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Vanilla(-style) Fishing
   
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15 Aug @ 4:13pm
16 Aug @ 8:17pm
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Vanilla(-style) Fishing

In 1 collection by Quilboar
Vanilla-Style Overhaul
53 items
Description
I was looking in the FCS and realized most of the stuff for a fishing system was already there, so here is my take on it.

The FISHING category is available without research, but you need to buy the equipment (Fishing Rod Sets and/or Fishing Nets) from travel stores. Drying Racks require 1 building material, but Fish Piles (storage) can be built for free. Fish nets/rods need to be bought from General/Adventure/Travel shops. They can be found in NPC fisherman inventories, too.

Fishing Rods can be used to catch fish relatively quickly, but they require Foul Raw Meat as bait. Fishing Nets don't require any bait, but take a long time. The Fishing Net for catching Grand Fish is larger and needs two operators for max efficiency, while the Fishing Net for Thinfish is smaller and only needs one operator. Both buildings take a regular Fishing Net item, and to change between Grand/Thin buildings, use the arrows.

Game unfortunately isn't able to make stuff exclusively placeable on water (also goes with other fishing mods), but for RP and anticheese reasons, you should know not to be a chumbo and only build them by the water.

Another change: In the FCS, it appears the original intention was that Grand Fish were not available in the Swamps, so the fish sellers/fishy bars in that region have been modified accordingly. You can choose whether or not to also RP this detail, since technically there are Grand Fish in the swamp in the vanilla game (even though it is probably a bug).

Mod also makes the decorative fish racks/nets in coastal towns interactable by NPCs (adds bar squads with behavior packages and appropriate NPCs as necessary). NPCs do "pretend work", but you can use a settlement owned fishing pole if you bring your own bait.


Differences from Simple Fishing: Net/rod can catch either type of fish (albeit after deconstruction), can dry grand fish, NPCs do pretend fishery work, and stuff like item prices/icons/work station times


MY OTHER FISH MODS:

More Fish Sellers: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3532276616

Mollusk Meat: https://gtm.steamproxy.vip/workshop/filedetails/?id=3531697394

6 Comments
Quilboar  [author] 26 Aug @ 10:36am 
i checked it out and although it is intuitive and more realistic, i found myself not liking the fact the game still forces the other farm mechanics onto it, which is no fault of your own. i will probably nerf to make fishing times longer tho.
Arkhiel 23 Aug @ 1:54am 
@quiboar feel free to check what I did in my own fishing mod for the farming part, it could have other uses I haven't thinked of
JimmyJ 22 Aug @ 9:45am 
F I S H
Quilboar  [author] 22 Aug @ 9:28am 
is it possible to learn this power...
Arkhiel 22 Aug @ 3:49am 
While fishing mods have been made for aeons, it's a good exercice to toy with FCS :) . Something you can try is to use farming functionnality instead of processing, as it adds some randomization
Rani Rani 18 Aug @ 3:16pm 
I tried the mod today! It works great, and I'm selling fish instead of mining copper. Recommended!
Really good job ^^:steamthumbsup: