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Going to use this when I do a hospitality run and set up a museum as well.
A corals mod would be cool. Alternate way to get medicines, and toxins. I know people IRL who grow corals in green houses for the biomedical industry.
I'm a QA tester by career, it'd be embarassing if I didn't provide as many details as possible, including error log :D
Such a small detail! I thought at first it might have something to do with changing landing position. Glad to hear you managed to identify it so quickly and that there will be fix soon! <3 Can't wait for the fishies <3
Thanks you so so much for the great error report, the log message and the picture were essential to identify the issue. I have pushed a potential fix for the issue, it's caused if a tank attachment like a filter is transported via gravship and spawns on the new map before the tank it is inside of.
Hey! I have encountered a kinda breaking bug with Aquariums (which makes me very sad, cause I adore aquariums and was excited to create an awesome one). I have all the DLCs and a ton of mods, just to preface.
I built aquariums onto my ship when I was on an orbital mechstation and when I wanted launch and change maps, upon arriving to a new map, selecting starting position (changed from default) and starting the landing itself, the map got stuck in the "landing" state, never actually landing and showing up, never finishing, icons gone.
This is what the aquarium in question looked like: https://imgur.com/a/Fgsoayr
And I managed to snatch the error: https://pastebin.com/REXNGExY
Yes. I am still working on fixing the grav ship issues, but am trying to make it backwards compatible so even existing aquariums just continue working.
@Celes-3 _Plays
@icytux
You can use the current workshop version at your own risk with Odyssey. What really breaks the game is having fish in fish tanks onboard a gravship. Just having fish tanks on board a grav ship should be fine, but if you put fish in a tank and launch, it will break the game. At least from some basic tests I ran - I am putting more effort into fixing the issue than testing it :)
tthx!
My entire plan was to put fishtanks on my ship ala the Normandy.
Good luck with the fixes :)
Warning shows on mod managing tab, so be prepared.
I can reproduce this and it's a pretty severe incompatibility. I will have to rework major parts of the mod to be compatible iwth Odyssey. I have marked the mod as incompatible with Odyssey for the time being.
Not directly, no. But they can be used as a joy activity - if each fish-watching gave a mood buff it would be incredibly OP, so I chose not to manually give any mood buff at all.
@t0m4s1t0
A good idea, I'll try to work it in!
@Viaos
Please provide some screenshots of this clipping and also your mod load order so I can analyze any issues.
First of all, thanks a lot for the aquarium mod — I really like it
I’ve been having a small visual issue: some of the plants and decorations inside the tank are clipping through the glass, and the fish too
Do you happen to know what might be causing this? Maybe a conflict with another mod or a resolution/scaling thing?
Thanks again for the awesome work!
I have finished the majority of work on the Biomes! Islands integration, which will allow you to put all aquatic pawns from that mod into fish tanks (even whales, silly as it is). But the 1.6 update has shifted my focus a bit, so pushing the mod update has been delayed a bit.
I will still provide support for 1.4 and 1.5 once the update drops, so no worries about dropped support :)
Technically one can make alternative fish tanks with appropriate "fishTags" and then set fish to also have "fishTags" that match those tanks. For the initial release of the mod I felt like just letting fish be fish would be best, but it was originally planned for the mod.
Indeed! But a shame that they are only available to Odyssey owners...
Guess ill just keep an eye on this in case someone adds fish breeding or I do the museum playthrough. Still, neat mod and one ive been thinking would fit fishing mods for years. There was a older aquarium mod a while back but wasn't nearly as in depth as this so good job
It has been suggested a few times, but I personally don't feel like balancing the input-output balancing for a system like that. To me this mod needs to add cool fluff to make your colony interesting to look at, not to have a feasible way of making a self-sustained colony food producer. Once I bring in food gains I need to make sure the balance isn't scuffed or people are just going to abuse the mod for something it's not supposed to be.
If anyone wants to, they can write an integration that changes the fish breeding behaviour, my code should allow this relatively easily, I just don't want to go through the design headache it induces.
Honestly? I just want a way to breed fish for colony food and this mods pretty dang immersive so would fit this mods theme. Would also allow players who just want to keep specific fish in stock so they're whole population doesn't die off over time.
I just wasn't aware that mod adds fish - I will add those after finishing the current update for Aquariums!