Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4

Author Topic: [47.04] Fishing Expanded v1.1  (Read 15071 times)

brolol.404

  • Bay Watcher
    • View Profile
Re: [44.12] Fishing Expanded v1.0
« Reply #15 on: September 16, 2019, 06:58:48 pm »

Alright, I gotta give this a go. Normally I despise aquatic life in DF because it just feels like it's one of those things you'll never interact with barring forts specifically geared towards dealing with sea life, and a food/material preference you'll almost never be able to fulfill.
Let me know your feedback :)

I made all freshwater fish vermin so if you make a fort that is not geared towards sea life, aquatic creatures won't fill up your wild animal slots anymore so that other land animals that you can interact with will be able to populate on the map.

An embark with half unreachable aquatic animals and half unreachable flying birds always bothered me in vanilla DF

brolol.404

  • Bay Watcher
    • View Profile
Re: [44.12] Fishing Expanded v1.0
« Reply #16 on: September 17, 2019, 07:01:31 pm »

Here are the shark stats (maximum values): Size (lbs), Swim Speed (mph), Damage (%), Attack Time, Strength, Agility, Toughness, Endurance, Sneak, Biting, Discipline, Dodging, Observation. Let me know what you think (sorry for the formatting).

            Subtype   DF/FE   Biome   Rarity   Giant Variant   Person Variant   SIZE   SPD   DMG   ATK   STR   AGI   TOU   END   AMB   BIT   DIS   DOD   OBS   Comments
1   Black Tipped Reef Shark    Shark   DF   OCEAN_TROP   Very Common         30   12   100   3:3   1200   1800   1200   800   5   5   8   2   2   Prone to Rage: 10
2   White Tipped Reef Shark    Shark   DF   OCEAN_TROP   Very Common         40   12   100   3:3   1300   1800   1400   1000   5   5   2   3   2   Prone to Rage: 10
3   Gray Reef Shark   Shark   FE   OCEAN_TROP   Common         50   25   100   3:3   1400   1800   1600   1600   5   5   3   2   2   Prone to Rage: 10
4   Lemon Shark   Shark   FE   OCEAN_TROP   Common         220   5   100   3:3   1600   1800   1600   1600   5   5   5   2   3   Prone to Rage: 20
5   Blacktip Shark   Shark   FE   OCEAN (ANY)   Common         300   12   100   3:3   1600   1600   1700   1200   2   10   5   5   5   Prone to Rage: 40
6   Bull Shark   Shark   DF   OCEAN (ANY)   Common   x   x   300   20   300   4:4   2200   1600   2500   1800   5   12   15   5   10   Prone to Rage: 60
7   Whitetip Shark    Shark   FE   OCEAN (ANY)   Common         400   12   100   3:3   1600   1600   1800   1300   2   10   5   5   5   Prone to Rage: 40
8   Shortfin Mako Shark    Shark   DF   OCEAN_TROP   Common   x   x   800   80   100   2:2   1700   3000   1700   2500   10   10   5   12   5   Prone to Rage: 75
9   Longfin Mako Shark   Shark   DF   OCEAN_TROP   Common         1000   60   100   2:2   1800   3000   1700   2500   8   10   8   10   5   Prone to Rage: 75
10   Thresher Shark   Shark   FE   OCEAN_TROP   Common   x   x   1100   30   200   3:3   2000   2200   2000   2000   5   12   10   5   8   Prone to Rage: 40
11   Tiger Shark   Shark   DF   OCEAN (ANY)   Common   x   x   1500   25   200   3:3   2000   2000   2200   2000   8   12   8   8   10   Prone to Rage: 50
12   Nurse Shark   Shark   DF   OCEAN (ANY)   Uncommon         130   25   100   3:3   -   -   -   -   -   -   -   -   -   Prone to Rage: 10, MEANDERER
13   Blue Shark   Shark   DF   OCEAN (ANY)   Uncommon         450   30   100   3:3   1600   1800   1400   1600   8   10   5   5   5   Prone to Rage: 30
14   Hammerhead Shark    Shark   DF   OCEAN (ANY)   Uncommon   x   x   1000   25   100   3:3   1800   2100   2100   2100   5   12   8   12   8   Prone to Rage: 30
15   Great White Shark    Shark   DF   OCEAN (ANY)   Uncommon   x   x   2500   35   400   4:4   2500   1600   2200   1600   5   15   10   5   5   Prone to Rage: 60
16   Basking Shark   Shark   DF   OCEAN (ANY)   Uncommon   x   x   11000   2   -   -   -   -   -   -   -   -   -   -   -   MEANDERER, BENIGN
17   Whale Shark   Shark   DF   OCEAN (ANY)   Uncommon   x   x   41000   5   -   -   -   -   -   -   -   -   -   -   -   MEANDERER, BENIGN
18   Angelshark   Shark   DF   OCEAN_TROP   Rare         80   25   100   3:3   -   -   -   -   5   5   2   2   2   Prone to Rage: 10, MEANDERER
19   Sandbar Shark   Shark   FE   OCEAN_TROP   Rare         150   12   100   3:3   -   -   -   -   8   5   2   2   2   Prone to Rage: 20
20   Spinner Shark   Shark   FE   OCEAN_TROP   Rare         200   12   100   3:3   -   -   -   -   5   5   2   2   2   Prone to Rage: 20
21   Sandtiger Shark   Shark   FE   OCEAN_TROP   Rare         200   12   100   3:3   -   -   -   -   10   8   8   2   2   Prone to Rage: 10
22   Salmon Shark   Shark   FE   OCEAN (ANY)   Rare         210   50   100   3:3   -   -   -   -   5   5   2   2   2   
23   Dusky Shark   Shark   FE   OCEAN (ANY)   Rare         400   12   100   3:3   -   -   -   -   5   10   10   2   8   Prone to Rage: 20
24   Silky Shark   Shark   FE   OCEAN_TROP   Rare         400   12   100   3:3   -   -   -   -   5   10   5   10   8   Prone to Rage: 20
25   Goblin Shark    Shark   FE   OCEAN_TROP   Rare   x   x   450   20   100   3:3   -   -   -   -   5   10   5   5   5   Prone to Rage: 10
26   Zebra Shark   Shark   FE   OCEAN_TROP   Very Rare         60   5   -   -   -   -   -   -   -   -   -   -   -   MEANDERER, LARGE_ROAMING
27   Frilled Shark   Shark   DF   OCEAN_TROP   Very Rare    x   x   130   12   100   3:3   -   -   -   -   -   -   -   -   -   
28   Wobbegong Shark   Shark    DF   OCEAN_TROP   Very Rare   x   x   180   5   100   3:3   -   -   -   -   -   -   -   -   -   MEANDERER
29   Bramble Shark   Shark   FE   OCEAN_TROP   Very Rare         400   10   -   -   -   -   -   -   -   -   -   -   -   MEANDERER, LARGE_ROAMING

Enemy post

  • Bay Watcher
  • Modder/GM
    • View Profile
Re: [44.12] Fishing Expanded v1.0
« Reply #17 on: September 17, 2019, 09:49:01 pm »

I had a suggestion. Most players tend to embark on freshwater rather than the ocean, and thus miss out on seeing sharks. These river sharks might help to patch that hole.
Logged
My mods and forum games.
Enemy post has claimed the title of Dragonsong the Harmonic of Melodious Exaltion!

brolol.404

  • Bay Watcher
    • View Profile
Re: [44.12] Fishing Expanded v1.0
« Reply #18 on: September 18, 2019, 06:18:13 am »

I had a suggestion. Most players tend to embark on freshwater rather than the ocean, and thus miss out on seeing sharks. These river sharks might help to patch that hole.

Good idea :)

I'll add a Ganges Shark, Speartooth Shark and River Shark to tropical freshwater biomes. I'll also add the bull shark to tropical freshwater biomes too.

Im going to add river dolphins and pink river dolphins to freshwater too.

There are also a few sharks that I could add to brackish rivers as well.

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: [44.12] Fishing Expanded v1.0
« Reply #19 on: September 22, 2019, 03:03:00 pm »

Regarding your problems with butchering in last thread, did you try disabling automatic butchering (o-W-b) or restricting butcher via burrow/stockpile links? That autobutchering behaviour can also be seen with animal trapping creepy crawlers (which also show butchering vermin can be higher priority task than catching another one when both labours are enabled on same dwarf).

Also, I suspect your Catch Live attempts failed because dwarves do not path into 4+/7 water, and the  vermin fish were in that water (it might be that there's an exception to this and FISHITEM if the fish is directly next  to ramp; haven't tested). I've occassionally seen vanilla vermin fish in less deep water when flooding, so I speculate Catch Live Fish shouldn't be completely impossible, but I'd guess it'd need building animal traps into temporarily not underwater areas.


But it's obvious that putting animal traps underwater and then either butchering or extracting caught live fish isn't very comfortable - expanded fishing should make fishing more attractive, not less.

Thus perhaps adding [AUTOMATIC] reaction on caught raw fish in the fishery that takes materials from reagant and produces desired result would be appropriate. Only I'm not sure what results would be best for butchering fishes larger than cats - maybe a reaction that takes in a raw_fish, and returns a butcherable vermin variant that never appears in nature but is otherwise named "cleaned pirarucu" that the butcher will then automatically take care of, ensuring that you get proper amount of food while still only having 1 reaction in workshop.

Also, note on pirarucu's raws: it has CHANGE_BODY_SIZE_PERC, but fe_FISH_TEMPLATE doesn't have BODY_SIZE tag - what does that result in, body size 1 being multiplied by 4850?

brolol.404

  • Bay Watcher
    • View Profile
Re: [44.12] Fishing Expanded v1.0
« Reply #20 on: September 22, 2019, 06:10:09 pm »

Regarding your problems with butchering in last thread, did you try disabling automatic butchering (o-W-b) or restricting butcher via burrow/stockpile links? That autobutchering behaviour can also be seen with animal trapping creepy crawlers (which also show butchering vermin can be higher priority task than catching another one when both labours are enabled on same dwarf).

Also, I suspect your Catch Live attempts failed because dwarves do not path into 4+/7 water, and the  vermin fish were in that water (it might be that there's an exception to this and FISHITEM if the fish is directly next  to ramp; haven't tested). I've occassionally seen vanilla vermin fish in less deep water when flooding, so I speculate Catch Live Fish shouldn't be completely impossible, but I'd guess it'd need building animal traps into temporarily not underwater areas.

But it's obvious that putting animal traps underwater and then either butchering or extracting caught live fish isn't very comfortable - expanded fishing should make fishing more attractive, not less.

Thus perhaps adding [AUTOMATIC] reaction on caught raw fish in the fishery that takes materials from reagant and produces desired result would be appropriate. Only I'm not sure what results would be best for butchering fishes larger than cats - maybe a reaction that takes in a raw_fish, and returns a butcherable vermin variant that never appears in nature but is otherwise named "cleaned pirarucu" that the butcher will then automatically take care of, ensuring that you get proper amount of food while still only having 1 reaction in workshop.

Also, note on pirarucu's raws: it has CHANGE_BODY_SIZE_PERC, but fe_FISH_TEMPLATE doesn't have BODY_SIZE tag - what does that result in, body size 1 being multiplied by 4850?

I did not turn off auto butcher but that's a good idea.

Material from reagent returns bones for raw fish (that's how the trophy reaction works), so I couldn't return anything else without multiple reactions if I wanted a non-generic product. I would have to use dfhack to spawn new butcherable vermin, but that is an option. Problem with making "cleaned fish" a vermin is that it will show up on aquarium lists when putting live fish into an aquarium. I could potentially make generic products and make a reaction that makes raw_fish produce "cleaned fish" etc without the specific fish title.

The base body size is on the fish type variation (arowana for pirarucu), but only applies to live caught fish. All raw fish weigh the same (1).

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: [44.12] Fishing Expanded v1.0
« Reply #21 on: September 22, 2019, 09:06:58 pm »

Regarding material from reagant, I meant with ITEM_REACTION_PRODUCT, resulting in different items with same reaction. But rethinking, doubt it'd work as raw fish isn't the actual vermin creature. Maybe if it was applied to fish's bone.

I'm not sure the vermin species needs dfhack. There have been attempts to, say, produce purring maggots (or cave spiders), although I haven't tested them and syntax might've changed. If it does and you're using dfhack anyway could just as well sidestep the aquarium problem by culling the dummy vermin from that list when it is displayed or directly spawning desired output based on body plan and size.

Ah, missed body size being part of creature variation.
« Last Edit: September 22, 2019, 09:26:47 pm by Fleeting Frames »
Logged

brolol.404

  • Bay Watcher
    • View Profile
Re: [44.12] Fishing Expanded v1.0
« Reply #22 on: September 23, 2019, 09:12:13 am »

I'm not sure the vermin species needs dfhack. There have been attempts to, say, produce purring maggots (or cave spiders), although I haven't tested them and syntax might've changed. If it does and you're using dfhack anyway could just as well sidestep the aquarium problem by culling the dummy vermin from that list when it is displayed or directly spawning desired output based on body plan and size.

Interesting. I will test out that vermin reaction. I wonder if the vermin would have to be put into an animal trap in the product for it to count as still being caught and not once again wild (but immobile in the workshop). This could also be a way to make a hatchery potentially. I will have to mess around with it.

This mod currently doesnt use dfhack, but I am not against adding it if it makes sense and adding it adds enough features/improvement to justify it.

Kiloku

  • Bay Watcher
    • View Profile
Re: [44.12] Fishing Expanded v1.0
« Reply #23 on: October 03, 2019, 09:07:12 am »

> Add roe, oil, fish sauce, fish cheese, blubber

Fish cheese?!

I even searched the internet to see if there was such a thing but found only recipes for fish with cheese.
What would fish cheese be?
Logged

Iduno

  • Bay Watcher
    • View Profile
Re: [44.12] Fishing Expanded v1.0
« Reply #24 on: October 03, 2019, 01:05:04 pm »

> Add roe, oil, fish sauce, fish cheese, blubber

Fish cheese?!

I even searched the internet to see if there was such a thing but found only recipes for fish with cheese.
What would fish cheese be?

Cheese made with fish milk?
Logged

Kiloku

  • Bay Watcher
    • View Profile
Re: [44.12] Fishing Expanded v1.0
« Reply #25 on: October 03, 2019, 01:16:45 pm »

But... Fish don't give milk... They're not mammals.

Logged

brolol.404

  • Bay Watcher
    • View Profile
Re: [44.12] Fishing Expanded v1.0
« Reply #26 on: October 03, 2019, 06:23:11 pm »

fish cheese was a suggestion by someone on the forum (also called "lutefisk")

https://en.m.wikipedia.org/wiki/Lutefisk

Basically raw fish and lye (though it's not in the mod yet)

Kiloku

  • Bay Watcher
    • View Profile
Re: [44.12] Fishing Expanded v1.0
« Reply #27 on: October 03, 2019, 06:53:34 pm »

Huh. I knew about lutfisk, but didn't know it was also called fish cheese. Is it close to cheese (culinarily)?
Logged

DerMeister

  • Bay Watcher
    • View Profile
Re: [44.12] Fishing Expanded v1.0
« Reply #28 on: October 03, 2019, 07:25:31 pm »

Huh. I knew about lutfisk, but didn't know it was also called fish cheese. Is it close to cheese (culinarily)?
It is more close to soap than to cheese.
Logged

brolol.404

  • Bay Watcher
    • View Profile
Re: [44.12] Fishing Expanded v1.0
« Reply #29 on: October 03, 2019, 08:14:31 pm »

I've never had it and I'm not too familiar with it, but I doubt it's much like cheese. Soap is just fat and lye so lutefisk made from a fatty fish would probably just be fish soap.

It was requested as a disgusting food to feed prisoners lol
Pages: 1 [2] 3 4