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cainacol12

All the fishes?!!!!

55 posts in this topic

Hi All,

I had an idea/question for the modders out there. Would it be possible to expand the fishing docks to have different types of fish or to have a special fishery that get exotic? fish. I was thinking something like salmon, red snapper,trout, tuna , etc. If so i would love love love if someone could make this. Either as a second mod or to go into CC/MM. They are just so many possabilities to only see fish when the fishers work. as a side note could we also add shrimp somewhere. Like a little shrimp farm. that would be a dorable. thanks for reading.

 

The picture is an example of a shrimp harvesting set up.IMG_9718.1.jpg

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there is a fly fisherman that brings in  trout.problem is you cant process it like the  regular "fish". it is a nice early game shore fisher thou.

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28 minutes ago, stiles said:

there is a fly fisherman that brings in  trout.problem is you cant process it like the  regular "fish". it is a nice early game shore fisher thou.

@stiles

Really where is it in the game? 

Edited by cainacol12

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I've not seen the fly fisher, that is pretty cool.

@cainacol12 I had a similar idea, around here (Nova Scotia) fishing was, and is, a huge part of the culture and life right from the first Europeans. In fact, many NS towns exist solely because they were good fishing ground or harbor. It is a shame to just have 'fish', however CC does a good job of adding needed diversity to it.

I am planning, if I can figure out how to get modding to work, to make such a set. Here is my plan so far...

Shore Fisher - low cost to build, employs 1 worker - can fish for either mussels, clams, scallops, oysters or seaweed.

Inshore Fisher - medium costs to build (needs hull components but I will also add a basic boat builder etc. so you can get them early) can fish for either lobster, shrimp, or fish (perhaps herring, mackerel etc. if you want individual fish)

Offshore Fisher - high cost to build equivalent to the current wharf and ship and fishes whale, seal, snow crab, and perhaps tuna, cod etc.

Some of these exist in CC, but my idea is to re-vamp the chain of buildings and construction needs, and add a few foods etc. and make them all into a nice looking set that fits together.

Can also add farms for certain things too, oysters, scallops, mussels, shrimp etc. They would be nice additions to a dock set. 

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There's also Discrepancy's DS Small Village mod that does something kind of, sort of, similar.

Quote

Jetty Fishmonger - takes 'Fish' resource and sorts and cleans to produce: Bass, Bream, Carp, Cod, Eel, Mullet, Perch, Pike, Salmon, Tench, Trout.

 


You don't actually fish for the specific types, but you take your regular fish crates to him, and he will "sort" them and turn them into special fish types.

(Details and downloads can be found at his site: http://ds-mods.net/2016/12/ds-small-village-beta-testing/ )

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Hmm I've not seen that yet, it must be in the new small town with the neat docks and bridges. Interesting.... perhaps my ideas are redundent

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Yes the fishmonger is in Discrepancy's beta for DSSV V2. The fishmonger building was actually my idea. It takes generic fish from a normal fishing dock and sorts them into 10 or 12 different types of fish. Some of these fish have a value of 1, others have a value of 2 or 3. The output is random (much like a fisherman's catch is random). Eventually there will be some food production buildings that use salmon, trout, and other fish to create foods. The aim is to add a little more realism to the Banished world.

It's still a work in progress but you can play with the beta. You can download it from World of Banished. At the moment the fishmonger is rather underpowered and doesn't process very many fish per year, although I think Discrepancy mentioned that he has already fixed that for the next release. The model looks great. :)

Fishmonger.jpg

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oh thank you for the link. gonna try these out now.

@Necora I still think your idea would be cool. Especially for small towns.  besides the more the better.

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13 hours ago, stiles said:

hope i dont get banned fopr that link

Of course not :D

All of us are here for one reason - to enhance our Banished Experience...

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21 hours ago, Kralyerg said:

There's also Discrepancy's DS Small Village mod that does something kind of, sort of, similar.


You don't actually fish for the specific types, but you take your regular fish crates to him, and he will "sort" them and turn them into special fish types.

(Details and downloads can be found at his site: http://ds-mods.net/2016/12/ds-small-village-beta-testing/ )

And I can confirm that those new fish types are also available through the traders as well. I had perch available to buy in my new town (that I started on Thursday) from the fourth or fifth trader.

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18 hours ago, Necora said:

Hmm I've not seen that yet, it must be in the new small town with the neat docks and bridges. Interesting.... perhaps my ideas are redundent

I don't think your ideas are made redundant by Discrepancy's Small Village mod. It only varies the end product, it doesn't vary the type of fisher so I think that having a few different fishing types is still a good idea.

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11 minutes ago, KevinTheCynic said:

having a few different fishing types

Wait, I may misunderstand this - what do you mean by different fishing types - workplaces where fishermen get employed? Or workplaces where fish products are processed?

 

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9 minutes ago, Paeng said:

Wait, I may misunderstand this - what do you mean by different fishing types - workplaces where fishermen get employed? Or workplaces where fish products are processed?

 

Necora had the idea of providing different fishing workplaces that would produce different food resources. A shore fisher would provide food types typically found along a shoreline like clams, mussels and the like while an offshore fisher would produce deep water fish, whales and the like.

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Ah, okay, thanks... well, personally I'm more into items that process food, making "more" out of it (salting, drying, canning etc...)

For me, any kind of seafood - no matter what you call it - just stays "fish" (or protein, if you want), gamewise... so I feel there always needs to be a production chain to process plain old "fish" into a variety of products, preferably with different values as well... :)

* which I think is the plan with the DS Fishmonger anyways...

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I was under the impression that fish spawning worked kind of like hunting, with invisible fish spawning in the water that your fishermen caught.

It might be possible to change the "fish" that spawn so that you catch specific kinds of fish in a random mix. But the fact that no one seems to have done it, suggests it might not be as easy as that.

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It looks like you may be able to change it to a different specific resource, but it doesn't appear that you can do the random mix.  But if you wanted your fishing dock to catch "Trout" or "Lobster", you might be able to. Of course, this is all theoretical and untested. :)

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hm how do i explainis?? there is a mod to catch trout.there are map mods to catch salmon. you can have different fisher mods in the same map 1 catches "trout",the vanilla catches "fish".the game will not read "trout" as a fish. so the processing buildings use fish but not trout. say u salt fish or dry fish. the building will use up all the fish and never use any trout.

not to send a worker to fish and have a random catch of different types of fish,i do not belive it is possable. you catch "fish" aND then have a sorter to separate trout,bass,etc but now you have an entirely different production chain. and then the mod would have to be set to be above CC in the mod order to overide CC from setting "fish"as fish are used now.

 this is some of the problem that has stopped us from having a fur trapper. do we set it to catch "game" and then separate the animals into furs? how do we catch randomly fox,rabbits,squirrels,etc

i will come back to that point in a minute.

  my idea based on this discussion would be to make different fishermen mod like the trout fly-fisherman, say a pond bass fisherman, a salmon fisher, a set of different boats to catch fish. change the normal fishing docks to actually b more specific and how they look. then add a fish sorter or cleaner mod that takes the various fishes and scales and cleans the trout,bass,salmon,etc thereby processing them all into "fish" that the game recognizes. its kinda the reverse of what the garden seed mod does. it made a new seed "garden seeds" . they grow and when sorted you have randomly pumpkins,squash,potatoes,etc. gives the banis a variety of veggys with having less seeds from the traders.

 

i will correct myself on 1 point. thou my explanation above made sence it has a flaw. the hunter was changed so instead of just deer he hunts ducks. the problem was the ducks become overpowering. you catch more ducks than deer and you need the leather more than feathers. i use the fix-mod so i dont hunt ducks. so mayb there is a way to do it random. however i stand by my idea. build a salmon fisher,some boat fishing, a nice bass pond,etc. and then process them to fish. think this keeps us from confusing the game's "fish"code. it would confuse the buildings in the game already.

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In either case, I do believe fishing could use a reworking. But the best way would probably be to have different types of fishing dock. A shore dock for clams, crayfish, oysters, and other shore fish. A fishing pier for salmon, trout, and other deeper water fish. And then an ocean trawler for deep ocean fishing. Things like tuna, mackerel, lobster, crab, and shrimp. Maybe have a sealing and a whaling vessel to bring back blubber, seal and whale meat. 

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