Vanilla Fishing Expanded
Mod, 1.2, 1.3, 1.4
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Vanilla Fishing Expanded is a first module in a brand new mod series “Vanilla Cuisine Expanded” from the Vanilla Expanded team. With such an important mechanic missing from the base game, Oskar and Sarg have decided to introduce a way to catch fish in your local water sources, adding a bit of purpose for settling near running water and ocean side.
With simpl...
Author: Sarg Bjornson
Created: 16 Nov, 2019 @ 5:40am
Updated: 21 Dec, 2023 @ 1:40am
Subscribers: 646006
Size (unpacked) : 2.949 MB
Vanilla Fishing Expanded is a first module in a brand new mod series “Vanilla Cuisine Expanded” from the Vanilla Expanded team. With such an important mechanic missing from the base game, Oskar and Sarg have decided to introduce a way to catch fish in your local water sources, adding a bit of purpose for settling near running water and ocean side.
With simple, intuitive, vanilla-like mechanics, all it takes is to designate a fishing zone same way you designate a growing zone, and assign your Animals capable pawns to the new fishing job type. In no time they will pull out fishing rods from their invisible bags, head straight down to the river and whilst chatting to each other, try to catch a new meat type called fish, which can be eaten raw (providing an Ate raw food debuff, just like regular vanilla meat), or used in a cooking recipe. Unlike other mods, the fish don’t need to be butchered.
With each biome providing a different kind of fish, separated into three different sizes, you will soon find yourself starting a new fish selling business, with lobsters and eels, haddocks and cods, goldfishes and clown fish!
Vanilla Fishing Expanded mechanics can be seen described below:
There shouldn’t be any incompatibilities or issues, but in case anything pops up, report issues in the following Google form.
[forms.gle]
Q: Where can I find the Fishing zone button?
A: Right next to the growing zone in the Architect > Zone tab.
Q: Can I suggest a feature?
A: Absolutely, leave a comment down below!
Q: Will you keep updating the mod with new types of fish?
A: That’s a tricky question. I personally believe the amount of fish we have is sufficient, as we don’t want to overflow your stockpiles with hundreds of fish types.
Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like. Don't ever remove mods from a save, though.
Q: My pawns keep fishing till they starve, ignoring their schedules, what gives?
A: Your pawns are trying to catch fish that are WAY too large for their fishing skill. There are three fish sizes, and you need to catch what you CAN catch.
Q: These fish are unrealistic. Halibut only provides so little nutrition?
A: We need to remember it is a video game, and for the sake of simplicity we decided to abandon realism in some instances. It’s a very difficult thing, balancing a mod with such an advanced back-end, and we will listen to feedback and adjust it along the way, but realism when it comes to fish is not our primary concern.
Q: Is this mod compatible with...?
A: It shouldn't conflict with other fishing mods, and we have added compatibility with Advanced Biomes, Realistic Planets, Nature's Pretty Sweet, Mallorn Forest from LotR mod, and specially Alpha Biomes (with 19 specific alien fish)
Q: CE compatible?
A: It’s a fishing mod (also, yes, it should, you tell me)
Graphics are created by me, Oskar Potocki.
Code work created by Sarg Bjornson.
Rimworld is owned by Tynan Sylvester.
(CC BY-NC-ND 4.0)[creativecommons.org]
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Every dollar donated allows us to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!
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Other modules will come with time. More information can be found on our Patreon page!
How do I download and install mods?
Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.How do I install this mod?
See the 'How to install' tab.Is this mod safe to use?
The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .
There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game