RimWorld

RimWorld

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Aquariums!
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
15.300 MB
9 May @ 4:40am
7 Sep @ 2:51am
14 Change Notes ( view )

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Aquariums!

In 1 collection by NightmareCorporation
Aquariums! Compatibility
12 items
Description

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

This mod works with Odyssey, Vanilla Fishing Expanded and [RF] Fishing Reworked. You will need one (or all if you want) of these DLC/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.


Odyssey
- Add fish data and allow fish to be added to fish tanks
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]
191 Comments
NightmareCorporation  [author] 11 Sep @ 11:37pm 
@StarXStone
There are currently no issues. Some users report errors but don't follow up with a log that can be analyzed, so any mod could be the culprit of the issue.

The only "bug" right now is the crafting spot being considered a building that turns the room into a kitchen, I'll fix that soon :)
SepphorisVT  [author] 11 Sep @ 7:10am 
@StarXStone the mod is definitely still usable, there's just some specific situations where bugs occur. Provided you don't mind if an issue *might* pop up (which tends to happen in modded playthroughs anyways), you should still be able to thoroughly enjoy the mod.
StarXStone 11 Sep @ 6:26am 
yo sick mod. Gonna follow it unitl the bugs are worked out
NightmareCorporation  [author] 11 Sep @ 5:17am 
@truncate
Hmm, you are right. The room role logic for kitchens checks all production buildings and then checks every single recipe if it's consumable by humans (which fish food is, just like kibble), so it gives it some score for being a kitchen. I'll have to move the crafting recipe to another building.
truncate 10 Sep @ 5:19pm 
it seems like placing more than one crafting spot in a room changes the room designation to a kitchen, i'm assuming from the added "craft fish food" recipe. i use a bunch of them in my workshop to speed up mech disassembly and found that a bit unexpected. is this intended?
NightmareCorporation  [author] 9 Sep @ 2:20am 
@shrimpy_nazeem
Here is me landing with a fish tank on board with the most updated version of the game and mod:
https://i.imgur.com/PwBXOKf.png

Please provide the logs so I can analyze the crashing issue.
shrimpy_nazeem 8 Sep @ 9:42am 
It stopped crashing once I deconstructed the aquariums
NightmareCorporation  [author] 7 Sep @ 11:21pm 
@shrimpy_nazeem
I believe I have fixed all issues relating to grav ships, so I suspect another mod may be causing the issue. Please upload your local log after a crash to a website like https://pastebin.com/ .
You can find the local log under this path:
C:\Users\<YourUsername>\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios/Player.log
shrimpy_nazeem 7 Sep @ 8:41pm 
Aquariums cause crash while attempting to launch gravship