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Mordraug

Fish Farms

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HEAVY WOGIC ALERT.  Sometimes you gotta suspend disbelief to make the potential for coding it easier.

 

So picture this... first you finish a work of FC/Masonry comparable to a knarr.  It's 3x3 and about as tall as "low stone wall".

It has water graphics but don't expect to be able to use a boat on it unless the devs know something i don't.

Has to be on a flat 3x3, in the center (mission structure mechanics?) to spare the art team 3 heart attacks.

(Would be nice to see the bridge mechanics used to make a small climbable platform part of the model for a platform to fish from but.. 

I'm willing to just fish from a cart heh heh.. or item have a large enough interaction radius so we can be creative with platforms and bridges of our own design).

 

Anyhoo, stone or wood, you're gonna need to pick which fish type farm you're making at the start, and you'll need 200+ of the right fish as crafting material to complete it.  And THEN.... the imping material is.... yes... THAT FISH.  The better your fish farm's ql, the better the fish you can get from it.

 

Final step, sell the boat, relax at your mountain top deed, mouse over the massive "item" and spam your keybind for "fish" while you watch movies like the boat people.

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so how do you sow the fishies?

and wouldnt it need to be built on a water tile?

but yea +1. more specialised buildings and such can be nice

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42 minutes ago, Ekib said:

so how do you sow the fishies?

and wouldnt it need to be built on a water tile?

but yea +1. more specialised buildings and such can be nice

 

Built on a water tile as in to fill a well, could be a decent condition though it would limit their usage A LOT .. hence the initial "let's just suspend disbelief".  And while a lot of stuff could be thought off for this like fish seasons where you gotta go basically caviar hunting to repopulate, I think code limitations would quickly add up.

 

So to "sow" the fishies, that's where you need hundreds of that kind of fish as crafting materials during construction, and then you "sow" further by imping it with that fish species.  Also suspending disbelief a bit to make it useful inland without constant trips to the coast.

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so using fishes to imp the ql in a way... creating an empty tank on water tile first, then using fish (when its full) to 'seed' the tank, making it a 'name of fish' farm instead of empty fish tank. and its ql (or a value inside we can get an idea by examining, like almost empty well filled ect) would slowly grow over time as population increase, and drop back down when its empty. and need to repopulate or can change fish. meaning could have multiple tanks for each fish specie?

might need to downsize the tanks from a 3x3 structure to a 1x1 one for this (linking nearby tanks with a pipe to allow water filling them?) or partition it like the bsb container units...

as you said coding hell, but could be fun to play...and the pipes could allow for indoor plumbing and supply of water ^^ so some of the coding milestones could be opening the way for fun new goodies... or i'm getting ahead of myself again

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