Cities: Skylines

Cities: Skylines

64 ratings
[Deprecated] Seafood Farming District
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
13.956 MB
24 Oct, 2019 @ 4:14pm
25 Oct, 2019 @ 2:06pm
3 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[Deprecated] Seafood Farming District

Description
DEPRECATED by Sunset Harbor.

Now Unlisted. Working on a larger fishing industry set that functions as an Industries DLC supply chain, watch my workshop. Left up to not disrupt cities.

A collection of 8 assets for a seafood themed farming district: 6 extractors (Crops), 1 raw resource storage (Crops) and 1 processor (Crops>Animal Products). All found in Garbage & Industry > Farming.

To complete the supply chain, use the Seafood Cannery Unique Factory.

-----------------

6 farming extractor assets:

• Fisherman's Dock (6 smaller fishing boats close to shore & small dock)
• Commercial Fishing Dock (3 medium fishing boats at moderate distance & medium dock)
• Deep Sea Fishing Dock (2 large fishing trawlers far from shore & large dock)
• Mussels Rafts (4 rafts at moderate distance, no dock)
• Aquaculture Farms (4 netted areas close to shore, no dock)
• Fish Hatchery (blank 6x3 farming extractor to place underneath UG Ponds)

Except for the fish hatchery, these are all farming extractors similar to the offshore oil rigs & seabed mining vessels; the dock/main segment is placed on the shoreline [snaps to quays], and the other pieces are placed in the water. Requires farming industry district and fertile areas; produces Crops.

Docks are equivalent to small, medium and large crop fields. Mussels Rafts and Aquaculture Farms are smaller yield than the small crop field. Fish hatcheries are half yield of small crop field.

All the boats float, but the mussels rafts and aquaculture nets don't. You'll need to terraform the height underneath the rafts so that the water level only reaches the bottom of the floats, so moderate water depth. The aquaculture farms needs pretty shallow water so that the nets partially stick out of the water [see photos]. I couldn't get a good floating version of the rafts working as it considers the bottom of the mussels lines as the bottom of the building, so it floated well above the water line.

The extractor dummy buildings (boats, rafts, and nets) will try to snap to fertile areas, so you'll need Extra Landscaping Tools to paint (and unpaint) natural resources in-game where you need it. Paint fertile areas in the water where you want to place the extractors, and the boats/rafts will randomly snap to various positions in those fertile areas within its range. If it's trying to snap to fertile areas on land, unpaint those areas that may be too close to where you're trying to place your docks.

If you don't like the random placement from snapping to fertile areas, you can plop before painting and they'll all plop in a default arrangement; then you can paint fertile areas afterwards so they produce resources. I generally keep my mussels rafts and aquaculture nets static, and use random placement for my docks/boats.

The aquaculture farms are just ski netting since I couldn't find any existing models that fit the look. If anyone can create a good aquaculture farm model, I'd be happy to replace the placeholder in this pack. [Update: Colossal Order for the win!]

Storage & Processing:

• Seafood Sorting Facility (Raw Resource Storage: Crops)
• Seafood Processing Plant (Processor: Crops>Animal Products)

-------------

Required/optional assets:

Extra Landscaping Tools is needed to paint fertile areas in-game.

The Japanese Fishing Harbor is required for the fish basket and bucket props in the Seafood Sorting Facility and has other great props to make your seafood district more realistic.

Bollard for Quay is used on the Deep Sea Fishing Dock, Ski Netting for Aquaculture Farms.

UG Pond 1x1 pack w/ fish and its required Animated fish carp ss pack are amazing assets that can be used to create sprawling outdoor fish hatcheries. But because they are parks, you'll need to place the Fish Hatchery (invisible farming extractor) underneath if you want to produce Crops.

Vanilla greenhouses are great for indoor fish hatcheries, and cattle sheds can double as another seafood processing plant.

Lobster Fishing Props also make an excellent addition to the theme but aren't required in anything.

If you want a farming extractor dock without the boats, try the Small Fishing Dock or Medium Fishing Dock. Then you can place whatever boat assets in whatever arrangements you like.

Use Customize It! Extended to edit stats as desired, including Industries DLC stats.

------------

Credits:

This was all pieced together with stuff from the workshop; no original models were created.

• Fisherman's Dock uses Extended Modular Docks and Fishing Boat 01, Fishing Boat HF 512, and floating Blue fishing boat.
• Commercial Fishing Dock uses Fisherman Docks and Fishing Vessel.
• Deep Sea Dock uses DIY Concrete Dock and Fishing Trawler Ship.
• Mussels raft from Batea.
• Seafood Sorting from Japanese Fishing Harbor pack (fish market building & props)
• Seafood Processing uses a vanilla agriculture building.

Been testing these for awhile and everything seems to be working fine, but let me know if you have any bugs or questions.
31 Comments
macluk 7 Apr, 2020 @ 10:54pm 
Oh thanks for that one... I was about to convert someone else's "ships" into fishing boats, so at least now i know what problems i may have :)
Madisonian  [author] 7 Apr, 2020 @ 7:51pm 
He imported the boats as fishing boats so they slow down and load fish, but the harbors were changed so the output resource is None instead of Fish; they don't actually export anything.

I found that converting a ship's AI to fishing instead of importing the model as a fishing boat changes it to "Cruising" instead of loading fish, which is perfect for the naval assets I've been tweaking.

But a blank fishing harbor with the front placed further from the boat spawn points is possible.
macluk 7 Apr, 2020 @ 3:24am 
no way! I'm collecting too much fish with them!
I'll check that again later today :)

But what i meant is the building itself and the block - and its size and so on. It's not just a simple copy of the DLC Harbor asset (it's a huge asset for a small village) where the back of the building (and in this case the service block) is far, deep in land, from the shore line.
That yachts have their fish resource removed (if they actually have it removed because they run around collecting it) for the purpose of it being a tourist resort of some sort, not a fishing port - nevrtheless i'm using them as fishing boats and a port at the moment :)
Madisonian  [author] 7 Apr, 2020 @ 2:02am 
The yachts and boats spawners have had their Fish resource removed so they're pointless for fishing industry.
macluk 3 Apr, 2020 @ 12:29pm 
Plus... the service blocks are fine but they are simply like one asset - if one changes value of one such block, all the rest changes across the city (as in the same service block) - say i wanted a small fishing harbour here and further up a river even smaller harbour - I'd have to use 2 different blocks already (norrmally i'd have another asset from the workshop if there was any small enough to fit that river)
:)
macluk 3 Apr, 2020 @ 12:25pm 
Honestly the one at the link i gave you made much better blocks - first - invisible, secondly at different distance from the coast there is a number of variations
So there is much more imagination in it :)

Maybe start simply changing those huge DLC harbours and markets into some smaller buildings like fishing docks that you used before. And any medieval market to deliver fish there.
That may give you some ideas how to deal with your whole district collection.
Madisonian  [author] 3 Apr, 2020 @ 12:15pm 
Yeah I already had a blank fishing harbor made but Naylin already released blocks as well, so I might skip that.

Fish resource seems to be bugged as an output, so warehouses will take in Fish but never ship it out. Fish hatcheries are buggy, seems to work within 4 tiles of water only since fish farms are only supposed to be built on shoreline. But Fish works as an input resource for industries processors or factories so I've got several options in the works.
macluk 3 Apr, 2020 @ 3:27am 
I wonder if these assets would give you some solutions or ideas: Yachts & Boats for Marina Spawners

But we are happy that you getting closer to finish your farms :)
Madisonian  [author] 28 Mar, 2020 @ 9:14pm 
On ground fish farms seem to work, been testing a fish hatchery asset. Also seems that the Fish resource can be used in other Industries DLC ways too, so I'm already working on a Fishing Industry 2.0 set. Mussels rafts are complete and floating now. Hoping to finish testing and whatnot in a few days.
macluk 27 Mar, 2020 @ 1:46pm 
"It'll be interesting to see if I can convert an asset to be an "on ground" fish farm " - yes please!!! or just as a fishing port :)