RimWorld

RimWorld

[RF] Fishing [b19]
94 Comments
Draegon1993 9 Jan, 2023 @ 9:40am 
@johnnyblntn My dude, it's a mod from a BETA version of the game, before it was even fully released. Of course it's not going to work right.
johnnyblntn 8 Jan, 2023 @ 7:45pm 
the mod is activated but does not seem to run correctly with the biotech version of the game. no seafood ever comes from the traps and no one goes fishing even with high animal traits. You can place traps and fish spots and the meal options are still visible and occasionally a pod drops seafood but the user interface seems to not work the same.
RecalledMeat 19 Nov, 2018 @ 3:45pm 
I ended up abandoning my pre 1.0 save and started a new save w/ version 1.0. Keep up the great work!
Claire Burgdorf  [author] 25 Oct, 2018 @ 6:33pm 
@David: Check the settings that govern what food your colonists are allowed to eat. Especially if you added the mod to a game in progress, the default settings might not include the seafood meals added by the mod.

Alternately, your pawns might just hate fish. :)
davidmileslusk 25 Oct, 2018 @ 3:55pm 
My colonists wont eat sushi, Whats up with this?
Claire Burgdorf  [author] 18 Oct, 2018 @ 6:37am 
Well, the mod *is* available for 1.0, too. ;)
RecalledMeat 18 Oct, 2018 @ 6:29am 
@Rainbeau Flambe, many thanks! I guess I overlooked the mod's custom recipes. Will try it out again once I figure out how to play Beta 19 and not 1.0. :steamsad:
Claire Burgdorf  [author] 17 Oct, 2018 @ 6:32pm 
@Ashaw: Raw fish is used in recipes just as is any other sort of raw meat. It can be used in vanilla recipes *as* raw meat, or in the mod's custom recipes.
RecalledMeat 17 Oct, 2018 @ 5:55pm 
Love the mod!! I was able to get the pawns to butcher the fish they caught but is there something I need to do so they can eat “cooked” fish? Or is the raw fish (sushi) the correct outcome? Thanks!
Ayaka 14 Oct, 2018 @ 1:32pm 
So yeah my problem was I hadn't activated it, hurdurr. I thought I had.
Claire Burgdorf  [author] 14 Oct, 2018 @ 1:17pm 
Ayaka 13 Oct, 2018 @ 5:56pm 
That's the problem, I couldn't find it in Production... I don't recall seeing anything... maybe I accidentally forgot to activate the mod?
Claire Burgdorf  [author] 13 Oct, 2018 @ 5:44pm 
@Sadron: You need a fishing rod, and fishing line -- get a lot of that, in case the line gets snagged and you have to cut it -- and of course bait, and hooks, and probably a decent pair of wading boots.... Oh, wait, you mean in the *mod*.... The thing you're asking about is a fishing spot, and you need to build one. You can find it on the Production tab of the Architect menu.
Ayaka 13 Oct, 2018 @ 5:37pm 
Where exactly is the thing that allows me to fish? I have the mod installed but I can't seem to find it :(
BlueKnight866 12 Oct, 2018 @ 10:01pm 
so if we remove the mod, we should remove every fish related thing in the storage? the eaten ones are gone? (unless there are hidden nutrition stats which, at this point, wont surprise me)
Claire Burgdorf  [author] 12 Oct, 2018 @ 7:08am 
@Lord Hand: That's interesting, but I don't know of any reason why it should matter. Literally the only thing that that affects in the relevant code is, once a trap is triggered, if it's on an ocean tile, an ocean critter is caught, and otherwise, a freshwater critter is caught. There's no "catch nothing" option possible. It might be that there's a glitch in the timing code somewhere, causing river traps to wait much longer than they should, but again, none of that code was actually modified in the b19 update, and there's no reference in the mod's code to the deep water river defName that was changed in b19, so everything ought to be working exactly as it did in b18. As I said, I'll look closer over the weekend.
Lord Hand 12 Oct, 2018 @ 6:47am 
I can't speak for Zync, but the traps I'm using are in flowing river tiles. It seems like the ones I have in ocean tiles work correctly. Hope that info helps =S
Claire Burgdorf  [author] 12 Oct, 2018 @ 4:57am 
I'll look into it. But nothing about the shellfish traps was changed in the b18 to b19 update. (And at least one other player has commented on how *much* food they provide, suggesting that they *ought* to be nerfed. So it may just be bad luck.)
Lord Hand 12 Oct, 2018 @ 4:35am 
I am also noticing shellfish traps *very rarely* working.
Zync 11 Oct, 2018 @ 11:36pm 
Did you nerf the shellfish traps? In over 2 hours of gameplay with over a dozen traps, not one caught anything.
Diarmuhnd 10 Oct, 2018 @ 5:42pm 
thanks
Claire Burgdorf  [author] 9 Oct, 2018 @ 9:27am 
@Woodpecker: Yes, sea cucumbers are specifically ocean-dwelling creatures, and thus can only be caught by pawns fishing in the ocean.
Woodpecker 9 Oct, 2018 @ 8:47am 
This is a realy nice mod. Like to play with it. But how to get/where to find the Sea Cucumber? Can my People only fish them in the Ocean? Or is the Level of them just to low and thats why i never get them?:c
SBlack 5 Oct, 2018 @ 12:27pm 
I like it. Probably more than Fish Industry. A bit OP maybe in the amount if fish you can easily catch with traps, but overall good. I like the variety of fish and the meals like escargot and sushi.
Claire Burgdorf  [author] 4 Oct, 2018 @ 8:17pm 
@Kittamaru: Well, there are certainly folk in the real world who object to things like fishing because they "seem" violent. *Shrug* As I said, I hadn't thought about it before "that guy with legs" brought it up, but a case could certainly be made that pawns who object to hunting because they disapprove of violence to animals (or whatever the specific rationalization might be), would also object to fishing.
Kittamaru 4 Oct, 2018 @ 6:18pm 
Eh... except fish don't feel pain (as far as I'm aware) in the way that we do (no higher processing for it) so... would it be "violent"?
tadpole johnnie 2 Oct, 2018 @ 5:03pm 
I mean, it's hunting in the water, no? Your call, just something that occurred to me. Thanks for the cool mod
Claire Burgdorf  [author] 2 Oct, 2018 @ 1:17pm 
Honestly, I'd never even considered the possibility that non-violent pawns might not want to fish. Hmm. Now that you've mentioned it, though, I may have to add it.
tadpole johnnie 2 Oct, 2018 @ 12:27pm 
Really enjoy this mod, proper source of food for a coastal town. I do find it interesting though that non-violent pawns can fish. Not complaining, gives my non-violent cook/cleaner something to do after the place is all tidied up
Kittamaru 1 Oct, 2018 @ 7:26am 
Awesome - thanks! I'll give this a try ASAP (might be tonight, may be tomorrow) and let you know if I run into any issues :D
Claire Burgdorf  [author] 29 Sep, 2018 @ 9:44am 
@Lodkakusza: When trying to place it, make sure the mouse is over a water tile, and the white circle (the interaction spot) is over land or a bridge.
dyskoteka_gra 29 Sep, 2018 @ 9:30am 
cant place fishing spot
☠Captain.Fr.Harløck☠ 26 Sep, 2018 @ 2:00pm 
Hi, nice idea, my people is fishing and catch fishes, but the fishes are not burchered/used in cooking. All is ok to use it, but no one of my people uses it into butchering or cooking...
Deyon 25 Sep, 2018 @ 1:58pm 
i love this mod! i also loved it in b18 but the only thing i disliked in b18 was that a fishing spot HAD to be placed on a boardwalk or bridge.. but i love all the fish you can catch and i do think it is ironic that you find fishing dull :)
Shigemi Notoge 24 Sep, 2018 @ 5:36am 
praise be I finally have yours back and can replace the other one <3
Claire Burgdorf  [author] 23 Sep, 2018 @ 3:11pm 
(And for what it's worth, I will look into it at some point to see if any conflicts are easily resolved. But as I said, since I really can't imagine why someone would try to use both at the same time, anyway, I don't consider it a high priority.)
pyrce 23 Sep, 2018 @ 2:40pm 
I imagine @Rainbeau Flambe is right that there's probably some conflict between the two as both mods manipulate water tiles, but I never tested for that for the reasons mentioned about the mods doing the similar things. I'll add a note to TFATF about it though so it might catch fewer people off-guard.
Frey 23 Sep, 2018 @ 6:38am 
I disabled TFATF after i realised the lag, i was too lazy to sort out my mod...though i had a feeling before the lag was due to this conflict
Claire Burgdorf  [author] 23 Sep, 2018 @ 6:32am 
@Frey: Though I haven't actually looked at "Thanks for All the Fish," I'd be very surprised if there weren't at least minor conflicts between the two. It's not something I'm particularly worried about, though, as since the two mods do almost exactly the same thing, just in different ways, I really don't see any reason for someone to be trying to run both of them at the same time.
Frey 23 Sep, 2018 @ 5:25am 
If you load "Thanks for all the fish' with this one, game experiences a lag, maybe due to conflct
Triss 22 Sep, 2018 @ 6:07pm 
Nvm, disabled "Thanks for all the Fish" mod and that fixed it. 'Pologies for the disturbance.
Triss 22 Sep, 2018 @ 5:32pm 
Ello, I've just dl'ed and activated the mod, and every pawn I attempt to set to fishing as a priority has the message on the work tab "Can't do any work of this type because of health condition".
I'll note, almost none of them have any kind of health condition at all, and it happens with both modded races and vanilla humans.
Hugslog: https://gist.github.com/8525cb2948183e8405a836a802543012
Claire Burgdorf  [author] 22 Sep, 2018 @ 4:13pm 
@Silent Assassin: Once you set up a fishing spot, any colonist assigned to the fishing work type will occasionally go and fish for a while, dependent upon other work assignments and the occasional need for a fishing spot to "refresh" itself.
silent assassin 22 Sep, 2018 @ 3:49pm 
How do I get my colonists fish? Do I need to research something first, make fishing rods or do they do it when ever they have free time and i'm just missing them fishing?
Hillius 22 Sep, 2018 @ 2:26pm 
My thrumbo were eating the prey from the fishing trap lol! I love the variety of fish that come out of those things! I'd love to see a talented modder put in boats, larger scale fishing and/or Jeeps/convoy vehicles.
Som3rand0mGuy 22 Sep, 2018 @ 11:43am 
Great mod. This has kept my pawns alive through the winter months.

I think however, it may have made it a bit too easy. One pawn using three fishing spots can easily support my colony of 6 + 2 prisoners through the winter with no additional food being brought in. This takes away from the stress and struggle that makes Rimworld so enjoyable and unique.

In my opinion fishing should be a supplement, not a replacement for other sources of food.

Possibly lower the chance of fish being caugfht? Or make fishing take longer? Just some thoughts.

Once again great mod!
Claire Burgdorf  [author] 22 Sep, 2018 @ 5:03am 
@Rafn: Snow was something I looked at back in b18 and unfortunately, there doesn't seem to be anything I can do about it. The problem is that while vanilla bridges are floors, my "Advanced Bridges" mod's bridges are actually structures, and RimWorld's code only puts snow on floors. I thought about switching them to be floors rather than structures when I updated to b19, but decided against it, largely because doing so would have eliminated much of the mod's visual appeal, as the bridges would no longer have been able to have the defined edges that they currently have, and wouldn't have been able to have the water beneath "show through" gaps in planks.
Rafn 21 Sep, 2018 @ 8:02pm 
Can you make it so snow covers the bridges like vanilla bridges?
Proxyer 21 Sep, 2018 @ 7:24pm 
Thank you for updating!
Claire Burgdorf  [author] 21 Sep, 2018 @ 6:25pm 
(Yes, when I actually finally looked into it, the glitch in my code was remarkably obvious and easy to fix. And I'd have spotted it sooner, if I'd tried building fishing spots on bridges instead of just on boardwalks....)