RimWorld

RimWorld

Fishing Work Type
39 Comments
Pych 7 Aug @ 8:02am 
For anyone having the same or similar issue, with RIMMSqol:
Open Races menu
-> Look for the Mech to correct the job type, "Oceanus" for me
-> Open it, then open Race properties (top of the menu)
-> Bottom of Race properties -> Mech work types -> click "+" to add an option, select Fishing
-> Reload, done, enjoy :)
Pych 6 Aug @ 11:21pm 
It works great for colonists, but now Mechs don't have the Fishing category. I patched the Angler to allow for it to Fish, but since the Fishing job isn't in the Mech tab, it isnt allowing it to do the job.
Pych 6 Aug @ 5:28am 
Thank you! Not sure why this wasnt vanilla. It's non sense to mix boths in Rimworld skill context
CADmonkey  [author] 2 Aug @ 7:34am 
@Alzz Thanks so much! I just pushed an update with your translations added in, and added a note in the Readme and Description that attribute the contribution to you.
Alzz 29 Jul @ 8:54am 
Hey! I made a translation patch for this mod covering three regions: Simplified Chinese, Traditional Chinese, Japanese, and Russian. If possible, could you integrate it into your mod? This would make it much more convenient for people to use it! :)
Here's the link to my mod:luv::
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3537406944
llunak 25 Jul @ 2:38pm 
There is also a huge difference between karate fight and a gun fight, yet they are both violent. If cutting a chicken is violent, then cutting a fish is as well.
BattIeBear 25 Jul @ 1:30pm 
Idk what people are talking about fishing being violent, as someone who has done both there is a HUGE difference between shooting and animal and catching a fish.
CADmonkey  [author] 25 Jul @ 12:28pm 
@Muon @Ilunak Personally I think there is a fairly significant difference between the violence of hunting vs fishing, but given that a few people have brought this up I have made a secondary patch mod you can add that will set the new fishing work type as violent if you would prefer that. The mod can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3534512447

With that the jobs will be separated and slaves will still be able to fish, but non-violent pawns will not be.
azraelsecreto 25 Jul @ 6:57am 
I'm sure it will only be a temporary mod because the base game's fishing has so many bugs that they'll release an update sooner or later
llunak 24 Jul @ 11:08am 
Fishing is totally not closer to butchering than hunting - butchered animals are already dead. Or does the mod add a long delay after each catch for the fish to die on its own?
0433zxc 24 Jul @ 9:06am 
yes! just the one i need
Abject Failure 23 Jul @ 5:58pm 
@Muon...it's clearly the point of this mod.
Muon 23 Jul @ 2:35pm 
Biotech's Highmates are incapable of hunting or fishing, because their "Violence disabled" gene explicitly disables the hunting job. Is it by design that, with this mod, Highmates are allowed to fish, or was it merely an oversight to not patch said gene?
KawaiiAngel-chan 22 Jul @ 10:22pm 
thank you for this
Condor 22 Jul @ 5:19pm 
Yes!
Thank you CADmonkey
baronjutter 22 Jul @ 10:38am 
Yes! I thought the implementation of fishing was very awkward. I'd often have high shooting characters with only moderate animal skills set to hunting, but then they'd go and fruitlessly fish with their low animal skills. Or people with super high animal skills who are great at fishing running off and punching deer because they were set to hunting. Stupid.
Sayori 22 Jul @ 1:46am 
This fixes the only bad thing about fishing, thank you!
Angel Soulstar 21 Jul @ 7:48pm 
@CADmonkey

In my case, the issue occurred while the AI Manager was handling the management tasks, with both mods active. The manager didn’t properly update the hunting job. I suspect it’s similar to what happens when you add a new job mid-game — all the pawns’ job schedules get scrambled.

I installed the fishing mod after the AI Manager was already set up. I tried removing and reinstalling the AI Manager to refresh the job logic, but it didn’t help. The manager only started working again after I disabled your mod.

I don’t think the issue is on your end — it’s probably more related to Colony Manager Redux — but I figured it was worth mentioning in case it helps with compatibility insights :)
CADmonkey  [author] 21 Jul @ 4:22pm 
@Angel Soulstar Do you have any more info about what is not working with it? Any reproduction steps would be appreciated and I can take a look at whats going on.

I'm not familiar with Colony Manager Redux so not sure what the intended behavior is, but from some brief testing I see hunting jobs getting toggled correctly with both mods enabled. I'm not sure if CMR has support for fishing at all, as even on its own it does not seem to toggle fishing zones when a hunting job is full, but I'm not familiar with the mod so may be missing something.
Bearland Big Shot 21 Jul @ 12:44pm 
Beautiful, thanks for fixing this issue. I can't believe fishing made it through testing merged with hunting
Angel Soulstar 21 Jul @ 10:04am 
Hi, I found an incompatibility issue with this mod "Colony Manager Redux"
Mega 21 Jul @ 5:09am 
@CADmonkey Thank you so much king! 👑
CADmonkey  [author] 20 Jul @ 5:00pm 
@Mega Good point. I just updated the mod so slaves can now fish but still not hunt. Thanks for the suggestion!
Mega 20 Jul @ 1:00pm 
can you maybe make so Slaves can do the fishing job but not the hunting?
CADmonkey  [author] 20 Jul @ 10:25am 
@八云辉夜 Unfortunately I don't know Chinese so can't do the actual translation part. I made a quick template of the needed translation file here that could be used to make a translation mod, and from a quick test seems to work. https://gist.github.com/CADmonkey/6d7a2c11f11526306bae855d1e5fb4e6

Let me know if you need any more help with that, or if you give me the translation text I could throw together the translation mod.
八云辉夜 20 Jul @ 12:08am 
Can you translate this mod into Chinese? I tried to translate it myself, but it didn't work
MsKarMagick 🖤 19 Jul @ 11:52pm 
Been using it all day, so far so good!
CADmonkey  [author] 19 Jul @ 2:19pm 
@Seawald Yes, its fine to add to an existing save.

@MsKarMagik I hadn't used Vanilla Fishing Expanded, but I just ran a quick test with it and it looks to work as expected. Let me know if you encounter any issues.
MsKarMagick 🖤 19 Jul @ 11:15am 
Gonna assume this works just fine if Vanilla Fishing Expanded is installed? (With Odyssey of course)
Seawald Willikers 19 Jul @ 9:49am 
can this be added mid save?
Ordinary Mob 19 Jul @ 8:35am 
Thank you
CADmonkey  [author] 19 Jul @ 8:15am 
@Side1iner With this fishing is now separated from hunting. Pawns assigned to hunt will not fish and pawns assigned to fish will not hunt unless they are assigned to do both.
Side1iner 19 Jul @ 12:44am 
Is 'Fishing' now ONLY a job in it it's own or is it also still part of 'Hunting'?
Rycon 18 Jul @ 10:04pm 
Thank you!
CADmonkey  [author] 18 Jul @ 12:58pm 
@flynn That's fair, but I would consider fishing closer to butchering than truly violent like hunting. And non-violent pawns can already do butchering fine so it seems more consistent to allow them to fish as well.
flynn 18 Jul @ 5:51am 
(great mod btw)
flynn 18 Jul @ 5:51am 
Have you been fishing? It can be pretty violent actually, though I suppose you could have peaceful pawns hand live fish off to someone else..
﷽TenStars 16 Jul @ 4:08pm 
thank you so much for this
Janeway 16 Jul @ 7:14am 
Very useful to have, thanks