerx on January 09, 2017, 10:23:18 PM
i don't want to start checking for other peoples mods to use their buildings too i would rather add my own, and im focusing on things that i can copy back to mars right now, you can probably swap out the graphics for personal use though

Well can you make your own Medieval Toilet, Sink and Bathtub? I know its not Mars themed but it would be a great addition to this mod.

Yup i'll get round to it, lots of mods on the go, lots of things to fix

Thanks! I look forward to them.
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: sanya02 on January 09, 2017, 10:29:46 PM
Hi! Can do that other colonists did not go to one room, the toilet!? I don't like when I was in the other room go colonists!
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: sidfu on January 10, 2017, 02:43:42 PM
for sick people probaly have whre out of hay u craft a rag and use that to wipe them down. but for bathroom have where u craft a jug thats used on them. also just have them both disappaer like medicent to keep clutter down.
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 10, 2017, 07:59:58 PM
Just updated Dubs Bad Hygiene to v1.0.1

Updated all the graphics
Made pipes slightly smaller
New jobs for washing bedridden patients and cleaning up bed pans
showers now cool off heatstroke and warm up hypothermia
wash buckets now reinstallable

for a patient to use bed pans the bed must be set to medical

enjoy!
Title: Re: [A16] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Owlchemist on January 10, 2017, 08:50:34 PM
Just updated Dubs Bad Hygiene to v1.0.1

Updated all the graphics
Made pipes slightly smaller
New jobs for washing bedridden patients and cleaning up bed pans
showers now cool off heatstroke and warm up hypothermia
wash buckets now reinstallable

for a patient to use bed pans the bed must be set to medical

enjoy!

Minor issue spotted: my dedicated cleaner was washing people while they were sleeping. People that had nothing wrong with them, just going bedroom to bedroom. Makes for a good story though, lol, bit socially awkward!
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Hydromancerx on January 11, 2017, 07:17:40 AM
I think when you updated the Latrines it made mine face backwards and it messed up the pathing of the pawns. They would stand there all creepy and not haul or clean. They don't seem to do that anymore after I deleted the latrine and the replaced the right direction (not into a wall).
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Dubwise on January 11, 2017, 08:58:36 AM
I think when you updated the Latrines it made mine face backwards and it messed up the pathing of the pawns. They would stand there all creepy and not haul or clean. They don't seem to do that anymore after I deleted the latrine and the replaced the right direction (not into a wall).

Ah yes sorry the first version had the graphics the wrong way round so i decided to flip them, i could of left it but it would of bothered me so decided to break everyones toilets now and get it out of the way
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Thirite on January 11, 2017, 03:51:47 PM
Damn fine mod. I've been playing it for a bit now and love the added complexity it brings to base building. What determines the amount of faeces/urine on the floor when a pawn uses a toilet though? Apparently half my pawns are the revolting kind of person that ruin public bathrooms.
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Dubwise on January 11, 2017, 03:58:55 PM
Damn fine mod. I've been playing it for a bit now and love the added complexity it brings to base building. What determines the amount of faeces/urine on the floor when a pawn uses a toilet though? Apparently half my pawns are the revolting kind of person that ruin public bathrooms.

its totally random right now, i'll reduce the chance of faeces appearing, and i want to modify it so there's a tiny chance for women to leave urine, slight chance for men, and a very very big chance for drunk men. I'm also doing toilet seats now, chances for seats to be left up, some people might be offended, fatburgs blocking pipes, the sewage proc will have a max limit on connected facilities so you will have to build more. Washing dead mans clothes, maybe soiling clothes if i can copy that same system. Lots of things to add
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Hydromancerx on January 11, 2017, 06:35:40 PM
Some ideas / requests ...

(https://s-media-cache-ak0.pinimg.com/236x/e3/bb/34/e3bb347e08c47f0bc48c04dba2109959.jpg)
Wooden Bathtub
Doesn't require water pipes.

(http://vignette2.wikia.nocookie.net/sims/images/8/81/Ts2_you_got_feets_bathtub.png/revision/latest?cb=20140619010131)
Modern Bathtub
Requires water pipes.

(http://vignette1.wikia.nocookie.net/sims/images/b/bf/Ts2_bubble_up_soaking_zone_hot_tub.png/revision/latest?cb=20140619003043)
Hot Tub
Gives fun and hygene.

(http://vignette4.wikia.nocookie.net/sims/images/4/47/Love-Tub.jpg/revision/latest?cb=20140619002616)
Love Hot Tub
Can "Lov'n" in it.

(http://thumbs2.modthesims2.com/img/7/9/3/8/7/5/MTS_Atavera(retired)-437508-atavera_SonicShower.gif)
Sonic Shower
Uses electricity instead of water. Glitterworlds everywhere use the Sonic Shower.
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Grugsy on January 12, 2017, 12:15:08 AM
after giggling at Hydro's Sims wishlist... it brought up the thought that the wooden tub would be a very good in between for teh bucket and showers. also thought about the idea of an in between for plumbing as well.. but it would need some kind of water supply and the ability to dig ditches. (also an idea for irrigation) the sewage would create a mud bog over time that gives a bad smell and increased infection chance to any one that walks in it. so you would have to plan well. maybe a well and fresh water buckets until medieval when hand pumps/windmill could be used and a crude pipe system could be made? also...another idea for making the moisture pump more useful once it's available tech.
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: szypkiyakwonsz on January 12, 2017, 07:51:06 AM
FUK YEA SKYLIGHTS - I mean, that's the feature that should be added long long long ago. This allows us (finally) to build greenhouses heated by campfires or whatsoever.

Although it's still punishing during winters (forgot to refuel campfire? oopsey), low cost and no research makes it utterly overpowered. Could You think about either some simple resource (glass from glass&lights instead of metal?) or just any research, so you have to put actually some effort before You gets it?
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Zebukin on January 12, 2017, 10:59:29 AM
Hi. And thanks for mods.
I have few suggestions for some balance andaesthetics.

1) Skylights. It preferable to see these roof windows only when roof-layer is on. Now they make harder to operate with winter farm.
Also I see that skylights work more like lamps, neither like holes in the roof.

2) Hygiene. It is pretty good balanced except two moments:
   a) If someone can`t reach toilet, he shit in pants. Not so true at all. It is preferable if pawn run outside home-zone, or to nearest tree/bush. If pawn can`t reach such place in 15 minutes or 100 squares path (for ingame time) he will do it anywhere and make lot of shit.
  b) A patient, who was sent «to rest untill full healing» do it, and even do not go toilet. But why? He can walk and he can do it. For patients the time shold be shorter (9 mins) and path can be smaller too (50 sq).
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Hydromancerx on January 12, 2017, 10:32:27 PM
More ideas. This time new Traits ...

Weak Bladder
Use the toilet more often.

Strong Bladder
Uses the toilet less often.

Slob
Uses the Shower less often. Creates more of a mess.

Hypochondriac
Uses the Shower more often. Leave less of a mess.

Hydrophilic
Takes longer showers.

Hydrophobic
Takes shorter showers.

Modest
Very upset when seen using the shower or toilet.

Immodest
Not upset when seen using the shower or toilet.
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Danetta on January 15, 2017, 03:31:02 PM
Why medkits are craftable in tailor bench and not drug lab (with other med things)?
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Zebukin on January 16, 2017, 05:14:47 AM
that's the feature that should be added long long long ago.

Already done. Not a cheap solution, but worth it.
SunLamp is too expensive on the start.
Also few variants for  window textures (change Dubs Skylight\Textures\Things\Building\skylight.png)

[attachment deleted by admin due to age]
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: kardofaces on January 16, 2017, 08:41:51 PM
Pawns try way too hard/often to end Draft to use the bathroom. I get it--they got to take a shit--but we have a problem here!

Example: Draft colonists and set their location. Had one guy firing on poison ship to get mechanoids out. 2 colonists were spamming Undraft to use bathroom. Fucking stop, please. Shit yourself, I don't care.
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Danetta on January 17, 2017, 02:13:22 AM
Is it okay?

Code: [Select]
Could not reserve Thing_Basin56230 for Murray doing job washHands A=Thing_Basin56230(curToil=2) for maxPawns 1.Existing reserver: Zee doing job washHands A=Thing_Basin56230(curToil=4)
Verse.Log:Error(String)
Verse.AI.ReservationManager:LogCouldNotReserveError(Pawn, LocalTargetInfo, Int32)
Verse.AI.ReservationManager:Reserve(Pawn, LocalTargetInfo, Int32)
Verse.AI.ReservationUtility:Reserve(Pawn, LocalTargetInfo, Int32)
Verse.AI.<Reserve>c__AnonStorey465:<>m__6CE()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob(Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Psychology.Detour._Pawn_JobTracker:_EndCurrentJob(Pawn_JobTracker, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: onerous1 on January 17, 2017, 08:36:19 AM
Pawns try way too hard/often to end Draft to use the bathroom. I get it--they got to take a shit--but we have a problem here!

Example: Draft colonists and set their location. Had one guy firing on poison ship to get mechanoids out. 2 colonists were spamming Undraft to use bathroom. Fucking stop, please. Shit yourself, I don't care.

I've had colonist needing to take a dump before putting out a fire. And if you use the hospitality mod, you need to put a toilet in with the guest quarters or else they get mad. It's a interesting idea, however some of the interactions are quite unexpected.

Another minor issue is that I've spawned a number of bed pans around my budding colony without a way to get rid of them. Would be nice to just burn them like the poo bucket once patients are healed.

Nevermind, it's part of cleaning up, which apparently my pawns have been too busy to do. Which is pretty disgusting when you really think about it, so I advise that you don't.
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Thirite on January 17, 2017, 11:25:09 AM
I'm getting a whole bunch of sound errors
(http://i.imgur.com/y3J46QS.png)
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Goldenpotatoes on January 17, 2017, 03:00:05 PM
Burn barrels should probably have a negative beauty factor, considering its a barrel of human waste. As of right now there really isn't a purpose to burning them past freeing up a stockpile spot.

Any plans on adding events that could trigger with having a sewage line? i.e treatment breaks and backs up the pipes, causing massive messes around any toilets/showers attached to the affected pipeline. Colonists waking up in the morning to their communal showers/bathroom looking like something out of a janitor's worst nightmare sounds pretty damn funny.
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Dubwise on January 18, 2017, 09:58:42 AM
I'm almost done with the next patch, hopefully fixed a lot of issues, the version on here isn't as up to date as the steam version so a few bugs have already been fixed on there.

Next patch will have a new hygiene tracker which is more like the comfort seeker, it will fall all the way to 0 if you are hauling rocks through a room full of piss and shit at 40c, but if they hang out in clean air conditioned rooms and they don't spend long outside then hygiene will fall very slowly.

I also added baths, stuff based pipes, and clean white versions of everything. If pit latrines are full they will overflow, pawns have a max search radius for toilets and a max number of attempts to use one then if all fail they will just go find a spot outside to do their business, so they wont just resort to shitting on the doorstep if the bathroom is in use for a few seconds.

Also added male/female/unisex toggle on all the facilities, colonist assigning so you can limit facilities to 1 or 2 people so you can make private bathrooms, but they will still look for the nearest public facility to use. I'm toying with prisoner toggle but i will probably leave that up to the standard socially proper check. And im getting the room role worker running so it will show its a bathroom, but i will probably leave out the mood buffs for how good the bathroom is.

I have done an immersion heater and radiators, but i will probably skip them for this patch because they need more work. So for hot baths and showers the heater has to be connected and working, and then if power goes out the water in the tank will slowly cool so rads can stay warm for a while in a power cut or solar flare.

And i also added D&V to pit latrines/burn barrels/burning barrels so you need to keep um clean and burn that waste faaar away from your camp.

For the medkit mod i fixed a bug causing pawns to stall if they try to self heal in a double bed with someone already sleeping in it.
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Serenity on January 18, 2017, 03:12:15 PM
Anyone else who like the LED lamp as a standalone? There are plenty of other LED mods, but I don't like the graphics in any current one. The exception would be Skully's Better Lighting which I just saw was updated to A16
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: vlad_1492 on January 18, 2017, 05:58:21 PM
I use Combat Realism, and the pawns with Rimkits don't seem to do anything different. Followed the instructions, but they don't self-heal.

Liking the mod otherwise!
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Dubwise on January 18, 2017, 06:04:41 PM
I use Combat Realism, and the pawns with Rimkits don't seem to do anything different. Followed the instructions, but they don't self-heal.

Liking the mod otherwise!

someone on steam said that mod sometimes messes with other accessory based mods. I haven't tried it myself to confirm. But either way make sure the pawn has doctor enabled, that their work schedule is set to work which absolutely forces them to do the job, and that there is an empty single bed set to medical, and their area is unrestricted. If all of that fails then there is a bug or conflict somewhere
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Warforyou on January 19, 2017, 08:38:32 AM
I finally figured it out that this is THAT mod that always makes pawns clear forced outfits. Every time they take a bath they take their clothes off and when they re-equip them all "forced" marks are lost. That's annoying! :C

APPROVED! That makes gear management almost impossible as you have to create an outfit rule for every pawn and that's hard to do when you have more than 10.
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: noedultheonlyone on January 19, 2017, 07:44:54 PM
Warforyou, same Problem here.
It breaks my Game!

Pls fix ...
 :-[
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Dubwise on January 19, 2017, 08:01:48 PM
yup been working on it, next patch is taking longer than expected because baths are turning out to be very fiddly to get right, but i have gender assign, colonist assign, and a bunch of other issues fixed. If i don't get baths working like i want tonight i will probably put them on hold and just release what i have got so far
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Kaldreth on January 19, 2017, 11:20:38 PM
Were you able to figure out how to stop robots in the Misc. ++ mod from pooping?
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Dubwise on January 19, 2017, 11:32:25 PM
Were you able to figure out how to stop robots in the Misc. ++ mod from pooping?
i added checks for the defs for those bots so it stalls the needs, hopefully that works out.

I just sorted out my baths and they are working how i want now which is nice, and i fixed the forced apparel. I'll probably upload to steam in the morning then if all is ok post the update here later in the day
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Kaldreth on January 19, 2017, 11:40:38 PM
Sounds awesome. I can't wait to test it out.

*Edit* Also, a general question to modders about uploading changes to steam first. I'm curious why that's a common practice. When using mods the last thing I want is for an auto-update to occur and break my game save. Wouldn't it be safer to upload the changes to the forums and get feedback there before forcing an update on steam?
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: EldVarg on January 20, 2017, 12:01:18 AM
I'm guessing because you get response much faster in steam, where it is 10X as many people and all get the update instantly. You don't have to wait long time before feedback.
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Dubwise on January 20, 2017, 12:11:24 AM
mainly because steam is just 1 button so i can spam updates to fix stuff and i know everyone will get it. On here i need to make a zip, dropbox it, bitly link it, update the thread. Then if there's a bug its up to everyone to come back here and notice if there has even been a fix and since people seem to run 100 mods at the same time i doubt many people do that often and the thread can be buried 50 pages down if nobody is posting and go unnoticed yada yada
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Kaldreth on January 20, 2017, 12:22:45 AM
Makes sense. Thanks for the reply.
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: szypkiyakwonsz on January 20, 2017, 03:22:10 PM
Hey Dub, I think I've found an issue. Sending colonists for the longer trips is nearly impossible, since all the positive effects vanish while they're still pissing over themselves. This leads to constant mental breaks, more frequent as journey goes, to the point where they are not moving forward at all due to their condition.

Or maybe thats intentional...
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Dubwise on January 20, 2017, 04:04:46 PM
if you mean the travel system then that's fixed in the next patch, i'm just finalizing some graphics and stuff and testing saves right now then will push to steam for people to try in the next few hours.

(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-01-20-21_02_29.png)
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: ChairmanPoo on January 20, 2017, 05:42:07 PM
A suggestion: let us do something useful with burn barrels beyond burning them? Maybe refine them into chemfuel? Or maybe something more military-oriented, don't know
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Kaldreth on January 22, 2017, 08:52:02 PM
Any chance non-steam users can check out the update tonight?
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Dubwise on January 22, 2017, 09:53:18 PM
Sorry for the wait, updated all 3 mods

Rimkit has a fix for a job loop when colonists try to heal themselves in an already occupied bed.

Skylights i tweaked the way light gets faded in and added a few more styles.

Bad Hygiene:
Added baths.
Added flippable toilet seats.
Added white version of the toilet showers and basins.
Added stuff based pipes.
You now have a chance of catching D&V from burning waste in a burn barrel.
Possible fixes for MISC robots.
Fixed hygiene and bladder usage while travelling.
Sewage treatment now has a capacity, add more of them or risk breakdowns.
Fixed forced apparel being cleared when using showers/baths.
New method for tracking hygiene - minimum level can only be reached by combination of worktype, heat, and room cleanliness.
Added Bathroom room role.
Added open defecation - if a pawn fails to find an available toilet 10 times in a row they resort to open defecation.
Bedpans can now be stockpiled.
Added mood boosts for using impressive bathrooms.
Added gender restrictions to bathroom facilities.
Added colonist assigning to bathroom facilities - they will use the nearest available first.
Reduced mood debuff for low bladder.
General graphics tweaks and name changes.
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Kaldreth on January 22, 2017, 10:46:40 PM
Great update! Definitely worth the wait. Thank you for uploading it.
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: szypkiyakwonsz on January 23, 2017, 02:29:14 AM
I know that forums should be limited to substantive posts and fruitful discussion but

OH YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: Dubwise on January 24, 2017, 11:43:19 AM
small patch to bad hygiene, fixes pawn assigning not saving on baths
Title: Re: [A16] Dubs Bad Hygiene v1.0.1 | Rimkit v1.0.1 | Skylights v1.0.0
Post by: faltonico on January 24, 2017, 04:44:21 PM
Quote from: dubwise56 link=topic=29043.msg303140#msg303140 date=1485139998
You now have a chance of catching D&V from burning waste in a burn barrel.
[/quote
Wait what? xD

Added gender restrictions to bathroom facilities.
Does it means we need 2 bathrooms now? no chances on doing a mixed bath?
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: EldVarg on January 24, 2017, 04:59:56 PM
Does it means we need 2 bathrooms now? no chances on doing a mixed bath?

I think you can choose.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: faltonico on January 24, 2017, 05:18:45 PM
I think you can choose.
I'll give it a try, thanks!
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Celestial on January 24, 2017, 09:54:33 PM
Is there a way to stop doctors from washing not sick people that are simply sleeping? I have a night owl doctor and he goes into everyone's bedroom each night to wash them
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on January 24, 2017, 10:00:45 PM
Is there a way to stop doctors from washing not sick people that are simply sleeping? I have a night owl doctor and he goes into everyone's bedroom each night to wash them

That was a bug that should be fixed now, do you have the latest version?
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: ArthoriusBalen on January 24, 2017, 10:02:30 PM
Quote
Is there a way to stop doctors from washing not sick people that are simply sleeping? I have a night owl doctor and he goes into everyone's bedroom each night to wash them
Get Worktab from Fluffy's, then in the worktab you manual change the washing priority of your doctors  ;)
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Cassiopea on January 28, 2017, 01:57:49 PM
I've added a flammability value to bed pans to they can be burned in a waste management room. I was wondering if you were considering making them burnable in the base mod too.

It's quite fantastic to have sewage and waste management to worry about now. Once you build infrastructure in that regard, along with an extensive power grid, there's definitely of feeling of progression in the colony. It becomes a legitimate hamlet and not a chaotic assortment of wooden shacks.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: skullywag on January 29, 2017, 10:45:34 AM
Hey Dubwise just looking out for you buffy, but are you aware of:

http://steamcommunity.com/sharedfiles/filedetails/?id=837805397

If he has perms then fair enough, just this guys has been ripping off other peoples work quite heavily. Ramsis is dealing with others who hes ripped off.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on January 29, 2017, 11:28:49 AM
Hey Dubwise just looking out for you buffy, but are you aware of:

http://steamcommunity.com/sharedfiles/filedetails/?id=837805397

If he has perms then fair enough, just this guys has been ripping off other peoples work quite heavily. Ramsis is dealing with others who hes ripped off.

Hmm if he's being trouble then i don't want to encourage it, so i'll ask him to remove it
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on January 29, 2017, 11:40:36 AM
If anyone wants to make replacement texture files that's fine, just upload them here and people can download and replace the originals, i think its also possible to make a simple mod folder with just the textures as long as you use my original file structure and names and its loaded after my mod it will use them instead.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Simulacrum0 on January 30, 2017, 01:04:48 AM
1.0.3 seems to have a few bugs compared to 1.0.0. shower's hygiene caps at 69% and no graphic plays like it did in 1.0, paws don't take cloths off and you can force a pwn to wash hands in a basin to 100%.

Edit: well i don't know why but showers are working right now. a pawn using a bathtub should gain meditative joy since it takes longer other wise why even build one.

Edit 2: OK i was 1/2 right, "Shower (White)" works fine its the shower made from stuff that does not work. both bathtubs do work.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on January 30, 2017, 08:29:07 AM
that's been fixed on the steam version, i'll probably do a couple of other tweaks before i upload it here, and baths are a luxury item that take a long time to use, they are mainly for people that have big safe bases where people have lots of free time
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: PotatoeTater on January 31, 2017, 12:18:25 AM
that's been fixed on the steam version, i'll probably do a couple of other tweaks before i upload it here, and baths are a luxury item that take a long time to use, they are mainly for people that have big safe bases where people have lots of free time

I've been getting this bug where my sewer treatment plant is just a black blob, it just started and I have several mods. I haven't been able to pin point a cause but it comes and goes and only affects the visual, otherwise it functions fine.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on January 31, 2017, 10:05:54 AM
Do you restart after loading the mod? the graphics get loaded on startup
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: sidfu on February 01, 2017, 06:08:03 PM
any plans to add a invisible kinda sewage line?
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: PotatoeTater on February 01, 2017, 06:34:12 PM
Do you restart after loading the mod? the graphics get loaded on startup

Sorry for the delay, It seems to only happen every so often after tabbing out, but it comes back if I tab in and out again. Possibly just my toaster, mod functions as intended.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: sidfu on February 01, 2017, 06:37:54 PM
Do you restart after loading the mod? the graphics get loaded on startup

Sorry for the delay, It seems to only happen every so often after tabbing out, but it comes back if I tab in and out again. Possibly just my toaster, mod functions as intended.

alot of games do that when u tab out. try to play in window mode and have it nearly full screen if u need to tab out alot.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: PotatoeTater on February 01, 2017, 06:47:02 PM
Yeah, at the time I hadn't noticed it until I scrolled down by that area.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on February 01, 2017, 09:43:46 PM
any plans to add a invisible kinda sewage line?

I'm playing around with fitting pipes in between the ground layer and the floor layer
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: danielee on February 04, 2017, 04:06:36 AM
In my game, the sewage treatment seems to break very frequently, like more than four times per day. My level is Randy rough. Is this normal?
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: EldVarg on February 04, 2017, 04:25:26 AM
It's because the water treatment system is over used. You nedd to build another one.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: danielee on February 05, 2017, 01:57:08 AM
It's because the water treatment system is over used. You nedd to build another one.
Thanks :), but when my people took shower, there is always an alert jumping out saying outside is cold and need clothes. Do you know how can I resolve this?
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: sidfu on February 05, 2017, 02:10:56 AM
It's because the water treatment system is over used. You nedd to build another one.
Thanks :), but when my people took shower, there is always an alert jumping out saying outside is cold and need clothes. Do you know how can I resolve this?

try building a bathroom instead of a open shower area
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: danielee on February 05, 2017, 02:59:35 AM
It's because the water treatment system is over used. You nedd to build another one.
Thanks :), but when my people took shower, there is always an alert jumping out saying outside is cold and need clothes. Do you know how can I resolve this?

try building a bathroom instead of a open shower area
The thing is that it is inside a bathroom. Still alerting..
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: lilymortis on February 05, 2017, 07:11:34 AM
I get that too, the unhappy nudity alert and the warm clothes alert, even with baths in heated bathrooms inside a heated building. I just glance up to the colonist bar and see if any are nekkid. If so,I just ignore the alerts.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on February 05, 2017, 11:46:55 AM
you cant override alerts with defs, dont know why, so i would probably have to do detours and i don't really want to get into that because i can do most things without them
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Trigon on February 08, 2017, 12:54:27 PM
Man I wish I could get fertilizer from the treatment facility. That would require a lot of cross-mod shenanigans though.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Hydromancerx on February 08, 2017, 06:16:49 PM
Man I wish I could get fertilizer from the treatment facility. That would require a lot of cross-mod shenanigans though.

Well there is a cuproPanda mini mod called the "Unifier" it allows you to make custom recipes with ease. So you could say make a waste barrel convert into fertilizer.

Unifier
https://ludeon.com/forums/index.php?topic=13400#msg129437

So something like this ...

Code: [Select]
<RecipeDef>
<defName>UNI_WasteBarrel2Fertilizer</defName>
<label>exchange Waste Barrels for Fertilizer</label>
<description>Exchange Barrels of Waste for Fertilizer.</description>
<jobString>Waste to Fertilizer.</jobString>
<workAmount>5</workAmount>
<workSpeedStat>WorkSpeedGlobal</workSpeedStat>
<workSkill>Crafting</workSkill>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<ingredients>
<li>
<filter>
<thingDefs>
<li>WasteBarrel</li>
</thingDefs>
</filter>
<count>1</count>
</li>
</ingredients>
<products>
<Fertilizer>1</Fertilizer>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>WasteBarrel</li>
</thingDefs>
</fixedIngredientFilter>
<defaultIngredientFilter>
<thingDefs>
<li>WasteBarrel</li>
</thingDefs>
</defaultIngredientFilter>
<recipeUsers>
<li>UNI_Unifier</li>
</recipeUsers>
</RecipeDef>

I have not looked up what the real items tag names are so this recipe might not actually work in Unifer.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Trigon on February 09, 2017, 12:37:14 AM
My god... This also reminds me of how much I miss cupropanda's mods though.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: ChairmanPoo on February 11, 2017, 10:21:59 AM
Hello, I've made a small mod that allows you to turn 3 Burn Barrels into 30 chemfuel. Used the "bamboo to chemfuel" recipe from RimGarden as inspiration.

Since burn barrels build up slowly it will probably take time before you can refine significant amounts of it. On the other hand, given enough population and latrines, it's a matter of time that the brown gold will pile up ;)

I hope it works alright. I'm planning to add another "feature" that allows you to refine "burn barrels" into explosive pots for the medieval catapult of Medieval Times  :P

Edit: It doesnt work for some reason :( Will get back to you after I fix this


Tried it again and now it works ???

Anyhow, enjoy :p

[attachment deleted by admin due to age]
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Trigon on February 11, 2017, 04:10:07 PM
Hey I was wondering if you could add some kind of unpowered bathtub. Medieval style that consumes wood for fuel to heat the water. I understand the pit latrine being the only way to poop without sewage treatment but it would be nice to have a better option than the wash bucket for cleaning oneself at least. Just a suggestion since I'm partial to medieval runs.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: faltonico on February 12, 2017, 01:22:27 PM
Hello there,
I'm getting this error quite often when a pawn is trying to use a shower:
Code: [Select]
Exception ticking Isimiel: System.NullReferenceException: Object reference not set to an instance of an object
  at DubsBadHygiene.JobDriver_takeShower.<MakeNewToils>b__0_0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.ReadyForNextToil () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.Notify_PatherArrived () [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_PathFollower.PatherArrived () [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_PathFollower.TryEnterNextPathCell () [0x00000] in <filename unknown>:0
  at Verse.AI.Pawn_PathFollower.PatherTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
I'm using work tab, in case that is helpful to identify the root of this error.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Hydromancerx on February 17, 2017, 10:38:16 PM
Can you add an Electric Water Heater that is required for Modern Showers and Bathtubs? Also please add in a Wood Fire Fueled Tub like they had in Roman Baths or Medieval Wooden Tubs.

Wash Bucket -> Wood Fire Fueled Tub -> Modern Shower + Electric Water Heater

Alternatively you could have a Wood Fire Fueled Water Heater instead of a Fire Fueled Tub. Or maybe both!
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on February 17, 2017, 11:19:09 PM
Can you add an Electric Water Heater that is required for Modern Showers and Bathtubs? Also please add in a Wood Fire Fueled Tub like they had in Roman Baths or Medieval Wooden Tubs.

Wash Bucket -> Wood Fire Fueled Tub -> Modern Shower + Electric Water Heater

Alternatively you could have a Wood Fire Fueled Water Heater instead of a Fire Fueled Tub. Or maybe both!

I already have immersion heater and radiators hidden in the mod but haven't quite finished them yet, if i have the time i'll finish them off for A17, else it will be when when i get to marsx 3.5 because its going to use them too
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Trigon on February 18, 2017, 12:10:12 AM
Yeah I still want a wood fired tub though.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Asekhan on February 18, 2017, 12:27:11 PM
Hey dubs, Great mods, Especially hygiene really add a new layer on the game which feel right from the start.

I noticed a strange behaviour with the hand washing though, pawn REALLY want to wash their hands, no matter the distance, and white basin are considered first, so say I've got a bathroom on a side of the map with a marble basin, and another on the other side with a white basin, pawns always go to the white one.

Example : https://i.imgur.com/mXeutgy.jpg

Not so bad as now that I noticed it, I'll simply replace the white ones, but those pawn lost quite a lot of time without me noticing.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Hydromancerx on February 18, 2017, 06:09:56 PM
Can you add an Electric Water Heater that is required for Modern Showers and Bathtubs? Also please add in a Wood Fire Fueled Tub like they had in Roman Baths or Medieval Wooden Tubs.

Wash Bucket -> Wood Fire Fueled Tub -> Modern Shower + Electric Water Heater

Alternatively you could have a Wood Fire Fueled Water Heater instead of a Fire Fueled Tub. Or maybe both!

I already have immersion heater and radiators hidden in the mod but haven't quite finished them yet, if i have the time i'll finish them off for A17, else it will be when when i get to marsx 3.5 because its going to use them too

*peaks into the files* Oh nice a Boiler! That will do well. But yeah please also make a wood fired tub for those Medieval players (like me!).

[attachment deleted by admin due to age]
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on February 18, 2017, 06:53:59 PM
Hey dubs, Great mods, Especially hygiene really add a new layer on the game which feel right from the start.

I noticed a strange behaviour with the hand washing though, pawn REALLY want to wash their hands, no matter the distance, and white basin are considered first, so say I've got a bathroom on a side of the map with a marble basin, and another on the other side with a white basin, pawns always go to the white one.

Example : https://i.imgur.com/mXeutgy.jpg

Not so bad as now that I noticed it, I'll simply replace the white ones, but those pawn lost quite a lot of time without me noticing.

Ok i see why that's happening, after using a toilet they will only wash hands at white basins because its missing the check for stuff based, so stick to white for now, i'll fix it for the a17 version
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: maloki on February 20, 2017, 07:02:51 AM
Love the RimKit, thanks for a terrific mod! (currently using it for a sole survivor challenge)
However, I encountered an issue, I can't force the pawn to go heal itself, so it bled to death because the damage was because the pawn would either just lay down and rest, or wait for some other doctor (which obviously didn't exist).

Is this intentional, or?
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on February 20, 2017, 07:42:59 AM
you probably need to force the pawn to do work by setting their timetable, afaik if its sleeping time doctors just go to bed and the self healing is standard doctor job
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: maloki on February 20, 2017, 10:36:10 AM
you probably need to force the pawn to do work by setting their timetable, afaik if its sleeping time doctors just go to bed and the self healing is standard doctor job

fair enough, but would it be possible to maybe add a prompt to the hospital bed, for a future update?
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on February 20, 2017, 10:58:57 AM
I think so, i'll probably do it when i port all of this back to MarsX
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Hayden on February 24, 2017, 12:42:15 AM
I like this mod, but can't really understand what they want in a bathroom in order to not get the Awful bathroom penalty.

Take a look at this:

http://imgur.com/a/Bm2Gj

If they use any one of those stalls I get the penalty. Is that because it isn't roomy enough or something?
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Igan on February 24, 2017, 08:33:10 AM
It's because everything that is behind a door and has 4 walls is considered a room.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Trigon on February 24, 2017, 06:37:21 PM
As Igan said. Each of those stalls is considered a room into its own right. This you would have to remove the doors to improve their mood, as silly as that sounds.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: sefer on February 24, 2017, 10:33:30 PM
Do you have a way for guests from hospitality to use the facilities? I want a hygiene mod so bad but they cause horrible problems with hospitality.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on February 24, 2017, 10:44:03 PM
No idea how hospitality works, my needs are set to only work on prisoners and colonists with the jobs injected into the colonist/prisoner ai. Im taking a wild guess but if hospitality forces colonist needs onto visitors then i assume they use some custom ai so you would have to go into the defs yourself and inject my job drivers into their visitor ai
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Codexehow on February 25, 2017, 07:44:16 AM
I would need to test to confirm this, but I'm 99% sure that if you use the cell door from the Prison Expansions mod on your stalls, the AI won't consider them separate rooms ;). If so, I would think that the same logic could be applied to a "stall door" or something.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on February 25, 2017, 09:36:45 AM
custom doors that don't use the standard door class get ignored when rooms are calculated, i don't really want to add them because people might use them between bedrooms and en-suite bathroom then get confused as to why their bathroom gets called a bedroom, there's a couple of things i might try adding later that would change behavior based on if its a public or private bathroom, which might make that type of stall door fiddly too.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Trigon on February 25, 2017, 11:53:07 AM
I have hospitality and guests do just fine. I've never actually kept track enough to pay attention to whether or not they use the bathroom, but they don't have penalties for being grimy or pooping outside, so I'm not sure.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Nemesis688 on March 01, 2017, 02:45:47 PM
Anyway to add this to an existing game? Is there anything I can add/remove from the save file? Or is it just not possible.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on March 01, 2017, 03:43:39 PM
All 3 mods should work with existing saves
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Defection on March 06, 2017, 06:40:54 AM
Any chance of making plumbing invisible? Like from the mod "stuffed conduits - hidden power conduits", you can make from different materials but you can't actually see them.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on March 06, 2017, 11:57:38 AM
didn't really want to do a bury mode or a pipe that's just totally invisible, so i have been trying to get pipes to sit in between the ground and floors in the same layer as scatterables so you just need to floor over them, i spent a while figuring out how the sectionlayer draws altitude and i think i can do it, i'm busy trying to finish off rimushima v3 first though because people have been waiting a long time
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Defection on March 08, 2017, 07:40:46 PM
didn't really want to do a bury mode or a pipe that's just totally invisible, so i have been trying to get pipes to sit in between the ground and floors in the same layer as scatterables so you just need to floor over them, i spent a while figuring out how the sectionlayer draws altitude and i think i can do it, i'm busy trying to finish off rimushima v3 first though because people have been waiting a long time
It was just an idea, i didn't know you were doing other mods at the moment. Sorry and thanks for reply  :) Rimushima also great mod. I used it in A15 .Take your time and good luck!!
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Ruisuki on March 08, 2017, 08:13:35 PM
How would that work? I've heard a similar thing can be done to hide conduits on the ground; laying paved tiles over them. If you laid down flooring first would you simply be able to remove flooring and then readd it to hide the pipes? Or would you need to delete everything and be sure to lay down pipes then floor?
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on March 08, 2017, 08:31:08 PM
would just be setup so the pipes are drawn at an altitude between the natural terrain and floors, terrain and floors have different altitudes in the enum but using that doesn't seem to work when it comes to actually drawing them, if i set the pipe to the terrain altitude it still printed above floors, its probably because of how everything is drawn in the sectionLayer print functions so i need to snoop around in there a bit more
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Defection on March 09, 2017, 02:25:45 PM
Or textures of pipes can be invisible?
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on March 09, 2017, 02:41:58 PM
if you just want them to always be invisible you can replace the pipe atlas in the textures folder with a blank png
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Defection on March 10, 2017, 06:49:38 PM
I know, but your textures are good. Not sure if i want them visible or not  ;D
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Trigon on March 11, 2017, 12:30:27 AM
I like the pipes and optimally they would work exactly how you're going for, with the layer between the ground and the floor. I actually like running them through gardens and pretending they're irrigation systems of a sort.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Ruisuki on March 14, 2017, 06:38:48 AM
do you get a mood bonus for keeping yourself clean or only avoid the malus achieved when under 30%
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Codexehow on March 14, 2017, 09:22:42 AM
I *think* I've seen a "squeaky clean" buff, but could be wrong.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Sinza on March 14, 2017, 11:05:09 AM
Hey Dub,

is it possible to increase the area which is lit up by the windows? I would quite like it to be the double range.
I already tried to change the code like this but this didnt change it:
Code: [Select]
<comps>
<li Class="CompProperties_Glower">
<overlightRadius>8</overlightRadius>
<glowRadius>5</glowRadius>
<glowColor>(0,0,0,0)</glowColor>
</li>
</comps>

Greetings Cedric
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Trigon on March 14, 2017, 11:16:06 AM
I've noticed both clean and squeaky clean buffs. Squeaky clean is +10 and regular clean is 3-5 iirc.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on March 14, 2017, 04:54:27 PM
Hey Dub,

is it possible to increase the area which is lit up by the windows? I would quite like it to be the double range.
I already tried to change the code like this but this didnt change it:
Code: [Select]
<comps>
<li Class="CompProperties_Glower">
<overlightRadius>8</overlightRadius>
<glowRadius>5</glowRadius>
<glowColor>(0,0,0,0)</glowColor>
</li>
</comps>

Greetings Cedric

It gets scaled up in the code, i made it 3x3 because i was getting some strange overlap problem with the glow grid where sometimes cells would be stuck at 50% lit when they should be 100. So you have to stick to 3x3 lit area with 2 cell gaps between each light. I fiddled around some more today to see if i could work out why it does that but didn't get anywhere
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Sinza on March 14, 2017, 05:13:28 PM
It gets scaled up in the code, i made it 3x3 because i was getting some strange overlap problem with the glow grid where sometimes cells would be stuck at 50% lit when they should be 100. So you have to stick to 3x3 lit area with 2 cell gaps between each light. I fiddled around some more today to see if i could work out why it does that but didn't get anywhere

Ok. Thank you for your answer and for your great mods!
Keep the good work up.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Ruisuki on March 16, 2017, 11:58:48 PM
1. why do hammers and power drills both give bonuses to construction? I thought a hammer would be used for sculpting. Whats the incentive to use one over another?

2. Any way to make these tools available to colonists who are incapable of violence? Probably not since they double as weapons right?
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on March 17, 2017, 09:58:15 AM
hammers are much cheaper and faster to craft than power drills, if you are tight on resources or time then you might consider using hammers instead, crafters already get the tool boxes and these tools are just handheld versions with the same stat boosts for mobile jobs. The non violent equipping thing is annoying, i haven't had time to look for ways to trick them into equipping, and they need to be weapons rather than accessories because i want the situations where you might be fighting off people using nothing but hammers and pick axes, and in mars its fun when jeff goes insane and tries to kill everyone with a power drill
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Ruisuki on March 23, 2017, 08:57:18 PM
does cleanliness impact infection chances at all?
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on March 23, 2017, 09:06:47 PM
does cleanliness impact infection chances at all?

Nope its just mood for now, not sure what stats i could offset to do that, maybe possible by adding a hidden hediff when cleanliness falls below the minimum sort of natural sweat level when they get exposed to blood and guts and other nasty stuff
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Ruisuki on March 26, 2017, 01:19:10 AM
More of an incentive to keep places clean ya.
 Anyone know if skylights work over mountains btw? Probably shouldnt right

Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on April 13, 2017, 09:35:39 PM
Updates incoming soon.

Skylights have been tweaked to try fix the 50% lit bug and have much wider radius.

In response to the news that self healing is being added to A17 i have changed the medkits in Rimkit so they are no longer a work giver which was fiddly, and instead the kits are now a consumable accessory with a limited number of uses, and they add 3 buttons that allows the wearer to bandage their own wounds on the spot, or find the nearest best bed to bandage in, or bandage others on the spot, so you can do bandaging in the middle of a firefight or have dedicated medics running around patching people up without needing beds, i also added a glitter medkit.

As for bad hygiene, now that hospitality has been updated to include the required job drivers for the hygiene needs i have turned the needs back on for visitors which seems to be working happily. Underfloor pipes are now standard, so you can see them above dirt and rock but they are hidden under layered flooring. Pawns will now hold it in while drafted, and make multiple attempts to use bathrooms before giving up and taking a dump on the floor. I copied over the new pipe code from Rimatomics which eliminates the stutters from blowing up sections of pipe and improves performance on large bases.

And my central heating is finally up and running as you can see in the snap below. You get white and stuff based radiators with temp control, a duel-fuel stove that runs on chemfuel and wood, an electric immersion heater and solar heaters, these all directly heat the radiators which then act like normal old electric heaters but they will hold a small amount of heat for a while if the boilers fail for any reason, and you can add large hot water storage tanks to build up a big buffer of hot water for coldsnaps or powercuts and such. Baths and showers don't require hot water yet because i want to keep the central heating part optional for now, i might add that in a17 with some other bits and bobs depending on how rivers will work.

(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-04-14-01_12_17.png)
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Ruisuki on April 13, 2017, 10:26:55 PM
The true homie dubs putting in work. This is awesome, love the heating addition specially given redisheat has been throwing problems. That and vanilla drop 3x heaters in a hallway heating is so lame. Is there any chance of us seeing a spacer aesthetic variant for what we see above sometime in the far future?
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on April 13, 2017, 11:44:39 PM
thanks :D it should make heating simpler and a bit more stable since you can just plop a stove or boiler and slap rads in every room and not have to worry about vents or having power usage spiking up and down when the heaters decide to ramp up and down.

At the moment the rads only use up the heat they need to warm the room so once it reaches the desired temp its kind of like if a person closes the valve, then the room just needs topping up with little blips of heat and then rads behave like mini versions of the hot water storage tank, with lots of stored heat sudden loss of power or fuel or cold snaps wont claim your hydroponics or toes anymore, and when the weather warms up you can just switch of the central heaters rather than zooming out and doing a select all on individual heaters to flick them all off.

The solar heaters should be a bit hit and miss because i want to make them sensitive to cold ambient temps, so they might be a good way to store up lots of free heat in the large hot water tanks if its the right season and biome because when they do work they will be super powerful, but big and fugly.

And a spacer version of the boilers would just be the immersion heater but in a silver box with a blinky light, which is probably what the mars version will be with a built in CH4 burner, maybe i could just use that but make it a dual electric and chemfuel burner.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on April 14, 2017, 12:14:21 AM
Another situation could be if you had cold weather, built loads of heaters and power generation, then it warms up again and you have bucket loads of excess power so you decide to build hydroponics and autodoors and other crap to make use of it all, and then a cold snap strikes and all your heaters decide to run full blast at the same time and gulp all the power in your batteries. Then instead of having to go nuts building fireplaces everywhere, and even if you don't have a big hot water tank spare to keep rads on, you could just go switch on the spare stove heater and voila all your radiators are back up to temp because its isolated from the power grid, so its easy to reconfig the central heating source from 1 type to another instantaneously to keep the rads hot, as opposed to electric heaters where you would have to start up some generators and start running around switching off all non essentials to make sure the power gets just to those heaters and fast or you start losing crops and toes then jeff goes mad and starts stabbing people and your colony spirals out of control.

Just a thought  :P
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Ruisuki on April 14, 2017, 02:08:42 AM
Yeah ive had an empty room just sitting there for weeks. Had planned to make it a utility, maintenance room until I found theres so few items that would qualify as such, until this mod and its update. Perfect place to store the fugly tanks
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Kassidoo on April 22, 2017, 08:08:55 AM
Hi
When do you think next version is ready? :)
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on April 22, 2017, 10:12:28 AM
today
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: faltonico on April 23, 2017, 05:34:43 PM
Just so you know, Steam Skylight is not the same as this in the forums.
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on April 23, 2017, 06:44:05 PM
the updates for hygiene rimkit and skylights are all up on steam, and im fixing the bugs that are getting reported before i upload here
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: faltonico on April 23, 2017, 08:58:11 PM
I though you didn't update it yet, last update is dated 5 april. Sry for that.
In another matter, you made me install steam to get your new Hygiene, i got this set of errors when forcing a pawn to use a toilet... it literally swallowed her xD
Code: [Select]
Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.PawnUtility.GetPosture (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at Verse.PawnCollisionTweenerUtility.PawnCollisionPosOffsetFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.PawnTweener.TweenedPosRoot () [0x00000] in <filename unknown>:0
  at Verse.PawnTweener.ResetTweenedPosToRoot () [0x00000] in <filename unknown>:0
  at Verse.PawnTweener.PreDrawPosCalculation () [0x00000] in <filename unknown>:0
  at Verse.Pawn_DrawTracker.get_DrawPos () [0x00000] in <filename unknown>:0
  at Verse.Pawn.get_DrawPos () [0x00000] in <filename unknown>:0
  at RimWorld.SelectionDrawer.DrawSelectionBracketFor (System.Object obj) [0x00000] in <filename unknown>:0
  at RimWorld.SelectionDrawer.DrawSelectionOverlays () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update()
Verse.Root_Play:Update()

Code: [Select]
Object reference not set to an instance of an object
  at RimWorld.RestUtility.CurrentBed (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.RestUtility.InBed (Verse.Pawn p) [0x00000] in <filename unknown>:0
  at RimWorld.ColonistBarColonistDrawer.DrawIcons (Rect rect, Verse.Pawn colonist) [0x00000] in <filename unknown>:0
  at RimWorld.ColonistBarColonistDrawer.DrawColonist (Rect rect, Verse.Pawn colonist, Verse.Map pawnMap) [0x00000] in <filename unknown>:0
  at RimWorld.ColonistBar.ColonistBarOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceOnGUI_BeforeMainTabs () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
I attached the modsconfig.xml just in case, If i can help you with anything else just say so.
Thank you for all of your work with your mods, i really appreciate all that effort.

[attachment deleted by admin due to age]
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: Dubwise on April 23, 2017, 09:05:27 PM
Haha, yer thats one of the bugs im fixing now, the steam comments are spammed with it
Title: Re: [A16] Dubs Bad Hygiene v1.0.3 | Rimkit v1.0.2 | Skylights v1.0.1
Post by: faltonico on April 23, 2017, 09:08:59 PM
Haha, yer thats one of the bugs im fixing now, the steam comments are spammed with it
I noticed that xD
But you wont get a tidy error report such as this there ;p
Also, for some reason this error string doesn't seem to appear in the log, only on screen, attached image.

[attachment deleted by admin due to age]
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on April 26, 2017, 01:59:10 AM
Updated all 3 mods to match the current versions on steam.

Skylights now uses a 100% light with a radius that increases as the sun light level increases, instead of changing the % of light inside a radius which caused it to get stuck at 50% lit.

In response to self healing being added to A17 the medkits in rimkit no longer use a job driver to self heal, instead the medkits are a consumable item with 3 buttons, allowing the wearer to bandage their own wounds on the spot, in the nearest bed, or bandage someone else, this also clears up the confusion caused by pawns ignoring the job to heal themselves because its not time to work. Also added a glitterkit.

Hygiene now includes a central heating system which is entirely optional, the pipe systems have been upgraded to increase performance and are now hidden under constructed floors. The needs have been enabled for visitors for use with Hospitality. Drafted pawns no longer soil themselves and will just hold it in, and if all toilets are in use then pawns will look for something else to do then try again up to 10 times before resorting to open defecation.
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: sidfu on April 28, 2017, 08:03:45 AM
already found 2 bug.

1.dub u have the radiators set to <drawSize>(3,3)</drawSize> size they should be <drawSize>(1,1)</drawSize>. 3x3 is nearly size of a solar panel.
2. every so often a radiator can get stuck at 97.5% heat. they work fine and it reset after it actualy use heat
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on April 28, 2017, 01:15:44 PM
already found 2 bug.

1.dub u have the radiators set to <drawSize>(3,3)</drawSize> size they should be <drawSize>(1,1)</drawSize>. 3x3 is nearly size of a solar panel.
2. every so often a radiator can get stuck at 97.5% heat. they work fine and it reset after it actualy use heat

nope they should be 3x3, the actual building size is a different node, most of my graphics have a larger draw size than the actual building size, so for example the radiator fits snug against walls, or so the shower heads look like they have some height.

And i don't quite understand what you mean with the radiator bug, the radiators are a buffer that's used as it fills so it wont reach 100%, its always using some to heat the room and they also bleed off heat even if the rooms above the temp setting so you cant store the heat forever.
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Kassidoo on April 28, 2017, 02:12:41 PM
Hi!
So one of my Colonist decided that running into our own trap was a good idea so he lost his arms. Now I keep getting this error:
Code: [Select]
Found priority 9 for a pawn incapable of cleanBedpan. Did you add/change mods without starting a new game?
Verse.Log:Error(String)
Fluffy_Tabs.PawnPrioritiesTracker:GetPriority(WorkGiverDef, Int32)
Fluffy_Tabs.PawnPrioritiesTracker:GetPriority(WorkGiverDef)
Fluffy_Tabs.<>c__DisplayClass9_0:<_CacheWorkGiversInOrder>b__1(WorkGiver)
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToArray(IEnumerable`1)
System.Linq.QuickSort`1:.ctor(IEnumerable`1, SortContext`1)
System.Linq.<Sort>c__Iterator21:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Fluffy_Tabs.Detours_WorkSettings:_CacheWorkGiversInOrder()
RimWorld.Pawn_WorkSettings:get_WorkGiversInOrderEmergency()
RimWorld.JobGiver_Work:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()


I see it mention that the fluffy work tab mod, but the cause of the error is the latrine so I dont know which fault it is.
I am on my way to give him new arms, its just laggin everytime the error popsup
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: faltonico on April 28, 2017, 09:35:19 PM
Hi there!
Skylights are at 100% brightness even when there is a volcanic winter outside and the map brightness is 86%.
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on April 28, 2017, 09:41:28 PM
Hi there!
Skylights are at 100% brightness even when there is a volcanic winter outside and the map brightness is 86%.

only thing i can do about that is make them not work at all during volcanic winter, i had to remove the % based light because overlapping areas were getting stuck at 50% lit
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Headshotkill on April 29, 2017, 12:37:49 PM
Hi there!
Skylights are at 100% brightness even when there is a volcanic winter outside and the map brightness is 86%.

only thing i can do about that is make them not work at all during volcanic winter, i had to remove the % based light because overlapping areas were getting stuck at 50% lit

Seems legit, the ash would land on it and block out all the light.
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Autocthon on May 05, 2017, 05:57:58 AM
I can't say for certain but I think there is a limit on how much plumbing that can be layed. Granted I am using a lot of plumbing but past a certain point, just as I go to lay a length of pipe the game crashes straight to desktop, no freeze or pause just insta crash. So could I be right or could a mod conflict cause this?
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on May 05, 2017, 06:46:35 AM
I just spammed a few thousand sections of pipes without any problems, it could be a specific cell that you are trying to build on that's fubar and making something else spaz out and cause the crash
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Autocthon on May 05, 2017, 01:34:06 PM
I just spammed a few thousand sections of pipes without any problems, it could be a specific cell that you are trying to build on that's fubar and making something else spaz out and cause the crash

That would make sense, however this is the second game I've ran into this problem. I started the new game to test if maybe I had a corrupt save or something. Last night after I posted here I pruned the plumbing on my base extensively and can now lay pipe with no issues again. I'm thinking  it may a limitation on my hardware to render that much pipe (which would be weird because my PC exceeds the specs on the game), or the game engine can't handle that much pipe, or there's a messed up cell, like you said.

I should mention I wanted an extensive mountain to build in so I used the lay rock 21x21 command a fair bit. Could that be the culprit? Oh and I'm using a map at the largest size.
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on May 05, 2017, 02:07:03 PM
yeah the dev tools have a tendency to introduce errors, i get them all the time using god mode to build bases quickly for testing, or when clearing large sections of a base, the pipes are drawn the same way as conduit so probably not that
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on May 05, 2017, 02:12:43 PM
Quote
I should mention I wanted an extensive mountain to build in so I used the lay rock 21x21 command a fair bit. Could that be the culprit? Oh and I'm using a map at the largest size.
Since you played on a large map, and RW is still just a 32bit, could it be possible that RW run out of memory and crashed at this way ?
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on May 05, 2017, 02:42:44 PM
Oh i missed the bit about it being max size map, i never test on anything bigger than standard map size, at those sizes everything's just at your own risk

I just figured out a simpler solution for managing clothes in baths and showers, pawns are naked but the clothes are never removed which means you wont get cold alerts and it removes the need for a custom nude thought worker class, need to test it a little more but it will probably be included in the A17 patch along with a fix for the skynet mod, and new sewage outlets for rivers so medieval games can have plumbing without power if there is a river nearby
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: ChairmanPoo on May 07, 2017, 03:21:27 PM
Suggestion: add a way to stop fueling multi-fuel stoves as to save fuel in warm seasons...
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: faltonico on May 07, 2017, 08:01:58 PM
Incapacitated prisoners always seem to soil themselves, colonist do clean them (as in wash them), but they as far i have seen, never prevent them from soiling themselves, it doesn't happen with colonist though.
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: AngleWyrm on May 07, 2017, 10:42:20 PM
Some inspiration

(http://file.answcdn.com/answ-cld/image/upload/f_jpg,w_672,h_275,c_fill,g_faces:center,q_70/v1413386897/gbqu3tfuslkdm4qiaiqp.jpg)(https://urbanemergence.files.wordpress.com/2011/11/untitled-1.jpg)(http://www.romeacrosseurope.com/wp-content/uploads/2016/10/Typical-Road.jpg)(http://www.romanaqueducts.info/aquasite/foto/womeninbathbuilding.jpg)

Night Soil (https://en.wikipedia.org/wiki/Night_soil#Uses_in_agriculture)
(https://upload.wikimedia.org/wikipedia/commons/thumb/0/09/Sand_drying_bed_for_emergency_septage_treatment_Oxfam_Philippines.jpg/1024px-Sand_drying_bed_for_emergency_septage_treatment_Oxfam_Philippines.jpg)
Quote
Human excreta may be attractive as fertilizer because of the high demand for fertilizer and the relative availability of the material to create night soil. In areas where native soil is of poor quality, the local population may weigh the risk of using night soil.

The use of unprocessed human feces as fertilizer is a risky practice as it may contain disease-causing pathogens. Nevertheless, in some developing nations it is still widespread. Common parasitic worm infections, such as ascariasis, in these countries are linked to night soil use in agriculture, because the helminth eggs are in feces and can thus be transmitted from one infected person to another person.

These risks are reduced by proper fecal sludge management, e.g. via composting. The safe reduction of human excreta into compost is possible. Some municipalities create compost from the sewage sludge, but then recommend that it only be used on flower beds, not vegetable gardens.
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dr_Zhivago on May 18, 2017, 01:02:35 PM
How exactly did you manage to get the pipes to be invisible under built flooring?
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on May 18, 2017, 01:17:09 PM
How exactly did you manage to get the pipes to be invisible under built flooring?
during the 4 way cardinal check for the PrintPlane in the linked graphic class i just skip cells where the terrain is layerable, and in in the pipes building class i do the same thing for the graphic but return a blank graphic, works for now
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Fregrant on May 21, 2017, 11:09:33 AM
Would be so good, if we could to wash these dead-man clothes before patching the bullet holes, and make it brand new)
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dr_Zhivago on May 21, 2017, 11:37:33 AM
Just realized there is an english error when a pawn has to go to the bathroom for the bladder need. It says "I need to go so bad I'm about to burst!" however the need label is spelled "Busting" instead of "Bursting".
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: StormProxy on May 23, 2017, 08:38:48 AM
is there a reason that the Water treatment plant always breaks each hour in game. or am i not doing something right. please help.
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on May 23, 2017, 09:39:40 AM
is there a reason that the Water treatment plant always breaks each hour in game. or am i not doing something right. please help.

Click on the sewage treatment and check its capacity, if its over then add more, the further it is over 100% the more likely it is to break
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Patrick on May 24, 2017, 06:26:57 AM
One Thing Does The Hygene Works For Prisoners?
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: faltonico on May 24, 2017, 07:39:39 AM
Incapacitated prisoners always seem to soil themselves, colonist do clean them (as in wash them), but they as far i have seen, never prevent them from soiling themselves, it doesn't happen with colonist though.
Welp, i just find out they have to be in a medical bed for them not to poop themselves.
Is there a way to change that?
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on May 24, 2017, 10:10:15 AM
One Thing Does The Hygene Works For Prisoners?

Yup, and visitors if you are running Hospitality

Incapacitated prisoners always seem to soil themselves, colonist do clean them (as in wash them), but they as far i have seen, never prevent them from soiling themselves, it doesn't happen with colonist though.
Welp, i just find out they have to be in a medical bed for them not to poop themselves.
Is there a way to change that?

Nope that's how it works, if someone is bedridden then just set the bed to medical, i don't have a bedpan next to my bed so it makes sense to me

Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on May 25, 2017, 02:39:23 PM
Updated to 17

Skylights and Rimkit are just plain a17 patches.

Hygiene update:
Added sewage outlets that connect to rivers, like an unpowered version of the sewage processor.
Added built in shower which lets you see floor tiles.
Burn barrels can now be crafted into fecal sludge which can then be used to make night soil.
Bathroom fixtures now all have crafting quality to boost bathroom impressiveness.
Bathroom fixtures can be reinstalled.
Pipes no longer have negative beauty.
Fixes for skynet and starvation mods.
New research setup, medieval stage for unpowered, industrial for powered.
Latrines can now be plumbed.
Sewage processor capacity doubled.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: EldVarg on May 25, 2017, 05:26:14 PM
Hurrah! Good job!
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on May 25, 2017, 10:57:21 PM
hygiene patched, fixed spammy d&v tending
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: ZE on May 26, 2017, 09:25:17 AM
can you reduce the power requirement for the heater? its a bit pricey for the output imho, also i'd like to suggest either a standalone or compatability for veggie garden to turn waste into fertilizer
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on May 26, 2017, 12:28:06 PM
can you reduce the power requirement for the heater? its a bit pricey for the output imho, also i'd like to suggest either a standalone or compatability for veggie garden to turn waste into fertilizer

Make sure you are building enough radiators to make use of all of the generated heat, once you get to the point where you would need 6 standard electric heaters and lots of ventilation to move the heat around then the immersion heater with rads in each room should be much more efficient, people complain its too powerful, I could half the power usage and heat output so its better for very early game when you only have a few rooms, would just mean you have to build more for bigger bases, if you are in a mild climate and you just want to bump your temps up a few degrees then try using the solar heater + a storage tank. I could maybe look into doing stuff like scheduling on the heaters like a proper thermostat and that kinda stuff later if people really enjoy using the central heating

As for fertilizer i don't really want to get into cross mod stuff, the night soil causes diseases if you use it and its meant to be a last resort if you have no fertile soil around so wouldn't make sense to be able to make all sorts of high quality soil from other mods out of it, so just use the other mods correct procedure for making soil the way the author intended, of course if you want you can make up your own recipes for anything.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: NemesisN on May 27, 2017, 01:25:16 PM
I don't get how Solar heater works ?

I place it outside on the sun it does not produce heat for my water tank, I place it inside and cool the room to -35 Celsius and still does not produce heat for my water tank

It said in info tab that it needs to be under -35 Celsius so what am I doing wrong ?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on May 27, 2017, 01:59:54 PM
It said in info tab that it needs to be under -35 Celsius so what am I doing wrong ?

no no it needs a minimum of -30c or higher to work, so in direct sunlight at -30c or less it will produce 0 heat. The higher the ambient temp the more heat it can produce up to a maximum of +30c where the heat output is then capped, so its possible to use them in below freezing temperatures but they will be very inefficient.

I'll change the description so its much clearer
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on May 27, 2017, 05:12:21 PM
Hygiene updated to 1.2.2

Fixed a bug in baths which messed up the def, which might have caused problems with some mods like fluffys breakdowns.
Baths now give passive joy.
Added the placeworker to radiators to outline rooms.
Doubled the speed of showering.
Tripled the speed of using toilets.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Headshotkill on May 27, 2017, 05:33:51 PM
The Sims: A cosmic adventure [EXPANSION PACK]
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: SuicideRey on May 28, 2017, 03:07:38 AM
Is there any way to set the priority for using the toilets?
I'm tired of my pawns soiling themselves because there was something else they deemed more important.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on May 28, 2017, 08:56:46 AM
Is there any way to set the priority for using the toilets?
I'm tired of my pawns soiling themselves because there was something else they deemed more important.

I'll put in a few more checks so the situation has to be more extreme for them to soil themselves
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: GrumpyProgrammer on June 01, 2017, 02:54:29 PM
Let me just say that I love this mod! Making plumbing and sewage systems is oddly cathartic.

I do have some suggestions:

First, the initial plumbing research requires a river for the sewage outflow pipe; this is a very situational limitation. This effectively means that this tier of research is only really useful for the radiators and heat (which are still quite useful!), as toilets and bathing is really unlikely to have the geographical location for it. Some alternate means on the same tier if you don't have a river on the map would be nice; maybe the ability to dig sewage pits that the outflow pipe can dump into and which require some poor sob to periodically clean out, producing X amount of night soil/burnable waste?

At the same token, changing the error message when pipes are connected to an object but there isn't an outflow pipe or sewage treatment plant attached to the plumbing network would be nice. The "needs plumbing" message is a bit ambiguous when one has pipes already attached.

Further, are you planning to add some form of cooling along with the heating system you now have? ReDist Heat is apparently no longer being updated and it would be nice to have some kind of centralized mod for both heating and cooling.

Also, I'm curious why you have two forms of the various plumbing fixtures: stuffed versions and "white" versions. This isn't a complaint or anything, I'm just curious why the "white" versions are there. Is it just an aesthetics thing?

Thanks again for the great mod!
Title: Re: [A16] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: faltonico on June 01, 2017, 04:05:03 PM
Nope that's how it works, if someone is bedridden then just set the bed to medical, i don't have a bedpan next to my bed so it makes sense to me
No need to occupy a medical bed for a shattered spine.
But is it your call.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on June 01, 2017, 05:23:42 PM
Thanks, I added white versions of everything because there isn't any stuff that can make things white and normally fixtures and pipes are white.

And I added the sewage outlet so there is something that actually makes rivers useful, because right now they are pointless and you have no reason to settle next to one, i'll probably add the radial water terrain counter to it again so you can use oceans or lakes that have enough cells, the last version didn't even have them and all biomes have different challenges so now if you want easy sewage then now you can settle next to a river, i didn't really want you to be able to just dump sewage onto the ground or in a small pond because then you could smash 30 outlets down with the sewage just vanishing and not building up like in cities skylines, with a river it makes sense because of the running water.

As for cooling I could make a central air system just exactly the same as radiators but with the graphic replaced. To make things more technical I could split the pipes up into plumbing, heating, and air ducts. I could do other stuff like require heaters for hot showers and baths, could require a ground or river water pump for all the water. Not sure how far to go with the detail because in MarsX i like to track every unit of air and water and humidity and so on.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: GrumpyProgrammer on June 01, 2017, 06:20:22 PM
Thanks, I added white versions of everything because there isn't any stuff that can make things white and normally fixtures and pipes are white.

Fair enough. I was just curious.

Quote
And I added the sewage outlet so there is something that actually makes rivers useful, because right now they are pointless and you have no reason to settle next to one, i'll probably add the radial water terrain counter to it again so you can use oceans or lakes that have enough cells, the last version didn't even have them and all biomes have different challenges so now if you want easy sewage then now you can settle next to a river, i didn't really want you to be able to just dump sewage onto the ground or in a small pond because then you could smash 30 outlets down with the sewage just vanishing and not building up like in cities skylines, with a river it makes sense because of the running water.

Understood (and I did wonder why a big lake wasn't suitable for sewage disposal -- good to hear it might reappear in a later version). That's why I suggested some sort of open sewage pit for areas without running water; it'd be extra infrastructure you'd need to build and maintain if you settle in an area without a river. It might be an idea to add a negative thought if a pawn passes by a sewage pit or shallow water connected to a sewage pipe as a way to further make wanting to handle sewage better more attractive.

-15 Disgusted by Raw Sewage

Quote
As for cooling I could make a central air system just exactly the same as radiators but with the graphic replaced. To make things more technical I could split the pipes up into plumbing, heating, and air ducts. I could do other stuff like require heaters for hot showers and baths, could require a ground or river water pump for all the water.

I like spitting the three types of plumbing. As for showers and baths, maybe just have a negative thought when forced to use cold showers? -5 Cold Shower/Bath? It shouldn't completely negate the Squeaky Clean thought, but is still an impetuous to get a hot water system running.

Some sort of pumping mechanism to get water into the system would be nice as well. Maybe some kind of "catchment bucket" that fills based on rain as a low-tech measure of getting water?

Doing this would probably necessitate also adding water tanks of some type as well. So a full plumbing system would require at least: a means to gather water, a water tank to store it (this would be a cheaper version of the Hot Water Storage tank now used; maybe half the cost since it doesn't care about insulation to retain heat as much?), a fixture (sink/toilet/shower/etc) to use it, sewage handling to deal with waste water, and plumbing to tie it all together.

An advantage of the Sewage Treatment machine could be to recycle some or all of the waste water back into the system. If you really want to get crazy, you could have a machine that hooks up to the Sewage Treatment plant and produces sterilized fertilizer from it (which would be similar to Night Soil except without the sickness boost). Bonus points for Vegetable Garden integration if that mod is present and having the machine make VG fertilizer. This would make it worth using Sewage Treatment even on maps with a river.

Really, though, I don't know exactly how much work you want to put in the mod. It's great as it is!

Quote
Not sure how far to go with the detail because in MarsX i like to track every unit of air and water and humidity and so on.

Well, I personally like that kind of detail, but it might be good to put up a poll to see if people using your mod would prefer the more generalized mechanics that are now used.

As for pie-in-the-sky suggestions: would jacuzzis or pools be possible? They'd satisfy Joy and maybe give a thought. For added hilarity, have jacuzzis allow the Lovin' interaction.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: kosh401 on June 01, 2017, 07:21:24 PM
As for cooling I could make a central air system just exactly the same as radiators but with the graphic replaced. To make things more technical I could split the pipes up into plumbing, heating, and air ducts. I could do other stuff like require heaters for hot showers and baths, could require a ground or river water pump for all the water. Not sure how far to go with the detail because in MarsX i like to track every unit of air and water and humidity and so on.

I keep meaning to check out MarsX, will have to this weekend.

A cooling and air system would be great additions to round out this mod. I don't think moisture tracking would be necessary unless you do something with an advanced greenhouse/hydroponics type of room. Just being able to create and control the flow of hot/cold air would be pretty awesome (Redistheat is a good mod but often takes a while to update).

Anyway love this mod as-is too, thanks for it!
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: spyfox321 on June 01, 2017, 08:19:39 PM
I think the additions of water towers which hold water (Same mechanics as batteries) and collect water when it's raining would be a good addition to the game so we can play on maps without rivers.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Platonov555 on June 05, 2017, 05:25:00 AM
One of the best mods, felt like game was missing these really bad. Houses felt empty.
Keep it up! And thanks for your time.

2 questions:

1. Is there a simple guide to building these systems? I don't understand how all these pieces fit together, to make it work. Like where do I place treatment tanks, for example? Or whats the right way to lay pipelines?

2. Feels like the major piece that's missing is central cooling system. Any plans to implement that?

Such an excellent, real content mod. Again, thanks.  :D :D :D
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: petrat852 on June 06, 2017, 04:12:30 AM
I love the beginning of the mod with the latrine and wash bucket. However, when I start the game and have this as my only mod active, I get this:

Code: [Select]
RimWorld 0.17.1557 rev1153
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

ReflectionTypeLoadException getting types in assembly DubsBadHygiene: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0

Loader exceptions:
   => System.TypeLoadException: Could not load type 'DubsBadHygiene.ThinkNode_HygienePrioritySorter' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'DubsBadHygiene.JobDriver_takeShower+<>c__DisplayClass0_0' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'DubsBadHygiene.JobDriver_takeShower+<MakeNewToils>d__0' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'Verse.IThingContainerOwner' from assembly 'Assembly-CSharp, Version=0.16.6198.16102, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'Verse.IThingContainerOwner' from assembly 'Assembly-CSharp, Version=0.16.6198.16102, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass30_0' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<GetFloatMenuOptions>d__30' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<GetGizmos>d__36' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass12_0' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<GetFloatMenuOptions>d__12' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.

Verse.Log:Error(String)
Verse.ModAssemblyHandler:AssemblyIsUsable(Assembly)
Verse.ModAssemblyHandler:ReloadAll()
Verse.ModContentPack:ReloadContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: Could not register node named "BasedMom" in mod 836308268 because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: Could not register node named "DubsDirtyPipeBase" in mod 836308268 because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: Could not register node named "DubsDirtyBasinBase" in mod 836308268 because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: Could not register node named "DubsDirtyTerletBase" in mod 836308268 because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: Could not register node named "DubsDirtyBathtubBase" in mod 836308268 because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: Could not register node named "DubsDirtyShowerBase" in mod 836308268 because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Tried to load duplicate UnityEngine.AudioClip with path: misc/defecate
Verse.Log:Warning(String)
Verse.ModContentHolder`1:ReloadAll()
Verse.ModContentPack:<ReloadContent>m__8A9()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Tried to load duplicate UnityEngine.AudioClip with path: misc/sewage
Verse.Log:Warning(String)
Verse.ModContentHolder`1:ReloadAll()
Verse.ModContentPack:<ReloadContent>m__8A9()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Tried to load duplicate UnityEngine.AudioClip with path: misc/sewageLoop
Verse.Log:Warning(String)
Verse.ModContentHolder`1:ReloadAll()
Verse.ModContentPack:<ReloadContent>m__8A9()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Tried to load duplicate UnityEngine.AudioClip with path: misc/vacuumtoilet
Verse.Log:Warning(String)
Verse.ModContentHolder`1:ReloadAll()
Verse.ModContentPack:<ReloadContent>m__8A9()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Then, when in game (still only mod) and I get to plumbing I can place everything else but when I click on both types of pipes, I get this:
Code: [Select]
RimWorld 0.17.1557 rev1153
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

ReflectionTypeLoadException getting types in assembly DubsBadHygiene: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0

Loader exceptions:
   => System.TypeLoadException: Could not load type 'DubsBadHygiene.ThinkNode_HygienePrioritySorter' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'DubsBadHygiene.JobDriver_takeShower+<>c__DisplayClass0_0' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'DubsBadHygiene.JobDriver_takeShower+<MakeNewToils>d__0' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'Verse.IThingContainerOwner' from assembly 'Assembly-CSharp, Version=0.16.6198.16102, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type 'Verse.IThingContainerOwner' from assembly 'Assembly-CSharp, Version=0.16.6198.16102, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass30_0' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<GetFloatMenuOptions>d__30' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<GetGizmos>d__36' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<>c__DisplayClass12_0' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.
   => System.TypeLoadException: Could not load type '<GetFloatMenuOptions>d__12' from assembly 'DubsBadHygiene, Version=0.10.0.0, Culture=neutral, PublicKeyToken=null'.

Verse.Log:Error(String)
Verse.ModAssemblyHandler:AssemblyIsUsable(Assembly)
Verse.ModAssemblyHandler:ReloadAll()
Verse.ModContentPack:ReloadContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: Could not register node named "BasedMom" in mod 836308268 because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: Could not register node named "DubsDirtyPipeBase" in mod 836308268 because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: Could not register node named "DubsDirtyBasinBase" in mod 836308268 because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: Could not register node named "DubsDirtyTerletBase" in mod 836308268 because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: Could not register node named "DubsDirtyBathtubBase" in mod 836308268 because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

XML error: Could not register node named "DubsDirtyShowerBase" in mod 836308268 because this name is already used in this mod.
Verse.Log:Error(String)
Verse.XmlInheritance:TryRegister(XmlNode, ModContentPack)
Verse.XmlInheritance:TryRegisterAllFrom(LoadableXmlAsset, ModContentPack)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Tried to load duplicate UnityEngine.AudioClip with path: misc/defecate
Verse.Log:Warning(String)
Verse.ModContentHolder`1:ReloadAll()
Verse.ModContentPack:<ReloadContent>m__8A9()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Tried to load duplicate UnityEngine.AudioClip with path: misc/sewage
Verse.Log:Warning(String)
Verse.ModContentHolder`1:ReloadAll()
Verse.ModContentPack:<ReloadContent>m__8A9()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Tried to load duplicate UnityEngine.AudioClip with path: misc/sewageLoop
Verse.Log:Warning(String)
Verse.ModContentHolder`1:ReloadAll()
Verse.ModContentPack:<ReloadContent>m__8A9()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Tried to load duplicate UnityEngine.AudioClip with path: misc/vacuumtoilet
Verse.Log:Warning(String)
Verse.ModContentHolder`1:ReloadAll()
Verse.ModContentPack:<ReloadContent>m__8A9()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Initializing new game with mods Core and 836308268
Verse.Log:Message(String)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__850()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
  at DubsBadHygiene.PlaceWorker_Pipe.AllowsPlacing (Verse.BuildableDef def, IntVec3 loc, Rot4 rot, Verse.Thing thingToIgnore) [0x00000] in <filename unknown>:0
  at RimWorld.GenConstruct.CanPlaceBlueprintAt (Verse.BuildableDef entDef, IntVec3 center, Rot4 rot, Verse.Map map, Boolean godMode, Verse.Thing thingToIgnore) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.CanDesignateCell (IntVec3 c) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Place.SelectedUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.SelectedUpdate () [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.DesignatorManagerUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update()
Verse.Root_Play:Update()

I would certainly love to play with this mod, but as of now, I don't know if I can play. I have downloaded the mod from Steam. Not sure if that's helpful or not.

Edit: Just downloaded the mod from here and it works perfectly fine from the zip, so something might be up with the Steam Workshop version of it.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: deathstar on June 09, 2017, 07:56:17 AM
Yo dubs!

I have a suggestion to make... ever since the implementation of the Dead Man's Clothing debuff I wanted a way to clean clothes. Since this mod is all about hygiene and already includes a pumping and sewage system, I thought washing machines of some sort would be a really nice addition. There could even be a low-tech version which is just a washboard with a bucket, or just use the washing-bucket and add a bill to it to wash clothes. Perhaps this could take a lot of labour (since it's free otherwise) while the machine does it automatically over time?

Going a step further, maybe there is a positive moodlet for having freshly washed clothes, encouraging some rotation?

Cheers.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: GrumpyProgrammer on June 09, 2017, 05:46:14 PM
I have a suggestion to make... ever since the implementation of the Dead Man's Clothing debuff I wanted a way to clean clothes. Since this mod is all about hygiene and already includes a pumping and sewage system, I thought washing machines of some sort would be a really nice addition. There could even be a low-tech version which is just a washboard with a bucket, or just use the washing-bucket and add a bill to it to wash clothes. Perhaps this could take a lot of labour (since it's free otherwise) while the machine does it automatically over time?

Going a step further, maybe there is a positive moodlet for having freshly washed clothes, encouraging some rotation?

I like this a lot. Laundry as a way to remove the Dead Man's Clothes debuff and to provide a mood boost would be a nice addition. The big question would be how to make the Pawns take off their clothes to be washed; you wouldn't want them to do so if doing so would ruin their heat/cold resistance, for example. Maybe they will only remove clothes for washing if there are other non-dirty clothes available immediately in a stockpile? It would provide a reason for creating a larger cache of clothing other than for sale or when things get too worn.

As a side note, something I'd really like to see is some kind of clothing rack that can contain more than one garment at a time. This is outside the scope of Hygiene and Central heating, but it's still something that really annoys me. Closets have to be huge in Rimworld because only one article of clothing can fit on one square!
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Plasmatic on June 11, 2017, 04:41:54 PM
I have a suggestion to make... ever since the implementation of the Dead Man's Clothing debuff I wanted a way to clean clothes. Since this mod is all about hygiene and already includes a pumping and sewage system, I thought washing machines of some sort would be a really nice addition. There could even be a low-tech version which is just a washboard with a bucket, or just use the washing-bucket and add a bill to it to wash clothes. Perhaps this could take a lot of labour (since it's free otherwise) while the machine does it automatically over time?

Going a step further, maybe there is a positive moodlet for having freshly washed clothes, encouraging some rotation?

I like this a lot. Laundry as a way to remove the Dead Man's Clothes debuff and to provide a mood boost would be a nice addition. The big question would be how to make the Pawns take off their clothes to be washed; you wouldn't want them to do so if doing so would ruin their heat/cold resistance, for example. Maybe they will only remove clothes for washing if there are other non-dirty clothes available immediately in a stockpile? It would provide a reason for creating a larger cache of clothing other than for sale or when things get too worn.

As a side note, something I'd really like to see is some kind of clothing rack that can contain more than one garment at a time. This is outside the scope of Hygiene and Central heating, but it's still something that really annoys me. Closets have to be huge in Rimworld because only one article of clothing can fit on one square!

RT Quantum storage is the solution to that, and hes working on updating it..

I was going to ask if the heating system plays any part in showers or baths or if it's solely for radiators, but having read a few posts it would seem to be completely superflous in a warm biome.

I like the idea of air conditioning, though things can easily get way too complicated and clunky for it's own good, I'd suggest treating plumbing as a general thing, not just one type of liquid.
Aka, one pipe can carry water, hot water, and cold water (though realistically it would be another type of coolant)

Still, Having a central air conditioning place with a cold bearing medium being piped to placed it's needed is a good solution i feel.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: T-Wrecks on June 20, 2017, 06:14:15 AM
Heya. I found a conflict with your toilet mod and Careful Raiders.

Let me start from the beginning.

So I had a raid from a group of cultist assholes who live northwards. They came in about 10 strong with several twisted genewarriors among them. I shot one in the entrance of my kill box and they instantly spread out across my walls trying to find a way in.

The only problem was, the game was now constantly sending me pathing errors about how they couldn't find a way to get to my toilets and the whole raid slowed to a halt. Besieging me without attacking and also without mortars. They just wanted to go to the toilet really bad man. Feels bad.

So I reloaded the save and put a toilet and a hand basin outside the fort. That worked until an enemy died in the entrance again. They immediately went over and destroyed the toilet and hand basin. Explosive diarrhea or somethin' I reckon.

So I tried God mode and put a toilet and hand basin well away from my base, but they instantly trecked over to it.

This poop cult will haunt me for years. I had no idea that rimworld could ever simulate such things.

"Rimworld. The only game 3 mods away from simulating Slanneshi poop cultists!"

But yeah. Is there any way toilet pathing could be turned off while ever there is a raid on? I suspect this could happen without the careful raiders mod as well despite not having tested it. Thanks in advance!
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: PixelBitZombie on June 23, 2017, 01:55:11 PM
1+ for a cooling system. I'm sitting here waiting for Redistribute to update, I've never used it and it looks like a fantastic mod. To be honest I've never noticed that radiators could heat the home, I was completely oblivious to that. So here's hoping you'll manage cooling at some point, I never turn this mod off, its fantastic!
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: HippyChic on June 23, 2017, 06:21:47 PM
Not sure if it has been brought up before but there seems to be an odd interaction with the hot water tanks if you place them next to each other. They seem to provide or generate a lot more heat than I would expect them to.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: blaktek on June 28, 2017, 10:40:35 PM
Thank you for this mod, My colonies weren't enough of a headache as they were.  ;D

One thing, though, the ceramics appliances (the only ones in use for now) seem to have a problem with the breakdown thingie. I have an alert indicating a failure, go there and see the sink or w/e with full HP and a red pulsing icon. I can't repair the thing, the icon never goes away, and the object is still usable.

I use the latest version of Hardore SK, fiddled with, so this mod might not be the culprit.  :)

Screenshot :
https://ibb.co/nmCHk5

Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: sidfu on June 29, 2017, 04:27:50 PM
the repair of stuff not working is due to minefiable being on them. current versison of hcsk has that fixed.
Thank you for this mod, My colonies weren't enough of a headache as they were.  ;D

One thing, though, the ceramics appliances (the only ones in use for now) seem to have a problem with the breakdown thingie. I have an alert indicating a failure, go there and see the sink or w/e with full HP and a red pulsing icon. I can't repair the thing, the icon never goes away, and the object is still usable.

I use the latest version of Hardore SK, fiddled with, so this mod might not be the culprit.  :)

Screenshot :
https://ibb.co/nmCHk5



that is due to them haveing mineifable on them. removing minefable fixes it. its already fixed in the version included with hcsk

if u have a issue with mods in hcsk make sure to ask first in the hcsk thread or better yet jump on discored and ask as there nearly always someone on.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: blaktek on June 29, 2017, 08:58:12 PM
I didn't expect such a quick answer, thank you. I'll get to updating and fiddling some more. :)
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: tarabe on June 29, 2017, 10:20:49 PM
My pawns won't use the facilities when the need arises, I have to do it manually. Please help.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: AngleWyrm on July 04, 2017, 02:54:49 AM
Tier-1
Built a wash basin and latrine; they seem to use it occasionally, but some of the colonists have soiled themselves and are filthy. Is there something the player can do about this situation? Is there a latrine range, or latrines per colonist type of metric we should be optimizing?

Tier-2
Researched basic plumbing and built bath tubs, showers and toilets, but they don't seem to work. There's a demand for plumbing pipes and yet I don't see anywhere to route those pipes to. Am I missing something, or is this mod currently only usable on river tiles and/or after developing electricity?

If electricity is required to make a working system then plumbing should probably appear after electricity in the research tree.

Suggestion: Have some way for them to clean themselves in water tiles.
And maybe rain barrels.
And clothes lines.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: sidfu on July 04, 2017, 07:55:31 AM
Tier-1
Built a wash basin and latrine; they seem to use it occasionally, but some of the colonists have soiled themselves and are filthy. Is there something the player can do about this situation? Is there a latrine range, or latrines per colonist type of metric we should be optimizing?

Tier-2
Researched basic plumbing and built bath tubs, showers and toilets, but they don't seem to work. There's a demand for plumbing pipes and yet I don't see anywhere to route those pipes to. Am I missing something, or is this mod currently only usable on river tiles and/or after developing electricity?

If electricity is required to make a working system then plumbing should probably appear after electricity in the research tree.

Suggestion: Have some way for them to clean themselves in water tiles.
And maybe rain barrels.
And clothes lines.
1. the issue u probably is another job being higher than the need to use them.
2.the pipes work like redist heat pipes and u connecct them to the item. when u click the pipe it should go into overlay mode to show the pipes.

ther are 2 types of outlets for sewage. 1 is a outlet u place on a river,pond or ocean tile area it requires no electricty. the other u can say is a modernt day treatment plant.

probaly the reason there is no way to wash at water is it would require writing a whole new job. its possible now since ocean and river water tiles are seprate type of terrain now.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: lorebot on July 04, 2017, 08:29:37 AM
Is there a version of your Medkit mod that comes without the extras? I play with Right Tool for the Job so the extra recipes will be cluttering up my workbenches and the items could appear on traders or raiders even if I don't make them myself. I really just want a way to bandage pawns in the field when they're critically injured and won't survive being dragged to a medical bed.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: AngleWyrm on July 04, 2017, 09:46:32 AM
There are 2 types of outlets for sewage. 1 is a outlet u place on a river,pond or ocean tile area it requires no electricity. the other u can say is a modern day treatment plant.

Have you done this?
I tried to install the outlet on an ocean and it would not place, either in shallow or deep water.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: SpaceDorf on July 04, 2017, 09:54:55 AM
Is there a Central Heating only mod somewhere ?
I would prefer a version without Hygiene ?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Mufflamingo on July 06, 2017, 02:39:59 PM
There are 2 types of outlets for sewage. 1 is a outlet u place on a river,pond or ocean tile area it requires no electricity. the other u can say is a modern day treatment plant.

Have you done this?
I tried to install the outlet on an ocean and it would not place, either in shallow or deep water.

Same here. I cant build the sewage outlet on pond or rivers.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: PreDiabetic on July 07, 2017, 04:41:01 PM
Will Central Heating will ever get it's own seperate mod?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: lorebot on July 07, 2017, 05:14:45 PM
Will Central Heating will ever get it's own seperate mod?

You could try RedistHeat while you wait?
https://ludeon.com/forums/index.php?topic=21770.0
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: sidfu on July 07, 2017, 08:14:38 PM
placement on rivers and ponds is tricky. due to alot of rivers and ponds have sawmp around them.  u have to keep moving it around. just expect u wont get it where u want so dont plan for it be be where u wan it. one game i was ablle to place it on a river wherei wanted next i had to go 20 blocks from base for it due to terrain
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: lorebot on July 07, 2017, 08:55:19 PM
All the water on my current map is surrounded by mud tiles and I can't place the sewage outlet anywhere on the entire map. Most of the map says 'the terrain here cannot support this' but there are a few places where I get a different message 'needsRiver' with a bunch of accents on the letters. But even if I could find a spot to put the sewage outlet I wouldn't be able to run plumbing to it because you can't build plumbing on mud.

Please change these objects to allow them to be built on mud or provide more expensive alternatives that could be built on typically unbuildable terrain. Like above ground pipes or a sewage outlet on stilts that can be built on open water. Otherwise please introduce alternatives to building the sewage outlet on water, such as a version of it that's built over a large latrine ditch that could overflow if not maintained properly or a septic tank.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: PreDiabetic on July 08, 2017, 12:59:52 AM
Will Central Heating will ever get it's own seperate mod?

You could try RedistHeat while you wait?
https://ludeon.com/forums/index.php?topic=21770.0

RedistHeat has weird NA/N problem I don't want to risk anything.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: hellishinc on July 08, 2017, 01:11:11 AM
There are 2 types of outlets for sewage. 1 is a outlet u place on a river,pond or ocean tile area it requires no electricity. the other u can say is a modern day treatment plant.

Have you done this?
I tried to install the outlet on an ocean and it would not place, either in shallow or deep water.

Same here. I cant build the sewage outlet on pond or rivers.

I'm also having these issues. I can not place the outlet anywhere. I've tried terraforming the ground to all sorts of tiles, from sand to dirt to fertilized soil. Nothing works.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Mufflamingo on July 08, 2017, 01:15:42 AM
How about underground pipelines?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: lorebot on July 08, 2017, 01:50:07 AM
I'm also having these issues. I can not place the outlet anywhere. I've tried terraforming the ground to all sorts of tiles, from sand to dirt to fertilized soil. Nothing works.

I believe the issue most of us are having is that the sewage outlet can't be built on ground that can't hold heavy construction (ie mud, sand, etc...) for which we get the error 'The terrain here cannot support this' literally explaining that the terrain is not strong enough to hold up the construction. Alternatively there's also the 'needsRiver' error message which I believe means the sewage outlet can only be built over water that is connected to the edge of the map (ie a river or ocean) so as to simulate the water carrying the sewage away from the colony, if you were to dump tons of untreated sewage into a lake or pond you'd contaminate it and turn it into a cesspool of disease and death.

I don't have any major issue with either of these situations because they're relatively realistic. I do have a problem with the only alternative being the sewage treatment system that's part of the 2nd tier of research. There should be options for sewage disposal in the first tier that can be used on land without the need for a river or ocean. Septic systems have existed for almost 2 centuries now and even before that communities often used landfills to dispose of their human waste, digging large trenches or ditches and using lyme to mitigate the stench until the location was reasonably full and then completely burying the waste.

If something like a Septic Tank or Sewage Trench were added to the mod they could function very similarly to the Sewage Outlet just with less capacity for waste, thus needing more of them to be built for larger colonies.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: hellishinc on July 08, 2017, 03:02:49 AM

I believe the issue most of us are having is that the sewage outlet can't be built on ground that can't hold heavy construction (ie mud, sand, etc...) for which we get the error 'The terrain here cannot support this' literally explaining that the terrain is not strong enough to hold up the construction.

Which is why I tried changing the ground to different types and still was unable to build the outlet. Ocean, sand changed to dirt/rockysoil/fertilesoil. I can build anything else on it, but not the outlet.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on July 08, 2017, 03:09:40 AM
I'm also having these issues. I can not place the outlet anywhere. I've tried terraforming the ground to all sorts of tiles, from sand to dirt to fertilized soil. Nothing works.
You can't terraform a terrain into river, and thats the only place its work.
I agree they should be able to play at any deep water tile.
Or the Tier 1 need an nonpowred water/sewage tank that creates burn barrels.

- An suggestion with the "night soil" i think it shouldn't be able to placed on ice.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: lorebot on July 08, 2017, 03:26:43 AM

I believe the issue most of us are having is that the sewage outlet can't be built on ground that can't hold heavy construction (ie mud, sand, etc...) for which we get the error 'The terrain here cannot support this' literally explaining that the terrain is not strong enough to hold up the construction.

Which is why I tried changing the ground to different types and still was unable to build the outlet. Ocean, sand changed to dirt/rockysoil/fertilesoil. I can build anything else on it, but not the outlet.

What's the error message you receive when you try to build it? Are you getting the terrain warning or the river warning? Does it change when you alter the ground? Depending on the mod you're using to do the terraforming work the original ground may just be getting covered up with a flooring that allows construction, but the sewage outlet may still be seeing the original ground beneath it and throwing the terrain error. Need more info to figure out exactly what's going on for you.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on July 09, 2017, 12:04:10 PM
About the sewage outlet, i experiment abit around.
It is a 2x1 structure, one is the outlet, one is the "anchor". The outlet need to be into shallow moving water other water types don't work!! The anchor any none water tile, even marsh.
If you can't build plumbing pipes on a terrain, use the night soil terraform to change the terrain. Fecal slugde you can craft at the crafting spot.

dubwise56,
why did you gave Radiators a quality, they don't give any beauty. Or did i miss a function that get enhance by the quality ?

Edit:
Does anyone know if the solar heater works indoors under skylights ?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Mufflamingo on July 16, 2017, 08:44:11 AM
About the sewage outlet, i experiment abit around.
It is a 2x1 structure, one is the outlet, one is the "anchor". The outlet need to be into shallow moving water other water types don't work!! The anchor any none water tile, even marsh.
If you can't build plumbing pipes on a terrain, use the night soil terraform to change the terrain. Fecal slugde you can craft at the crafting spot.

dubwise56,
why did you gave Radiators a quality, they don't give any beauty. Or did i miss a function that get enhance by the quality ?

Edit:
Does anyone know if the solar heater works indoors under skylights ?


Shallow moving water? You mean rivers?

EDIT: tested it on rivers and it works. Ponds, nope.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on July 16, 2017, 09:09:03 AM
Like is said "moving" is the keyword, yes river only not ponds not ocean. Ocean got their own shallow oceanic water.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Der Failer on July 16, 2017, 04:02:19 PM
I'm getting this error every once in a while. No idea what is causing it.
Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GridsUtility.GetThingList (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.FilthMaker.MakeFilth (IntVec3 c, Verse.Map map, Verse.ThingDef filthDef, IEnumerable`1 sources, Boolean shouldPropagate) [0x00000] in <filename unknown>:0
  at RimWorld.FilthMaker.MakeFilth (IntVec3 c, Verse.Map map, Verse.ThingDef filthDef, Int32 count) [0x00000] in <filename unknown>:0
  at DubsBadHygiene.Need_Bladder.crapPants () [0x00000] in <filename unknown>:0
  at DubsBadHygiene.Need_Bladder.NeedInterval () [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Log (https://gist.github.com/12117859b3c9109deb39b41d1d9008d9)
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: faltonico on July 16, 2017, 05:11:17 PM
@Der Failer
The pawn is crapping its pants and no filth is generated?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Der Failer on July 17, 2017, 05:09:37 PM
@faltonico
From what i can tell this is not the case. Or if then there is also no thought generated, and if so it is hard to tell who is was.
I started a little test map, but i was unable to reproduce it.

At this point I'm guessing some weirdness with Hospitality or Zombieland. But really i got no idea.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dal2kDemon on July 19, 2017, 11:45:28 PM
Is it possible to make prisoners use the toilet and bathtub? I placed them in the prison and it looks like the prisoners won't be able to use it.

Edit: Whoops! sorry I didn't see that my comm console block the way for the colonist to construct the pipe.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Fallatus on July 29, 2017, 01:12:07 PM
Recently been playing with this mod, Enjoying it rather well so far, And i've got some suggestions:

Plumbing: Something stinky this way comes.
After researching plumbing you get pipes, toilets, bathtubs, etc. But no real way of getting rid of waste unless you are close to a river. Which, As i didn't take this into account when i settled in a mountainous region, Is a bit of a problem.
This problem is easy to solve though, Just needing the addition of a septic tank (Possibly underground?), Which fills up as its used and has to be periodically emptied by pawns as it fills up, producing burn barrels.
((Minor nitpick, NEVER mix sewage and water pipes. It might look better if you added two additional, smaller pipes to the plumbing pipe's texture. Y'know, So it's safe for the kids.))
((Or you could just, Do the same as Redistheat does with its ducts, and separate water and sewage pipes. Whichever you prefer.))


Water, Pumps, and Purifiers: It's another suggestion!
This suggestion begins with a simple change, separating water into different types: Water, Hot water, And Dirty water. (N.B. Not to be confused with sewage.)
Water is first collected with Pumps, Or passively over time by collecting rain, and/or moisture, And then stored in tanks.
There's also the option of digging a well into the ground and pump the water up from underground aquifers. (The bane of fortresses everywhere.)
This water usually isn't very clean, with pawns having the chance of getting sick when washing themselves with dirty water. Toilets are less affected by this. To prevent disease, you're going to want purifiers.
Purifiers are used to turn dirty water into clean water. The basic versions require either a filter or direct sunlight to function, and will purify water over time.
After being purified, the water is safe to use and can be both stored or used directly. Water can be used cold, or be heated up into hot water with a boiler. Heated water is either stored in the boiler or separately.
Pawns gets more comfort from using showers and bathtubs that has access to both hot, and cold water, And get a mood buff if they use it after going a long time without any. (+72 hours or more.)
Toilets, Bathtubs, Showers, And sinks produce dirty water when they are being used, which can be reclaimed from the sewage.
((Hot water is only produced while a boiler is active (obviously). In addition, Dirty water can't be heated into hot water. Just think of the contaminants! Ugh.))

So hey, thanks for using your time on this mod so we can get a better experience. It's appreciated.
Good luck!
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on July 30, 2017, 09:00:30 PM
Oops it seems the forum decided to stop sending me notifications again for my threads so I'm sorry i haven't been replying to comments. that kept happening on my mars thread and i have no idea why and like usual i just assumed it was quiet on here. My last post was back on the 1st of June. If you were wondering whats going on I have updates planned for the hygiene mod and already have some stuff done, still spending all my time working on Rimatomics.

The real reason I'm here is I just uploaded a new version of Rimkit that has been on steam for a while, and i totally forgot to upload it here, but its Ok because there was a bug nobody told me about until just now, so i fixed it before uploading, the mod now includes a repair kit which lets you fix broken components. I added it because i had to install fluffy's breakdowns for some compatibility check, and didn't like the time my pawns spent struggling to maintain everything because i had a lot of small buildings like autodoors and hydroponics, and the extra lines on the inspect tab make some Rimatomics buildings overflow, so i made a little repair kit which when equipped causes broken components to spawn when a broken down building is repaired, the repair recipe is quick and only requires a little bit of steel so it doesn't totally eliminate the impact on resources, its optional and maybe someone will find it useful.

I'm going to read through all of the posts on here that i missed now to see if there are any questions that need answers, again sorry for the trouble
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: faltonico on July 30, 2017, 11:19:00 PM
... the mod now includes a repair kit which lets you fix broken components. ...
So it is no longer compatible with Fluffy's breakdowns?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on July 30, 2017, 11:52:23 PM
... the mod now includes a repair kit which lets you fix broken components. ...
So it is no longer compatible with Fluffy's breakdowns?

If you are running both then it works exactly the same, if you fail to maintain and get a breakdown then they will still salvage the parts if they have the repair kit equipped, its not 100% and the chance is based on the same chance as repair success
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: faltonico on July 31, 2017, 01:04:23 AM
... the mod now includes a repair kit which lets you fix broken components. ...
So it is no longer compatible with Fluffy's breakdowns?

If you are running both then it works exactly the same, if you fail to maintain and get a breakdown then they will still salvage the parts if they have the repair kit equipped, its not 100% and the chance is based on the same chance as repair success
Oh nice,
I suggest you to use the worktab mod to enable one pawn or several pawns to do the repairing job without them having to do any other construction work, it is a great way to teach them construction skill as well. I also reduce the threshold for them to do maintenance to 50% or less, I haven't been feeling any pressure to upgrade my components to more durable ones with that set up.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on July 31, 2017, 01:48:28 PM
Ok I read all the comments, thanks for all of the positive feedback, bug reports and suggestions. I shall now explain, in detail, my plan.

tl:dr water capacity + better central heating split off for a18 + bug fixes

First off the research for everything will all be completed by default on classic start or higher, only tribals will have to research it, it makes more sense like that because you start with air conditioning on classic starts anyway. And the stats for bathroom impressiveness will be tweaked so its easier to get the mood buffs, i was lazy and ripped off the code for bedrooms and it requires too much stuff to get a good stat so just need to tweak it, i have also done some bug fixes which probably fixed some of the bugs people have been reporting, i was tracking and fixing them on the steam version.

Water & Sewage
You have a sewage grid and capacity and a water grid and capacity, you can place the sewage outlet on rivers, lakes or oceans and it gives you capacity, you can place a sewage drain on land which has a circle that expands over time, every x00 ticks it will push some sewage into the sewage grid within that circle, the sewage grid wont change the appearance of tiles and will be displayed with an overlay by clicking on any sewage drain or outlet, a steady cell effect function on the map component will constantly reduce the sewage value in random cells, the amount reduced will be multiplied depending on the tile so water tiles will be very fast. If you deconstruct the sewage drain or outlet the sewage will clean up over time. The total value of sewage in the grid can be used to trigger incidents like bad smells or disease.

For fresh water capacity you place an inlet on rivers, lakes or oceans, or you place a water tower on land, the water grid will show you the location of ground water where the tower can be placed, for sea ice it will let you place it anywhere just to keep it simple. The ground water isn't used up and does not need replenishing from rain or rivers, and no units of water are tracked or stored in tanks. The important thing will be to avoid overlapping water intake with sewage outflow, which will pollute the water and then trigger bad smells or disease. The water treatment system will then become useful as a way to convert sewage capacity back into water capacity, to balance that out it will need to be very large, smelly and use lots of power.

Once all of that is done the mod should be somewhere between the sims and sim city, sims scale hygiene and bladder needs with sim city scale water and sewage capacity, i prefer that kind of setup over a survival game style where you have to collect every drop of water using rain collectors and such, and its the easiest way to get it working on all biomes.

Central heating
The radiators in the current version actually have a pretty serious bug when it comes to checking room size, the bigger the room the less units of heat they use because i missed out a divide by cell count, but that's all fixed now because i have re-coded the whole thing.

Instead of being units of heat that get pushed around, its more like the sewage with a percentage capacity, the radiators then have a flat heating rate that is multiplied by the current capacity on the pipes, so 50% capacity means the heaters heat output is halved. They also take time to heat up and cool down, so when a heater is turned on the radiators quickly heat up to the current capacity, then when heaters are turned off it slowly floats down to 0. The immersion heater has a power setting of 250w to 3000w in steps, I added a thermostat which you place in any rooms that are critical or central to your base, you plumb them in and set a minimum temp, when the rooms temp falls below the minimum it will turn on any immersion heaters on that plumbing network until the target temp is reached.

This new setup makes it much easier to check whats going on at a glance, and is obviously extremely efficient because its just short spikes of power to reheat all of the radiators on demand, then they continue to produce heat on their own, and if you want you can get nerdy about exactly how much power you need and where to place thermostats and so on, or just skip the thermostat max out the heater and run it 24/7. The duel fuel stove doesn't have a power setting its just a flat value and will have enough capacity for something like a large cabin in the woods. I haven't worked out exactly how I'm going to do the solar heaters + storage tank yet but it will probably be simple.

The central cooling will be the same capacity based system, it will have its own pipes and thermostat, but because it cant store cold air you will either have to run it constant, or set a max and min temp on the thermostat, so it could cool a room down to 15c and then switch off, and then only switch back on when the temp is above 25c.

I am aware that redist heat has been updated and there is also another mod out for climate control, i haven't actually tried either of them so i don't know how similar they are to what i have talked about, but since the central heating part of this mod is optional, and not required for heating the water supply, you can choose which one you want to use. I planned on splitting the central heating part of this mod and making it standalone for A18 so you don't have to have to have hygiene. Some people want water heating as a requirement for hot baths and showers, i may be able to make it so if hygiene detects my central heating is installed then it then requires a heat source to have hot showers else it just ignores it.

That about covers it  ;D
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: carpediembr on August 01, 2017, 04:41:52 PM
I havent tried the whole mod, but I have a stupid question:

Does hot water affect the hygiene system at all? (Like a hot shower/bath)
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: samuk190 on August 01, 2017, 07:40:08 PM
Ok I read all the comments, thanks for all of the positive feedback, bug reports and suggestions. I shall now explain, in detail, my plan.

tl:dr water capacity + better central heating split off for a18 + bug fixes

First off the research for everything will all be completed by default on classic start or higher, only tribals will have to research it, it makes more sense like that because you start with air conditioning on classic starts anyway. And the stats for bathroom impressiveness will be tweaked so its easier to get the mood buffs, i was lazy and ripped off the code for bedrooms and it requires too much stuff to get a good stat so just need to tweak it, i have also done some bug fixes which probably fixed some of the bugs people have been reporting, i was tracking and fixing them on the steam version.

Water & Sewage
You have a sewage grid and capacity and a water grid and capacity, you can place the sewage outlet on rivers, lakes or oceans and it gives you capacity, you can place a sewage drain on land which has a circle that expands over time, every x00 ticks it will push some sewage into the sewage grid within that circle, the sewage grid wont change the appearance of tiles and will be displayed with an overlay by clicking on any sewage drain or outlet, a steady cell effect function on the map component will constantly reduce the sewage value in random cells, the amount reduced will be multiplied depending on the tile so water tiles will be very fast. If you deconstruct the sewage drain or outlet the sewage will clean up over time. The total value of sewage in the grid can be used to trigger incidents like bad smells or disease.

For fresh water capacity you place an inlet on rivers, lakes or oceans, or you place a water tower on land, the water grid will show you the location of ground water where the tower can be placed, for sea ice it will let you place it anywhere just to keep it simple. The ground water isn't used up and does not need replenishing from rain or rivers, and no units of water are tracked or stored in tanks. The important thing will be to avoid overlapping water intake with sewage outflow, which will pollute the water and then trigger bad smells or disease. The water treatment system will then become useful as a way to convert sewage capacity back into water capacity, to balance that out it will need to be very large, smelly and use lots of power.

Once all of that is done the mod should be somewhere between the sims and sim city, sims scale hygiene and bladder needs with sim city scale water and sewage capacity, i prefer that kind of setup over a survival game style where you have to collect every drop of water using rain collectors and such, and its the easiest way to get it working on all biomes.

Central heating
The radiators in the current version actually have a pretty serious bug when it comes to checking room size, the bigger the room the less units of heat they use because i missed out a divide by cell count, but that's all fixed now because i have re-coded the whole thing.

Instead of being units of heat that get pushed around, its more like the sewage with a percentage capacity, the radiators then have a flat heating rate that is multiplied by the current capacity on the pipes, so 50% capacity means the heaters heat output is halved. They also take time to heat up and cool down, so when a heater is turned on the radiators quickly heat up to the current capacity, then when heaters are turned off it slowly floats down to 0. The immersion heater has a power setting of 250w to 3000w in steps, I added a thermostat which you place in any rooms that are critical or central to your base, you plumb them in and set a minimum temp, when the rooms temp falls below the minimum it will turn on any immersion heaters on that plumbing network until the target temp is reached.

This new setup makes it much easier to check whats going on at a glance, and is obviously extremely efficient because its just short spikes of power to reheat all of the radiators on demand, then they continue to produce heat on their own, and if you want you can get nerdy about exactly how much power you need and where to place thermostats and so on, or just skip the thermostat max out the heater and run it 24/7. The duel fuel stove doesn't have a power setting its just a flat value and will have enough capacity for something like a large cabin in the woods. I haven't worked out exactly how I'm going to do the solar heaters + storage tank yet but it will probably be simple.

The central cooling will be the same capacity based system, it will have its own pipes and thermostat, but because it cant store cold air you will either have to run it constant, or set a max and min temp on the thermostat, so it could cool a room down to 15c and then switch off, and then only switch back on when the temp is above 25c.

I am aware that redist heat has been updated and there is also another mod out for climate control, i haven't actually tried either of them so i don't know how similar they are to what i have talked about, but since the central heating part of this mod is optional, and not required for heating the water supply, you can choose which one you want to use. I planned on splitting the central heating part of this mod and making it standalone for A18 so you don't have to have to have hygiene. Some people want water heating as a requirement for hot baths and showers, i may be able to make it so if hygiene detects my central heating is installed then it then requires a heat source to have hot showers else it just ignores it.

That about covers it  ;D

PLEASE WHEN??????????HOLY IM ANXIOUS!! I WANT WATER SYSTEM, OH YEAH!! AND MAKE A OPTION TO DRINK WATER TOO? like I'm thirsty. Please! PLEASE !! I NEVER ASKED SOMETHING!! THANK YOU!
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Mufflamingo on August 02, 2017, 05:02:12 AM
Yes. Add drinking water to the game. Not drinking will cause dehydration. Of course we need to have a source of water. Rivers and lakes are fresh water, we can just collect water from those. Another option would be to built a well. In the ocean biome, we need to treat saltwater to become drinkable.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on August 02, 2017, 05:23:54 AM
Sorry, i think this is pointless.
Your pawn's allready eating a meal nearly twice a day. Doesn't a meal include drinks too.
But when water becomes a valid resources, it could be included into food recipes.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Chaos17 on August 02, 2017, 09:06:10 AM
Sorry, i think this is pointless.
Your pawn's allready eating a meal nearly twice a day. Doesn't a meal include drinks too.
But when water becomes a valid resources, it could be included into food recipes.
It depends how it's balanced, for example in summer it is pretty critical to not drink a lot for children and old people that they can die.
Also, it's not normal that your colony doesn't rely on any water source, don't even have an option to make a well to get water. We can skip things like needing water to cook some recipies (you know like bowling) because that would be pretty annoying without proper water storage items, etc.
But yeah, I'm not against a mod who will finally really use water in this game because at the moment it's just cosmetic for wat I played if I did't had the fishery mod.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on August 02, 2017, 09:17:41 AM
A hydration need is outside the scope of this mod and probably outside the scale of Rimworld itself, I have already cogitated on the subject of drinking water. I know some people would like to micro manage every litre of water, but i prefer to focus on things that make the experience closer to something between the sims and sim city but grim and with guns, rather than a survival game like dayz or project zomboid. And you tend to only see water needs used in those kinds of hardcore survival games, because you have 1 player character and nothing to do other than make a little shack in the woods and survive the night, and even then they overdo it and make you get sick and die if you don't glug 2 gallons of purified water per hour, when the reality is that you are so much more likely to die to a zombie or a fall or a bug in the first 7 days that drinking water is a non issue, and as a game mechanic it doesn't actually add much other than a requirement for healing, a fuel tank for running great distances, and adding a sense of urgency, like for example, "oh god i have to find a can of peaches in this next house or i'm going to die of thirst before i find any ammo", but Rimworld doesn't have those first 2 requirements and does the urgency in other, more interesting ways, which is why i prefer it over survival games.

Now if i didn't think about what i was doing and added it anyway the first issue is that pawns only have so many minutes in a day to get jobs done, and people already complain that stopping to go to the toilet once or twice and take a shower, makes it impossible to get anything done in some situations, so adding breaks for water on top of eating standard meals would be time consuming and unnecessary, i have heard suggestions like a canteen system where they just need to top it up once in a while and then sip from it over a couple of days, but then you may as well just consider the need bar itself to be the canteen and then its just a bar that you forget about unless you live in a desert biome or on mars.

Canutes idea of adding water to the cost list of meals sounds like a better option, but then you would need to add it to every modded meal that anyone ever makes and in the right quantities, mostly in a colony at the scale of Rimworld you only need large quantities of water for things like cleaning, processing and farming and really in a real survival situation you don't actually need to drink water all the time or add it to meals, you could get just enough to survive from food sources unless you were in a very arid biome or nuclear wasteland, so water would only really be a problem if you run out of food in a desert, at which point it would only act as a way to delay death from starvation for a little bit longer. You could say well rice would have a pretty low water content so lets just start tracking the water content of every type of food and then add that to to meal during cooking and then the hydration level during consumption so that they have to drink extra water with meals, but then if strawberries have really high water content you would only ever grow strawberries so you don't have to worry about wasting time collecting water, Ok well strawberries wouldn't provide the colonist with a full spectrum of essential vitamins and minerals so lets start tracking every water and fat soluble vitamin and stop! its turning into dayz! if your game is starting to look like dayz then you are going the wrong way!

Some other uses for water that i personally think fit into Rimworlds theme and scale a bit better, and seem more realistic in the context of day to day life, could be cleaning and hygiene, tick! Making soups to ration food like nutrient paste but without the big green box, and which wouldn't require a whole extra need or modifying everyone else's recipes. Making tea and coffee or other herbal brews for mild drug effects possibly with light addictions. Washing dead mens clothes, which is frequently requested. And irrigation which is already in MarsX.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: ZE on August 04, 2017, 12:07:42 PM
made water in a personal mod, just for cooling.  had an extreme desert playthrough and needed some cooling, turned the passive cooler into something that consumed water instead of wood (since wood was scarce) and a well to draw that water.  thought of adding drinking water to add a temperature buff, but i never really got into the coding of it since its just a personal mod

would actually like to see more of it though, things like extreme biomes could make benefit of it.  wading water in the arctic should accelerate hypothermia while staving off heatstroke in the desert, it doesn't need to be drinking water necessarily but it would be an awesome addition to the maingame
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on August 04, 2017, 01:33:35 PM
i already have a cold and hot wash effect which reduces heatstroke or hypothermia and gives a mood buff, there are a bunch of details like that which i leave for people to find on their own
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: samuk190 on August 06, 2017, 06:55:54 PM
A hydration need is outside the scope of this mod and probably outside the scale of Rimworld itself, I have already cogitated on the subject of drinking water. I know some people would like to micro manage every litre of water, but i prefer to focus on things that make the experience closer to something between the sims and sim city but grim and with guns, rather than a survival game like dayz or project zomboid. And you tend to only see water needs used in those kinds of hardcore survival games, because you have 1 player character and nothing to do other than make a little shack in the woods and survive the night, and even then they overdo it and make you get sick and die if you don't glug 2 gallons of purified water per hour, when the reality is that you are so much more likely to die to a zombie or a fall or a bug in the first 7 days that drinking water is a non issue, and as a game mechanic it doesn't actually add much other than a requirement for healing, a fuel tank for running great distances, and adding a sense of urgency, like for example, "oh god i have to find a can of peaches in this next house or i'm going to die of thirst before i find any ammo", but Rimworld doesn't have those first 2 requirements and does the urgency in other, more interesting ways, which is why i prefer it over survival games.

Now if i didn't think about what i was doing and added it anyway the first issue is that pawns only have so many minutes in a day to get jobs done, and people already complain that stopping to go to the toilet once or twice and take a shower, makes it impossible to get anything done in some situations, so adding breaks for water on top of eating standard meals would be time consuming and unnecessary, i have heard suggestions like a canteen system where they just need to top it up once in a while and then sip from it over a couple of days, but then you may as well just consider the need bar itself to be the canteen and then its just a bar that you forget about unless you live in a desert biome or on mars.

Canutes idea of adding water to the cost list of meals sounds like a better option, but then you would need to add it to every modded meal that anyone ever makes and in the right quantities, mostly in a colony at the scale of Rimworld you only need large quantities of water for things like cleaning, processing and farming and really in a real survival situation you don't actually need to drink water all the time or add it to meals, you could get just enough to survive from food sources unless you were in a very arid biome or nuclear wasteland, so water would only really be a problem if you run out of food in a desert, at which point it would only act as a way to delay death from starvation for a little bit longer. You could say well rice would have a pretty low water content so lets just start tracking the water content of every type of food and then add that to to meal during cooking and then the hydration level during consumption so that they have to drink extra water with meals, but then if strawberries have really high water content you would only ever grow strawberries so you don't have to worry about wasting time collecting water, Ok well strawberries wouldn't provide the colonist with a full spectrum of essential vitamins and minerals so lets start tracking every water and fat soluble vitamin and stop! its turning into dayz! if your game is starting to look like dayz then you are going the wrong way!

Some other uses for water that i personally think fit into Rimworlds theme and scale a bit better, and seem more realistic in the context of day to day life, could be cleaning and hygiene, tick! Making soups to ration food like nutrient paste but without the big green box, and which wouldn't require a whole extra need or modifying everyone else's recipes. Making tea and coffee or other herbal brews for mild drug effects possibly with light addictions. Washing dead mens clothes, which is frequently requested. And irrigation which is already in MarsX.

Please let me explain a better idea?
What about drinking water in water machine? THERE's NO MODS IN RIMWORLD THAT ENABLES WATER SYSTEM. So please do something "little" just to satisfy our needs?Please! please!

Yeah! Pawns doesnt need to drink water alot, but they will drink in toilet, with water machine.(http://www.centermaqjf.com.br/loja/images/mfb1_270_231_100.jpg)

AND OBVIOUSLY ALL MEATS HAVE WATER INSIDE, 20-40% so just use some RANDOM METHOD and pawns will recover water need based on quantity of meal eat, and not on meat type.

Just make water as complementary and not " a real need" like if you drink alot of water you need to eat less ( because eat only gives 20-40% water) so to recovery 100% water need, need to eat more meal, so having water in the colony will make pawns eat less food, just that!

what you think?  you understand? its not too hard, and you will not have to modify every food, just put a random method like, eat something = 10-30% water recovered.


And obviously this will not damage raids, because the raiders have food inside their inventory so they will not die by thirsty, they will just eat more often.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: samuk190 on August 06, 2017, 07:01:33 PM
Ok I read all the comments, thanks for all of the positive feedback, bug reports and suggestions. I shall now explain, in detail, my plan.

tl:dr water capacity + better central heating split off for a18 + bug fixes

First off the research for everything will all be completed by default on classic start or higher, only tribals will have to research it, it makes more sense like that because you start with air conditioning on classic starts anyway. And the stats for bathroom impressiveness will be tweaked so its easier to get the mood buffs, i was lazy and ripped off the code for bedrooms and it requires too much stuff to get a good stat so just need to tweak it, i have also done some bug fixes which probably fixed some of the bugs people have been reporting, i was tracking and fixing them on the steam version.

Water & Sewage
You have a sewage grid and capacity and a water grid and capacity, you can place the sewage outlet on rivers, lakes or oceans and it gives you capacity, you can place a sewage drain on land which has a circle that expands over time, every x00 ticks it will push some sewage into the sewage grid within that circle, the sewage grid wont change the appearance of tiles and will be displayed with an overlay by clicking on any sewage drain or outlet, a steady cell effect function on the map component will constantly reduce the sewage value in random cells, the amount reduced will be multiplied depending on the tile so water tiles will be very fast. If you deconstruct the sewage drain or outlet the sewage will clean up over time. The total value of sewage in the grid can be used to trigger incidents like bad smells or disease.

For fresh water capacity you place an inlet on rivers, lakes or oceans, or you place a water tower on land, the water grid will show you the location of ground water where the tower can be placed, for sea ice it will let you place it anywhere just to keep it simple. The ground water isn't used up and does not need replenishing from rain or rivers, and no units of water are tracked or stored in tanks. The important thing will be to avoid overlapping water intake with sewage outflow, which will pollute the water and then trigger bad smells or disease. The water treatment system will then become useful as a way to convert sewage capacity back into water capacity, to balance that out it will need to be very large, smelly and use lots of power.

Once all of that is done the mod should be somewhere between the sims and sim city, sims scale hygiene and bladder needs with sim city scale water and sewage capacity, i prefer that kind of setup over a survival game style where you have to collect every drop of water using rain collectors and such, and its the easiest way to get it working on all biomes.

Central heating
The radiators in the current version actually have a pretty serious bug when it comes to checking room size, the bigger the room the less units of heat they use because i missed out a divide by cell count, but that's all fixed now because i have re-coded the whole thing.

Instead of being units of heat that get pushed around, its more like the sewage with a percentage capacity, the radiators then have a flat heating rate that is multiplied by the current capacity on the pipes, so 50% capacity means the heaters heat output is halved. They also take time to heat up and cool down, so when a heater is turned on the radiators quickly heat up to the current capacity, then when heaters are turned off it slowly floats down to 0. The immersion heater has a power setting of 250w to 3000w in steps, I added a thermostat which you place in any rooms that are critical or central to your base, you plumb them in and set a minimum temp, when the rooms temp falls below the minimum it will turn on any immersion heaters on that plumbing network until the target temp is reached.

This new setup makes it much easier to check whats going on at a glance, and is obviously extremely efficient because its just short spikes of power to reheat all of the radiators on demand, then they continue to produce heat on their own, and if you want you can get nerdy about exactly how much power you need and where to place thermostats and so on, or just skip the thermostat max out the heater and run it 24/7. The duel fuel stove doesn't have a power setting its just a flat value and will have enough capacity for something like a large cabin in the woods. I haven't worked out exactly how I'm going to do the solar heaters + storage tank yet but it will probably be simple.

The central cooling will be the same capacity based system, it will have its own pipes and thermostat, but because it cant store cold air you will either have to run it constant, or set a max and min temp on the thermostat, so it could cool a room down to 15c and then switch off, and then only switch back on when the temp is above 25c.

I am aware that redist heat has been updated and there is also another mod out for climate control, i haven't actually tried either of them so i don't know how similar they are to what i have talked about, but since the central heating part of this mod is optional, and not required for heating the water supply, you can choose which one you want to use. I planned on splitting the central heating part of this mod and making it standalone for A18 so you don't have to have to have hygiene. Some people want water heating as a requirement for hot baths and showers, i may be able to make it so if hygiene detects my central heating is installed then it then requires a heat source to have hot showers else it just ignores it.

That about covers it  ;D

And i loved your idea to make this mod more like sim city than survival, and I agree, can you add another pipe ONLY FOR HOT WATER? to go through showers? what you think about hot showers(give more mood to pawns) ?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: samuk190 on August 06, 2017, 07:03:20 PM
another suggestion is : real time sewage.. like if a pawn use the toilet, you can see sewage working.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Mufflamingo on August 06, 2017, 09:47:03 PM
Like you can see the poop flowing?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on August 07, 2017, 02:51:28 AM
Quote
And i loved your idea to make this mod more like sim city than survival, and I agree, can you add another pipe ONLY FOR HOT WATER? to go through showers? what you think about hot showers(give more mood to pawns) ?

And whats about Orassans ? Their comfortable temp. is below any hot water shower ! And they love special sand showers for their fur.
Crystalloids don't even like water, they use sonic showers.

Sure you can say thats the problem of the authors of these alien races.


Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on August 07, 2017, 02:58:06 AM
what you think?  you understand? its not too hard

hmm it may not technically be too hard to do that kind of system, but its actually more complicated than anything else in this mod, and would require fiddly harmony injections into job drivers for consuming meals and i don't really want to add that extra layer of complexity if it isn't necessary.

So the hydration need that i may, maybe, might have just made works quite differently, it isn't going to be about collecting and storing water or constantly looking for a drink or carrying canteens or any of that trivial stuff, its just about extreme conditions and adding a bit more flavor to moods and hediffs but in a way that most of the time you wont even notice is there, like the space or comfort needs but deadlier if you really fowl up. It is working as a separate bonus mod which requires the base hygiene mod to function so if you don't want it you can skip it

Its based on the current bladder and hygiene needs, bladder falls at a rate based on the current food level, more food = faster bladder reduction, the hygiene need tries to reach a target level of hygiene based on current conditions which include cleanliness, temperature, and what kind of work they are doing. Imagine they are drinking small amounts of water with their meals, the thirst need will target the current food level and seek to match it, if food is 90% thirst will rise to match it, if food is 20% then thirst will fall down to 20% at a rate based on how hot it is and what kind of work they are doing. This means that in normal conditions in a mild or cold climate the water they get from meals should suffice, but if they are hot or there is a heatwave and they have thick clothes on or are doing hard manual work or are dying in a fire or some combination of all of these, then it could push the thirst down faster than food consumption can keep it up, in this scenario they will seek a source of water to drink which will top up only the thirst need, imagine it more like drowning your face in a bottle of water after digging holes for 8 hours in the sun, rather than going to the water cooler once every 15 minutes for a sippy cup and a natter. If the water source is clean then all is well, if its scooped out of a latrine or some pond out back where you dump your sewage then diseases and deaths should be expected, there's a dehydration hediff to go with it but that will probably only kick in if they are left starving and have absolutely no access to water. It doesn't include any water collection devices like rain collectors its just using the same inlets and plumbing as hygiene will, again its not really about getting the water its more about the extreme conditions leading to thirst and other problems, and the knock on effects that lead to old jeff with the bad back cracking under pressure and taking it out on fred with a club.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on August 07, 2017, 06:56:51 AM
Instead of a thirsty need, maybe a canteen.
Drinking don't need a special job, pawns allways can do that during walking or on their job, a quick grab at the belt and take a swallow out of the canteen.
The canteen fullness constant lowered while the pawn isn't resting.
Once the canteen reach below 30/50% he will try to refill if a close refill point is availble.
Once the canteen is empty he will get a negativ buff thirsty with some malus to consciousness.
After 12h thirsty, he will get dehydration, with stronger malus.
After that, collapse.

As refill point
- any water, give brackwater mood debuff.
- floating water, give fresh water buff
- Water barrel
- Basin
- cook made canteen/drink, like when you use coffee/fruit drink from VG, you geting these buff for 12h.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on August 07, 2017, 01:41:01 PM
Nope there's no canteens or bottles that all comes with your meals. If they are eating normally but are thirsty because its a hot day then you get a bit of a mood debuff, then if its bad enough they can fix it by going for a drink, basically exactly the same as seeking safe temperature during heat waves, if you really screw up then they can die of dehydration
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: samuk190 on August 07, 2017, 10:53:33 PM
what you think?  you understand? its not too hard

hmm it may not technically be too hard to do that kind of system, but its actually more complicated than anything else in this mod, and would require fiddly harmony injections into job drivers for consuming meals and i don't really want to add that extra layer of complexity if it isn't necessary.

So the hydration need that i may, maybe, might have just made works quite differently, it isn't going to be about collecting and storing water or constantly looking for a drink or carrying canteens or any of that trivial stuff, its just about extreme conditions and adding a bit more flavor to moods and hediffs but in a way that most of the time you wont even notice is there, like the space or comfort needs but deadlier if you really fowl up. It is working as a separate bonus mod which requires the base hygiene mod to function so if you don't want it you can skip it

Its based on the current bladder and hygiene needs, bladder falls at a rate based on the current food level, more food = faster bladder reduction, the hygiene need tries to reach a target level of hygiene based on current conditions which include cleanliness, temperature, and what kind of work they are doing. Imagine they are drinking small amounts of water with their meals, the thirst need will target the current food level and seek to match it, if food is 90% thirst will rise to match it, if food is 20% then thirst will fall down to 20% at a rate based on how hot it is and what kind of work they are doing. This means that in normal conditions in a mild or cold climate the water they get from meals should suffice, but if they are hot or there is a heatwave and they have thick clothes on or are doing hard manual work or are dying in a fire or some combination of all of these, then it could push the thirst down faster than food consumption can keep it up, in this scenario they will seek a source of water to drink which will top up only the thirst need, imagine it more like drowning your face in a bottle of water after digging holes for 8 hours in the sun, rather than going to the water cooler once every 15 minutes for a sippy cup and a natter. If the water source is clean then all is well, if its scooped out of a latrine or some pond out back where you dump your sewage then diseases and deaths should be expected, there's a dehydration hediff to go with it but that will probably only kick in if they are left starving and have absolutely no access to water. It doesn't include any water collection devices like rain collectors its just using the same inlets and plumbing as hygiene will, again its not really about getting the water its more about the extreme conditions leading to thirst and other problems, and the knock on effects that lead to old jeff with the bad back cracking under pressure and taking it out on fred with a club.

Nice idea, thumbs up,  I agree and tell me when you're done with that. (Oh dont forget about water tank(capacity) and all stuff you talked before that i loved :) Thanks for everything bro, you making the game more and more funnier!
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Headshotkill on August 08, 2017, 04:50:58 AM
Does using night soil for agriculture increase risk of parasites?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: faltonico on August 08, 2017, 05:28:07 AM
Could you reduce the speed in which the need bar decreases to go to the toilet/shower? so pawns don't expend that much time replenishing those needs instead of working. Having them go once every couple days would be awesome.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: sidfu on August 08, 2017, 06:48:30 AM
Could you reduce the speed in which the need bar decreases to go to the toilet/shower? so pawns don't expend that much time replenishing those needs instead of working. Having them go once every couple days would be awesome.

once a day is fine imo. whats the use of useing it if they gonna go every 3 days which is the equivalent of a few months in real time
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: faltonico on August 08, 2017, 07:34:10 AM
Could you reduce the speed in which the need bar decreases to go to the toilet/shower? so pawns don't expend that much time replenishing those needs instead of working. Having them go once every couple days would be awesome.

once a day is fine imo. whats the use of useing it if they gonna go every 3 days which is the equivalent of a few months in real time
It is because pawns take a lot of time to do those tasks, going back and forth and doing the task can expend a lot of a pawns daily time, and the time of the day is limited and not "realistic", no need to do a "realistic" frequency for bathing as well.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on August 08, 2017, 11:14:18 AM
i halved the time it takes to use showers and toilets in a previous patch so they get the job done faster, i could maybe let the needs tick a bit faster while sleeping if i can get the mood debuff to clear while asleep, because you dont really care if you need to wash or poop while asleep, then they would be much more likely to use toilets and showers in the morning, would still depend on how much they eat between jobs and how dirty or hot they are
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: RetPaladinlol on August 09, 2017, 03:06:26 PM
My latrines are not making any burn barrels. I made a latrine on day 1 and it's day 12 now and my latrines never get full. Am I missing something?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on August 09, 2017, 04:03:20 PM
My latrines are not making any burn barrels. I made a latrine on day 1 and it's day 12 now and my latrines never get full. Am I missing something?

Is it plumbed in?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: RetPaladinlol on August 09, 2017, 04:17:57 PM
Quote

Is it plumbed in?

No, I don't have any plumbing going into it. It's a single latrine with a wash bucket in a 5x5 room.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on August 09, 2017, 04:26:53 PM
does it show any capacity in the inspect tab
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: RetPaladinlol on August 09, 2017, 08:57:48 PM
This is all it's showing me: http://imgur.com/a/cZaTC
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on August 09, 2017, 09:05:25 PM
huh yer you can see storage in the bottom left is 0% so its not filling up, either they aren't actually using it for some reason, or something  is bugging out the storage, i haven't had any problems while testing but i don't run any other mods
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: samuk190 on August 09, 2017, 09:55:58 PM
I WANT SO MUCH THE NEXT UPDATE u.u GO GO POWER RANGERS!
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: RetPaladinlol on August 10, 2017, 03:54:28 AM
huh yer you can see storage in the bottom left is 0% so its not filling up, either they aren't actually using it for some reason, or something  is bugging out the storage, i haven't had any problems while testing but i don't run any other mods

On my third play through with the mod. Now the storage fills up but it is extremely slow. It fills up 1% every time a colonist uses it. I'm on day 20 and the latrine is at 30%. At this rate it'll take 60 days to get a burn barrel for fertilizer. Is this normal?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: rsdworker on August 11, 2017, 03:06:58 AM
when i clicked on wooden washbasin - a error popped up its very odd
(http://i.imgur.com/2YfpOpR.jpg)
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: RetPaladinlol on August 11, 2017, 03:41:52 PM
Does anyone know the exact line of code to modify in the mod to make the latrines fill up with human waste faster? At this point it is about 1.1 - 1.2% per use which I think is a little under powered. I'd like to change it to 5% or more.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Ceanox on August 12, 2017, 11:18:13 PM
Mabye make an update so that my Prisoners can use the little bathroom i made for them?
http://prntscr.com/g7tdzf
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on August 13, 2017, 04:26:45 AM
My prisoners use their hygiene installations. Maybe some other mod prevent it.
Btw. unless you have a mod that allow joy for prisoner, the horseshoe is useless for your prisoners.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Tenshi~Akari on August 13, 2017, 05:25:30 PM
Mabye make an update so that my Prisoners can use the little bathroom i made for them?
http://prntscr.com/g7tdzf

Make sure your plumbing is either connected to a sewer outlet or sewage processing unit. Also, if they are, make sure ALL the pipeline has not breaks between the toilets/bathtubs/showers/sinks to them. I had this problem before, and it was only because there was a spot my pawns had neglected to build a pipe to make a "full circuit" to the sewage outlets I had built.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: KLk on August 27, 2017, 12:47:17 PM
My prisoners use their hygiene installations. Maybe some other mod prevent it.
Btw. unless you have a mod that allow joy for prisoner, the horseshoe is useless for your prisoners.
a chess or a tv will make the job
And some one soiled himself and ruined his pants and laged my game
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GridsUtility.GetThingList (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at RimWorld.FilthMaker.MakeFilth (IntVec3 c, Verse.Map map, Verse.ThingDef filthDef, IEnumerable`1 sources, Boolean shouldPropagate) [0x00000] in <filename unknown>:0
  at RimWorld.FilthMaker.MakeFilth (IntVec3 c, Verse.Map map, Verse.ThingDef filthDef, Int32 count) [0x00000] in <filename unknown>:0
  at DubsBadHygiene.Need_Bladder.crapPants () [0x00000] in <filename unknown>:0
  at DubsBadHygiene.Need_Bladder.NeedInterval () [0x00000] in <filename unknown>:0
  at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () [0x00000] in <filename unknown>:0
  at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: RetPaladinlol on August 27, 2017, 12:49:32 PM
For some reason I can't connect a sewage outlet to my plumbing? Anyone know why? Here's a pic

http://imgur.com/a/ODy2g
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: KLk on August 27, 2017, 01:16:05 PM
For some reason I can't connect a sewage outlet to my plumbing? Anyone know why? Here's a pic

http://imgur.com/a/ODy2g
the basis must be on land, if you put it on sea ...
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on August 27, 2017, 01:22:39 PM
the sewage outlet only works on rivers for now, next patch they will work on any water and i might have the sewage and water grids setup so you can dump it on land too
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: RetPaladinlol on August 27, 2017, 02:13:03 PM
the sewage outlet only works on rivers for now, next patch they will work on any water and i might have the sewage and water grids setup so you can dump it on land too

Oh ok, thanks. Thought I was doing something wrong.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: MorningAtSeven on September 10, 2017, 05:24:26 PM
I've a little problem with the skylights. After loading a savegame, the temperature of the rooms with skylight is the same as outside and don't warm up. Unfortunately my colonists doesn't like a temp of -12. I've checked the debug log, but there's no warning/error from skylight.

Does anyone have the same prob?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on September 11, 2017, 04:02:39 AM
No my skylight isolate the room well like normal roofs.
You sure it is a problems from the skylights, embrasures at example works as vents and people didn't think about that.

Or some other mod interfere with it, try to move at the end of the modlist, or at the beginning.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: MorningAtSeven on September 11, 2017, 03:20:39 PM
Thanks for you suggestion of mod interfere. Everything works fine after disabling CuproPanda's Windows mod.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Kori on September 12, 2017, 10:31:01 PM
Just wanted to say THANK YOU for your awesome mods, I couldn't imagine playing without Hygiene and Skylights anymore!  :)

Only one thing I always wondered is: does hot water give any positive effects to bathtubs/ showers?

If the answer is "no", please consider that being my feature request.  ;)
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on September 13, 2017, 03:56:58 PM
Just wanted to say THANK YOU for your awesome mods, I couldn't imagine playing without Hygiene and Skylights anymore!  :)

Only one thing I always wondered is: does hot water give any positive effects to bathtubs/ showers?

If the answer is "no", please consider that being my feature request.  ;)

Thanks, i just finished Rimatomics so i'll be back to doing an update on this very soon, right now the only thing to do with heat is that baths and showers can reduce the effects of heatstroke and hypothermia and give a mood bonus for having a nice hot or cool shower along with it.

I didn't want to make hot water a requirement for washing so that you didn't have to use my heating, and i was planning on splitting the central heating and hygiene in A18 because i had a bunch of requests for it, which would mean to have water heating it would either need its own heater again, or i would need to do some parent mod like a DubsCoreMod as a prerequisite for both mods to join them together, which i would really hate to do, but i have also been getting lots of requests to add hot water now and there is other heating mods out there so I'm thinking i should just leave it all in 1 mod after all and just add mod options to switch off specific needs and adjust the rates with settings or by difficulty.

So if i keep it all bundled together and add hot water, i need to make it work with the new capacity I'm using for the central heating, in the illustration below you can see that the hot water tank would only be used for bathroom fixtures instead of being backup storage for central heating like it is now, you wont miss it because the radiators dissipate heat much slower now, it would take a share of the heating capacity same as the radiators. Solar heaters would only heat the water tank and not the radiators and would be super cheap to make

The stove and immersion would heat the hot water tank and radiators. If you are running an immersion heater then the thermostat in the hot water tank, or thermostats placed in rooms, could automatically switch it on when either temp is low, the stove would just run continuously when fueled.

The effects on bathing would probably be more in line with eating meals, so only negative effects for the level of the need, and buffs would be based on the quality of the wash, a filthy wash bucket or having a cold shower because the hot waters used up would be like the nutrient paste level, up to a hot bath being the fine meal.

(https://steamuserimages-a.akamaihd.net/ugc/868488983205441855/7E406252433D19A861792BB714ADA9F5C1B8134E/)
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Kori on September 13, 2017, 05:44:55 PM

(https://steamuserimages-a.akamaihd.net/ugc/868488983205441855/7E406252433D19A861792BB714ADA9F5C1B8134E/)

After reading your post and looking at the schematic all I can say is BRILLIANT! I love it!
I agree that keeping it a (bundled) single mod with mod options sounds like the best solution.

The only thing I would maybe add is some kind of reference to the outside temperature for baths/ showers as well, since the last thing a pawn living in the desert would require or even want is a hot bath.  :D
So maybe the amount of hot water that is required could directly be linked to the outside temperature:

-everything above 35 degree (celsius): 0% meaning no hot water required for a bath/ shower that gives the best bath buff
-somewhere around 10 degree: 100%
-everything below -15 degree: 200%

And between those 3 reference points it scales smoothly depending on the outside temperature.
Oh and since baths/ showers in very hot environments wouldn't require hot water, maybe the best buff should be called "Shower/ Bath (Relaxing)" instead of "Hot", with the lesser buff being "Shower/ Bath (Cold)".
(When the attribute "relaxing" or "cold" is the first word, then some people might wonder why "Cold Shower" isn't a debuff, that's why I'd put it at the end.)
What do you think?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on September 13, 2017, 08:08:16 PM
the buffs for it being hot or cold are based on if they have hypothermia or heatstroke right now so it should always make sense, i just had a thought i could expand it to be based of the hot and cold mood effects too, and it would just clear the mood effect, then its more accurate than just taking the ambient temp outside, because its based on their clothing and general exposure to temperature, it could be 50c outside but they could be working indoors in an air conditioned base, and then someone spends too long in a freezer with no shirt on and are actually shivering, then if they hop in the shower they can have a nice hot shower and it clears the mood debuff, obviously they wont seek out a shower if they are hot or cold, they already seek safe temperature, it would just be if they happen to use the shower.

So hot and cold wash buffs based on mood effects / hypothermia / heatstroke, they could be small like +3, mainly just the benefit of clearing the negative effect which can go down to -20.
Quality of the wash is based on how nice the facility is so -4 for buckets, nothing for showers, then +5 for baths and then maybe +10 for something even more lavish.
So if your pawn is cold and they have a hot bath then they would get +8 and clear all negatives from being dirty or cold
If they are at a comfortable temperature and just have a shower then they don't get any buffs, just clearing negative effects for being dirty
If they are freezing and using a filthy bucket of cold water to mop up with then things are grim. Sounds about right to me
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Kori on September 13, 2017, 11:34:18 PM
You are right, it makes perfect sense when it's based on the mood instead of the outside temperature!

Still this would make the usage and benefit of hot water for washing very seldom in many situations, while most people would regard hot water as a bonus even when they aren't suffering from hypothermia. ;D
How about this:
-pawn is cold: 100% hot water is being used, +7 (2 feeling of relief + 5 comfort of hot water) and clear all negative effects
-pawn is comfortable: 50% hot water is being used, +5 (comfort of hot water) and clear negative effects for being dirty
-heatstroke: no hot water is being used, +2 (feeling of relief) and clear all negative effects

And then there is the additional score for the quality of the wash. -4 for buckets sounds good (so comfortable pawn gets -4 in total, heatstroke -2, hypothermia worse), but I wouldn't make the difference between showers and bathtubs too big, so that people don't stop using showers completely. The extra resource and space investment that you require for a bathtub over a shower is just too small to justify a lifelong difference of 5, maybe 3?

But even with a smaller difference I personally would never build a shower I think, and dividing them with additional researches also doesn't make sense...
So what if showering gets a different advantage instead: it could be less time consuming, taking only 50% of the time of a bath? (In that case +4 for baths would be reasonable too I guess...)
That way, pawns that are in a very good mood could prefer the faster shower (if available), while stressed pawns tend to take a more relaxing bath. If they have the choice. Then it would make sense to build both into your bathrooms!

All in all, the absolute maximum buffs would be
-10 for cold pawns (2 relief, 5 hot water, 3 bathtub) -> biggest buff but requires the most hot water
-8 for comfortable (5 hot water, 3 bathtub)
-5 for heatstroke (2 relief, 3 bathtub) -> smallest buff but doesn't require hot water at all
(or +1 for everything if baths take twice as long as showers and get the +4 buff)

I think it's okay that heatstroke gets the smallest buff, because not only it doesn't require any hot water, it also makes sense in a realistic way because the additional positive effects on the body (relaxing muscles etc) are just not there when taking a cold bath.
Also a relatively low value of 2 for relief might be enough imo, since it also clears the negative effects of hypothermia/ heatstroke as you already pointed out.


When you mentioned a better buff for something even more lavish:
How about some kind of soap or foam bath that can be produced in the drug lab and can be used to "refuel" the shower/ bathtub for a fixed amount of usages? The usage could be toggled via a button for every bathtub/ shower with the default being off, and it could provide a small (+5?) extra buff.
It should require some kind of research though and there could be maybe 3 different recipes that require different herbs and plants?

PS: A very small bonus for showers/ bathtubs made from steel over the cheaper wooden counterparts would be nice. Maybe slightly more beauty because they are more hygienic?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on September 14, 2017, 12:55:25 AM
Don't worry about the hot water not being used, its always used regardless of the mood and its a capacity that you might need to monitor to prevent people getting mad but i don't want you to have to think about it too much, i could put in traits for those kinds of people that stay in the shower for 30 minutes and use up all the hot water, they would be the first to die when the food runs out.

Baths are already very different to showers in the current version, with the shower they wash until clean then exit which is very fast, but the bath job driver forces the pawn to stand and run the tap first, then lay in the bath for the full duration of the job even after they are already 100% clean, because its a luxury. Baths would also use a lot more hot water, and more water capacity on the grid.

The research is going to be completed by default for standard colonies, only tribals will have to do the research in the next patch.

For the +10 luxury buff i was thinking more like Jacuzzi's or a private high tech power showers, they would require extra power, water and sewage capacity. And i might remove woody from the stuff types for baths and toilets, then add a wooden bath to go with the wood latrines for low tech colonies
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Kori on September 14, 2017, 01:16:49 AM
So it will always use the same amount of hot water, no matter if they are freezing to death or having a heatstroke?
My idea was that it would be nice if you would have to "pay" something in return for curing hypothermia in form of extra hot water, instead of getting it for free with the standard shower/ bath procedure.

What will be the difference for pawns at comfortable temperature (which is the case for probably 98% of the time when playing in tropical or temperate forests) if they have hot water or not? You said there wouldn't be any buffs or debuffs in this case, so what's the point of hot water then?  :-\
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on September 14, 2017, 02:19:51 AM
Quote
My idea was that it would be nice if you would have to "pay" something in return for curing hypothermia in form of extra hot water,
Just ask a doctor, you shouldn't warm up someone with hypothermia to fast.
Sure you are geting a good mood boni when you take a warm bath/shower if you come from a cold. But thats not a therapy for hypothermia.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Kori on September 14, 2017, 03:04:02 AM
Just ask a doctor

I'd rather not, he'd be too busy telling me that I shouldn't simply transplant organs, legs and noses from one person to another, treating the wounds with some herbs I found in my backyard (so that they can heal in less than one night) and feeding them inedible raw potatoes afterwards.

Trust me, the danger of some kind of shock because of getting warmed up too fast is the least of the Rimworld's people's problems. ;)
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on September 14, 2017, 11:42:58 AM
it doesn't currently cure hypothermia or heatstroke, it only reduces it slightly and gives the mood buff so they are still suffering from it and need to find safe temperature.

And to keep the hot water manageable in a large colony i need to make the range of variability in the usage quite small so its constant enough to not be a burden. The way i plan to do the hot water tank should introduce some slack, if it turns out in testing that i can increase the variability then i'll try it out.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Kori on September 14, 2017, 06:50:35 PM
Okay, keeping it managable without getting a burden makes sense. I'm sure the result will be great!
Good luck with the development! :)
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: sirgzu on September 24, 2017, 05:54:07 PM
is it normal that I can't remove nightsoil?
I put nightsoil on rough stone terrain and I expected I would be able to remove it like any other floor...

After adding <li>SmoothHard</li> to the nightsoil terrain affordance I can remove new tiles but not the old tiles that I built before making the change. I had a look in the savefile but I fear all maps are binary encoded, and I don't know how to edit that manually.

Is there a way I can turn these tiles back to their original value or some specific rough terrain type by any mean possible?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on September 25, 2017, 03:15:56 AM
Nightsoil isn't a floor, it is a terrain like soil/richsoil.
And these terrain you can't remove either.
But if you got Fertile field mod, you can change the terrain type.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: sirgzu on September 25, 2017, 03:54:51 AM
I see it more as a layer of top soil / compost.
It doesn't really make sense that you could put it on rough stone but can't remove it?
If it's not something you can remove then should you be allowed to build on stone in the first place?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Darkfirephoenix on September 25, 2017, 10:28:14 AM
Now I kinda think it's strange that there is no full "water cycle". Where does the water come from we are using? Is the biggest question I have :D

Hmmmmm... taking water from any water source would be fine for the "low tech" options (just refill that washbucket at the lake/stream), but the more advanced options... a water intake/pump/raincollector maybe (intake goes into a river, the pump may pump up groundwater)?
THAT would lead to options where there is no surface water... maybe taking snow/ice to refill the water tanks in frozen biomes, just chuck em into a dedicated melting tank/the normal water tank and the warmer the tank/room is the faster it melts (maybe also a option to heat it itself if you want)
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on September 25, 2017, 10:34:11 AM
Already talked about how i plan to do water and sewage in future updates and the thirst addon mod
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: AngryOscar on October 02, 2017, 01:18:04 AM
This may have already been answered many times, but can prisoners use toilets/sinks? I built a prison with sandstone toilet/sink in each cell, but they don't seem to be using them.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on October 02, 2017, 03:38:28 AM
They use it, but did you connect the toilet with sewer ?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: AngryOscar on October 03, 2017, 10:39:14 PM
They use it, but did you connect the toilet with sewer ?
Yes of course. I have my entire base set up with plumbing. It doesn't appear the prisoners use toilets or sinks. I do have tons of mods, not sure if there is a conflict. Maybe they use it and I dont notice, but I've watched them for awhile

Ok I see the bladder isn't what is extremely low, its their hygiene. They are unable to shower/wash hands.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: faltonico on October 07, 2017, 06:03:20 PM
I installed bad hygiene in a advanced colony, it tanked the performance beyond playable conditions in a game that was already running *not so good* to say the least xD
My game was already crashing because of out of memory exceptions caused by pathing (with no path modifying mods present), and when opening the world map.
I guess it is time for me to stop playing this game until it reaches beta at least, with each new alpha performance has gotten worst for me.

Hopefully you wont get burnt out and i'll find your mods by then.
Thanks a lot!
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: sidfu on October 11, 2017, 07:12:41 AM
I installed bad hygiene in a advanced colony, it tanked the performance beyond playable conditions in a game that was already running *not so good* to say the least xD
My game was already crashing because of out of memory exceptions caused by pathing (with no path modifying mods present), and when opening the world map.
I guess it is time for me to stop playing this game until it reaches beta at least, with each new alpha performance has gotten worst for me.

Hopefully you wont get burnt out and i'll find your mods by then.
Thanks a lot!

not this mods fault. opeining the world map the first time per game increases ram use 200-600mb use and stays till u restart game.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: sirgzu on October 11, 2017, 11:24:58 AM
I have a slight issue with the heating in this mod being way OP compared to electric solutions. The amount of heat generated by a hot water tank + 2 water heating solar panels is insane. I get that it might be more efficient than converting to electricity and back to heat but from my testing you can easily heat an entire base with just that even in cold biome. That seems a tad too much
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on October 11, 2017, 11:41:30 AM
Yep, but thats a known problem.
And so far i know dubwise is working on a major overhaul soon Rimatomics is "bugfree".
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on October 11, 2017, 11:46:02 AM
I have a slight issue with the heating in this mod being way OP compared to electric solutions. The amount of heat generated by a hot water tank + 2 water heating solar panels is insane. I get that it might be more efficient than converting to electricity and back to heat but from my testing you can easily heat an entire base with just that even in cold biome. That seems a tad too much

The numbers are wrong on the rads in this version so its way too powerful in large rooms and too weak in small ones, the heating was sort of a test feature that's optional just to see if people like it, i totally recoded everything for the next version, its now more like having electric heaters that have a buffer on them that rises and falls depending on total capacity % or with thermostat control, and the hot water tank is now only used to heat water for baths and showers not for the central heating, no eta on the new version yet, still mopping up some bugs in Rimatomics
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: sirgzu on October 11, 2017, 12:31:28 PM
Ah grand so :) really like those mechanics. Glad to know you're taking care of business
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Tenshi~Akari on October 16, 2017, 09:20:53 AM
Hi! I seem to have a slight issue when it comes to random friendly spacers coming out of cryptosleep caskets to take a bath on my bases. They seem to be trapped in this loop until their other needs get low enough that they give up & take care of those. This is a red error that was happening with one of them:

Code: [Select]
Exception in Tick (pawn=Sammy, job=takeBath A=Thing_BathtubStuff119356, CurToil=5): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.JoyUtility.JoyTickCheckEnd (Verse.Pawn pawn, JoyTickFullJoyAction fullJoyAction, Single extraJoyGainFactor) [0x00000] in <filename unknown>:0
  at DubsBadHygiene.JobDriver_takeBath+<>c__DisplayClass0_0.<MakeNewToils>b__3 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0  lastJobGiver=DubsBadHygiene.JobGiver_colonistsTakeShower, curJob.def=takeBath, curDriver=DubsBadHygiene.JobDriver_takeBath
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick_Patch1(Object)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on October 17, 2017, 10:44:18 PM
Hi! I seem to have a slight issue when it comes to random friendly spacers coming out of cryptosleep caskets to take a bath on my bases. They seem to be trapped in this loop until their other needs get low enough that they give up & take care of those.

Probably the same problem as with prisoners and baths, i recoded the baths for the next version and i'll make sure its all working
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Kori on October 18, 2017, 07:46:34 PM
i recoded the baths for the next version and i'll make sure its all working

Will the next version happen before A18?

Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on October 20, 2017, 08:39:46 PM
The next version is going to be for A18, here's couple of screenshots of the new sewage and water grids, its kind of like sim city 5, in the first pic you see the overlay showing where you have ground water and surface water, you just plop a water tower and it starts producing x amount per day based on how much there is in the circle, but its not used up over time so doesn't need to be replenished. At the moment the amount of ground water your map has is based on the rainfall stat on the biome so you know what it will be like when picking a landing site, high rainfall means groundwater everywhere and low rainfall will be small patches, actual in-map rainfall can't be used for anything because it can be manually triggered with fires.

In the second shot you see the sewage grid in action, the outlets have a 3x5 box in front of them where they dump sewage into the grid, when its thick enough its rendered as visible sewage, on land it will thicken and spill over to adjacent cells when the cell is full, and if it hits water it quickly spreads out, at max thickness it kills small plants, and the sewage will clean up over time on its own, faster if its in water or absorbed by trees.

The way it works with the bathroom fixtures is that everything requires specific amounts of water, which gets drained from the water towers and pushed to the sewage outlets, hot water tanks are heated by the central heating system basically like a radiator heating a room but they don't require water capacity, heat is pulled from the tank while the fixtures are used and pawns get mood debuffs if it runs cold, the sewage treatment building will convert sewage back into clean water and store it in towers, instead of breakdowns you will get blocked drains that a cleaner has to tend to.

I bundled in the thirst need i was working on and I'm stripping and adding lots of other features, for example instead of checking room impressiveness pawns will only care about being private, so you can then make small toilet stalls and smaller bathrooms, you will still be able to set a private bathroom for individuals or couples, there is lots of other stuff changed or added and a little bonus feature i might add is a new kind of irrigation grid that i was working on for MarsX.

(https://steamuserimages-a.akamaihd.net/ugc/856107255757099985/D084F044EA8A688606EAFA6E0729B7E85416BC0D/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:573&composite-to%3D%2A%2C%2A%7C1024%3A573&background-color=black)

(https://steamuserimages-a.akamaihd.net/ugc/856107255754932131/56F71BADA98B6AC4443BCC71A39B0CD9DDA6CD01/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:698&composite-to%3D%2A%2C%2A%7C1024%3A698&background-color=black)
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Kori on October 21, 2017, 07:54:28 PM
The next version is going to be for A18... [followed by lots of awesome stuff]

Nooo, waiting for A18 feels like eternity!
Do you need people to test your mod before release? ;)
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: DiamondBorne on October 21, 2017, 08:11:37 PM
You made Rimworld into Realworld, but much more awesome. Next thing there will be water utility service: Connecting water pipe to neighboring bases and earn monthly cash like Simcity. ^_^
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on October 21, 2017, 08:13:21 PM
yeah once i get a couple of other bits done i'll link a copy for a17 on here, not so much for testing because things will change too fast to keep them updated on here, but just as a preview to play around with
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Kori on October 22, 2017, 02:25:06 PM
yeah once i get a couple of other bits done i'll link a copy for a17 on here, not so much for testing because things will change too fast to keep them updated on here, but just as a preview to play around with

Great, thanks! :)
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: praryboy on October 23, 2017, 10:12:40 PM
Hey, I asked this on the steam comments but it got buried pretty quick. When I try to assign a bathtub to a colonist the list is completely empty, someone else mentioned this bug in the comments as well. I assume it's a compatibility problem with another mod, does anyone know which? Or have a good guess?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on October 24, 2017, 02:37:00 AM
Never encounter this, or hear about that at the forum.
So my first idea it would be a steam only mod cause this.

Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on October 24, 2017, 05:48:42 AM
assignment stuff is all totally recoded for the a18 update
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: praryboy on October 24, 2017, 08:10:26 PM
assignment stuff is all totally recoded for the a18 update
oh ok, I might as well just wait then, its not a big deal as I can assign a shower and they seem to be kinda happy with that. Does your new code do anything to the ownership when colonists get into a relationship? Beds automatically become double owned, it would be nice if unisex showers and stuff did too, 'cause otherwise my newlyweds have one of them wandering down the hallway to their old apartment to take a wizz.

I didn't realize you were also the guy who does rimatomics, I wanted to tell you how impressed I am with your design. Your concept for doing the research is very involving and much more satisfying than the vanilla rimworld research. That being said, I still have no idea how to get the shielding research to start, the research description could use a hint as to how to get the radiation levels to raise that high.

keep up the good work
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on October 25, 2017, 07:40:16 AM
oh ok, I might as well just wait then, its not a big deal as I can assign a shower and they seem to be kinda happy with that. Does your new code do anything to the ownership when colonists get into a relationship? Beds automatically become double owned, it would be nice if unisex showers and stuff did too, 'cause otherwise my newlyweds have one of them wandering down the hallway to their old apartment to take a wizz.

I didn't realize you were also the guy who does rimatomics, I wanted to tell you how impressed I am with your design. Your concept for doing the research is very involving and much more satisfying than the vanilla rimworld research. That being said, I still have no idea how to get the shielding research to start, the research description could use a hint as to how to get the radiation levels to raise that high.

keep up the good work

Thanks! and Done!
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: MythicalNinja on October 27, 2017, 04:37:00 PM
Hey, Love the hygiene mod the only problem is my colonists won't clean the bed pans. My entire base is spotless and there are always bedpans and they only get cleaned if I prioritize it.  :-\  Other than that the hot water systems give an error saying there is a blank line of code when u click on the hot water tank and stuff.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on October 27, 2017, 05:20:53 PM
You should create a new stockpile, prefered somewhere unroofed.
Be sure this new stockpile got waste filtered, then your hauler will haul the bed pans to the stockpile.
But i don't think cleaner will auto. clean bedpans.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: MythicalNinja on October 27, 2017, 06:04:50 PM
Thanks, after i posted this i read the main post on the mod and saw "....if they are in a medical bed they will use bed pans that can be hauled and cleaned by cleaners." Which works now that i have a stockpile but mabie we could have either? So even if it doesn't get hauled they can just clean them there.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on October 27, 2017, 07:06:33 PM
Thanks, after i posted this i read the main post on the mod and saw "....if they are in a medical bed they will use bed pans that can be hauled and cleaned by cleaners." Which works now that i have a stockpile but mabie we could have either? So even if it doesn't get hauled they can just clean them there.

They should have been able to clean up bed pans as if they were normal filth all along, because i wanted them to get cleaned up along with other filth by the standard job which sweeps a whole room, but something fishy is going on so i'll just simplify it in the next patch.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: sidfu on October 31, 2017, 01:03:23 AM
for me they clean dead pans but it seems like its last thing they clean.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on November 01, 2017, 08:36:37 PM
Dubs Bad Hygiene A18 Preview (http://bit.ly/2imZsn8) < link

Here you go, preview versions of bad hygiene and skylights for A18, not finished yet, still has bugs, still needs features, but still mostly working.

To get up and running you need to plop a water tower over some of the highlighted water zone, then plop a sewage outlet anywhere you want, for hot water you need either a stove and a thermal store, or a boiler.

To use central heating just pipe rads into a boiler or stove, you can see a capacity % on each thing that requires heat. On the boiler you can crank up the power to match your requirement, and if you use thermostats in any room the boiler will switch out of low power mode when at least 1 room is too cold, i haven't included thermostats in the thermal stores yet.

Gender and pawn assign is per room now, group baths and showers by gender to keep pawns happy, and place toilets in small stalls so they have privacy or they get upset. there are no more burn barrels so latrines just dump waste directly into the sewage grid unless plumbed.

To use the new sprinklers you just plop one over your crops and every morning at 5am they will start spraying if you have enough water stored up, they fill up an irrigation grid that gives a boost to fertility to any kind of terrain, doesn't matter if its modded either, then the water evaporates over the course of the day.

The new skylights work with proper sky light now so i can do odd shapes and sizes and they generally just work better than the old glower setup.

the balance is probably going to be way off right now so i'm open to suggestions, good luck!
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Kori on November 01, 2017, 08:50:05 PM
When this is the A18 preview, is it for A17 or A18U?  :o
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on November 01, 2017, 09:01:27 PM
its for A18 on steam
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Kori on November 02, 2017, 09:45:05 AM
Oh..
Does it rely on any new A18 features, or can I change the version number and use it with A17 as well?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on November 02, 2017, 10:25:32 AM
I am pretty sure that wouldn't work.
Just finish your current A17 colony with the mods your currently run.
In a few weeks A18 get released, and you can play a new colony with new vanilia and mod features.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: whatnow96 on November 02, 2017, 06:29:37 PM
How do you burn the waste barrels? I was looking for a command or something and didnt see anything. Thanks for your help in advance. :D
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Kori on November 02, 2017, 06:38:38 PM
Okay, I have to wait then, thanks.

How do you burn the waste barrels? I was looking for a command or something and didnt see anything. Thanks for your help in advance. :D

Right click on the barrel should give you the option "Burn Barrel".
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: whatnow96 on November 02, 2017, 06:53:15 PM
Thanks it worked. im such a derp  ::)
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Muffalo Wool on November 03, 2017, 07:59:38 AM
Are the medkits single-use? I think it's unfair if they weren't.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Heni on November 04, 2017, 09:58:23 PM
Man your imagination have limit? One legend of rimworld modders ^_^
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Exortus on November 06, 2017, 02:14:06 PM
Hello!

I have found a possible bug in A18 hygiene: Pawns won't clean by themselves, only when prioritised. If I force them to clean by job allocation, they will just stand around. They won't clean bed pans at all, even when prioritised. I only run RIMKEA and growable mushrooms besides the hygiene mod.

Also one question: how do pawns satisfy their water need? I have seen it through eating, what are the other options? (Especially for tribes?)

Thanks.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Goldenpotatoes on November 08, 2017, 12:05:13 PM
Bedpans in the A18 test seem to cause issues and lock up pawns when assigned a job involving them.

Code: [Select]
TryToMakePreToilReservations() returned false for non-queued job right after StartJob(). This should of been checked before. curjob=provideBedpan job (job number)
The issue goes away if the bedpan is deleted.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Kastuk on November 08, 2017, 05:30:53 PM
Suggestions:

Cogeneration, thermal power stations that can generate both power and useful heat.
Geothermal heating
Natural hot spring, Onsen
Wooden bathtub

Animal manure
Saltpeter production
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Topper on November 22, 2017, 12:47:36 AM
any update B18 non steam update for this one? Have you had a chance to ask the devs to include some of these additions in vanilla? I seem to recall someone having a bad experience with toilets in Sims 2 and swearing to never include them in Rimworld bad that was a long time ago and these toilets really dont add to micro..just provide realism.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Canute on November 22, 2017, 02:47:39 AM
Dub use steam as beta testing platform, because of the autoupdate feature.
Once he is satisfied with the results he will release at the forum too i am sure.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Dubwise on November 26, 2017, 01:54:27 PM
quick update on progress, im still trying to fix lots of bugs in the new version of hygiene that people are testing on steam, i think once i have this next batch of problems fixed i'll upload it here, don't want to keep you waiting forever
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Topper on December 03, 2017, 04:55:52 PM
any update on this one ?
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: PreDiabetic on December 06, 2017, 04:41:09 PM
Game forget owner of Bathtub,Shower,Toilet and Basin upon exit. When you reenter game changes it into owner:nobody.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: frenchiveruti on December 06, 2017, 04:53:04 PM
Hey Dubwise! As you're updating your mod, will you consider adding ModSync Ninja (https://ludeon.com/forums/index.php?topic=34447.0) to it? It's a great tool both for modders and users.
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: jts1702 on December 08, 2017, 05:15:04 PM
You've updated it on Steam. Now we're waiting for it here, Dubs!
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Harry_Dicks on December 08, 2017, 05:45:19 PM
I second that! It just snowed and iced here, hoping I can get stuck inside with this mod downloaded. Crossing my fingers it gets posted before the internet connection goes out!
Title: Re: [A17] Dubs Hygiene & Central Heating | Rimkit(Medkits) | Skylights
Post by: Tenshi~Akari on December 08, 2017, 08:05:33 PM
quick update on progress, im still trying to fix lots of bugs in the new version of hygiene that people are testing on steam, i think once i have this next batch of problems fixed i'll upload it here, don't want to keep you waiting forever
^^ It's still very much in need of some fixes, once they're done, it'll get posted here in the forums like he said.  :)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on December 08, 2017, 08:59:26 PM
updated
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Topper on December 09, 2017, 04:44:15 AM
Thanks Dubs~!
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: JinxVanAshke on December 09, 2017, 09:04:48 AM
Absolutely thank you. This is one of the mods that make my game feel incomplete to not have. My colonist housing without bathing rooms just looks wrong now.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: SpaceDorf on December 09, 2017, 02:07:48 PM
Thank you for that neat Construction Kit :)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Ruptga on December 10, 2017, 05:31:51 PM
I don't understand how the hot water system works.  Solar heating plus storage works as expected, but when I add a boiler it only draws 20w regardless of what it's set to and the storage level drops until the sun rises again.  Do boilers only work with radiators and thermostats?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on December 10, 2017, 06:23:29 PM
I don't understand how the hot water system works.  Solar heating plus storage works as expected, but when I add a boiler it only draws 20w regardless of what it's set to and the storage level drops until the sun rises again.  Do boilers only work with radiators and thermostats?

I need to get around to writing up detailed explanations and make youtube vids for this at some point, the boiler has a built in thermostat which turns it on when the heat falls below 50%, then it jumps up to 75% or so and goes idle again, that's so it uses minimal power just for heating water, it also works with extra connected heat stores. If you want to use a boiler with radiators you need 1 or more thermostats to override it and force it to switch on and heat the rads, you can place them in important parts of the base, or main hallways, or just place 1 and set the temp really high so it forces the boiler to always be on, rads don't overheat rooms like electric heaters they cap at 21c so its totally fine to leave them always on if you have the spare power. Hope that helps
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: PhantomFav on December 14, 2017, 10:57:03 AM
Quote
rads don't overheat rooms like electric heaters they cap at 21c so its totally fine to leave them always on if you have the spare power

I think this misunderstanding comes from the description of the radiator:

"As powerful as an electric heater for heating rooms, the capacity changes the maximum heat that it can put out."

If at the end of the phrase you add "Radiators don't overheat rooms like electric heaters, they cap at room temperature." it will more fitting :)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Ruptga on December 14, 2017, 11:50:46 AM
The hot water makes a lot more sense now.  But...

After running this for a few days I think the sprinklers are broken, as in OP as hell.  I haven't done rigorous testing, but it seems to have cut growth time by about half.  Do they add a flat fertility bonus, or is their bonus reduced by temperature and light the way that fertile soil's is?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: jts1702 on December 14, 2017, 01:54:11 PM
Re: Irrigation

It stacks with fertile soil, but note that the fertility bonus dissipates within hours after use. By the late afternoon, that bonus will be all gone.

But who cares, plants rest when the sun goes down.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on December 14, 2017, 03:51:21 PM
The hot water makes a lot more sense now.  But...

After running this for a few days I think the sprinklers are broken, as in OP as hell.  I haven't done rigorous testing, but it seems to have cut growth time by about half.  Do they add a flat fertility bonus, or is their bonus reduced by temperature and light the way that fertile soil's is?

I think i need to speed up the evaporation, irrigation is just a little bonus feature i threw in and i don't think many people use it or tested it so it still needs some tweaks, i have been happy with it in my test map but its a freezing tundra with poor light levels so the boost is just enough to keep me alive through the winters, i don't like the hydroponics and sun lamps setup i prefer greenhouses with natural light.

The irrigation grid takes the original fertility of the terrain and then multiplies it based on how wet the soil is up to *1.8, plant code is normal so their growth rate is still based on a combination of temperature, light level and soil fertility, plants also have a fertilitySensitivity stat so you will see plants like rice gain a bigger boost to growth rate than potatoes.

The water in the soil evaporates throughout the day at a rate based on the ambient temperature, so it starts at *1.8 at 6am just after the sprinklers switch off and light levels are still low, and then its meant to gradually fall back down to *1 by the evening or sooner if its really hot, so its not a constant *1.4 like a hydroponic basin or rich soil, but it looks like its not drying up fast enough in mild climate so you are getting too much boost all day, i'm playing with the numbers.

I'm going to assume fertile soil is a mod, i don't play with mods so i don't keep up with all the names but i noticed modded soils tend to have a pretty high fertility value, sometimes way higher than rich soil which means you will get some silly numbers when combined with sprinklers and a crop like rice, but i'll leave it up to players to decide if they want to stack fertility mods.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Ruptga on December 14, 2017, 05:15:47 PM
I meant rich soil, I'm not using anything else that affects crops.  I agree that tweaking the evaporation rate should take care of it, the sprinkler concept itself is sound.  I've got some rice in a rich plot with a sprinkler, at the end of a 34C day right before the light started falling off the irrigated rice was only down to 220%, about 60% higher than the rice on unwatered rich ground. 
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on December 15, 2017, 03:42:26 AM
I think i need to speed up the evaporation, irrigation is just a little bonus feature i threw in and i don't think many people use it or tested it so it still needs some tweaks, i have been happy with it in my test map but its a freezing tundra with poor light levels so the boost is just enough to keep me alive through the winters, i don't like the hydroponics and sun lamps setup i prefer greenhouses with natural light.
You should play a turn at extreme biome where you can't have outdoor growing or no good soil to grow stuff, except you use a terraform mod.
Then hydroponics will be a need to use to survive.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Tenshi~Akari on December 21, 2017, 05:57:17 PM
I seem to be coming across a tiny issue of pawns avoiding usage of bathrooms they're assigned to (either that or it's not high enough preference for them to use it...) Literally just had two pawns bypass their bathrooms to go wash up in one that's unassigned, which is a little more out of the way. Not sure why they'd do that, everything is hooked up just fine, and when I clear ownership, they'll use them just like normal.

Outside of that, haven't come across much out of the ordinary quite yet. It's just nice to have this mod back in my game, so kind of in the honeymoon phase of the new stuff still.  :P
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on December 21, 2017, 07:14:06 PM
are all the fixtures the same quality? and the path cost to do basic stuff like walk through doors might mean its actually quicker to get to the other bathroom, i don't force pawns to always use private bathrooms because they could be the opposite side of the base and have a perfectly good public bathroom right next to them, you could maybe do some testing like removing the doors or removing the assignment to see if they then make use of it, en suite bathrooms tend to get used most when pawns wake up to pee during the night or first thing in the morning
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Tenshi~Akari on December 22, 2017, 02:59:15 PM
I think it was indeed a quality issue... the moment I replaced the tub after an infestation destroyed the old one, the newer one had a higher quality and they started using that more instead of going to the nearest unassigned one.  :P
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: deathstar on December 25, 2017, 08:19:03 AM
I'd like to see a compatibility patch with Holy Washer (https://ludeon.com/forums/index.php?topic=35664.0), to make its washing machines use water - Or even your own take on a similar functionality.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on December 25, 2017, 11:21:38 AM
I don't like the idea of removing worn by corpse effect by washing, doesn't make sense because the problem isn't that its dirty, its knowing you just looted clothes off a corpse, like when an enemy has been downed by a minigun burst and they are laying in a pool of their own blood piss and shit, you can remove their clothes and its totally fine, but someone that's euthanized in a sterile room needs to be stripped first.

In reality the conditions in the colony would dictate if a colonist would be concerned about wearing clothes that someone died in, like if you are butt naked in a freezing tundra with half your digits missing then you probably wouldn't care too much about stealing socks off your dead wife's maggoty corpse, but if you have plenty of clean fresh clothes and all of your toes then it would be rather shocking. Also if you have the capability to run a modern washing machine with working water supply and sewage system and electricity and detergent then it should be easy to knit together a new pair of pants else you have your priorities in a mess.

The only way i can think of making washing a thing without making it a big coding job, and how i will probably try do it in my mars mod, is if it is simply a way to add just enough hit points on an item of clothing to clear the worn out apparel debuff, so you could maybe get into a cycle of wearing the clothes for a couple of days, then when the they become worn out the pawns auto swap to better clothes like normal, and then if the worn out clothes are within a certain range of hit points, then a pawn can haul them to a washing machine and it will add just enough points back to clear the worn out status, else they wear out until destroyed like normal.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on December 25, 2017, 12:16:55 PM
Quote
I don't like the idea of removing worn by corpse effect by washing, doesn't make sense because the problem isn't that its dirty, its knowing you just looted clothes off a corpse, like when an enemy has been downed by a minigun burst and they are laying in a pool of their own blood piss and shit, you can remove their clothes and its totally fine, but someone that's euthanized in a sterile room needs to be stripped first.

Basicly you are right.
But how does a trader know these stuff are from a dead corpse, and not just old clothes from a pawn ? Dirty and holes should have both.
And why does trader don't sell any ?
And why does weapon don't got these flag.

But don't forget the Main-reason of the flag just was to reduce the wealth of the free stuf from raids.

But at most of my games, i just recycle all deadman stuff to build new stuff out of them. Thats more realist then a holy washmashine.:-)

Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on December 25, 2017, 12:56:04 PM
yer its kind of just a solution to a problem that doesn't exist, and with all the weird modded clothing people like to wear and forced apparel and armour and belts and so on, it would probably just make something that is already fiddly, super fiddly
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: ChaosChronicler on December 25, 2017, 02:08:28 PM
Never had a problem with the whole "deadman" cloths seeing as I mostly sell the stuff from raids or recycle. Though I do find it a tad funny that my colonist don't mind jacking a gun off of a dead raider eve if said gun blew the head off of another colonist.

However I would like to have a washing machine function to the game. Basically gives a temp buff to the item having a slower degradation, or colonist mood buff. Come on who dosn't like the feeling of fresh clean cloths straight from the dryer?

Hm, probably should have a dryer too
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Mst on December 26, 2017, 12:15:26 PM
Maybe some would like to share screenshots of their water-sewage setup?
Would be great to see some examples of system in work and proper ways to set everything up. I'm just starting with mine and not everything is clear with how things work.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on December 26, 2017, 12:40:42 PM
you just need to plop a water tower on a patch of water, a sewage outlet off in some corner of your base that nobody ever visits, maybe walled off or next to a river or beach, and you should be fine for 20 colonists or more if you just use showers, i need to get some up to date screen shots on the first page when i have the time
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: deathstar on December 26, 2017, 01:44:36 PM
Fair enough with the washing machine stuff, I understand your reservations. I guess the most immersive way to get rid of the debuff is to recycle the blood-soaked shirts and make new ones out of the cloth.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Mst on December 26, 2017, 02:09:01 PM
you just need to plop a water tower on a patch of water, a sewage outlet off in some corner of your base that nobody ever visits, maybe walled off or next to a river or beach, and you should be fine for 20 colonists or more if you just use showers, i need to get some up to date screen shots on the first page when i have the time
Yeah I get that, but there are other elements such as different heaters, boiler, thermal store, thermostat, radiator, valve. And I havn't even started any of the research.
I didn't want to bother the creator so I guessed I figure everything out from the screenshots. Besides, I'd love to see what other people came up with their base layout.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on December 26, 2017, 03:30:52 PM
Sorry i need to add a proper description and make a youtube video explaining all the details, i keep putting it off because i keep changing bits. Simple setup is water tower on ground water or river, sewage outlet on ground or river, a boiler, then plumb it all together with your bathrooms fixtures and that's all you need.

If you want to use radiators just plumb them in to the same pipe net with the boiler, and place thermostats in the important or coldest rooms. The fueled stove is just a boiler but without the built in hot water tank, so you

The boiler is basically a stove with a built in thermal store, it has a thermostat for its hot water tank which will make it flick on and off, then extra room thermostats override that. Boilers have a power mode so you can scale it up as you expand your base, and stoves are the same as a boiler running at 1000w

I tend to use stoves first with wood as the fuel then once i have power i add a boiler and keep the stove as backup for power cuts.

Stoves can heat the water in boilers and thermal stores and boilers can heat the water in other boilers and thermal stores, its all shared.

Valves are for if you want to shut off the pipes like for example if you want to turn off sprinklers for a couple of days to let your water store build up again.

I'm happy to answer any questions
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Mst on December 26, 2017, 05:15:22 PM
Thanks! Did not want to take your time, especially with Rimaromics coming up. That's where I'll really need some explanation.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on December 30, 2017, 05:35:46 AM
Hi dubwise,
little feedback to the B18 version.
- The central heating is very effective compare to the vanilla heater.
I needed before 2000W and now just 1000W with a better constant temp.
I suggest that you lower the eff, if the boiler a bit. And max. power of the boiler to 1000W instead 2000W.

- Is the sewage outlet the only way to get waste out of the treatment ?
Why not adding back the waste barrels, a bill system for the treatment to remove the waste and produce waste barrels.
The waste barrels could be used as fuel for the multi-fuel stove or burned at the crematorium.
And a powered waste remove research, to build an attachment that slowly remove the waste from the treatment to create waste barrels.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on December 30, 2017, 12:41:39 PM
I didn't want to make any magic buildings or crafting loops that eliminated sewage because then would be a waste of time making a sewage grid with the fancy graphics and everything, because you know people will just rush to get the magic waste removal setup asap even if i made it cost a billion research points, the sewage treatment system already removes 90% of waste so you only have 10% left to dump.

Current plan for the next patch is to make toilets produce a crap load more visible sewage, but massively reduce how much waste showers and baths produce because that's really off right now. I want to try get sewage flowing in the correct direction down rivers so having water towers down stream will be a problem you need to think about. I want some kind of job driver which lets pawns pick up sewage from one location and move it to another so you can clean up sewage spills from incidents like burst pipes or overflowing toilets, but without it vanishing like snow clearing or normal filth cleaning. And maybe add extra pipes.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on December 30, 2017, 01:12:31 PM
I never play with a river, and on desert you don't got much water.
Don't forget about that.
Dumping waste into the river is sooo primitive, even when you filter 90% out before.
Just looking for a more hitech solution.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Harry_Dicks on December 30, 2017, 02:55:10 PM
Collaborate with RF - Fertile Fields mod to make the sewage waste into fertilizer! :P
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Psyckosama on January 03, 2018, 06:16:58 AM
https://gist.github.com/b53121aec332739d507a58444b837d80

Bad Hygene errors.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 03, 2018, 08:45:25 AM
looks like its not installed properly
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: jecrell on January 05, 2018, 01:40:32 PM
Hey there!
Just wanted to let you know I've patched my Vampires again to be compatible with your Hygiene mod -- in-case you get any error reports from people with Vampires, just send a report along to me if you get one.
Bless
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 05, 2018, 02:12:30 PM
Nice, mods that add new colonist pawns is a bit of a problem right now, i have the needs set to colonistAndPrisonersOnly and I patch the givers into the MainColonistBehaviorCore which i figured would cover everything but the mods that add new colonist types seem to always pick up the needs but not the givers, I haven't played around with making new pawn types yet but I'm guessing its something like they add all needs marked for colonists but then have their own ai tree so its skipping the givers, is there a trick im missing that will just let them scoop up the extra givers?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Eseru on January 06, 2018, 04:44:36 AM
Hi, I have encountered these errors.
I have just reinstalled Rimworld on my PC, with the HugLib and DubsBadHygene and RimKit mods.

https://gist.github.com/HugsLibRecordKeeper/e16fdcc06d950e1d932f5210d501d525
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on January 06, 2018, 05:46:42 AM
Looks like an installation error.
When i look at the 1.error
Code: [Select]
[Rimworld_dir]\Mods\Dubs Bad Hygiene\Defs\RecipeDefs/Recipes_Production.xml: root element named RecipeDefs; should be named Defsand compare it with the latest mod archive, the filestructure is different, i can't find a "Defs\RecipeDefs"

I think you download the A17 version.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Eseru on January 06, 2018, 08:34:17 AM
Hi! Thank you for the reply.

You're right!

I might have downloaded first the A17 version of the mod, and then downloaded the B18 version, but instead of deleting the A17 version, i just hit replace when i copied and pasted it on the Mods folder.

So what I did is delete the existing folder even if it says it's the B18 version, and re-extracted the B18 zip file. And it's working fine now.

Again, thank you ^^
Have a great day!
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Harry_Dicks on January 06, 2018, 02:16:22 PM
Hi! Thank you for the reply.

You're right!

I might have downloaded first the A17 version of the mod, and then downloaded the B18 version, but instead of deleting the A17 version, i just hit replace when i copied and pasted it on the Mods folder.

So what I did is delete the existing folder even if it says it's the B18 version, and re-extracted the B18 zip file. And it's working fine now.

Again, thank you ^^
Have a great day!

Fairly certain you should usually delete the old mod folder, and just extract the new one on a blank slate every time. Could the old version not still leave artifacts behind that could conflict with a newer version? Especially if the mod went through a big revamp?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: ridjack on January 06, 2018, 08:35:54 PM
The radiators and/or boiler seem to be working without power. I just spent a little while trying to figure out why my boiler kept flickering; it turned I had a missed a conduit connection somewhere. Despite that, however, my base was being kept at 70F while it was between 40 to 60 outside, and irrespective of how low I set the single thermostat.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 06, 2018, 09:06:23 PM
the radiators retain heat after a boiler loses power, if you click on a radiator you should see the red heating capacity gauges fall when the power cuts, as long as they are still warm they will continue to heat rooms until the capacity remaining in the rad isn't enough to keep up, the idea is to give a little buffer of time after a power cut where hopefully the temps don't drop far enough to wipe out all of your crops or freeze peoples toes off, that's if you don't have a stove as backup.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: publicuser on January 08, 2018, 10:08:41 PM
Can you add Nexus or GitHub download?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: JustALittleCrazyTalk on January 09, 2018, 12:17:47 AM
I'm having trouble setting the radiators up, they fill with water, then drain out and just stop working. Fiddling with the boiler/thermal store makes it work again, but only momentarily.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on January 09, 2018, 04:04:14 AM
JustALittleCrazyTalk,
you need
- a water source (small/large water tower)
- thermal store
- thermostate
- boiler, multi-fuel stove or solar heater
- radiators
- connected with plumbing

Did you have this all ?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: JustALittleCrazyTalk on January 09, 2018, 03:38:09 PM
O, radiadors don't autothermostat now?

That's... amazingly dumb, radiators already use way more components than furnaces+vents and now its doubling the requirement.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Harry_Dicks on January 09, 2018, 04:25:01 PM
O, radiadors don't autothermostat now?

That's... amazingly dumb, radiators already use way more components than furnaces+vents and now its doubling the requirement.

How many thermostats do you need?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 09, 2018, 04:42:28 PM
The internal thermostat used for regulating the hot water temp for bathing is flicking it on and off, that means the radiators flick on and off with it, to prevent this you can build 1 thermostat and set it to a high temp just to override the internal thermostat and force radiators to stay on - i added an override button to the boilers for the next patch. Or you can use the thermostats like you would in a house so put one or 2 in important areas like hydroponics rooms or main hallways to living areas. Once the basic system is up and running its much cheaper than running electric heaters in every room and keeps you alive through power cuts
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Mst on January 17, 2018, 09:37:19 AM
Got this error today. Seems it haven't affected anything as the drain was cleaned with no bugs.

Code: [Select]
DubsBadHygiene.CompBlockage CompInspectStringExtra ended with whitespace: Blocked Drain

Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
Verse.ThingWithComps:InspectStringPartsFromComps()
Verse.ThingWithComps:GetInspectString()
DubsBadHygiene.Building_AssignableFixture:GetInspectString()
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Rect)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect)
ZoneInspectData.MainTabWindow_InspectZone_Stockpile:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: dkurage on January 19, 2018, 02:29:12 AM
Is there a way to make the skylights use glass from the Glass&lights mod?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Harry_Dicks on January 19, 2018, 09:47:55 AM
Is there a way to make the skylights use glass from the Glass&lights mod?

I haven't checked but you might be able to just edit the xml, shouldn't be too difficult. The mod Advanced Roofing is set to accept glass if you have Glass&Lights installed.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on January 19, 2018, 10:45:49 AM
Hey dubwise,
do you think it is possible to auto-assign the hygnie installations of a room if someone of that room claim a bed spot ?
It is very annoying when you send out a caravan the assignments get cleared.
And everytime the caravan return you have to assign the proper toilets to the bed owner too.
Would be nice when a pawn assign tp a bed, all the other assignable object in the room get these pawn to the list too.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: carpediembr on January 23, 2018, 07:59:17 AM
Minor suggestion: Toilets/Showers/Bathtubs should inform if it's ready to be used (aka connected to a sewage system) when selected.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 23, 2018, 03:52:21 PM
Hey dubwise,
do you think it is possible to auto-assign the hygnie installations of a room if someone of that room claim a bed spot ?
It is very annoying when you send out a caravan the assignments get cleared.
And everytime the caravan return you have to assign the proper toilets to the bed owner too.
Would be nice when a pawn assign tp a bed, all the other assignable object in the room get these pawn to the list too.

I got the basics working when it comes to assignment, i never make caravans so i only made sure it didn't crash when forming them and so on, didn't get to the ease of use stuff yet, would be nice to cover everything but time is a problem
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Harry_Dicks on January 23, 2018, 04:01:53 PM
If you need any help with xml work, or testing, I can volunteer help. I'll probably cause more issues than help, though :)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 23, 2018, 04:17:25 PM
If you need any help with xml work, or testing, I can volunteer help. I'll probably cause more issues than help, though :)

Just plain old reporting bugs is enough, but you can add me on steam or discord if you would like to chat at length about any of my mods
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Harry_Dicks on January 23, 2018, 05:28:48 PM
Do you have your own discord channel?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 23, 2018, 05:35:58 PM
not for my mods, can just DM me
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: CyanSam on January 31, 2018, 12:45:01 PM
Hey dubwise,
Have you seen the mod "no water no life" on the steam workshop?
It adds water need to colonist in an OK way in my opinion but I don't think it alters hunger rate in any way.
Since I think Tynan has done hunger rate in way that it takes thirst need in consideration too, with water gathering basics in you mod, are you going to implement water need in a balanced way?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Kori on January 31, 2018, 12:57:27 PM
Hey dubwise,
Have you seen the mod "no water no life" on the steam workshop?
It adds water need to colonist in an OK way in my opinion but I don't think it alters hunger rate in any way.
Since I think Tynan has done hunger rate in way that it takes thirst need in consideration too, with water gathering basics in you mod, are you going to implement water need in a balanced way?

That would be VERY nice! :)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Harry_Dicks on January 31, 2018, 01:10:28 PM
Someone should ask the author if they mind us posting that mod on here ;)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on January 31, 2018, 05:17:17 PM
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.

Where a thirst mod might work great is in a survival mode scenario with zombies, and i might add it back in for my mars mod because so much else is stripped out, this is all just my research and reasoning for not doing it in my hygiene mod ;D
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Kori on February 01, 2018, 12:22:07 AM
What you are saying makes a lot of sense, a specific thirst need really seems to be pointless.  :-\

I was thinking about alternatives that would be a middle-ground between a thirst-need and no drinking at all, and what came to my mind is this:

A dehydration state that only kicks in when the pawn is working under very hot conditions (could be linked to the heatstroke mechanic) for a longer time and which works/ builds up like a disease/ illness and needs to be countered with drinking water to simulate the additional water demand (additional to the water they regularly consume with their meals) only under certain circumstances. So the drinking water mechanic would be closer to the one of medicine than food, being very situational.

The state of dehydration could be easily "healed" when the pawn is using a drinking fountain, shower etc, so there wouldn't be any additional micromanagement while they are close to a well established base, but you would need a bottled water supply when let's say your caravans are crossing the desert or other biomes during a very hot summer, when using Set-up Camp for mining/ hunting on hot external maps, pawns working far away from your base in very hot areas etc..
I think of it like this:

-when my caravan is crossing jungle tiles, I need to add additional meds and drugs
-on snow tiles, I need to add firewood and food for my animals
-on desert tiles, I need to pack water!

This way drinking water would be much more focused on logistics rather than scarcity (which wouldn't make much sense when you are pumping thousands of litres for showers and toilets, as you already pointed out).
Just like grass for my animals: it grows everywhere on temperate maps, it has no value! Still it becomes very valuable and needs to be added to your caravan as soon as you travel to cold areas.


Opinions?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on February 01, 2018, 01:50:33 AM
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, on top 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? Problem is none of the testers noticed it existed, just didn't matter. If drinking water is barely as important as having a pretty bedroom then there isn't much point to it still.

Food will always negate any hydration need, food is hydration, if you have no food but plenty of water then you die of starvation, if you have no water but plenty of food you just stuff berries in your face, there isn't any distinction between food types like in dayz where eating a bag of rice with no water kills you but eating a can of peaches is like drinking a bottle of water, most people don't even drink water irl, so pawns will always just die of starvation first.

I thought about maybe just doing it like heatstroke, basically just a carbon copy of heatstroke where its a hediff that builds up under conditions and can only be fixed by drinking water somehow, but if its just a copy of heatstroke i could just use heatstroke and save some cpu cycles, so ok you can clear heatstroke using bottled water, well my showers already do that, its the cold shower buff. Sooo what if its for heatstroke when you are crossing a desert in a caravan? well that could just be a canteen item added to my rimkit mod, wouldn't need to use your water supply, they just refill en route. I think drinking water in rimworld is a bit of a dead end, it doesn't say "a survival game by tynan sylvester" on the tin.

Id rather just stick to my current setup where everyone is drinking from the water supply with meals, and you just need to keep your supply clean or get diseases, just like sim city, since rimworld is essentially just the sims at town scale with cancer, i can add more stuff like water filtration and harder sewage control later, if people want those kinds of extra steps required to upgrade from untreated water to treated, different grades of disease risk and stuff like that, water quality gauges, who knows.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Kori on February 01, 2018, 02:57:00 AM
It's not easy to come up with ideas that you haven't already considered or even tested! :D
What you are saying sounds very plausible.

I'd love to see that refillable canteen item for heatstroke though! What is your concept on how to refill it? Manually near water sources, like clicking a button and the pawn will move to the closest source and refill it? And would showers etc count as water sources as well?

Extra steps for water treatment sounds interesting too!
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on February 01, 2018, 03:39:30 AM
Again these thirsty/water discussion. :-(

Like dubwise mention, when you eat a meal does a meal just contain food or doesn't it include it something to drink too ?
So each eating should refill the water need too.

When you are thirsty, does you realy need to sit down and drink ? Or does you do it mosttimes at standing or maybe even underway ?
Most pawn who are walking outdoors should have a canteen with them (currently nonexistent) and just take a swallo underway.

Yes on a desert/hot area you might have higher water need and on the ice you have trouble to keep the water liquid.

Do you realy think all these small micromangments are worth it ?
I don't think so.

If you just want drinks, many other mod's add these.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Harry_Dicks on February 01, 2018, 03:41:10 AM
i can add more stuff like water filtration and harder sewage control later, if people want those kinds of extra steps required to upgrade from untreated water to treated, different grades of disease risk and stuff like that, water quality gauges, who knows.

Personally, I like having more production steps for most systems. Helps to fill up the base with cool looking stuff, too (and your artwork is phenomenal.) I also play with bots and androids, so the extra labor that comes from these things isn't an issue, but rather something that I desire.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Kori on February 01, 2018, 04:01:42 AM
When you select the minified versions of wash buckets and latrines, there is an error shown in the object's info panel:

Code: [Select]
GetInspectString exception on MinifiedFurniture146433:
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenGrid.InBounds (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at Verse.RegionAndRoomQuery.RegionAt (IntVec3 c, Verse.Map map, RegionType allowedRegionTypes) [0x00000] in <filename unknown>:0
  at Verse.RegionAndRoomQuery.RoomAt (IntVec3 c, Verse.Map map, RegionType allowedRegionTypes) [0x00000] in <filename unknown>:0
  at Verse.RegionAndRoomQuery.RoomAtOrAdjacent (IntVec3 c, Verse.Map map, RegionType allowedRegionTypes) [0x00000] in <filename unknown>:0
  at Verse.GridsUtility.GetRoomOrAdjacent (IntVec3 loc, Verse.Map map, RegionType allowedRegionTypes) [0x00000] in <filename unknown>:0
  at Verse.GridsUtility.IsInPrisonCell (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at DubsBadHygiene.Building_AssignableFixture.get_ForPrisoners () [0x00000] in <filename unknown>:0
  at DubsBadHygiene.Building_AssignableFixture.GetInspectString () [0x00000] in <filename unknown>:0
  at RimWorld.MinifiedThing.GetInspectString () [0x00000] in <filename unknown>:0
  at RimWorld.InspectPaneFiller.DrawInspectStringFor (ISelectable sel, Rect rect) [0x00000] in <filename unknown>:0
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on February 01, 2018, 10:52:03 AM
I'd love to see that refillable canteen item for heatstroke though! What is your concept on how to refill it? Manually near water sources, like clicking a button and the pawn will move to the closest source and refill it? And would showers etc count as water sources as well?

I was actually using that as an example for of an idea that i can quickly dismiss because it doesn't make sense for my hygiene mod, when it comes to using more water because of high temperature, the hygiene need already covers that because high heat causes it to fall faster, then they automatically shower more often, and they take cold showers to get a mood buff and reduce the heatstroke, on the scale of a colony that can increase water and sewage usage enough to matter.

completely unrelated but... since a recent windows 10 update, whenever i have rimworld focused the cpu usage on cores 0 and 1 jumps to 100% and usage on all other cores drops to 0, when i unfocus with run in background enabled all the cores instantly balance again, if i set core affinity on rimworld to only cores 6 ad 7 it still maxes out cores 0 and 1 when in focus, no mods are enabled, it doesn't do it on other games, i noticed it while trying to diagnose and fix a multi monitor refresh rate sync issue thats making it impossible to test rimworld properly, it only happens in rimworld, i did some googling but only found generic optimization complaints, is anyone else getting that?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Harry_Dicks on February 01, 2018, 11:19:00 AM
completely unrelated but... since a recent windows 10 update, whenever i have rimworld focused the cpu usage on cores 0 and 1 jumps to 100% and usage on all other cores drops to 0, when i unfocus with run in background enabled all the cores instantly balance again, if i set core affinity on rimworld to only cores 6 ad 7 it still maxes out cores 0 and 1 when in focus, no mods are enabled, it doesn't do it on other games, i noticed it while trying to diagnose and fix a multi monitor refresh rate sync issue thats making it impossible to test rimworld properly, it only happens in rimworld, i did some googling but only found generic optimization complaints, is anyone else getting that?

This is very anecdotal, but I feel like a lot of times on my PC, if I have things set to be allowed to run in the background, they might hang on something. Say I am doing a search for a string within a large set of files, if I watch the program and it is unfocused, it might stall every now and then. Refocusing the window will resume progress. The really weird thing for me is, though, is that sometimes when a program has seemingly stopped responding, as soon as I open the task manager, it's like the program feels it's impending doom and wakes up. "No, please don't terminate me! I'm working, see, I'm not frozen!" and will resume progress again, and this is all never actually focusing on the problem program, just watching it stall in the background, and then opening task manager.

Meh, maybe it's too much confirmation bias, as I am spending way too much time on the computer. That's a bad things... right, guys?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Imca on February 04, 2018, 10:07:21 PM
Hey dub, I know your mod says "Can't removed from saves easily" but does that mean can't be removed at all? What would I have to do so if I may ask.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on February 05, 2018, 03:20:48 AM
Remove any structure thats belong to that mod.
Don't forget pipe's, bucket or bedpan's.
Not sure about the hygiene dirt, maybe use the RuntimeGC mod to remove flith in homearea. And use dev tools to let to rain to remove outdoor flith.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Valor on February 10, 2018, 01:08:06 PM
Quick question: Why public bathroom doesnt add mood buff if its very impressive? To benefit from mood buffs do I really need to make personal bathrooms?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on February 10, 2018, 01:42:42 PM
Quick question: Why public bathroom doesnt add mood buff if its very impressive? To benefit from mood buffs do I really need to make personal bathrooms?

Basically public bathrooms can be a room full of individual little stalls which are technically each their own room, so you cant make them nice for mood buffs, going to the effort of making a private bathroom for a colonist is a big deal and they are usually always a single room with everything in it, so i figured that it made sense to have a mood buff for that
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Valor on February 10, 2018, 02:19:02 PM
Bathing in golden bathtub should mean at least something :) But understood, thanks.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on February 10, 2018, 02:47:19 PM
Ask yourself, do you would take a bath in a golden bathtub in the middle of a shoping mall ? :-)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Valor on February 10, 2018, 02:53:44 PM
Honestly if they have the privacy as in my "public" bathroom I would. Basically my public bathroom is small maze with toilets and tubs.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: darkwar1213 on February 11, 2018, 12:37:23 AM
Honestly if they have the privacy as in my "public" bathroom I would. Basically my public bathroom is small maze with toilets and tubs.

I can imagine the minotaur at the entrance "HAlT! Guests! If thy wish is to enter these halls, first you must traverse the laberynth of eternal flushing. Only then, shall thou take a pee at the golden toilet of benevolent releif"
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Kori on February 11, 2018, 06:33:57 AM
I can imagine the minotaur at the entrance "HAlT! Guests! If thy wish is to enter these halls, first you must traverse the laberynth of eternal flushing. Only then, shall thou take a pee at the golden toilet of benevolent releif"

Well that was funny.   :D
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Ruisuki on February 11, 2018, 10:46:26 PM
been out of rw for a year. A17 added kits right? How do your kits differentiate themselves now? Have they changed?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Harry_Dicks on February 12, 2018, 12:08:22 AM
been out of rw for a year. A17 added kits right? How do your kits differentiate themselves now? Have they changed?

Vanilla kits? I am confused.. ???
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Ruisuki on February 12, 2018, 12:29:16 AM
been out of rw for a year. A17 added kits right? How do your kits differentiate themselves now? Have they changed?

Vanilla kits? I am confused.. ???
The medkits. IIRC A17 changed or added them in for vanilla to be similar to Dub's as of A16
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on February 12, 2018, 03:15:46 AM
These kits allowed the wearer to tend self, now this is a vanilla feature.
But i think the kits give some extra boni too.

Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on February 12, 2018, 08:59:18 AM
tend self in the game is just a toggle button which allows a pawn to walk to the nearest medicine and stand on the spot tending their own wounds automatically if they are set to doctor and are working, my kit can be carried by anyone, adds some medical stat boosts, has 20 uses, its fully manual with buttons so its setup for fights, can force them to med up anywhere and while drafted, allows them to med other pawns during fights, very different
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Kori on February 12, 2018, 09:14:40 AM
Would it be possible to add an option for hiding plumbing, unless you are in the architect menu?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on February 12, 2018, 09:20:53 AM
its already hidden under floors which is how i like it, i guess i could do a mod option to just make them always invisible, but if you want outside pipes to be invisible then you can just replace the texture with a blank one for now
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Kori on February 12, 2018, 09:42:33 AM
Okay, thanks! :)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Harry_Dicks on February 12, 2018, 10:02:01 AM
What about an option to have them visible, or maybe a toggle on individual pipe sections to make them visible?

It's not a big deal, but I sometimes like to have "service corridors" running along throughout the back hallways of my base. And in these corridors, I will have my plumbing for water and sewage, various conduit networks, and my central heating and cooling. Hopefully one day I can also have a proper fire suppression network system that can built from mods, or maybe someone will make an add on for Bad Hygiene :) Maybe also a central vacuum system, and there is the central nutrient paste dispenser system mod that's still a WIP. Either way, I have most of these systems' pipelines or whatever travelling through these corridors, and it really helps add on to the aesthetic if I can see them :) Personally I think the pipes should be exposed unless built into a wall.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Kori on March 04, 2018, 07:47:04 PM
Quote
Simple skylight you can install into roofs, as sunlight levels increase the radius of light will expand.

Hello dubwise,
can you explain how this is supposed to work, please? I always have the area of the window + 1 lit and this radius is always the same.
If this is how it works, could you please consider to add mod settings that allow us to slightly increase the radius, maybe with 50% of daylight on the edge to get a smoother transition? :)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on March 05, 2018, 03:09:23 AM
He mean, the radius of light expand with the daytime.
More then 1 tile you can't get and need until during volcanic winter.
And i don't think it need option, since skylight are pretty cheap and you can skylight all roof's.
And if you don't like them at all you can try
Expanded Roofing (https://github.com/AaronCRobinson/ExpandedRoofing)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on March 05, 2018, 10:32:34 AM
Quote
Simple skylight you can install into roofs, as sunlight levels increase the radius of light will expand.

Hello dubwise,
can you explain how this is supposed to work, please? I always have the area of the window + 1 lit and this radius is always the same.
If this is how it works, could you please consider to add mod settings that allow us to slightly increase the radius, maybe with 50% of daylight on the edge to get a smoother transition? :)

sorry i didn't update the description for the changes, it used to be a 1 cell window with a radius that would expand and contract using the same glower system as standing lamps so it wasn't real sky light, i changed it so that the actual sky light is passing through as if the roof isn't there, works 100 times better and you get moonlight and i can make different sizes of window but cant do the radius thing anymore, so instead it just lights the cells directly under the window and adjacent cells
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Sliderpro on March 12, 2018, 11:38:21 AM
Hi. I don't get the water tank and radiator thing.

I play on ice sheet map, so heating is essential.
I made a lot of water tanks. 25-30 maybe. Made some electrical boilers. they heated these tanks to full 100%.
What I did next - I turned off the boilers, imitating solar flare event. By all logic, with boilers disabled, radiators should have taken hot water from tanks.

But it didnt work that way.
Radiators quickly dropped to 0% heating and stopped working, while tanks still had roughly 90% heating capacity.
Something is wrong here... Radiators dont take heat from tanks???

Plus, 75 steel for a tank with equal heat capacity of a 25 steel + 1 comp radiator is quite damn expensive.. I dont understand the need to make more tanks if I can make usable radiators with same capacity + tanks dont even work..
 
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on March 12, 2018, 12:34:22 PM
hmm yer that's not how its meant to be used, boilers and thermal stores store hot water for hot running taps, radiators don't run on stored hot water they are stores of hot water themselves in a closed loop which is heated directly by a boiler or stove, a boiler is essentially a thermal store + a stove in 1 and powered instead of fueled, so you would either have a stove + thermal store in your wood shack, or an electric boiler in your powered base, or a combination of both for redundancy, the only time you need extra thermal stores is if colonists are using up the hot water too fast and getting the cold water debuff.

I mostly play cold maps so for my setup i would just have 1 or more boilers depending on base size, then i have a radiator in every room, multiple for big rooms, thermostat in the coldest spots or critical rooms, then a stove as backup for flares. The way its all used is pretty simple, as ambient temps fall going into winter i crank up the power setting on the boilers so the overall capacity is enough to keep things warm, radiators cool down much slower than they heat up so when a flare hits the rads will stay warm for quite a while, sometimes long enough to get through the flare, but if the flare lasts a long time you can go fire up the fueled stove to heat the radiators back up.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Sliderpro on March 12, 2018, 01:46:14 PM
If I understood correctly, tanks store water for colonists use only - like showers and baths and dont really interact with radiators?

Dunno about long-lasting, but outside temperature on my map is always -20 -60 and radiators die almost instantly xD I thought to use tanks in case of a flare, but it seems we have to use multi-fuel stove in case of a flare, right?

By the way, how effective are solar heaters? Game sadly doesnt provide any exact info on the subject and I have no idea whether they are worth using in cold biomes..

Thanks for quick answer btw
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Ruisuki on March 18, 2018, 11:13:02 PM
are you really planning on adding hot tubs dubs?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on March 19, 2018, 01:02:37 PM
are you really planning on adding hot tubs dubs?

yeah they are done for the next patch, used only for joy, very slow at cleaning, 2 pawns can hop in and be social, requires 1000L to fill it on first use then its self cleaning, available in white or stuffed, makes a bubbling noise. Next patch is pretty big, lots of fixes, tweaks, new stuff and new versions of old stuff
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Ruisuki on March 19, 2018, 04:20:04 PM
oooo that sounds exciting. And since it holds only two people I can make a room out of multiple tubs. I like making different rooms.
Title: Re: [A18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: DarkSpheres7 on March 31, 2018, 08:10:36 AM
Dubs Bad Hygiene - toilets, showers, sinks and bathtubs says "No sewage capacity". But when I looked at my water tank, it's completely full and the plumbings are all still connected. Any known reason why? Thank you. I can't play my current game because of this :< And I do not want to restart. Any help/tip would be greatly appreciated <3
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on March 31, 2018, 09:21:12 AM
"No sewage capacity" mean's not the water source.
It mean, where does all the things go after the use.
You need to place a SewageOutlet.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Kelemvor on April 13, 2018, 06:20:59 PM
hello, my "large water tower" is "disease risk" how i clean the water of the tank?

Pd: nvm the sewage outlet finally works xD
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: bartekkru100 on May 04, 2018, 05:49:47 PM
Hi, can you add a sprinkler that sprinkles in a square shaped area?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on May 04, 2018, 06:25:33 PM
i added radius controls for the next patch, you can shrink it down a bit and make it mostly square
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: matheryn on May 05, 2018, 01:01:12 AM
hey dubs,

first of all wanted to say that I absolutely love your mod it brings more realism to my game and every pack I create (and I create a lot of packs) I always add your mod. All the people that complain about having to go use the shower or toilet all the time and it is not getting what they wanted done well tell them to live in on another planet with the basics of survival and see how many times they go to the toilet when eating bad food or wanting to go have a shower caus all the work there doing is constantly making them smell or feel sick and sore. I love my peons running to the toilet or shower all the time.

On a serious note though I have noticed one thing that does bother me a little, you seem to use the same pipe for your excrement and your clean hot water for showers and basins and baths. I feel it might be more immersive if you had colour coded pipes or different pipes that pump your hot water and bad waste from toilets.

also cant think of the mod for the life of me but there is a new mod that lets you use solar panels on roofs I was wondering if that would be a good mod for you to have a chat with the author to see if you could implement the same technology for your boilers instead of having ground based panels in your mod.

In reguards to drinking water there is no real great need for that to be implemented as there is already a mod called no water no life though the mod author has already stated that it does not utilise any water based resources from your mod so maybe you could get in contact with that author and maybe collaborate and make the two mods compatable, don't get me wrong they are compatable in a mod pack but what I mean is they can utilise the same water building principles.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on May 05, 2018, 03:07:06 AM
On a serious note though I have noticed one thing that does bother me a little, you seem to use the same pipe for your excrement and your clean hot water for showers and basins and baths. I feel it might be more immersive if you had colour coded pipes or different pipes that pump your hot water and bad waste from toilets.
But you can say it is nearly the same amout of work to create a 2 cell pipe. Or call it a pipe in a pipe. A smaller one for fresh water and the rest for bad water.

But if we follow you though, doesn't need the power grid at last a second line ?
Since a powergrid need at last 2 lines. But they are bundle into a cable. Similar you can say it to the water system.

Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: bartekkru100 on May 05, 2018, 06:49:34 AM
i added radius controls for the next patch, you can shrink it down a bit and make it mostly square

Oh, that's great! I really like having my farms organised in a grid pattern and it's kind of hard to water plants optimally when your sprinklers spray water in a circle.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on May 05, 2018, 07:00:57 PM
On a serious note though I have noticed one thing that does bother me a little, you seem to use the same pipe for your excrement and your clean hot water for showers and basins and baths. I feel it might be more immersive if you had colour coded pipes or different pipes that pump your hot water and bad waste from toilets.

also cant think of the mod for the life of me but there is a new mod that lets you use solar panels on roofs I was wondering if that would be a good mod for you to have a chat with the author to see if you could implement the same technology for your boilers instead of having ground based panels in your mod.

In reguards to drinking water there is no real great need for that to be implemented as there is already a mod called no water no life though the mod author has already stated that it does not utilise any water based resources from your mod so maybe you could get in contact with that author and maybe collaborate and make the two mods compatable, don't get me wrong they are compatable in a mod pack but what I mean is they can utilise the same water building principles.

Next patch has separate pipes for air conditioning which is a start, then when v1 comes out i was going to switch it to sewage, aircon, central heating and water lines, the main reason im splitting them is so you can isolate systems/rooms easier.

I'm not really interested in making roof mounted solar heaters, already added too much in the next patch, you can just use that mod with electric boilers, the new gas boilers will be best for immunity to flares/shorts.

the water mod maker has contacted me on steam, they might do a patch to make it work, but im not sure how, you either use my supply which is thousands of litres making drinking sort of obsolete, or you use their supply which means you use it all up rapidly just running a bath, odd mix.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: kenmtraveller on May 05, 2018, 07:37:06 PM
If I were mixing the no water no life mod with this one I'd consider water obtained from NWNL sources to be 'purified' and suitable for drinking, while water from hygiene water tower needed to be boiled or filtered to be drinkable w/o getting diarrhea/water borne illnesses.  Or, I'd nerf the water towers, IRL drilling a well with that kind of capacity (to reach a deep underground water table in an arid area) isn't trivial.  Villages get built next to rivers for a reason.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on May 06, 2018, 03:45:30 AM
The drilling for water sound interesting.
Keep the 2 existing water tower for surface/easy reachable water.
But a drill system would allow you to place a water source on otherkind dry areas.
Build cost a bit more then a large water tower, then you got an interaction for construction skill to drill down.
After each drill step, you get a chance to find water.
Chance and amount of water depend on biome,depth and construction skill.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: bartekkru100 on May 06, 2018, 05:58:24 AM
Why don't my prisoners just use the bathroom if all the doors are open?

(https://i.imgur.com/EkOqQtQ.png)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on May 06, 2018, 06:03:29 AM
Because it isn't at his room.
Yes prisoner can wander around when the door's are open, but i don't think they can path to the toilet unless they just wander randomly into that room.
Try to move the toilet in the room Borne is currently standing, maybe that helps.

If not, each prisoner room need their own.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: SirDarin on May 08, 2018, 09:31:14 AM
So I discovered that you can't assign any items from hygiene to the vampires from Rim of Madness -Vampires.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on May 08, 2018, 09:33:33 AM
But you should blame the author of the vampire mod.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: SirDarin on May 08, 2018, 09:38:28 AM
Ah, ok. I wasn't sure if it was a due to this mod or the vampires mod. Thanks for the quick reply.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: matheryn on May 08, 2018, 10:32:56 AM
Why don't my prisoners just use the bathroom if all the doors are open?

(https://i.imgur.com/EkOqQtQ.png)

Ive noticed the same thing i have a jail setup where there is multiple beds in the jail and i chucked a loo in there and one used it and got a negative omg ppl saw me thought so i made a room with a door and found they wouldn't use it = reason why is because its not part of the jail so how i worked around it was use walls to block view of the other prisoners without doors closing the area off that way its still part of the prison and if they use the loo then without no one seeing them they wont get the negative thought
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on May 08, 2018, 11:21:15 AM
Odd he came in saying he did a patch to fix vampires a while ago, i haven't had any suggestions yet on how i can change the patches to pick up modded pawn types that don't use the normal ai tree, i have added a body type list to the needs defs in the next patch so you can add modded pawns and the needs will be paused and hidden from view.

I have removed the privacy checks from prisoners in the next patch so they don't mind seeing each other using toilets and showers, toilets and showers in prisons should now basically be inert, wont ruin rooms, they wont care about using them.

And i made a conversion box last night that pulls water from my towers and pushes it to NWNL water drums, need to see if i can convert the water types since i added water quality and filtration in the next patch, its an extra mod you load after both mods.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Kori on May 08, 2018, 01:11:25 PM
I have removed the privacy checks from prisoners in the next patch so they don't mind seeing each other using toilets and showers, toilets and showers in prisons should now basically be inert, wont ruin rooms, they wont care about using them.

Would it also be possible to let them use separate rooms with toilets and showers instead?
I don't mind building extra rooms to raise the quality of my prison or getting a slight mood debuff when I don't.
But please don't remove the privacy checks..

Also Avius just released a hotfix for Prison Labor https://ludeon.com/forums/index.php?topic=34465.msg408405#msg408405
to fix the compatibility with Dub's Bad Hygiene, so at least those prisoners that are forced to work should use separate bathrooms in the colony now. Could removing privacy checks interfere with this, e.g. prisoners using bathrooms of the opposite gender, causing mood debuffs for the colonists?
It would be great when your mods could remain as compatible as possible. :)

Quote
And i made a conversion box last night that pulls water from my towers and pushes it to NWNL water drums, need to see if i can convert the water types since i added water quality and filtration in the next patch, its an extra mod you load after both mods.

Real compatibility with NWNL? That's awesome, thank you!
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Chaos17 on May 08, 2018, 02:11:17 PM
It's a prison not a hotel... so privacy is kinda the last thing prisoners have.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on May 08, 2018, 08:42:03 PM
Would it also be possible to let them use separate rooms with toilets and showers instead?
I don't mind building extra rooms to raise the quality of my prison or getting a slight mood debuff when I don't.
But please don't remove the privacy checks..

Basically prisoners will still have to use a toilet that's in a room that's flagged as a prison, if a prison mod has options to make other rooms into prisons without requiring beds, for use as workrooms or canteens or something, then you could maybe use that to make separate bathrooms. When prisoners use toilets or showers in prisons they will just ignore the usual line of sight check for privacy, those checks will all still work like normal for colonists, having toilets around corners in cells is the only way to solve privacy in a cell and i don't like it, so i'd rather just ignore privacy for prisoners, to make separate rooms myself i would have to dive into prisoner pathfinding and how prison doors work and do a bunch of harmony patches while also checking how all the other prison mods do it to avoid conflicts and all sorts of stuff which i don't really have time for, that's for prison mods to handle really, and is a lot of effort just so bill gives his cellmate fred a funny look when he takes a dump in front of him.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: matheryn on May 09, 2018, 02:55:19 AM
hey dub's any chance for a weightlifting bench and weights for the prison to give prisoners some added joy
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on May 09, 2018, 09:10:21 AM
Prisoner need joy ?? Since when ?
When a mod add this ability, you should ask that mod author for some prisoner joy activities.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Irrational_INT on May 09, 2018, 10:24:14 AM
something with the mod is causing a stack overflow error which causes the game to freeze and become unresponsive, I don't really know what happened, I mean it was working for a long time until now...

Dropbox link:output_log.txt (https://www.dropbox.com/home?preview=output_log.txt)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on May 09, 2018, 10:32:10 AM
link doesn't work
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Irrational_INT on May 09, 2018, 10:38:26 AM
link doesn't work
sorry my bad, first time I used Dropbox.
https://www.dropbox.com/s/eedourfb4dhxjo8/output_log.txt?dl=0
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on May 09, 2018, 10:42:28 AM
ok, never had that happen before, i recoded all the pipenet stuff in the next patch which im just about to release, it might fix whatever caused that
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Irrational_INT on May 09, 2018, 10:47:35 AM
ok, never had that happen before, i recoded all the pipenet stuff in the next patch which im just about to release, it might fix whatever caused that
Cool, looking forward to it, I really hope it fixes it, my current save has been alive for over 1000 days, and I'm really scared if I'm gonna be forced to make a new game.

thanks for the great mods BTW.  ;)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Chaos17 on May 10, 2018, 06:35:58 AM
Hi,

I've a suggestion: would you consider to add soap (that you can craft) (http://dwarffortresswiki.org/index.php/DF2014:Soap) ?
It would be also cool to have wooden bath tub that you refill with bucket of water, lol or even a public bath like the Romans did back then.
(Yeah I like to play tribal/medieval).
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on May 12, 2018, 12:05:41 AM
http://bit.ly/2jV1hsN

here is the latest build im working on, give it a try and let me know if existing saves are working, im looking for bug reports too. If its mostly working i'll push it onto page 1

Changey thing listerypoo:

Added debug options to add and remove water for the ground water grid.
Added an exemption list for pawn types to the need def so you can add modded pawns to disable each need.
Fixed the fahrenheit and kelvin readout on thermostat.
Colonists manning things won't break to use toilets.
Fixed a bug that cause pawns to leave the bath as soon as joy was filled.
Fixed a bug that caused buildings to vanish while overlapping unfinished pipes.
Fixed fertility reading in bottom left text readout.
Added mod option to switch pipe visibility mode.
Fixed pipe blockages so they should actually happen now.
Pawns forced to rest now only use bedpans.
Added more details to inspect tabs for stuff like total water storage, pumping capacity, heating capacity, water used.
Added washing hediff to fix alerts for temps and clothing while naked and protect them from heat and cold while washing.
Re-coded pipe nets.
Converted lots of classes to comps so it's easier to modify.

Added water quality.
Changed contamination so towers will become contaminated, then need to be drained or treated with filtration.
Added drain tank button to water towers.
Added water filtration system to eliminate contamination.
Added a pollution types def where you can add any terrain or thing def to a list with a value for how much they pollute the water.
Sewage no longer kills trees only small plants.
Sewage now only spreads downstream in rivers.
Added river direction overlay.
Sewage treatment plant doesn't need an outlet anymore and works faster.
Showers baths and basins no longer produce sewage.
Toilets produce much more sewage.
Latrines store sewage again which needs to be emptied.
Sewage can be dug up into barrels of fecal sludge.
Added burn pits to burn fecal sludge, also allows burning corpses and apparel, pawns will become contaminated by standing near it.
Added composter to turn fecal sludge into fertilizer.
Added fertilized soil.

Power showers now heat water on demand.
Baths can now be heated by placing a campfire next to them.
Baths now drain.
Pipes can now be built through water.
Added radius adjustment to sprinklers.
Added bad hygiene hediff which gives stat offsets if pawns don't wash enough.
Thermal store changed to hot water tank using the boiler graphic.
Split the multi-fuel stove into a log stove and a gas boiler allowing them to be more efficient.
Added electric boiler with no built in tank to replace the old electric boiler.
Added multi-split air conditioning with pipes, indoor units and freezer units.
Added large radiators.
Added powered high capacity water pumping stations.
Added hot tubs.
Added kitchen sink...
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: SirDarin on May 12, 2018, 02:51:36 AM
Wow, that is a lot! Thank you! This is one of my favorite mods and now it has just gotten even better
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Madman666 on May 12, 2018, 05:16:08 AM
Its "holy shit" level of expansion there. Damn. Thanks for your hard work, Dubs. You're amazing.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Irrational_INT on May 12, 2018, 08:20:59 AM
ok, so I tested it out, yes its compatible with older saves, it fixed the over stack error I've been having so that's good, but I noticed that I got a contaminated alert for the Water Pumping Station, even though its connected to a Water Treatment Plant.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on May 12, 2018, 08:26:34 AM
ok cool, easy fix, already found another bug with composter progress bar
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Irrational_INT on May 12, 2018, 08:37:01 AM
also just a quick question is the Water Pumping Station suppose to help fill a Water Tower, or does it just provide water on demand?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on May 12, 2018, 08:43:28 AM
the powered pump and the towers now pump to all connected towers to spread it out
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on May 14, 2018, 03:50:04 AM
Hi Dub,
didn't played this version yet but i got an idea with the new water system.
What do you think to patch the passive cooler, when they are connected to a water pipe they don't run out.
And maybe add a powered passive cooler:
higher cooling output but still only 15C.
low power use, just a vent who blow the air through.
Temp. control, so it turn off (no water,power use) when a temp is reached, but got high latency.


Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on May 14, 2018, 07:58:33 AM
I don't like modifying base game stuff, i prefer to just add new stuff, i also don't have time to add anything else to the new patch, i added multi-split air-con where you just need 1 small outdoor unit and then you can pipe in multiple indoor units
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: ptx on May 16, 2018, 07:21:54 PM
How about a heat exchanger for rimatomics cooling tower heated water and radiator? My slaves colonists also wouldn't mind boiling water heated directly by the reactor, after all they passes uranium metal daily without any ill effect.  :D
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: malistaticy on May 25, 2018, 08:26:59 PM
It'd be nice for colonists to search for a different bathroom if the one they are going to use already has someone in it, that way we could have toilets and baths in the same room
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on May 25, 2018, 11:26:56 PM
well normally you would only have a toilet and bath in the same room if its a private bathroom in which case a couple don't mind sharing, public showers tend to be on their own and split by gender which is how the mod is set up
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 03, 2018, 09:42:24 PM
Update time, probably works, fingers crossed  :D

v2.2.0 Changes:
Pawns no longer wander into public or private bathrooms
Pawns will jog to the bathroom if its urgent
Patched in the job drivers for Hospitality
Non-human colonists won't have the needs by default
Body types can be added to a list in the need defs to activate the need
Fixed white flickery edges on all textures
Needs now stick to 50% in caravans
Changed and added to the research tree
Changed shower steam effect to reduce mote spam
Added debug options to add and remove water for the ground water grid
Fixed the fahrenheit and kelvin readout on thermostat
Colonists manning things won't break to use toilets
Fixed a bug that cause pawns to leave the bath as soon as joy was filled
Fixed a bug that caused buildings to vanish while overlapping unfinished pipes
Fixed fertility reading in bottom left corner text readout
Added mod option to switch pipe visibility mode between visible, underfloor, or invisible
Fixed pipe blockages so they should actually happen now
Pawns forced to get rest now only use bedpans

Recoded pipe nets
Converted lots of classes to comps so it's easier to modify
Removed white versions of pipes fixtures and radiators
Added tool to paint fixtures and radiators with a selection of colours
Split water towers into towers pumps and wells (saved towers still work the same)
Added water quality.
Added more details to inspect tabs for stuff like total water/pumping/heating capacities
Added “washing” hediff to fix alerts for temps and clothing while naked and protect them from heat and cold while washing
Added sewage spill incident
Changed contamination so towers will become contaminated, then need to be drained or treated with filtration.
Added water tower contamination incident
Hygiene related diseases now trigger from direct contamination rather than an incident
Added drain tank button to water towers to clear contamination.
Added a pollution types def where you can add any terrain or thing def to a list with a value for how much it pollutes the groundwater.
Sewage no longer kills trees only small plants.
Sewage now only spreads downstream in rivers.
Added river direction overlay.
Sewage processor doesn't need an outlet anymore and works faster
Showers baths and basins no longer produce sewage.
Toilets produce more sewage
Latrines store sewage again which needs to be emptied
Sewage can be dug up into barrels of fecal sludge
Added burn pits to burn fecal sludge, also allows burning corpses and apparel, pawns will become contaminated by standing near it.
Added composter to turn fecal sludge into fertilizer, works like brewing beer
Added fertilized soil with 115% fertility

Power showers now heat water on demand
Baths can now be heated by placing a campfire next to them
Pipes can now be built through water
Added radius adjustment to sprinklers
Added bad hygiene hediff which gives stat offsets if pawns don't wash for a long time
Thermal store changed to hot water tank using the boiler graphic
Split the multi-fuel stove into a log stove and a gas boiler allowing them to be more efficient
Added electric boiler with no built in tank to replace the old electric boiler
Added animation to baths
Added hot tubs
Added large radiators
Added multi-split air conditioning with pipes, indoor units and freezer units
Added water filtration system
Added piped wells
Added deep wells
Added wind pump
Added electric pump
Added industrial pump
Added septic tanks
Added fire sprinklers
Added the kitchen sink
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on June 04, 2018, 02:51:38 AM
Puhhh nice overhaul.
Let's see how it works with the current colony.

Edit:
Well done not to do a safegame update. I need to re-research some but old building are still workable.
A little request, Since Vegetable garden/fertile field are very popular mods too, could you made a modcheck patch about fertizer ?
I suggest to disabel the Fert. Soil with Fertile field/VG.
And the composter should create same Fertizer like VG/FF use.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 04, 2018, 12:05:53 PM
did a little patch to 2.2.1, fixed public bathroom roomrole, made the diseases a little less harsh, reduced hot water usage

Don't want to mix modded fertilizers up, i hate messing with other peoples mods, and sewage sludge fertilizer from human waste is meant to be kind of a last resort for making growable soil in rough biomes, not really the same as normal fertilizer, if you don't have a fertilizer mod then it's there to use.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 04, 2018, 02:29:49 PM
another little patch to 2.2.2, halved the contamination chances, you should have to screw up pretty bad to get diarrhea now
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: sidfu on June 04, 2018, 11:04:01 PM
boo no more vistor needs. guess haveing a guest bathroom not needed now as even if u enable for noncolonist they never use any of the bathroom stuff to fill the bathroom/shower need
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on June 05, 2018, 02:17:29 AM
Don't want to mix modded fertilizers up, i hate messing with other peoples mods, and sewage sludge fertilizer from human waste is meant to be kind of a last resort for making growable soil in rough biomes, not really the same as normal fertilizer, if you don't have a fertilizer mod then it's there to use.
Doesn't even today sewage plant, create good fertizier/compost, except if they are connected to industry and are contaminated with heavy metal or other things.
Yes raw sewage is bad, but but composted fertizizer.
VG/FF basicly do the same, they create Compost starter/Raw compost out of rotted stuff or raw meat/vegetable/corpse and compost it into fertizizer.

Even if you don't like to cooperate with these mods, please find a bit  different name for your Fertizizer. It is confusing if you got 2 item with the same name but from different mods.

Edit:
Quote
Non-human colonists won't have the needs by default
Body types can be added to a list in the need defs to activate the need
I don't think you can do that at the Mod options, or i didn't saw any entry.
Currently i use these Androids from
https://steamcommunity.com/sharedfiles/filedetails/?id=1386412863
and since they eat, i think they should use these hygiene tools too.
But currently they don't have need's for them.
Could you explain what file's i need to modify ?

When i let one of these androids use the Shower (toilet,basin are forbidden) i geting these error
Code: [Select]
Exception ticking Searcher: System.NullReferenceException: Object reference not set to an instance of an object
at DubsBadHygiene.JobDriver_takeShower/<>c__DisplayClass4_0.<MakeNewToils>b__1 () <0x00029>
at Verse.AI.JobDriver.CheckCurrentToilEndOrFail () <0x00208>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x0007b>
at Verse.AI.Pawn_JobTracker.JobTrackerTick () <0x00242>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00155>
at Verse.TickList.Tick () <0x002c6>

Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
https://git.io/vh4Sq
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 05, 2018, 07:52:53 AM
boo no more vistor needs. guess haveing a guest bathroom not needed now as even if u enable for noncolonist they never use any of the bathroom stuff to fill the bathroom/shower need

If you are talking about hospitality they do have the needs and i patched in the job drivers to manage them, if you are talking about default visitors they never had the needs
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 05, 2018, 08:59:36 AM
Ok i'll rename the fertilizer, but from what i'm hearing people don't like the whole composting process anyway so i'm going to have to change it all now.

To add the body types for the needs you need to go into the need defs then add them to the BodyDefs list, but you also might need to patch the job drivers into the ai tree for that race if they have their own, since most weird races are droids and monsters its much easier and makes more sense to not let them have the needs by default, especially since new ones come out all the time so constantly adding them to an exemption list sucks.

Did you force the android to use the shower for that error? i'm probably missing a check for the need
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on June 05, 2018, 11:03:55 AM
Yes, i forced him.

Ok, these bodytype thing is nothing easy to modify. From the player side the best it would be, the mod scan the def's for all races and allow/reject them at the Mod options.
I can't see why you did change it. It worked fine with all races i played.
Sure some races logical don't have these needs, but that a thing of these races. The race-author could made a Modcheck patch, if his pawn's shouldn't use hygnie.

Yeah, i would remove the fertilizer and soil thing. But keep these sewage waste.
It is easyer for other mod to use these waste to made recipe for their own fertizizer.
Or the barrel's can be used as outdoor lights like in the past :-)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: sidfu on June 05, 2018, 11:55:57 AM
on fertilizer  do as u see fit but it just needs to be able to be renamed/changed if there a issue with another mod. for example for the hcsk i was updating to the new dubs but seems parts of the ferlizer making are hardcoded so disabling them in xml would cause errors.

its ultimatly your mod so i say if thats how u want to do fertilzer then thats fine as your the one doing the work to make it.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 05, 2018, 12:49:57 PM
Thing is i added the ability to empty latrines again, and the ability to dig up patches of sewage to move it around, and i don't like or use other fertilizer/composter mods and i know other people that don't either, but still liked the old night soil for making farms in harsh biomes, so i figured i would add composting back in so you have something else to do with it other than just dumping it somewhere or burning it. Firstly i'll make the name unique, but also what i could do is add a basic comp to the composter with a node for the def that's used as the final product, then its easy to mod yourself or for a modder to make a patch and if you don't want to use my composting at all you can just ignore it.

For the needs filtering the original setup was an exemption list rather than inclusion, but i figured that it was better to be safe and just filter them out by default for anything but human colonists, i guess i underestimated how many humanoid types there are vs non humanoid or droids. I could change it back to exemption list again if it makes more sense, i only had misc bots and terminators on the list so i would need tips on what else to add by default.

I did plan to add a ui to manage who or what gets the needs but i wanted to just get it working for starters and figured forum users would be savvy enough to manually tweak the def for now, this is basically public testing mode, i haven't pushed this update to steam users yet, i might actually just do a bunch of mod options as an override over the defs list so you can filter them by bodytype, prisoner, visitor, whatever you want.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: sidfu on June 05, 2018, 01:21:13 PM
Thing is i added the ability to empty latrines again, and the ability to dig up patches of sewage to move it around, and i don't like or use other fertilizer/composter mods and i know other people that don't either, but still liked the old night soil for making farms in harsh biomes, so i figured i would add composting back in so you have something else to do with it other than just dumping it somewhere or burning it. Firstly i'll make the name unique, but also what i could do is add a basic comp to the composter with a node for the def that's used as the final product, then its easy to mod yourself or for a modder to make a patch and if you don't want to use my composting at all you can just ignore it.

For the needs filtering the original setup was an exemption list rather than inclusion, but i figured that it was better to be safe and just filter them out by default for anything but human colonists, i guess i underestimated how many humanoid types there are vs non humanoid or droids. I could change it back to exemption list again if it makes more sense, i only had misc bots and terminators on the list so i would need tips on what else to add by default.

I did plan to add a ui to manage who or what gets the needs but i wanted to just get it working for starters and figured forum users would be savvy enough to manually tweak the def for now, this is basically public testing mode, i haven't pushed this update to steam users yet, i might actually just do a bunch of mod options as an override over the defs list so you can filter them by bodytype, prisoner, visitor, whatever you want.

how it decides who gets needs is actualy better in a way now. just not everyone know the differnce between body def and race def.

probaly if u could is make guests be setting in options. while some will love making elaborate bathrooms for guests some wold rather guests have no needs.

only thing i can think of to simpliy the needs is to find some way to have a menu in option to decide which races has needs. but that would require a addition fos canning the xml for races and for people actualy going to the mod options to set it up.

for the fertlizer i say leave as is just have it so modders can more easily modify it for compablity and such.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 05, 2018, 02:18:59 PM
I had it set to use bodytype because that's what the guy asked me to use for the terminators, was guessing it needed to be specific like maybe they just used the human race def but with a swapped body type. What i think i'll do is switch it back to an exemption list again but with 3 sub lists for RaceDef BodyType and Hediff and if the pawn has just 1 of any of them the needs knocked off, with hediffs added then you could even do stuff like give them bowel implants that removes the need to shit, or whatever crazy stuff you want. Then in the mod options have a tick box to override the def settings entirely so you can set up everything there instead, sound good?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: sidfu on June 05, 2018, 06:14:05 PM
I had it set to use bodytype because that's what the guy asked me to use for the terminators, was guessing it needed to be specific like maybe they just used the human race def but with a swapped body type. What i think i'll do is switch it back to an exemption list again but with 3 sub lists for RaceDef BodyType and Hediff and if the pawn has just 1 of any of them the needs knocked off, with hediffs added then you could even do stuff like give them bowel implants that removes the need to shit, or whatever crazy stuff you want. Then in the mod options have a tick box to override the def settings entirely so you can set up everything there instead, sound good?

yeah that sounds good. doing mod comp early always prevents headaches later.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Idelacio on June 06, 2018, 07:08:29 AM
Sorry but what do the washing machines actually do?

Do they just remove the deadmans clothing tag? Or is it (or planned to be) like that oooold legacy mod where clothes needed washing?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on June 06, 2018, 07:15:13 AM
I build one, because i though it increase the cleanness maybe.
But on 2 identical bathroom, just one with washing machine, both got the same cleanness.

And another glitch, the kitchen Sink got an interaction spot, but no pawn can interact with it.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 06, 2018, 07:38:31 AM
The kitchen sink works, you can't force jobs on them manually pawns will just wash their hands at it like a normal basin, it adds some room cleanliness.

The washing machine is just a little bonus joy item, they can watch it spin.

I just put both of those in as cosmetics mostly at the moment, some people like it, not everything has to be functional, could add functionality to the washing machine later, not removing deadmans though that's psychological
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Idelacio on June 06, 2018, 07:56:47 AM
Spin me right round...

Er, anyway. O_o

 that's fair enough on teh deadman's thing, I agree that's it's not a physical problem. Like I said there WAS a mod way back when that handled clothes getting dirty in general and washing them but I don't know how complicated that would be to implement. Might be something better left to an expansion mod if you were ever thinking of going that far. For now that and the kitchen sinks are great for roleplay. =3
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: ZE on June 06, 2018, 08:13:06 AM
you could add an affix or a hidden buff to washed clothes, "fresh clean smell", it could be on the same spectrum as deadman's and fade over time (or not idgaf)

freshly washed = "Fresh smell mmmm!" ~ +5
fading wash = "Still fresh smelling" ~ +3
normal
Washed deadman's = "Almost forget it was worn by a corpse...." ~ -1
deadman's

also maybe a job that lets cleaners collect sheets from beds and throw em in the wash, adds the same affix to beds for comfier sleep maybe change the wording "fresh linens...... how relaxing!",  lowers per use i guess? and debuffs for corpse beds, "A corpse slept here!! its as if they are watching me!". for those awful times when bleeding takes ur favorite pawn as you are desperately trying to patch them up.

Fresh linen ~ +10
Somewhat fresh linen ~ +5
normal
corpse bed ~ -10
bloodsoaked sheets ~ -20

its quite perplexing my pawns dont mind jumpin in the bed with the corpse still in it..... lol
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Idelacio on June 06, 2018, 08:28:02 AM
Bug.

You can't assign stuff to alien races colonists. That works fine with the steam version but now you hit the button and it depresses but nothing happens, the name entry just stays where it is.

Also I've had a couple of instances where SOMETIMES characters won't deconstruct legacy stuff until I save and load. Unfortunately I can't show that as an example as it works fine once reloaded.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: CannonFodder on June 07, 2018, 04:05:54 PM
another little patch to 2.2.2, halved the contamination chances, you should have to screw up pretty bad to get diarrhea now
I'm playing a no-electricity play through and must have screwed up pretty badly. My water tower shows up as untreated, small disease risk, but I've had two colonists get sick so far not long after switching to the most recent version here (coming from the steam version). I had to install pumps, water mills, etc. when I upgraded, but I got it all working again pretty quickly. Do I have any options for treating the water without the additional research / electricty or am I just screwed?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 07, 2018, 04:37:01 PM
make sure you have basins available so they can wash their hands and try to keep toilets clean, dirty toilets slightly increase the chance that they get contaminated, there is only a 1% chance of contamination when washing with untreated water, then the longer they stay contaminated before washing again the more likely it is to turn into diarrhea, making sure they are washing their hands is the important thing, i also extended the period they have to be contaminated before getting diarrhea in the next patch.

so far i changed the septic tank draining to an automated job, you just set how full you want the tank to be before its emptied, and renamed it all to biosolids so it doesn't break those other mods, and i added the comp in to let you swap out the def for the composters product, and added a function that's easy to patch. I fixed a couple of bugs, added a thing or 2, im adding a disease rate slider to the mod options so you can tweak that if you want, and i have almost finished the mod options menu for controlling exactly what pawns get what needs with all the race/bodytype/hediff filtering, toggles for hospitality guests and prisoners, plus some experimental extras.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: CannonFodder on June 07, 2018, 04:54:27 PM
They all have a legacy sink, toilet, and shower in their rooms and a few others scattered around the base. Do I need to go through and replace all of those for them to get decontamination? Or will the old ones work until I get around to replacing them all with something new / nicer? Is there a way to encourage them to bathe / wash more often without directing them to manually? I understand I'm intentionally making it more difficult by playing primitive, and if this is just one of those things, that's fine. I just wanted to be sure I'm using all the options available to me and didn't miss something. Also, I still have my legacy multi-fuel stove, but it doesn't seem to be doing anything. Is there a way to heat water pre-electricity that I've missed or do I just have it connected wrong? Thanks for the quick response.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 07, 2018, 05:39:27 PM
I just did a save test from the old version, there was a bug with the small water tower and solar heater so those would have broken and needed to be replaced, but the rest of the legacy stuff still worked, the multi-fuel stove worked but the flame doesn't appear when its on so check if its actually generating some capacity, it has all the new comps set up in a way to make it work the same way the original did, also you won't be able to see the new gas and log boilers which replaced it because when you load the save from the old version the central heating research isn't completed by default like it is if you start a new game.

Also about the contamination you can't do much but its such a tiny chance you might have just been unlucky if they are washing their hands, but like i said im adding sliders to change the chance and i tweaked the length of time you need to be contaminated in the next patch so that might help
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Comandante_J on June 07, 2018, 11:00:02 PM
Hello, Dubwise!

Just registered to report a bug i've encountered.I've read trough the thread and i havent seen it reported, so maybe it's something to do with my modlist, but here it is:

I ordered for the septic tank to be emptied, but everyone went to sleep. The next morning, a pawn went to empty it, but at this pint, it contained 0 units of sewage, and it crashed.

Here is the log: https://pastebin.com/kN17KdDB

Mods in order:

-Core
-Mad Skills
-RT Fuse
-Dubs Bad Hygiene
-Machine gun defense
-[RF] Basic bridges [b18]
-More Trade Ships
-OHU Ships
-Expanded Prosthetics and Organ Engineering
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 07, 2018, 11:03:21 PM
yup thanks for reporting that, i already changed all that for the next update
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on June 08, 2018, 03:07:58 AM
Btw. about washing hands.
That is something that annoy me at the past.
Pawns going to the latrine and then a bit later they going to wash their hands.
Could you maybe let pawn's who used the toilet/latrine let use a closeby hygiene tool too, even when there is no need for that ?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 08, 2018, 09:53:05 AM
not quite sure what you mean, when a pawn uses a toilet they queue up a job to wash their hands right away, if you have other jobs queued then they will be forced to do them until complete and then use the toilet, so the wash hands job can't be queued up after a bunch of other jobs
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on June 08, 2018, 10:49:35 AM
Ok, like i wrote "at the past".
I didn't watch at this so close. I just responce without verify this at the current version.
If you allready queue that washing order, anything is fine.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Obivion on June 08, 2018, 11:33:51 AM
Hello, Running the posted version currently and I've not hit any real errors so far. (and nothing in console)

A gameplay or display error has occurred with Vampires however, they have hygiene but not bladder stats. I double checked the body types (Im running a lot of races), and the rest seem fine, even werewolves seem fine.

While the do have the hygiene bar and need, its also one they never try and fill, I can manually tell them to bath, but otherwise I have smelly vampires.


Many thanks on all the great work on this mod!
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 08, 2018, 11:38:19 AM
i think thats intended, since they dont eat and drink blood and don't have shadows and all that kinda stuff i would imagine they wouldn't have bladder needs either, hygiene still makes sense though, in the next patch you can tweak all that with new mod options though if you really want to
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: ultra4 on June 08, 2018, 12:08:41 PM
I don't know if it's just me, i love your soil texture, but can't go without Fertile Fields gameplay. The plopable 115% fert feels like a cheat in eartly game since you can plop it anywhere (rock, sand, etc, better than soil anywhere), so i prefer the FF aproach to step by step changing to soil-rich soil-plowed soil (harder and slower start but able to reach better end game soil). But i do love the compost from sewage concept.
I dont mind having a compost bin for rotten food and another for sewage, seem fine and even logical. How do i change the final product to be the FF fortilizer? I went through all the XMLs without finding it. (that and a balance pass, 50 FecalFertilizer seem like 1 "FF Fertilizer"?)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Obivion on June 08, 2018, 12:27:54 PM
i think thats intended, since they dont eat and drink blood and don't have shadows and all that kinda stuff i would imagine they wouldn't have bladder needs either, hygiene still makes sense though, in the next patch you can tweak all that with new mod options though if you really want to

Ahh yes, that makes sense, its the first time Im using vampires with hygiene, so it looked odd. In my mind something had gone wrong as they were not going to wash either and thought the 2 were connected.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 08, 2018, 01:07:18 PM
I don't know if it's just me, i love your soil texture, but can't go without Fertile Fields gameplay. The plopable 115% fert feels like a cheat in eartly game since you can plop it anywhere (rock, sand, etc, better than soil anywhere), so i prefer the FF aproach to step by step changing to soil-rich soil-plowed soil (harder and slower start but able to reach better end game soil). But i do love the compost from sewage concept.
I dont mind having a compost bin for rotten food and another for sewage, seem fine and even logical. How do i change the final product to be the FF fortilizer? I went through all the XMLs without finding it. (that and a balance pass, 50 FecalFertilizer seem like 1 "FF Fertilizer"?)

in the next patch i added a comp setting in the defs for the product, and a function that's easy to harmony patch, its all renamed to biosolids, and i also gimped the soils fertility back down to 0.9 which is what it was originally, im looking at a different way to use biosolids to boost fertility using the irrigation grid. I also added a slider to change the strength of the irrigation grid, since those fertility mods tend to boost to pretty high numbers last time i checked, so irrigation needs toning down a bit when combined with them.

I wanted to add biosolids in to replace the old night soil that i removed, and i let you place it on any terrain so you can make patches of growable soil in rough biomes as something like grow beds, that you can place anywhere without needing to add a building called "grow bed", and still spray with the sprinklers and mix with my skylights to make tidy little greenhouses.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Tidespider on June 10, 2018, 12:29:03 AM
Could the Water Tower be changed to use a woody stuffCategory in the future, to enable compatibility with mods that add more types of wood? The showers are, but I didn't notice the tower was only built out of generic wood until partway through my playthrough.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on June 10, 2018, 03:22:34 AM
Excellent work on the Air-con system.
Compact, efficient and scaleable.

But since now the hygiene menu is overfilled now and the temperature one pretty empty.
What do you think to move some things some thing from hygiene to temperature ?
At last the 4 Air-con system should don't be a problem, since they don't belong to hygiene.
But the heating system is different since they have some function to hygiene too.
Maybe double entries for relevant parts or seperate the heating system from the sewage. Heating don't realy need fresh water, just water as transport system.

And btw, what do you think about floor heating like the good old romans got, like radiator's but build as standard floor, or underlay floor.
Glowstone mod allow to place structures you can walk over and place even structures on the same tile.
Or maybe a special nonisolated pipe that release heat into the room.

Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 10, 2018, 01:16:25 PM
Excellent work on the Air-con system.
Compact, efficient and scaleable.

But since now the hygiene menu is overfilled now and the temperature one pretty empty.
What do you think to move some things some thing from hygiene to temperature ?
At last the 4 Air-con system should don't be a problem, since they don't belong to hygiene.
But the heating system is different since they have some function to hygiene too.
Maybe double entries for relevant parts or seperate the heating system from the sewage. Heating don't realy need fresh water, just water as transport system.

Thanks, ok i made a Hygiene/Misc tab and put some of the extra stuff in there like the sink, air con, sprinklers, composting, and the same set of designators, want to keep them under the name hygiene so you know where to look for unlocked research stuff
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 10, 2018, 01:17:03 PM
Could the Water Tower be changed to use a woody stuffCategory in the future, to enable compatibility with mods that add more types of wood? The showers are, but I didn't notice the tower was only built out of generic wood until partway through my playthrough.

Done!
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: CannonFodder on June 10, 2018, 03:43:02 PM
Thanks, I got the new version and don't have a colony covered in diarrhea anymore. It's a welcome reprieve. The good news is that at least the animation never matched the illness...
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 10, 2018, 07:28:16 PM
updated to 2.2.3

Changed small water tower cost from wood to woody stuff.
Split the architect menu into hygiene and hygiene/misc.
Replaced the fertilized terrain with biosolids which can be placed on any diggable terrain to boost fertility, similar to irrigation and stacks with it, costs less to make, but needs replacing once a year.
Added a comp to the composters def which lets you mod the product and the material used to make it.
Changed the designator to drain septic tanks into a drop down menu which lets you decide when to automatically drain the tank.
Made the search for bathroom fixtures smarter so that if you have a restroom with only 1 toilet, then a pawn wont try to use any fixtures in the room if at least 1 thing is reserved, unless they are in urgent need to use a toilet.
Changed the contamination chance for using toilets to check the toilets cell and not the room cleanliness, and changed the way the chance works.
Removed the forced jobs for urgent defecation, this prevents unwanted interruptions.
Changed the thermostat control on boilers and hot water tanks, they are always on by default, you must now click on a hot water tank and enable thermostat control, then the boiler will switch on for 1 hour stints when the water temp is below 25%.

Fixed a bug that meant toilets with assigned pawns that were in prison cells couldn’t be used by prisoners.
Fixed a bug that prevented prisoners from open defecating in their cell.
Fixed the water tower and solar heater from the old version of the mod not being converted properly to the legacy buildings.

Added a mod option to toggle the visibility of the new biosolids fertilizer grid.
Added mod options for contamination chance and irrigation strength, and to toggle the needs for prisoners or hospitality guests.
Added mod options panel to override the def settings for filtering out exactly what needs are given to what pawns, lets you disable by race, body type or hediff.
Added experimental features section to the mod options, including needs toggles for non colonists, and bladder needs for pets and/or wild animals.
Added a thirst need under experimental features, they can drink from basins, sinks or surface water, eating a meal raises it, diarrhea makes it fall faster.
Added a paintable litter box for teh kitties.


does that about cover it?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: CannonFodder on June 10, 2018, 09:21:30 PM
I forgot about the changes to the water tower and attempted to copy one that I built prior to 2.2.3. The game begins the attempt to copy and I maintain keyboard and mouse controls to move around, zoom in and out, etc. But I can never place the new water tower or even cancel out of the operation. The only way I was able to recover was to Alt-F4 out of the game. I was able to reproduce is a second time so it wasn't just a fluke, but it's entirely possible it's a conflict with another mod. I ended up having to dev mode destroy the old tower as I couldn't deconstruct it.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 10, 2018, 09:28:51 PM
thats because its made of stuff now so it freaks out not knowing what stuff it is
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: ultra4 on June 11, 2018, 08:17:45 AM
This version is absolute awesomeness

edit:
Did some god mode testing, found a personal issue: biosolids better the terrain the worse it is right? Like a logaritmic boost? rockydirt goes from 0 to 30% fert, sand goes from 6% to 50%, soil goes from 100 to 120% (diminishing returns make sense on OP soils), then rich soil gets 0% from fertiliser (ramains at 140%)?

Found it sad, was hoping for +10% buff or something. The FF mod soil "plowed soil" also gets nothing from the reusable enrichment, thats kinda too bad, that yearly maintenance could be a end game micromanagement, say like for that extra maybe 5% boost (from 180% to 185%)

Then i came to irrigation, unlike the biosolids these boost exponentially (?), boosting soil to 150% seem a bit to strong, boosting rich soil to 214% also extremely OP, and my jaw dropped, when i saw the plowed soil at 275% that is way to much over the top.

I see irrigation can be manually toned down, so that's not a problem. The biosolids however can't the fine tuned though

Easily duplicated your composter, so now i have 1 for the original composter for the annual buff fertilizer, and made the duplicate with similar name to compost sewage into Fertile Fields mod's fertilizer for the long term terraforming. Works great
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on June 12, 2018, 06:56:05 AM
not quite sure what you mean, when a pawn uses a toilet they queue up a job to wash their hands right away, if you have other jobs queued then they will be forced to do them until complete and then use the toilet, so the wash hands job can't be queued up after a bunch of other jobs
Ok i just notice this behavior again.
Pawn used the latrine and didn't used/queued the wash bucket after it.
Maybe some other mod interfere with your job's.
Here a modlist maybe that helps you to track it down.
https://git.io/vhrvo
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 12, 2018, 07:08:16 AM
not quite sure what you mean, when a pawn uses a toilet they queue up a job to wash their hands right away, if you have other jobs queued then they will be forced to do them until complete and then use the toilet, so the wash hands job can't be queued up after a bunch of other jobs
Ok i just notice this behavior again.
Pawn used the latrine and didn't used/queued the wash bucket after it.
Maybe some other mod interfere with your job's.
Here a modlist maybe that helps you to track it down.
https://git.io/vhrvo

oh they don't use wash buckets like basins, they are just for bathing, you need a working basin for washing hands, i guess i could let them use it, but i might have to start adding some more negative effects from using it though like mood or a much higher chance to spread contamination, i could maybe have it become contaminated after x uses and then require a cleaner to go wash it out with whatever magic cleaning device they have hidden up their arse?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 12, 2018, 08:27:56 AM
This version is absolute awesomeness

edit:
Did some god mode testing, found a personal issue: biosolids better the terrain the worse it is right? Like a logaritmic boost? rockydirt goes from 0 to 30% fert, sand goes from 6% to 50%, soil goes from 100 to 120% (diminishing returns make sense on OP soils), then rich soil gets 0% from fertiliser (ramains at 140%)?

Found it sad, was hoping for +10% buff or something. The FF mod soil "plowed soil" also gets nothing from the reusable enrichment, thats kinda too bad, that yearly maintenance could be a end game micromanagement, say like for that extra maybe 5% boost (from 180% to 185%)

Then i came to irrigation, unlike the biosolids these boost exponentially (?), boosting soil to 150% seem a bit to strong, boosting rich soil to 214% also extremely OP, and my jaw dropped, when i saw the plowed soil at 275% that is way to much over the top.

I see irrigation can be manually toned down, so that's not a problem. The biosolids however can't the fine tuned though

Easily duplicated your composter, so now i have 1 for the original composter for the annual buff fertilizer, and made the duplicate with similar name to compost sewage into Fertile Fields mod's fertilizer for the long term terraforming. Works great

irrigation is just a simple multiplier on the terrains base fertility, with 0-100% wetness to 0-180% fertility boost, so when its freshly sprayed its 180% on default settings, but it starts to evaporate quickly so by the end of the day it should have dropped significantly and obviously needs to be maintained daily, i actually got complaints that the irrigation wasn't strong enough on default terrain once you include the evaporation especially in hot biomes so i increased it from 160% to 180%, it might be crazy with modded terrain if they are as high as 180% fertility, but now you can use the slider to set it to whatever you like.

the fertilizer is set up to bump any diggable terrain from 0 fertility to 50% which is the minimum you need to grow a potato, that lets you start growing anywhere with it then boost it with irrigation, any terrain that is already above 50% fertility gets a 20% boost up to a cap of 145% so it cant be much better than rich soil which is already super fast with irrigation. What about if i added a slider to reduce all terrains base fertility, and made the biosolids boost clamp between 20% and 5% so it always adds at least 5%? After that though i really need to call this finished and push to steam so i can get on with other things
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on June 12, 2018, 09:21:55 AM
not quite sure what you mean, when a pawn uses a toilet they queue up a job to wash their hands right away, if you have other jobs queued then they will be forced to do them until complete and then use the toilet, so the wash hands job can't be queued up after a bunch of other jobs
Ok i just notice this behavior again.
Pawn used the latrine and didn't used/queued the wash bucket after it.
Maybe some other mod interfere with your job's.
Here a modlist maybe that helps you to track it down.
https://git.io/vhrvo

oh they don't use wash buckets like basins, they are just for bathing, you need a working basin for washing hands, i guess i could let them use it, but i might have to start adding some more negative effects from using it though like mood or a much higher chance to spread contamination, i could maybe have it become contaminated after x uses and then require a cleaner to go wash it out with whatever magic cleaning device they have hidden up their arse?
Ok, but special at the beginning, when you just got latrine and wash bucket's it would be nice when the pawn's would be more efficient too, and use the bucket too, instead to move 1 hour later back to wash their hands.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: ZE on June 12, 2018, 08:33:41 PM
how does toilets v hygene currently work?

hygenicly using a toilet should give you a hediff  (used toilet) which gives all kinds of bacteria, cooking after being something like 75% chance of food poisoning, or something equivalent, eating too
butchery doing something similar, salmonella anyone?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 12, 2018, 08:59:10 PM
It would be too much to have stuff like cooking and butchering and cleaning contaminate them and then injecting job drivers to wash their hands after every job, so the contamination chances are strictly for when using the mods own buildings. The contamination is hidden, then there is a chance to become contaminated every time they use a toilet, or wash with untreated water, If the water supply becomes contaminated by pumping sewage or the random events then that guarantees the pawn is contaminated when using that water supply to wash, if contaminated then it can lead to diarrhea within a couple of days if they don't happen to wash again before then. The bad hygiene hediff from just plain not washing results in increased food poisoning chances, and social problems, and also allows them to catch the nastier diseases.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 13, 2018, 08:55:10 AM
so before i bother uploading this next patch... what i have done is removed the cap on the biosolids fertility boost but dropped it to 10%, but i added a slider to let you change it to anything you want, i also added a base terrain fertility slider, so you could make soil fertility awful so you have to fertilize and irrigate it to get growing speeds back up to normal, or cheat, or just balance out modded terrain with irrigation and fertilizer to whatever feels right to you.
I also changed the wash hands job so that if there isn't a basin available then they will find the nearest bucket, shower or bath to wash their hands with. But the bucket now has a limited number of uses before it becomes contaminated and then a cleaner has to just come and clean it, so it gives you a reason to bother installing a proper sink other than ugliness.

All good? shall i upload?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Madman666 on June 13, 2018, 08:59:03 AM
Niice. Though washing your hands in a shower seems a bit strange. I'd leave it only with washbuckets and actual basins. Otherwise theres just no sense in having them setup - showers will do the job instead.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: ZE on June 13, 2018, 09:53:26 AM
i now hates madman666, thou art enemy

i've had to wash my hands in the shower a good number of times, not everyone is rich and can afford basins like you!!! (gf was in the shower, turning on faucet seemed like a bad idea, plus i had an excuse to oogle :P), i'd rather have hygene then scoff at using another water source tyvm

whats the cap on the sliders ? 10% - 100%? or like somethin crazy like 1000%?

got an idea for maybe future version. 
crude sprinkler ~ waters just the tile, basically you run a pipe, you poke holes in it, cheapest sprinkler resource wise, expensive water wise
crude faucet ~ just a faucet, used for washing hands, spongebathes, takes a while to get the job done, wastes water, and makes the tile underneath it soggy when used (so place a tile of concrete or two)

powerless cooling system ~ using water to cool rather than electricity, the main building takes up the space of a sewage treatment, generates cooled water from a water source(doesn't expend water but does require it) ; works best out of direct sunlight
powerless aircon ~ uses cooled water from pipes to passively cool the air, like a permenent passive cooler in the wall, doesn't quite hit at the same level as a powered aircon(which could probably use a boost) but more than a passive cooler, costs coldwater (could use air pipes or water, up2u)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 13, 2018, 10:14:03 AM
I'm not going to do any more patches for a while i need to get back to the other mods, you can try and mod in new sprinklers or cooling if you like. I'll limit washing hands to buckets and basins, else its true there would be no point wasting resources to make a basin, you could say thats true in real life like save yourself some money on a bathroom and just piss in a bush and wash your hands with the garden hose, but you know, game mechanics and stuff.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Madman666 on June 13, 2018, 01:49:05 PM
Game balance, man, game balance, hate me or not XD. Wise decision, Dubs
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 14, 2018, 12:13:11 PM
uploaded the update

Made it so pawns will wash thier hands with wash buckets after using a toilet.
But wash buckets now have a limited number of uses before they become contaminated and need cleaning, so that there is a reason to actually use proper basins.
Fixed job drivers for hospitality guests again.
Added mod option sliders for base terrain fertility and fertilizer grid strength, you can bow balance terrain, fertilizer and irrigation fertility however you like.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Kori on June 14, 2018, 06:15:16 PM
I think something went wrong with the upload.. ;)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: sumghai on June 14, 2018, 06:16:10 PM
I'm really digging the latest updates to Bad Hygiene, especially the experimental pawn thirst need feature that integrates seamlessly with existing savegames (unlike the No Water, No Life mod), as well as the fire sprinklers.

With regards to drinking sources:

- How do pawns fulfill their thirst need while on caravans? Or did you already account for this by allowing meals to also provide hydration? (Assuming I understood your your 2.2.3 patchnotes correctly)

- Do pawns seek out drinking sources by quality or distance? It would be interesting if someone was able to take your existing framework and add alternative sources like water coolers
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 14, 2018, 06:26:08 PM
I think something went wrong with the upload.. ;)

what do you mean? seems to work fine for me
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 14, 2018, 06:32:54 PM
I'm really digging the latest updates to Bad Hygiene, especially the experimental pawn thirst need feature that integrates seamlessly with existing savegames (unlike the No Water, No Life mod), as well as the fire sprinklers.

With regards to drinking sources:

- How do pawns fulfill their thirst need while on caravans? Or did you already account for this by allowing meals to also provide hydration? (Assuming I understood your your 2.2.3 patchnotes correctly)

- Do pawns seek out drinking sources by quality or distance? It would be interesting if someone was able to take your existing framework and add alternative sources like water coolers

Thanks its just the prototype i made ages ago that i never wanted to add, but since i made it so you can toggle needs on anything now i figured why not shove it in quick, on caravans its paused at 50%, and then if they are in-map fighting then food keeps them alive, they will just have a little dehydration, if there's a pond they will have a drink though, its obviously not full featured hence being under experimental. And they look for basins first and if they don't find any they look for surface water, and if a pawns downed a doctor will administer fluids. that's all there is right now
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: sumghai on June 14, 2018, 06:47:10 PM
they look for basins first and if they don't find any they look for surface water, and if a pawns downed a doctor will administer fluids.

I see! So all I need to do is to make a custom 1x1 furniture with similar defs to the basin/kitchen sink :)
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Kori on June 14, 2018, 08:06:30 PM
I think something went wrong with the upload.. ;)

what do you mean? seems to work fine for me

The 2.2.4 download only generated broken files without file extensions, but maybe this was a temporary dropbox problem.
It works now.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: ultra4 on June 16, 2018, 06:55:22 AM
tiny detail: the builder is the one who fertilizes the field with biosolids, should be the grower, like in Fertile Field Mod
Thing that gets edited in less than a minute, but wanted to point out. Love that you even made a custom blueprint for fertilizing

and i might have found a bug, in this patch the latrine gets cleaned without producing fecal sludge as a result. bug or intended?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on June 16, 2018, 09:13:23 AM
They just clear the incident, they don't empty the latrine.
Thats 2 different things.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 19, 2018, 09:10:25 AM
im doing the v1 update, how many of you would like the plumbing split into sewage/water/heating so you can split up areas easier, or would you rather keep it simple?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Madman666 on June 19, 2018, 09:23:35 AM
I'd rather keep it simple. Having a crapton of different pipe grids, aren't neccessary the best choice, even though it might seem as most logical.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 19, 2018, 09:33:00 AM
what about central heating on its own like the aircon since thats the main thing i heard people want to split, so the hot water tank would be on plumbing and heating lines, rads and boilers just on a heating line, then all water pumping, fixtures and sewage is on plumbing line?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Madman666 on June 19, 2018, 09:45:27 AM
I guess you could just add pipe "layers" for such masochists. I for one am content with having just one pipe grid for water and one more for air. Having to construct three or more separate grid just feels like a chore, even though logically thinking you usually don't wanna interconnect water grid for your showers with a pipe for your shitters for obvious reasons.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 19, 2018, 10:02:32 AM
mhmm, thinking about it a bit more you would actually need a hot water line to run to all fixtures that need hot water else if you have fixtures connecting to hot water tanks with plumbing line then that would connect all hot water tanks between buildings anyway so each "house" would be pulling hot water from every other houses tanks and only the radiators would be on their own loop, aircon pipe works because it doesn't interact with fixtures
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Madman666 on June 19, 2018, 10:12:03 AM
Well, keeping it simple has its own merits. You could always replace single pipes with plumbing "tiles" represented by several pipes at once, which will explain having all those things on a single water grid without shit flowing down your heating chain and showers.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on June 19, 2018, 10:22:36 AM
i have the v1 versions of skylights, rimkit and hygiene out on steam now, they are set to public, here's my workshop page

https://steamcommunity.com/profiles/76561197976408970/myworkshopfiles/?appid=294100

i might also throw out a public v1 test of rimefeller
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Madman666 on June 19, 2018, 10:30:49 AM
Amazing! I won't be starting a run for some time still - too many other good stuff unupdated, but you sure work fast. I really look forward to both Rimfeller and playing RW on Windows without any memory issues. 64 bit s here!
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on June 19, 2018, 11:24:43 AM
Since you add the Air condition there is no need anymore for any other climatic mod (Redist heat got 2 pipe layers, Central climatic got 3 layers).
So basicly i think you can add 1-2 extra pipe network's without to made it to complex.
I think to split the network's arn't to bad. Sewage,hot,cold.
Shower and bath need connection to sewage, and for hot water a connection to hot too.
The hot water tank act as buffer for the hot network and get lowered when someone use the shower/bath too.

Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Madman666 on June 19, 2018, 01:32:31 PM
Sewage, hot water, cold water and air grid. Now multiply it all by the amount of houses late game colony has and weep over the amount of steel it takes to construct it all. Well ok, not steel, Dubs allowed us to make pipes out of anything which is nice. Still having 4 pipe networks stretched all over a huge base is just sickeningly annoying. Its one of those things that always made me avoid both aforementioned Redist Heat and Climate control. Because setting it up for a massive city is an equally massive pain in the ass. In the end it was faster to just stick small heaters and aircons everywhere, even though with power and component costs it wasn't cheaper in any way.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on June 19, 2018, 04:20:50 PM
It starts with some latrine and buckets, and end's now with a complete system to heat&cool too.
I think for Madman it would better if it could be seperated. So he just get the plain sewage network and shower/bath without the temp. mood boni.


Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Ruisuki on June 19, 2018, 08:50:22 PM
psyched for the hot tubs
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: VincentJ on June 23, 2018, 06:48:31 PM
I have a child in my colony, she always gets ill, suffering from diarrhea. At the beginning it could have been caused by my old latrines, but now the latrines have been changed by modern toilets and she keeps falling sick.

When she falls on the floor, a message appears on the screen : "Croio has contracted diarrhea from dirty water or not washing her hands". I just know diarrhea is a new disease added by this mod.

I also misclicked somewhere and the newborn drank a bottle of beer. Now she's got a high tolerance to alcohol, I don't know if there's a link.

Someone knows if it's a bug or should I call a doctor ?


Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: sidfu on June 26, 2018, 02:17:23 PM
I have a child in my colony, she always gets ill, suffering from diarrhea. At the beginning it could have been caused by my old latrines, but now the latrines have been changed by modern toilets and she keeps falling sick.

When she falls on the floor, a message appears on the screen : "Croio has contracted diarrhea from dirty water or not washing her hands". I just now diarrhea is a new disease added by this mod.

I also misclicked somewhere and the newborn drank a bottle of beer. Now she's got a high tolerance to alcohol, I don't know if there's a link.

Someone knows if it's a bug or should I call a doctor ?

not a bug after useing bathroom they need to wash hands. u didnt have a sink so they wherent washing hands
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: VincentJ on June 26, 2018, 06:09:32 PM
I had no sink, when I placed one near her bed she couldn't go.

After all, I right-clicked on the shower, my diarrheic baby had the most important shower in her life, shower that prevented another diarrhea.

She is safe now.


There is 12 people in my base, I think I have 8 toilets+showers and 3 sinks. No more diarrhea.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: ZE on June 26, 2018, 09:32:46 PM
eeeww dude........ why didnt you think of that earlier? hygene is important, i hope you realize that IRL!

you dont have to worry about me borrowing your keyboard or mouse..... and dont you even think of making me a sandwich! NASTY!
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: MarvinKosh on July 01, 2018, 05:53:08 PM
I noticed that colonists don't seem to take care of their bladder and hygiene needs until they get quite low. Maybe he threshold at which they use the facilities could go up a bit?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Dubwise on July 01, 2018, 08:33:32 PM
i'll shift it to just before the first bar
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: CannonFodder on July 03, 2018, 11:09:20 AM
Does our pipe material affect the frequency of the spill event or does it just get tossed into the RNG pile with other events?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Resurak on July 07, 2018, 03:23:27 AM
Hi, can you upload the 1.0 tests of your mods on drive/github?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Marcus on July 07, 2018, 03:50:45 AM
Here is a 'BadHygiene' only updated to 1.0 test build
https://github.com/Dubwise56/DubsBadHygiene
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Resurak on July 07, 2018, 04:35:48 AM
Many thanks ^^
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Ruisuki on July 20, 2018, 01:43:34 AM
I'm really digging the latest updates to Bad Hygiene, especially the experimental pawn thirst need feature that integrates seamlessly with existing savegames (unlike the No Water, No Life mod), as well as the fire sprinklers.

With regards to drinking sources:

- How do pawns fulfill their thirst need while on caravans? Or did you already account for this by allowing meals to also provide hydration? (Assuming I understood your your 2.2.3 patchnotes correctly)

- Do pawns seek out drinking sources by quality or distance? It would be interesting if someone was able to take your existing framework and add alternative sources like water coolers
WHAAAAAT? dubs added a thirst need too?! I thought he was dead set against it and preferred it in the background like before. How much have I missed since april!? And here I thought all i would be looking forward to would be hot tubs. Damn that dubs upping the game.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: AnotherFireFox on July 20, 2018, 02:25:17 AM
Hello, does the soil fertility degrades? If not, any plan to make it so?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Ruisuki on July 20, 2018, 04:18:17 AM
Hello, does the soil fertility degrades? If not, any plan to make it so?
I remember dubs mentioning it peaks during the day and lowers as it dries.

Does the sprinkler serve no purpose on already fertile soil? 140% fertility
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: AnotherFireFox on July 20, 2018, 04:57:31 AM
Hello, does the soil fertility degrades? If not, any plan to make it so?
I remember dubs mentioning it peaks during the day and lowers as it dries.

Does the sprinkler serve no purpose on already fertile soil? 140% fertility

Sorry for not being clear, I was asking about fertilizer, not sprinkler.
Sprinkler works as a multiplier, so if you have already fertile soil, sprinkler would super useful.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Canute on July 20, 2018, 06:32:03 AM
Yes the fertilizer degrade after a while i think a year or few quadrums.
And you can apply it on existing grown plant without destroying them (like when you use Fertile fields to upgrade the soil).
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Ruisuki on July 20, 2018, 07:30:18 AM
Ok I really need to upgrade then. Another thing thats been added in the last update. What has your favorite addition to the mod been guys? What aspect do you like the most?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: AnotherFireFox on July 25, 2018, 08:58:25 PM
Even though Thirst for colonists doesn't make a big difference, thirst for animals does. Like in the Savana, animals would gather around the creek or lake to take water, so the hunt begins. Any plant to implement thirst need to the animals?
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: malistaticy on August 06, 2018, 08:33:58 PM
Couple Hygiene suggestions:

Tribals/ascetics shouldn't care about doing their business out in the open
Being able to wash up in rivers and ponds, for similar reasons
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: LordCreepity on August 23, 2018, 05:40:09 PM
I recently started playing with Dub’s Bad Hygiene, and everything seems to be working, except that every time I reopen the game, the sewage grid is cleared and all latrines that are on the map have been emptied. I don't know there is a mod conflict, or if the data just isn't being saved properly.

Edit: It would probably help if I told you that I am playing on b18.
Title: Re: [B18] Dubs Bad Hygiene | Rimkit | Skylights
Post by: Tenshi~Akari on August 28, 2018, 02:35:08 AM
Still B18 here as well. Just a few thoughts for 1.0 advances, some probably have been suggested, some probably haven't, but just stuff that came to me during my last playthrough...

1. Definitely would be beneficial for the "Thirst-mode" option if there are restricted area checks when there are no sinks available for pawns to drink from... I literally had one of my sickly pacifist pawns wander half-way across a dangerous map at risk of falling out, even though there was literally an area of "drinkable" water on base and in the area they were assigned to. It also seems to take a bit long for pawns to find those drinkable areas, too... I can't say how to optimize it, but if the check for it were just a little bit quicker, or if it were possible to allow pawns to drink from the same spot simultaneously it would cut down on the "Standing" issue... I guess?

2. Also would be nice to have a non-plumbed drinking option outside of water cells on the map... even if its a separate drinking bucket/gourd from the wash bucket (or even make the bucket a drink option & potentially add an unplumbed washtub). This would probably help cut back on the issues with suggestion #1 early on as well, especially in tribal playthroughs & in prisons. It seems prisoners are too prone to break once they get dehydrated, so that can definitely pose as a threat.

3. On the "drink from surface water" thing... I also notice they tend to drink salty ocean water with no issues. (Or maybe on some planets the ocean water is salt-free... but could have some other substances that differentiate it from the regular water on maps, who knows?) Perhaps it's just me, but I would think that ocean water wouldn't be able to satisfy thirst as much as river/stationary water would. But either way, I just thought that to be a bit funny is all.  :P
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on August 28, 2018, 02:49:47 PM
updated to B19 and added mint menus!

sorry for no replies it switched off notifications again

and about the thirst need, i didn't want to make it a default feature in the mod, but since i worked out how to switch needs on and off i threw it in as an experimental option, i won't be expanding on it unless i end up doing something in mars with it and can port what i do back to hygiene.
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on August 30, 2018, 10:04:22 AM
little update to hygiene to fix a bug with privacy while using showers and toilets in certain conditions, and an update to skylights to fix the sunlight shining through
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: temple_wing on September 02, 2018, 06:28:47 PM
would you please provide some other download? dropbox is banned by chinese gov.
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Mst on September 07, 2018, 03:16:38 PM
Wow. Just started testing for a new playthrough after long absence. Hygiene seems doubled in size since I last played. Guess I have a lot to catch up to. If I understand correctly by the quick look it can act now as a temperature mod too, right? So I can drop the separate one.

PS Thanks again for the great work. Not only Hygiene and Rimatomics are outstanding mods they both look gorgeous and get prettier with each update.
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on September 08, 2018, 09:57:30 AM
thanks

uploaded all the steam updates
lots of little fixes, new wells in hygiene for tribal thirst needs, ui scaling in mint menus, fixed the lighting in skylights, fixed the bugged use count for medkits
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: rawrfisher on September 08, 2018, 10:59:14 AM
Code: [Select]
Exception in JobDriver tick for pawn Fluff driver=JobDriver_UseHotTub (toilIndex=4) driver.job=(UseHotTub (Job_1462906) A=Thing_HotTub453712) lastJobGiver=RimWorld.JobGiver_GetJoy
System.NullReferenceException: Object reference not set to an instance of an object
  at DubsBadHygiene.JobDriver_UseHotTub+<>c__DisplayClass6_0.<MakeNewToils>b__3 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
 

Code: [Select]
Exception in CheckCurrentToilEndOrFail for pawn Fluff driver=JobDriver_takeShower (toilIndex=3) driver.job=(takeShower (Job_1462919) A=Thing_ShowerAdvStuff453727) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
  at DubsBadHygiene.JobDriver_takeShower+<>c__DisplayClass4_0.<MakeNewToils>b__1 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.CheckCurrentToilEndOrFail () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

https://git.io/fA2Wf  More errors popped up as I tried forcing fluff to use the other stuff.  Note: fluff is an orassan
Just gonna leave this here
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on September 09, 2018, 11:54:02 AM
fixed & uploaded
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: rawrfisher on September 11, 2018, 03:31:24 AM
https://git.io/fAwzN

Easier then typing things out
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on September 11, 2018, 08:23:31 AM
looks like a hauler bot is missing a verb, the map finalize failed because of the wealth watcher, prison labor is missing an icon, targetingmodes harmony patch is broken, and one of those many things probably caused my draw function to break
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: rawrfisher on September 11, 2018, 10:03:50 AM
K  I just didnt wanna type everything out had to report like 30 different bugs in the span of an hour related to targeting mode.
I think xeo was a tad overwhelmed by the volume I found related to modded factions.  If you see anything in there that you know how to address feel free but to tho I think most those are just passing instances

Ummmm the stall door acts as an impassable object for me  :-\

Are you familier with murphy's law?  I swear it applies to any mods I use lol   All ground water just vanished from my map.  It returned when I reloaded the save tho

Gotta ask..  Are colonists supposed to be going out and washing downed hostlies who havnt been captured?  Had my head doctor doing that and ended up being killed by enemies running away
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on September 14, 2018, 10:34:19 PM
updated hygiene and mint menus to steam versions

mint menus should now play nice with "better workbench management" and you can now search for more stuff like.
Mod name - "core"
Stuff Categories - "leathery"
Apparel body parts - "legs"
Apparel tags - "industrial"

Ummmm the stall door acts as an impassable object for me  :-\

Gotta ask..  Are colonists supposed to be going out and washing downed hostlies who havnt been captured?  Had my head doctor doing that and ended up being killed by enemies running away

Mod conflicts are probably causing the needs to load on all pawns which makes your colonists try to wash them, there is a mod floating around which is breaking the needs since b19 it seems, maybe something else is breaking the stall doors
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: rawrfisher on September 14, 2018, 10:36:22 PM
Hmm want my output log?
Note: You may have nightmares after seeing it.

Code: [Select]
Exception ticking PitLatrine147406 (at (148, 0, 194)): System.NullReferenceException: Object reference not set to an instance of an object
  at DubsBadHygiene.Building_Latrine.Working () [0x00000] in <filename unknown>:0
  at DubsBadHygiene.Building_AssignableFixture.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Very likely a passing error that can be ignored but still
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on September 15, 2018, 12:21:12 PM
uploaded hygiene .527, i changed the needs patch again, and added a warning if more than 1 mod patches the need check and lists them so you can narrow down any mod that might be messing with it
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: rawrfisher on September 15, 2018, 12:32:42 PM
Ok I'll reboot and update through steam.
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: rawrfisher on September 15, 2018, 12:45:05 PM
https://git.io/fA1Ir

Got a few errors shortly after load.
They should be at the bottom of my output log since I'm lazy today lol

Code: [Select]
ShouldHaveNeed may conflict between these mods: chjees.androids, Dubwise.DubsBadHygiene, Harmony_PrisonLabor
Verse.Log:Warning(String, Boolean)
DubsBadHygiene.HamonyPatches:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

This was hidden in the mess lol
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on September 15, 2018, 12:47:21 PM
yup i just fixed that one super quick and updated, i missed a ?.
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: rawrfisher on September 15, 2018, 12:47:51 PM
Lol so which one would it have been?
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Canute on September 16, 2018, 09:33:07 AM
Hi dubwise,
about Burn pit
"Pit used for burning human waste, ...."
but there isn't any bill to burn any waste stuff, just corpse,drugs and rock&roll.
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Madman666 on September 16, 2018, 09:40:41 AM
Burn pit is fueled by human crap, so i d say it does burn away waste.
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Canute on September 16, 2018, 10:37:56 AM
Thanks madman,
i must have missed that part. But after i rebuild it i saw fuel 0/250 same stacksize like the sludge.
Maybe the description could be adjusted.
"Fueled with feral sludge's to burn corpse,drug's and appareal."

Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Madman666 on September 16, 2018, 11:39:03 AM
Well yeah, it might not be immediately obvious ¯\_(ツ)_/¯
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: rawrfisher on September 16, 2018, 12:54:57 PM
Oh Dub mind if I make a request?

The ability to pump water from rivers and ponds
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: agusXD123 on September 16, 2018, 02:26:20 PM
I have an error and I do not know if I am the only one, every time i load the save, the blades of the windmill have no textures, like the waste burner and the filling bar of the water tanks ... some help ?? (PS: I speak Spanish, capable of not understanding what I wrote :P :P)
this says the error:
Tried to get a resource "DBH/Things/Building/Water/WindPumpBlades" from a different thread. All resources must be loaded in the main thread.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.ContentFinder`1:Get(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ContentFinder.cs:18)
Verse.MaterialPool:MatFrom(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Resources\MaterialPool.cs:31)
DubsBadHygiene.CompWindPump:.cctor()
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:513)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:528)
System.Reflection.ConstructorInfo:Invoke(Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/ConstructorInfo.cs:77)
System.Activator:CreateInstance(Type, Boolean) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:372)
System.Activator:CreateInstance(Type) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Activator.cs:254)
Verse.ThingWithComps:InitializeComps_Patch1(Object)
Verse.ThingWithComps:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:186)
Verse.Building:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Building.cs:44)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeExtractor.cs:126)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:128)
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:13)
Verse.Map:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:377)
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeExtractor.cs:126)
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:128)
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[]) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Scribe_Collections.cs:13)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:432)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:39)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
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Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Canute on September 17, 2018, 04:00:42 AM
agusXD123,
at first i would suggest that you delete the mod folder and reinstall/unzip it again, to be sure to have no old version file's in there. Not to forget to get the latest version.

And a complete error log might be helpful too. If you got hugslib use the Share Logs button or press CTRL-F12.
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: rawrfisher on September 18, 2018, 03:17:40 AM
@Dubwise
Remember the washing thing I was asking you about before?
I tried a game without any other mods listed by your check and the issue still persisted..  I was about to complain to shotgun about an issue with the priority settings from his mod acting up then saw someone mention your mod was breaking it...
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on September 18, 2018, 06:31:08 PM
just did a little update, added better alert message for well contamination explaining the items terrain and conditions that can cause it and how to fix it, also changed burn pit desc.

agusXD123 you probably have a mod breaking static constructors, like advanced biomes, fix that and textures will work again.

Oh Dub mind if I make a request?

The ability to pump water from rivers and ponds
By pump do you mean remove the water like moisture pumps? because rivers and ponds already add to the water grid

@Dubwise
Remember the washing thing I was asking you about before?
I tried a game without any other mods listed by your check and the issue still persisted..  I was about to complain to shotgun about an issue with the priority settings from his mod acting up then saw someone mention your mod was breaking it...
Whats the mods name? what errors are there? why aren't people telling me? whats going on? is it actually my mod or is it another casualty of advanced biomes breaking the static constructors?
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: rawrfisher on September 18, 2018, 07:35:40 PM
The other mod I was thinking of is priority treatment.
So many things to talk about and I'm half asleep still lol

As for the pumping part I mean using them as a water source
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on September 18, 2018, 09:34:23 PM
yup rivers are already added to the water grid, you just put the well next to them.

and i just booted up priority treatment, and everything worked fine with it at the very top, or bottom of my mod list, everyone was still pissing and shitting and showering and so on. So it sounds like more false positives of "mod conflicts" caused by fundamental errors in totally different mods
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: rawrfisher on September 18, 2018, 10:00:01 PM
Hmm ok.
I do know I was still having that washing downed enemies thing happen after removing mods that were shown by your check tho
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on September 18, 2018, 10:02:31 PM
just to check again, you don't have needs for outsiders ticked on under experimental options do you?
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: rawrfisher on September 18, 2018, 10:18:02 PM
I dont recall you asking that before but yes I do.  Now that you mention it that's probably what the issue has been this whole time...
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Canute on September 19, 2018, 03:30:55 AM
a water well next to a river Ground capacity 3222 L/day, a water well at a good water source 3370 L/day.
And a water well at a not that good water spot 2878 L/day.
So a river don't improve the ground capacity that good.

I think rawfisher want something like reversed Sewage outlet.
Can only be placed on a river and got maxed ground capacity (i would say 6000 L/day).

Some issue from myside.
When a boiler don't heat anymore because it is allready to hot in the area, he don't heat the hot water tank either.
A second boiler with overriden thermostat setting wouldn't help much, since hot water tank and radiator's are at the same network.

Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on September 19, 2018, 07:13:39 AM
ok im removing the outsiders option next patch.

and in my map a river well gets 3200L when in a decent position, vs 1900 on a well over a full patch of ground water, average rainfall decides how much ground water you get per cell so the wetter it is the less useful a river is.

and for hot water tanks you just turn on thermostat control on the boiler and it will override room thermostats to heat the water
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Canute on September 19, 2018, 09:05:39 AM
and for hot water tanks you just turn on thermostat control on the boiler and it will override room thermostats to heat the water
And the radiator's which are connected to that boiler will heat the room further and cook the pawn's inside. Sorry no option.

I would need to build 2 seperated network. One for sewage/hot water and one for room heating.
But that is hard to realize, not impossible but hard.
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on September 19, 2018, 10:45:53 AM
the radiators can't push any more heat into a room over 21c, so it doesn't matter if they heat up, they aren't like the electric heaters that keep heating, it kind of simulates the pawns changing the thermostatic valves on the rads to get the temp they desire in that room. When it gets to summer, or a heat waves strikes, i save on heating capacity by just turning off radiators either by flicking off all the radiators or another option is to valve off the entire central heating loop so you just need to flick 1 valve
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: ultra4 on September 20, 2018, 10:58:02 PM
Hey Dubwise, i've been trying out thirst in my extreme desert and enjoying the extra headache quite alot. Could you develop it a bit more? drink out of the well, basin and sink is cool, but giving VGP fruit drinks the option to hydrate would make sense... ooooor simply bottling water in a patchleather canteen.

In the menus you can enable and disable each race need for toilet and shower but not the thirst. Would love to not get thirst on my androids, but so far they just visit the well every now and then and make a wish they had a heart...
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: bigheadzach on September 21, 2018, 11:26:17 AM
Dubs,

Did you have a chance to take a look at Mint Menus possibly conflicting with Falconne's Improved Workbenches and causing the grip-squares on bills to drag the colonist bar instead? Heard you were taking a look at it.
Title: Re: [B19] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on September 25, 2018, 10:00:05 AM
updated hygiene and mint menus

mint menus now works with improved benches drag and drop, you can also open a building search menu, open the keybind settings and you should see an option for mint menus.

for hygiene i finally found out that replace stuff was breaking the pipe blueprints in all my mods because it was rerunning the placeworkers then despawning them based on the result, so i added a fix for that. I also added options to disable the needs completely in case you just want to use other features of the mod, and the mod "Rimhud" has an option to view the needs which is pretty handy.

For thirst it should only enable on things that can eat and have the bladder need, so i guess try disabled bladders on droids, and i don't want to add water bottling because its a massive job to add all of the extra jobs and utils to manage something like that, bigger than all the hygiene needs, basically like copying the entire food system in the game plus adding water content stats to everything. As it is now eating any food will raise the thirst bar so you don't actually needs to drink to stay alive, its a lightweight thirst need that's just there to satisfy the itch for having a visible bar, try "no water no life" if you want hardcore thirst needs.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on October 03, 2018, 07:09:42 PM
updated everything to 1.0
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Canute on October 04, 2018, 02:09:34 AM
Hi Dubwise,
i notice at Mint menu, the search is case sensitive.
Since many modder don't allways follow the rules, i think it would be good if the search ignore that.
I recently was looking for a special bow and couldn't find it, the recipe use 'Bow' and i searched for 'bow'.

And another thing, when you open the bill's, the search field is activ and await your input, good thing.
But ESC don't work with active input field, you can't close the window with it. Maybe you can find a solution.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on October 04, 2018, 08:25:21 AM
i know about the esc thing, but i already have a function to ignore case, its working fine in my game
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: bazazilio on October 09, 2018, 06:35:18 PM
Is it normal that my animals have Bad Hygiene in their Health tab? Is this a bug or was it intended?
Thank you!
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Canute on October 10, 2018, 03:02:45 AM
You can enable hygiene for animal at the options, and place Litter box under hygiene/Misc.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on October 10, 2018, 06:53:37 AM
the pet would have to have had the hygiene need for that to happen, but you can't enable it for pets, so i have no idea how that could have happened
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Canute on October 10, 2018, 07:11:02 AM
Hmm what about the
Pet bladders
Wild animal bladders
i though that about these.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: bazazilio on October 11, 2018, 04:09:57 PM
No, bladders were turned off by default and I didn't even know you have to turn them on, and here I was wondering what does the litter box do and why my animals don't use it lol

I noticed that only animals that have been living with me for several years have this «condition», the new ones don't, and I don't really know what caused it. None of them has hygiene as a need, too. It doesn't really bug me that much because it doesn't do anything, I mean no diseases or food poisonings or anything like that not sure about their social impact though haha.

Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on October 11, 2018, 06:08:37 PM
i noticed it in my test game too, but the only thing that ever applies it is the hygiene need or the bladder need, and the animal didn't have either, there is literally no other code anywhere that touches that hediff, so all i can think is that in my case i had those needs enabled on pets for a brief period while testing some code which resulted in the animal getting bad hygiene, but when switched off it got stuck on, and then maybe for other people playing the mod an error during level load from another mod caused the patch that does the needs checks to fail and pets ended up with the needs for a while, even if not visible in the need bar for whatever reason, or just went unnoticed, seeing as the need HAS to be present on the pawn for the bad hygiene to appear at all
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: akula on October 14, 2018, 06:40:04 PM
I got this error after downloading your latest release 2 days ago. And it happen on new colony I just started.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on October 14, 2018, 07:06:30 PM
er, maybe you had a bad zip extraction or something, or you have other errors during load causing it
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: akula on October 15, 2018, 02:54:33 PM
Im sorry... my bad. I downloaded the 1.0 version and still think it can be used in b19. Just downloaded b19 version and its working.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: inevitablechoice on October 15, 2018, 05:58:52 PM
I'm having a bug where the colonists wont use the latrine, and when I try to right click on it to force them, it for some reason forces them into combat mode.

Super confused, any help would be appreciated
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on October 15, 2018, 10:18:07 PM
did you do what the guy above did?
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Ruisuki on October 19, 2018, 12:33:25 AM
do wells need the areas inside their grid to be open and unobstructed similar to the way watermill and turbine power generators do?
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Madman666 on October 19, 2018, 08:17:28 AM
No, why would they be? Its an underground water access facility, not a wind gathering station. You just shouldn't place another well in previous one's area, because that ll greatly reduce effectiveness of both.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Canute on October 19, 2018, 08:27:11 AM
do wells need the areas inside their grid to be open and unobstructed similar to the way watermill and turbine power generators do?
When you try to place a well, you will see the Water overlay.
The circle around the well select the water influence.
If you got more deep blue tiles, the well will have a higher max. output.

Like EvilMadmann mention, another well inside these circle will reduce the effectivness since they share the same influence.
So you better place a second well that these circle don't overlap.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Madman666 on October 19, 2018, 08:32:35 AM
Cmon sarcasm isn't evil :3
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: cyberian on October 23, 2018, 10:06:21 AM
Can I use the water pumps in this mod to create a moat for my castle?

I guess I have to try.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Canute on October 23, 2018, 10:46:32 AM
No
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Kapun on October 24, 2018, 07:48:31 AM
When try to use the mod with thirst enabled prisoners start getting dehydration unless i make a water well in their cell. Is this supposed to happen? They seem to get some water with meals but not enough. Is there some way to give them water without digging wells? Also shouldn't being thirsty give a negative thought like being hungry does?
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Canute on October 24, 2018, 08:54:57 AM
Not played with thirst so far.
But there should be other be other water source since the well is the low tech solution.
From the change notes
"they can drink from basins, sinks or surface water, eating a meal raises it,"
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Kapun on October 24, 2018, 09:13:55 AM
Thanks, though i feel that there should be some way to give water to a person like giving a meal (like bottle/bucket of water or something)
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Ruisuki on October 24, 2018, 11:51:55 AM
Thanks, though i feel that there should be some way to give water to a person like giving a meal (like bottle/bucket of water or something)
I know you can administer fluids to injured people but yeah bottles would be dope, specially for caravans or saving up some canteens in case of an emergency like a disease outbreak
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Kapun on October 24, 2018, 12:20:14 PM
How do you administer fluids? I think a saw it in right-click menu a couple times but not always. Is there some kind of condition for it to appear in the right-click action list?
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Marcus on October 24, 2018, 01:54:26 PM
The reason that administering fluids isn't always an available option is because a prisoner (in bed), or a sick colonist have fulfilled the thirst need at that moment, wait until the bar drops (like hunger) and then administer fluids. However, as it was mentioned above building a proper bathroom (with a basin) in a prison cell will make prisoners drink from it on their own.

And yeah, I agree - simple bottle system would be cool, instead of walking up to the wells, basins or rivers colonists would just carry a bottled water with them as meals and drink whenever they need to.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Kapun on October 24, 2018, 02:38:06 PM
Quote
The reason that administering fluids isn't always an available option is because a prisoner (in bed), or a sick colonist have fulfilled the thirst need at that moment
Its definitely not why it wasn't there. I had a few situations when someone is unconscious because of extreme dehydration, can't drink and the thirst bar is empty but you still can't administer fluids. I can provide screenshots if it is required. Can there be some other reasons why i don't see it in the context menu?
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Marcus on October 25, 2018, 01:18:59 PM
You have to check your pipe connections and general water supply in your colony, because colonists need to have sources of running water to administer it to pawns in bed (prisoners or sick ones). As far as I know an 'administer fluids' option wouldn't be available if you have only wash bucket a latrine.. I can be mistaken though.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Ruisuki on October 28, 2018, 02:58:43 PM
do you think equipment offsets can added to the workbench previews?
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Warforyou on October 28, 2018, 04:40:00 PM
Quote
The reason that administering fluids isn't always an available option is because a prisoner (in bed), or a sick colonist have fulfilled the thirst need at that moment
Its definitely not why it wasn't there. I had a few situations when someone is unconscious because of extreme dehydration, can't drink and the thirst bar is empty but you still can't administer fluids. I can provide screenshots if it is required. Can there be some other reasons why i don't see it in the context menu?
I have the same problem
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Marcus on October 29, 2018, 01:27:54 PM
Dubs (a mod creator), should be informed about it, B19 didn't have those issues, it's also impossible to wash patients or prisoners in beds, even if you have a fully functional water system up.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: ultra4 on October 29, 2018, 02:28:12 PM
had seem to have a bad windblade bug

update: fiddled around for a while in mod order... fixed, don't know what was the prob... but its fixed, so nvm
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Tenshi~Akari on October 29, 2018, 02:34:48 PM
With concerns to the dehydration issue, I'm seeing that happen on my end as well. Usually there'd be an option to administer fluids, even without a fully-plumbed base, but there were a number of times one of my more sickly pawns almost lost out to dehydration (save for the little bit recovered from meals). There wasn't a problem with this in B19, so I'm wondering if something got changed without us realizing it.  ???
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Marcus on October 29, 2018, 04:28:43 PM
I think I've found the issue - only injured pawns can administer fluids or wash other injured pawns, for some reason those options are not available for healthy ones. I guess there is a mismatch in checking in the current version of the mod. So Dubwise has to fix it.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Ruisuki on October 30, 2018, 12:29:13 AM
do you think equipment offsets can added to the workbench previews?
That and level requirements like for doing bulk meals, instead of having to click on 'more details' to be made immediately visible?
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: cyberian on October 30, 2018, 05:40:18 AM
So I have a network with water tower, two wind pumps, wood boiler and hot water tank and then a couples of showers, toilets, heaters and sinks. I have one sewage outlet.

I now added a septic tank but it does not seem to clean the water. The treatment description in the water tower has not changed from before it still says untreated. I am also emptying it regularly. Do I need more septic tanks or am I doing something wrong? Septic tank is for cleaning the water right?
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Canute on October 30, 2018, 06:28:14 AM
Septic tank and Sewage treatment only lower the risk because it clean/filter the water.
To become it 100% safe you need a Water treatment.

Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: temple_wing on November 03, 2018, 04:59:08 AM
Would you please provide mediafire download. Dropbox is banned by chinese gov.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on November 03, 2018, 08:45:37 AM
I followed these bugs involving wounded pawns and administering things on steam and uploaded fixes on there and here over the last week so it should all be fine now if you get the latest build.

The septic tank just reduces sewage over time it doesn't provide clean water, to prevent contamination just don't let wells overlap dirty stuff like sewage or graves or drills or make a filter.

For mint menus i'm using the standard infocard utils in the game and i have it show the infocard for the product if there is one rather than just the info for the bill, i have plans to add in a tiny skill requirement line in the listings and maybe different info in the tooltip on mouse over, but to do more detailed info on the card i have to copy the util and modify it a bunch, and ui takes ages to do so its not a high priority right now.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Kapun on November 03, 2018, 09:21:29 AM
Great! Another question: are raiders supposed to target things like water wells (the metal wells)? I mean it is kinda weird that pirates and mechanoids treat these things are their first-priority targets.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on November 03, 2018, 09:51:31 AM
its just a normal building so that's just how raiders target, they set fire to your crops too so they are just looking for ways to piss you off
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on November 05, 2018, 08:32:17 AM
updated mint menus with a new custom infocard to show a lot more info about the recipe and product, and the icons now tint
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: NoCanDo on November 05, 2018, 02:20:39 PM
Niiiice. Yer been trolling Reddit I see. You added the stats +walkspeed etc. to the items BEFORE they are crafted!
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on November 05, 2018, 03:55:48 PM
never looked at reddit
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Ruisuki on November 05, 2018, 11:50:30 PM
does the sewage treatment facility supersede all other water treatment facilities? wondering if theres any point building others or if im good with just that one
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Canute on November 06, 2018, 02:15:35 AM
Water Treatment is the only one which 100% clear the water, if you check your water tower it is treated then.
Septic tank or sewage treatment just filter out the bad things, there is allways a small risk left.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Ruisuki on November 06, 2018, 03:38:59 AM
ah. guess ill just use sewage treatment instead of water and septic from now on
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: dpwb on November 06, 2018, 09:15:09 AM
My water towers and septic tanks empty automatically every game morning at 7am.
Not a huge problem, as I have enough pumping capacity to fill the towers again.
I have loads of mods so not assuming this is a bug with this mod at all - however I am wondering if anyone else has experienced this - potentially could help me locate the conflicting mod.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Canute on November 06, 2018, 10:00:38 AM
At my gameplays so far, the water tower (not sure about the hugh one) need to be drained manualy.
Ofcouse when you got sprinkler, they get activated each morning and can drain the water by a hugh amount.
And septic tank need to be emptied by pawn's.

When no error show up at the log there is no hint.
You can try to move the mod at the end of the modlist.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on November 06, 2018, 10:57:16 AM
the only way the tank could be emptied at that time every morning is if you have sprinklers running, there isn't any other code anywhere that could do that
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: dpwb on November 06, 2018, 01:02:32 PM
Doh forgot about the sprinklers! of course.
They must use a huge amount of water, but that makes sense.
But the septic tanks, I have no sewage outlet at all, just a few septic tanks, no treatment either.
They never seem to get up to 25% for a pawn to empty them - they go up to a few % then the next day they are at 0%, they are not being emptied
I'm probably missing something obvious again!
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on November 06, 2018, 01:11:58 PM
they clean sewage over time on their own, if you aren't using toilets that often then its cleaning up faster than you can produce it, you can reduce the rate in the settings, its all on easy mode by default
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Modo44 on November 06, 2018, 01:54:07 PM
The pawns seem lazy about fulfilling their new thirst/hygiene/bladder needs. This virtually guarantees a constant mood debuff of some sort.

Given the number of needs from vanilla and this mod combined, there is a lot of added -- wasted -- walking time. I think all needs should be rebalanced to account for that.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on November 06, 2018, 03:43:38 PM
its fine as it is, just don't give them 1 big toilet in 1 spot in the base, put little restrooms near work areas and then its easy, you can also slow down the needs in the mod settings, having pawns take time to go to the toilet is literally why people wanted this and the jobs are already very fast, especially with power showers which take a couple of seconds to use. You get the same problems with anything in the game like food, sleep, joy hauling, whatever, if your pawns have to travel too far to reach the next nearest thing then just change the layout
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: ptx on November 10, 2018, 06:50:23 PM
Hydroponics that actually uses hydro, where plants die due to lack of nutrient water instead of dying due to lack of electricity.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dubwise on November 10, 2018, 07:13:54 PM
would be nice but i can't override standard hydroponics because of mod compatibility, if i add my own people would just never use them and be confused about why they exist unless they are 10x better than powered ones
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Kapun on November 11, 2018, 05:20:57 AM
You could make it a separate add-on that can be installed it addition to the main mod.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Ruisuki on November 11, 2018, 09:04:33 PM
can we get canteens?
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Madman666 on November 12, 2018, 01:14:39 AM
See, Dubs? :) Canteens. Once again.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Ruisuki on November 12, 2018, 02:22:46 AM
?
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Madman666 on November 12, 2018, 03:57:05 AM
Don't mind me :) Its just that i talked about canteens and things like that with Dubs a LOT over steam chat and Discord. Its a frequently asked question. There probably won't be any canteens, but there is a possibility of something to haul water in for caravanning.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: ptx on November 12, 2018, 05:48:32 AM
would be nice but i can't override standard hydroponics because of mod compatibility, if i add my own people would just never use them and be confused about why they exist unless they are 10x better than powered ones

Aeroponics. Maybe you and dismar should collaborate. And like the ones above me, canteen.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: JT on November 13, 2018, 05:58:48 AM
The Mint Menu is truly fantastic, and I'm really impressed by it.

One niggle I have, however: trees don't seem to appear in the list of sowable crops in one of my worlds.  I notice in the original screenshot that they do... is this like a problem on my end (e.g., running Seeds Please), or are they not showing up for other people either?
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Madman666 on November 13, 2018, 05:59:45 AM
Research treesowing. Everything is there, once you research it.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: JT on November 13, 2018, 06:00:05 AM
Bah! Of course it'd be that easy.  Thanks.  Good to know that I'm just dumb rather than something needs fixing! =)
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Madman666 on November 13, 2018, 06:03:48 AM
No prob. Its was a really useless change, to be fair, so of course people will forget about it.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: Dr_Zhivago on November 13, 2018, 09:29:46 PM
Edit: Meh, ignore this. I'll see if I can't teach myself XPath patching methods.
Title: Re: [1.0] Dubs Bad Hygiene | Menus | Rimkit | Skylights
Post by: vandal on November 17, 2018, 12:46:54 AM
Don't mind me :) Its just that i talked about canteens and things like that with Dubs a LOT over steam chat and Discord. Its a frequently asked question. There probably won't be any canteens, but there is a possibility of something to haul water in for caravanning.
makes sense. I use set up camp mod and often have to build a primitive well to get water since meals dont seem to fill my hydration by themselves. Canteens would be cool
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus | Rimkit | Skylights
Post by: Dubwise on November 17, 2018, 06:26:18 AM
Refillable canteens don't work for various reasons which i can drone on about for 5 paragraphs and have done already, so in the next update i have added water butts instead, which are like micro versions of the water towers which can be minified and taken on trips, the water is used during travel for hygiene and thirst if enabled, unless the tile has a high chance of containing water based on rainfall or rivers, and then it can be placed when you set up a camp and used like a well until it runs out, they can also be sold for a small profit based on how filled they are.
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus | Rimkit | Skylights
Post by: Warforyou on November 17, 2018, 04:48:20 PM
I have an issue with guests from "Hospitality" mod. My colonists get struck into an infinite loop trying to charm a pawn that is trying to take a bath... They literally pull them out of the bath just to say a few good words with no result though. The process can repeat itself for dozens of times.
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus | Rimkit | Skylights
Post by: Dubwise on November 17, 2018, 05:19:41 PM
not sure why they can reserve pawns that are in the middle of a job, check your log for errors
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus | Rimkit | Skylights
Post by: NoCanDo on November 27, 2018, 04:46:48 PM
Is there a way to produce biosolids/faeces for it faster?
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus | Rimkit | Skylights
Post by: Dubwise on November 27, 2018, 09:58:07 PM
Updated hygiene to 2.4.600
Changes:
Added water butts which act like minifiable micro water towers which can be used for washing or drinking and for travel.
Recoded the scanners for finding fixtures and wells and water to fix problems with Prison labor.
Pawns will now find the nearest cell of surface water instead of a random cell in the nearest region.
Added a modifier for fully rested pawns to increase the chance that they will wash drink and use the toilet just after waking up, makes private bathrooms more useful.
Changed wash bucket to a water tub, its now refilled with water from primitive wells or rivers after x uses, and pawns can drink from it.
Removed manual pawn assigning ui, its all done with bed link now, more reliable and fixes some problems.
Added a warning message when trying to assign fixtures that are not in a room.
Added water splash effects for various splashy jobs like washing and showering.
Added simple showers with no floor basin.
Added privacy and cooling efficiency mod settings.
Added mod link option for Rimefeller, which adds a water usage component to crackers and refineries.
Added mod link option for Rimatomics which adds water usage component to cooling towers.
Split the needs toggle so you can disable either hygiene or bladders or both.
Added a flush size slider for toilets.
Decreased the default rate that surface sewage cleans up and spreads.
Decreased the base sewage treatment rate to slow down septic tanks.
Stall doors now animate and don't block light.
Added metal and stone to water tower stuff types.
Gas boilers can now be piped to fuel tanks from Rimefeller for auto-refulling
Added vampire fangs to default bladder and thirst needs filter.
Washing machine can now wash clothes, which removes the worn by corpse flag.
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus | Rimkit | Skylights
Post by: ultra4 on November 27, 2018, 10:34:55 PM
Is there a way to produce biosolids/faeces for it faster?

go to the menu ant set the decay to zero, you'll have a ton of shit  :-X
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Dubwise on December 04, 2018, 11:03:06 PM
Uploaded Dub's Paint Shop
Updated Bad Hygiene
Updated Mint Menus

Dub's Paint Shop adds a painting tool which can change the colour of most buildings, apparel, zones and constructed terrain.

Paint tool can be found in any architect menu near the cancel and deconstruct buttons
Colour coordinate your base, or use it as a modding tool
Create and edit palettes which are saved.
hex and RGB input boxes, copy and paste works
Can be added to saves.
Should work with almost anything.
Shouldn't tint buildings that don't have the right mask files for it to look right.

Bad Hygiene 2.4.608:
Fixed the bug where pawns set to work hours would get stuck trying to take a bath.
Added water fountains.
Added ceiling fans with built in lamps only the shadow is visible.
Fixed fertilizer being buildable under walls.
Sprinklers now cool down the room in a hot fire.
Pipes now stay visibly connected to valves when they are flicked off.
Changed the painting system to work like Paint Shop, removed some naff colours and shoved in a link to paint shop.

Mint Menus 1.0.135
Added the searchable bill list box to the health tab, tags injured limbs with a red cross for the right bill.
The search box will lose focus properly now.
Cleaned up some ui.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Platonov555 on December 07, 2018, 02:36:01 AM
I just wanted to say your mods are freaking excellent. Thoroughly enjoying them. Wave
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: jager666 on December 07, 2018, 09:25:11 AM
Hi Dubwise, I also would like to thank You for your mods, they are all excellent!

A little quesiton regarding Biosolids composter, how I should use it? I placed few in a heated room, connected them to the pipes, but nothing happens? They suppose to drop fertilizer? I have the whole sewage network (pumps, water towers, filtration station, septic tank and sewage pipe).
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Canute on December 07, 2018, 10:04:16 AM
You build a Biosolids Composter.
Let a pawn fill up the composter with Fecal sludge.
After 5 days it is composted and a pawn can get out Biosolid.
With these Biosolid you can build Biosolid fertilizer, which increase the fert. of that tile.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: jager666 on December 07, 2018, 10:55:35 AM
Thanks Canute!

But where do I get fecal sludge? All the sewage goes to sewage pipe I assume? I only get the sludge in the beginning, when using latrine. Is there other way?
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Canute on December 07, 2018, 11:42:58 AM
Don't connect the primitiv toilets to the sewage, then empty them.
Or just have a septic tank without other treatments, then the tank fill up and you can empty it.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Dubwise on December 07, 2018, 01:49:43 PM
Thanks! and i updated Paint Shop to 1.0.6, you can now paint smoothed walls and floors
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: jager666 on December 07, 2018, 03:06:22 PM
Don't connect the primitiv toilets to the sewage, then empty them.
Or just have a septic tank without other treatments, then the tank fill up and you can empty it.

Worked perfectly, removed sewage pipe and installed additional septic tank, I didn't noticed the "Drain" option before on them.

Thanks again!
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: RRMR on December 08, 2018, 08:49:42 PM
Thanks for making these. Mint Menus doesn't seem to work for me on the tailor benches. All I get is a black screen beside the regular bill menu. Could it be a mod conflict? I have apparello installed.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Madman666 on December 09, 2018, 03:55:18 AM
No its not apparello. I have both it and Mint Menus - works fine. More than that. I initially requested Mint awesomeness for VG and Apparello runs. Look through your mod list for other potential culprits.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: RRMR on December 09, 2018, 09:13:31 AM
Thanks, I'll do that.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Dubwise on December 10, 2018, 12:44:04 AM
updated Mint Menus to 1.0.141

Fixed the performance on the health tab while using EPOE, it now updates the list of bills periodically so it should still list only whats available on the map but also work at 4x speed.

Also improved the search function on the health bills
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: zwillhill on December 10, 2018, 01:27:04 AM
(https://i.imgur.com/DbLrMr7.png)

thanks for your MOD. I found a issue, would you fix it plz?
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Dubwise on December 10, 2018, 01:51:52 AM
you can change key binding in the keyboard configuration in options
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: zwillhill on December 10, 2018, 03:24:41 AM
you can change key binding in the keyboard configuration in options
Thanks for you reply, Now they are working perfectly!
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: JT on December 10, 2018, 11:31:49 PM
Hey Dub, could I make a request?  I like playing with the higher difficulty settings in Bad Hygiene, but am stuck at an impasse:

50% natural cleanup rate on exposed sewage is much too fast.
0% natural cleanup rate on exposed sewage is much too slow (well, infinitely slow, technically).

Could we get additional "hard" settings for the natural cleanup, like 33%, 25%, 10%, 5%, etc.?  I figure 5% would probably work to clean up the "raw sewage" that appears all over the place when I have a couple livestock and which never disappears, while still making even a single latrine a recipe for an ecological disaster unless it is properly dealt with.

The preferred option would be to change the "Cheat" setting to a "Custom" setting, which opens a numeric input that allows manual entry of a desired multiplier for each option.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Dubwise on December 11, 2018, 03:03:39 PM
there's only a couple of options because the grid is a ushort with tiny numbers, i can change how it all works if i  get a chance, and allow for more granularity in the settings
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Kori on December 11, 2018, 03:43:39 PM
I won't ask for canteens, but it would be so cool to have No Water, No Life integration!
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: JT on December 11, 2018, 06:46:56 PM
there's only a couple of options because the grid is a ushort with tiny numbers, i can change how it all works if i  get a chance, and allow for more granularity in the settings

Aha.  Perhaps the cleanup rate could just be modified further by a random throw for any cleanup iteration?  That would allow granularity without having to refactor variable types or waste memory unnecessary on a massive matrix of floats, although it would offload a bit of work onto the CPU.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Tenshi~Akari on December 15, 2018, 08:27:59 PM
Quick question: Is it now a feature that latrines lose usability the moment they're connected to plumbing not yet complete? Or has it always been like this & I'm just noticing it? Because I seem to be running across this happening on my maps, and I swear I don't remember ever having encountered this before in previous versions of Bad Hygiene.

Only reason why I have an incomplete plumbing setup is due to lack of resources on my map at the moment to build a water pump. But since everything is plumbed to that point, all of the latrines I have that are connected have the "no water capacity" icon overlaying them & can't be used whatsoever by my pawns.

(https://i.imgur.com/cp1ErJ2.png)

(Of course, it could be me & my forgetfulness on how I used to play/setup with the mod, but I do remember at some point, even when I didn't have a water source, they still worked regardless of whether they were connected to the pipes or not.)  ???
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Canute on December 16, 2018, 01:59:11 AM
It allways was like this (so far i remember).
You should only connect latrines the the sewerage if it is working.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Tenshi~Akari on December 16, 2018, 02:05:19 AM
OK... weird. I could've sworn it was otherwise, though. Thanks, Canute!
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Nooklie on December 29, 2018, 05:42:05 PM
Hi Dubwise,
          Just wanted to say thanks for eating up your life to bring these to others. I'm new and might get banned but I must say dude, "You fucking rock"
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Canute on January 02, 2019, 06:38:13 AM
Dubwise,
what do you think to give the burnpit a heatpush like a campfire ?
Currently it is neutral to the temp. but since it burn's and you can burn stuff there, it should produce some heat too.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Madman666 on January 02, 2019, 07:33:14 AM
While logically it does make sense, i see no reason for adding that. I mean - who would in his right mind put a hole for burning crap inside a room to heat it up?
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Marcus on January 03, 2019, 01:46:53 PM
I would do that, if that would save me from freezing to death.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Kayrah on January 04, 2019, 10:07:53 PM
hey dub, im currently playing with you mod, but i have one request. change the freezer visibility to something thats more noticable. i had no clue how to install it correctly.




(https://i.imgur.com/6m87XyD.jpg)

i had no idea what the "blowing side" does. change it to ice crystals please

or make it the same as the normal cooler

(https://i.imgur.com/RlBVKyu.jpg)

on the discord someone said, use the room outline to identify, but with enabled room info every room will highlight

(https://i.imgur.com/QDEvVnT.jpg)



Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: selmephren on January 06, 2019, 02:57:58 AM

i had no idea what the "blowing side" does. change it to ice crystals please or make it the same as the normal cooler


A walk-in freezer unit that is blowing something.  Since it has to connect to an air-con outdoor unit for coolant the blowing imagery really can only be one thing.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Madman666 on January 06, 2019, 03:25:18 AM
Took the words out of my mouth. No need to change anything. Everything s logical and intuitive.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Tenshi~Akari on January 06, 2019, 04:54:52 AM
Still very appreciative of these most recent updates and all, but the removal of the Set owner option wounds me a little.

I've been trying to cope with not having directly assignable bathroom fixtures, but sometimes it doesn't handle as well as it should... especially if the bed & bath are too far apart from each other & the link keeps going to the bed in the other room that's closer. That, and if you have shared rooms w/ 1 bath, it'll only takes one bed's link into account as opposed to the folks that reside in the room.* (It actually would be nice if there was an additional "link to room" option if it's possible, but if that's too much additional work, not even going to push on that too much further...)

Also would like to see Link bed not try to link to animal beds for the same reason.  :'(

*I know, I know... "uninstall the other bed, then link & reinstall", or "use those door lock mods"... but that sort of defeats the purpose of convenience the removed option had.  (Plus, it's easy to forget to unlock/relock a door when it comes maintenance time for fixtures. Gotta limit disturbed sleep instances as much as possible early on, right?) :P
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Kori on January 06, 2019, 10:03:15 AM
I would like to see a revival of the Set owner option, too.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Kayrah on January 13, 2019, 11:50:14 AM
Took the words out of my mouth. No need to change anything. Everything s logical and intuitive.

yeah, thats why 3 people on the discord couldnt answer what it does. Maybe it was logical for you, its not for others. So dont be a selfish idiot, its just a tiny change on the image.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Madman666 on January 13, 2019, 01:07:41 PM
Throwing insults around isn't that efficient a way of proving your point. In my opinion, the fact that only 3 out of 100+ people on discord didn't know which side of the freezer blows is a proof the mod is fine.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Dubwise on January 13, 2019, 02:11:02 PM
I'm doing a little update to change the grids a bit and fix oceans, wont be changing the freezer it works perfectly, if it is in the correct position it highlights the room it will cool with the same blue room highlight system that other coolers use, it has graphics to show the cells which need to be clear for venting, which also happens to be the side which has the blue room highlighting system showing which room will be cooled, and the description says it needs to be connected to outdoor units, and if its not in a clear position it says the vents need to be kept clear, and if you do put it the wrong way round it can simply be reinstalled the right way round with 2 clicks.

I'm also changing the bed link to a target picker, i needed to get rid of the old manual assignment system because it had to be saved in one of the needs which meant you couldn't toggle that need off in the settings, and by linking to a bed it makes everything much safer and simpler using existing code in the game, if pawns die or get married or anything like that in mods then the private bathrooms just update with the new bed owner.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: 2.71828 on January 13, 2019, 02:49:55 PM
Throwing insults around isn't that efficient a way of proving your point. In my opinion, the fact that only 3 out of 100+ people on discord didn't know which side of the freezer blows is a proof the mod is fine.

Yeah, if that's not a case of PEBKAC, I don't know what is.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Dubwise on January 15, 2019, 04:08:36 PM
Pushed an update for paint shop, it needs a little bit more testing
Pawns now have to do a manual paint job to paint things, like roofing.
There's a settings menu (cog next to close button) where you can switch off job mode.
You can also toggle the paint tool button to being limited to the orders menu.
You can now paint bed sheets by holding ctrl while painting them, they need to have a normal layer of paint as well to activate it.

let me know how it goes
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: RayvenQ on January 15, 2019, 09:17:52 PM
Had a quick search of the thread to see if it's been mentioned, have you considered (or rather, I suppose the question is more is it possible/worth doing) having it so that the Water Butts fill up slowly when it rains?
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Kayrah on January 19, 2019, 03:18:56 AM
Throwing insults around isn't that efficient a way of proving your point. In my opinion, the fact that only 3 out of 100+ people on discord didn't know which side of the freezer blows is a proof the mod is fine.

Yeah, if that's not a case of PEBKAC, I don't know what is.

ofc the problem is with me, but introducing new ways how vents are highlighted dont help there much. the room highlight doesnt work when you have room details activated, as i showed in my screenshots. Too bad the author is not willing to add a tiny snowflake or something like that to the graphics to make it instantly noticeable or bring it in line with the other freezer and make those blue squares. that way it would also help to understand there is not heating side.
Turning the freezer around doesnt help if you dont have cooling connected which makes it even more confusing.
besides those 3 on the discord where the only ones active at that time and the only one that could help would also hint towards the room highlight, which as said doesnt help a bit.
btw to me its insulting to say: "i didnt have a problem, so fuck you" instead of "it worked for me, but changing the gfx a bit wouldnt hurt"

anyway, id like to see some traits added with this mod. like strong bladder vs weak. or pawns that like to be dirty. get dirty quicker etc
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Madman666 on January 19, 2019, 05:50:03 AM
If calling a person "selfish idiot" for having another opinion (i.e. for disagreeing that the mod needs that change) is not an insult, lol, i don't know what is. What you described in your example (i didnt have a problem, so fuck you) is not an insult, but rather being a retarded asshole.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Canute on January 19, 2019, 06:53:00 AM
the room highlight doesnt work when you have room details activated
Maybe that is why most people don't have these problems.
The Room details display is too annoying for me to have it allways active. I just use it to check things and i think most people do it too.
And ofcouse the hot/cold overlay can't work when you want to place vents.
But don't you got the same problem with vanila vents. Ok the vanilla cooler got red/blue arrows on it.

Yes the mod author could improve the textures to a similar  blue arrow. But only a very small minory got this problem so i don't think it  got high priority on his list.
Maybe you can modify the textures at your own and send it to dubwise. :-)
And since you know now about the overlay problem you can disable the room display if needed.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Madman666 on January 19, 2019, 07:30:12 AM
I am also using that stat overlay a lot, often without even disabling it (why bother). Still somehow it doesn't really obstruct me from recognizing how freezers work... Plus there is that you now know, how freezers work and also you know what the blowing icon means, so why even change the thing. And even more simple solution - all mod graphics in mods is the most simple part to change and modify, which requires only 2 things - local mod copy and a new texture file to replace one you don't like. Take that snowflake icon from google, resize it and replace dubses blowing icon. Done.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Kayrah on January 19, 2019, 02:04:53 PM
ofc i know how it works now, but the next guy might not. i just wanted to give feedback what problem i faced, but apparently im the only one.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: temple_wing on January 30, 2019, 01:12:22 AM
I suggest to add the need to wash the food before eat it raw or cook it.
Or at least give some bonus if players choose to do so.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Tenshi~Akari on February 01, 2019, 08:24:20 AM
Adding a request for future updates to Bad Hygiene:

A way to copy/paste the storage settings of the washing machine. I just realized that's an essential function that's missing at the moment, having multiple machines on base to make cleansing select types of gear go quicker, and the moment I have the setting I want, the option wasn't there. Definitely a "must-need."
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Dubwise on February 04, 2019, 09:30:43 PM
Updated Paint shop, now works with zetriths multiplayer
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Dubwise on February 05, 2019, 12:33:36 AM
Updated Bad Hygiene and Rimkit to work with multiplayer, skylights should work already, still working on a mint update
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: sma342 on February 05, 2019, 04:08:32 PM
Yo, i was pretty pissed when i heard this that you don't support my mod as ya said there.
I don't like the idea of removing worn by corpse effect by washing, doesn't make sense because the problem isn't that its dirty, its knowing you just looted clothes off a corpse, like when an enemy has been downed by a minigun burst and they are laying in a pool of their own blood piss and shit, you can remove their clothes and its totally fine, but someone that's euthanized in a sterile room needs to be stripped first.

In reality the conditions in the colony would dictate if a colonist would be concerned about wearing clothes that someone died in, like if you are butt naked in a freezing tundra with half your digits missing then you probably wouldn't care too much about stealing socks off your dead wife's maggoty corpse, but if you have plenty of clean fresh clothes and all of your toes then it would be rather shocking. Also if you have the capability to run a modern washing machine with working water supply and sewage system and electricity and detergent then it should be easy to knit together a new pair of pants else you have your priorities in a mess.

The only way i can think of making washing a thing without making it a big coding job, and how i will probably try do it in my mars mod, is if it is simply a way to add just enough hit points on an item of clothing to clear the worn out apparel debuff, so you could maybe get into a cycle of wearing the clothes for a couple of days, then when the they become worn out the pawns auto swap to better clothes like normal, and then if the worn out clothes are within a certain range of hit points, then a pawn can haul them to a washing machine and it will add just enough points back to clear the worn out status, else they wear out until destroyed like normal.
I said, okay, cool maybe he doesn't want to support my stuff but then when i saw this
Washing machine can now wash clothes, which removes the worn by corpse flag.
Something broke inside me, you could just say that you have plans for that instead saying that its senseless. Shows how hypocrite you're.
I know it was 2 years ago but still.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Madman666 on February 05, 2019, 04:12:26 PM
I was pestering Dubs to add washing machine removing corpse crap from looted apparell like for years xD And he said same thing to me, that you just quoted. I was more persistent though.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Dubwise on February 05, 2019, 06:03:48 PM
er..ok well there isn't some grand conspiracy, i still think it doesn't make sense to wash clothes worn by corpses, not for my mod anyway, but i passed the point of trying to stick to and explain my own ideas a long time ago because it just wears me down, hence adding loads of options for stuff like thirst which i really don't like. So many people bugged me about it for so long that one night i said sod it and added a basic washing job based on like composting or something to the washing machine graphic that i already put in as just a cosmetic thing that someone could have modded if they wanted to. Its not as if over a year ago i schemed and plotted to add a working washing machine one day in the distant future, i'm not petyr baelish lol.

As for adding support for mods to use water, i only just got around to adding water usage to my own mods Rimefeller and Rimatomics a couple of months ago, and also i think there might be some confusion because adding support for water usage in another mod isn't actually something i can do, that would be like telling CE to add support for Rimatomics, it has to be done the other way around, if someone wants to add water usage they just need to add a CompPipe to their building using a defextension or xpath or something along those lines, and then do a bit of reflection to push or pull water or sewage from the pipenet if it exists, for me to add the support to a mod would mean harmony patching their buildings and trying to prefix postfix or transpile water and sewage usage into the right places with numbers that they have no control over and not being able to save anything like buffers and yada yada. So in the end i'm a bit confused about what the problem is exactly, i just started giving in to demands :(
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: sma342 on February 05, 2019, 06:16:10 PM
Now everything is clear, I guess that emotions gave up a lil in me, sorry for that. But if ya say that ppl were pushing ya to add it you could always redirect them to my mod or something like that. I just kinda felt it unfair for the first time you know.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Dubwise on February 05, 2019, 06:49:07 PM
i was redirecting them to your mod, but most were already using it, or often people asked for full dirty clothes system with laundry which i don't have time for, but like i said i can't really patch your mod from my end since its not my code, i just spent the last week or so struggling to update my own mods with support for multiplayer, i bitched and moaned about it at first because of the extra work, but mp support wasn't going to magic its way into my mods so i just got on with it
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: sma342 on February 06, 2019, 08:04:49 AM
Well okay i get it now, sorry for that then.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: nickdos on February 06, 2019, 04:28:20 PM
"Drain tank", "kick over" and etc should require a colonist to execute, no?
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Madman666 on February 07, 2019, 04:24:54 AM
No, it doesn't. It happens instantly without colonists needing to go do anything.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: pinpi on February 09, 2019, 04:31:19 AM
For Bad Hygiene, what should I consider when selecting load order?
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: temple_wing on February 09, 2019, 11:47:47 PM
What about to add a "water bag"? So that your pawns don't need to go back home to drink water.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Madman666 on February 10, 2019, 12:24:18 AM
If you read this thread a bit, you ll notice, that several people already suggested having canteens already, with Dubs explaining, why he doesn't want to do it.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: pinpi on February 10, 2019, 05:22:29 AM
What about to add a "water bag"? So that your pawns don't need to go back home to drink water.
In "No Water, No Life" (also known as MizuMod), there is a kind of "bottle" that pawns can harvest from water sources, except for the ocean (I don't think there is a desalination process yet). It spawns as a kind of standard plastic bottle full of water and disappears when a pawn drinks it.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: nickdos on February 11, 2019, 10:57:15 AM
Air-con indoor units can be placed floating on empty tiles and inside walls, when they look like they are supposed to be placed adjacent to a wall. Is this a bug?

What about to add a "water bag"? So that your pawns don't need to go back home to drink water.
Water barrels function like canteens and can be minified
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: mcduff on February 13, 2019, 06:04:11 AM
How does the "animal bladder need" thing work? I have it turned on but it doesn't seem to be making any difference.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Madman666 on February 13, 2019, 08:24:29 AM
Air-con indoor units can be placed floating on empty tiles and inside walls, when they look like they are supposed to be placed adjacent to a wall. Is this a bug?

They just lack the neccessary building restriction of only being allowed over walls. If you use any wall lights mods, you ll see a lot of that. So i am pretty sure its not a bug.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: nickdos on February 13, 2019, 12:30:10 PM
Air-con indoor units can be placed floating on empty tiles and inside walls, when they look like they are supposed to be placed adjacent to a wall. Is this a bug?

They just lack the neccessary building restriction of only being allowed over walls. If you use any wall lights mods, you ll see a lot of that. So i am pretty sure its not a bug.

It makes no sense, so it's a bug
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Dubwise on February 13, 2019, 04:32:30 PM
not a bug, i just leave it up to players to figure out if they want to have them hanging off walls or not, they could hang off other kinds of buildings, anything you want, else i would have to have them fall to bits when you deconstruct the bit of wall you placed it on, and placing them over walls puts them in some kind of void of space between rooms, and yada yada its just better to have them inside a room, im pretty sure players have worked out how to rotate by the point that they are building my aircon units
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: mcduff on February 16, 2019, 06:29:49 PM
Code: [Select]
Exception drawing MinifiedThing2024234: System.NullReferenceException: Object reference not set to an instance of an object
  at DubsBadHygiene.Building_Valve.get_Graphic () [0x00000] in <filename unknown>:0
  at RimWorld.MinifiedThing.get_Graphic () [0x00000] in <filename unknown>:0
  at RimWorld.MinifiedThing.DrawAt (Vector3 drawLoc, Boolean flip) [0x00000] in <filename unknown>:0
  at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Draw () [0x00000] in <filename unknown>:0
  at Verse.DynamicDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
I have a kind of orphaned object that's bugging out and slowing down the game. If I search for a valve in my inventory I just see a blank line. Also if I'm selling/trading it stops at the line that this valve is on until I scroll past it, then draws the rest of it.

I'd like to just get rid of this or delete it but I don't know how. Any ideas?
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Canute on February 17, 2019, 03:45:10 AM
Do you have ton's of minified items at your base ?
If not it shouldn't be that hard to find the minified object that belong to Bad Hygiene and use the Dev command Destroy to destroy it.
Do you use a mod that allow all to be minified or it is a regular item that could be minified ?
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: mcduff on February 17, 2019, 05:24:19 AM
It's a regular minified item but I can't find it. I can see it in the database but it won't show me where it is.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Madman666 on February 17, 2019, 05:46:45 AM
Well you can only look carefully through all of your stockpiles. Or you also could make a critical priority stockpile for minified things and wait till your pawns find it and bring it there to delete it. Based on what console error says, it should be a minified valve. Most stuff from Dubs mods aren't supposed to be minified, hence the problems.
Title: Re: [1.0] Dubs Bad Hygiene | Paint Shop | Mint Menus | Rimkit | Skylights
Post by: Dr_Zhivago on February 17, 2019, 10:43:34 PM
Hey Dubwise. I was planning on making a patch for DBH and another mod using a modified version of a biofuel refinery. However I changed my mind and will no longer be using the art assets I created. If you want to use them for a composter or anything, feel free. Assests are in a .rar attached to this comment.
Imgur Link (https://imgur.com/a/OVYMb8z)
(https://i.imgur.com/VsVDEcK.png)
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Dubwise on February 25, 2019, 11:57:19 PM
updated mint menus with latest mp friendly version, includes some general improvements.
added mint minimap mod to the list, works in mp, includes a ping tool for annoying each other.
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Cl3arSky on April 12, 2019, 04:36:10 PM
i have a question about the hygiene, what are wooden water butts good for? The barrels, they get filled with water but what can i use them for exactly? Bathtubs don't seem to fill from them
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Ruisuki on April 23, 2019, 06:30:20 PM
hello. The biosolids(i believe) are too heavy. each weigh 5kg iirc. How can you get rid of em more efficiently?
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Canute on April 24, 2019, 05:34:45 AM
The biosolides are the ones you need to enhance the soil ?
Stop to fill the barrel to made these.
If they don't detoriate outside, you still can use the Dev. comand "Destroy".

Or did you mean the barrel's you get out of the toilets/septic tank ? You can build at burn pit (the other hygnie menu) to provide some light and heat.
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: temple_wing on May 14, 2019, 08:53:50 PM
skylight is not compatible with solar heater from bad hygiene.
I built a solar heater under a skylight 2x2, connected it to my water network, but heat water tank reported that heating power is 0.
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: nickdos on May 16, 2019, 07:35:19 AM
Can you make an option yourself to remove stuff from bad hygiene that don't relate to hygiene? The whole waste process is useless and I never wanted "fertillizers" from a hygiene mod. Also the central heating and AC? I saw multiple 3rd party patches have appeared to do this already. Adding two tabs for just one mod in the build menu seems excessive and entitled
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: KawwaK on May 16, 2019, 10:34:05 AM
Can you make an option yourself to remove stuff from bad hygiene that don't relate to hygiene? The whole waste process is useless and I never wanted "fertillizers" from a hygiene mod. Also the central heating and AC?...
It's already done:
https://steamcommunity.com/sharedfiles/filedetails/?id=1736051948
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Senio on May 17, 2019, 07:30:51 PM
support Multiplayer is good idea,Thanks
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: account13123 on May 18, 2019, 05:50:23 AM
Mint Menus' grow designator breaks the tutorial- it doesn't register the task of switching the crop to rice, preventing you from continuing. If this mod wasn't on several "must have for new players" type lists I wouldn't bother reporting this, but there's a real(small) chance of someone having this mod on their first time through the tutorial. I wonder if there's something that can be done? Can a mod tell if it's running in the tutorial scenario?
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Canute on May 18, 2019, 06:15:04 AM
You still need the vanilla tutorial when you discover mods ? :-)

Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: account13123 on May 18, 2019, 08:00:33 AM
You still need the vanilla tutorial when you discover mods ? :-)
If this mod wasn't on several "must have for new players" type lists I wouldn't bother reporting this
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Tocato on May 22, 2019, 03:36:44 AM
hey dubs did you play surviving mars
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Vladimir 777 on May 30, 2019, 04:04:54 PM
Hey Dubwise.

Why are there no restriction buttons for the hot tub? In DBH all other hygienic buildings have buttons "Link Bed" and "Change Gender Restriction". It would be logical to give the opportunity to appoint the owners and the hot tub.
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Canute on May 30, 2019, 04:25:05 PM
Do you have used a hot tub or watched movies when other used them ?
It is a social place not something you use alone like a regular bath/shower.
Or would you restrict sauna to one person too, ok yes some countries got gender restriction but others not.
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Vladimir 777 on May 31, 2019, 01:28:53 PM
Yes, from the point of view of realism, the absence of restriction buttons looks correct. But at the same time, the possibility of restrictions is at the kitchen sink. I do not know how realistic this is, but it is very useful. Appointment with the help of the "Link Bed" button by the owner of the cook significantly reduces the number of visits to the kitchen by colonists, and, therefore, does not allow them to soil the floors in this room. Limiting the button "Change Gender Restriction" can also be useful (although to a lesser extent) if the cook is not one and they are all of the same sex.

For a hot tub, the presence of restriction buttons might also be helpful. For example, in my colony there is a colonist with a character trait "Jealous". When using a "Stall Door" from DBH, the game perceives the rooms divided by this door as a single space. Consequently, the buildings placed in the bathroom affect the beauty of the bedroom, if you make an entrance from it. The beauty of the hot tub is more than two times higher than that of a conventional bath. I wanted to replace the usual bath in the bathroom of the envious colonist with a hot tub, but I was faced with the impossibility of limiting visit to everyone else colonists.

Of course, I can set limits with the help of mod "Locks", but this, in turn, will create problems with cleaning the room, repairing failed equipment and fire fighting.
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Retry_02Hide on June 16, 2019, 04:39:43 AM
Hi, I am using prison labor with Bad hygiene, and I got the 10 jobs in 10 ticks error when one prisoner tries to clean up other wounded prisoners, which make the prisoner stand still while keeping spawning logs to cause lag at the same time. Anyone had the same problem before or know how to solve it? Thank you.

Code: [Select]
Melton started 10 jobs in 10 ticks. List: (Wait_MaintainPosture (Job_2997890)) , (washPatient (Job_2997891) A=Thing_Human876183) (Wait_MaintainPosture (Job_2997892)) , (washPatient (Job_2997893) A=Thing_Human876183) (Wait_MaintainPosture (Job_2997894)) , (washPatient (Job_2997895) A=Thing_Human876183) (Wait_MaintainPosture (Job_2997896)) , (washPatient (Job_2997897) A=Thing_Human876183) (Wait_MaintainPosture (Job_2997898)) , (washPatient (Job_2997900) A=Thing_Human876183) (Wait_MaintainPosture (Job_2997901))  curDriver=JobDriver_WaitMaintainPosture (toilIndex=0) curJob=(Wait_MaintainPosture (Job_2997901)) lastJobGiver=null
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Canute on June 16, 2019, 05:28:14 AM
Normaly it doesn't matter, but could you try to switch the load order of these both mods ?
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Retry_02Hide on June 17, 2019, 11:55:06 PM
Normaly it doesn't matter, but could you try to switch the load order of these both mods ?
Uhmm… I think load prison labor behind bad hygiene would not have this problem, but it doesn't work as what I thought. Will try change load order later 'cause I am quite busy recently, and the horrible load time always waste too much time to test mods.
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Canute on June 18, 2019, 03:15:32 AM
You can just edit the Modconfig.xml with an texteditor previosly before you start Rimworld.
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Grabarz on July 12, 2019, 08:12:04 AM
Hello this mod is totally new experience for me and i cant figure out how to clear water
Water Well --> Pumping Station --> Water tank --> Treatment station --> Basin --> Sewage Treatment 

Problem is that my Water tank shows message Quality: Untreated - Small disease

I tried to connect treatment station before water tank - same result
i tried to connect multiple treatment stations - same results

How to clear water ?
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Canute on July 12, 2019, 09:22:07 AM
The first thing for cleaning you could research is the
Septic Tank, the waste gather there and a pawn need to empty it from time to time, like the latrine.
- Sewage Treatment, it slowly reduce the waste from your pipe system. If you got enough from these noone need to empty the Septic Tank anymore.
- Water Treatment made the water 100% clean and eliminate the disease chance.
- Deep water well got a larger area to gather water, and don't get affected by Toxic fallout like regular water wells.

If you want the waste for other use, you shouldn't build Water Treatment.

And it doesn't matter at which sequence you build them, they just need to be connected to the pipe network. Basicly you can have the well total different from the water tower.

Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Chibisuke on July 14, 2019, 08:03:18 PM
u dont need the pawns to empty the septic tanks btw. you dont even need a septic tank. Unless you want to collect the sludge to make fertilizer. When the septic tanks get full any more waste goes directly into the sewage outlet. For me I dont use the fertilizer side of the mod so I skip the septic tank all together and let all sewage go directly to the outlet.

Septic tanks also work as a sewage treatment alot slower than the proper sewage treatment.
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: code99xx on July 18, 2019, 07:33:57 AM
I have a quick question ... what type of job is reffiling the water tubs?

My colonists dont seem to be doing it themselves, i have to always manually tell them to refill them? Its not Basic tasks like i first thought ...
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Canute on July 18, 2019, 08:30:11 AM
Refil Tub, is under hauling jobs.
I suggest to use WorkTab mod, then you can manualy change the priority of this job for some of your people which stay at home most of the time anyway.
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: code99xx on July 19, 2019, 12:36:47 AM
Refil Tub, is under hauling jobs.
I suggest to use WorkTab mod, then you can manualy change the priority of this job for some of your people which stay at home most of the time anyway.

Thanks!

I tried work tab but i play on a 2k monitor and the interface is tiny enough as is and with work tab its just next to impossible to read all the tiny text for every job. Scaling the ui from the game makes it all look really pixelated ...
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Canute on July 19, 2019, 02:24:01 AM
Try to increase the UI scale, or use the screen magnifying glass function like other old people too ! :-)
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Ruisuki on August 18, 2019, 06:18:30 AM
does the paint mod involve pawns working or is it done like a command console?
Title: Re: [1.0] Dubs Bad Hygiene | Mint Menus/Minimap | Paint Shop | Rimkit | Skylights
Post by: Madman666 on August 18, 2019, 06:27:08 PM
Both. You can make it instant, or you can set it to take a split moment to paing something.