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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!

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dubs-bad-hygiene's Issues

Stone mosaic tile labeled as flagstone

With the steel mosaic tile, the TerrainDef is correctly labeled as mosaic tile:

<TerrainDef ParentName="TileMetalBase">
<defName>DBHMosaicTile</defName>
<label>mosaic tile</label>

However, the stone versions of this tile are incorrectly labeled as flagstone, which is an existing terraindef in the base game. Example with sandstone:

<TerrainDef ParentName="DBHMosaicBase">
<defName>DBHMosaicSandstone</defName>
<label>sandstone flagstone</label>

This should be corrected.


Alternatively, is there a way to auto-generate the def name based on the input components? I think that'd just involve adding a stuffCategories to the base def, rather than defining your own defs, right?

Thermostat's sub-zero constraints

The thermostat doesn't go below 5C. Is this an oversight?

In cold regions you often want to set the desired temperature at about -21C to avoid infestations. As long as colonists have clothes then sub-zero isn't a big issue. Outside temperatures can get up to -70C, so it's important for heating systems to be able to heat buildings up to -20, or wherever you are aiming.

The real world implications of using radiators with water to heat up buildings from sub-zero temperatures is interesting (since it doesn't work). However I feel this is a separate issue. Maybe oil-based heaters could be added, allowing working at lower temperatures, being more efficient and retaining heat for longer during blackouts.

As it is now, with boilers / radiators working fine at sub-zero temperatures I don't see why the thermostat doesn't work that low.

suggestion -> more water source acess like oceans

i was thinking as of right now the only source of water for the entire mod is just ground water. and yet there are rivers, oceans, lakes, and marshes. i say for oceans you pump up salt water which is undrinkable and you need a distilling plant to separate the water and salt. and for rivers maybe some kind of pump for it while it can easily raise or lower disease risk and contamination chance. and for marshes and lakes as you pull from them they drain over time and have the highest disease risk and contamination chance due to them being pretty much stagnant and possibly algae filled water sources. im kinda surprised this has not been explored or done yet

Full Water Tub error graphic

Not sure if this a native problem or a mod conflict.

Issue: water tubs have been showing a red graphic with a cross over them, but only when they have water in them. Empty water tubs have the normal empty water drop graphic.

Image showing both states of tub:
image

I went through several pages of the workshop comments to see if anyone else had the issue but couldnt see it.
I have almost 300 mods installed which is why I thought its probably a mod conflict somewhere.
I did notice this in my game log which might help?
Texture rectangle is out of bounds

        (Filename: C:\buildslave\unity\build\Runtime/Graphics/Image.cpp Line: 2361)

Pawns are drinking from ocean

They directly drink from ocean, and also fill water tub with sea water. Look like sea water is a valid water source. It shouldn't be right?

Null Exception error when also using Simple Leather Chains

Whenever I have a tanning vat in a room (Simple Leather Chain), I am getting this error:

Exception ticking Sawyer (at (166, 0, 103)): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.RoomRoleWorker_Kitchen.GetScore (Verse.Room) <0x000f8>
at Verse.Room.m__1 (Verse.RoomRoleDef) <0x00034>
at Verse.GenCollection.MaxBy<Verse.RoomRoleDef, single> (System.Collections.Generic.IEnumerable1<Verse.RoomRoleDef>,System.Func2<Verse.RoomRoleDef, single>,System.Collections.Generic.IComparer1<single>) <0x00119> at Verse.GenCollection.MaxBy<Verse.RoomRoleDef, single> (System.Collections.Generic.IEnumerable1<Verse.RoomRoleDef>,System.Func`2<Verse.RoomRoleDef, single>) <0x0002f>
at Verse.Room.UpdateRoomStatsAndRole () <0x0025a>
at Verse.Room.GetStat (Verse.RoomStatDef) <0x0002b>
at DubsBadHygiene.Need_Hygiene.get_FallRateMulti21 () <0x000d5>
at DubsBadHygiene.Need_Hygiene.get_FallPerTick () <0x0007d>
at DubsBadHygiene.Need_Hygiene.NeedInterval () <0x00060>
at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () <0x00060>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch2 (object) <0x00285>
at (wrapper dynamic-method) Verse.TickList.Tick_Patch2 (object) <0x003f3>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Some texts are not translatable & too short slider labels

Several issues I noticed while translating:

  • Some texts in CompBaseWell.cs are not translatable. Specifically: "Sewage contamination", "Environment:", "Terrain:", "Things:"
  • The spaces for the slider labels on the right side in the settings are unnecessarily narrow, making it difficult to read some labels that are forced to be longer due to its translation. The reason for this seems to be the generous allocation of space for the day/year specification of FertilizerLifeSpan. A simple solution would be to shorten texts like "240 days (3 years)" to "240d (3y)" and adjust the width accordingly.

Private hot tubs

Hot tubs should have the ability to be made private to a specific bed, just like toilets and showers have that ability. This makes sense for royals who prefer not to share their tub with others.

Feature Request: digital valve controlled by thermostat and clock

Hello,
Would be possible to have thermostat controlled digital valve (for central heating purposes).

One thermostat could be linked to one valve (multiple would be bit not logical - see below) while one valve van be controlled by multiple thermostats.
This is quite real life example form many Gas central heating houses (Ireland, Poland, UK). Each room can have wall mounted thermostat, and they send signal to loop valve to open and also to turn on heater. Dwellings might have multiple heating loops - one is always for tap hot water which is always on ; tap water is heated also as by product of radiator operation.

Another request will be to have smart thermostat (lets say +1 component form original) that would also have time controls - it will require time and temperature conditions to be true to trigger heating (logical AND)

This could enable more advanced but real life setup:

  • would have separate loop for barracks (and bedrooms) that would have 1-3 thermostats placed (hallway, most far-side room, etc) and one valve separating it from mains and heater, they will also have time setting to enable them, in evening and disable during day
  • separate loop for garden, hospital, kitchen (always on time wise)
  • anther for workshops, but will different settings (no issue if they run bit more colder
    all of this could run from one electric/gas boiler

Why only one valve per thermo?
This goes down to how those valves are designed - some might have small motor that move mechanical valve (and they can be open close manually while draw power only when changing state, others are having electromagnetic pin and they draw power when they set to open, while cutting power would close them. They called Solenoid Valves.
In both cases, connecting multiple of them to power/signal would result that all of them are operated in same time.
So if X1 control uint would control valve A and B and X2 would control A and C, in fact if any of those control units would send signal all three valves will react.

This is not a case for multiple control using for one valve, especially in electromagnetic valves and in many cases with motor ones. In first one they send ON (open) signal or none (or even, they power them to open or not at all, so there is not conflict of signal. Very same to motor ones as signal means open but power is connected on separate wiring. Very old ones operated on principle of polarity switching - those would have issues.

For game I'll go with concept of electromagnetic ones. Would be simpler to implement on/off scenario (loosing power case might be more tricky) while not being able to manually control them and that they will use power while set to on would be a penalty for player.

Soaking wet? Why not soak in the tub?

Just a feature request to remove the "Soaking Wet" memory when someone gets into a shower, tub, pool, or hot tub. If it's a pain, no worries, it just feels weird to see people complaining about getting soaking wet and then going inside and having a bath.

Allow biosolids to be tradable (or, add a tradable variant)

It might make sense for biosolids to be available from a bulk goods trader. This would mimic bulk good stores selling real-life fertilizer.

If it'd be easier/more balanced, a separate "fertilizer" item (perhaps more powerful and/or separately-craftable) could be tradable instead.

Loading Save Broken in 1.3.3060

When I try to load a save game saved with v1.3.3060 that has DBH active, I get this error during load and load fails:

Exception from asynchronous event: System.MissingMethodException: void Verse.Dialog_MessageBox..ctor(Verse.TaggedString,string,System.Action,string,System.Action,string,bool,System.Action,System.Action)
  at (wrapper dynamic-method) Verse.Game.Verse.Game.LoadGame_Patch1(Verse.Game)
  at Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow (System.String fileName) [0x000c6] in <c8f51347f00e46ee9eb561a3074838c7>:0 
  at Verse.Root_Play+<>c.<Start>b__1_1 () [0x00005] in <c8f51347f00e46ee9eb561a3074838c7>:0 
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00008] in <c8f51347f00e46ee9eb561a3074838c7>:0 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

To verify, I created a save without DBH, saved, and loaded fine. Then, I enabled DBH, loaded, and received the above error.

Passive Cooler Refueling

Cannot toggle passive cooler refueling off, the button is not there anymore after 2.8.1310 version.

Futureproofing for deprecated message

Saw this in my log, so figured I would pop it in here just in case.

Adding code for: DubsBadHygiene.SectionLayer_PipeOverlay
OnLevelWasLoaded was found on ModInitializerComponent
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
(Filename: Line: 369)

Full Log: https://gist.github.com/7867689e019e99e5b86461a94da07019

Dubs Bad Hygiene Breaks Rimworld: Altered Carbon Sleeve Incubator Rendering

More specifically, it breaks the rendering of mature pawns inside the sleeve vat, and spams the error log.

Steps to reproduce:

  • Load Rimworld with Dub's Bad Hygiene and Rimworld: Altered Carbon
  • Start a scenario, build a R:AC sleeve vat
  • Grow a sleeve in the vat
  • Instant grow the sleeve with the "Debug: Instant Grow" button.

Log: https://gist.github.com/HugsLibRecordKeeper/25f4961f81e074bdd2c88aba8ef5cd27#file-output_log-txt-L211

Test save: test.zip

The last Steam Bad Hygiene update seems to have introduced this issue.

Fertilized soil tiles should not be targetable by enemies

Currently, fertilized soil is implemented by each fertilized tile being a small "building".

This means that enemies (raiders and mechs) will prioritize these "buildings" during an attack, and often spend quite some time doing monkey business with them. I've had a group of a dozen mechanoids, including 3 centipedes, mess with my 150x150 tile farm field for a long while; it was both hilarious and absurd. At first I did not even realize what they were doing, until it dawned on me that those fertilized tiles are little buildings.

This behaviour should be changed, because it's not realistic, immersion breaking, confusing, and also quite exploitable. Fertilized tiles are extremely cheap to "construct", so its possible to use them to place a practically unlimited amount of decoys on the map, then wait for the raid, and mortar them to oblivion. It's even possible to exploit this by accident (as happened in my case).

My suggestion is to change the fertilized tiles into floor tiles. In that case there is probably even a chance to make it save-game compatible (not sure about that).

If save-game compatibility is not possible at all, then maybe it would be even better to not have any building or flooring at all on a tile that has been fertilized, and modify the actual soil tile instead (like the mod "Tilled Soil" does it).

It would also be great if "constructing" the soil would be a Plant based task, and not a construction task.

Z-Levels Integration

Hello!

I am currently running both Bad Hygene and Z-Levels in a playthrough. It would be marvelous if you could add an integration with this mod so that we can bring Pipes/Aircon/Oil between different Z-Levels.

They have a "Power Column" to bring power between different levels in the original mod already, so this might be something to go by.

"Inspect string for washingmachine contains empty lines"

This error appears in the log when you click on a washing machine currently being repaired by a pawn.

Running on game version 1.1, mod build 2.7.1220

Full error text:

Inspect string for WashingMachine309208 contains empty lines.

START
Power needed: 10 W
Grid excess/stored: 3220 W / 1591 Wd
Broken down

Load: 0/5
END
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
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)
Verse.Window:InnerWindowOnGUI(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Room Permissions

Can you make it so toilets and showers designated for a specific bed are only usable for the owner (or current resident if using hospitality)?

My pawns tend to use whichever shower/toilet is closest to them
which causes undesirable mood penalties when barging into someone's room to take a shower

sshot-9

More generally though it would be nice to designate toilets and showers as public vs private

possible bug with pool JobDriver

Exception in JobDriver tick for pawn Garrett driver=JobDriver_GoSwimming (toilIndex=8)
System.NullReferenceException: Object reference not set to an instance of an object
  at DubsBadHygiene.JobDriver_GoSwimming+<>c__DisplayClass7_0.<MakeNewToils>b__0 () [0x00015] in <4971d1f5097749f9afaf0fe77629ebe1>:0 
  at (wrapper dynamic-method) Verse.AI.JobDriver.Verse.AI.JobDriver.DriverTick_Patch0(Verse.AI.JobDriver)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
(wrapper dynamic-method) Verse.AI.JobDriver:Verse.AI.JobDriver.DriverTick_Patch0 (Verse.AI.JobDriver)
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()

pool is 3/4 filled, occurred after reloading the game once

Pawns dont reset hygiene meters

Pawns do not reset meters for bladder or hygiene. they use the latrine and bathtub, and waste accumulates and water depletes, but needs are not reset. Pawns go back and forth from tub to latrine without stopping. Only thirst works.
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This is for Github V1.1
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request: Pump from surface water

Why should I have to use a well and a pump (especially for high-demand crop irrigation) when I have a river right there?

The underground water also doesn't seem to notice where you have above-ground water, and ideally should.

Open Source

Hi @Dubwise56! I really love all your mods. Why not open-source this mod (and your others too if they're not?) so that other people can contribute, and pick up the mod easier should you retire from RimWorld modding or die from a maneating goose? Most mods are open-source these days, it's awesome for the community!

Cheers,
Andy

Bug

https://gist.github.com/5f5a7c1f5c990071059e15b467f2afce
image
This thing just came up after installing in a few more new mods which are
Android Teirs ++, Power ++ and JESC tools
Also removed Alpha Animals mid save (though ik its not recommended) but i dont think this is the problem
I have provided the log files and a screenshot of what ima getting
Reloading the save does not work as all my pawns have disappeared.
I hope you can help me here.
Thanks
PS i dont have prison labour mod

No Water Capacity in water tub

Hey!
I've built the basic Tub,Well,Latrine combo, but I cannot fill the tub with water from the well when needed...
Am I missing something?
image

Colonists washing each other tenderly in their sleep

Colonists are sneaking into one another's bedrooms at night and washing each other in non-medical beds, without any medical issue or other disability preventing them from washing themselves. Same behavior towards Hospitality guests. I think it's only my pawns assigned to Doctor, and only when the target pawn is asleep. Here's a log. First time here so let me know if I can provide any other information. Thank you.

https://gist.github.com/f9af37e95cb81af7d9862f01c1dcda3d

Irrigation Sprinkler Null Error

Exception ticking IrrigationSprinkler1535805: System.NullReferenceException: Object reference not set to an instance of an object
at DubsBadHygiene.CompIrrigationSprinkler.CompTick () [0x00011] in <62c18155b98d418aa2dd8002fa02e118>:0
at Verse.ThingWithComps.Tick () [0x00024] in :0
at Verse.TickList.Tick () [0x0015c] in :0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

This occurs when I try putting a sprinkler over a sun lamp. As this is allowed I assume this should be an intended feature. The sprinkler still works after the sprinkler is placed over the sun lamp.

Colonists not washing

Hi there,

Love the mod but on my current save game I'm having an issue where some of my colonists are not washing?

image

I've not had this issue before and I don't believe my mod list has changed recently.

I don't know if this will help describe the issue (attached debug file)
debugfile.txt

Add subterranean pipes

VE power includes underground gas pipes that enemies can't see. They cost more resources and work to build to keep things balanced. A similar thing for dubs pipes would be great.

A small medieval support requests.

This mod generally works great in medieval runs with tech limiting mods, but i want to ask for few little changes:

  1. Lower central heating research level to medieval so my colonists can stop complaining about cold water in bath :D . I know that central heating in how it implemented doesn't look medieval at all, but log boiler is already here, the whole plumbing system is already available for medieval tech, and making some kind of special pre-industrial central heating system probably doesn't worth an effort (such things existed btw, see Hypocaust)
  2. Remove component requirement from non-powered pump. Components do not exist in medieval worlds, though some tech-limiting mods make a bad work for removing them completely.
  3. Make log boiler support coal from Medieval times mod. Coal from this mod is main thing that keeps medieval colonies alive in places were wood is hard to acquire.

Passive Cooler issues

  1. Text in the options menu & its tooltip look like variable name text, rather than the actual strings to be displayed. Text shown: option = "PassiveWaterCoolersLink", tooltip = "PassiveWaterCoolersLinkTip". It took me a bit before I figured out that this was the option to turn off using water for refueling the passive coolers.
  2. After turning off refueling by water, it is not possible to refuel the cooler by wood - right-clicking on the coolers shows the tooltip "Cannot refuel passive cooler - need wood" despite having 143 wood in the stockpile and another 100+ wood scattered around outside.
  3. Refueling by water: there is no visual indicator that the cooler is in need of refueling, and pawns do not automatically queue up a refueling task for it.

I originally looked for an option to turn down the frequency of maintenance for the coolers - having to refill them daily with water instead of every 5 days felt too frequent, especially when there was no indication on the item when it needed refueling and pawns were not automatically queueing up refueling jobs. I didn't find a slider to affect that, so I tried turning it off entirely - but the ability to refuel them with wood at all was broken, so wood-fueled coolers last 5 days before being unusable/needing deconstruction to replace with a new cooler. Turning water refueling back on works but needs extensive micromanagement. It isn't possible to refuel them with wood when water refueling is turned off.

Running on Debian Linux 10 (Buster).

FR: water wheel and rain catcher

Hey Dubwise, love DBH, great mod. I wanted to add 2 things though; at present there's only 1 water source, but naturally there exists 2 water sources that are untapped.... rivers and rain. I looked at the code to see if I could write the additions myself, but it's way beyond me. Hence I am hopefully requesting this feature request:

  1. a water wheel. place by river, acts as both a well and pump. It's naturally slower than a dedicated pump/well, but only 1 building and doesn't require power.

  2. Rain catcher. a big funnel. doesn't require power, obviously only works during rain, but during heavy rain it produces astronomical amounts of very clean water.

disabled fuel boiler still consumes power

Not sure if this is intentional, but when I'd disable (designate toggle power) gas/chem fuel boiler, it does not generate heat (good), but fuel still is consumed.

My set up is that I have electric and chem boiler, thermostat and set of heaters - this is for my indoor farm. Electric heater is main one and chem one is planned to be used when power is out (or solar flare).
For that I keep it fueled while switched off and in said event, I'm planning to turn it on.

Prison Labor mod: Prisoners do not refill passive coolers and wash tubs.

As for Prison Labor (ver. 1.2.2 @ github) used with Dubs Bad Hygiene (ver. 12 Dec, 2020 @ 11:21 am)
https://steamcommunity.com/sharedfiles/filedetails/?id=1899474310
prisoners do not refill passive coolers and wash tubs while having access to a water source
https://raw.githubusercontent.com/soglasen666/bug-cases/main/0002/dubsbadhygiene1.png
https://raw.githubusercontent.com/soglasen666/bug-cases/main/0002/dubsbadhygiene2.png
https://raw.githubusercontent.com/soglasen666/bug-cases/main/0002/dubsbadhygiene3.png
When I put a door colonist does this job
https://raw.githubusercontent.com/soglasen666/bug-cases/main/0002/dubsbadhygiene4.png
https://raw.githubusercontent.com/soglasen666/bug-cases/main/0002/dubsbadhygiene5.png
https://raw.githubusercontent.com/soglasen666/bug-cases/main/0002/dubsbadhygiene6.png

Probably the problem is related to change in passive coolers (fuel becomes water instead of wood) and somehow with the water refilling job itself.

More information on the subject is provided by a Prison Labor maintainer at GitHub:
Aviuz/PrisonLabor#220

Mods installed:

Harmony (ver. 30 Jul, 2020 @ 1:04pm)
Core 
Dubs Bad Hygiene (ver. 12 Dec, 2020 @ 11:21am)
Prison Labor (ver. 1.2.2 @ github)
Royalty [Official DLC]

Nature's Pretty Sweet's "dirt paths" hide plumbing

Nature's Pretty Sweet's "dirt paths" hide plumbing. These are not "built" terrains - the pawns create them by walking on soil often enough. While it makes sense for constructed floors, it perhaps does not for dirt paths.

(A different graphic with the pipe disappearing under raised dirt would be cool - I'm thinking of a little dirt ramp going up and over the pipe - but that's a lot more work than just showing the pipe.)

Refilling water from the furthest possible source?

Hi, so pawn looks for the "fastest" water source (whatever time it'll take to go and return), bypassing any check for the closest source:
https://www.casimages.com/i/20123104411518649217192990.jpg.html
Unless we manually forbid all the "fastest" water sources available on the map:
https://www.casimages.com/i/20123104411418649217192988.jpg.html
https://www.casimages.com/i/20123104411418649217192989.jpg.html
, right?
Any way around this beside going FULL plumbing when we don't want that?

Missing space or newline character between "Blocked drain" and "For colony use".

I built a 'Simple Shower' and when it clogged I clicked on it. The left bottom information box showed 'Blocked Drain', but this was immediately followed by 'For colony use', there should be a space or newline character between those messages.

On a side note, I wanted to try and figure out how to fix this myself and offer it as a pull request, but you seem to have all the code locked away in a dll. Why is this? I'm new to rimworld modding, so this might just be 'the way people do it', but to me it seems it limits the amount people can contribute to your mods right?

Plumbing (pipe) blueprints block wall blueprints

Pipe blueprints block wall blueprints:

Set down a line of pipe blueprint, and then try to set down a line of wall on top - space already occupied.

The game allows this for power conduits, so it's possible somehow?

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