Conan Exiles

Conan Exiles

Bait Master - Passive Fish Generation
32 Comments
Mostly Harmless Jun 7 @ 2:33pm 
Still broken.

Error: You are running corrupted mods with this version of the game. The following mods failed mounting :
********************************ConanSandbox/Mods/2287479147.pak
born4poker Jun 2 @ 6:24am 
Is Broken :-/
FeralFeline(TTV) May 22, 2024 @ 6:09pm 
has this been fixed?
chemicalvamp Feb 7, 2023 @ 7:50am 
Broken
Starman1950 Feb 27, 2022 @ 6:40am 
Love the idea of the mod BUT it made the water textures north of the falls at 10 on the line between C and D look like concrete pavement . Hope you can look into this so I can use the mod again Thanks.
Meliodas Jun 22, 2021 @ 9:32am 
hello whats the mod id i wana add this to my server
Milla_M Jun 5, 2021 @ 7:38am 
@Exciderenox Like the other folks in this thread I can confirm that this mod causes texture issues in the Exiled Lands (e.g. at Lake Telith). It would be nice if you could update the mod for the current game version, never liked or understood Funcom's rationale behind the fish trap nerf.
AlenasSenpai May 29, 2021 @ 7:06am 
I think this just died with the latest update
Aron83 May 29, 2021 @ 5:26am 
Can please someone actualise this mod or reupload a more actual variant without graphical bugs foir water in the north? :(
Aron83 May 20, 2021 @ 5:44am 
have teh same issue with the water and in addition, even filled with insects, over night, the traps are almost empty sometimes
haevlyn Apr 28, 2021 @ 4:01am 
Having the issue where water around Telith's Island (Exiled Lands), has a broken texture with this mod running and fish traps in the water.
Have tested it multiple times by taking fish traps out of the water and removing just this mod from the modlist. Requires a server restart each time to correct the broken texture, and only removing this mod from the list causes the water texture to be corrected.
Image of the broken water texture: https://imgur.com/2FMT29C

Only started happening after the 2.4 update
Aron83 Apr 17, 2021 @ 3:24am 
still works?
Smol Vietcong GF Feb 23, 2021 @ 5:40pm 
So I dont know why, but this mod causes issues with the Wayfarer mod. Heads up in case people are wanting to run both mods
ivy_l Feb 19, 2021 @ 1:48am 
@Gause3 no i was saying we tested the rates and decay before i added this mod to the server , i know he has it set back to the old system before the patch update that changed it .
Gause Feb 17, 2021 @ 8:41am 
@ivy_l Excidernox reintroduced the old system, baits have no effect and aren't used. The traps generate fish over time just build more of them and check them periodically.
ivy_l Feb 16, 2021 @ 4:05pm 
@Excidernox we tested the new decay with reg and upgraded traps and i put max stacks of bugs and grubs in the traps and its like the decay settings that the update changed things to is un real you get now little to now fish in traps for a full stack of bait its silly..and yes i know server decay settings effect this i am the admin and i changed it and the traps still decay so fast due to whatever they did it makes of no difference but ty for this mod i dont want to keep filling traps and wasting bait due to there mess up
UrNxT Feb 7, 2021 @ 8:00am 
May you at the mod # in your Description, alot of mods folders for me to check witch one it is for my server :)
hawkbs Jan 13, 2021 @ 3:56am 
Had a look in the Dev Kit to see if I could see anything. I checked the fish themselves and they have a spawn rate of 60 seconds from what I could see there. Just out of curiosity what did you change to revert it back to the original way?
Exciderenox  [author] Nov 26, 2020 @ 2:59am 
@Kurohime, if I do eventually abandon this, I'll open source it first. it's an extremely simple change. I was deeply surprised nobody did it on launch day :P
thoughtneversleeps Nov 26, 2020 @ 12:07am 
Dammit I meant *new* fishing mechanic... Oof.
thoughtneversleeps Nov 26, 2020 @ 12:07am 
Many thanks to you for this, I cannot for the life of me understand why this old fishing mechanic was implemented. Just do a search of actual fish traps and you can see that there is zero bait required, lol.

Here's to hoping you maintain this mod since it doesn't seem likely that the old mechanic will ever be returning.
Exciderenox  [author] Nov 24, 2020 @ 10:46am 
Well, you can still do that. With default server settings, fish decay after 20 minutes and with this mod you get a new fish every 2 minutes. That means you would need 10 stacks of fish for the decay rate to equal the spawn rate. improved traps have 10 inventory slots, so you should reach equilibrium when the trap is full.
Valtaya Nov 24, 2020 @ 10:01am 
there was no fish decay before
you could place the traps, return a few days later and pickup thousands of fish
Exciderenox  [author] Nov 24, 2020 @ 9:15am 
Thank you for helping with the research Derp!

There is some code around removing resources from the traps, but all it does it remove the putrid meat that turns up when the fish expire.
DerpTheBugbear Nov 24, 2020 @ 7:57am 
I was looking on the forums a bit and based on what some people are saying, I'm starting to think fish didn't decay at all in the traps to begin with. It's been a while since I played and I only just came back; so I don't remember. But if that's the case then that might be why it still feels off to me.

I have a friend who is one of the main Wiki guys, I'll ask him if he knows whether this is the case or not.
DerpTheBugbear Nov 24, 2020 @ 7:29am 
Yeah, I noticed that the decay timer looks the same, but on vanilla when I leave a stack of bait in and go afk for a bit, when I come back it feels like there's a lot less fish than there should be. even with maxed out spoil time in the settings. Could just be my mind playing tricks on me, but I think they may have some code that removes fish from the trap randomly.

So if there is something like that going on, it probably isn't linked to the spoil mechanic. Again, this is all anecdotal, as I haven't specifically tested this. Something about it just feels off.
Exciderenox  [author] Nov 24, 2020 @ 3:11am 
@derp - I didn't see anything in the patch notes that affects fish decay rate. The goal of this mod is to be as close to vanilla fish traps as possible, with the one exception of undoing the passive generation nerf from the last patch. If you can find the original decay rate, I'd be happy to update it.
DerpTheBugbear Nov 23, 2020 @ 11:50am 
Is it possible to reduce the rate at which fish decay in the fist traps? I feel like they made fish disappear from traps a lot faster than they used to.
Exciderenox  [author] Nov 21, 2020 @ 8:23pm 
If you can find some primary source that has the original tick rate, I'd be happy to update it. It *feels* right to be, but who knows.
RandomMajin Nov 21, 2020 @ 8:36am 
I think the tick rate was half that, but I could be wrong. I kind of took it for granted because not having to worry about tedious crap that the dev's put in the game made the game less of a hassle and more enjoyable.

Still, better than nothing, so... thanks.
Exciderenox  [author] Nov 19, 2020 @ 8:42am 
You're welcome 😉
michael Nov 18, 2020 @ 4:07pm 
Thanks!