RimWorld

RimWorld

Fishing Nets
97 Comments
Austrene 20 Apr, 2024 @ 8:47am 
1.5?
Menhera Otaku 4 Feb, 2022 @ 9:54pm 
Thanks Mlie
Mlie 8 Aug, 2021 @ 1:13pm 
Hemmingjay 6 Aug, 2021 @ 8:48am 
1.3 would be great!
PoofyGummy 25 Jul, 2021 @ 6:04pm 
1.3?
Leion 23 Jul, 2021 @ 8:58pm 
This Mod hits tick rate very hard. Very taxing for no reason.
Aziz 18 Jun, 2021 @ 6:53pm 
@AngleWyrm
Thank you for telling us
pgames-food 2 May, 2021 @ 9:42pm 
hi can i check if this mod is still working?
i do have several mods, but have been able to research a few nets, but can only seem to be able to build the basic ones on shallow water..

i have deep water too on my map, but it highlights the area in red and doesnt let me place them to build
AngleWyrm 1 Mar, 2021 @ 7:24pm 
@amiachan,
Yep, I tried this mod but the results were disappointing. I researched and then built a bunch of fish nets on the river. After six fish nets broke without delivering a single fish, I conclude the author doesn't actually play Rimworld. Can't recommend.
amiachan 29 Jan, 2021 @ 1:20am 
I really like the idea of this mod. It's simple, effective, and the amount of fish you get isn't OP, but I find that the fishing nets always break before I can catch any fish, even when using the advanced and complex ones. I've checked, and they can produce fish if I trigger them filling up in debug mode, but if used normally, they never seem to catch anything before breaking, no matter how often I check any of them. (Note, I have only used the simple, complex, and advanced nets. I haven't tried anything else.)
Beornvig 26 Jan, 2021 @ 10:19am 
Anyone using this mod with the multiplayer mod successfully?
Herald Rejn 22 Aug, 2020 @ 3:56pm 
works with vanilla fishing?
Sam_  [author] 10 Aug, 2020 @ 9:59pm 
Updated
Vendrette 19 Jul, 2020 @ 11:35am 
Any chance this uses the same fish that Vanilla Fishing Expanded uses?
isjy123 11 Jul, 2020 @ 11:40am 
catch the fish but how can i make it edible?
Fault code 27 Apr, 2020 @ 10:26am 
Google Translate: I can never know which fishing net can be harvested, it is better to let the appearance of the harvestable fishing net change a little, it will be very cool:steamhappy:
steggies 23 Apr, 2020 @ 9:28pm 
Can I increase the lifetime of the nets?
Erdnussbrot 21 Apr, 2020 @ 10:26am 
Hechicera 8 Apr, 2020 @ 4:57am 
1.1 Research Panel items not aligning/overlapping.

https://imgur.com/pti8r1e
Lodashi 5 Apr, 2020 @ 8:33am 
Hey @Sam_, thanks for the info! Yes, I am aware that the objects get instanced so to say using the definitions so any changes will take effect only for new nets in this case.

Thanks so much for the info! I really like the mod, it's saved several colonies from starvation and its very nicely paced (early-mid-late options).

Cheers!
Sam_  [author] 5 Apr, 2020 @ 7:00am 
In the definition for GTF_FishingNetComplex you need to change the lifetimeRange in GTU_Processor.CompProperties_GTLifespan.

This will not take effect to existing fishing nets. When a "Thing" is created it uses the "ThingDef" as a template. If you change that template existing Things remain the same.
Lodashi 5 Apr, 2020 @ 6:55am 
Hey @Sam_, could you help me out (purely info) - I'm trying to modify the cost of the Complex and Advanced fishing nets (5x and 10x respectively), but also make the Complex fishing net lifetime at least 2x the current time and the Advanced fishing net lifetime basically infinite. I am trying to do this to reduce "upkeep" per say on my end.

I'm editing the proper Def xml, however my changes don't seem to take any effect? Specifically the lifetime and killatend definitions.

If it's little effort, could you drop me a few lines?
fireglow 31 Mar, 2020 @ 5:13am 
@Sam_ could you please make the "A fishing net has broken" messages clickable, to jump to the location? That would be cool :3
Wild Dog 14 Mar, 2020 @ 12:38am 
Is there any indicator when a fishing net is ready to be harvested?
zem 7 Mar, 2020 @ 3:40pm 
The report was delayed, but we confirmed that the mod was working properly since it was fixed yesterday. Thanks for the fix, the creator!
Sam_  [author] 6 Mar, 2020 @ 10:33am 
Actually the fault was mine for not keeping 1.0 files when updating. I'm not sure about your black screen issue, but the mod should now be updated for both 1.1 and 1.0
zem 6 Mar, 2020 @ 10:30am 
After deleting the mod list, it started up, but if this mod was put in again, the same symptoms occurred, so give up. This was the fault on my side that did not save the data before the update ...
Sam_  [author] 6 Mar, 2020 @ 9:47am 
navigate to "C:\...\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\ModsConfig.xml" and delete everything in <activeMods>
zem 6 Mar, 2020 @ 9:47am 
I forgot to write, my game environment is 1.0
zem 6 Mar, 2020 @ 9:43am 
I used this mod, but after updating the mod to 1.1, the screen became black at startup and I could not reach the title.
Is there any workaround?
Sam_  [author] 6 Mar, 2020 @ 4:17am 
Updated
Sam_  [author] 28 Feb, 2020 @ 5:40am 
Not sure if they work, I’d say not. I’ll fix them as soon as I get the chance.
Seduce Banan 28 Feb, 2020 @ 4:07am 
when selecting on fishing nets of any kind it just displays a bunch of coding text (im very bad at these so i cant really explain) do they still work even if they dont display anything?
Sam_  [author] 24 Feb, 2020 @ 6:50am 
Updated
Slydragon05 11 Jan, 2020 @ 4:55am 
I don't have mod issues to my knowledge, nothing in the logs anyway, either way, just reporting what issues I'd had and suggestions on some tweaks.
Sam_  [author] 11 Jan, 2020 @ 2:17am 
The lifetime range for the complex fishing net is 600000 to 900000 ticks, whereas the basic fishing net is 240000 to 360000 ticks. Unless you have some kind of mod incompatibility or they were damaged there's no way they can break before basic fishing nets.
Slydragon05 10 Jan, 2020 @ 11:50pm 
Two things I'd suggest is to drastically reduce the breakdowns of some nets, I had complex nets break down more frequently than the basic wooden ones.
The second thing I'd suggest would be to add a work type if possible or add this to the butchering/cooking work types so they'll get harvested without having to use a priority hauler for it.
Neosuduno 1 Nov, 2019 @ 7:35pm 
Could you reduce the chance for a breakdown? Currently it is way too high.
['w'] 17 Oct, 2019 @ 10:04am 
loaded my save. all complex nets broke before I got some fish lol
['w'] 17 Oct, 2019 @ 9:19am 
would be nice if you could butcher it, on the other hand, you can cook fish without butchering it, but at the end of the day, the yield is something I got to test more. I only got 25 fish of three basic nets until they broke so well. The more durable ones might be useful.
Sam_  [author] 16 Oct, 2019 @ 11:17pm 
I could have made fish into an animal corpse that requires butchering, but I instead decided to keep the mod more simple.

At the end of the day this mod is actually just a test bed for a few utilities.
['w'] 16 Oct, 2019 @ 1:29pm 
Fair enough but there are some points to consider:

1fish = 1 animal
1 animal yields between 24 rabbit up to over 194 meat bear , well even though that's really strange
a rabbit 1/8 of a bear ^^
1 single fish is only 1/24 of a rabbit

so well, seems we only catch tiny gold fishes :P
Sam_  [author] 15 Oct, 2019 @ 9:54pm 
The same way 10 steaks are worth one meal, yes. Fish are technically just a type of meat and follow the same rules.
['w'] 15 Oct, 2019 @ 12:45pm 
sry but 10 fish are worth 1 meal? or is another mod the reason for that?
Tyrant 5 Sep, 2019 @ 1:40pm 
its a great idea for a mod but it needs some QoL improvements.
emptying the traps should be added to the hunter jobtypes for example
Daban 29 Jul, 2019 @ 12:04pm 
I don't really get how to actuallly get fish from the nets? what do my colonists need to do? thanks for any help :D
Sam_  [author] 15 Jun, 2019 @ 2:44pm 
They behave the same as meat from a butchered animal.
Kalief 15 Jun, 2019 @ 1:03pm 
How do you cook the fish? i can only eat them raw :?
Dillpickle1 12 Jun, 2019 @ 1:09pm 
Are you still working on Glitter Tech?
Daban 1 Jun, 2019 @ 4:18pm 
amazing idea defineatly adding to my next playthrough