RimWorld

RimWorld

[RF] Basic Bridges - Fishing Add-On [b18]
145 Comments
Vakaria 18 Sep, 2018 @ 7:53pm 
Thank you so much!!
Spotter 16 Sep, 2018 @ 12:46pm 
YES! TYSVM Rainbeau! 💯👍
E-Claire  [author] 16 Sep, 2018 @ 10:41am 
The b19 update is now available, as a fully independent mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1514707987
Vakaria 11 Sep, 2018 @ 11:58pm 
@ Rainbeau: That would be amazing! Thank you so much!
E-Claire  [author] 11 Sep, 2018 @ 8:38am 
Hi, all. I'm gonna try to get back into modding at least a bit. I'll see about getting this updated, most likely as an independent mod that doesn't depend upon any specific type of bridge being in the game. (After all, pawns really ought to be able to fish from the shore, anyway.)
Vakaria 7 Sep, 2018 @ 8:20pm 
One of my favorite mods. I would like to keep it around if possible, Author.
VoidRose 5 Sep, 2018 @ 6:24am 
@][-][2K Renzo
What fishing mod?
Renzo 4 Sep, 2018 @ 10:53am 
Rimworld should of just purchased this and bridges as this is nicely balanced and the bridges are waaay better, i hate to play without this and the b19 fishing mod i found is way to overpowered, 2 pawns can feed an entire colony on fish alone..
Enlonwhite 30 Aug, 2018 @ 11:32am 
its not updated, it does not work with the update

i have gotten way to used to this mod, its was a surprised to play without it.

hopefully it is updated, as the bridges in vanilla B19 are just very very bad compared to these, and the fishing was so nice to have.

THanks for your work Rainbeau
Slaunyeh 29 Aug, 2018 @ 5:17pm 
b19 ?
RandomEdits 29 Aug, 2018 @ 2:10pm 
Has this been updated to the latest version yet?
Rodrik Forrester 4 Jul, 2018 @ 12:12pm 
Will this be integrated into 1.0? Bridges are a thing there, but fishing is not.
Yogurt Ambassador 30 Jun, 2018 @ 5:12pm 
Similar to Aye Harambe, I also cannot place down any fishing spots or traps, yet watergazing is there
JMG 17 Jun, 2018 @ 2:08pm 
Getting a bug where the fishing job at the fishing spot disappears. Colonists will use the spot a few times, but then won't go there anymore, even when there are no other tasks assigned, and you can't force the job by right clicking on it either (no menu pops up). If you remove the spot and place it again, it works, but doing that every time gets rather tedious.
Yuya 4 Jun, 2018 @ 8:55pm 
Could you put in a butchering bill for multiple small fish please I have a rather large colony were fishing is the final job for everyone to do if they have nothing else to do and I tend to always have massive amounts of small fish corpses being able to mass butcher them would really speed up food production without needing more butchering tables.
Aye Harambe 26 May, 2018 @ 11:55am 
Any ideas why the game won't let me place fishing spots or shellfish traps anywhere?
GoreDell 16 May, 2018 @ 5:51pm 
Hello, how about making shelltrap cost woody material, but not just a woodlog, some modes like Biomes! Caverns make it hard to build shelltraps, due to lack of classic woodlogs.

the putrid one 13 May, 2018 @ 1:25am 
I cant place the fishing spot for some reason.
Hazardous 5 May, 2018 @ 12:51pm 
how does this work with non-vanilla biomes like from Biomes! Caverns?
Hazardous 23 Apr, 2018 @ 4:36pm 
Could you allow floors on your deep water heavy bridges? I build houses on them
Lurmey 23 Apr, 2018 @ 12:01pm 
I feel like the fishing spots need to be able to be given a limit to the amount of fish corpses or fish meat should be in storage before you stop fishing, otherwise a pawn set to fish will just fish continuously and never stop, meaning that it's a dead-end work type similar to research, except researchers will stop working if there's nothing to research selected. Basically fishing needs to either be a dedicated job of a pawn or the last thing they're assigned to do after all other jobs are completed. I feel like this should change...
gatun80km 12 Apr, 2018 @ 10:38am 
i need new cooking recipe of small fishes without butchering, such a roast fish. it takes too much time and efforts to butcher them all.
and i don't need skins of eels and squids...
Marvun 12 Apr, 2018 @ 10:13am 
okay
E-Claire  [author] 12 Apr, 2018 @ 9:08am 
@Marv-Man: Given the long list of error messages in your log file, it looks like you're probably dealing with quite a few mod conflicts. That said, I'm unaware of any conflicts that might cause the specific problem you're reporting, which I haven't heard about from any other users. So unless you can track down exactly what "Fishing" seems to be conflicting with, I'm afraid there's not much I can do.
Marvun 8 Apr, 2018 @ 3:00am 
everytime when i catch something this happens:
{LINK REMOVED}
The last lines
Other_Olly 30 Mar, 2018 @ 8:31am 
I really like this mod. I wish there were a switch in its options to turn off the specal meals, though. They create a lot of clutter in the kitchen menu.
E-Claire  [author] 22 Mar, 2018 @ 6:16am 
@Peckoij: The "cook without ingredients" thing isn't actually unique to this mod. It's a known bug in the vanilla code, though you're not the first to report it showing up specifically with the sushi recipe in "Fishing."
Peckoij 22 Mar, 2018 @ 5:49am 
Really like this mod. For some reason my pawns can cook sushi and boiled shellfish without any ingredients, basicly infinite food. I did cooking on electric stove.
Auraknight 19 Mar, 2018 @ 4:01am 
@arrow Roughly every 9 tiles, 10 to be safe. Fishing traps take a seven space gap between them.
Arrow 7 Mar, 2018 @ 9:37pm 
may i knw how what is the range between each fishing spot can put
E-Claire  [author] 6 Mar, 2018 @ 12:51pm 
I understood what you were saying. My point was, again, that I think you're mistaken about this mod being the cause of the problem, as it doesn't alter anything that should impact world, faction, or pawn generation. In other words, I find it exceedingly unlikely that this mod would affect placement of roads on the world map.
DRAGAZARD5050 6 Mar, 2018 @ 8:30am 
I worded that previous comment badly, what I meant by confirm is I loadedthe planet multipe times and adding this mod somehow made the exact same world map have a different road and faction layout, everything else was the same, sorry if I caused any trouble.
E-Claire  [author] 6 Mar, 2018 @ 6:57am 
@Dragazard: As this mod does absolutely nothing that would alter the pseudo-random number string utilized to generate a world and the starting pawns in a game, I really don't see any way in which it could alter the results of a particular world seed. I strongly suspect that your testing hasn't identified the real culprit. But in the exceedingly unlikely event that the mod *does* have an impact on world generation, well, I'm afraid there's really nothing to be done about it.
DRAGAZARD5050 5 Mar, 2018 @ 3:14pm 
okay so after doing some tests I confirmed that this mod actually fricken changes the road and faction loading and its driving me crazy because the seed I use has some awesome faction and road layuts including a faction lead by some guy named dankman... PLEASE HELP
Shufflebot 18 Feb, 2018 @ 9:52am 
Quick problem: A cargo pod crashed right next to my base carrying 37 pufferfish. They spoil in 1 day and all need to be butchered seperately. This probably shouldn't happen as it's essentialy a cargo pod crashing with 37 dead rats. Just thought you should know.
Shufflebot 14 Feb, 2018 @ 5:07pm 
I just wanted to congratulate you on a great mod. I always play with it, and it works really well with the Grand Rivers mod. Stay active, I love your mods.
Omega13 28 Jan, 2018 @ 4:55am 
A small QoL adjustment: maybe the option to have fishermen haul their catch back to the stockpile could be set per fishing spot rather than universally? As sometimes within the same colony I'll have a fishing spot that's inside the base where I don't mind my butcher running out to grab it, and elsewhere I have one way out in the middle of nowhere where I would rather have the fisherman bring it back immediately rather than leave it out there.
dabeek 25 Jan, 2018 @ 2:07pm 
@Rainbeau Flambe Thanks man, you're the best ;D
E-Claire  [author] 25 Jan, 2018 @ 6:36am 
@Dallas: So far as I'm aware, you shouldn't see any issues.

@Omega: Interesting. I'll make a note to look into that. Should be a simple adjustment.
Omega13 25 Jan, 2018 @ 6:15am 
So here's a small issue, and one that I've noticed is extremely common with mods that add new meat types - the new fish meats are inherently less valuable with traders compared to regular meats. I'm not sure why this would be the case as they are of the same quality. Again, I've noticed that this almost always happens when new meats are added to the game by mods.
dabeek 24 Jan, 2018 @ 9:45am 
Is this mod compatible with the Colony Manager?
GrenadesAndHamm 23 Jan, 2018 @ 8:45pm 
My shelffish traps arent catching anything. At least, I dont think they are.
E-Claire  [author] 21 Jan, 2018 @ 2:16pm 
@Setakka: There may be a way to do it, but if there is, it's not something with which I'm familiar.
Setakka 21 Jan, 2018 @ 11:58am 
Is there any way I can edit a save file to add this to an exisiting save? Or is the jobs tab going to get messed up no matter what.
Izuela 14 Jan, 2018 @ 4:13pm 
I don't get any 4x for these recipes. Just the regular ones.
E-Claire  [author] 14 Jan, 2018 @ 12:36pm 
@Izuela: Campfire recipes aren't a half-bad idea. As to bulk production, if you're using the "Feed the Colonists" mod, you should already be seeing 4x versions of the recipes from this mod, to match the 4x versions of vanilla recipes provided by that mod.

@David: Ice fishing is already on my "to do" list, at least once I'm finally happy with the ice-to-water transformations in "Fertile Fields," on which ice fishing in this mod will be based.
DavidObed 13 Jan, 2018 @ 2:04pm 
Can you add ice fishing?
Izuela 13 Jan, 2018 @ 9:06am 
Would you consider addding a campfire plain grilled meal version of all the little fishies? Also bulk meal cooking of 5, for this and the other meals would be nice.
E-Claire  [author] 9 Jan, 2018 @ 4:19pm 
UPDATE:

- OK, now, shellfish can actually be butchered.
E-Claire  [author] 8 Jan, 2018 @ 2:14pm 
@SuperMom: The problem here is the same as AceMarvel's problem with the butcher bill. A storage area set up before the update won't automatically allow the items added in the update. You'll need to manually allow them.