Survivalist: Invisible Strain

Survivalist: Invisible Strain

SIS Fishing
65 Comments
SweetCaptn  [author] 17 Jul @ 2:07am 
Just uploaded a patch fixing a crash. If anyone is getting crashes, do let them know in the comments
SweetCaptn  [author] 15 Jul @ 11:55pm 
Should be fixed!
saavedra 15 Jul @ 6:16pm 
I set NPC Fishing to false and the interval to 600, but my farmers still insist on grabbing fishing rods and going to the river, which is just too far. Do the settings only work for neutral NPCs? If so, an added setting to turn it off for the player community would be great.
SweetCaptn  [author] 1 Jul @ 1:14pm 
Don't need to be sorry! I'll change the recipe and remove the deprecated "CorrugatedIron" ingredient, all my fault. Thanks for letting me know
逍遥HEHE 1 Jul @ 7:05am 
Sorry, at first I saw Corrugated Steel in the recipe and thought the recipe couldn't be synthesized because this item has been removed. It was not until I checked the code that I found there were other items that could be substituted.
SweetCaptn  [author] 1 Jul @ 2:50am 
I've looked into the Handmade fishing rod recipe but all the materials are in the base game (Wood + String + one of SteelIngot or HeavyTruckParts or CarParts).

Which material is being troublesome? (hover over the material in the recipe and it should display the name)
逍遥HEHE 30 Jun @ 9:31pm 
At present, fishing rod(handmade) cannot be made (there are materials that cannot be obtained in the recipe), and various fish recipes cannot use other alternative vegetables.
逍遥HEHE 26 Jun @ 1:15am 
Ok, I've sent the email.
SweetCaptn  [author] 26 Jun @ 12:44am 
Hey :) Sure! The translation would help me very much! If you want, send me an email at swtcaptn@gmail.com

I'll upload a patch for the curry fish recipe
逍遥HEHE 26 Jun @ 12:25am 
There is something wrong with the cooking recipe of curry fish:stimulation:
逍遥HEHE 23 Jun @ 2:44am 
There are some mistakes in the simplified Chinese translation.I have improved the translation, I wonder if the author needs it.:os_niko:
SweetCaptn  [author] 10 Jun @ 4:20am 
Indeed! Didn't want to make them run around the map looking for fishing bait. I could also just spawn hundreds of worms and burley in their camp but it was much simpler the other way
MithranArkanere 9 Jun @ 4:10pm 
I'm seeing NPCs fishing without bait, so I'm assuming bait is for player to fish and NPCs can fish without it?
DatzBoschit 9 Jun @ 12:44am 
This mod breaks potions in zed emulate. When you take a potion it says a random fishing dialog.
Zangi 7 Jun @ 10:34pm 
AI Farmers will fish.

So apparently if you have only 1 fishing rod in a community of farmers, they'll keep on asking for fishing rod from each other, so no fishing gets done. Also your own farmers will buy from AI farmers if they can afford it and AI farmers will buy it back.

Also, fishing is OP.
Power Button 4 May @ 7:41pm 
Does AI Community also go fishing?
digiPixel 11 Apr @ 3:23pm 
With that said it is unknown what the modding compatibility situation is like for the game ,especially between beta and non-beta versions.
digiPixel 11 Apr @ 3:20pm 
I have never been able to get the mod to activate at all, but have always been able to successfully install it.
digiPixel 11 Apr @ 3:19pm 
Activating the mod before creating a new game, or during an existing game results in the errors occurring. It makes no difference if it is an existing save or not since it is the same result every time.
Wish Granter 11 Apr @ 6:11am 
Any knowledge if the major bug of the fisher being stuck in a endless loop of grabbing a fishing rod, going to the gate, then getting stuck 1 second, just to bring the rod back is fixed?
(only occured if the base was further away from the river).
I read bob fix some compability with this mod.
SweetCaptn  [author] 11 Apr @ 2:16am 
Yes! Through the menu, you can select new mods to add. Did this mod just stop working suddenly? Or did it happen when creating a new save?
digiPixel 11 Apr @ 1:59am 
Is there a way to active mods without creating a new game, or loading an existing save?
digiPixel 11 Apr @ 1:58am 
Have you tested the mod against version 239?
SweetCaptn  [author] 11 Apr @ 1:47am 
No dependencies. The only thing I can think of is that I make all the mods using the [publicbeta] version, but I don't really see how that would be the reason for the error here. I've tried loading the mod and I had no issues, so I'm pretty confused
digiPixel 11 Apr @ 1:43am 
Out of all the SIS mods installed (eight in total) in the game only two mods work without any missing asset errors (aka "Load resource failed" ) occurring:

- SIS Glasses Absorb Damage
- SIS Headwear Expansion
digiPixel 11 Apr @ 1:35am 
Found the mod by Steam Workshop ID (3357611988). In its folder there is an AssetBundles folder, which contains the following items:

- fishing
- fishing.manifest
digiPixel 11 Apr @ 1:26am 
Just a quick check. Does this mod have any dependencies?
SweetCaptn  [author] 11 Apr @ 1:25am 
Hmm that's odd, could you check that the Assets folder is in the folder of the mod? (and that the folder isn't empty)
digiPixel 11 Apr @ 1:21am 
Tried reinstalling the mod, however the same error appears.
SweetCaptn  [author] 11 Apr @ 1:09am 
You must be missing the assets folder, check that the "AssetBundles" folder is inside the mod's folder. If it isn't, then redownload the mod. Something must have removed it. Let me know if that fixes it
digiPixel 11 Apr @ 12:46am 
Mod doesn't work with game v239. The following error is displayed:

Error (v239): Load resource failed: assets/sweetcaptn/sisfishing/fishingrod2.prefab UnityEngine.Debug:LogError (object)
Wish Granter 1 Mar @ 2:33pm 
I also noticed settlment a bit further away from rivers have farmers sometimes stuck in a loop of getting a rod, going to the door, then standing there for a sec, then putting the rod aawy again.
Wish Granter 1 Mar @ 12:17pm 
Id appreciate if you may look into it. if you need a bug report I can post it in here
Wish Granter 1 Mar @ 12:15pm 
Broken as of latest update. Doesnt work.

It seems the NPCs are able to fish which is a great relief. But sadly I am unable to do it.
Bonelancer 25 Feb @ 7:33am 
the dev sees this lets go cap
Bob  [developer] 8 Feb @ 7:40am 
It's fixed now in v230
Bob  [developer] 7 Feb @ 6:01am 
Sorry, I broke it in v229, I'll release a patch soon.
Dreamer 6 Feb @ 7:59pm 
Please update the mod. It no longer works in most recent patch main story. Creates a bug that crashes the game
Ezana 27 Nov, 2024 @ 5:54pm 
很不错的模组:marijaonlooker:
BigBodybuilderPowerWeightlifter 17 Nov, 2024 @ 3:29am 
Amazing, Wonderful!!! Thanks a lot SweetCaptn :) :steamthumbsup:
Datboi 17 Nov, 2024 @ 3:28am 
Would you consider adding spear fishing as well?
Bonelancer 12 Nov, 2024 @ 8:08pm 
Sweet easy day brother i though it was a bug is all thank you for getting back to me brother
SweetCaptn  [author] 12 Nov, 2024 @ 6:20am 
I could make it so they need them, but take into account that other npc communities will also need them, and they will eventually run out of worms
Bonelancer 12 Nov, 2024 @ 6:00am 
had my farmer start fishing made sure he had worms in his bag but he never had to use the worms just a heads up brother he was catching fish for free lol
SweetCaptn  [author] 11 Nov, 2024 @ 3:20pm 
Thanks for reporting the bug, I'll look into that ;)
sf 11 Nov, 2024 @ 12:06am 
Just to report a minor ... feature?
I tried to set up a character to do recurring fishing.
Char decided to go sort out some inventory at base first, then proceeded to fish in the middle of the base (not near the river) and proceeded to reap in loads of fish. Well, I tried very hard not to think further on the fact that the only building nearby is the outhouse...

Hope we can get renewable source of bait soon!
Bonelancer 8 Nov, 2024 @ 4:00pm 
the mod is getting better each day lets keep help sweet on this
ttr 8 Nov, 2024 @ 2:18pm 
i think it was my chef doing when was assigned to generic cooking.
SweetCaptn  [author] 8 Nov, 2024 @ 2:00pm 
Thanks for reporting the issues, I will disable worm digging while I work on a fix
ttr 8 Nov, 2024 @ 1:31pm 
Can places where digging happen, was not leaving any trace?
1) I have few dozens digging sites and some of them are on same tile. Needed to destroy all of those to place building.
2) after one day got 200 worms and even when I set limit i have plenty of new digging sites.