Cities: Skylines

Cities: Skylines

[Deprecated] Seafood Farming District
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 :)
leftbehind 20 Mar, 2020 @ 5:47pm 
Fish spawns are essentially just "props" so should be deletable without affecting a building. I suspect the main issue will be configuring the vehicle types that can service the building (it will expect a boat, not a truck).
Madisonian  [author] 20 Mar, 2020 @ 3:32pm 
It'll be interesting to see if I can convert an asset to be an "on ground" fish farm for indoor and outdoor fish hatcheries, but I'm guessing they won't function without water and a fish spawn.
Madisonian  [author] 20 Mar, 2020 @ 2:38pm 
Oh yeah I'm sure there will be new AIs that can be used to update assets to fishing. Looks like they left out Mussel Rafts from the expansion so I'll probably update that, maybe some more once I get my hands on it and see how it all works.
leftbehind 20 Mar, 2020 @ 8:01am 
Hope the farms are moddable like Industres farming buildings.
Madisonian  [author] 19 Mar, 2020 @ 9:39pm 
Looks like there's at least 2 different size fishing docks/harbors. And possibly 3 different types of aquaculture farms or something similar.
Madisonian  [author] 19 Mar, 2020 @ 9:35pm 
Yeah, dev diaries start tomorrow with Fishing Industry news.
leftbehind 19 Mar, 2020 @ 9:09pm 
I was hoping they'd allow the fishing boats to just roam around fishing rather than needing routes, but it's still super cool. Hope they start doing dev diaries with more infos.
Madisonian  [author] 19 Mar, 2020 @ 8:15pm 
Looks like they're adding fishing harbors with actual boat routes, as well as nice looking aquaculture farms. Much of this set will probably be deprecated next week. Good job CO!
Madisonian  [author] 19 Mar, 2020 @ 4:09pm 
Hell yeah, Sunset Harbor expansion adds a Fishing industry!
Madisonian  [author] 2 Jan, 2020 @ 10:02am 
I'm not a modeler, just working with what's on the workshop.
leftbehind 14 Nov, 2019 @ 1:19am 
For floating rafts, could you do the mussel lines as sub-buildings? The game would focus on the main building and perhaps ignore that the sub buildings are lower?
jpcosta92 3 Nov, 2019 @ 4:14pm 
This is absolutely outstanding.
Thank you, Ciar Aon!
dragonshardz 1 Nov, 2019 @ 10:03pm 
Fair enough.
Madisonian  [author] 1 Nov, 2019 @ 9:41pm 
@dragonshardz I considered it, but I was trying to recreate a full Industries DLC supply chain. Crops are the raw catch, which get processed into edible portions (Animal Products) at the processing plants. Not even sure if extractors can even be used to produce processed resource types or not.
dragonshardz 1 Nov, 2019 @ 8:38pm 
Very neat, but wouldn't it make more sense for these to produce animal products?
richard.carhart 30 Oct, 2019 @ 2:59pm 
LOL this is great
I work on salmon farms
Ill give this a try and report back
Madisonian  [author] 30 Oct, 2019 @ 8:47am 
Use the default templates for designing your buildings, or use ModTools to change the required or output resource types. (Scene Explorer [Control+E] > Tool Controller > Tool Controller > Prefab AI > Building AI > Input/Output resources)
Madisonian  [author] 30 Oct, 2019 @ 8:45am 
I don't do video, but it's pretty simple to make them.

The shoreline building is Extracting Facility AI and the offshore pieces are Extracting Dummy AI. Just look at how the offshore oil rig or seabed mining vessel is built. I merely used multiple dummy buildings instead of just one.
飞飞哥计划 29 Oct, 2019 @ 8:00am 
Can you make a video show us how did you get these assets as industrial facilities? Thanks.
Madisonian  [author] 28 Oct, 2019 @ 1:30pm 
Thanks for the feedback. I was surprised there weren't any official fishing extractors given they developed a great game system with offshore oil platforms and deep sea mining vessels so I had to make them myself.
macluk 27 Oct, 2019 @ 9:04am 
That seems to be quite an idea :)
Finally someone making the use of Industries DLC :)