RimWorld
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Aquariums!
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Mod, 1.4, 1.5
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14.794 MB
9 mag, ore 4:40
21 mag, ore 2:11
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Aquariums!

In 1 collezione di NightmareCorporation
Aquariums! Compatibility
10 elementi
Descrizione

Aquariums! allows you to build fish tanks and build large networks to display and show off your aquatic catches!

This mod works with Vanilla Fishing Expanded and [RF] Fishing Reworked. You will need one (or both if you want) of these mods, otherwise where would you get your fish to exhibit?


Fish need care and love put into them. And also a bunch of manual labor. To keep your fish happy and healthy, you must ensure their temperature, food and hygiene needs are met.

Temperature
Each fish has a unique range of temperatures they are comfortable with. Fish tanks slowly adapt their temperature to the room they are in, so if you have fish that are comfortable at room temperature in an air conditioned room, you might be fine unless a heat wave comes along and wrecks havoc. If you don't want to take that gamble - or if the fish you want to show off require specific cold or hot temperatures - you can use buildings to control the temperature in the network.

Compact temperature providers are useful for tank networks with sizes up to 5 tank units, anything larger than that will require proper Temperature providers. Exceptionally large networks may even require multiple providers. Keep an eye on the inspect-readout of your temperature providers!

Hygiene
Fish get water dirty, that's just part of life. You can slow the speed at which tanks get dirty by installing filters on the walls of your fish tanks, but if you want to actually improve hygiene, that requires manual labor. Tank scrubbing is a slow and tedious cleaning impacting task. If you would rather spend your power on it, you can build an auto-cleaner, which will periodically drain large amounts of power whilst improving the networks hygiene. You can even configure the range in which you want the auto-cleaner to run.

Food
Believe it or not, but fish do get hungry and don't like it when they starve to death. A steady flow of fish food (made at any crafting spot the same way kibble is) will make sure your small fish don't become fish food for the bigger fry. Pawns with the hauling job will ensure that enough fish food is spread in your tank network.

For alleviating the amount of hauling you can either build compact auto-feeders that clamp to the edge of the tank network and hold a larger amount of food to disperse regularly in the tank. If you build massive tank networks though, you might want to go for a food provider, which takes special hoppers taking basic ingredients and regularly crafts fish food to spread in the tank network. It doesn't get more convenient than that!


Each tank can be decorated with a specific floor and an arbitrary amount of decorations. You can use the sophisticated editor to move decorations around, rotate and layer to your hearts desire.

Found a great combination and assortment of decorations for a given tank? Save it as a preset and you can apply it to other tanks for convenience.

Things get cumbersome when you build large networks and then need to edit each of them, that's why there are some UI tricks in place to aid your mass-changes whenever you select multiple fish tanks. Give it a try if you want to apply a lot of changes very quickly.


Can't be bothered with juggling comfortable temperatures? Don't want your haulers to get bogged down with hauling fish food? Don't like dirty water? Just use the settings to disable and tweak the main features that come with this mod.


Vanilla Fishing Expanded
- Add fish data and allow fish to be added to fish tanks
[RF] RF's Fishing Reworked
- Add fish data and allow fish to be added to fish tanks
- This mods adds a generic "fish", which I chose not to make compatible with aquariums. Like what fish is it? I want the fish that Aquariums supports to have some unique attributes. Same with the "sardines" from the mod, which is three fish stacked together, seeing those move in the fish tank would just be odd, so they are not compatible because I don't want to patch other mods too heavily.
Mashed's Ashlands
- Add fish data and allow fish to be added to fish tanks (only when VCEF is loaded!)
Museums
- Make Aquariums with fish watchable during tours
ReBuild: Doors and Corners
- Use glass resource to craft fish tanks instead of steel
Glass & Lights
- Use glass resource to craft fish tanks instead of steel
Biomes! Islands
- Add plants as decorations
Biomes! Prehistoric
- Add plants and various items as decorations
Vanilla Plants Expanded - More Plants
- Add water plants as decorations


VCEF & ROOF Texture replacement
- The VCEF assets are similar to vanilla. ROO added very nice graphics for the same fish, so this mod replaces the VCEF graphics.
Camera+
- Fantastic mod if you are using nice fish graphics and want to get a good look at them swimming around.

Gitlab Link[gitlab.com]
Discord invite[discord.gg]
112 commenti
Zaximus Rex 11 ore fa 
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 23 ore fa 
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 mag, ore 7:40 
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 mag, ore 7:36 
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  [autore] 21 mag, ore 2:17 
I just pushed a fix for the issues with attachments, apologies for not testing it outside of dev mode!
NightmareCorporation  [autore] 20 mag, ore 23:11 
@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 mag, ore 18:22 
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  [autore] 20 mag, ore 17:43 
@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 mag, ore 17:35 
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 mag, ore 15:24 
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...