Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2194463553
Hope it helps anyone!
Spirulina is hydroponics based.
Please check that you have the most up to date version of VFE.
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>
Suggest reporting these issues to the Ogre Stack mod.
A good fish to use might be the Bristlenose Pleco, if you're interested by the idea.
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.
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.
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.
Yes (Animal skill orientated).
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.
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.
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).
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.
Make sure you have the most up to date version of VFE.
this repeats 7 times, I'm assuming for each entries?
Here we go again.