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Since the source was included I fixed it, it appears that the code samples a random body of water, so if you have mixed water like I do, both fresh and salt (ocean), it will only work for one, so in your settings set unknown to the one that doesn't work and you can continue to use the mod as expected.
I did recompile the DLL with a fix that works without having to set this setting, I could seed both fresh and saltwater, you can find it here on github: https://github.com/GreatWhiteMuffloN/Fish-Eggs-and-Pond-Stocking-fix/ just replace the files in the Assemblies folder with the ones in your mod folder.
(Be mindful of downloading random .DLL files from GitHub, the source is included and how it was built if you want to do it yourself)
@ProgrammerLily Feel free to include the code if it pleases you.
Spawned on a coastal tile, tried to seed salt water fish, no go sadly, I even tried seeding what was already in the ocean and same error :(
I'm seeing no seed water source after I spawned it with dev mod.
Log: https://gist.github.com/HugsLibRecordKeeper/f3f08064e4da724e6113b6f3a416cbb2
System.NullReferenceException: Object reference not set to an instance of an object
May it help you on your quest!
No problem, you get that wrinkled out and you have an amazing simplistic mod that does pretty much exactly what I was looking for since Odyssey came out. So thank YOU actually.
Dang i knew i missed something thank you!
Fixed sorry about that
[CoDev]
I think we're extracting the base game water types for each fish.I will check the code though
So the idea behind you're not making it edible is that we wouldn't want the colonists eating your eggs before you get the chance to seed the water
To be fair, caviar is a thing.
Generated Eggs where not showing in storage, this has been corrected in the latest version, unfortunatly that means i have to create thingdefs for each fish. if i missed any fish types please let me know <3