RimWorld

RimWorld

OSHA Compliance
118 Comments
ARandomPOS4(?) 16 Mar, 2021 @ 1:48pm 
Still have merchants or their animals triggering my traps. :\
"The" SeanMacLeod 18 Apr, 2019 @ 4:29pm 
Still pretty kuul :SmileyYellowFace:
ZorbaTHut  [author] 18 Apr, 2019 @ 12:18pm 
It's worth noting I actually spent a year and a half working for Ludeon. So it wasn't *quite* "he put my mods in the game", but more "he hired me, and as part of the work I did, I put my mods into the game" :)
F N A 18 Apr, 2019 @ 8:22am 
Just coming back after a long hietus - these mod's were added to the game? Respect to the author, that's a huge tip of the hat.
"The" SeanMacLeod 25 Oct, 2018 @ 8:36pm 
I once heard that OSHA was a kind of protective coating made by half-baking a mixture of equal parts fine print, red tape, split hairs, and baloney, then applied at random with a shotgun.
ZorbaTHut  [author] 2 Oct, 2018 @ 2:07pm 
@Stormo, glad you've enjoyed! :)
Stormo 2 Oct, 2018 @ 1:12am 
Thanks for making all these mods, Zorba. It's a huge compliment that they get added into the game, but a shame that only the Early Access players will remember all the great work you did (both on the mods and on your descriptions). Thanks so much for making RimWorld even better!
Frasco 16 Aug, 2018 @ 9:35am 
Didn't download the mod. But you got my like just for the description. ='D
ZorbaTHut  [author] 28 Jun, 2018 @ 10:41pm 
@Flamingo, at this point, yup :)
Draft Dodger 28 Jun, 2018 @ 8:39pm 
Do all of your mods get added to the game or what?
Cotton Joe 30 Sep, 2017 @ 12:18am 
I know in A17 colonist are not supposed to hit traps.. but they do.. visiting caravans do too! more often than I would like. I have lost a couple of permadeath colonies due to caravans hitting a trap. Is there any way you could make a mod that prevents friendlys from takeing damage from the traps in the case they do step on them??
FlamingBlade 20 Aug, 2017 @ 10:07pm 
the descriptions are the best, it shows the worst of rimworld people
BigWolfChris 16 Jul, 2017 @ 7:10am 
Just came back from a 5 month break, congratz on the new employment @ZobraTHut
dominicawb 9 Jun, 2017 @ 8:03pm 
Glad to see they elevated a good modder to help them get the rest of the game in order, congrats
ZorbaTHut  [author] 6 Jun, 2017 @ 11:59pm 
@DuckAndCower, the writing style I used here was intentionally kind of anti-thematic - that's why it's funny :) Even if I do end up writing for Rimworld, I wouldn't be writing stuff like this. That said, once my schedule frees up in a few months I'm hoping to delve into fiction in a more serious way. I swear this isn't just a grab for money, but I'm using my Patreon as a hub for this stuff - check it out every once in a while :)

(right now it's mostly cats)
Meowtown 6 Jun, 2017 @ 8:51pm 
I came here looking for a way to get traders to stop running back and forth over traps until they eventualy become hostile
DuckAndCower 6 Jun, 2017 @ 5:53pm 
It's awesome that you were hired, but I'm afraid we won't get any more fun mod descriptions now. Hopefully you'll be doing some writing for the game?
flygeek93 27 May, 2017 @ 4:53am 
Congratz @ZorbaTHut!
Omnom 26 May, 2017 @ 4:49pm 
Congratz @ZorbaTHut! I love your work!

I came here to ask for an a17 update, not realizing this was already in the game by default now.
Demonseed Elite 26 May, 2017 @ 10:28am 
Holy cow! Congrats @ZorbaTHut! That's awesome!
ZorbaTHut  [author] 25 May, 2017 @ 8:43pm 
@Demonseed Elite, well, sort of . . . they did so after hiring me as a full-time employee.

I'm not really complaining :D
Demonseed Elite 25 May, 2017 @ 9:30am 
My god ZorbaTHut! Did the guys take your whole mod collection and decide "damn, these are really darned great ideas... we should put them in A17 as default behavior!"? I've had to unsubscribe to almost your whole library!
The_Hunted_One 30 Apr, 2017 @ 5:37pm 
Is there a mod that changes to re-arm traps job so that the pawns assigned to construction do it instead? I mainly use animals for hauling, and the one pawn i do designate for hauling never seems to get around to re-arming the traps before another raid comes.
Asterai 29 Mar, 2017 @ 9:13pm 
Cool, thanks for considering it!
ZorbaTHut  [author] 29 Mar, 2017 @ 1:01am 
@asterai, hmmm. I'm kind of hesitant on this one; it's caused by another mod, plus it seems rarer than the known problems with OSHA already. Also, it's surprisingly difficult to do. I like the idea, but I think it falls on the wrong side of the cost/benefit equation.

Might be easier to set it up so that traps simply don't trigger for a few seconds after they've been placed. I'll think about that one.
Asterai 28 Mar, 2017 @ 9:04pm 
Is it maybe possible to have pawns preferentially avoid trap blueprints, too?

I play with Minify Everything and use it to re-position traps now and again. A couple times, a pawn has done this and immediately lost a minor body part. Not even ten seconds later, as @zivyterc saw; immediately, suggesting that they were standing on the effing thing while setting it. It occurs to me that both ziv's problem and mine might be mostly fixed by significantly increasing the pathing cost through a (non-forbidden) trap blueprint, even if it contains no resources.
ZorbaTHut  [author] 11 Mar, 2017 @ 3:14am 
@zivyterc, not easily. It should be *very* rare, but it's tough to truly solve.

If someone wanted to write the code and send it to me I'd happily deploy it, but I don't have the time to do it myself right now :)
zivyterc 10 Mar, 2017 @ 8:32am 
Sooo I built first few traps and about 10 seconds later a colonist stepped into one of them and lost an eye. Completely unexpected :) Is there any way to avoid triggering a brand new trap? I'm not sure how exactly it happended as I was looking elsewhere at that moment. I know the mod deals with resetting the traps and I don't believe the mod had anything to do with the incident - I'm asking here because it is a related topic and hope someone might have a good advice.
☭ lennin a hand Cowcannon☭ 10 Feb, 2017 @ 5:01pm 
sofa king thers a circuit breaker mod tha dissapate 3 battries per thing but ither needs new component (fuses) or needs a reflick (curcuit breacker) well the exsplosion doent happen but pattries are still drained
ZorbaTHut  [author] 1 Feb, 2017 @ 12:46am 
Le Sir, this mod doesn't touch any trap rearm code; I'd be very surprised if it were causing this. Chances are good it's another mod you're using (or possibly a core game bug).

Try disabling OSHA Compliance to see if you can rearm the traps. If you still can't, it's not my fault ;)
Takao 31 Jan, 2017 @ 9:37am 
I can't rearm the traps anymore...
Aerasties<3 28 Jan, 2017 @ 8:40pm 
lol well said man well said:steamhappy:
Crackedᴱᵍᵍ 28 Jan, 2017 @ 8:24am 
Mister Eon you just need to make a redundant power system where you have a few batteries separated from the main power grid with by a switch. When the batteries are full, flick the switch and keep the batteries offline as backup power so that when a zzzzt event or similar happens you can flick the switch and have plenty of power still. Or you could ignore this mechanic and mod it out of the game like a scrub lol
Mister Eon 27 Jan, 2017 @ 8:23am 
Well, your kind of mod is just fine, Zorba! I might go look for a mod that tones the number of zzzzts down a bit, though. :)
ZorbaTHut  [author] 26 Jan, 2017 @ 7:43pm 
@Mister, I think there are mods that kill off the Zzzzt event entirely. Personally, that's not my kind of mod :)
Mister Eon 26 Jan, 2017 @ 2:33pm 
If only you could do something about electrical codes, next. I'm sick and tired of ZZZZZZTs.
Slightly_Steve 25 Jan, 2017 @ 1:43pm 
My dude walked into a trap right as another was resetting it :(

Thank you for this mod
Insert Multiple Insults 19 Jan, 2017 @ 4:52pm 
Here's a suggestion: Rot Away
it's a mod where it stops people from eating corpses and rotting food.
A Big Hairy Monster 18 Jan, 2017 @ 5:07pm 
I heard about this mod through quill18, and I have to say... I like youre description :P (and title!)
Locuust 18 Jan, 2017 @ 3:05pm 
Yeah, like don't wear loose clothing around industrial rollers, or run extension cords or conduits around saws... believe it or not some OSHA regs amount to common sense but some people need it. I've seen people maimed from simple things liked this.

Anyways, later, I'm going to go play pokemon go in a minefield!
ZorbaTHut  [author] 18 Jan, 2017 @ 2:29pm 
Yeah, it's basically the US agency charged with workplace safety. Some people criticize them for being a bit overly restrictive, but there's also a lot of OSHA regulations which are mildly inconvenient and *massively* reduce the danger to employees.

OSHA is exactly the organization that would say "do not step in traps even if you're sure they're disabled, it is a very bad idea".
helldwarf 18 Jan, 2017 @ 12:36pm 
@Locuust Thanks.
Locuust 18 Jan, 2017 @ 12:34pm 
Occupational Safety and Health Organization or something like that. Bottom line workplace safety. Tell you how many first aid kits, fire extinguishers, etc you need and when you need harnesses/protective gear, etc, etc. And apparently to step lightly around pit traps in this game ;)
helldwarf 18 Jan, 2017 @ 12:09pm 
What do OSHA do? Health and safety?
ZorbaTHut  [author] 18 Jan, 2017 @ 12:03pm 
@Karver, nope! Never actually saw that mod before :) I'm assuming we got the name from the same place, which is the real-world organization called OSHA.
Karver 18 Jan, 2017 @ 9:50am 
The mod name wouldn't happen to be a reference to Apparello would it? Pretty sure it had a research called OSHA Standards.
Locuust 16 Jan, 2017 @ 1:58pm 
Thank god, I didn't want to deal with another workmen's comp claim. Not to mention listen to an angry widow's tirade about the inhumanity of throwing her dead husbands frozen corpse into a wood chipper to feed my animals. What funeral? We're stuck on some backwater world. Who is she going to invite? Her family probably thinks they're both dead! Now excuse me while I hang this yearly OSHA workplace safety survey notice. 1 day without a death with this new mod installed!
Kibbles 2 Jan, 2017 @ 8:20pm 
lol nice mod
Nobokav 2 Jan, 2017 @ 4:00pm 
This mod does more than actual OSHA
Monochromation 1 Jan, 2017 @ 4:43am 
Downloaded, due to the fact that non-OSHA compliant behaviors are dangerous in this game, and my father was a principal safety engineer at CalOSHA.

Nice description, by the way.