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Messages - Dubwise

#16
Releases / Re: [1.0] Rimatomics | Rimefeller
January 09, 2019, 09:15:21 AM
i already added that, check mod settings
#17
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
#18
you can change key binding in the keyboard configuration in options
#19
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
#20
Thanks! and i updated Paint Shop to 1.0.6, you can now paint smoothed walls and floors
#21
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.
#22
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.
#23
Releases / Re: [1.0] Rimatomics | Rimefeller
November 25, 2018, 11:41:11 AM
oh and i added support for a mod link feature where if you have the next version of hygiene running with rimatomics then you can enable water usage on cooling towers, meaning you will have to hook them up to water towers from hygiene, fill their 15,000L reservoir, and keep them topped up as they drift (lose water as steam), their cooling capacity will scale with their reservoir capacity. Also the next version of Rimefeller adds fuel pipe connections for gas boilers in hygiene, and fuel processors in rimatomics so their fuel comps get topped up directly from fuel tanks via pipes
#24
Releases / Re: [1.0] Rimatomics | Rimefeller
November 25, 2018, 11:35:06 AM
uploaded an update for Rimatomics, fixed the range upgrades on energy weapons finally, and the ADS sound effect getting stuck, also buffed the obelisk default range to match snipers, i think they changed in v1 but not sure
#25
not sure why they can reserve pawns that are in the middle of a job, check your log for errors
#26
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.
#27
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
#28
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
#29
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
#30
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