RimWorld

RimWorld

Dubs Bad Hygiene
9,518 Comments
VitaKaninen 1 hour ago 
I don't believe hidden conduits are affected by this, though. When they first added hidden conduits, I remember seeing videos where players would place them in the smoothed corner walls of mountain bases, and when they got to the corner, it would instantly complete the corner piece, once both of the other sides were done. Has that changed?
Dubwise  [author] 5 hours ago 
https://prnt.sc/gcFUEZWjR1hh

it appears to be a problem with constructing anything in corners, not sure if that was always a thing
Sylphix 7 hours ago 
Pipes in corner walls can't be constructed
RAD EMERALD 9 hours ago 
caution... some spaceship with bathroom... how really storage water huh?
NeverSink 15 hours ago 
Just to add a counterpoint.
I'm glad the lite mod is exactly as it is. I can't imagine playing Rimworld without dubs anymore, but I bet there will be at least SOME issues at launch with the ships and full mode and even if it works watertowers just don't look like something that should be built on the ship.

Especially with Odyssey it's a robust implementation util the full mode is err space-proof.
Tschuangtse 8 Jul @ 11:45pm 
Funnily enough, I was just pondering the very same question. I enjoy setting up a water tower, treatment plant and what not. It makes the settlement feel more complete. But I also don't like overlap between mods and was searching for an option to remove "modules" from it, like irrigation or climate while keeping pluming and hygiene in general.

But frankly, that is quite the champagne problem and it should be stated: this mod in it's entirety is amazing and the work you put in is appreciated a lot.
Vedrit 8 Jul @ 11:16pm 
I know, but the lite doesn't have plumbing and sewage. I'm just not a fan of the heating/cooling part of DBH
Dubwise  [author] 8 Jul @ 10:48pm 
you can get the lite version of this mod
Vedrit 8 Jul @ 9:06pm 
Since climate control has it's own standalone mod, can the lite mode just be hygiene and sewage?
IGGY 8 Jul @ 7:29pm 
Hi, having an issue where pawns cannot install pipes in walls unless the spot directly above or below the pipe install is available to stand in. Pipes in corners is no longer possible? Anyone else experiencing this so I can find if its my other mods or not
Dubwise  [author] 8 Jul @ 4:25pm 
i'll have a look at deferring the restart
The_EnG1nE 8 Jul @ 3:39pm 
I'm changing the mods settings… I only need to click two checkmarks in the main menu… I have to click on one checkmark, restart the game (for half an hour (yes, a lot of mods)), and then click on the second checkmark and wait for the restart again… Is it possible to add a "restart later" button between the "Restart" and "Cancel" buttons?
Dubwise  [author] 8 Jul @ 11:04am 
the pipes on their own shouldn't cost anything they are just an id mapping system, maybe a mods adding something to the pipes to make them do stuff, or maybe they are ticking by mistake and something has patched them, do you have any of the cross mod integration settings turned on for my other mods?
Punished "Venom" Avacado 8 Jul @ 10:14am 
Not sure if this is just a compatibility issue with one of my other mods, but the plumbing network seems to take a massive chunk of my FPS (Hovering around 20-30 FPS with DBH). When I switched to DBH Lite, I got all of that FPS back (Hovering around 50 FPS with Lite). The performance analyzer attributed this to plumbing pipes specifically. I think it probably has something to do with radiators and boilers, I was using a bunch of them to heat my colony. I am also using 1.6 unstable so it might have something to do with that.
VitaKaninen 8 Jul @ 8:05am 
Did you try removing all the buildings associated with the mod?
SNOWY 7 Jul @ 9:40pm 
How do you remove the mod because, when I remove it my whole map just goes grey
Thecryptarch 6 Jul @ 7:27pm 
Just joined your Patreon, which I should have done long ago, because this mod is essential to my Rimworld experience now. Thank you!
Green Party Dew 6 Jul @ 10:23am 
Any new 1.6 things we should know about?
Jet 5 Jul @ 8:15pm 
just got updated today but idk how itd work in space. recycling? thats how astros do it
Playzr 🐵 5 Jul @ 6:13am 
I take it this mod will be updated to 1.6 by the time the DLC comes out? From a previous comment, I too wonder how we can supply a space ship's facilities with water. I mean maybe we fill a large storage tank when on the ground and hope it lasts until the next landing. That's probably what it'll be like.
Sumatris 2 Jul @ 9:23pm 
To anyone who, like me, is concerned about water management in the upcoming gravship: this mod already has integration options with SOS 2, so I trust that integrating it into Odyssey is both planned and not a major problem.

One other thing, though: Are there plans for DBH-related health issues? Incontinence, hemorrhoids, bladder infections, stuff like that? Would also give the related bionics even more utility. Just my two cents ^^.
Sylphix 2 Jul @ 8:52pm 
It just ocurred to me we're gonna need special buildings for the gravships, cause regular toilets and showers/baths wont work due to the lack of water in space
OgnirRats 2 Jul @ 12:26pm 
How do i effectively plumb to different floors? Just wanted to see if im doing something wrong
Side1iner 30 Jun @ 1:57pm 
I made a patch to make the water bottles deteriorate quick as hell: https://cs2bus.com/sharedfiles/filedetails/?id=3513168058 . It's just so annoying having them littered all over and for some reason they have no deterioration rate at all by default.

Maybe someone else will enjoy their waterbottleless living.
ausloz 30 Jun @ 4:13am 
Props on such a fast update! Are there plans for special gravship items? (water recycler, biosolid ejector, smaller water tank etc)? Am planning ships around this and very excited lol
cat 29 Jun @ 5:01am 
Great! Thanks for letting me know
Dubwise  [author] 28 Jun @ 6:12am 
use my performance analyzer mod to find where the time is, if its actually in my mod then i can try fix it
cat 27 Jun @ 7:06pm 
This mod significantly hurts the framerate of the game. Feels like returning to pre-multithreading rimworld when this mod is activated.
ozfresh 27 Jun @ 5:08pm 
Does thirst lower frame rates significantly?
turol 27 Jun @ 2:57pm 
Will you add some kind of water recycler for use on ships?
Luci 27 Jun @ 5:09am 
Can you add more swimming pool models? )))
Sephira jo 26 Jun @ 6:20am 
Yay, we can has update! :D
Dubwise  [author] 25 Jun @ 4:47pm 
must research biosolids first
Sylphix 25 Jun @ 4:29pm 
Button for fertilize area is missing (1.6)
meteornge 25 Jun @ 2:25pm 
YESSSSSS it's arrived for 1.6! Thank you so much dubs!!!!
Dubwise  [author] 25 Jun @ 8:40am 
there's a needs management system in the mod settings for filtering what def types should get them
FlyIN_11 25 Jun @ 8:01am 
Recently, I played the AVP mod in the survival mode. The aliens in the game would increase the water requirement, but they actually wouldn't drink water. As a result, they would eventually die from dehydration....
Dubwise  [author] 25 Jun @ 5:47am 
fixed, unsub and resub
IMPOSTER 25 Jun @ 5:21am 
Please check Indoor feezer unit . It seems like it is not cooling well.
Danifox 24 Jun @ 9:04pm 
thanks for the update !
powerneed 24 Jun @ 8:37pm 
nice one of the last mods i needed for 1.6 ty so much
frost.9 24 Jun @ 5:49pm 
Thank you! Now i can play 1.6
VitaKaninen 24 Jun @ 5:40pm 
It does add those needs, as well as thirst. If they go without bathing, it gives them a mood penalty and increases the chances of food poisoning, and (I think) infection if they get injured. They get a mood buff when they bathe.

Bladder need means they will get a mood penalty if they can not use a toilet when they need to, and then another mood penalty if they soil themselves. They get a mood buff when they use the toilet.

Thirst gives them a mood penalty if they get too thirsty, and they will eventually die from thirst if they can not get water. They get a mood buff when they drink water.

Those are the basics, but you can look at the ThoughtDef file for a full list of moodlets.
Himcules 24 Jun @ 5:29pm 
does it add a toilet and bathing need or is this just cosmetic?
CydricAbraxas 24 Jun @ 3:35pm 
@Dubwise Had a strange occurrence when I also had Vanilla Expanded Framework loaded in as well. Started throwing bug errors when pawns went to start building latrines, basins and wells, and the pawns became stalled and stuck.
pmcd124 24 Jun @ 12:32pm 
Yahoo! Thanks!!!
Dubwise  [author] 24 Jun @ 12:15pm 
fixed fertiliser designation
Sylphix 24 Jun @ 10:54am 
You're the best !
Bara CoMiGo 24 Jun @ 10:50am 
There're no errors or warnings in debug log so I suspect it is some new v1.6 configuration requirement due to the appearance of designator shapes.
Bara CoMiGo 24 Jun @ 10:47am 
@Dubwise hi, the fertilizer designators "Add area'/"Remove area" somehow only allow placing one tile per click, you can't drag it to draw a rectangle.
In any way, thank you for this swift update <3