Fish and Meat Industry
This mod introduces alternative food production methods, providing new role-playing opportunities and facilitating the establishment of bases in barren locations.
I didn’t fully test everything yet… so, expect some balancing changes in the future.
I already had my Meat Production and Processing mod and wanted to expand it to include fish farming, but I thought it wouldn’t fit.
Then I searched the mod portal and found lots of fishing mods. Most of them had both features that I liked and disliked, so I found it difficult to make a choice.
Next, I decided to create my own standalone Fishing + Fish Farming mod. However, after setting things up, I realised that integrating it with my "Meat Production and Processing" mod would be ideal, interlinking the items and technologies added by both mods.
This mod is the result of integrating my Meat Production and Processing mod (superseded by this new mod – DO NOT USE BOTH) with my aborted fish + fish farming mod.
Please note that for some buildings, I use unconventional materials that in vanilla can only be found or bought, but not crafted. If you are interested, you can check my other mod Alternative Machinery which adds ways to craft these materials and utilise them in new and advanced machinery.
In terms of fishing, this mod adheres to the following concept: use a fishing rod for smaller fish and a fishing net for larger ones. The fishing rod’s line is too weak for bigger fish, while the holes in the net are too big for smaller fish.
Initially, I had planned for the fishing rod and net to depend on the water veins, but in the game, there are areas with bodies of water with low water vein and places with no bodies of water with high water vein. So, I opted to remove it and leave it to the player’s discretion where to place them.
Once I had finished this mod, I decided that the "Meaty Moskito" item needed to be removed, so I took this step out of the insect farming process and changed the Thinfish bait/feed to foul raw meat. This streamlined both types of fish farming: Grand Fish now requires raw meat, while fishing with a net does not (very slow).
Grand Fish farming requires a high investment in the form of raw meat and higher power consumption, but provides a higher return since each fish only requires 0.3 units of raw meat. Thinfish require 0.5 units of foul raw meat each, and breeding both takes the same amount of time. 15 nu -> 15 nu x3 (45 nu) vs. 10 nu -> 10 nu x2 (20 nu).
Both Thinfish and Grand Fish can be turned into the same item Dried Fish, the difference is the quantity used as ingredient (already balanced).
Increased nutrition from 7,5 nu to 15 nu (same as Dried Meat)
Increase cost from 40 to 120 (cheaper than Dried Meat due to its ingredient)
IMPORTANT: Foul Raw Meat still have 10 nu, so for animals/hivers it’s better… the loss of nutrition is part of the process of "cleaning-up" the meat (10*2 = 20 nu -> 15 nu).
Added to Adventure, Travel and Survival related vendors.
Added to Adventure, Travel and Survival related vendors. (used to fish "Thinfish". Can only be placed after the Fishing technology is researched). Require 1 operator.
Added to Adventure, Travel and Survival related vendors. (used to fish "Grand Fish". Can only be placed after the Advanced Fishing technology is researched). Require 1~2 operators.
- Animal Feeder 2 (limited to Chewsticks and Foul Raw Meat)
- Storage: Foul Raw Meat
- Storage: Thinfish
- Storage: Grand Fish
- Recipes: Medical Supplies
- Storage: Medical Supplies
Requires: –
R. Cost: 1 Books + 1 Fishing Rod Set |OR| Blueprint (1.000)
New Buildings: Fishing Rod Set, Drying Rack (Thinfish), Camping Storage: Fish, Camping Storage: Dried Food
New Recipes: Thinfish, Dried Fish
Requires: Fishing (T1)
R. Cost: 2 Books + 1 Fishing Net |OR| Blueprint (1.500)
New Buildings: Fishing Net, Drying Rack (Grand Fish)
New Recipes: Grand Fish, Dried Fish
Requires: T2 + Cooking (T1) + Item Storage (T1) + Advanced Fishing (T1)
R. Cost: 4 Books + 2 Foul Raw Meat
New Buildings: Campfire (Dried Gristle Flaps), Camping Storage: Meat, Food Store 2
New Recipes: Dried Gristle Flaps
* All buildings unlocked with these techs are located in the Camping category and does not create outpost (except Food Store 2).
Requires: T2 + Survival Cooking (T1) + Storage Boxes: Crafting (T2)
R. Cost: 8 Books + 1 Lantern
New Buildings: Insect Trap Lamp
New Recipes: Foul Raw Meat
Requires: T3 / Insect Farming (T2)
R. Cost: 12 Books + 2 Thinfish + 2 Foul Raw Meat
New Buildings: Fish Farming Tank (Thinfish), Dehydrator (Thinfish)
Thinfish farming consumes foul raw meat 0.5 to 1
Requires: T3 + Insect Farming (T2) + Advanced Cooking (T2)
R. Cost: 16 Books + 2 Raw Meat + 2 Foul Raw Meat + 2 Sake
New Buildings: Meat Purifier
New Recipes: Raw Meat (Sake)
Requires: T4 + Fish Farming (T3)
R. Cost: 2 Ancient Science Books + 2 Grand Fish + 2 Raw Meat
New Buildings: Fish Farming Tank (Grand Fish), Dehydrator (Grand Fish)
Grand Fish farming consumes raw meat 0.3 to 1
Requires: T4 + Foul Meat Purification 1 (T3)
R. Cost: 2 Ancient Science Book + 2 Raw Meat + 2 Foul Raw Meat + 2 Water
New Buildings: Meat Purifier (Advanced)
New Recipes: Raw Meat (Water)
Requires: T5 + Foul Meat Purification 2 (T4)
R. Cost: 2 Ancient Science Book + 2 Raw Meat + 2 Foul Raw Meat + 1 Motor
New Buildings: Meat Purifier (Automated)
Requires: T5 + Foul Meat Purification 3 (T5)
R. Cost: 4 Ancient Science Books + 2 Ration Packs + 2 Foodcube + 2 Dried Meat + 2 Dried Fish
New Buildings: Food Store 3, Basket: Food Cube, Basket: Dried Meat, Basket: Dried Fish
New Recipes: Ration Pack (Dried Meat), Ancient Nutri-Rations (Dried Fish)
Requires: T6 + Advanced Food Processing (T5) + Hydroponics (T5) + Advanced Medicine (T4)
R. Cost: 2 AI Core + 2 Raw Meat + 2 Foul Raw Meat + 2 Medical Supplies + 2 Wheatstraw
New Buildings: Meat Bioreactor
New Recipes: Raw Meat
- Meat Production and Processing Superseded by this mod. Use Meat Production and Processing if you don’t want the fishing/fish farming part of this mod. DO NOT USE BOTH AT THE SAME TIME!
- Other fishing mods