RimWorld

RimWorld

FeedinFishies
28 Comments
Jetharius  [author] 27 Oct @ 1:25am 
update pushed, let me know if you find any other odd behavior.
Jetharius  [author] 26 Oct @ 11:26pm 
Huh. An obvious oversight on my part. Mechanoids would fall through all my basic checks.
Handicast 26 Oct @ 9:53am 
Could you also have an option to disable fish eating mechanoids? Unless these fish can eat metal i dont think they should be able to eat mechanoids...
Jetharius  [author] 19 Oct @ 10:28pm 
I'll had a mod option to enable alerts in the next update.
Alma_S 17 Oct @ 11:21am 
started a game and landed at the edge of a huge river and the fishies ate my survival meals instantly after :( i didnt even realize what happened until a couple reloads. it would be cool if whenever fishes eat foods, theres a message
Naru-Naru 15 Oct @ 12:59pm 
Oooh, that makes sense. Although I can think of one nutritional item that the fish won't eat from the forbidden mod. Let me try dumping them and see if they actually won't eat it. Thank you for the replies!
Jetharius  [author] 15 Oct @ 11:00am 
Dessicated corpses are not considered eligible. Fish don't eat bones after all. Only items with nutrition, fresh and rotting corpses will be consumed.
Naru-Naru 15 Oct @ 3:42am 
It says "2 available to eat, 2 times eating" but I have three corpses. Does already desiccated corpse not count for the purpose of feeding? I hunted some insects and put the corpse there and it shows the "Fish are feeding on this" but the two corpse that spawns from Monolith that I throw to the water doesn't have this text on them
Jetharius  [author] 15 Oct @ 2:34am 
Go into mod settings > Debug logging, then enter developer mode via the options under general. Open the console with tilde button `. The mod will report activity, put a few nutritionables/corpses in fish filled water and post what it reports.
Naru-Naru 15 Oct @ 1:44am 
I'm not sure how to check that but I know how to upload a Hugslog. https://gist.github.com/HugsLibRecordKeeper/38b1b50035ee7507611a1ef205d4f035
Jetharius  [author] 14 Oct @ 12:45am 
No new updates have been pushed since the 0.2 release a week ago.

I'll add an extra check for the gravship case.

Turn on debug logging and see if there are checks appearing in your log.
Naru-Naru 13 Oct @ 7:29am 
I think I encountered an issue where the fishes are not eating the corpses. It used to work when I first run it but in my current newest save, it just doesn't feed the fishes anymore. Could it be my modlist or has something changed?

Also, on an unrelated note. Back when it was still working, I had the fishes eat corpses stored in Cargo Hold (the one added by Adaptive Storage: Cargo Hold mod) of my gravship because I landed on water tiles. I thought that was funny. I did lost all of my hunted alpaca to the fishes eating them through hulls.

Good mod, really helps in some desert runs where the only food source I have is a river running through it!
Jetharius  [author] 8 Oct @ 1:03am 
if the condition is less than 25 it may have triggered the dessication script in my code. I'll double check my code only fires when the fish do damage to the corpse.

As for the UI, it should read: "Deteriorating: Fish are feeding on this" if it meets the conditions for fish to damage it. It shouldn't be appending to the other text. If you could share a screenshot on github it will help me narrow it down.
UEemperor 8 Oct @ 12:48am 
I believe i have found an issue.

While i had some corpses stored in a frozen room, some of them have dessicated. I check them, and it says "frozen , dessicated , feeding fishes / deteriorating".

Now im NOT sure no other mod is causing it, but this is the first one that affects corpses so, maybe worth looking into.
arget03 7 Oct @ 8:10pm 
A nice little mod, considering that I tend to toss rotting corpses into the water to get rid of them faster...
Jetharius  [author] 7 Oct @ 6:47am 
Update to 0.2, let me know if anyone runs into problems.
Coolchilion 29 Sep @ 5:19pm 
If you need help you should consider joining the community discord, there's a channel specifically for mod development

Go check it out https://discord.gg/rimworld
Jetharius  [author] 29 Sep @ 4:06pm 
That is on my todo list Moxie, I plan on having a check for items in water having a nutrition stat and having the fish consume it at a higher rate than corpses.

Additionally I may be limiting the number of items being consumed simultaneously to a factor of the number of fish present, likely divided by 10 or something. So if you dump 100 corpses in a river, they all dont get eaten simultaneously and instead are randomly selected over time.

Let me know if anyone has other feature requests. If its withing the scope and my ability to try it, ill do my best.
Moxie 29 Sep @ 3:11pm 
Would it be possible to also have fish eat other foods?
Karkino 26 Sep @ 9:27pm 
i had to point it out. not a problem with it since its a little curiosity but nonetheless thanks :dredge_classy:
Jetharius  [author] 26 Sep @ 9:08pm 
I hadn't considered Ice, I'll add a check for that.
Karkino 26 Sep @ 8:29pm 
Didnt realize they ate the corpses TROUGH ice... i lost a megasloth due to that :KrilCry:
was pretty funny
champi 25 Sep @ 4:16pm 
core:steamthumbsup:
Jetharius  [author] 24 Sep @ 1:39pm 
Rimworld counts fish populations by body of water itself, For moving bodies of water it would be less harmful than say dumping the corpses into a pond or lake. I could perhaps tie into the toxfish mechanic there or reduce populations in a "hardcore" or "realistic" mode perhaps. I'll add it to my list of potential features.
Fru 24 Sep @ 1:28pm 
I'd imagine there'd be a saturation point with too many corpses in the water making it toxic and killing off the fish. Perhaps something to take account of, maybe through counting how much rot stink is being produced within a certain area (if corpses in water produce rot stink that is)?

Just as this mod's mechanics seem to offer no downside for just dumping all your corpses in water (besides mood debuffs/rot stink around a fishing spot - but players could rotate spots as they become depopulated/repopulated).
Jetharius  [author] 24 Sep @ 4:07am 
Thanks for that catch, its in the xml, but steam doesn't add that automatically I guess. Would show up as a dependency in-game though. Fixed now.
ufo518 24 Sep @ 1:45am 
Lore Friendly
Bathory 23 Sep @ 11:26pm 
I found the preview eye-catching, for whatever reason. The font's pretty cool now that I see it up close. One in five viewers are subscribing, decent ratio so at least you know people clicking on this are interested.

If the mod requires Harmony, I suggest adding that to this page's required items (right under the DLC requirements). If it isn't already in the About file, I suggest putting Harmony as a dependency there too. I bet some sad person will down vote it for that reason.

Congrats on making a C# mod. You can have a lot of fun now that you've broken the barrier.

Mod menu settings should be straightforward with Harmony. I've been getting help from Copilot to double check my code and stuff, just the quick response, it can be wrong and repetitive but it's a good friend.

Not sure if I'll use this but I'll give you a thumbs up review to help boost views. Cheers.