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cainacol12

All the fishes?!!!!

55 posts in this topic

Another idea is to do like the foresters and have fisheries that catch an array of items appropriate to the climate. Maybe fresh vs salt water or lake vs river

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4 hours ago, estherhb said:

I forgot about that. That is a nice pond. I was thinking of something a little smaller with no fence.

yes i agree we need a new pond.something like a backwoods country bass lake would be nice.might even need to be a ghost so we can add our own decor to it. where is necora??

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On 12/28/2016 at 3:50 PM, stiles said:

you can turn the ducks off. i havent seen high quality survival coats like angora,but they do make a good trade item to use up the chicken feathers for sure.

How do you turn the ducks off?  this is the first map in days that I haven't had ducks (using Discrepancy's DSSV V2 mod as the starter, but no different than what I've done before), so wondering if I've turned them off some how.
I have placed my duck hunting buildings on both a river & a lake and only 1 has 'hunted" 200 duck meat, however I suspect that was because I bought 200 duck meat from the trader!! 

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ducks is in CC,so if you start under a different mod you wont have the ducks. as for turning ducks off in CC,there is a mod for that also "nowildducks". problem was the hunters would hunt more ducks and less deer which ment less leather for clothes.and you end up with a ton of feathers.

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If you use a starting condition from another mod, it will never have wild ducks.  (The wild animals are set by the Starting Condition, not the Terrain or Climate) They will only appear in starts supplied by CC.

This doesn't affect the Hunting Blind, which will produce duck meat regardless of any starting choices you may pick.

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2 hours ago, Kralyerg said:

If you use a starting condition from another mod, it will never have wild ducks.  (The wild animals are set by the Starting Condition, not the Terrain or Climate) They will only appear in starts supplied by CC.

This doesn't affect the Hunting Blind, which will produce duck meat regardless of any starting choices you may pick.

So, ninja hunters ...  ninjaing invisible duckies?  That's cool! :D:D:D

Thanks for the answers @stiles & @Kralyerg

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Necrobump.

 

Has anyone thought further on a fishing spot/hole like a combo of the small fisherman, the tiny fisher, and the Go Hunting mods?
Small enough to be a little creek size, brings some happiness for idlers (fishing is fun), but, big enough for 1-2 bannis?

"Hey Bob, wanna go fishing"?
"Sure Bill, what time?"
They head down the creek, the 'building', maybe invisible, but decorations like chairs, umbrellas etc, fishing baskets and tackle.  Powerful enough to generate 100+, but not too much.  Most fisherpeople fish enough to feed themselves, and their families, so a fishing hole strong enough to support a Banni feeding himself for a year wouldn't be unheard of, plus some "extra" for the times he gets "it was thiiiissssssssssssssssssssssssssssssss big", and it really was :D:D

Thoughts?

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yea but necora ran off his own way and kept going. he was making such good mods that i didnt want to stop him yet. and in the process i have learned different ways to tweak ideas. while modders are busy with recoding,we can plan and draw ideas for later.

  what isee so far is a lake that looks like a backwoods lake instead of the decorated rock-surrounded small ponds we have now. 1 side a sore spot for catfish and the other side pier with a rowboat for bass and maybe a small lodge. 1 of the problems i forsee with so many variety of fish is the game reads "fish" and can process it as "fish" but not as bass,trout,etc.do we add a cleaning station to take the varied fish back to "fish" so the processors can use it? or design new processors?

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You don't need a processing step, you can directly get "catfish" for example by using the same method that RedKetchup used for his Training Camp mod where the watchtowers produce various items. A more relevant example is that Tom Sawyer has the same sort of technique for his trout fishing mod. I believe you could use the same coding to create any fish you wanted.

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true but then the mods that salt fish won't read the catfish or bass as "fish".unless you do as RED and build your own building for that as well. just like necora's tuna, you can't can it and make tunafish.lol

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9 hours ago, stiles said:

true but then the mods that salt fish won't read the catfish or bass as "fish".unless you do as RED and build your own building for that as well. just like necora's tuna, you can't can it and make tunafish.lol

True that. 

I didn't realize you wanted to take it further along the "processed food" path but ultimately does it actually matter? If you specifically want salted catfish, salted bass, salted bream then yeah I can understand it but I don't know if the game can get that variety without having another processing building designed for that purpose. I don't think even with the new flags available that the game has the flexibility to allow this without making another building specifically to deal with it (e.g. Red's Training Camp butcher and Wood Butcher both use the new "meat products" he has included from the Training Camp mod)

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RED;s NMT salt house and smokey process "fish" but without recoding won't any specific fish. a fish cleaning station was a way to solve that issue by designing only 1 building . take different fishes and use the station to re-tag them back to fish so the processors already in game can use the new items. save modders a ton of work. i think there are players who use the processing to add quality and quantity to their food items.

  i do think a backwoods lake and then modular additions to have bass,catfish,sunfish,etc would be good. maybe add some different shore fishers for salmon as well. could be a nice set.

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20 minutes ago, stiles said:

RED;s NMT salt house and smokey process "fish" but without recoding won't any specific fish. a fish cleaning station was a way to solve that issue by designing only 1 building . take different fishes and use the station to re-tag them back to fish so the processors already in game can use the new items. save modders a ton of work. i think there are players who use the processing to add quality and quantity to their food items.

  i do think a backwoods lake and then modular additions to have bass,catfish,sunfish,etc would be good. maybe add some different shore fishers for salmon as well. could be a nice set.

That's a good idea, well two good ideas, the fish cleaning station and the backwoods lake. :hand1:

I am one of those players who tries to get smoked or salted meats because it improves the quality of food and also because I have a desire to provide many sources of food so that if one fails it won't result in potential starvation. So yeah, other sources of food particularly those that are primary sources of food (such as fishing) rather than secondary sources (e.g. bread from mill & bakery) is something I'd welcome.

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I think a back woods lake is beyond what I want to go for with my set, I'm looking more out to sea. That being said, trout and salmon are big, big species around here so I would love to add one or both of them somehow. Now, I don't know if you can add another fish population along side the current vanilla one, because I would like to add these two with fishing methods similar (radius etc.) as that makes sense for them - it doesn't with the offshore stuff because you won't be catching tuna in a river. So having a salmon population and a trout population similar to the fish population would be cool, perhaps I will give it a go.

I get the problems with the chains using the vanilla fish, anything not 'fish' will not be useful in them. From an individual modder point of view, I get that is annoying for players, but also for me. I would like my things to be fully integrated with those of others, but that is not really possible as everyone has added their own take on things. I could have a building that re-packages my stuff as 'fish', but then that would take away the point of adding them as variation in the first place. Otherwise I can make those chains and buildings myself, perhaps some canning will come in the future, but there are only so many minutes in a day...

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KEVIN,sadly our modder after many months of learing has sailed away. maybe he'll find jellyfish in his lobster traps or get eatin by sharks.lol  yeah there is only so many hours,that is why i thought of a simple shortcut to the processing by just adding the cleanig station. but that was for actual fish varieties. wasn't ment to change the clams or scallops. don't think it takes away from the reason to have different fish,since each fish type has its own fishing spot design.

  i have a map that does have trout and salmon in it. comes from using the north and the trout shorefisherman mods.but then you have no "fish".

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