RimWorld

RimWorld

Vanilla Fishing Expanded
1,727 Comments
pgames-food 16 Jun @ 9:09pm 
"Gerewoatle 47 minutes ago : @pgames-food - Is this your alt account, Gaben?"

shhh dont tell anyone :o) (actually doc can you go back in time to 1988 and get me a sports almanac?) - joke :lunar2019piginablanket:
Gerewoatle 16 Jun @ 8:20pm 
@pgames-food - Is this your alt account, Gaben?
pgames-food 16 Jun @ 6:08pm 
hi if you like fishing just to mention its steam fishing week with demos and discoutns etc:

https://sp.zhabite.com/steamstore/category/fishing
CrackaJack 16 Jun @ 6:05pm 
its about true fishness. you cannot steal the fish from our heads because its not an idea in the first place, but get inspired by its.. fishness to become... uh, fishier. does this count as a deep comment? because of ocean creatures?
Sarg Bjornson  [author] 16 Jun @ 11:14am 
Sir, this is a Wendy's
gunns22 16 Jun @ 10:18am 
I hope the official integration of fishing teaches the community a lesson that they should've known when Vanilla Chemfuel Expanded released. If a mod from an affluent developer includes content from a different developer's mod, that doesn't necessarily mean content theft. It just means the idea was good enough to warrant repeating. It works that way with modded content becoming official vanilla RimWorld content, so keep that in mind when Vanilla Yttakin Expanded includes "Human Fur" as a new Leather type.
Superkoolaid 15 Jun @ 4:38am 
Hey yall, wanted to ask something about the mod. Ive got a colony on arid scrub-land and ive put my fishing zones on large fish, but there only catching salmon, aren't there supposed to be more fish
CrackaJack 11 Jun @ 1:36pm 
its about what ideas are good, though
Triel 11 Jun @ 12:18pm 
But yeah, I wonder what fish are you guys gonna cook up!
Triel 11 Jun @ 12:09pm 
Its pretty hard to make completely original things these days anyway. Like, Im pretty sure theres a mod for just about everything
CrackaJack 11 Jun @ 12:09pm 
i meant it as a compliment. many of your ideas made it to the game
CrackaJack 11 Jun @ 11:56am 
i´d never doubt it.
wasnt only talking about legless creatures^^ you probably planted the first glowing mushrooms too, and invented lava while you were at it
Sarg Bjornson  [author] 11 Jun @ 11:49am 
I invented fishing, yeah. I was there when God first made fish.

"lmao, make them without legs, losers"
CrackaJack 11 Jun @ 11:47am 
@sarg this time they sure grabbed a lot of your ideas :D (again)
Sarg Bjornson  [author] 11 Jun @ 11:44am 
Let us cook
Head 11 Jun @ 11:43am 
Nah this mod will just be MORE fish. Like rather than a new mechanic its just more content!
Xim 11 Jun @ 11:37am 
What is going to be with this mod after 1.6? Will it be something additional to vanilla like VE books in 1.5?
CommanderBlack 11 Jun @ 11:22am 
let‘s keep fishing in 1.6
Sarg Bjornson  [author] 11 Jun @ 9:45am 
Heads up: "o7" comments will be nuked on sight. Let us cook
Sarg Bjornson  [author] 8 Jun @ 1:09pm 
It's meat, just meat
L 8 Jun @ 12:27pm 
Where to collect/cook the fish you caught?
Keite 4 Jun @ 12:14am 
It's fine now. It was just that the code in my About.xml somehow got corrupted—everything had turned into null.
Sarg Bjornson  [author] 3 Jun @ 11:48pm 
You are again linking unexisting pages
Sarg Bjornson  [author] 3 Jun @ 11:40pm 
Also, just tested, and no, it seems to be working perfectly
Sarg Bjornson  [author] 3 Jun @ 11:34pm 
That link just leads to "This content is no longer available."
SpookySnow 31 May @ 4:18pm 
Ohh, thank you so much! I'll definitely check that out!
Sarg Bjornson  [author] 30 May @ 11:46am 
You can find not one, but two! In VFE Mechanoids
SpookySnow 30 May @ 10:29am 
Howdy! I think it could be nice to add some sort of building that can automate fishing, for those higher-level colonies.
Sarg Bjornson  [author] 26 May @ 7:30am 
So, same as farming
Nim 26 May @ 7:25am 
This might be a bit unbalanced depending on how you look at it. As long as you have access to a body of water, even a Pawn with Animals 1 is guaranteed a days' nutrition and then some, and fishing spots never deplete.
SToolypid 24 May @ 2:30am 
FISH
Khravos 20 May @ 10:33am 
Would be nice to have a feature where you can assign an owner for a fishing zone.
That way I can have a low skill worker fish for small fish zone and have another higher skill pawn fish at medium or large fish. Sometimes they swap spots, so this can prevent the low-skill pawn from fishing at the large fish zone.
Devonte 14 May @ 9:56am 
By "Ice mod" im referring to "Water Freezes" my bad
Devonte 14 May @ 9:50am 
I wish this mod was compatible with the Ice mod (upheld by milie), I cant seem to fish in a 1x1 space despite the fact ice is all around it
Sarg Bjornson  [author] 14 May @ 8:53am 
Fish is meat. Anything that affected that would affect meat too
Head 14 May @ 8:42am 
Is it possible to reduce fish from appearing in loot tables and traders?
LeanWolf 11 May @ 8:05am 
I was wondering, is there any way to dry the fish a-la VFE Classical meat drying rack? can't seem to find the option anywhere and it would fit perfectly into the roman theme as a early option for survival food for colonies that depend on fishing,
- ̗̀Skizzie ̖́- 10 May @ 10:35am 
Would it be bad to allow fishing zones in deep water? Or would bridge mods not play nicely. Thank you.
redanddead12345 5 May @ 4:22am 
sorry: cubeLAND not cubeworld

i need to go to bed. i hope this helps people in the future :steamthumbsup:
redanddead12345 5 May @ 4:20am 
hello people with parent node bugs: if you happen to come across an error that says something like "XML error could not find parent node named VCEF_rawfishbase for node thingdef it may NOT be this mod.

in my case it referenced further down the line "ZWB_BlockPike". again that is :denied: NOT :denied: the fault of this mod, and in my case was from CubeWorld. it took me two hours to figure this out. the error was Cubeworld simply loaded before this mod while referencing it for an extra function if you have both mods.

the best advice i have for you is to get a search program like everything so you can see which file the error actually comes from, and then from there which mod, then move it in your load order. or perhaps just be smarter than my sleep deprived self.

probably just be smarter.. :Asa:
Monk 3 May @ 6:33am 
I just want to say fishing has saved many of my colonies on multiple occasions.
I recently had a baby boom and didn't scale the farm to assist. Luckily, I've set emergency fishing procedures and there are 5 fishing zones with pawns manning them constantly, ensuring no nutrition deficit whilst the farms catch up.

My world has been inflicted with a 1.5 year psychic rain, so had to build a little roofed bridge on the river for these brave fisher pawns.

I also changed the minimum size of a fishing zone to be 1, I do wonder what the reasoning for the size is? maybe not to "overfish" a single spot or something?
Sarg Bjornson  [author] 23 Apr @ 6:34am 
Yes, fishing trains Animals
^Magik Spud^ 23 Apr @ 6:32am 
Will my pawn's fishing skill increase over time? or stuck however much skill they have like deal with it...? Or there a way to increase fishing skill quickly?
Sarg Bjornson  [author] 22 Apr @ 11:00pm 
Yes, except for the part where that is just a lie
CTM BOTTOM TEXT 22 Apr @ 4:05pm 
kinda lame that the only way to make this mod worth it is by using another mod
Sarg Bjornson  [author] 20 Apr @ 10:36pm 
We have fishing nets if you use this with VE Memes
Unikatze 20 Apr @ 1:55pm 
Just downloaded the mod so I apologize if this is obvious.

Is there a way to net fish or just with a rod?
Sarg Bjornson  [author] 20 Apr @ 5:54am 
They are in VFE Mechanoids
Renny~~ 20 Apr @ 5:51am 
Is there any thoughts about creating fish aquaponic farms for this mod?