
Mods / Fishing
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Set to published to be listed. A draft mod is still visible to everyone via direct link
Set to published to be listed. A draft mod is still visible to everyone via direct link
Tags:
#Food
#Utility
Author: sneezerstein
Side: Both
Created: May 29th 2023 at 1:17 PM
Last modified: May 6th at 3:50 AM
Downloads: 22886
Follow Unfollow 337
Author: sneezerstein
Side: Both
Created: May 29th 2023 at 1:17 PM
Last modified: May 6th at 3:50 AM
Downloads: 22886
Follow Unfollow 337
Latest release (for outdated Vintage Story v1.17.12):
fishing_1.0.0.zip
1-click install
This mod adds procedural fishing poles and a variety of different items able to be caught in different waters. It includes a small WIP effect and alchemy system, and 2 classes suited for both aspects. The handbook has a few pages detailing how both work.
TODO
Fillet fish into regular vanilla fish for other mod compatibility.
Config to disable certain parts of the mod.
Trader questing.
Fishing pools with special loot tables.
Expansion of the 7 fish available.
This mod has been reuploaded to nexusmods
Requires https://mods.vintagestory.at/marelib
Description Forcefully edited by ModBD Moderator Rorax to remove unnecessary mudslinging.
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.0 | 106 | May 6th at 3:50 AM | Show | fishing_1.0.0.zip | 1-click install |
JBeezy Acording to the author i think yes.
So Im allowed to re-upload the 1.20.9 version of this mod so others can use it? Michaloid
LootGoblin78 The author has authorized re-uploads to the site. So it's a matter of posting them yourself. Also thank you for offering help even if it's not your main language. But sometimes things like this happen. I'm sorry.
Just a headsup, the uploaded version on nexusmods has been removed by a staff member. So the link in the description is invalid.
Really sad, we've come to this in the society where rules aren't accepted anymore and poeple getting cocky about nothing just to be an anarchist. I would even offer help to those who are not fit enough speaking english. Its also not my main language but i would offer it anyway.
I loved Rivers until it broke and had to remove it entirely from my world. It was such a nice touch to the playstyle. I would really love if sneezerstein could solve the issue somehow, talking to the Michaloid or any other mods/admins in a respectable manner. We all make mistakes and get annoyed sometimes, me too.
anyway, would be great to keep the mods updated and maintained, they are still great effort. Have a fantastic day, everyone!
icehorse what I don't get is that everything I read here that isn't drama about the insanity that happened in the description is that the dude seems to actually have talent/skills for modding, even if they aren't perfect. So why are they so stubborn in not wanting to add a description for so long and so insistent on trolling the mods that absolutely have the authority to swing the ban hammer, it just does not compute for me man.
Seems like in retaliation, the author deleted previous versions except the first.
Nomedable author prob thinks theyre hot shit cuz theyre the one who made the rivers mod. Sadly doesn't even seem to work and has a lot of compat issues tho
Fantastic mod.
Also lmao at comments
sneezerstein You repeatedly keep mocking me not only by posting a deragotory gif but also by going around the issue by writting with ai with the itention of trying to deceive me. For this you broke rule #5 of the comment section from the Terms of use. Rule #5 of the Mod Uploads section has also not been met. So your mod is going to stay drafted until changed acording to the rules. Next infraction you will be banned for 30 days.
Man what is the insanity of this mod page. Author straight up goading the moderators now... instead of just writing a description stating what the actually mod does.
i'm just saying i made a mistake by undrafting it. And the lack of action makes me a bit irritated. Because it looks like a good mod, and i'd like to give the green light, but you are not making it easy. That's all.
ur the one who undrafted it without me asking you to why are you mad about it
Sorry, drafting this again, i just noticed that the description doesn't explain anything, 1000 words by chatGBT doesn't count as informative.
GOD man! Why do you keep you avoiding the subject? Do you have something to hide? We have a description rule for a reason.
holy shit this vibecoding god makes a mechanic that should be vanilla to the game and y'all keep getting mad because he didn't put a few more extra words in his description? absolute state of vintage story
Michaloid he used AI to write the description and it doesn't explain the meth lab.
Did you have an AI write the mod description for you? It reads like an advertising blurb from a marketing department more than a mod description.
Which if it was, I mean that only adds to how bizarre this mod page is. Moderator repeatedly stating the mod needs a proper description. No images originally to later have images that include a meth lab that is just never mentioned. General confusion in the comments. Just what a wild ride watching this page is.
Maxilos33 yeah regular raw fish could work, which would add compatibility with expanded foods. I had them as fillets before, with the amount being based on the weight.
I'll add a config later. I think I need to add the classes through code to make them a config.
Having the fish be so disconnected from the rest of the foods in game is kind of weird. I would suggest letting you cut up the fish into regular raw fish, the output amount based on the fish weight. This would allow for the caught fish to be utilized in meals aswell as make fishing an actually viable strategy for getting food.
Would also help if the vanilla salmon would at least be reskinned to the fishing mod salmon or vice versa, as its kind of weird how you have the fishable fish and the ones you have to beat ino a pulp while wadding through water. Generally the fish could use a more stylized texture as they kinda stick out visually.
I also would really like to see a config to disable parts of the mod or splitting the mod into multiple sub-mods like Maltiez has done it with CO. While the overall vision seems cool, it lacks focus. People will most likely want the mod for fishing alone and probably already have the Alchemy mod installed and if they have that they are most likely running Lavoisier, making this mods alchemy system redundant. Compatibility for Alchemy could also be a good answer to that problem.
The mod is really cool and an actual fishing gameplay loop is an amazing addition to the game, but its just way too disconnected from vanilla (UI of the rods and flotsam, fish textures) and also the existing mod ecosystem for my taste.
Put in, i don't know, what drugs are in the mod, give a brief summary of the fishing pole's mechanics! Nothing too crazy you need to do, just what the players should expect when they are downloading this mod!
HaraiseTenshi the fishing pole is dangerous
Sneezer, i really do hate repeating myself. Give at least detailed info on what the mod brings (items or mechanics), at least what the player can expect in the description. Also name the mod to reflect on what the mod brings. Next time that i have to say the same again, i'll draft this mod until such changes are put in place.
I still am of the impression for this to be a joke mod...
after naggin for a few days all we get descriptionwise is
"fishing and drugs
check the handbook guides"
while the overview of the mod db has some text about combat mechanics seriously?
Is that .... meth? Is this mod about fishing and meth? XD
You actually need to tell us what is in the mod.
Dear Everyone!
Here is a short HowTo for version 2. It might be outdated by now. I haven't tested v3 yet but I'm very curious. Sadly, it might be an issue if it messes with classes.
Dear Sneezemaster!
DM me on dscrd if you need/desire a bit of help with mod description and stuff, I'm happy to help.
I'd also like to add compatibility to VintariaClasses when Fishing is on a stable relase, so hit me up for that as well, please! <3
sneezerstein I'll have to ask you to thoroughly detail on the mod's content in the description. A simple "fishing" isn't gonna cut it.
Added steight and curved lines to the game?
sneezerstein
It's a madness. No description, no images. Nothing.
It's not only about Fishing... Alchemy? Cringe!
Dude, add a description, images and change name of this mod, cause it's misleading people.
You really need to add a proper description and images to this mod and the lib it requires, but once you do im definitely downloading.
Dude, so, I just have no idea how I could use the fishing rod, I have the rod, I have the line and I have the float and I just can't, it says hold down the left button to release the line and hold down the right button to get it back, but I can't release the line, I hold down the left button and it keeps hitting the rod, try to at least put up a video tutorial on how to use it or if it's a programming bug, try to fix it as soon as possible, this mod looks very promising, I used it in version 1.19.8 and I liked it
Kind of was looking forward to the mod but it seems that the mentioning of the "Surfcaster" class jumbles up the class traits.
It's probably a very weird combination of Fishing, Combat Overhaul and The WorkingClasses.
After i removed fishing, the issue with the traits was fixed.
Maybe you can separate the Surfcaster from this mod and add it separately.
Otherwise it was looking really interesting.
Can't you embed a link like this? Also, please give this mod a proper description.
So as there is no description/unfo whatsoever what this mod adds exactly and considering many say it breaks lots of mods... there is no config is there?
Oh yeah looking forward to this bad boy
Super excited to see it updated to 1.20.x when you're done.
Yes please get working for 1.20.3 would loive to actually hold a rod and fish from a boat or dock..Hopefuly its added to main game also later..
why doesnt filleting a fish just give you the vanilla fish item? Why make a whole new one that can't even be used with Expanded Cooking? It's super inconvenient and makes this mod even less useful.
Fishing is so fun in any game! I'm so excited to see this, I played with it a bit and its a lotta fun! Good luck with it all~
Excited to see this work!
Excited to see this mod working in future! don't give up!
I echo other people's thoughts. This is a fantastic mod, but it conflicts with too many others to be reliably used in a modpack. It also seems to change things completely unrelated to fishing (wolves having really strong knockback on hit?), which is very strange.
So this breaks A LOT OF MODS
Butchering: Cant pickup carcesses
Rivers: somewhat reduces flow significantly ( these mod HAVE TO work together)
Got some Crafting bug in Primitive Survival
But is still want to THANK YOU for making an actual Fishing mod, i hope you'll have great success and i cant wait to use your mod!
Seems like this mod conflicts with a lot of other mods sadly. But I really love the concept of fishing and it's execution in this mod
Hope the future versions of this mod seperate fishing and combat changes though
@wayofthebanana i had the same problem, but if you hold the oar in hand and use ctrl you can pick it up
This mod conflicts very heavily with Joy Of Sailing, unfortunately.
When trying to get on the boat, nothing happens. Trying to pick up the boat leaves a copy of the boat behind, and there's a lot of other abnormal functionality, it's been awhile since I messed with this mod so I don't recall it all, but I just wanted to leave my experience here in case it helps with development!
Thanks for your hard work, even though I couldn't get it to work for the playstyle I personally wanted.
sneezerstein
As mentioned by the author below DasPrinzip, an error when starting the server:
20.6.2024 19:35:44 [Error] [fishing] An exception was thrown when trying to start the mod:
20.6.2024 19:35:44 [Error] [fishing] Exception: Cannot access child value on Newtonsoft.Json.Linq.JValue.
at Newtonsoft.Json.Linq.JToken.get_Item(Object key)
at Fishing.AlchemySystem.ReplaceBehaviors(ICoreAPI api) in D:\VSProjects\Fishing\Fishing\src\alchemy\AlchemySystem.cs:line 180
at Fishing.AlchemySystem.AssetsLoaded(ICoreAPI api) in D:\VSProjects\Fishing\Fishing\src\alchemy\AlchemySystem.cs:line 150
at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 660
20.6.2024 19:35:44 [Error] Failed to run mod phase AssetsLoaded for mod Fishing.AlchemySystem
As I said earlier, everything depends on the Alchemist class included in the mod. Please remove this extra class from your mod. We want to use your mod, unfortunately, this error does not allow us to do so.
the choice to include combat changes in a mod about fishing is a bit strange. wish there was more documentation on this, and perhaps the ability to enable or disable these features. the damage punch lets wolves combo you in the air when lunging which, while i suppose is realistic, is not very nice to deal with.
Hey sneezerstein, I've noticed that this is incompatiable with FSWilds or horses, think it has something to do with PetAI via the mounting system.
sneezerstein
hello, it's great that you, as a developer, took up a mod for fishing. I hope that you will do it in the future. Players on the servers really want to distract themselves from everyday affairs. Your mod is exactly what is needed!
There are a few notes about the mod. It crashes because it is not clear why you modded the Alchemist class? Most of the problems I encountered were related to this class. In my opinion, classes should not be touched. Because then most players will abandon the mod. I hope that you will fix everything and it will be a great mod!
server failure at start, version 2.0.2:
Jun 7 08:47:48 vs VintageStory[737995]: 7.6.2024 08:47:48 [Server Error] [fishing] An exception was thrown when trying to start the mod:
Jun 7 08:47:48 vs VintageStory[737995]: 7.6.2024 08:47:48 [Server Error] [fishing] Exception: Object reference not set to an instance of an object.
Jun 7 08:47:48 vs VintageStory[737995]: at Fishing.AlchemySystem.ReplaceBehaviors(ICoreAPI api) in D:\VSProjects\Fishing\Fishing\src\alchemy\AlchemySystem.cs:line 166
Jun 7 08:47:48 vs VintageStory[737995]: at Fishing.AlchemySystem.AssetsLoaded(ICoreAPI api) in D:\VSProjects\Fishing\Fishing\src\alchemy\AlchemySystem.cs:line 150
Jun 7 08:47:48 vs VintageStory[737995]: at Vintagestory.Common.ModLoader.TryRunModPhase(Mod mod, ModSystem system, ICoreAPI api, ModRunPhase phase) in VintagestoryLib\Common\API\ModLoader.cs:line 632
Jun 7 08:47:48 vs VintageStory[737995]: 7.6.2024 08:47:48 [Server Error] Failed to run mod phase AssetsLoaded for mod Fishing.AlchemySystem
This mod now prevents the creation of the R.I.P. marker on death with no other mods installed... work around it with the player corpse mod but just report the conflict here. not sure how it is even relating to that command but something must have been overwritten.
Just reporting my experience . I added this on my server cuz I love fishing but for some reason the mod was conflicting with petai causing the server to lag badly as it threw out errors. Not sure of the cause as it was only when my buddy joined that it would do this
When looking at the handbook entry of the fishing rod, the game disconects
FISHING LETS GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
My games crashes whenever I crouch rightclick with the fishing rod in hand I have lib2d@1.0.0" Installed and this is happening idk what's casuing it
When I try to run this, it crashes when I load the game, with a critical error as if from some other random mod. Something about "Object reference not set to an instance of an object" at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
This crash caused me to lose some valuable ModConfig data, which was now just a bunch of empty lines and themselves then causing a crash.
I am adding the Lib2D along with it: "fishing@2.0.1, lib2d@1.0.0"
How to use Fishing 2
Installation:
This mods adds:
Usage:
If you fish a chunk too much, you will see an indicator in your Map. Press M and click it for a bit more info. (This might interfere with ProspectTogether.)
I installed this mod on my server and testing it worked (had a few starting issues but sneezerstein quickly updated the mod from my error reports). I caught several fish with it.
Sammy_SMD Make sure you got lib2d (see link beneath picture in mod description) installed as well! Make sure you got the latest version (2.0.1) of Fishing installed.
SpacemanSpliff You do not need bait. Worms from Primitive Survival do not seem to work yet. You can use raw "wild meat" (the stuff you get from wolves). I asked sneezerstein for compatibility with PrimSurv as they might not have thought about it yet.
It doesn't work for me
I'm completely unsure what to use for bait in this mod. I figured out the rest but the bait is eluding me, Reading the comments it says worms, the only worms I have are from primitive survival and I cant even seem to pick those up anymore, let alone put them on the line for bait.
Please advise.
The_True_Goo dependency on https://mods.vintagestory.at/libd
sneezerstein you forgot to link that in the description. (edit: fixed.)
(This post was edited because the mentioning did go horribly wrong and I just couldn't stand it.)
Hi there, I've added this to my server but it doesn't seem to be picked up.
does it have any dependencies or known conflicts?
I'd really love to add this :D
There's a surprise! Thanks a ton for updating the mod.
When is the update?
Does this work in 19.3? I want to fish and I would love different types of fish. This mod looks really awesome! Not sure if it will work with the primative mod though.
To all of those who cannot make the wooden pole, try a diferent tool material for the axe / knife, some of the stone / flint ones do not work.
Also make sure you are using debarked logs.
Also make sure the tool has enough durability, it takes like 50 from the hatchet and that might be a issue.
I'd love for this to be updated ! I want fishing but not the major overhauls that come with Primitive Survival, not at least until I've played more of the game closer to vanilla
1.19 update?
v 1.19.1 I can't create a wood fishing pole. There is a recipe in the survival guide, but it is not craftable.
Can we tell tyron this needs to be in vanilla? 🤣
Can anyone confirm if this works using v.1.19pre?
sneezerstein will you be updating the mod for 1.18.15 ?
VS: 1.18.15
Fishing: 1.1.5
Getting a "[Server Warning] Failed resolving a blocks itemdrop or smeltedstack with code fishing:catch-bluefintuna-cooked in Combustible props for Item fishing:catch-bluefintuna-fresh" on server start.
Please update or advise!
Edit: Please add dscrd contact in your mod description - or a github - for easy... well... contact. I might be able to fix it myself with a quick bit of help. :)
Your mod seems to modify butterflies so that these won't fit into display cases anymore. That's a bummer for people who like to catch and collect these. Maybe you could find a way to let us display them again.
How do you add lines, hooks or anything? There's no documentation here. Thanks for the mod regardless, line fishing needs to be in the base game.
sneezerstein Could you make baits as CollectibleBehavior instead Item?
thanks for all the error reports. I need to fix those and rewrite most of this mod.
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStop (System.Single secondsPassed, Vintagestory.API.Common.ItemSlot slot, Vintagestory.API.Common.EntityAgent byEntity, Vintagestory.API.Common.BlockSelection blockSel, Vintagestory.API.Common.EntitySelection entitySel, Vintagestory.API.Common.EnumHandInteract useType) [0x00013] in :0
Error log tossed into a server we have this on, occured when the final durability of the wooden rod was consumed. The audio of it breaking occured, then was booted from the server.
Any way we could adjust the loss chance of worms? Mod does it's job well, but bait isn't lost very often, and it should be easily run through more often. I'd like to adjust bait loss chance to about 80%-90% for worms and chum.
Jun 17 11:00:18 vs VintageStory[636478]: 17.6.2023 11:00:18 [Server Error] System.NullReferenceException: Object reference not set to an instance of an object.
Jun 17 11:00:18 vs VintageStory[636478]: at ItemFishingPole.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
Jun 17 11:00:18 vs VintageStory[636478]: at Vintagestory.Server.ServerSystemInventory.HandleHandInteraction(Packet_Client packet, ConnectedClient client) in C:\Games\Vintagestory\devnet6\VintagestoryLib\Server\Systems\Inventory.cs:line 253
Jun 17 11:00:18 vs VintageStory[636478]: at Vintagestory.Server.ServerMain.ProcessNetMessage(NetIncomingMessage msg, NetServer mainSocket) in C:\Games\Vintagestory\devnet6\VintagestoryLib\Server\ServerMainNetworking.cs:line 132
@Saoshi looks like its bugged if youre in creative mode
I've been playing with this mod and I don't understand what Jonas Lure is doing. He catches "nothing", after which music begins to play, which does not end until you re-enter the world. Also, if you catch it several times, the music is layered. Is this a mistake or am I doing something wrong? (I am using a translator, it is possible that something is written incorrectly :D )
Could you please include latin names of each fish the same way as vanilla does for butterflies?
@Craluminum not that many
Could you add to description how many fishes there are?
sneezerstein Oh I see, that explains it.
Peridot it doesn't replace every fish in saltwater
I seem to be getting both Primitive Survival fish and the fish from this mod, instead of PS fish just replacing it.
Chum does not stack, any extras just disappear, wasting materials if trying to craft more than one.
Correction: it does stack, it just fails to show the number in the stack.
Can megalodon be catched?
fixd
sneezerstein
the levithian is also aggro on moderators who are in creative / spectate mode. this should be removed. this causes the mob to fly through the air and normal players cannot continue fighting. it also "floats" through normal landscapes and so leaves the water
sneezerstein
we are using your v 1.1.0 version. if someone using the net, all people will get "fishing:bait-net" in chat. please fix
The ability to integrate other fishes into meals and be compatible with Expanded Foods foodstuffs would be nice.
Add bug cultivation and this mod would be perfect! (the ability to raise/grow bugs)
Bonus points if you have it so chickens can eat the bugs too!
Are fishes ground storable?
sneezerstein
in the language .json file, you forgot to put the Cooked Bluefin Tuna. I don't know if it should be like this or it's really okay that it's just like that. It was just to inform you.
V1.0.2
Craluminum
there's no fish entity, it just spawns and item and moves it towards the hook. 10x20x20 area under the bobber determines the pool. you can add the "baitPower" and "breakChance" attributes to items to use them as bait. I added a source.
Does bobber Entity use IMountable to attach fish Entity?🦈
Can fish be dropped on the ground as fish Entity and be picked up only by right click Entity.OnInteract?
Is there a source code on GitHub?
Does fishing rod use raycasting with gravity or just ItemProjectile throwing mechanics?
How pools of water are determined? Do you count all connected water blocks with for loop in each chunk with water map?
Is bait rendered on hook Entity?
Is there any baitable attribute and transform like onMoldracktransform?
Does fish Entity have disturbing animation while mounted on hook Entity?
Just added this to my server that has a ton of other mods, will let you know if we find any compatibility problems and whatnot. Love to see this kind of fishing finally available in a mod! Right off the bat, I have a few suggestions:
1) Add the ability to craft caught fish down to fish fillets (either salmon or the fish from primitive survival) as this would add tremendous amounts of compatibility with Expanded Foods/A Culinary Artillery
2) Add vanilla glowworms as a bait option, so they'd have a use for once
3) Add the ability to put poles in tool racks, or create new rod holder mounts that can hold them
Looking forward to playing around with this mod and seeing how it develops in the future!
How do you get worms?
@arteamax44 yeah they're items
sneezerstein
the mod works fine. I just want to ask one thing. The fish (catfish, bull shark, neontetra, cavefish, redsnapper) don't really look alive in the water, do they?
They are items that the cane gives you when you bite. TRUE?
Can catched fish from the mod be placed on the ground like crucibles?
first, this is awesome i been wanting this for so long now. its your mod so take everything i say as just friendly sugggestions do with it as you wish. i have only used it for a couple hours of play time so far so this is just my first impression.
ok so, i have some feedback.
1. im using a wooden pole and have 40 worms and it isnt consuming the worms at all. (bug?)
2. worms may be too easy to get... not sure but feels like maybe either percentage should be dropped or something like the primitive survival way of getting them would be better. (this is small in just my opinion)
3. really need a way to convert worms to primitive or make them usable on the trot lines. also they cant be used as fertalizer. i havent tried yet can i still get the primitive worms the old way?.. if so maybe disregard this.
4. be really cool in future to be "harder" to catch the fish.. aka a timing mechanic to successfully catch the fish.
Sounds cool! Giving it a whirl!
Update;
Absolutely love it!
Would love to see some different models, you're more than welcome to use my other fish models if you like. Hilarious to see the bullshark so huge cooked lol.
I'd also be open to making fish models for you, too if you want!
Wait, do I hear the sound of the best mod ever being released?