RimWorld

RimWorld

Aquarium
42 Comments
TheKewlKidbihh 26 Sep, 2020 @ 9:15am 
Will there be a 1.2 update
Mlie 11 Aug, 2020 @ 11:49am 
Since Pelador has announced their retirement from modding I made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2194463553
Hope it helps anyone!
Pelador  [author] 22 Jul, 2020 @ 6:43pm 
@Nitram

Spirulina is hydroponics based.
juenbuen 21 Jul, 2020 @ 1:53pm 
Where do I grow spirulina as required for fish food? It doesn't show up when I try to plant it in a growing zone. Do I somehow do a growing zone in a water tile?
Spectre Incarnate 14 Jul, 2020 @ 2:40pm 
Vehemently refusing to update even. Had to resubscribe to VFE and restart game. The errors are gone now, thank you. Sorry for the bother.
Spectre Incarnate 14 Jul, 2020 @ 2:27pm 
Okay I think you're right. VFE has not been updating even though my list says the Steam versions match. Bleh
Pelador  [author] 14 Jul, 2020 @ 12:01pm 
@Spectre Incarnate

Please check that you have the most up to date version of VFE.
Spectre Incarnate 14 Jul, 2020 @ 11:35am 
I am getting six of these errors in a row no matter the load order. This looks like a mixup with V Fishing Ex and the special aquarium items?

XML error: <dontScaleFishingYieldWithSkill>true</dontScaleFishingYieldWithSkill> doesn't correspond to any field in type FishDef. Context: <VCE_Fishing.FishDef><defName>VCEF_SpecialAQFish1</defName><thingDef>AQFishInBagOne</thingDef><fishSizeCategory>Special</fishSizeCategory><canBeFreshwater>false</canBeFreshwater><canBeSaltwater>true</canBeSaltwater><allowedBiomes><li>Warm</li><li>Cold</li><li>Hot</li></allowedBiomes><commonality>0.5</commonality><baseFishingYield>1</baseFishingYield><dontScaleFishingYieldWithSkill>true</dontScaleFishingYieldWithSkill></VCE_Fishing.FishDef>
Païtiti 9 Jul, 2020 @ 9:30am 
Finally I can take my fish & shrimp addiction to the Rim. Nice 1
Pelador  [author] 11 Jun, 2020 @ 6:28pm 
@Dess

Suggest reporting these issues to the Ogre Stack mod.
Most Definitely a Mimic 11 Jun, 2020 @ 6:24pm 
So my pawn seems to be entering a weird scenario when trying to haul fish food. I am thinking it has to do with Ogre Stacks but I am not sure. The infinitely loop attempting to pick up the food for hauling jobs only, feeding is fine. Also if i try and force pick up the slide bar for how much food goes from 1 to 1 million even when there is only 100 food to pick up.
DMCurt 9 Jun, 2020 @ 11:05pm 
A small suggestion, based on my real life experience with exotic fish care: consider adding a fish that automatically cleans the tank, at the cost of taking up some fish space. Many fish consume the algae that dirties up water for other fish, helping to achieve equilibrium- an algae-eating fish could be a rare win from exotic traders, making a tank require less or no maintenance outside of feeding.
A good fish to use might be the Bristlenose Pleco, if you're interested by the idea.
Pelador  [author] 9 Jun, 2020 @ 10:36pm 
xX N0Mercy Xx

The sub-jobs are still going to be there even if you merge them into animals, all you save is one square whilst scrolling on the macro scale. Yet the benefits of retaining it much more sensible for people to apply aquarium management for. This secondary concern for me outweighs people having to scroll more on the Tab just because they have lots of mods that add to the work pile.
Orfeo 9 Jun, 2020 @ 6:12pm 
@Pelador the point is that some of us are playing with so many mods that the work tab just becomes atrocious
Pelador  [author] 9 Jun, 2020 @ 3:37pm 
@DMCurt

I use FWT. And the sub-jobs do separate out into their own types when the expand button is used. Though i'd prefer to keep it as its own category since then it is more easily readily assigned to as an area of work.
DMCurt 9 Jun, 2020 @ 1:31pm 
@Pelador
Thanks for the quick response. It's a nitpicky request, but do you think it'd be possible to make Aquarium work a sub-group under Animals, for those of us that use Fluffy Work Tab? I've seen other mod authors divide the work specifically in the presence of FWT, but I don't know how difficult or convenient that would possibly be.
Pelador  [author] 8 Jun, 2020 @ 11:05pm 
@DMCurt

Yes (Animal skill orientated).
DMCurt 8 Jun, 2020 @ 9:00pm 
The PDF isn't completely clear- does this mod add a new worktype in the work tab purely for aquarium work?
Luisomar_85 7 Jun, 2020 @ 7:57pm 
ahh i understand. I will prepare then to keep em alive lol. ty for your reply :)
Pelador  [author] 7 Jun, 2020 @ 12:49pm 
@Luisomar_85

I perhaps should also advise that it might be useful to ensure that you have the means to make your own fish food as a preparation for keeping pet fish. Unless you feel expectant and/or confident that you can maintain them through trading only.
Pelador  [author] 7 Jun, 2020 @ 12:44pm 
@Luisomar_85

As mentioned in the PDF, you'll find the ability to place bowls and tanks in the recreation tab of the architect menu. The materials you bought from the trader are then effectively building materials to the idea of setting them up in your base. Once built you will see gizmos applicable to the management of adding and removing the fish.
Luisomar_85 7 Jun, 2020 @ 12:26pm 
I bought a fish bowl from a trader, bought a fighting fish and fish food, wen i try to use the bowl, it havent any option, same witht he fish, i can only pick it up. Couldnt find a way to place the bowl or a way to put the fish inside. What i am doing wrong?
Pelador  [author] 7 Jun, 2020 @ 11:10am 
@think3r

There are research projects starting from the medieval period for fish bowls (after smelting) with the tanks being further research in the industrial period (after electricity).
thatcodyguy 7 Jun, 2020 @ 7:10am 
damn, now I need to remove all my cats legs so they won't get my fish!
Think3r 7 Jun, 2020 @ 6:27am 
Is this available from the start or via research?
Sebastian Crystal 6 Jun, 2020 @ 3:16pm 
Yes more joy items
Sleppy 6 Jun, 2020 @ 11:52am 
That's far more than other people do, it's greatly appreciated either way, thank you : )
Peekaboo321 6 Jun, 2020 @ 9:20am 
This is awesome, thank you!
Pelador  [author] 6 Jun, 2020 @ 6:31am 
@Kubility No, not applied water requirement with Dubs Hygiene.
Kubility 6 Jun, 2020 @ 5:23am 
Do they need water from dub's hygiene mod?
Pelador  [author] 6 Jun, 2020 @ 12:19am 
@KingPepo

It is, but in a more simple way as opposed to having a more "complicated" swim mechanism. I did think about making a more realistic swimming animation but thought that the emulation that I'm using offers sufficient idea of "life" without having to use a more involved process.
Sleppy 5 Jun, 2020 @ 11:35pm 
Just wanted to ask before DLing- is this animated?
Lionion 5 Jun, 2020 @ 7:30pm 
oh wow i'm a dumbass. i haven't updated from local backup, thanks.
Pelador  [author] 5 Jun, 2020 @ 7:27pm 
@Lionion

Make sure you have the most up to date version of VFE.
Lionion 5 Jun, 2020 @ 6:54pm 
XML error: <dontScaleFishingYieldWithSkill>true</dontScaleFishingYieldWithSkill> doesn't correspond to any field in type FishDef.
Lionion 5 Jun, 2020 @ 6:53pm 
It's giving me errors attempting to patch for Vanilla Fishing Extended, with the fish defs

this repeats 7 times, I'm assuming for each entries?
Oniwabanshu 5 Jun, 2020 @ 6:02pm 
Yet another mod i didn't know i wanted.
Here we go again.
Lionion 5 Jun, 2020 @ 5:42pm 
nice
Hydromancerx 5 Jun, 2020 @ 3:36pm 
Thank you so much for doing this request!!
NECEROS 5 Jun, 2020 @ 3:10pm 
nice mod
Grac Misiu 5 Jun, 2020 @ 3:08pm 
Hey...thanks,i really needed this.
ProfZelonka 5 Jun, 2020 @ 2:31pm 
Brilliant! More joy objects is what we need!