RimWorld

RimWorld

Seed Fish Tool
14 Comments
phantomK92 17 Sep @ 5:11am 
Thank you so much for this mod! The Alpha Biome mods had no fish count.
rausmaus 12 Sep @ 11:33am 
Yay! This is going to be my weekend project then. Fish pond in space. <3
dhl219  [author] 12 Sep @ 6:50am 
Indeed, population regeneration was previously dependent on the biome definition. I’ve fixed that (hopefully): if no value is defined, an absolute maximum of 500 will be assumed. In my tests, fish were regenerating even in space.
dhl219  [author] 12 Sep @ 4:53am 
oh, i have to check how rimworld is actually doing the repopulation. I was only playing in "normal" environments sofar. :D
rausmaus 11 Sep @ 4:36pm 
I am glad I came back to read the comments when I found my ponds were never going above 2 fish when seeded. I was using maps made via Geological Landforms/Biomes! Caverns and noticed my fish seeded correctly but never changed, despite some ponds having fish already. Maybe they were just repopulating very slow, but I went a whole quadrum with only 2/35 fish. I also got this mod in the hopes that I could create space ponds, too. I've been wanting to make a fully functional asteroid base for a while. I just did not get around yet to getting my ponds made yet in my current asteroid colony to find out.
Harry_Robinson1 11 Sep @ 7:52am 
> If you’d like, I can set some defaults whenever I catch null fields during execution. That way, you can still use the existing map.

That sounds like a good idea. I made a patch to do the same thing and put it on my workshop but having it in your mod too can't help. I can't exactly blame you for not thinking about water in space since it's not exactly possible in vanilla but it can be done with devmode or the right mods.
dhl219  [author] 11 Sep @ 1:46am 
If you’d like, I can set some defaults whenever I catch null fields during execution. That way, you can still use the existing map.

I have no idea what would happen on a spaceship, though—I didn’t consider the possibility of people having water tiles inside their ships.
dhl219  [author] 11 Sep @ 1:39am 
yes, if a biome doesn't have any fishtypes set it will not work.
So for space biome you need to patch something like from grassland in:

<maxFishPopulation>540</maxFishPopulation>
<fishTypes>
<freshwater_Common>
<Fish_Bass>1</Fish_Bass>
</freshwater_Common>
<freshwater_Uncommon>
<Fish_Catfish>1</Fish_Catfish>
</freshwater_Uncommon>
<saltwater_Common>
<Fish_Bluefish>1</Fish_Bluefish>
</saltwater_Common>
<saltwater_Uncommon>
<Fish_Marlin>1</Fish_Marlin>
<Fish_Flounder>1</Fish_Flounder>
</saltwater_Uncommon>
<rareCatchesSetMaker>RareFishingCatches_Hot</rareCatchesSetMaker>
</fishTypes>

I'm not sure if this will work on an already existing map without regenerating the map.
Harry_Robinson1 10 Sep @ 9:11am 
I think I found the issue, Space's maxFishPopulation is set to 0 and it has no fishtypes set. I'm gonna make a patch for this.
Harry_Robinson1 10 Sep @ 9:01am 
This doesn't seem to work in space, or at least it doesn't for me.
gurpyzoit 5 Sep @ 9:27pm 
thank you my friend, this mod pairs well with all my other numerous mods. i terraformed a nice pond only to find that fish wont re-gen in custom water so your mod FIXED it. Ty again. :steamthis::steamthis::steamthis::steamthumbsup::steamthumbsup::steamthumbsup:
阿莫西林 23 Aug @ 6:10pm 
感谢:steamthumbsup::steamthumbsup:
传火快乐 21 Aug @ 6:42pm 
:steamthumbsup::steamthumbsup:
Halfelfaedyn 19 Aug @ 10:33pm 
This is great! Thank you!