RimWorld

RimWorld

Aquariums!
169 Comments
Chiiro 13 Aug @ 12:30pm 
How do you add the fish?
TurtleShroom 9 Aug @ 6:08pm 
PLEASE consider adding support for this Mod: https://www.gtm.steamproxy.vip/sharedfiles/filedetails/?id=3544186181 !
Vivi 8 Aug @ 5:15pm 
Thank you for the mod! I am compelled to mod in giant isopods for the tank now. Badly need wet bugs.
biomekanic 30 Jul @ 9:48am 
" And also a bunch of manual labor. "As someone who has kept reef tanks off and on for decades, seldom have truer words been spoken.
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.
nixgerit 27 Jul @ 7:34am 
@NightmareCorporation

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
NightmareCorporation  [author] 27 Jul @ 6:03am 
@nixgerit
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.
nixgerit 26 Jul @ 9:34am 
@NightmareCorporation

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
Emilie Sackenball 26 Jul @ 9:17am 
I think this question was done already, but you can breed these fish for your pawn food intake?
The God Ghetto Holy 24 Jul @ 2:23pm 
A mod I didn't know I wanted! Good job!
Doc Sophie 24 Jul @ 11:02am 
@NightmareCorporation - You're an absolute legend, can't wait to build the aquarium of my dreams.
True Tsar 22 Jul @ 12:03am 
choose pawn to do thje job and than click fish you gotten
kyustar 19 Jul @ 6:21am 
hi I'd like to ask a stupid question, how should I put the fish in the tank? I don't see an option when I click the fish or the tank, I only have Odyssey installed so I hope I don't make any mistakes.
NightmareCorporation  [author] 19 Jul @ 4:06am 
Okay, after hitting a bunch of snags and real life slowing me down severely, I believe I have knocked out all the issues that come with grav ships and fish tanks. There may still be issues and if there are, please provide me with a log of errors and detailed descriptions so I can try to solve them.
NightmareCorporation  [author] 19 Jul @ 3:28am 
@electrix1337
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 :)
icytux 18 Jul @ 5:08pm 
So theoretically, could i install it on a gravship, fill it up with fish, and when its time to take off is there a way to store the fish without them dying or something and just uninstall allt he stuff and put it in storage to put it all back once the ship is landed again?
Celes-3 _Plays 17 Jul @ 11:15am 
So, to be clear, as long as I am not building aquarium on a grav ship... I am fine, yes ?
lost_octopus 17 Jul @ 9:32am 
The engineers are saying something about the grav engine and fish biology being incompatible. remember the story of those saturation divers its like that but in your tank.
electrix1337 17 Jul @ 12:26am 
if you finish patching this mod, can i put the mod in a mid save game? Else, i need to restart waiting 10 million years for rimsort to optimize texture and to restart my game.

tthx!
idreamofgeni 16 Jul @ 6:41pm 
@WalrusMan what are you talking about? The zoo mod hasn't been taken down. It's right here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3519610059
Colezeveryepik 16 Jul @ 3:07pm 
Temperature is staying at NaNF even with temp controller is there a workaround?
sheeps 15 Jul @ 6:18pm 
Anyone have a screenshot of what a fish tank looks like in game?
evcastello 15 Jul @ 9:52am 
Damn, thanks for putting the note at the top lol.

My entire plan was to put fishtanks on my ship ala the Normandy.

Good luck with the fixes :)
Doc Sophie 15 Jul @ 7:34am 
Just popped in because of the incompatibility notice on mod manager. Good luck with getting this sorted out; hoping to see aquariums back and better than ever sometime! :steamthumbsup:
Booba 15 Jul @ 4:27am 
Mod incompatible with DLC Odyssey.
Warning shows on mod managing tab, so be prepared.:missing:
NightmareCorporation  [author] 15 Jul @ 1:24am 
Yea, it's a shame, because having fish in DLC content was such good news to me. Sad that smaller modders don't get early peeks at DLC content like VE, but that's the hand we are dealt. Trying my best to fix issues in Museums first (they seem a bit smaller-scale than Aquariums!) and then handle the issues here.
Zacky 0.0 15 Jul @ 1:15am 
@NightmareCorporation Cheers man, I wanna do a fish collector play-through, I guess Ill get a permanent base to do it, or at the next run frfr
NightmareCorporation  [author] 15 Jul @ 12:56am 
@Zacky 0.0
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.
Zacky 0.0 14 Jul @ 7:13pm 
Hello, sadly the aquarium is not compatible with the gravship, I cant land the ship without me deconstructing the aquariums first, Like when landing, I'm just stuck at the landing animation (Gravship didnt show up)
WalrusMan 13 Jul @ 12:50am 
apparently that new zoo mod no longer exists? It got taken down for some reason. So no need for compatibility there lol
idreamofgeni 11 Jul @ 9:23am 
You made this compatible with Museums, but there's a new Zoo mod now, and it would be nice if this would work similarly to how it does in Museums with the Zoo mod.
NightmareCorporation  [author] 11 Jul @ 1:25am 
@Force
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.
t0m4s1t0 5 Jul @ 10:48pm 
No VE nutrient paste integration?
My Name Is Not Important 4 Jul @ 12:11am 
so can the aquarium give a good memory from people seeing/looking at it???
Blutdrachen 2 Jul @ 10:36pm 
How about a tank that lets pawns stick in their hands and pet fish? +4 made friends with an octopus or something.
Miha_metan 21 Jun @ 2:30pm 
missed opportunity to call it AquaRims!
Viaos 19 Jun @ 12:56pm 
Hey!
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!
Alana 18 Jun @ 4:23pm 
Thanks so much for the quick answer! I look forward to having a whale in a tank >:D
NightmareCorporation  [author] 17 Jun @ 11:09pm 
@Alana
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 :)
Alana 17 Jun @ 7:40pm 
Do you happen to know if the crabs from Biomes! Islands can be put in an aquarium?
Jeffesis 17 Jun @ 1:36pm 
Thanks for the answer man. I enjoy this mod's concept way too much
NightmareCorporation  [author] 17 Jun @ 12:07pm 
@Klang
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.
Jeffesis 17 Jun @ 12:04pm 
I may have missed it somewhere, but is there any plan to make fresh water and salt water tanks?
NightmareCorporation  [author] 12 Jun @ 11:08pm 
@WalrusMan
Indeed! But a shame that they are only available to Odyssey owners...
WalrusMan 12 Jun @ 1:34pm 
looks like you'll be able to do vanilla integration soon enough
ParasiticSquid 7 Jun @ 6:28am 
Unfortunate. Guess I won't be using this yet unless such a intergration is done in the future despite how cool this looks. Already have too many mods installed so another one that's only purpose is cosmetic with no usable gameplay functions is just a extra performance hit for little gain when you have over 200 mods installed already. At least for now, if I do a museum themed playthrough like ive been thinking about might get this too since would fit that pretty well.

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
NightmareCorporation  [author] 7 Jun @ 6:20am 
@ParasiticSquid
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.
ParasiticSquid 7 Jun @ 5:57am 
Does this allow breeding fish? If not that's an idea, maybe a special tank that can give fish a condition close enough to their wild habitat so they can breed like some real life aquariums have to keep certain populations up.

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.
BigBadWolf127 3 Jun @ 6:33pm 
this is my kind of autism, nice
A Curious Jackdaw 2 Jun @ 11:47am 
Thank you very much! I must also say, I LOVE the mod so far. My people seem to really enjoy watching their Eels, Swordfish, and Pufferfish doing their thing.
NightmareCorporation  [author] 1 Jun @ 11:37pm 
@Spongebrain
I just wasn't aware that mod adds fish - I will add those after finishing the current update for Aquariums!