Mods / Aquaponics and Fish Breeding

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Author:
Pawnd180
Side:
Both
Created:
Apr 26th at 4:16 PM
Last modified:
Apr 29th at 2:33 AM
Downloads:
3100
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Latest release (for Vintage Story 1.22.0, potentially outdated):
Aquaponics_FishBreeding.zip  1-click install

Aquaponics for Vintage Story

Bring fully simulated fish farming to Vintage Story. Breed fish, manage their habitats, collect eggs, and use their waste to automatically fertilize farmland once a day to a minimum level based on ammount of fish.

 

How It Works

  • Build a Pond using Pond Blocks and create a fully enclosed water structure.

    • All Pond Blocks must be touching (corners count).

    • The pond network must also touch farmland for fertilization to work.

  • Catch fish using a Fish Bucket.

    • New Recipe: 1 Wooden Bucket + 1 Fish Food

    • This prevents buckets from being consumed when shift‑clicking other recipes.

  • Feed fish with Fish Food (1 dry grass + any fruit or vegetable).

  • Fish now have proper genders and breed naturally.

    • They seek mates, lay fish eggs, and follow a more realistic lifecycle.

    • Instant spawning has been removed.

  • Once your pond reaches 10 fish, it begins fertilizing nearby soil daily.

    • Fertility is maintained at a minimum threshold, scaling up to 75% nutrients at 50 fish.

  • Right‑click any Pond Block to view pond stats, fish count, and system information.

 

New Features

  • Fish Feeders Automatically dispense Fish Food to nearby fish, similar to troughs. Great for large ponds or automated setups.

  • Rebuilt Fish AI

    • Natural mating behavior

    • Egg spawning

    • Correct gender assignment

    • Temporary fix for fish AI stopping when leaving/re‑entering a chunk. HOLD RIGHT CLICK ON POND TO CYCLE FISH TO BRING AI BACK. GAME LIMITATION TO KEEP FISH AI ON ALL THE TIME. GAME IS SET TO DESPAWN FISH WHEN OUT OF A CHUNK FOR A CERTAIN AMMOUNT OF TIME. I DISABLED THE DESPAWN BUT THE GAME ENGINE FORCES THE FISH INTO THIS HALF DEAD STATE WHERE ITS ALIVE BUT ITS AI IS OFF, FISH BUCKET RESETS THAT BUT KEEPS ALL STATS OF THE FISH.

Crafting

  • Pond Blocks

    • 3 Rammed Earth + 1 Clay → 4 Pond Blocks

    • Designed to be moderately expensive because a maxed‑out pond can generate up to 75% fertility per day.

 

Balance & Progression

  • Early Game: Slow growth, manual feeding, and small ponds.

  • Late Game: Automated feeding, egg production, edible fish, and highly fertilized farmland create a powerful, sustainable farm loop.

 

Technical Notes

  • A pond can support up to 5000 water blocks.

  • Right‑click a Pond Block to view the entire connected pond network.

  • The pond must be fully enclosed and touch farmland for fertilization to function.

 

About Development

I’m still new to Vintage Story modding, so if you run into issues, please leave a comment and I’ll patch it quickly.

The Fish Bucket currently uses a simple placeholder texture because the base game bucket couldn’t pick up fish correctly. As I improve, I may replace it with a proper model.

 

Current Roadmap

  • Improve fish movement and pathfinding

  • Permanent fix for AI disabling when chunks unload

  • Expand egg‑laying behavior

  • Additional polish for Fish Bucket visuals

 

Thank You

Huge thanks to everyone who has tested, reported bugs, and given feedback. This mod has grown because of your help.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
1.0.5 fishbreeding 1860 Apr 29th at 2:33 AM Aquaponics_FishBreeding.zip 1-click install

Filepath issue for textures corrected.

Shout out to Dubbin912 for testing and letting me know the issue.

1.0.4 fishbreeding 131 Apr 28th at 11:03 PM Aquaponics_FishBreeding.zip 1-click install

Changelog – v1.0.4

Gameplay & Balance

  • Updated Fish Bucket recipe Crafting now requires 1 Wooden Bucket + 1 Fish Food, adding a small but meaningful progression step.

  • Reworked Fish Breeding System Fish no longer reproduce instantly. Their AI has been rebuilt so they now:

    • Seek mates naturally

    • Lay eggs instead of spawning live offspring

    • Follow a more believable lifecycle loop

    • Fish Eggs take 5 full days to spawn a new fish, Fish take 6 days to be able to breed again.
  • Added Fish Feeders New block that automatically provides Fish Food to nearby fish, improving large‑pond management and reducing micromanagement.

AI Improvements

  • Fixed random gender assignment Fish now spawn with correct, consistent gender distribution.

  • Rebuilt mating behavior Fish now evaluate mates, pathfind correctly, and trigger egg‑laying behavior instead of instant reproduction.

  • Temporary AI persistence fix Implemented a stopgap solution for fish AI resetting when leaving and re‑entering a chunk. A more permanent fix is planned for a future update. The idea is when you right click a pond block it randomly picks up a fish. Hold right click and it will cycle all of the fish back into the pond and turn the AI on. Vintage Story Engine Limitation, they have fish naturally set to turn off. Even though I keep them alive the game is hard coded to put them in a half death state. This bucket fix is temporary until I get a more permanent fix.

1.0.3 fishbreeding
1.4.4-dev.2 - 1.22.0
470 Apr 27th at 11:05 PM Aquaponics_FishBreeding.zip 1-click install

• Non-master pond blocks now do zero work — previously every single pond block was doing a full scan every 1.5 seconds just to figure out it wasn't in charge. Now only one block per pond (the "master") does any work
• Water scanning is now chunk-efficient — switched from calling GetBlock() on every individual water position (which unpacks the same chunk data hundreds of times) to using WalkBlocks() which unpacks each chunk exactly once
• Network layout is cached for 30 seconds — the mod no longer recalculates which blocks are connected every 1.5s, only every 30s
• Chunk saves only happen when something actually changes — previously the mod was forcing chunk saves every tick even if nothing changed with the fish or water
• Ponds no longer all tick at the same time — each pond gets a random startup delay so 20 ponds across the server don't all fire at the exact same millisecond
• Large ponds confirmed working — tested with 100+ block networks

1.0.2 fishbreeding 69 Apr 27th at 9:26 PM Aquaponics_FishBreeding.zip 1-click install

Changed Recipe for Pond block from 3 Stone + 1 Blue Clay to 3 of any Rammed Earth + 1 of Any Clay.

Changed Pond Information in chat when looking at farmland, changed to right-clicking a pond block to view that pond system.

Fixed an issue where Fish would stay still when loading in chunk. Vanilla game has fish set to despawn, I had to set it to keep fish in the world and because fish were set to despawn their movement was set to disabled. Its now set to when a player loads the chunk movement for the fish begins again.

Changed Fertilizer regen a day. 75% fertilization a day starts at 50 fish and now less fertilizer for less fish. Mathmatically correlates. 

I just want to give a quick thank you to everyone in the comments giving suggestions and pointing out issues.

1.0.1 fishbreeding 570 Apr 26th at 5:03 PM fishbreeding_1.0.1.zip 1-click install

First Version


107 Comments (oldest first | newest first) (threaded | flat)

SMURRLORD, 6 days ago

the pond block or fish feeder arnt showing up

Simori, Jun 2nd at 5:10 AM

can confirm what Luceo said. Mod can't be used on Linux with the current formatting

Luceo, Jun 2nd at 3:33 AM (modified Jun 2nd at 3:34 AM)

Seems the zip for this has incorrect directory separators (back instead of forward slash) so on linux the files unpack incorrectly and render the mod unusable (the full path in the filename, rather than correct directories, so you get a file literally named assets\fishbreeding\blocktypes\fishfeeder.json, rather than a file named fishfeeder.json in a directory tree)

If you re-pack the zip with something like 7zip it will ensure a compliant zip file with the correct directory separators.

SneakyDevil, May 31st at 7:40 PM (modified Jun 1st at 3:41 AM)

I cant seem to get the fish to breed, they have eaten a full stack of feed at this point and have produced 0 new fish? There was some possible egg thing that spawned but days later and its still not hatched or interacteable.

 

edit: Turns out I was having a memory leak and needed to relaod my game.

SneakyDevil, Jun 2nd at 1:29 AM (modified Jun 2nd at 2:02 AM)
@SneakyDevil: I cant seem to get the fish to breed, they have eaten a full stack of feed at this point and have produced 0 new fish? There was some possible egg thing that spawned but days later and its still not hatched or interacteable. edit: Turns out I was having a

The fish breeding fixed itself after a reload, but now im having an issue where differnt parts of the pond has differnt stats and seen here in the
chat log
image

 

Edit: I also cant help but notice that the farmland doesnt "connect" to the pond and is not getting the fert boost

Lucky_4200, May 30th at 3:30 AM

Has any one had any problomes using this mod on a server?  I cant even see the mod items to craft.

Mohl, May 27th at 8:25 AM

I've got a question about how farmland fertilization works: all of the images show the farmland in the water directly, but does it have to be that way, or can the farmland be around the edge of the pond instead so the water isn't being blocked off?

I'm trying to avoid the problem malfiros was having where fish would spawn on the farmland and beach themselves.

KingSquid, May 27th at 10:48 PM
@Mohl: I've got a question about how farmland fertilization works: all of the images show the farmland in the water directly, but does it have to be that way, or can the farmland be around the edge of the pond instead so the water isn't being blocked off? I'm tr

I found that you can connect multiple ponds with a line of pond blocks and it combines the fish count, I have separated my pond into a crop area, fish breeding for fertilization, and fish breeding To be eaten.

When the fish AI mess up I break the block connecting them and do the bucket trick, if you don't they will spawn anywhere in the whole pond

Mohl, May 30th at 10:36 AM
@KingSquid: I found that you can connect multiple ponds with a line of pond blocks and it combines the fish count, I have separated my pond into a crop area, fish breeding for fertilization, and fish breeding To be eaten. When the fish AI mess up I break the block co

that's neat info to have, but not related to what I was asking at all. I was asking if the farmland could be on the outside of the pond/around it, or if it had to be on the inside of it.

KingSquid, May 26th at 10:07 PM (modified May 27th at 12:51 AM)

Does each farmland block need to be touching the side of the pond to get the buff or does it work if the floor of the pond be made out of pond blocks? I'm loving the mod so far, I can't wait for its future!

EDIT: did my own tests and will now be adding a pond floor, pray for my shovels please

also can the fish eat and reproduce while in the frozen state?

Verlia, May 16th at 6:44 PM

Unsure if it's been reported but on the latest version, all the fish are just sitting frozen still in waters.

Verlia, May 16th at 10:12 PM
@SneakyDevil: Have you tried reading?

and what part of the mod does it say the fish just stay still? 

SneakyDevil, May 16th at 11:44 PM (modified May 17th at 12:03 AM)
@Verlia: and what part of the mod does it say the fish just stay still?

idk man, have you checked the fucking all caps and bolded paragraph specifically emblished to catch people like you?

  • Temporary fix for fish AI stopping when leaving/re‑entering a chunk. HOLD RIGHT CLICK ON POND TO CYCLE FISH TO BRING AI BACK. GAME LIMITATION TO KEEP FISH AI ON ALL THE TIME. GAME IS SET TO DESPAWN FISH WHEN OUT OF A CHUNK FOR A CERTAIN AMMOUNT OF TIME. I DISABLED THE DESPAWN BUT THE GAME ENGINE FORCES THE FISH INTO THIS HALF DEAD STATE WHERE ITS ALIVE BUT ITS AI IS OFF, FISH BUCKET RESETS THAT BUT KEEPS ALL STATS OF THE FISH.

Verlia, May 17th at 12:34 AM
@SneakyDevil: idk man, have you checked the fucking all caps and bolded paragraph specifically emblished to catch people like you? Temporary fix for fish AI stopping when leaving/re‑entering a chunk. HOLD RIGHT CLICK ON POND TO CYCLE FISH TO BRING AI BACK. GAME LIMITAT

You do know that the whole purpose of giving feedback to a mod is to help the author as well right? Being a complete asshole serves no one but yourself. 

Simply stating where would've sufficed. Also putting it in "New Features" is not somewhere I would've looked for a mod breaking/a bug. 

But I suppose that's where moderators step in to stop people being assholes and keep things civil. I'll leave it to them now. 

 

IssaDwarf, May 8th at 3:22 PM

thepods1 I have not been able to replicate your issue. Try deleting the mod and reinstalling from scratch. DO NOT open your save in between or you risk losing all your fish and mod blocks you have. 

Ijkdenem, May 5th at 10:19 PM

i'd rather have zombie fish then suddenly lose a bunch.

IssaDwarf, May 2nd at 11:51 PM (modified May 2nd at 11:54 PM)

Ijkdenem no, they don't starve. They have an AI issue where they zombify as a result of this mod preventing them from despawning. If you bucket them, they will revive. Alternately, if you have a pond set up, you can click on the pond with your bucket and hold there while the pond quickly cycles through all of the fish in the pond. This revive will currently need to be done when reloading chunks with zombie fish. Also, reloading into the game is reported to revive the fish as well. This is what is being discussed in bold under the new features section.

thepods1 could you elaborate on how it is now broken.

IssaDwarf, May 4th at 2:12 AM
@thepods1: when i updated i cant make fish food or anything and nothing in in the index for it, like tge mod isnt installed

I would suggest downgrading to the previous update for now. I'll see if I can do some troubleshooting tomorrow after work to try to replicate and see what's going on for you

Gaelyn, May 5th at 1:37 PM
@thepods1: when i updated i cant make fish food or anything and nothing in in the index for it, like tge mod isnt installed

thepods1 Interesting. The newest version is definitely working for me (I can make fish food and the fish feeder and they show up in the handbook), with no issues other than the fish being immobile.

Ijkdenem, May 2nd at 4:43 PM

if you only put the fish in the CENTER and put the farmland AROUND the fish water area then you probably will have less fish spawned on the dirt. just thought i would suggest it.

thepods1, May 1st at 9:34 PM

i updated the mod an it is now broken not sure what happened

 

Malfiros, May 1st at 8:29 PM

In regards to fish that are despawning from my pond - I do seem to be finding dead fish in random places around the pond, sometimes around 50 blocks away. Also, sometimes when breeding them they spawn on a farmland block, which means I either have to sacrifice the plant by breaking the block if I want to save the fish, or let the fish die thus wasting the breeding to an extent (still get some fish out of it but would much rather keep my pond stocked). This seems to happen after travelling far away from the pond. Hope this helps with diagnosing the bug. Love the mod so far though, keep up the good work! This will definitely become one of my core mods once all the bugs are smoothed out! ☺️ 

Metalnutter, May 12th at 11:17 AM
@Malfiros: In regards to fish that are despawning from my pond - I do seem to be finding dead fish in random places around the pond, sometimes around 50 blocks away. Also, sometimes when breeding them they spawn on a farmland block, which means I either have to sacr

I'm having the same thing happen. I'll leave the area and either have less fish, fish out of water flailing around, or dead fish around the pond. Also some up to 50 blocks away.

They are breeding fine, but are definitely disappering. (Maybe they grew legs and walked off 😅)

Ijkdenem, May 1st at 7:16 PM

can fish starve to death? i forgot to feed them and like half are just sitting there. they are not dead yet but they ain't going for the feeder i just put in either. should i just harvest the "stationary" ones and do better next time or leave them and hope they "perk up" and fix themselves?

also MuadDibz if you catch fish with the passive lines between the posts like i do just take them from the hooks and put them in an enclosed water area. it should still work if you do it in under 3 mins of from hook to fish pool. if you take too long they may die. so build the fish pool spot first so you can chunk them in quickly!

MuadDibz, Apr 30th at 8:25 AM

So how do you get fish to actually spawn? Ive searched a million lakes and the ocean and havent seen a single fish in over 10 hours of play :( I do play with Primitive Survival, does this ruin things?

Pawnd180 , May 1st at 2:54 AM
@MuadDibz: So how do you get fish to actually spawn? Ive searched a million lakes and the ocean and havent seen a single fish in over 10 hours of play :( I do play with Primitive Survival, does this ruin things?

Ocean fish are SUPER rare to spawn. It works off of default spawn mechanics for fish. Prim Survival mod has no bearing on fish spawn rate neither does my mod

Malfiros, Apr 29th at 9:16 PM

Yeah I seem to be losing fish quite quickly now. I went from 50 fish to about 30. Not finding any corpses or anything nearby, but they seem to be despawning.

Gaelyn, Apr 29th at 1:28 PM (modified Apr 29th at 5:09 PM)

IssaDwarf I'm just letting them all be frozen for now and not bothering to rebucket all of them or replace the muddy gravel with pond blocks (at least them being frozen means it's easy to take stock of which fish I have), but depending on whether or not the author can figure out an alternative to the bucket-on-pond-block fix, I may eventually replace the muddy gravel with pond blocks and start using the temporary solution.

Quitting to the main menu and loading up the world again also seems to restart the AI of all the fish in the chunk. So I have that option as well. I probably won't ever rebucket them individually ever again considering that I can just reload the world instead.

IssaDwarf, Apr 29th at 6:42 AM

Gaelyn Why not spend 5 minutes to build them a proper pond and save yourself some grief? You don't have to actually have a farming setup yet. There's not a penalty despite my earlier comments suggesting one. It's just dirt and clay to make the pond and then you won't have to bucket each fish every time by hand while he works on a proper fix for us. Sorry it took so long for me to realize you said you didn't have them in a pond.

IssaDwarf, Apr 29th at 4:01 AM (modified Apr 29th at 4:02 AM)

Gaelyn you could always keep the original vanilla pairs separate in sanctuaries and hope they persisted in the case of removal. But I noticed in 1.22 RCs that if I ran off on adventure when I came back, none of the little ponds had fish in them. A lot of the even medium size ponds didn't. I just didn't realize it was because I had left the area.

It was probably a performance issue. The fishing specifies that fish don't have to be visible to be able to catch something.

Gaelyn, Apr 29th at 3:31 AM (modified Apr 29th at 3:33 AM)

Pawnd180 I, too, come back to life when given food.😆

I appreciate how much effort you are putting into trying to fix this.🐟

Gaelyn, Apr 29th at 3:20 AM (modified Apr 29th at 3:24 AM)

IssaDwarf Good point. I didn't think about the fact that you would lose the fish anyway without the mod due to them not being persistent entities.

I wonder if the code telling fish to despawn is a 1.22 (or maybe 1.21) change, because I used to have a 1.20 world where I had two salmon in a pond in a cave, and they lasted an entire year without ever despawning (and I frequently walked very far away from them). I had just assumed from having had that experience that fish don't despawn (unless their pond freezes).

Does the temporary fix where you use the bucket on the pond block to revive the AI of all the fish last, or do the fish freeze again if you leave and come back? I was saying that it sucks to have to keep doing it every time you come back. I haven't tried the temporary fix yet because my pond is made of muddy gravel atm rather than the pond blocks (it's not a pond for farmland fertilization, just a sanctuary for fish).

Pawnd180 , Apr 29th at 3:26 AM
@Gaelyn: IssaDwarf Good point. I didn't think about the fact that you would lose the fish anyway without the mod due to them not being persistent entities.I wonder if the code telling fish to despawn is a 1.22 (or maybe 1.21) change, because I used to have a 1.20

It freezes everytime you reload the chunk unfortunantly. Im still trying to find a way around it, it seems like the game has it hard coded where they are in this half death state. I even tried making it where you right click the pond block and it brings them all back but it seems like respawning them is the only way. The devs intentionally did this but honestly the only reason you need them moving around is to breed, for some reason I noticed if you right click them with fish food they come back to life so I might check into that behavior and see if I can do something with it.

IssaDwarf, Apr 29th at 3:08 AM

Pawnd180 I said it should work; I didn't say it wouldn't BE work :D. 

 

Gaelyn No. Techically all the fish you collect would stay vanilla fish and only their offspring would be the mod's fish. But if you delete the mod then they will all go away anyway because the mod's coding keeping them from despawning will be deleted with it.

IssaDwarf, Apr 29th at 2:50 AM (modified Apr 29th at 3:01 AM)

Gaelyn maybe I read your comment wrong, but as I interpreted it, you are physically bucketing every fish? If so, the temporary fix is to use your bucket on the POND block, click and hold until the pond cycles through all of the fish reviving their AI.

Malfiros If you build a greenhouse over your pond, whether it has the bonus or not, your pond won't freeze. As long as the water is covered by something, it won't freeze over. So if you're too poor for glass for the roof you could just use the layer of stick block (vanilla) to fill in and you won't have snow or ice to deal with over the winter.

Gaelyn, Apr 29th at 2:44 AM (modified Apr 29th at 2:45 AM)

Only problem with IssaDwarf's solution is that if you ever uninstall the mod, all of the fish you have personally collected will like, break, right? Since they are technically fish from the mod instead of vanilla fish.

IssaDwarf, Apr 29th at 2:42 AM

I mean, in theory, it should work

Pawnd180 , Apr 29th at 2:52 AM
@IssaDwarf: I mean, in theory, it should work

I think I found a workaround, just right clicking the pond block bringing it all back to life. Honestly that is a LOT of work what you are suggesting while I do want to impliment that I need a quick fix.

IssaDwarf, Apr 29th at 2:41 AM

Pawnd180 yeah, and if there's a portion in the code that tells it to delete or kills the AI then just remove that part from your mod's enity. Just because it's hardcoded to kill off the vanilla fish doesn't mean it will kill of modded fish :D this way, the change only affects the pond fish so stays server friendly.

Gaelyn, Apr 29th at 2:34 AM

Maybe this is a dumb question, but is it possible to code it such that, whenever a chunk is loaded, a script gets run that activates the AI of all the fish (basically doing what the fish bucket does, but in an automatic, en-masse kind of way)? Would that have a really bad performance cost?

I'm just thinking that if the game is hardcoded to disable the fish AI when you leave a chunk, maybe you can get around that by just re-enabling the AI after it does so.

IssaDwarf, Apr 29th at 2:24 AM

Try them as a yourmod:domesticated whatever species. Have the generation that hatches, litterally be the same model and AI but rename them and see if that works, if so then you have your fix. 

Malfiros, Apr 29th at 2:21 AM

Just wanted to report that occasionally when I come back to my pond, I find some dead or soon-to-be-dead fish flopped up on the deck around my farmland. Seems to happen when they breed and a new fish spawns in a weird spot.
Also, I'm a little concerned about winter and my pond freezing over and killing all the fish. Currently it is only 1 block deep. As far as I understand, it will need to be at least 2 blocks deep to keep my fish alive when winter hits. Guess that's a future me problem lol.

Gaelyn, Apr 29th at 2:05 AM (modified Apr 29th at 2:28 AM)

Pawnd180 I wonder how the Primitive Survival author got around this issue (if they did). If all else fails, maybe you can ask them how they got fish to be persistent entities without having the fish AI turn off.

EDIT: Apparently the fish in the Primitive Survival mod despawn after a while. Yikes, that's not good.

Gaelyn, Apr 29th at 1:49 AM (modified Apr 29th at 1:58 AM)

Pawnd180 Okay, I understand what you mean now. Yeah, I just tested it on my pond. I used the fish bucket on all of my fish to make them no longer frozen, but after a while they were all frozen again. Can't keep using the fish bucket on every single fish in my pond over and over again, even if I use the holding right-click method you mentioned to do it quickly. Like you said, definitely need a more permenant solution, i.e., a way to make it so that the fish AI stays on, at least for fish that have been captured and released once with the fish bucket.

Gaelyn, Apr 29th at 1:15 AM (modified Apr 29th at 1:18 AM)

Pawnd180 So what you're saying is that all fish, including newly discovered ones that have never been picked up with a fish bucket before, will need to be picked up and put down once with the fish bucket in order for them to stop staying still? Or are you saying that you reverted the way you coded it before and that no fish will ever be standing still now? I can live with the former if that's what you meant. Let me test it to see if I can find out how this works now.

Pawnd180 , Apr 29th at 1:28 AM (modified Apr 29th at 1:29 AM)
@Gaelyn: Pawnd180 So what you're saying is that all fish, including newly discovered ones that have never been picked up with a fish bucket before, will need to be picked up and put down once with the fish bucket in order for them to stop staying still? Or are you

Fish that you find should be moving, the problem is fish you find in a chunk and leave the chunk and come back are coded to despawn by the devs. I made it where they DONT despawn. This causes the fish AI to turn off completely. Using the fish bucket turns the AI back on. So it only happens to fish already loaded in chunks that exist that are reloaded. When you fish bucket them it turns the AI back on.

Pawnd180 , Apr 29th at 1:34 AM
@Gaelyn: Pawnd180 So what you're saying is that all fish, including newly discovered ones that have never been picked up with a fish bucket before, will need to be picked up and put down once with the fish bucket in order for them to stop staying still? Or are you

I tried to get it to turn back on by itself to no avail. I had a fix that seemed to work but it would only bring 1 - 2 fish back in a pond of about 15. Im going to keep working towards a more permanent fix but for now the fish bucket will bring AI back to life.

Ijkdenem, Apr 29th at 12:03 AM (modified Apr 29th at 12:05 AM)

now if only we can plant the water plants we see that grow in the ponds naturally. it would be perfect for what i just suggested. plus it would give us a use for that gravel that we can't sift. perfect for fishtank gravel.

Ijkdenem, Apr 29th at 12:01 AM

maybe add a fish tank recipe? or a holding tank recipe? that way you can store live fish for whatever the crap you need them for. either for restocking an accidentally depleted fish source or just to move fish to other spots cuz you fell like not enough fish in the spots you want them in. or cuz you want an indoor aquarium.

whatever the reason please add something like this in some way/shape/form.

Pawnd180 , Apr 29th at 1:31 AM (modified Apr 29th at 1:31 AM)
@Ijkdenem: maybe add a fish tank recipe? or a holding tank recipe? that way you can store live fish for whatever the crap you need them for. either for restocking an accidentally depleted fish source or just to move fish to other spots cuz you fell like not enough f

You can store fish in just any water hole in the ground, you can place fish anywhere you want, eventually I will add a breeding tank

Kassian0x0, Apr 28th at 11:36 PM

OOHH this mod look awesome! Love new 'husbandry' types of things for the game, definitely adding this to my favorites! Hope that getting everything sorted to where you are fully satisfied with its mechanics goes smoothly!!!

Malfiros, Apr 28th at 11:00 PM

Ahhhh okay, so it keeps nutrients at a minimum level, I see now. I was under the impression that it added an amount of nutrients per day. Thank you for the clarity, much appreciated. I updated my pond and added blocks under the edge walls, that seems to have corrected the fish count on all blocks. 👍

Malfiros, Apr 28th at 9:37 PM (modified Apr 28th at 9:38 PM)

Hey there! I've put together the pond and have farmland on it, I am able to breed the fish, but I'm not seeing any nutrient values change on any of the farmland blocks. I've got well over 20 fish in the pond, I can right click most of the blocks and it reflects the proper amount of fish I have, but some blocks are saying there are fewer fish than there actually are. I've lined the bottom and edges of the pond with pond blocks, but am wondering if I need to put pond blocks under the edge blocks as well? Am I doing something wrong? Maybe a video demonstrating step by step how this mod is supposed to work would help with any confusion. Thanks!

Pawnd180 , Apr 28th at 9:51 PM
@Malfiros: Hey there! I've put together the pond and have farmland on it, I am able to breed the fish, but I'm not seeing any nutrient values change on any of the farmland blocks. I've got well over 20 fish in the pond, I can right click most of the blocks and it re

All Pond blocks MUST be touching for it to be a network. I agree with you and I will make a video at some point. The nutrient value only updates 1 time per day. It doesn't ADD value it keeps it a minimum value. up to 75% at 50 fish.

Gaelyn, Apr 28th at 1:06 PM (modified Apr 28th at 1:08 PM)

Dubbin912 yes. The author is aware of this bug and is working on fixing it.

You (and the author, if they aren't already aware) should know that a fish doesn't simply turn to the opposite sex upon being released; it has a 50/50 chance when you release it of being either sex. For example, you can catch a male fish, release it as a male, catch it again, release it as a male again, catch it again, and then release it as a female. The same can happen for a female fish. I've been enjoying using this as a way to get one of each sex in cases where I only have two male fish or two female fish. Hurrah for exploits!😛

Pawnd180 , Apr 28th at 11:11 PM
@Gaelyn: Dubbin912 yes. The author is aware of this bug and is working on fixing it.You (and the author, if they aren't already aware) should know that a fish doesn't simply turn to the opposite sex upon being released; it has a 50/50 chance when you release it of

Hey Gaelyn, new update is out. I have a temporary fix for the AI turning off. The Fish bucket when you right click a pond block it takes a random fish out and when you press it on a pond block it places it on a random pond block in the pond. The reason I did this was because the game has a limitation at the moment where fish are automatically disabled when you go away and will despawn after some time. When you come back the fish AI is actually disabled because I made it where they stay alive but no matter what I do they will just stay off. However with the fish bucket trick all of the AI is turned back on and all of the fish stats (breed cooldown, gender) is now saved.

Jalex, Apr 28th at 7:50 AM

this is such a cool idea, well done!

Pawnd180 , Apr 28th at 9:58 PM
@Jalex: this is such a cool idea, well done!

Thank you!

LDP487, Apr 28th at 5:53 AM

Can I assume that this is compatible with the fish caught using Primitive Survival mod?

Mollycoddle, Apr 28th at 3:37 AM

This looks really cool, I do hope that pond blocks get to look a little more 'natural' in builds. Rammed earth always looks out of place.

Dubbin912, Apr 28th at 3:34 AM

Also, is anybody else having issue that when you catch a female fish in your bucket out in the world, when you place it into your pond, it turns male? Same if I catch a male, when I dump it into my pond, it's female. Not an issue as I just catch one of each but just a little odd.

IssaDwarf, Apr 28th at 3:16 AM
Pawnd180 

 

Aquaponic systems typically grow food in 50-75% of the time vs soil with the same variety of seeds used. Leafy greens and herbs being at the 50% end of that. I would vary the crops along the span putting cabbage on par with lettuce and spinach, which I know grows in half the time. Root crops probably at 60% and grains at 75. They would probably be closer to 50 but for gameplay reasons, should be kept at 75. Pumpkin gets tricky because I'm not sure how well it would work in the pond system to begin with, but just in case someone figures out how to provide it adequate amounts of space, 50% growth speed for the vine portion of the growth but 75 for growing the fruit. Berries do extremely well in aquaponic systems in case you decide to add compatibility to them. I'd suggest a 75% starting to maturity with a 50% reduction in time between stages; quicker to flower, quicker to ripen, quicker to reflower. They should get a lot more fruit off berries in an aquaponic system. 

As far as toxicity modifier, you could have it only apply to water blocks touching pond blocks. I'd treat it as two separate values; one for fish, one for crops. # fish / blocks of water = amount of fertilizer available. # crops planted on available cropland = draw of fertilizer. Excess fertilizer = level of toxicity buildup in pond. Deficiency in fertilizer = not fully fertilized crops. That should make it all back end math and nothing new needed to add really. To make it easier for players to visualize when immediate action is needed to save their system from total collapse, you could tint the pond water. To be really nice, you could even have a kit to test nutrient concentraions in the water once they have glass to make beakers. But I probably would give them a heads up to keep it balanced but then let them find out not to throw a hundred fish in a pond to feed ten flax 😈. 

One way to change it from being so overpowered on the tail-end is to only allow captive raised fish to run the system. Like to start a system you would need to catch a breeding pair and create domesticated fish, which are then a separate type of entity that you can specify has certain needs that have to be met, such as you have to feed them or they die. So that anyone that wants a powerhouse-feed-the-whole-server farm is also stuck tending to the farm and can't go off on vacation for a week and expect everything is still working perfectly when they get back. The needing to actively tend to the fish and ensure a fish/plant balance to stay out of a death loop (which are very real) is about the only way I can see to keep it from being overpowered on the backend.

To start breeding fish without a dedicated fishtank, you could create a 4x4 farm with 4 farmland planted with horsetail on it to detoxify the water for the fish. (would just need to add the horsetail to the list of 'crops' allowing for the removal of nutrients.) As the offspring would start accumulating nutrients in the water once spawned. 

As I was getting ready to post, it occurred to me that you could code it so that bears are attracted to ponds housing over a certain number of fish, or a certain concentration of fish. Or even create a spawn bear event for the harvest moon or something when they're suposed to put on weight for winter, where a group of bears will come in mass like in the nature shows with the salmon runs. 😈 I mean 😇 

Other than that, Aquaponics IS an OP way of farming. It's a time heavy investment because produce comes through much faster, you can't use most pesticides or herbicides because it'll harm your fish. If you have a large farm, you have to stay on top of it or you risk losing the whole thing. One bad day can litterally cost you the whole farm. So it's actually better to make lots of smaller systems to spread the risk.

Having both an aquaponic and an aquaculture system in the same mod would be fantastic. I'd hate to see you think you have to chose one over the other. They can complement each other very well. I was just trying to point out that they aren't the same thing before. I think having an aquaponic farming setup and an aquaculture pond ecosystem would be perfection.

Also, I agree with the comment about needing something in hand to get the chat spam. That seems like a debugging mesage since we should be able to see most of that with the box telling us what we're looking at. 

DannyAwsume, Apr 28th at 2:29 AM

How long does it take for two fish to breed? I have a male, and a female of the same fish and feed them. The whole farm plot is surrounded by the pond blocks, but its been a few days and they say they are ready to breed, but don't seem to be doing so?

Dubbin912, Apr 28th at 2:16 AM

Can you make a different recipe for the fish bucket. I currently have three because I made blood sausages which uses a bucket of blood, ofal, and redmeat. I had the ingredients to make the max amount so I held shift and clicked the blood sausage. It then transferred 32 blood sausage and one fish bucket to my inventory. Thinking it was a fluke, I tried it again and it did the same thing. Maybe make the fish bucket recipe with a bucket and piece of fish food or something of that sort? Otherwise, great mod so far!!

Gaelyn, Apr 28th at 1:38 AM (modified Apr 28th at 1:42 AM)

Hey, I'm still experiencing the frozen fish bug (I'm using version 1.0.3). There's a translocator I have which leads right to a pond, and whenver I go through that, or whenever I go through it, back through it, and then through it again, some of the fish in the pond are immobile.

bringitonwimps, Apr 28th at 1:30 AM

Pawnd180, I agree with what you did and why on buckets, just was pointing out I guess these 2 could work well together.

Dubbin912, Apr 28th at 1:05 AM

Resolved. Thank you, Pawnd180!

 

Turns out, the ModDB didn't download the entire file for the mod. Looking forward to getting my aquaponics on!!

Dubbin912, Apr 27th at 11:54 PM

Mod is installed on the server and on the client side but nothing in game. I see nothing stating the mod didn't load properly or anything in the mod is broken in the server status. Ideas?

TayFey, Apr 27th at 9:43 PM (modified Apr 27th at 9:45 PM)

I am by no means a coder, but maybe you could look into the chickens' egg laying behavior and partially copy it for fish laying their eggs? And also make a "feeder" trough-derived block so fish could eat by itself? 
Doing it "the minecraft way" genuinely made me chuckle though!

Gaelyn, Apr 27th at 1:01 PM (modified Apr 27th at 1:41 PM)

There's an issue with the mod where all the fish in a pond will just stand still sometimes (not even moving when you go right up to them and splash around), including fish that have never had the bucket used on them. I was never seeing this anywhere before installing the mod, so I'm fairly sure the mod caused this. Quitting to the main menu and going back into the world often causes the fish to start moving again, but only until the next time the bug occurs. It seems to only happen for fish in chunks that were not loaded when you first entered the world. So the way to reproduce the bug is to load up a world and then travel to a fish pond that's a decent distance away (the bug doesn't always occur right away, but the longer you have a world running, the higher the chance that this will happen at some point).

bringitonwimps, Apr 27th at 5:12 AM

IDK if it has been mentioned, but for anyone who doesnt know or use the primitive survival mod, it lets you catch fish alive.  I would like a remove fish from hook step thathas x chance to kill fish when fishing in general.  but the bucket transpert works as well.

Pawnd180 , Apr 27th at 8:25 PM (modified Apr 27th at 8:30 PM)
@bringitonwimps: IDK if it has been mentioned, but for anyone who doesnt know or use the primitive survival mod, it lets you catch fish alive. I would like a remove fish from hook step thathas x chance to kill fish when fishing in general. but the bucket transpert works a

I made my own bucket system because I did not want you to be required to download any other mod to be able to use my mod. When I figure out how to move fish with vanilla buckets I will change it.

Gaelyn, Apr 27th at 2:21 AM

Just successfully used the fish bucket to transport a fish from a pond that freezes over in the winter to a pond in a warmer climate that never freezes. 😁 This is great!

Gaelyn, Apr 27th at 1:43 AM

This is exactly the kind of mod I wanted. Well, really I just wanted a way to transport fish, but the feeding, breeding, and farmland fertilization are welcome additions. Thank you for making this!!!

TayFey, Apr 27th at 12:59 AM

The idea is great, if a little OP at the tail end with the whole farm fertilization. I've found a bunch of issues though:
First, the pond block recipe accepts any stones, but only blue clay. Is that a balancing choice or an oversight?
Second, with the mod installed, it spams the chat with messages containing the entire info on whatever block of tiled soil you are currently looking at: the size of a pond the block resides in, the amount of fish around, the nutrient level and the fertilization rate. There's no way to NOT have it do that (or none I have found, at least). Even if you are looking at a farmland not inside a fish pond. Even if there's literally no pond blocks around. Even if it's just a piece of dirt you accidentally tiled. Is there a way to maybe add an "inspect" keybind for that instead of just showering the player with the information they never asked for?
image

Pawnd180 , Apr 27th at 8:20 PM
@TayFey: The idea is great, if a little OP at the tail end with the whole farm fertilization. I've found a bunch of issues though:First, the pond block recipe accepts any stones, but only blue clay. Is that a balancing choice or an oversight?Second, with the mod i

Hi, I am aware of both of these issues and in a new version I haven't released yet I had actually changed the recipe to 3 Rammed Earth + Any type of Clay also I had made a new GUI Box next to the Soil Info at the top that shows the bonus and the fish. Thanks!

IssaDwarf, Apr 27th at 12:37 AM

Pawnd180 I have been into aquaponics for about 15 years now and am thrilled to see it come into Vintage Story as a mod. I find abculatter_2's ideas interesting, but most are not in line with aquaponics. It would be an amazing aquaculture project, but the more complicated you make your aquaponic setup, the greater the variety of causes and likelyhood of causing a cascading catastrophic die-off. As for self feeding though, duckweed is a great product for that as long as you can keep it out of the filter... since this is basically a bogfilter setup, there's no issue there. As far as fish capacity in a system, the limiting factor is actually soluable oxygen. As an aside, all water dwellers produce plant food, it's litterally their waste product.  Fish eats food [of whatever type] -> bateria breaks down waste -> different bateria breaks down farther -> plants eats results, purifying water for the fish -> cycle continues.  

A couple of additional notes: if you are raising Omnivores or Carnivores, lower stocking is required because they'll just eat each other. Also, they need places to hide from each other. Talapia are usually what is grown irl as they reach full size in a growing season [6-8months]. The reason for hand feeding is to observe the fish eating to note if changes to amount is needed as part of the goal is to grow the fish as quickly as possible. Basically, you are forcing them to put on as much weight as possible as quickly as possible because once they reach a certain age, their growth rate slows down dramatically. In a less pure system, you can set up an ecosystem where you have multiple types of aquatic creatures living in a food chain system while using their waste to grow your crops. However, at that point, you've basically just got an aquaculture system with your farmland acting as the bogfilter rather than an aquaponics system. You're not going to get the maximum  from an aquaculture system that you can from an aquaponics system (at least irl). The beauty of the aquaponic system is in the shear volume of food that can be produced in a compact space virtually anywhere. 

 

Something I would like to see is overstocking your pond without planted crops causing nitrate/nitrite/amonia toxicity requiring you to manually replace water with clean water to prevent harm to fish stock.

Also, having a fishtank for breeding stock in the house to release fry into the pond every spring to grow for harvest in the fall in cooler locations that can't sustain a pond all year.

*There's no rule saying you can't grow sea dwealing creatures and plants in an aquaponic setup, that's not creep at all. All aquaponics means is that you are using fish waste to grow your plants. This is typically done with fresh water as a means of convenience as salt water is very harsh on most mechanical systems. On the other hand, I would classify setting up complex ecosystem ponds as creep, but I'm not the mod author. 

 

As you progess in your modding journey, it would be great to see you develop a system to build a framework out of sticks or wattle fences to hold sand to be used as the grow medium inside your fish ponds as that wold definitely be more authentic. It would ensure that the only nutrients present are coming from the fish as you can forbid the use of soil modifiers. Also, once you have your own medium to plant on, you should allow for faster growth. Plants grown in aquaponic systems grow significantly faster than those on soil when properly stocked with fish. (I totally haven't been thinking of how to develop this into a mod for years 😁)

Pawnd180 , Apr 27th at 8:22 PM
@IssaDwarf: Pawnd180 I have been into aquaponics for about 15 years now and am thrilled to see it come into Vintage Story as a mod. I find abculatter_2's ideas interesting, but most are not in line with aquaponics. It would be an amazing aquaculture project, but the

Thanks for the information. I will take it into consideration. I had thought about doing something where fish lay eggs and you have to have clean water + some sort of system inside that has algae or other systems to keep the fish going. Im just worried about worldgen and fish that spawn naturally dying from not havin these systems in their spawn.

Pawnd180 , Apr 27th at 11:14 PM
@IssaDwarf: Pawnd180 I have been into aquaponics for about 15 years now and am thrilled to see it come into Vintage Story as a mod. I find abculatter_2's ideas interesting, but most are not in line with aquaponics. It would be an amazing aquaculture project, but the

After re-reading this, what would you suggest the growth rate modifier be? Also I like the toxicity idea, I just don't know how to make it practical but I will think about it. I want to make an aquaculture system. I like the tank idea too, I will look into making this. 

KonradDark, Apr 26th at 7:15 PM

Concept looks pretty cool, as a QoL addition this mod could also allow to pick up farmland blocks or at least return them as dirt blocks when destoyed, it would probably allow for more flexible repositioning.

abculatter_2, Apr 26th at 5:44 PM (modified Apr 26th at 5:50 PM)

I like the concept of this mod! Would you be able to change the food system to be more similar to vanilla animals? (IE; based on food item tags, and varying by fish species)

 

It would also be neat to have some form of passive feeding system, at the cost of nutrients. Maybe a special kind of crop or farmland that consumes nutrients and rarely feeds the fish without needing any player input, up to a specified carrying capacity?

 

EDIT: if you really wanted to go extra with the above, you could make it so that the passive feeder block only feeds fish that eat vegetables or grass, and omnivorius/carnivorous fish will sometimes eat those smaller fish. To encourage the creation of a full ecosystem, fish that do this cause the fertility to increase much more, allowing you to make a more complex system with more failpoints, but allows for *much* higher fertility values then otherwise! ( If you did do this, though, you'd probably want to greatly reduce the current default fertility values, so that you have more room to allow for buffs. Also, a config for all of these values would be great!)

abculatter_2, Apr 26th at 8:25 PM (modified Apr 26th at 8:44 PM)
@abculatter_2: I like the concept of this mod! Would you be able to change the food system to be more similar to vanilla animals? (IE; based on food item tags, and varying by fish species) It would also be neat to have some form of passive feeding system, at the cost of

While out on a walk today, I had some ideas on specifics. I can develop them a bit more into something resembling a design doc if you'd like, though I'll give some summary info;

Ponds would have a central entity/whatever that tracks what blocks are a part of itself. (I don't know if your mod already does this?)
This entity is primarily there to do calculations for the automatic management aspects of ponds. Some values to keep track of that I felt would be useful for making a system that could be potentially interesting and nuanced;

Size - This is a simple integer value used to set a limit to the total population of fish that can be crammed into the pond. Exceeding this value will cause fish to reduce in weight, reducing yields and eventually killing them until the total population is back under this count.

Shelter - This is a simple integer value that serves two functions; the first is that prey fish can use this value to "hide" from predators, ensuring that the population of a specific species never goes extinct. Optionally the second would be to be used to "store" fish entities as abstracted data instead of as active entities, reducing the number of entities needed to be extant at any given time while still allowing sufficiently large populations to ensure population stability.

PrimaryCapacity - This is a float (or maybe just an integer?) that abstractly represents how much plant food the pond is capable of producing, represented as a total carrying capacity for herbivorous fish. Carnivores would not interact with this value at all. Herbivores would reduce it initially by a flat value that is based on their size, though this can be modified (reduced) potentially significantly by making the ecosystem more diverse with different plants. (this would likely be where most of the design complexity would come from for the player, so I'd rather not give a full list of everything here since this isn't the best format for large lists like that).
Omnivores would interact with PrimaryCapacity in a simple, generally unmodifiable way, making them be a useful option for those who just want a simple pond, even if it means not being as efficient as a fully-fledged ecosystem.

Possible other values;

OpenWater - A simple integer that is increased through specific "Open Pond" blocks. Larger fish would need this in addition to any other requirements, otherwise they start suffering from overpopulation problems.

Salinity - Probably a very simple value, could even be a boolean, though depending on how much you really want to tackle you could make it a float that determines brackishness. High salinity GREATLY reduces the number of crops you're able to grow on any farmland tiles, but allows you access to farmable seafood. For gameplay reasons, it would be interesting to make brackish and seawater based systems be designed more as aquacultural systems as opposed to aquaponics, though I would definitely start worrying about scope creep here.