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Although that may just be dementia setting in, so I'd defer to the author.
I also re-stated this in the comments (16 september, currently in page 3).
You easily adapt this mod balance to your taste by modifying XML values.
Just look for catchQuantity, breedQuantity or breedingDurationInDays in Items_Fishes.xml file.
Not being able to buy the fish you need to seed the basins from traders is an issue though
i get 48 food of fish from 1 basin per 3-4 days.
simple meal require 40 units of meat. 2-3 meal for 1 person per day.
even if u make fine meals with 20 meat's, how u supplied 8 persons from 2 basin's?
500W of almost 2 unit of fresh fish for few days? it is ridiculous. or may be i did something wrong?
my problem though is that aquaponics seem to have compatibility issues with other mods like hospitality, prison enhanced, extended stacking.
i keep getting NaN when my fishermen try to put the fillet in to make fish eggs.
Either that or faster breading times would be much appreciated. It just doesn't feel realistic with how long it takes and how risky the process is given how little the reward is. Even if it is a bit safer for pawns physically than hunting, the risk of malnutrition or starvation and the very low yield aren't worth it by comparison.
Maybe add in mod options to change how aquaponics work if you can? That way people who want to change their efficiency or other factors but don't know how to edit the mod files directly can do so.
Other than that, this mod is fantastic and gives that much more reason for starting a colony on a river or by the coast. I also really like the diversity of obtainable seafood and that they all actually differ in availability and materials yielded. Nice work with this mod. d(^ ^ )