RimWorld

RimWorld

Not enough ratings
Fish Eggs and Pond Stocking
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
Updated
3.044 MB
25 Jul @ 9:06pm
3 Aug @ 3:53pm
13 Change Notes ( view )

Subscribe to download
Fish Eggs and Pond Stocking

Description
"Why wait for nature when you can play aquaculture god?"

What Does This Do?

Ever looked at a perfectly good pond and thought, "This needs more fish"? Well, now you can do something about it! This mod lets your colonists stock any water source with fish using... fish eggs! Revolutionary, right?

Features:

- Right-click fish eggs → "Seed Water Source" → click water → instant fish farm!
- Works on any water tile (freshwater, saltwater, even that weird puddle)
- Smart fish matching (system refuses incompatible fish types)
- Full VFE integration with dozens of fish egg types
- Buy fish eggs from traders or... creative acquisition
- Static definitions ensure reliable save compatibility
- Automatic validation warns about missing fish eggs
- Eggs are under the Fish category so they should work for sushi and other recipes

Fish Types Supported:

Vanilla: Salmon, Bass, Tilapia, Cod, Bluefish, Catfish, Piranha, Tuna, and more!
VCE Fishing: Anchovy, Angelfish, Koi, Lobster, Swordfish, and dozens more!

Balance Notes:

- Fish eggs rot after 5 days (fish don't wait forever)
- Water type matters (salmon won't survive in salt water)
- Colonists gain Animals XP for successful seeding
- Integrates seamlessly with vanilla population mechanics

Because sometimes the best solution to not having fish is just adding more fish!
26 Comments
Old White 19 Sep @ 5:02am 
Okay!

Since the source was included I fixed it, it appears that the code samples a random body of water, so if you have mixed water like I do, both fresh and salt (ocean), it will only work for one, so in your settings set unknown to the one that doesn't work and you can continue to use the mod as expected.

I did recompile the DLL with a fix that works without having to set this setting, I could seed both fresh and saltwater, you can find it here on github: https://github.com/GreatWhiteMuffloN/Fish-Eggs-and-Pond-Stocking-fix/ just replace the files in the Assemblies folder with the ones in your mod folder.

(Be mindful of downloading random .DLL files from GitHub, the source is included and how it was built if you want to do it yourself)

@ProgrammerLily Feel free to include the code if it pleases you.
Old White 19 Sep @ 4:05am 
I got the same issue as @surefirecure

Spawned on a coastal tile, tried to seed salt water fish, no go sadly, I even tried seeding what was already in the ocean and same error :(
milleniumnomad 1 Sep @ 4:16am 
does this require odyssey to work properly?
I'm seeing no seed water source after I spawned it with dev mod.
surefirecure 31 Aug @ 8:47am 
Trying to seed saltwater eggs in the ocean fails with a comment that these fish require salt water.

Log: https://gist.github.com/HugsLibRecordKeeper/f3f08064e4da724e6113b6f3a416cbb2
Silvyy 27 Aug @ 12:35am 
how does one "creatively" get fish eggs? is there a way outside of trading?
Veltex Ashborn 11 Aug @ 10:32pm 
Any thoughts for a patch with Mashed's Ashlands Fishes
Scarecrowe 11 Aug @ 12:52am 
JobDriver threw exception in toil CompleteFishingToil's initAction for pawn Yulian driver=JobDriver_Fish (toilIndex=2) driver.job=(Fish (Job_1846207) A = (22, 0, 41) B = (23, 0, 41) Giver = JobGiver_Work [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
Scarecrowe 10 Aug @ 10:35pm 
I stocked a water source with fish; upon reloading the stock number reset to base amount like other comments here mention. Another issue I have, when colonists fish from a stocked water source, they don't actually fish up any fish. They complete the fishing task, but no fish item appears.
nekomancer 10 Aug @ 6:24am 
after a save reload the fish i had put in stayed but the number that it had increased to the 384 dropped back to the original 40
Vertigo 9 Aug @ 4:00am 
Although it doesn't hurt anything, you might want to clean up your mod folder in a future update. Including source is fine, but I doubt you need to include ".git, .github, .vscode" folders. I mean that is where most of the mod file size comes from.