RimWorld

RimWorld

[B19] Thanks For All The Fish
161 Comments
Ezhan 12 Jan, 2022 @ 7:56pm 
I wonder how many references to hitch hikers guide to the galaxy are in this comment section
januszewskijanuszek 15 Dec, 2019 @ 1:28pm 
Looks like Factorio achiwment
pyrce  [author] 18 Oct, 2018 @ 9:39pm 
Link at the top of the description for 1.0 version
pyrce  [author] 18 Oct, 2018 @ 9:37pm 
Updated!
catman2k 17 Oct, 2018 @ 7:35pm 
1.0 soon??
Onchalk 16 Oct, 2018 @ 11:59pm 
Edit: Maybe this could be achieved with the manager mod? Would require some cooperation on both your parts.
Do you think there could be a way to make it so a bill repeats daily? Such as fish 10x and it repeats daily so that you wouldn't have to always suspend/unsuspend and micromanage the amount of fishing done.
CawsForConcern 15 Oct, 2018 @ 2:19am 
Hey, the dolphins aren't currently leaving in a timely manner.
oali24 12 Oct, 2018 @ 11:27pm 
how do you make people fish, I keep right clicking the fishing spot with a bill set up, but it doesn't show anything
emperour thomas 12 Oct, 2018 @ 5:49pm 
we need a mod to add towels into the game
LeSneak 9 Oct, 2018 @ 5:11pm 
“For instance, on the planet Earth, man had always assumed that he was more intelligent than dolphins because he had achieved so much—the wheel, New York, wars and so on—whilst all the dolphins had ever done was muck about in the water having a good time. But conversely, the dolphins had always believed that they were far more intelligent than man—for precisely the same reasons.”
Security Cam #7 8 Oct, 2018 @ 2:39am 
Or maybe add a "Fisherman" trait. Not everyone likes fishing
Oblivionburn 8 Oct, 2018 @ 2:14am 
Making the fishing increase recreation would be nice.
Starfield 6 Oct, 2018 @ 2:40pm 
*Insert Hitchikers guide to the galaxy joke*
DaLLaN 1 Oct, 2018 @ 6:59am 
Cool =)
pyrce  [author] 30 Sep, 2018 @ 11:00pm 
Very kind of you to contribute those changes @Daniledman :) Just pushed them up. Thanks for the kind words, graphics, and translations.
Hook&Needle 29 Sep, 2018 @ 11:39am 
I got them to fish just fine by adding the bill. I couldn't get them to store/cook with the fish once caught; they were just eating raw fish corpses and it was making them sad, but now I think I have it figured out. I had to add a bill to the butcher station (I guess to clean them?) and also allow fish corpses in the fridge. Silly checkmark I neglected. Thanks!
DaLLaN 28 Sep, 2018 @ 4:26pm 
Very cool mod! It does not have anything superfluous, unlike other mods for fishing.
I noticed that the mod does not have a full Russian translation. I made a good full translation into Russian.
As well as slightly improved the texture of the fish, so that it better fits into the graphic style of the game. https://drive.google.com/open?id=183uOB_yKizGSMAgAnVd7c6Me8sHijReZ
pyrce  [author] 26 Sep, 2018 @ 7:55pm 
@Hook&Needle it works like any crafting / butcher station. You click on the fishing spot and setup a bill to fish. The fishing spot bill will use Handling skill / work prioritization one there's an available bill unfullfilled.
Hook&Needle 26 Sep, 2018 @ 2:38pm 
Is there a thing on how to use this? I feel silly asking because I'm not techy, but I can't get them to store or cook the fish. And once there's a fishing spot, they have to be drafted to hunt. Feels like I'm doing this wrong. FAQ somewhere? Video?
pyrce  [author] 23 Sep, 2018 @ 2:31pm 
Those dolphins not leaving in a timely manner had been teleported off-world now
pyrce  [author] 22 Sep, 2018 @ 7:16pm 
@uninstallwizard Maybe... also I think -- in the hypothetical situation described -- it get's stuck sometimes and doesn't despawn if you save/load at the right time with a recent change I made.
uninstallwizard 22 Sep, 2018 @ 6:24pm 
Did this mod put a "Dolphin Away" in my lake?
(also thanks for all these fish)
(NPC) Hashrate 18 Sep, 2018 @ 9:00pm 
Nice mod by the way, I like it thus far.
(NPC) Hashrate 18 Sep, 2018 @ 8:59pm 
I dont see the fish meat in zone properties. Fix?
pyrce  [author] 17 Sep, 2018 @ 11:53pm 
@wacster It would need some C#. Looks like for the simplest implementation you'd need to make a new JoyfulFishing driver class, override JobDriver_CatchFish.MakeNewToils, add something like JobDriver_Skygaze.MakeNewToils [github.com], and finally set the CatchFish driverClass definition to the new class type.
wacster 17 Sep, 2018 @ 11:01pm 
@pyrce Hi, thank you for the mod, it's great! Just for my information how do I actually patch what you are referring to:

@dracoix That change was easy. If you want shallow water turned on when your mod is active, just patch Shallow Water with the "Fishable" tag.
pyrce  [author] 17 Sep, 2018 @ 6:20pm 
@Prof. it does not. Not a bad idea if I'd added it earlier as a balance mechanism. I probably won't add it now though as it'd be hard to make fishing balanced without breaking current experiences. Maybe someone could add a mod extension for that behavior :)
Maveth 17 Sep, 2018 @ 2:10pm 
Does this mod also make fishing a "recreation" for the pawns?
Lurmey 17 Sep, 2018 @ 3:26am 
"Aren't there other fishing mods already? Why *use* this one?"

This one actually makes fishing a controllable thing with production bills, rather than it being completely random and so not reliable as a food source at all. Thanks!!
pyrce  [author] 16 Sep, 2018 @ 10:15am 
Yea, pushing them in a minute here
dracoix 🐉 16 Sep, 2018 @ 10:13am 
... I love to hate you so much. But I can't.

Sidenote, can you push changes to your git so I can reverse engineer future workarounds?
pyrce  [author] 16 Sep, 2018 @ 10:11am 
@dracoix Awesome! Btw I just removed the need to set the affordance section on other terrain. The mod now injects that on your behalf if you tag with Fishable (in case you added that).
pyrce  [author] 16 Sep, 2018 @ 10:11am 
@SmellyFish I'll probably not add new fish to this mod. But given the recent changes, it should be easy for other mods to add extensions to TFATF if they want.
dracoix 🐉 16 Sep, 2018 @ 10:09am 
I got it working pyrce as intended, thank you for the easy how-to. (I also cheated in mine and added Marsh because my fish trap is AnyShallowWater). So now it's balanced to ZARS mods and as standalone for those that do not enjoy intense biome suffering.
Security Cam #7 16 Sep, 2018 @ 10:07am 
Are there any plans to add more fish? For example small fish caught in shallow water and small/medium/big fish caught in deep water (with their chance of catching of course)
pyrce  [author] 16 Sep, 2018 @ 10:06am 
Fixed the incompatability.
pyrce  [author] 16 Sep, 2018 @ 9:47am 
@p3st|cIdE There's an incompatability with "Terra Project (Core)" mod. If you load TFATF after Terra it will work as expected. I am working on seeing if I can circumvent the incompatability on my side.
pyrce  [author] 16 Sep, 2018 @ 9:21am 
@Spotter I added a Discussion thread which gives a working example for adding shallow water fishing.
Spotter 16 Sep, 2018 @ 9:11am 
Well double drat! No fishing in streams, and maps with nothing but shallow water? :steamfacepalm::steamsad:
Security Cam #7 16 Sep, 2018 @ 8:10am 
@dracoix
I believe you have to make the patch inside the folder of TFATF
dracoix 🐉 16 Sep, 2018 @ 7:41am 
Not working pyrce, still hardcoded saying 'must be placed in deep water'. I tried a combination of changing the terrainafordanceneeded to your fishspot itself and patching waters to 'Fishable'. Also there's no TerrainAffordanceDef for 'Fishable' itself, and it still doesn't work when I add it anyway.
p3st|cIdE 16 Sep, 2018 @ 5:06am 
This morning your mod is giving XML errors about duplicate tags. Thought you should know.
pyrce  [author] 16 Sep, 2018 @ 1:37am 
@dracoix That change was easy. If you want shallow water turned on when your mod is active, just patch Shallow Water with the "Fishable" tag.
pyrce  [author] 15 Sep, 2018 @ 11:23pm 
@dracoix Nice! I do want this mod to remain not using Shallow water (makes it too easy imo). But I'll try changing the mod to use a terrain tag instead of hard-coding so other mods can add terrain they want to be included as a fishing option automatically.
dracoix 🐉 15 Sep, 2018 @ 7:47pm 
Hey pryce, added a patch for my mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1513955685 . I noticed you hardcoded your fishing spot for only deep spots, any chance to allow shallow water too?
Spotter 15 Sep, 2018 @ 10:38am 
Thanks for the update, Pyrce. I'll make sure my Scabs know this. 😂👍️🥂
Security Cam #7 15 Sep, 2018 @ 10:19am 
@pyrce
Oh, it's editable? Funny. I didn't even notice.
pyrce  [author] 15 Sep, 2018 @ 10:18am 
@Spotter this was a balance mechanism enforced by the Commercial Fishermans' Union. But if you're not a union man/woman you can edit the distance under Options -> Mod Settings
Spotter 15 Sep, 2018 @ 6:56am 
FWIW ~ As any fisherman knows, Unless you're a Commercial fisher the 10 Tile between fishing spots is a bit rediculous. :steamfacepalm: 3, or 4 tiles would still be stretching reality, but totally acceptable. 👍🎖️️🥂
Hexatron 15 Sep, 2018 @ 3:20am 
I did change the loadorder to be behind the terraform mod, and now it works. Not sure if it was this mod, or one of the other mods it "jumped" cause of that. But changing the loadorder made them placeable for me. So one of them must have caused some sort of trouble... for now it seems to work that way at least.