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Author Topic: Fishing Expanded  (Read 17486 times)

brolol.404

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Fishing Expanded
« on: August 02, 2019, 06:11:40 am »

I decided that my next mod will be an overhaul to fishing. I plan to make all freshwater fish vermin, but also add a bunch of new ones and play around with their rarity. I am also thinking of adding fishing equipment like fishing pole and fishing clothing (that could possibly increase fishing stats?) and add more fish cleaning and fish processing reactions.

Is there anything you guys would want to see in this? Any suggestions?

Wannabehero

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Re: Fishing Expanded
« Reply #1 on: August 02, 2019, 03:00:49 pm »

Neat idea brolol.

Perhaps some very rare magic fish, that can talk and grant wishes!  /jk

Maybe a reaction that can convert certain class-types of fatty fish to produce fish oil, that could be used for cooking and/or to make soap.

There could also be some variations in shelled molluscs that give more valuable shells (like mother-of-pearl) for decoration/crafts.

Could also add a reaction that uses lye+fish to produce lutefisk, a (albeit disgusting, IMO) preserved "fish-cheese".
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brolol.404

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Re: Fishing Expanded
« Reply #2 on: August 02, 2019, 04:42:10 pm »

Awesome ideas!

Perhaps some very rare magic fish, that can talk and grant wishes!  /jk

I'm down for adding some very rare magical/mythical fish.

I'm not sure how they could talk though lol (can_speak vermin?) or grant wishes (possibly a syndrome on eat or special reaction with some output). reminds me of zelda

Maybe a reaction that can convert certain class-types of fatty fish to produce fish oil, that could be used for cooking and/or to make soap.

Cool idea. I'll add fish oil. I'll also add some reaction classes. That will open up a lot of potential.

There could also be some variations in shelled molluscs that give more valuable shells (like mother-of-pearl) for decoration/crafts.

Cool. I'll add some more shellfish and shells.

Could also add a reaction that uses lye+fish to produce lutefisk, a (albeit disgusting, IMO) preserved "fish-cheese".

Cool. I'll add lutefisk.

brolol.404

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Re: Fishing Expanded
« Reply #3 on: August 02, 2019, 05:49:28 pm »

I actually didnt realize how few fish there actually were until I started going through them. I can add a lot of fish with this mod.

Meph

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Re: Fishing Expanded
« Reply #4 on: August 03, 2019, 08:51:59 am »

Aren't there around 100 fish in the game? XD

I'm not sure how you could force clothing or tools on fishermen, but what you can do is fish processing and fish farming. Both done in workshops.

Oyster farming to get pearls.

Basic weapons from swordfish swords. Or shark tooth swords, both were a thing in polynasian areas.

Fishing is btw the only labor non-civ member pets can do. If you create a pet with natural fishing skill, they will use your fishing areas.

Kaviar is strangely missing from the game.
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brolol.404

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Re: Fishing Expanded
« Reply #5 on: August 03, 2019, 09:19:09 am »

Aren't there around 100 fish in the game? XD

These are the only freshwater fish I see in game (15). Am I missing some?

Carp
Longnose gar
Pike
Tigerfish
Banded knifefish
Black bullhead
Brown bullhead
Char
Clown loach
Guppy
Lungfish
Perch
Rainbow trout
Sailfin molly
Yellow bullhead

EDIT: It looks like there are a couple more freshwater fish that are in the saltwater fish raws (salmon, trout), but I don't see more than a few of those.

I'm not sure how you could force clothing or tools on fishermen,

I think if I add fishing clothing/tools it will either just be used for roleplay or used in reactions.

but what you can do is fish processing and fish farming. Both done in workshops.

Oyster farming to get pearls.

Cool idea. I will add this.

I could add a fish hatchery as well.

Reagent: 2+ fish (don't consume)
Product: 1 fish (10% chance)

Basic weapons from swordfish swords. Or shark tooth swords, both were a thing in polynasian areas.

Cool idea! I'll add this. Could add fish bones as well.

Fishing is btw the only labor non-civ member pets can do. If you create a pet with natural fishing skill, they will use your fishing areas.

Good to know. I'll have to remember that when using the fishing skill for things.

Kaviar is strangely missing from the game.

Cool idea! I'll add cavier and roe. Could potentially add it as a product to the fish hatchery as well.
« Last Edit: August 03, 2019, 03:50:51 pm by brolol.404 »
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brolol.404

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Re: Fishing Expanded
« Reply #6 on: August 03, 2019, 04:46:40 pm »

This is the starting line up (111) that I am thinking about for freshwater temperate rivers and lakes. Let me know what you think.

Choctaw Bass
Hybrid Bass
Largemouth Bass
Peacock Bass
Redeye Bass
Rock Bass
Shadow Bass
Shoal Bass
Smallmouth Bass
Spotted Bass
Striped Bass
Suwanee Bass
White Bass
Yellow Bass
Black Bullhead
Blue Catfish
Brown Bullhead
Channel Catfish
Spotted Bullhead
Suckermouth Catfish
Walking Catfish
White Catfish
Yellow Bullhead
Longfin Eel
Mottled Eel
Shortfin Eel
Swamp Eel
Alligator Gar
Bowfin
Longnose Gar
Shortnose Gar
Spotted Gar
Brook Lamprey
Banded Minnow
Bluntnose Minnow
Cheat Minnow
Chub Shiner
Cutlip Minnow
Emerald Shiner
Flathead Minnow
Gila Topminnow
Loach Minnow
Longjaw Minnow
Mosquitofish
Pugnose Minnow
Redfin Minnow
Shortjaw Minnow
Silverjaw Minnow
Spottail Shiner
Spotted Minnow
Striped Minnow
Suckermouth Minnow
White Cloud Minnow
Blue Walleye
Burbot
Chain Pickerel
Perch
Pike
Redfin Pickerel
Snakehead
Yellow Walleye
Chinook Salmon
Chum Salmon
Coho Salmon
Pink Salmon
Sockeye Salmon
Duck Mussel
Oyster Mussel
Swan Mussel
Bluehead Sucker
Bridgelip Sucker
Creek Chubsucker
Hogsucker
Lake Chubsucker
Largescale Sucker
Longnose Sucker
Sharpfin Chubsucker
Shortnose Sucker
Smallfin Redhorse
Smallmouth Buffalo
White Sucker
Banded Sunfish
Black Crappie
Blackbanded Sunfish
Bluegill
Bluespotted Sunfish
Flier
Green Sunfish
Longear Sunfish
Mud Sunfish
Orangespotted Sunfish
Pumpkinseed
Redbreast Sunfish
Redear Sunfish
Spotted Sunfish
Warmouth
White Crappie
Brook Trout
Brown Trout
Bull Trout
Char
Cutthroat Trout
Flathead Trout
Golden Trout
Lake Trout
Marble Trout
Rainbow Trout
Redband Trout
River Trout
Silver Trout
Speckled Lake Trout

« Last Edit: August 03, 2019, 06:19:58 pm by brolol.404 »
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Superdorf

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Re: Fishing Expanded
« Reply #7 on: August 03, 2019, 05:02:07 pm »

I think... that is a lot of fish names.
All luck to you, sirrah.
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brolol.404

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Re: Fishing Expanded
« Reply #8 on: August 03, 2019, 06:14:26 pm »

I think... that is a lot of fish names.
All luck to you, sirrah.

Thanks :)

I forgot Salmon, so that will add some more lol

TomiTapio

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Re: Fishing Expanded
« Reply #9 on: August 04, 2019, 04:09:39 am »

Finnish folklore: the legendary sage Väinämöinen made a kantele-harp out of a large PIKE predatory fish's jaw.
Current pike world record size is 25 kg (55 lb).

news article on a large pike, with skull photo: https://www.oxfordmail.co.uk/news/10425897.monster-pike-skull-looked-almost-like-a-crocodile/
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FantasticDorf

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Re: Fishing Expanded
« Reply #10 on: August 04, 2019, 05:48:25 am »

I could add a fish hatchery as well.

Reagent: 2+ fish (don't consume)
Product: 1 fish (10% chance)

In theory not nessecarily needed, sexually compatible fish can breed inside aquariums (glass cages flipped inside out from their 'terrarium' setting) and while its hard to set up, a control-pond can also be established by filling a 2 or 3 deep + shaped hole (with grates everywhere but the interior) and filling it with pond water in which can be a source of controlled fishing (though skilled dwarves will empty it quickly)
  • I know this tidbit about breeding after running a proximity breeding-based spider silk farm, and a hamster mill in order to sell a bunch of them in a gold cage to the elves as a 'present', i started with four and ended with 30+
But the hatchery/fish farm can just take fish inside the animal cages directly by using the vermin reagent arguements, unless of course you're talking about non vermin fish in which the aquarium tank will take them but wont stop the air drowning, only remove them from their ponds when you're ready to kill them.
  • I've tried taming modded fish, tethering them up but water flow will push them around and overall its just not very good and the setup was laborious, i had no plans especially to seperate them since they weren't very self receptive to going to pastures (water interrupted the pathing + designation i think).
Don't forget whale fat oil either.
« Last Edit: August 04, 2019, 05:50:53 am by FantasticDorf »
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brolol.404

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Re: Fishing Expanded
« Reply #11 on: August 04, 2019, 05:51:40 am »

Finnish folklore: the legendary sage Väinämöinen made a kantele-harp out of a large PIKE predatory fish's jaw.
Current pike world record size is 25 kg (55 lb).

news article on a large pike, with skull photo: https://www.oxfordmail.co.uk/news/10425897.monster-pike-skull-looked-almost-like-a-crocodile/

Very cool.

I am going to make all freshwater fish vermin (no matter their size), but I will add fish bone instruments.

brolol.404

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Re: Fishing Expanded
« Reply #12 on: August 04, 2019, 05:56:39 am »

In theory not nessecarily needed, sexually compatible fish can breed inside aquariums (glass cages flipped inside out from their 'terrarium' setting) and while its hard to set up, a control-pond can also be established by filling a 2 or 3 deep + shaped hole (with grates everywhere but the interior) and filling it with pond water in which can be a source of controlled fishing (though skilled dwarves will empty it quickly)
  • I know this tidbit about breeding after running a proximity breeding-based spider silk farm, and a hamster mill in order to sell a bunch of them in a gold cage to the elves as a 'present', i started with four and ended with 30+
But the hatchery/fish farm can just take fish inside the animal cages directly by using the vermin reagent arguements, unless of course you're talking about non vermin fish in which the aquarium tank will take them but wont stop the air drowning, only remove them from their ponds when you're ready to kill them.
  • I've tried taming modded fish, tethering them up but water flow will push them around and overall its just not very good and the setup was laborious, i had no plans especially to seperate them since they weren't very self receptive to going to pastures (water interrupted the pathing + designation i think).

Interesting. I am going to make all fresheater fish vermin. Will vermin randomly disappear from a control-pond or do vermin stay until death?

I can fix the empty quick problem by adding large litters to fish.

Don't forget whale fat oil either.

Cool idea. I'll add whale fat.

FantasticDorf

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Re: Fishing Expanded
« Reply #13 on: August 04, 2019, 06:26:31 am »

Interesting. I am going to make all fresheater fish vermin. Will vermin randomly disappear from a control-pond or do vermin stay until death?

They *should* vaguely stay, flicking in and out of existance until they expire like you say, naturally im not 100% sure on the results as often i don't have time to set one up, as without a helpful mod like this a fish tank is usually a novelty piece or the ponds have died out becuase of seasonal freezing/drying.

I don't think they would dissapear without a cause as land based vermin are persistent until they die leaving vermin remains while fish don't, they just spontaneously appear in the relevant biome being the difference to large creatures (in both land and water), like the time i accidentally encouraged some frogs by waterlogging a bit of my design.

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brolol.404

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Re: Fishing Expanded
« Reply #14 on: August 04, 2019, 07:10:34 am »

Cool. Good to know.

Based on that, do you see any benefit to a hatchery workshop? Or should I leave it to control ponds?
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