RimWorld

RimWorld

Fish Eggs and Pond Stocking
26 Comments
Old White 19 Sep @ 5:02am 
Okay!

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.
Old White 19 Sep @ 4:05am 
I got the same issue as @surefirecure

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 :(
milleniumnomad 1 Sep @ 4:16am 
does this require odyssey to work properly?
I'm seeing no seed water source after I spawned it with dev mod.
surefirecure 31 Aug @ 8:47am 
Trying to seed saltwater eggs in the ocean fails with a comment that these fish require salt water.

Log: https://gist.github.com/HugsLibRecordKeeper/f3f08064e4da724e6113b6f3a416cbb2
Silvyy 27 Aug @ 12:35am 
how does one "creatively" get fish eggs? is there a way outside of trading?
Veltex Ashborn 11 Aug @ 10:32pm 
Any thoughts for a patch with Mashed's Ashlands Fishes
Scarecrowe 11 Aug @ 12:52am 
JobDriver threw exception in toil CompleteFishingToil's initAction for pawn Yulian driver=JobDriver_Fish (toilIndex=2) driver.job=(Fish (Job_1846207) A = (22, 0, 41) B = (23, 0, 41) Giver = JobGiver_Work [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
Scarecrowe 10 Aug @ 10:35pm 
I stocked a water source with fish; upon reloading the stock number reset to base amount like other comments here mention. Another issue I have, when colonists fish from a stocked water source, they don't actually fish up any fish. They complete the fishing task, but no fish item appears.
nekomancer 10 Aug @ 6:24am 
after a save reload the fish i had put in stayed but the number that it had increased to the 384 dropped back to the original 40
Vertigo 9 Aug @ 4:00am 
Although it doesn't hurt anything, you might want to clean up your mod folder in a future update. Including source is fine, but I doubt you need to include ".git, .github, .vscode" folders. I mean that is where most of the mod file size comes from.
BrickWaffle 6 Aug @ 5:43pm 
Can you make a version of this that doesn't need VFE now that Odyssey includes fishing?
ProgrammerLily  [author] 2 Aug @ 1:16pm 
@Frodo
May it help you on your quest!
Frodo 2 Aug @ 9:30am 
This is a feature I had really expected to be in vanilla. Thank you for making this mod!
Forsaken Sensei 31 Jul @ 8:50pm 
@ProgrammerLily
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.
ProgrammerLily  [author] 31 Jul @ 11:13am 
@forsaken sensei
Dang i knew i missed something thank you!
ProgrammerLily  [author] 31 Jul @ 11:13am 
@Draco
Fixed sorry about that
Draco Sicarius 30 Jul @ 5:03am 
Why does this mod need Vanilla Trading Expanded? Also you should probably set the requirements on the mod's steam page too.
Forsaken Sensei 28 Jul @ 4:52pm 
I run a fair share of mods, I seeded the water with some eggs I bought from a trade and it added the fish to the list and raised the cap. Upon exiting the game and then relaunching and reloading the save later, the fish type added was saved but the cap reset to the starting amount. I even ran a test on a new colony with just this mod and Vanilla Fishing Expanded and the requirements of those and had the same issue.
The Magic Lemur 27 Jul @ 8:18am 
@quail

[CoDev]
I think we're extracting the base game water types for each fish.I will check the code though
The Magic Lemur 27 Jul @ 8:16am 
[CoDev]

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
tolaburke 27 Jul @ 5:44am 
"no they are not unless you turn them into sushi :)"

To be fair, caviar is a thing.
Late 27 Jul @ 4:23am 
too bad this depends on Odyssey I was looking forward to making a fish farm
quail 26 Jul @ 9:34pm 
why dont salmon survive in salt water? they spend most of their lives in the oceans 🥲
ProgrammerLily  [author] 26 Jul @ 11:32am 
[Mod updated]
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
ProgrammerLily  [author] 26 Jul @ 11:29am 
no they are not unless you turn them into sushi :)
Pasaway 25 Jul @ 10:55pm 
Can you eat the fish eggs?