RimWorld

RimWorld

7,195 ratings
Vanilla Fishing Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.201 MB
Nov 16, 2019 @ 5:40am
Aug 14 @ 2:02pm
52 Change Notes ( view )

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Vanilla Fishing Expanded

In 1 collection by Sarg Bjornson
Mods with Vanilla Achievements Expanded support
30 items
Description
[www.patreon.com]



Vanilla Fishing Expanded is a first module in a brand new mod series “Vanilla Cuisine Expanded” from the Vanilla Expanded team. With such an important mechanic missing from the base game, Oskar and Sarg have decided to introduce a way to catch fish in your local water sources, adding a bit of purpose for settling near running water and ocean side.

With simple, intuitive, vanilla-like mechanics, all it takes is to designate a fishing zone same way you designate a growing zone, and assign your Animals capable pawns to the new fishing job type. In no time they will pull out fishing rods from their invisible bags, head straight down to the river and whilst chatting to each other, try to catch a new meat type called fish, which can be eaten raw (providing an Ate raw food debuff, just like regular vanilla meat), or used in a cooking recipe. Unlike other mods, the fish don’t need to be butchered.

With each biome providing a different kind of fish, separated into three different sizes, you will soon find yourself starting a new fish selling business, with lobsters and eels, haddocks and cods, goldfishes and clown fish!





Vanilla Fishing Expanded mechanics can be seen described below:

































There shouldn’t be any incompatibilities or issues, but in case anything pops up, report issues in the following Google form.

[forms.gle]



Q: Where can I find the Fishing zone button?
A: Right next to the growing zone in the Architect > Zone tab. REMEMBER if you have Odyssey, fishing zones need to be researched!

Q: Will you keep updating the mod with new types of fish?
A: No

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like. Don't ever remove mods from a save, though.

Q: My pawns keep fishing till they starve, ignoring their schedules, what gives?
A: Your pawns are trying to catch fish that are WAY too large for their fishing skill. There are three fish sizes, and you need to catch what you CAN catch.

Q: These fish are unrealistic. Halibut only provides so little nutrition?
A: We need to remember it is a video game, and for the sake of simplicity we decided to abandon realism in some instances. It’s a very difficult thing, balancing a mod with such an advanced back-end, and we will listen to feedback and adjust it along the way, but realism when it comes to fish is not our primary concern.

Q: Is this mod compatible with...?
A: It shouldn't conflict with other fishing mods, and we have added compatibility with Advanced Biomes, Realistic Planets, Nature's Pretty Sweet, Mallorn Forest from LotR mod, and specially Alpha Biomes (with 19 specific alien fish)

Q: CE compatible?
A: It’s a fishing mod (also, yes, it should, you tell me)



Graphics are created by me, Oskar Potocki.

Code work created by Sarg Bjornson.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



[www.paypal.com]

Every dollar donated allows us to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!

[discord.gg]



Other modules will come with time. More information can be found on our Patreon page!











1,936 Comments
Mrs Quinn D 23 hours ago 
Okay I will, thank you for your response! ( and for all the amazing mods you guys have :) )
Sarg Bjornson  [author] Aug 14 @ 11:43pm 
Read below
Sarg Bjornson  [author] Aug 14 @ 11:40pm 
Yeah, just ignore it for now. I jumped the gun. The changes to the base game are in the unstable version, so it should be solved in a few days
Mrs Quinn D Aug 14 @ 11:34pm 
After the update I got a sort of error [Vanilla Fishing Expanded] Patch operation VCE_Fishing.PatchOperationModOption failed. I have resubscribed, did verify integrity of the game, deleted from the mod list etc. But I still got this error.
Sarg Bjornson  [author] Aug 14 @ 11:19pm 
No
kagora2 Aug 14 @ 11:18pm 
is there a way to add a fish population to a lake that i created from the dev mode?
Sarg Bjornson  [author] Aug 14 @ 2:02pm 
v5.03:

- Since the Fish work type was added to base game, changed the mod options that readded it to instead move it to a lower priority in the work type order if the player so desires
viirinsoftworks Aug 13 @ 7:51pm 
Mostly I wanna be able to put a fish on top of a water tile and basically seed that body of water with that fish (maybe it's on the fishing interface and not just dumping a fish on a dump zone).
viirinsoftworks Aug 13 @ 7:47pm 
MidnightWarrior: Oh, good idea on expansion.

In Ultima Online there was an Aquarium, a furniture you can put in your house to put some of the rare fish you caught in various places on display (still alive) so you can show off to other players.

Let's RimWorld that up: Aquarium that counts as art/entertainment. It would basically be a bookshelf/indefinite preservation for fish. Just, not a lot of them. Maybe have an option on the aquarium to +1 of your various fish types?

Maybe add in Stardew Valley and have small fishing pools so you can consistently fish for certain fish that were rare. It would be really awesome on a spaceship! Temperature requirements for the fish farm would be a must though.
midnightwarrior19 Aug 10 @ 8:57am 
The biggest inclusion i could think of would be "deadliest catch" by which i mean add sealife and mechanics that are dangerous. Like sharks, eels, stingrays, or the dreaded dolphins lol. Make them function aka shocking, toxin, biting, mawling, ....."Lovin" (Fking dolphins XD). Make it risky to go out into untested waters and have some rare consequences for reeling in certain types of sea noms. It would add a whole new life to the game as normally the water is well unrealistically safe in rimworld. I made theses suggestions as a VE fan and just belive you guys have the skills for it.