RimWorld

RimWorld

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Seed Fish Tool
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Mod, 1.6
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274.488 KB
15 Aug @ 6:09am
12 Sep @ 6:43am
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Seed Fish Tool

Description
Adds a buildable “Seed Fish” tool to the Misc category.
Place it on water to instantly populate the water body with fish. By default, it starts with 10% of the maximum possible fish population.

For small water bodies, fewer fish are added — about 1.5 per tile — until reaching 20 fish. After that, RimWorld’s default population values take over (so further population growth at ~75 tile waterbody size).

Costs 10 Woody to build.

Perfect for players using terraforming or placing water tiles by other means, so you can bring life back to your custom lakes and ponds. 🐟

Update:
Now works in biomes without native fish as well. In these cases, some default fish species will be seeded.
14 Comments
phantomK92 17 Sep @ 5:11am 
Thank you so much for this mod! The Alpha Biome mods had no fish count.
rausmaus 12 Sep @ 11:33am 
Yay! This is going to be my weekend project then. Fish pond in space. <3
dhl219  [author] 12 Sep @ 6:50am 
Indeed, population regeneration was previously dependent on the biome definition. I’ve fixed that (hopefully): if no value is defined, an absolute maximum of 500 will be assumed. In my tests, fish were regenerating even in space.
dhl219  [author] 12 Sep @ 4:53am 
oh, i have to check how rimworld is actually doing the repopulation. I was only playing in "normal" environments sofar. :D
rausmaus 11 Sep @ 4:36pm 
I am glad I came back to read the comments when I found my ponds were never going above 2 fish when seeded. I was using maps made via Geological Landforms/Biomes! Caverns and noticed my fish seeded correctly but never changed, despite some ponds having fish already. Maybe they were just repopulating very slow, but I went a whole quadrum with only 2/35 fish. I also got this mod in the hopes that I could create space ponds, too. I've been wanting to make a fully functional asteroid base for a while. I just did not get around yet to getting my ponds made yet in my current asteroid colony to find out.
Harry_Robinson1 11 Sep @ 7:52am 
> If you’d like, I can set some defaults whenever I catch null fields during execution. That way, you can still use the existing map.

That sounds like a good idea. I made a patch to do the same thing and put it on my workshop but having it in your mod too can't help. I can't exactly blame you for not thinking about water in space since it's not exactly possible in vanilla but it can be done with devmode or the right mods.
dhl219  [author] 11 Sep @ 1:46am 
If you’d like, I can set some defaults whenever I catch null fields during execution. That way, you can still use the existing map.

I have no idea what would happen on a spaceship, though—I didn’t consider the possibility of people having water tiles inside their ships.
dhl219  [author] 11 Sep @ 1:39am 
yes, if a biome doesn't have any fishtypes set it will not work.
So for space biome you need to patch something like from grassland in:

<maxFishPopulation>540</maxFishPopulation>
<fishTypes>
<freshwater_Common>
<Fish_Bass>1</Fish_Bass>
</freshwater_Common>
<freshwater_Uncommon>
<Fish_Catfish>1</Fish_Catfish>
</freshwater_Uncommon>
<saltwater_Common>
<Fish_Bluefish>1</Fish_Bluefish>
</saltwater_Common>
<saltwater_Uncommon>
<Fish_Marlin>1</Fish_Marlin>
<Fish_Flounder>1</Fish_Flounder>
</saltwater_Uncommon>
<rareCatchesSetMaker>RareFishingCatches_Hot</rareCatchesSetMaker>
</fishTypes>

I'm not sure if this will work on an already existing map without regenerating the map.
Harry_Robinson1 10 Sep @ 9:11am 
I think I found the issue, Space's maxFishPopulation is set to 0 and it has no fishtypes set. I'm gonna make a patch for this.
Harry_Robinson1 10 Sep @ 9:01am 
This doesn't seem to work in space, or at least it doesn't for me.