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UnReal World => Modding => Mod Releases => Topic started by: Privateer on March 22, 2018, 07:23:24 PM

Title: Fish Farmer module v3.5
Post by: Privateer on March 22, 2018, 07:23:24 PM
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(https://imgur.com/SlDtHX2.png)

 The fish farmer module v3.5 (This version for previous URW versions (Below 3.6))
Allows you to gather and raise your own fish for food and profit.

 The fish farmer module v3.61 (This version for URW 3.6 and above)
Allows you to gather and raise your own fish for food and profit.
-With Birch bark fixes
-Production limits changed
-Fixed crafted birch bark weight/craft time
-Clarified recipes to more clearly/cleanly state what's needed
Title: Re: Fish Farmer module v3.5
Post by: princebunnyboy on May 18, 2018, 05:05:04 AM

 The fish farmer module v3.5
Allows you to gather and raise your own fish for food and profit.

Hey I'm using your Fish mod and the Self Sufficiency mod and under M you guys have the same keybindings, so when I try to press Weaving it goes to Fish Egg Harvesting. How can I fix this? Thanks!
Title: Re: Fish Farmer module v3.5
Post by: Privateer on May 18, 2018, 07:12:23 AM

 The fish farmer module v3.5
Allows you to gather and raise your own fish for food and profit.

Hey I'm using your Fish mod and the Self Sufficiency mod and under M you guys have the same keybindings, so when I try to press Weaving it goes to Fish Egg Harvesting. How can I fix this? Thanks!

That is odd mainly because,
The fish farm doesn't use the "M" key
{Menu Binding}
Code: [Select]
.Gear.  -G-   *MAKE*
.Job tools.  -J-  *MAKE*
.Fish farm.   -F-   *MAKE*
.Feed fish.  -I-  *MAKE*
.Harvest fish.  -H-  *MAKE*
.Egg collection.  -E-   *MAKE*

I'm not familiar with the other mod you mention, and I doubt  clash in headers, Egg harvesting uses
Code: [Select]
[SUBMENU_START:Egg collection]
[SUBMENU_END:Egg collection]


Unless the other mod is calling a tag named the same.. which would be weird.
Title: Re: Fish Farmer module v3.5
Post by: PALU on May 18, 2018, 09:08:45 AM
Don't all of those go under the 'M' menu as sub menus?
Thus, I suspect the poster is trying to say the sub menu bindings clash (without explicitly mentioning which ones, although I suspect it would be 'e' given your snippet).

If that's the case, it's fixed by changing the sub menu key binding of one of the clashing mods to use a key currently not in use anywhere.
Title: Re: Fish Farmer module v3.5
Post by: princebunnyboy on May 18, 2018, 03:33:11 PM
Don't all of those go under the 'M' menu as sub menus?
Thus, I suspect the poster is trying to say the sub menu bindings clash (without explicitly mentioning which ones, although I suspect it would be 'e' given your snippet).

If that's the case, it's fixed by changing the sub menu key binding of one of the clashing mods to use a key currently not in use anywhere.

Exactly, it's under shift-M. So when I press E it goes to fish Egg harvest instead of weaving. Even when I manually press it, it goes into the egg harvesting menu, making it impossible to weave.

How would I change it?
Title: Re: Fish Farmer module v3.5
Post by: zer0lis on May 18, 2018, 04:11:21 PM
Exactly, it's under shift-M. So when I press E it goes to fish Egg harvest instead of weaving. Even when I manually press it, it goes into the egg harvesting menu, making it impossible to weave.

How would I change it?
I guess you do it from menudef_jobs.txt. you use the self-sufficiency mod by caethan, I encounter the same problem. Plus, crafting nets are duplicated but no other issues. Most mod tweaking is farly easy
Title: Re: Fish Farmer module v3.5
Post by: Privateer on May 18, 2018, 04:25:07 PM
Don't all of those go under the 'M' menu as sub menus?
Thus, I suspect the poster is trying to say the sub menu bindings clash (without explicitly mentioning which ones, although I suspect it would be 'e' given your snippet).

If that's the case, it's fixed by changing the sub menu key binding of one of the clashing mods to use a key currently not in use anywhere.

Exactly, it's under shift-M. So when I press E it goes to fish Egg harvest instead of weaving. Even when I manually press it, it goes into the egg harvesting menu, making it impossible to weave.

How would I change it?

 For my mod the key usage can be changed in the file "menudef_jobs.txt" you'd need to assign a non conflicting letter to each menu.
Title: Re: Fish Farmer module v3.5
Post by: Wintermute on December 05, 2020, 04:00:54 PM
The line for Birch-Bark no longer functions as the base item bark no longer exists. Substituting branch solved this issue.
Title: Re: Fish Farmer module v3.5
Post by: Privateer on December 05, 2020, 07:22:57 PM
The line for Birch-Bark no longer functions as the base item bark no longer exists. Substituting branch solved this issue.

 Thanks for letting me know, I'm glad you were able to make a fix.

 I've been thinking of updating this for a while and since the game now 'has' birch bark, this task is no longer required as it can be collected in normal fashion.
 The item 'trigger' available now is "Birch-bark strip" and a length.

 I'll see if I can't get to it this weekend ;) Thanks
Title: Re: Fish Farmer module v3.5
Post by: Wintermute on December 05, 2020, 08:27:45 PM


 Thanks for letting me know, I'm glad you were able to make a fix.

 I've been thinking of updating this for a while and since the game now 'has' birch bark, this task is no longer required as it can be collected in normal fashion.
 The item 'trigger' available now is "Birch-bark strip" and a length.

 I'll see if I can't get to it this weekend ;) Thanks

I do quite enjoy the mod.

The "Birch-bark strip" is an ideal solution.

I look forward to seeing an update to this mod.
Title: Re: Fish Farmer module v3.5
Post by: Privateer on December 05, 2020, 08:29:41 PM
 The top post has been updated with v3.6 Fish farm
Birch bark can now be used from Vanilla game harvest, the birch bark task remains in the job queue as you my need some out of season, though at a much lower harvest rate.
The amount of fish harvested at the end of the process has also been modified.
Title: Re: Fish Farmer module v3.5
Post by: Wintermute on December 06, 2020, 07:02:48 AM
The Birch-bark strip manually gathered ends up being 14 lbs each at 10 ft. An 80 ft strip gathered via vanilla mechanism weighs 2 lbs. A 100 ft strip should weigh approximately 2.5 lbs making a 10 ft strip 0.25 lbs each.

Also when it asks for birch bark to maintain the fish tank,  it is unclear in the game text what is being asked for.
Title: Re: Fish Farmer module v3.5
Post by: Privateer on December 06, 2020, 08:17:02 AM
The Birch-bark strip manually gathered ends up being 14 lbs each at 10 ft. An 80 ft strip gathered via vanilla mechanism weighs 2 lbs. A 100 ft strip should weigh approximately 2.5 lbs making a 10 ft strip 0.25 lbs each.

Also when it asks for birch bark to maintain the fish tank,  it is unclear in the game text what is being asked for.

 Thanks for the feedback, I knew I was over confident with an easy fix ;D

The top post is updated with a more? fixed version >_<
Title: Re: Fish Farmer module v3.5
Post by: Wintermute on December 06, 2020, 11:41:17 PM
I appreciate the work.

It seems to be running perfectly now.

Thank you.