Green Corp.: Fishing pierIf you update from V1.1, starting a new world/colony is recommended... Hello dear customer! We at Green Corp. are fond of
nature! Our goal is to bring everyone to live in osmosis with his/her planet. The first step to achieve this is to live with what resources our planet generously offers to us.
Are you near an ocean, a lake or a river (marshes are accepted too)? Then let's get some food from all this wriggling underwater life!
Fishing pierGreen Corp. presents you the
fishing pier!... Erh, yes this is actually a wooden fishing pier... ;D
(http://i.imgur.com/H0bhCyY.png)
Features
- Allow you to fish for fishes keeping your feet dry! ;D
- Fresh fishes must be prepared at the butcher table.
- Fish meat can be used as any other meat in meal preparation.
- You can fix the amount of fish meat to produce!
User manual
- The fishing pier must be placed on a bank, or a lake's or marsh's border
(http://i.imgur.com/j9nDVCT.png)
- You can assemble fishing rod at the fishing pier
(http://i.imgur.com/sUIqISD.png)
- You can order your hunters to fish by selecting the fishing spot
(http://i.imgur.com/LowC5kC.png)
- Fresh fish must be prepared at the butcher table
(http://i.imgur.com/DxBjCLh.png)
- New storage category: Fishing ::)
(http://i.imgur.com/k3DYssy.png)
Technical notes
- The fishing pier is a simple building built from wood and metal nails.
- However, you need some cloth to assamble a fishing rod (EdB Prepare Carefully can be useful here for very early colony fishing).
- Fishing is a hunting job.
Technical supportGreen Corp. is continuously trying to improving its product to raise its customers satisfaction.
Please leave us our feedback. Balancing cannot be done without you, loyal customer!
Changelog[/list]
V1.2
* You can now set the max desired quantity of fresh fishing to fish ("do until x").
* Correction of the "fishing rod spam" bug.
V1.1
* Texture update thanks to Roboat!
* Placement restricter code optimization (no more lags)
V1.0
* Initial release.
Compatibility notesUntil Alpha 8, this mod overwrites the butcher table!!!
CreditsThanks JulliaEllie for the mote example! :)
More Rimworld fitting textures thanks to Roboat! 8)
Modders noteYou may be interrested in the following features:
- Mote usage
- Building management (spawn of buildings)
- Placement restricter
LicenseYou are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).
Note to modpacker: not that I don't want to help, but I have very little time to mod/play so I may not be very fast to answer integration questions.
Download
G Corp. FishingPier V1.2 (https://www.sendspace.com/file/puvihm)
G Corp. FishingPier V1.2 source (https://www.sendspace.com/file/po8h25)
Love the idea of this mod. I am going to download it for sure. It probably isn't compatible with an old save though (which should probably be noted on the OP if that assumption is correct) so I'm probably going to wait until my current colony dies off before I try it.
I tested with a previous savegame with the butcher table built and I had no bug. :)
As it mostly adds new content, the only bug may be with an other mod which modify the butcher table too.
Awesome idea. I wanted to start a new game tomorow so it's perfect, I will test this fast ^^
Well this sounds cool. Maybe ask shinzy *wink* to improve your... Well they're not the great, I must say. The fish look a bit wierd, same as the pier. They don't fit with the background graphics... But I won't aggrovate you so, don't hold this against me.
fish should go under animal corpses, and fishing rod should be under manufactured. Just a small clarification. Maybe include it in the next update.
Otherwise this is an interesting mod. I will get it when I build a colony on a shore, but do you know if it does work on marshes? I would make hat a thing.
YAY ive been waiting for an awesome mod like this!
Great idea
Quote from: StealthHunterX on November 29, 2014, 10:46:23 PMI would make hat a thing.
Yoooouuu're tooo late! Hat is a thing already! you can use stuff to make it
;D
My hunters mite not 'accidentally' peg eachother down a notch now
"Thaat looks taasty.. *Fwo-tooosh!* Oh sorry! did I just shotgun you in the face! you mite wanan go see a doctor I was aiming for you leeg!
sorryyy <3"
@Iwillbenicetou: Yep, I'm not an artist, more a coder so any proper texture is welcome! :)
@StealthHunterX: "Are you near an ocean, a lake or a river (marshes are accepted too)?" => It works on marshes. ;)
About corpses:
* I tried it but generating a dead corpse in the hands of the hunter at the end of the bill would have required a lot of work (I prefered the easy solution of making it an other resource :-[).
* meat is automatically generated by the game so using the standard "butcher corpse" is not an option if the fresh fish is not a dead animal (must define a whole new animal, I may try it later).
This items classification is volontary, the fishes might be used in another way in the future (fish farming? ::)).
Plus it uses the same pattern as Mining & Co. mods (Mining, Electronics, ...).
@Shinzy: :o Is it the right topic?? ??? Is it not related to Norse "Tribals"? Or maybe it is just I don't understand...
And thanks all for your encouragements! I really appreciate it! :D
Quote from: Rikiki on November 30, 2014, 09:33:59 AM
@Iwillbenicetou: Yep, I'm not an artist, more a coder so any proper texture is welcome! :)
@StealthHunterX: "Are you near an ocean, a lake or a river (marshes are accepted too)?" => It works on marshes. ;)
About corpses:
* I tried it but generating a dead corpse in the hands of the hunter at the end of the bill would have required a lot of work (I prefered the easy solution of making it an other resource :-[).
* meat is automatically generated by the game so using the standard "butcher corpse" is not an option if the fresh fish is not a dead animal (must define a whole new animal, I may try it later).
This items classification is volontary, the fishes might be used in another way in the future (fish farming? ::)).
Plus it uses the same pattern as Mining & Co. mods (Mining, Electronics, ...).
@Shinzy: :o Is it the right topic?? ??? Is it not related to Norse "Tribals"? Or maybe it is just I don't understand...
And thanks all for your encouragements! I really appreciate it! :D
Totally the right topic! =P I tried to say this is far safer option for hunting! so they won't shoot eachother (You've seen how the ai handles it right now =P)
the fish are count as meat, right?
you can ignore anything hat related! ;D that wasn't directed to you at all!
(I could go offtopic and tell you that your alarms are working properly now!)
OK, I re-read your message and I got it! :D I was tired...
Prepare fish at the butcher table to get the disired quantity of fish meat. :)
I am able to make the pier, and create fishing rods, but that is all. Is there an option to add "fishing" as a bill? One of the screenshots seems to show it that way, but I can't find that option.
Look at the third image, there is an image (hidden for small monitors) on its right which show you that you have to select the "fishing spot" (it is visible when placing the blueprint).
I will change this image tonight with the next version. New version will also include new textures from Roboat. :)
Update time!
* new textures thanks to Roboat!
* placement code restricter optimization (no more lags).
* user guide improvements.
Hope it is better, dear customers! ;D
Aw I love this. I will totally download this :) Nice to see that my Motes helped you
Each time one of my colonists fishes, i gain an extra fishing rod.
Kinda ruins the mod since my stockpile gets filled with fishing rods
(update:unless i disable them in the stockpile, so the extra rods just stay in the pile at the pier)
Using rimworld alpha 7c with EdBinterface and EdbPrepareCarefully.
As a side note, it would really be great to be able to fish untill a certain amount are caught.
Is the requirement for a fishing rod what makes it a complicated recipe?
(maybe the fishing rod could just be part of the pier?)
Yep, I saw this bug too. I'm working on it...
Next update will correct it! :)
QuoteAs a side note, it would really be great to be able to fish untill a certain amount are caught.
Working on it too...
Updated to V1.2:
V1.2
* You can now set the max desired quantity of fresh fishing to fish ("do until x").
* Correction of the "fishing rod spam" bug.
Now, let's wait for A8 for the butcher table...
Cant wait for the Update :3
Has this mod been abandoned? I would really love to try this one out, it looks awesome.
Quote from: Giraffe on February 16, 2015, 12:00:05 PM
Has this mod been abandoned? I would really love to try this one out, it looks awesome.
I'd say it's not worth updating to alpha 8 but instead alpha 9 when it comes out
I have plans to improve it a little but had no time for now.
Let's hope I get more free time during Alpha 9! :)
Quote from: Rikiki on February 16, 2015, 02:33:28 PM
I have plans to improve it a little but had no time for now.
Let's hope I get more free time during Alpha 9! :)
looking forward to it, i like eating fish ;D
Quote from: eatKenny on February 16, 2015, 02:57:30 PM
Quote from: Rikiki on February 16, 2015, 02:33:28 PM
I have plans to improve it a little but had no time for now.
Let's hope I get more free time during Alpha 9! :)
looking forward to it, i like eating fish ;D
From your forum handle I'd thought you like eating Kenny :p
Quote from: StorymasterQ on February 16, 2015, 07:35:06 PM
Quote from: eatKenny on February 16, 2015, 02:57:30 PM
Quote from: Rikiki on February 16, 2015, 02:33:28 PM
I have plans to improve it a little but had no time for now.
Let's hope I get more free time during Alpha 9! :)
looking forward to it, i like eating fish ;D
From your forum handle I'd thought you like eating Kenny :p
i took a bite and he donsen't taste good :-\
Yeah - I definitely would love to see this for A9 when it comes out - agree, doesn't make sense for A8 since it's nearing end of testing.
Edit: Any plans to make this semi-similar to the minecraft fishing - raining increases catch chance, and you can pick up some random items (with a really low 1-2% chance).
Quote from: Tasher on February 17, 2015, 11:19:40 AM
and you can pick up some random items (with a really low 1-2% chance).
like a rimaid gives male colonists +15 mood?
Weather conditions are good ideas! :)
The random item is also possible but could you specify what you think about?
Catching a salmon in a power armor helmet is not really what I intend to code... ;)
Quote from: Rikiki on February 17, 2015, 03:13:33 PM
Weather conditions are good ideas! :)
The random item is also possible but could you specify what you think about?
Catching a salmon in a power armor helmet is not really what I intend to code... ;)
The typical rusty boot, old tire... just useless trinkets.
I like the idea. I will try it :)
Quote from: Rikiki on February 17, 2015, 03:13:33 PM
Weather conditions are good ideas! :)
The random item is also possible but could you specify what you think about?
Catching a salmon in a power armor helmet is not really what I intend to code... ;)
I think finding small amounts of minerals randomly would make sense bits of silver or steel, maybe even a small chance for a bit of gold, and then the chance to find slag or rock chunks as a downer. It also keeps it fresh without having to add new items.
Not to hurry you or anything but I've been moving outdated mods today to keep the Releases subforum clean. :)
You know, I've been playing on a beach biome because it gives you lots of room to build, and driftwood would be a somewhat awesome get from a failed fishing check.