SANDBOX — this is a test environment. No servers are actually deployed and no real payments are charged.
Back to NxLabs

NxLabs / Vintage Story

Fishing Config

ABy Averixus

Configure fishing and worming to be faster, slower, easier, or harder! Also fixes some vanilla bugs.

Description

<p><span style="font-size: 14pt;">A small code mod to fix some bugs in the vanilla fishing and worm grunting mechanics, and to make it possible to configure the various delays and timers. Make fishing faster, slower, easier, or harder!</span></p> <ul> <li><span style="font-size: 14pt;">With default settings, the behaviour is exactly as intended in vanilla (minus the bugs).</span></li> <li><span style="font-size: 14pt;">This mod involves patching the vanilla code, so it's quite likely to break with new VS updates - make sure you're using a supported version before reporting issues.</span></li> <li><span style="font-size: 14pt;">It's also quite likely to be incompatible with other fishing-related code mods. You can report compatibility problems but I may not be able to do anything about them.</span></li> <li><span style="font-size: 14pt;">Compatible with <em>Config lib</em>: changes made in the settings GUI will apply in the world immediately, without needing to quit and re-load.</span></li> <li><span style="font-size: 14pt;"><strong>Also recommended</strong>: <a href="https://mods.vintagestory.at/fairfish"><em>Fair Fish</em></a>, to correct inconsistencies in the dropped items from flaying and cooking whole fish.</span></li> <li><span style="font-size: 14pt;">Code by Averixus, edited from the original Vintage Story code. No AI ever.</span></li> </ul> <h3>Vanilla bugs fixed</h3> <ul> <li>The bobber now correctly loses its catch and resets if you don't reel it in fast enough. A vanilla bug meant that you could still collect your catch no matter how late you reeled in, even if it was an entity that had wandered away.</li> <li>Fish entities will correctly run away from the bobber if you miss the catch. A vanilla bug meant that they would stay where they were and be immediately caught again.</li> <li>The bait is now lost if you get a catch but don't reel it in fast enough. A vanilla bug meant the bait was only removed if you successfully caught the fish.</li> <li>Higher local fish abundance now means a higher chance of catching&nbsp;<em>adults</em>. A vanilla bug meant that higher abundance would result in more juvenile catches.</li> <li>The fishing pole's durability is now reduced when you successfully reel something in, and when you snap the rope by stretching it too far. A vanilla bug meant that the durability would never decrease for any reason.</li> <li>Fish entities are now only caught if they like the current bait type. A vanilla bug meant that non-target fish could be caught by accident if they happened to wander close to the bobber.</li> </ul> <h3>Config options</h3> <p>To change these options, load a world at least once with the mod enabled, then find and edit FishingConfig.json in your ModConfig folder (or, if you're using <em>Config lib</em>, go to "Mods settings" in the in-game pause menu). The defaults of all the options are equivalent to intended vanilla behaviour.</p> <h4>Fishing related</h4> <ul> <li><code>JunkCatchChance</code> (default: 0.05). The likelihood of getting a junk item when catching a fish from the "invisible stock". Note: this value overrides the value set in the bobber.json entity asset file. The possible junk items you can get are still determined by the list in that file.</li> <li><code>ReelInTimer</code> (default: 0.7). The number of seconds you have to reel in a catch after it bites, before it gets away with your bait.</li> <li><code>CatchStockFish</code> (default: true). Whether fishing poles can catch fish from the "invisible stock". If false, you can only catch visible swimming entities.</li> <li><code>FishLureEntityTimer</code> (default: 15.0). The amount of time in seconds that the fishing pole waits for a fish entity to arrive, if it detects one nearby. After this time runs out, it will resort to catching from the "invisible stock" (if enabled).&nbsp;</li> <li><code>FishHarvestLimit</code> (default: 12). The maximum number of fish you can harvest in one location before the "invisible stock" abundance is depleted.&nbsp;</li> <li><code>FishHarvestRestoreDays</code> (default: 14.0). The number of days after the&nbsp;<em>last</em> catch in one location, until the depleted "invisible stock" is restored.</li> <li><code>FishHarvestScale</code> (default: 8). The size in blocks of each area for the purposes of depleting "invisible stock" - a higher value means that fishing depletes a larger area around you.</li> <li><code>MinPondSize</code> (default: 100). The minimum volume of pond (in blocks) which can hold any "invisible stock" fish. Pond below this size will <em>never</em> give any catch apart from visible swimming entities.</li> <li><code>MaxPondSize</code> (default: 1200). The volume of pond (in blocks) which has the maximum "invisible stock" abundance. Ponds below this size will have reduced abundance, and ponds above this size will have maximum abundance. Warning: Significantly increasing this value may cause performance issues, because searching large ponds is intensive.</li> <li><code>FishStartSearchDelay</code> (default: 1.0). The number of seconds delay after casting the fishing pole before it starts searching - a higher value means all fishing will take longer.</li> <li><code>MinStockCatchTime</code> (default: 5.0). The minimum number of seconds (after the FishStartSearchDelay time has passed) that it will take to catch something from the "invisible stock", when the abundance is the highest possible.</li> <li><code>MaxStockCatchTime</code> (default: 125.0). The maximum number of seconds (after the StartSearchDelay time has passed) that it will take to catch something from the "invisible stock", when the abundance is extremely low but not zero.</li> <li><code>ReeledCatchDamage</code> (default: 1). The amount of durability lost from the pole after successfully reeling in a catch.</li> <li><code>RopeSnappedDamage</code> (default: 2). The amount of durability lost from the pole after snapping the rope by stretching too far.</li> </ul> <h4>Worm gruntin

Ratings & reviews

No ratings yet

Sign in to leave a rating or comment.