RimWorld

RimWorld

Fish Traps
117 Comments
BrenTenkage 30 Jul @ 12:59am 
oooooooooh see what made me question that was that Hazzor uses a plague doctor mask, and your icon is one too, thought it was the same, so yeah LOL
Hazzer  [author] 30 Jul @ 12:56am 
@BrenTenkage My channel has 5 subs so I guess that is not that same Hazzer xP

@Thranos Yup, had that same feeling during testing. I guess I will add slider to set traps efficiency for odyssey.
Thranos 29 Jul @ 2:43pm 
The amount of fish that the traps give Odyssey seems... anemic.
Is there something I'm not taking into consideration, like better nutrition per fish, or some usage of the fish scarcity mechanic?
BrenTenkage 29 Jul @ 2:12pm 
wait Hazzer...as in the youtuber Hazzer?
A New Player 29 Jul @ 1:31pm 
Just tested it, works now. Thank you!
Hazzer  [author] 29 Jul @ 1:14pm 
@A New Player should work fine now :)
A New Player 28 Jul @ 1:56pm 
No, forgot to mention that.
Hazzer  [author] 28 Jul @ 1:46pm 
@A New Player - do you have odyssey?
A New Player 28 Jul @ 1:31pm 
With VFE Fishing loaded on top, then Fish Traps loaded next, my fish nets seem to be spawning zero fish. I enabled dev mode and kept clicking "Spawn Items (VFE spawner) and it never produced any fish.
(≡◉‿‿◉≡) 27 Jul @ 11:34pm 
Same with the guy below. I think this should now be a prerequisite too.
Cyber 27 Jul @ 10:50pm 
Question: Couldn't this be shifted to the main tab now with the Fishing research as a pre-requisite?

Feel like it would be a bit cleaner but that could also just be me.
Pasaway 27 Jul @ 10:38pm 
Heads up. Rimpy is calling for Vanilla Fishing Expanded as a dependency.
Caelaran 26 Jul @ 1:05pm 
WOOHOOOO, thank you!!!
RAD EMERALD 26 Jul @ 11:01am 
THANK DUDE!
Hazzer  [author] 26 Jul @ 10:05am 
Updated :) The Odyssey trap has 0.6 fishing efficiency and 1.2 efficiency for net fishing. Waiting for you feedback!
GanjaMan [NL] 26 Jul @ 12:50am 
@RAD EMERALD no need to be so blunt, hazzer said he'll update after testing vanilla fishing
ImTheLichBruh 20 Jul @ 5:05pm 
hell yeah update to 1.6
RAD EMERALD 20 Jul @ 2:06am 
pls now update 1.6?
Deggial 17 Jul @ 2:19am 
Thank you, Hazzer.
That's all we need to know.
I'm looking forward to it patiently.

(It's always such an anxious question after new game versions are released. For each and every mod.)
rausmaus 16 Jul @ 7:44pm 
Thanks for planning on integrating for 1.6 and vanilla fishing. This has been a mainstay of my game since I discovered it.
EmilyTheKitten<3 14 Jul @ 1:18pm 
1,6?
Rayitaly 14 Jul @ 9:59am 
Great Mod! Hope you will find the Time for an update! The game is a diffrent without this mod :-)
Apocrypha 12 Jul @ 1:29pm 
Your are a wonderful man. Blessings up your household. Seriously, I love this mod. Thanks for keeping up with it.
Hazzer  [author] 12 Jul @ 2:28am 
Mod will be updated, however I havent tested base game fishing yet, so it will take me some time
Puck G. 12 Jul @ 2:13am 
I loveeee this mod, it is used so much in my playthroughs <3 I hope you can find time and energy to update this <3
HappyHappyGameGame 11 Jul @ 11:03pm 
This is a small one that really deserves to be in the main game. It was featured in my recent Robionson Crusoe theme playthrough. That was a 1.5 game, and I'm looking to release a 1.6 version and I would love to keep this mod in the list.

There might be a few bugs to iron out, but fish traps should be in the game. If you watch shows like Alone, they are so central!
Thranos 11 Jul @ 10:48pm 
Hope to see this for 1.6 at some point- It's an excellent source of passive food income for colonies.
andi.999 19 Jun @ 9:38am 
so both, trap and net still provide the same cover a wall does. is that really working as intended or a mistake?
lol 10 Jun @ 8:13pm 
When using Fish Traps with Celsius (especially multithreaded version v2.5+), freezing water causes a NullReferenceException in TerrainChangePatch.Postfix. It happens when terrain turns into ice and the trap object is already gone. Please consider adding a null check before accessing trap-related code on terrain change. This crash repeats in multi-threaded mode and spams the log.
Mask of Humble 30 Apr @ 3:48am 
I was wondering if anyone has figured out the ratio of traps or nets you need to feed one colonist
mr_sebitor (twitch) 1 Apr @ 5:46pm 
game crashing with "Celcius"
Protricity 4 Jan @ 12:58pm 
Hazzer, respectfully, it seems you think a higher cover effectiveness means MORE bullets will go through, but the opposite is true. I had a raider take cover behind a fish trap and become pretty much impossible to hit. As it stands, your fish traps provide the same cover as a solid wall.

I don't think a fish trap should be able to be used as cover at all (it's likely submerged in water, right?), but if you disagree, I humbly submit that you can change the fillPercent of the building def to something more reasonable, like 0.15 or less.

Thanks for the amazing mod!
Airstrike Commando 3 Jan @ 8:07pm 
Consider utilizing superior patented fish trap body armor, offering a guaranteed 100% protection rate (75% of the time), and that fallout 4 far harbor Trappers aesthetic. Now nothing can stop you from pursuing the primordial desire to kill an ecosystem of flounders.
Hazzer  [author] 3 Jan @ 2:39pm 
Because of holes in traps. It works great for fish, but bullets can go pass thou. :cool_seagull:
Protricity 3 Jan @ 1:30pm 
Why in the world does a fish trap have a cover effectiveness of 75%?
Rex705 30 Dec, 2024 @ 2:51pm 
Could you make a Fish Traps 2.0 that works with Roos Fishing Spot instead? Sadly, Vanilla fishing conflicts with other mods I use, and it's a bit of a pain. I love this mod but I have moved on from Vanilla Fishing.
Luke 30 Nov, 2024 @ 4:48pm 
This mod is really great. But when I use it with "Celcius" mod, when the water is freeze and turn to the ice. The game is crash.
Mask of Humble 28 Oct, 2024 @ 4:46am 
I was wondering if you could possibly make a option to dumb down the fish you get from the trap like if Vanilla Expanded Endangered Animals is installed then the traps will generate Raw Fish instead
FuegoRedux 22 May, 2024 @ 8:55am 
Made the fishing zone and confirmed that the biome doesn't have fishing support. I'll go ask the author if they would possibly add it. Thanks!
Sig 22 May, 2024 @ 8:36am 
Sorry, hadn't noticed there were configurable settings for the mod. Thank you
Hazzer  [author] 22 May, 2024 @ 1:07am 
@Sig - you can adjust in mod option how often traps will generate fish, maybe how often traps will catch fish will help?

@FuegoRedux - does you pawn can catch fish normalny using fishing expanded functionality?
FuegoRedux 21 May, 2024 @ 11:26pm 
Do they traps work on any biome including modded ones? I'm currently on a Lightless Empyrean and traps weren't producing fish.
Sig 21 May, 2024 @ 7:08am 
For example right now a small trap got 20 clownfish for a 0.02 nutrition each, and a fish net got 40 sprat for a 0.01 nutrition each. If I understand it correctly then they really produced the same amount of food, but it took the fish net half a day longer
Sig 21 May, 2024 @ 7:03am 
There is perhaps a balance issue with fish nets. They produce fish every 2 days vs the 1.5 of the small traps, very often they produce small fish rather than medium, and they take more space so overall less traps can be placed. I don't have hard numbers to back this up, but Im playing a fishing village and the moment I replaced the small traps with the fish nets, I began to produce less fish overall and had to go back to the small traps. Perhaps fish nets should catch only medium fish to compensate?
Ratkon 28 Apr, 2024 @ 4:43pm 
Hooray! :gs_joy:
Alexander The Great 28 Apr, 2024 @ 2:12pm 
dream fulfilled :)
Hazzer  [author] 28 Apr, 2024 @ 2:03pm 
It took a while but just pushed update for 1.5 Rimworld. Thumbnail still lies tho xD
Kasa 14 Apr, 2024 @ 4:58am 
For now if people don't mind they can use the Vegetable garden mod as it has fish traps as well.

Not as well implemented as this but it's something if you HAVE to have fish traps.
Hazzer  [author] 14 Apr, 2024 @ 4:55am 
Will be updated, first on todo list is prison labor and Locks
Alexander The Great 13 Apr, 2024 @ 3:21pm 
1.5 the dream