Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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!
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 :)
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.
Indeed! But a shame that they are only available to Odyssey owners...
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
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.
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.
I just wasn't aware that mod adds fish - I will add those after finishing the current update for Aquariums!
that why i suggest a aquarium wall for make room with only decorative aquarium and with logics pawns still can fill aquarium
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.
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.
https://gist.github.com/HugsLibRecordKeeper/96a279ce3d9a696132aa048fc9b68951
Unrelated, your about description still says it's a test mod
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.
<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.
I guess, I'll bite the bullet and start testing...
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.
As for destruction, it can be managed in Development mode so it's not a problem.
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...
Also, I don't know how to change the size of the decorations.
Even if I grab them, I can only move them.
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.
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.