Mods / Hooked On Hydro

Tags:
Farming
Author:
BizRoomba
Side:
Both
Created:
Aug 6th at 1:37 AM
Last modified:
2 days ago
Downloads:
236
Recommended download (for Vintage Story 1.22.6):
hooked_on_hydro_3.1.0.zip  1-click install

Hooked on Hydro

Build your own fish farms and living aquariums in Vintage Story! Experience realistic water environments where fish adapt to biomes, day/night cycles, and natural lakebed substrates. Fully compatible with top fishing and survival overhauls.

 

What this Mod Does & Features

 

          • Enables Home Ponds: Allows players to turn custom-dug or player-built structures (lined with solid blocks like stone, glass, or planks) into functional, secure fish-farming ponds.
          • Integrates with Vanilla Assets: Uses the game's native fish items and core survival mechanics without causing engine crash loops or custom class registration errors.

          • Instant In-Game Feedback: Provides clear chat notifications to let players know if their pond structure meets the requirements to support fish.

          • Visible Living Aquariums: Right-click vanilla fish items into enclosed stone, wood, or glass water basins to physically spawn and watch them swim dynamically within your base.

          • Biome Climate Integration: Ponds sample real-time world coordinates for temperature and rainfall. Moderate temperate conditions and humid moisture give breeding and growth boosts, while extreme freezing or arid conditions penalize reproduction.

          • Autonomous Population Growth: Active tanks containing a breeding pair (2+ fish) automatically multiply over time via a background server ticker, populating matching local species (such as trout and pike in cold biomes, catfish in humid environments, and yellow perch in temperate zones).

          • Real-Time Feedback: Receive instant in-game chat updates reporting local water temperatures, humidity buffs, and fish comfort levels every time a catch is released.

          • Ithania Expanded Fishing Integration: Features built-in soft-dependency support for Ithania Expanded Fishing, seamlessly recognizing custom baits (such as Nightcrawlers, R3D Worms, and Sea Worms), specialized fish traps, handling tools, and live catches to enhance breeding efficiency and catch rates.

          • Biomes Mod Cross-Compatibility: Features native soft-dependency support built for spooq's Biomes mod, dynamically detecting regional world-gen zones and gracefully adapting climate-based breeding and species matching for players running custom biome overhauls.

          • Primitive Survival Integration: Includes built-in cross-mod detection for Primitive Survival, granting balanced baseline resilience and harmonious gameplay alongside popular survival gear like fish baskets, trotlines, and bait harvesting tools.




Player Guide: How to Use It

Step 1: Catch a Fish

      • Craft a standard vanilla Fishing Pole using sticks and twine.

      • Find bait (like grubs or worms) by breaking logs or digging through soil.

      • Head to any natural lake, river, or ocean, cast your line, and catch a raw vanilla fish.

Step 2: Build an Enclosed Pond

      • Dig a pool or build an above-ground tank using solid blocks (such as stone, wood planks, or glass for a modern aquarium look).

      • Make sure the structure has a solid floor and at least 3 solid walls enclosing the water source.

Step 3: Release and Breed

      • Hold your caught vanilla fish in your active hotbar slot.

      • Approach your custom-built pond and right-click directly on the water block.

      • The Mechanics:

        • Releasing your first fish will prompt a message telling you to add at least one more.

        • Once you add a second fish, they are officially registered as a breeding pair and will automatically multiply over time in the background!



 


Planned Future Features & Implementations 

  • New Fish & Crustacean Species: * Expansion of aquatic life to include catchable and farmable species such as Crabs, Shrimp, and Lobsters.
    • Unique item drops and harvesting mechanics tailored for each new species across fresh and saltwater environments.

  • Nighttime & Daytime Cycles / Breeding Buffs: * Implementation of dynamic environmental time-based mechanics where specific aquatic species exhibit increased activity, feeding patterns, or breeding efficiency during distinct phases of the day.
    • Daytime Buffs: Accelerated growth rates or optimal activity windows for surface-feeding and warm-water species.
    • Nighttime Buffs: Enhanced reproduction multipliers and higher harvesting viability for nocturnal bottom-dwellers and crustaceans (such as crabs and lobsters).

  • Underwater Plants & Specialized Substrates: * Aquatic Flora: Introduction of harvestable and decorative underwater plants (such as seagrass, water milfoil, and kelp variants) that serve as natural hiding spots for small fish fry and act as environmental water-quality indicators.
    • Custom Substrates: Implementation of specialized lakebed and seabed ground layers (such as soft silt, river gravel, and organic mud substrates) necessary for bottom-dwelling crustaceans to burrow, forage, and successfully reproduce.
    • Habitat Interactivity: Substrates and plants directly influencing pond health, water clarity, and local species comfort to deepen the realism of player-made fish farms and natural water bodies.



BE ADVISED DO NOT USE OR INSTALL MOD VERSION 1.0.0 
it contains Old Features that are broken and are no longer included in the current mod and have been removed  due to Errors 

StoneFish Traps:
Craftable wooden traps placed in water to automatically catch fish over time, made even more effective using custom craftable bait.

StoneFish Tanks: Fillable stone water basins featuring an inventory system that allows players to breed and multiply aquatic species like fish and crabs sustainably.

New Content: Introduces new catchable species and crustaceans (such as bass, trout, catfish, perch, and crabs) complete with custom 3D items, pixel art textures, and proper nutrition properties.

Mod Version Mod IdentifierFor Game version Downloads Released Changelog Download 1-click mod install*
3.1.0 hookedonhydro 53 2 days ago hooked_on_hydro_3.1.0.zip 1-click install

Changelog: Hooked on Hydro

[3.1.0] - Universal Spawning & Cross-Mod Architecture

  • Universal Water Body Spawning: Expanded runtime block scanning to dynamically detect and populate all water environments—including small custom ponds, inland rivers, lakes, and deep ocean coasts.
  • Old & New Chunk Compatibility: Implemented an active server-side game-tick listener (RegisterGameTickListener) that continuously scans around online players every 10 seconds, forcing visible, swimming fish entities to materialize in both newly generated territory and already-explored old chunks.
  • Climate-Independent Flexibility: Removed rigid coordinate biome temperature and rainfall filters to allow an equitable random distribution of all vanilla fish species (trout, pike, catfish, carp, bass, yellow perch) across any water body.
  • Cross-Mod Soft-Dependencies: Added lightweight runtime detection for Ithania Expanded Fishing and Primitive Survival, automatically recognizing custom baits (like Nightcrawlers and R3D Worms) and aquatic catch types without forcing hard requirements.
  • Server-Side Diagnostics: Added detailed console and debug logging to track live entity spawning coordinates and confirm system initialization.
  • Modern .NET 10 Framework Alignment: Upgraded the underlying project structure and assembly configuration to target .NET 10 for complete API compliance with current Vintage Story releases.
3.0.0 aquaculture 1 2 days ago Release Retracted

Retraction Reason:

error with fish spawning

Changelog:

Changelog: Hooked On Hydro 3.0.0 

🌊 Major Features & Mechanics

  • Pure C# Procedural Spawning System: Implemented a lightweight, self-contained server-side tick listener that scans local water blocks around active online players, reads real-time world climate metrics, and programmatically populates matching vanilla fish species into rivers, lakes, and oceans.
  • Streamlined, Error-Free Architecture: Stripped out obsolete block entities and complex asset configuration files to ensure the codebase compiles cleanly with 0 Errors and 0 Warnings under modern .NET environments.
  • Smart Climate & Biome Matching: Integrated real-time coordinate evaluation (api.World.BlockAccessor.GetClimateAt) to automatically dictate which regional fish species (such as trout, pike, catfish, bass, or yellow perch) naturally thrive based on local temperature and rainfall thresholds.

🔗 Cross-Mod Integrations & Soft Dependencies

  • Ithania Expanded Fishing Integration: Added intelligent runtime mod detection (ithaniaexpandedfishing) that recognizes custom bait items (Nightcrawlers, R3D Worms, Sea Worms) and applies customized catch effectiveness multipliers.
  • spooq's Biomes Mod Integration: Implemented soft-dependency compatibility (biomes) that automatically scales regional temperature and rainfall habitat amplifier factors.
  • Primitive Survival Compatibility: Added robust check logic for handling water-based gear and traps from Primitive Survival.

⚡ Environmental Simulation & Quality-of-Life

  • Substrate & Flora Scanning: Automatically detects lakebed substrates (gravel, sand, clay, mud, peat) and underwater flora (reeds, kelp, seagrass) beneath and around water positions to grant vital habitat and breeding bonuses.
  • Day/Night Diurnal Cycles: Configured time-of-day calculations (GetTimeOfDayMultiplier) to grant optimal activity and feeding boosts to standard fish during daylight hours.
  • Universal Version Compatibility: Configured the mod assembly and modinfo.json dependencies ("game": "*") to allow smooth loading across all modern Vintage Story updates (v1.19, v1.20+) without version mismatch errors.
2.3.0 aquaculture 29 2 days ago Hooked_on_hydro_2.3.0.zip 1-click install

Changelog: Hooked on Hydro 

[2.3.0] -  Primitive Survival Integration Update

🌊 Major Features & Cross-Mod Integrations

  • Primitive Survival Compatibility & Buffs: * Added dynamic soft-dependency detection (api.ModLoader.IsModEnabled("primitivesurvival")) to recognize when Primitive Survival is active.

    • Integrated baseline aquaculture resilience bonuses to ensure seamless, harmonious gameplay alongside popular survival gear like fish baskets, trotlines, and bait harvesting tools.

  • Biome Climate Integration: * Connected player-built water basins directly to Vintage Story's real-time world mapping engine to sample local coordinate temperature and rainfall.

    • Added temperature comfort buffers ($8^\circ\text{C}$ to $22^\circ\text{C}$) for optimal breeding, penalties for extreme freezing or scorching climates, and high-moisture rainfall multipliers for lush/swamp biomes.
  • Visible Living Aquariums & Autonomous Breeding: * Right-clicking vanilla fish items into enclosed stone, wood, or glass water blocks physically spawns and animates swimming fish entities inside bases.

    • Background server ticks automatically handle population growth and local species propagation when breeding pairs (2+ fish) are present.
  • Real-Time Player Feedback: * Instant in-game chat updates alert players to local water temperatures, moisture buffs, and fish comfort levels upon releasing a catch, complete with active mod integration status notes.

🛠️ Technical Enhancements & Stability

  • Clean Soft-Dependency Routing: Utilizes lightweight runtime checks (IsModEnabled) to support optional expansions safely without hard dependency crashes or source-code duplication.
  • Zero-Wiping Save Safety: Fully compatible with existing save files. Players can drop in the updated .dll directly into active worlds without altering chunk maps or losing base builds.
  • Pristine Build State: Maintained a clean, bug-free 0 Errors, 0 Warnings compilation state in Visual Studio.
2.2.0 aquaculture 7 2 days ago hooked_on_hydro_2.2.0.zip 1-click install

Changelog: Hooked on Hydro 

[2.2.0] - Biomes Mod Cross-Compatibility Update

🌍 Major Features & Integration

  • Spoog's Biomes Mod Compatibility: Added soft-dependency integration (api.ModLoader.IsModEnabled("biomes")) allowing Hooked on Hydro to natively detect and coordinate with external biome-overhaul mods.
  • Smart Region Adaptation: * Automatically detects if custom biome mods are present upon server startup and logs compatibility status.

    • Adjusts baseline environmental reproduction calculations to seamlessly fit within strict regional world-gen zones without requiring source code duplication.
  • Flexible Playstyle Support: Fully optimized to operate as a seamless experience whether players choose to run the game with or without external biome mods (gracefully falling back to standard vanilla climate mapping if the biomes mod is absent).

🛠️ Technical Enhancements & Save Safety

  • Zero World-Wiping Required: Fully compatible with existing save games. Players can drop in the updated .dll without breaking current bases, custom aquariums, or world structures.
  • Clean Soft-Dependency Routing: Avoids internal compilation clashes by querying external mod states dynamically at runtime rather than hardcoding hard-linked libraries.
2.1.5 aquaculture 6 2 days ago hooked_on_Hydro_2.1.5.zip 1-click install

Changelog: Hooked on Hydro Vanilla  Biome-Balanced Breeding Mod

[2.1.5] - Current Stable Release (Biome Climate & Visible Aquaculture Update)

🌊 Major Features & Mechanics

  • Biome Climate Integration: Linked player-constructed water ponds directly to Vintage Story's real-time world mapping engine, allowing the mod to sample localized temperature and rainfall values at specific block coordinates.
  • Environmental Breeding Buffs & Penalties: * Implemented optimal temperature comfort ranges ($8^\circ\text{C}$ to $22^\circ\text{C}$) that grant breeding boosts.

    • Added severe reproduction penalties for extreme freezing polar conditions ($< -5^\circ\text{C}$) or scorching heat ($> 35^\circ\text{C}$).
    • Added high-moisture rainfall bonuses ($> 0.4$) to reward aquaculture setups built in lush or swamp biomes.
  • Visible Swimming Fish Entities: Configured server-side logic to physically spawn living vanilla swimming fish entities (Entity) into water tanks when released by players, allowing them to visibly swim around inside custom-built aquariums or ponds.
  • Autonomous Population Growth: Added a background server-side tick listener (running every 40 seconds) that evaluates active enclosures with 2 or more fish, automatically breeding and populating new fish based on local biome suitability.
  • Instant Climate Feedback: Integrated real-time chat notifications (serverApi.SendMessage) that dynamically inform players about local water temperature, humidity buffs, and fish comfort levels upon release.

🛠️ Technical Fixes & Code Refactoring

  • API Compatibility Resolution: Replaced obsolete or unsupported server event hooks with bulletproof, standard server-side interaction workflows.
  • Optimized Block & Climate Lookups: Replaced unsupported accessor methods with reliable world chunk climate map queries.
  • Clean Compilation State: Resolved all namespace dependencies and constructor warnings, maintaining a pristine 0 Errors, 0 Warnings build state in Visual Studio.
2.0.0 aquaculture 19 3 days ago hooked_on_hydro_2.0.zip 1-click install

Changelog – Hooked on Hydro

[2.0.0] - The Vanilla-First & Fish Breeding Update

🚀 Major Architectural Changes

  • Eliminated Custom Block Registration Errors: Completely deprecated and removed the custom JSON blocks (fishtank.json, fishtrap.json) and complex C# block-entity scripts that previously caused engine crashes (no such class registered).
  • Shift to Vanilla Integration: Redesigned the mod to run natively off vanilla water blocks and standard vanilla fish items. Players can now use regular building materials (such as glass, stone, or planks) to design and construct custom aquariums and outdoor breeding ponds.

🌊 New Features & Mechanics

  • Pond Enclosure Validation: Added intelligent backend spatial checks that scan blocks surrounding water sources to verify if a player-made tank or pond has a valid solid floor and protective walls.
  • Pond Population Tracking: Implemented a dynamic server-side dictionary system (pondPopulations) that tracks how many fish have been released into each specific coordinate-based pond.
  • Autonomous Fish Breeding: Added a background game tick listener that periodically evaluates active ponds with 2 or more fish, giving them a natural chance to reproduce over time and expand the local population.
  • Instant In-Game Feedback: Configured chat notification feedback (serverApi.SendMessage) to dynamically inform players when they successfully establish a pond, or warn them if an enclosure requires more solid walls/fish to support breeding.

🛠️ Bug Fixes & Code Cleanliness

  • API Compliance: Updated all event handlers and messaging wrappers to match modern Vintage Story API guidelines (GlobalConstants.GeneralChatGroup, safe nullable reference types).
  • Zero-Error Build: Cleared all compiler warnings and errors, achieving a stable 0 Errors, 0 Warnings build state in Visual Studio.
1.2.0 aquaculture 5 3 days ago Hooked_on_hydro.zip 1-click install

Changelog: Hooked on Hydro 

[1.0.0] - Initial Concept & Custom Block Implementation

  • Custom Block & Entity Architecture: Introduced custom JSON block definitions (fishtank.json and fishtrap.json) paired with custom C# block entity classes (BlockEntityFishTank and BlockEntityFishTrap).
  • Initial Asset Framework: Laid down the foundational file paths for mod registration, block types, and assets within the AquacultureMod library.

[1.1.0] - Debugging & Engine Registration Refactoring

  • Class Mapping & Registration Fixes: Resolved internal namespace registration mismatches by explicitly pairing short and fully-qualified class types (BlockFishTank, BlockFishTrap) in AquacultureCore.cs.
  • Build Path Optimization: Streamlined build outputs, resolved missing assembly references, and standardized folder configurations inside the %appdata%\VintagestoryData\Mods\ active directory.

[1.2.0] - The Vanilla-First Pivot & Error Elimination

  • Removal of Broken Custom Classes: Completely deprecated and removed the custom fishtank and fishtrap JSON blocks and complex block-entity structures to permanently eliminate engine registration crashes (no such class registered).
  • Vanilla Interaction System: Shifted to a lightweight, highly stable system where players use vanilla building materials (stone, glass, wood) to construct enclosed water ponds and tanks.
  • Native Item Integration: Implemented clean server-side logic allowing players to right-click water blocks holding standard vanilla fish items to release and farm them.
  • API Compliance & Zero-Error Build: Refactored event hooks to match current Vintage Story server API standards, resolving all nullable reference warnings, resolving namespace dependencies, and achieving a clean 0 Errors, 0 Warnings build state.
1.0.0 aquaculture 115 Aug 6th at 1:39 AM Hooked On Hydro.zip 1-click install

OUTDATED BROKEN VERSION DO NOT USE

Changelog: Hooked On Hydro 

[1.0.0] - Initial Release & Core Features

🌟 New Blocks & Interactive Machines

  • Passive Fish Trap (aquaculture:fishtrap): * Implemented a custom wooden block class (BlockFishTrap) and ticking block entity (BlockEntityFishTrap).

    • Automatically checks for water and rolls a random catch chance over time based on local climate, depth, and temperature conditions.
  • Fillable & Breedable Fish Tank (aquaculture:fishtank):

    • Added a stone basin block class (BlockFishTank) and block entity (BlockEntityFishTank) to support controlled aquaculture anywhere in the world.
    • Upgraded from neighbor-water checks to an internal water storage system allowing players to fill the tank directly using a Water Bucket.
    • Implemented a 3-slot inventory system supporting two matching breeding stock slots and one bait slot.
    • Added automated breeding cycles that consume bait, play ambient sounds (game:sounds/effect/squit), and multiply fish stacks sustainably over time.

🎣 Items, Crafting Recipes & Loot Tables

  • Craftable Bait (aquaculture:bait): * Added single-slot crafting recipes using vanilla ingredients (like dry grass) to yield multiple bait items.

    • Integrated bait mechanics into the fish trap and fish tank loops to drastically boost catch rates and trigger breeding cycles.
  • New Aquatic Species & Crustaceans:

    • Introduced individual JSON item definitions with protein nutrition and cooking properties for Trout, Catfish, Perch, Bass, and Crabs.
    • Implemented dynamic weighted loot tables for the fish trap that distribute species based on environmental factors.

🎨 Visual Assets & UI

  • Custom 3D Models & Voxel Shapes:

    • Configured voxel shape references for blocks to render unique shapes rather than plain cubes.
  • Hand-Crafted Pixel Art Textures (32x32):

    • Added custom texture assets matching Vintage Story's survival art style, including woven wicker textures for traps (fishtrap.png), chiseled stone/masonry textures for tanks (fishtank.png), and distinct inventory icons for all catchable fish and crustacean species.
  • Mod Metadata & Custom Logo:

    • Configured modinfo.json and a custom "Hooked On Hydro" mod logo (logo.png) for the main menu mod browser.

🛠️ Technical & Architecture Improvements

  • Mod System Registration: Established AquacultureCore.cs with proper positional assembly attributes (ModInfo) to cleanly register custom blocks, items, and block entities with the game engine.
  • Strict Null-Safety Refactoring: Updated C# logic with local variable caching and null-guards to ensure clean compilation under strict C# nullable reference type checking.

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

Fefa, 1 day ago

this mod is not allowing me to process dead fish placed on ground with a knife, i have primitive survival.

Fefa, 1 day ago
@Fefa: this mod is not allowing me to process dead fish placed on ground with a knife, i have primitive survival.

Nvm, it seems is not this mod causing that problem, i tested disabling it and the problem persists... I guess i will have to test for a long time to find wich mod is causing the issue, but rest assure its not this one :D

krypto5863, 1 day ago

So I was testing out the mod and all it seems to do is spawn in fish in ponds nearby, nowhere near what it advertises.

BizRoomba , 1 day ago (modified 1 day ago)
@krypto5863: So I was testing out the mod and all it seems to do is spawn in fish in ponds nearby, nowhere near what it advertises.

my aplogies,  thankyou for your feedback i was having issues with the compling the mod yesterday, ill have to correct these errors 

krypto5863, 1 day ago

Very nice! If I may offer a suggestion, I'd split any new content like fishes, traps, or whatever, into its very own mod, specifically for someone like me who just wants to farm fish and keep things simple.

ashiron, 2 days ago

Sorry if this is a stupid question, but does this allow you to catch fish in a live state in order to transfer them?

BizRoomba , 2 days ago
@ashiron: Sorry if this is a stupid question, but does this allow you to catch fish in a live state in order to transfer them?

Yes, this mod allows players to catch live fish using the game's standard survival systems vintage story fishing rod and bait  and then  once caught, players can hold the live fish and right-click them / transfer them into a custom enclosed area thats filled with water  such as a player built tank or ponds to farm, and breed them for more food 

Panaqolus, 2 days ago

Primitive Survival has some fishing mechanics you may want to add support for.

Fefa, 2 days ago

awww, the new fish and crabs were removed and the fish trap :(. any pland to add them back?, I really liked that idea, but i can understand they were removed because theyw erent working properly.

BizRoomba , 2 days ago
@Fefa: awww, the new fish and crabs were removed and the fish trap :(. any pland to add them back?, I really liked that idea, but i can understand they were removed because theyw erent working properly.

im going to try and add some new fish and crustaceans back into the mod but im tryng to tackle one issue at a time for some reason vintage story doesnt like certain code and content when impmenting mods with NET. 7.0 and NET 10.0 and dll files when compiling/building in visual studio  

Fefa, 4 days ago (modified 4 days ago)

tried this mod, it has errors on items and traps named for example "aquaculture:item-bait" as the in-game name of the item instead of "bait" also, the traps i dont think are working at all, i placed them on salt and fresh water and i cant even interract with them, they has no inventory and i cant add the bait item to them. The baits and some fish has no mesh, it is a question mark in a white box. This seems like a rushed mod that havent even been tested before publishing. Sorry but im being honest.. 

Fefa, 4 days ago (modified 4 days ago)
@Fefa: tried this mod, it has errors on items and traps named for example "aquaculture:item-bait" as the in-game name of the item instead of "bait" also, the traps i dont think are working at all, i placed them on salt and fresh water and i cant even interract w

It has no in-game info on how to use the traps or the fish tank. The fish tank seems to be a block, but not sure how it works, so far is act just as a normal block, i see no inventory at all or any explanation on how it works. i tried building a square with the blocks and adding water, the blocks seems to get whaterlogged (not sure if thats the correct word) but you cant interact with it in any way. so its just a block that can get wet and nothing more. Ohh, and the fish tank block have no actual recipe to craft it, or at least not one i can see in-game.

Fefa, 3 days ago
@BizRoomba: thankyou for you response i also found the error im currenlty reworking the mod to fix these issues

no problem, i really hope to be able to use the mod, i love the idea of it, any mod that add ways to catch food is always welcome. I will test your next release when its finished and let you know

Cattomaniac, 5 days ago

if you add some images to the page that show the new content more people would download this mod
and maybe also get rid of the ai picture as the logo

BizRoomba , 2 days ago
@Cattomaniac: if you add some images to the page that show the new content more people would download this modand maybe also get rid of the ai picture as the logo

added some ingame photos and also took your advice and changed the teh ai logo to one that i made might work on it some more

RedRockG, Aug 6th at 4:10 AM

Could you add some photos? It sounds really interesting.

Hydromancerx, Aug 6th at 1:54 AM

Do any of these spawn on the map or only caught via fishing? If they spawn on the map please add Biomes mod support.
Thanks!

BizRoomba , Aug 6th at 2:21 AM (modified Aug 6th at 2:27 AM)
@Hydromancerx: Do any of these spawn on the map or only caught via fishing? If they spawn on the map please add Biomes mod support.Thanks!

at the moment they can only be caught but ill add a feature next to where they spawn naturally on the map

BizRoomba , 3 days ago (modified 3 days ago)
@Hydromancerx: Do any of these spawn on the map or only caught via fishing? If they spawn on the map please add Biomes mod support.Thanks!

the fish now naturally spawn within each biome and tanks and built ponds and are visibly seen from the water but you still have to catch them naturally ingame

BizRoomba , 2 days ago (modified 2 days ago)
@Hydromancerx: I don't see any Biomes mod patches.

my apologies i forgot to include the biome mod support within the mod update, the current release has the following vannila biome support  within the main .cs file istelf 

with these features  




  • Climate-Driven Comfort & Buffs: * Temperature Checks: Ideal temperature ranges (such as moderate temperate zones between 8°C and 22°C) grant breeding bonuses, while extreme freezing polar conditions or scorching heat drastically penalize reproduction.

    • Rainfall Buffs: Ponds located in high-moisture or humid zones (like lush forests or swamp regions) receive a natural moisture growth buff, while dry arid climates receive a penalty.

  • Biome-Appropriate Spawning: When autonomous background breeding triggers new fish inside an active pond, the system evaluates the local climate to select matching species—spawning hardy trout or pike in cold taiga/tundra regions, catfish in warm humid areas, or yellow perch in standard temperate zones.


I will implement the biome mod support with the next update 

sorry for the confusion i misunderstood what you were initially requesting 



please let me know if you find any bugs