RimWorld

RimWorld

Aquariums!
141 Comments
WalrusMan 10 hours ago 
apparently that new zoo mod no longer exists? It got taken down for some reason. So no need for compatibility there lol
idreamofgeni 11 Jul @ 9:23am 
You made this compatible with Museums, but there's a new Zoo mod now, and it would be nice if this would work similarly to how it does in Museums with the Zoo mod.
NightmareCorporation  [author] 11 Jul @ 1:25am 
@Force
Not directly, no. But they can be used as a joy activity - if each fish-watching gave a mood buff it would be incredibly OP, so I chose not to manually give any mood buff at all.

@t0m4s1t0
A good idea, I'll try to work it in!

@Viaos
Please provide some screenshots of this clipping and also your mod load order so I can analyze any issues.
t0m4s1t0 5 Jul @ 10:48pm 
No VE nutrient paste integration?
Force 4 Jul @ 12:11am 
so can the aquarium give a good memory from people seeing/looking at it???
Blutdrachen 2 Jul @ 10:36pm 
How about a tank that lets pawns stick in their hands and pet fish? +4 made friends with an octopus or something.
Miha_metan 21 Jun @ 2:30pm 
missed opportunity to call it AquaRims!
Viaos 19 Jun @ 12:56pm 
Hey!
First of all, thanks a lot for the aquarium mod — I really like it

I’ve been having a small visual issue: some of the plants and decorations inside the tank are clipping through the glass, and the fish too
Do you happen to know what might be causing this? Maybe a conflict with another mod or a resolution/scaling thing?

Thanks again for the awesome work!
Alana 18 Jun @ 4:23pm 
Thanks so much for the quick answer! I look forward to having a whale in a tank >:D
NightmareCorporation  [author] 17 Jun @ 11:09pm 
@Alana
I have finished the majority of work on the Biomes! Islands integration, which will allow you to put all aquatic pawns from that mod into fish tanks (even whales, silly as it is). But the 1.6 update has shifted my focus a bit, so pushing the mod update has been delayed a bit.

I will still provide support for 1.4 and 1.5 once the update drops, so no worries about dropped support :)
Alana 17 Jun @ 7:40pm 
Do you happen to know if the crabs from Biomes! Islands can be put in an aquarium?
Klang 17 Jun @ 1:36pm 
Thanks for the answer man. I enjoy this mod's concept way too much
NightmareCorporation  [author] 17 Jun @ 12:07pm 
@Klang
Technically one can make alternative fish tanks with appropriate "fishTags" and then set fish to also have "fishTags" that match those tanks. For the initial release of the mod I felt like just letting fish be fish would be best, but it was originally planned for the mod.
Klang 17 Jun @ 12:04pm 
I may have missed it somewhere, but is there any plan to make fresh water and salt water tanks?
NightmareCorporation  [author] 12 Jun @ 11:08pm 
@WalrusMan
Indeed! But a shame that they are only available to Odyssey owners...
WalrusMan 12 Jun @ 1:34pm 
looks like you'll be able to do vanilla integration soon enough
ParasiticSquid 7 Jun @ 6:28am 
Unfortunate. Guess I won't be using this yet unless such a intergration is done in the future despite how cool this looks. Already have too many mods installed so another one that's only purpose is cosmetic with no usable gameplay functions is just a extra performance hit for little gain when you have over 200 mods installed already. At least for now, if I do a museum themed playthrough like ive been thinking about might get this too since would fit that pretty well.

Guess ill just keep an eye on this in case someone adds fish breeding or I do the museum playthrough. Still, neat mod and one ive been thinking would fit fishing mods for years. There was a older aquarium mod a while back but wasn't nearly as in depth as this so good job
NightmareCorporation  [author] 7 Jun @ 6:20am 
@ParasiticSquid
It has been suggested a few times, but I personally don't feel like balancing the input-output balancing for a system like that. To me this mod needs to add cool fluff to make your colony interesting to look at, not to have a feasible way of making a self-sustained colony food producer. Once I bring in food gains I need to make sure the balance isn't scuffed or people are just going to abuse the mod for something it's not supposed to be.

If anyone wants to, they can write an integration that changes the fish breeding behaviour, my code should allow this relatively easily, I just don't want to go through the design headache it induces.
ParasiticSquid 7 Jun @ 5:57am 
Does this allow breeding fish? If not that's an idea, maybe a special tank that can give fish a condition close enough to their wild habitat so they can breed like some real life aquariums have to keep certain populations up.

Honestly? I just want a way to breed fish for colony food and this mods pretty dang immersive so would fit this mods theme. Would also allow players who just want to keep specific fish in stock so they're whole population doesn't die off over time.
BigBadWolf127 3 Jun @ 6:33pm 
this is my kind of autism, nice
Spongebrain 2 Jun @ 11:47am 
Thank you very much! I must also say, I LOVE the mod so far. My people seem to really enjoy watching their Eels, Swordfish, and Pufferfish doing their thing.
NightmareCorporation  [author] 1 Jun @ 11:37pm 
@Spongebrain
I just wasn't aware that mod adds fish - I will add those after finishing the current update for Aquariums!
Spongebrain 1 Jun @ 2:36pm 
Having looked back over it seems the adept catch fish are part of VIE - Memes and Structures. So it's definitely not a you problem, it's a whole separate grab from a different submod. If you don't want to do those no worries!
Spongebrain 1 Jun @ 2:01pm 
Some fish in Vanilla Fishing Expanded don't work with this. Is there a way to update the list of VFE fish to include adept catches? I would LOVE to see a stingray swimming through my tank.
Vanquisher02 31 May @ 12:41pm 
@NightmareCorporation yes i know that no problem but aquarium can't hold roof, so i can't build anything, plus aquarium and wall are not modulable between the...

that why i suggest a aquarium wall for make room with only decorative aquarium and with logics pawns still can fill aquarium
NightmareCorporation  [author] 31 May @ 3:28am 
@Vanquisher02
I think I made it so fish tanks already act like walls, so you should be able to use them as room separators.

@cade
A very "Rimworldy" question, alas, you can't do that.
Misskalkuliert 31 May @ 3:01am 
pls get help Cade
cade 30 May @ 10:03pm 
Can you put people in there and drown them and the fish eat their body?
Vanquisher02 30 May @ 4:40pm 
i would like to build aquarium in wall for save space and make room more beautiful, do you plan to make a feature like this ?
Zaximus Rex 24 May @ 2:26pm 
I added both Vanilla Fishing and RF Fishing many hours ago but I'm just noticing there are two work types for Fishing, presumably from these mods. Now I have the impression they are still fully compatible because I've had no conflicts or errors to my knowledge but if there was a way to disable the work type for one or the other if both mods are detected that would be groovy.
Mrshilka 24 May @ 2:23am 
I this might be my end but is there a way to make fish food beyond a crafting spot?. I was hoping to use the butchers table to cooking station but neither has the recipe.
AtomicRobot 21 May @ 7:40am 
I was also surprised at the lack of user response to this bug, I guess everyone just build fish tanks that were too big to benefit from the compact versions, or used dev as a workaround or simply removed the mod without giving feedback :aunope:
AtomicRobot 21 May @ 7:36am 
No worries, I enjoy digging through the DLLs and XMLs for fixes and workarounds and I learned something new aswell. Thanks for the quick response!
NightmareCorporation  [author] 21 May @ 2:17am 
I just pushed a fix for the issues with attachments, apologies for not testing it outside of dev mode!
NightmareCorporation  [author] 20 May @ 11:11pm 
@AtomicRobot
Thanks so much for the effort to find the issue for this! I always tested the mod using dev mode, so buildings would just instantly spawn, I never thought to check that the "building job" produces the buildings properly. I will fix this asap.

@Halicade
Whoops, I was sure i updated the description, luckily that's a fast fix.
Halicade 20 May @ 6:22pm 
Can confirm. Throws an error as well.
https://gist.github.com/HugsLibRecordKeeper/96a279ce3d9a696132aa048fc9b68951

Unrelated, your about description still says it's a test mod
SepphorisVT  [author] 20 May @ 5:43pm 
@AtomicRobot very odd behavior,as nobody else has reported any bug similar to that, and testing doesn't have an issue like that either.

If you can provide a step-by-step guide to replicate your problem, and provide a HugsLib link with the error(s) in Discussions, it'll be ready to be looked into more when possible.
AtomicRobot 20 May @ 5:35pm 
After some testing the only way I was able to fix the deconstruction bug was by adding
<clearBuildingArea>False</clearBuildingArea>
to the thingdefs of the attachments.
A more robust implementation would likely be adding a "ForceAllowPlaceOver(ThingDef other)" override to one of the PlaceWorkers. It would theoretically also not deconstruct, if "isAttachment" were true, but for some reason, it was impossible to place the blueprint when that was set.
AtomicRobot 20 May @ 3:24pm 
No, something is off, I just removed every single mod except for this and its dependencies, and it still deconstructs the water tank when building attachments. It finishes the attachment, but throws an error, because it can't find a tank...
AtomicRobot 20 May @ 3:13pm 
I just ran into the tank gets deconstructed when trying to place an attachment conflict.
I guess, I'll bite the bullet and start testing...
//SlipperyPete:. 19 May @ 11:28pm 
Can you add a screenshot with a pawn standing next to an aquarium for scale.
NightmareCorporation  [author] 18 May @ 11:35am 
@rout
I am working on it. But it's a lot more complex because this mod was not laid out to handle neither pawns, nor fish of such large sizes. It'll take a bit to finish up properly.
Head 18 May @ 10:27am 
This mod is so fun. Is it possible to add compatibility with Biomes! Islands so we can put a Shark in a tank?
no profile 17 May @ 1:56am 
Thank you. I forgot about the basic operation of the mouse wheel.
As for destruction, it can be managed in Development mode so it's not a problem.
NightmareCorporation  [author] 17 May @ 1:38am 
@no profile
The aquarium mounted devices should absolutely not destroy the aquarium itself, must be a mod conflict... I have no idea how to track down which mod does it though.

To change the size of a decoration, use the scroll wheel on your mouse while the mouse is over the decoration. I should add a tooltip that explains the decoration editor controls...
no profile 16 May @ 6:18pm 
When I give an order to build a wall-mounted facility like a filter or a small temperature control device, I have to destroy the aquarium before I can build it. Is this just me?

Also, I don't know how to change the size of the decorations.
Even if I grab them, I can only move them.
NightmareCorporation  [author] 15 May @ 11:59am 
@pfe
Pawns can look at aquariums as a joy activity, but there is no additional happiness buff for it. I will add beauty logic to the aquariums soon as well, but that's it - I won't be making fish farmable in aquariums.
pfe 15 May @ 11:08am 
This might be an odd question but aside from aquatics, is there any pragmatic reason to install the tanks? Do pawns get a happiness buff and will they use viewing the tank as part of a leisure activity?
NightmareCorporation  [author] 15 May @ 10:13am 
@Vanquisher02
The tanks are supposed to be "open" on the top so you can put fish into it, making them hold up walls would be pretty weird.

@CTH2004
Hm, could be done for the advanced nutrition provider, I'll look into it.

@ItzzMoji
Select a valid fish in-game and then use the "install in fish tank" gizmo to target a fish tank.
TOCTEP 15 May @ 4:06am 
рррыбки :3