Bugs and Suggestions

Bosmanfrx · 1 month ago

Hi,

I wanted to say that you're doing a great thing. I'm myself software developer so I know how much time and heart goes into writing pretty much anything, so I really appreciate what you are doing here. I've really enjoyed your mod, especially since this game modding scene is rather young and the game itself is starved of quality content mods.
During my playthrough, I've pretty much only engaged with fishing and farming aspect, I've not yet started any animal husbandry. I've noticed some things that may be bugs or otherwise balance issues. I'm running the newest version of the mod

Cannery is missing maintenance cost and requires only 1 worker

Zrzut ekranu 2026-09-06 010452.png

Cannery itself doesn't have any maintenance requirement. Meat packing plant does, so I think it might be an oversight. Also worker worker and power requirements are really low. The same with Meat packing plant, they also require only 1 worker and in case of Meat packing plant, only 1 KW of power. I'm not sure if it's intended that they are this cheap to run, since vanilla counterparts usually clock about 5-8 workers and at least 100 KW of power.

Raw Fish and Fish Can seem to be missing translation strings in English

Zrzut ekranu 2026-09-06 024613.pngZrzut ekranu 2026-09-06 024550.pngIt's really trivial, but since I noticed it, why not put it here? ;)

Fishing dock Catch Rate

Zrzut ekranu 2026-09-06 012007.pngThese 3 fishing docks has been built in Sandbox mode at the same time and ran for 1 full month in-game (60 seconds) without bait. Despite having different catch rates, all aside from Mackerel have the same numbers. I assume that since Mackerel has 2 in display - it's 1 full integer above the rest, so it's probably some rounding problem.
Also I wanted to ask about green display values. All production values in the game are normalized to full 60 seconds. I'd expect that catch rate should be around 1 or 2 fishes per minute, but I'm getting 60 or 90 here per minute, which is, well, a lot :D. More on it in next chapter

Fishing dock is hella op ATM

Going by rates mentioned above, I've noticed that it's really easy to just feed your entire population by fish alone. I think that I had a single additional farm till I've hit, idk - 1k population? And I could easily feed everyone from 1 tier I fishing dock, 1 farm and 1 cannery. From what I noticed demand for Fish is linear and is about 0.5/100 pop. Let's do some math.

Tier 1 Fishing dock
1 Cannery for Anchovies - 4 Fish cans
2 Canneries for Sardines - 8 Fish cans
Total - 12 fish cans - Can feed 2400 pop

Tier 2 Fishing dock
3 Canneries for Cod and 2 Canneries for Mackerel - 140 raw fish and 92 fish scales
2 Shredders for 92 biomass
5 Canneries to process max 150 raw fish - 15 fish cans
Total - 15 fish cans - Can feed 3000 pop + 92 free biomass - pretty much 2 free boilers of steam

Tier 3 Fishing dock - here things get a little ridiculous
15 Canneries for Swordfish - 480 Raw Fish, 480 Fish Scales, 240 Fish Oil
7 Canneries for Tuna - 280 Raw Fish, 168 Fish Scales, 84 Fish Oil
14 Shredders - (13.5 needed) - 648 free biomass

36 Canneries to transform fish oil into pesticide

~25 Canneries to produce 75 fish cans

Total - 75 fish cans that can feed 15000 pop + 648 free biomas (14 boilers worth) and 216 pesticide (right now sufficient to service 7 farms).

It's just so much that I cannot believe that current rates aren't a mistake, but a catch rate of 1 or 2 fish a minute seems really low in opposition as well.

Pesticide AND Greenhouses

Since I'm doing fishing, I've enabled pesticide consumption in my greenhouses and I've noticed that burn rate of it is pretty staggering. I'm running 3 initial canneries with T3 Fishing dock and matching number of canneries producing Pesticide from Fish Oil. Now, I am producing way more food that I need and only enough pesticide to feed 1 farm.

If I'd want to satisfy all 4 of my farms, I'd need to produce A LOT of Fish Cans. Waaaay more than I could hope to use in this stage of the game. 1 Pesticide is consumed every day. That's 30 per minute, which roughly translates to ~10 cans of fish food - enough to feed 2000 pop.

I'm not entirely clear how Pests damage crop yields - I'd really apprieciate explanation or, if it's possible, some kind of tooltip in Greenhouse UI.

Another thing I noticed, that Pesticide is missing consumption section in Codex. I'm not sure if it's because of some limitation or what, but game also seems to be confused about total quantity of pesticide - I definitely don't have 6k of it in stock. I'm running this save with Recipes++ as well, so there might be some kind of conflict.

Zrzut ekranu 2026-09-06 024857.pngZrzut ekranu 2026-09-06 024843.png

Greenhouse save issue

This one is tricky. Custom settings in Greenhouse added by this mod and Recipes++ don't seem to save properly for me. After loading save, all of my accumulated pesticide in the greenhouse is gone, pest level is 0 and all settings are on default - at least on my save.

I've tried to do a solid reproduction in sandbox mode, but I came empty. It seems to work just fine there. I've fixed it on my side by rebuilding said greenhouses - then it worked quite well, but it seems to be back. I'm not sure if adding another mod to the save broke it again.

I don't want to send anyone on wild goose chase, so it's just a curiosity for now. If I have solid reproduction I'll get in touch - for now workaround is know.


Ufff, that's it. I wanted to thank you again for you work, because I'm having a blast! <3

wtmxhyy wtmxhyy · 1 month ago

由衷的感谢你的长篇阐述,我已经了解你的诉求.

1,关于,语言类问题,那是我一个疏忽,我这里是正常的,我发布时候又忘记更新语言文件了😄抱歉.下次带上.

2,关于维护和工人的问题,设计初衷就是用于非科技树,也就是初期就可以建设补充粮食而设计一个方案,属于临时性质,本身就是为了首先实现有建筑而后期增补,但是一直没有人提出有问题,就自动忽略了.
实际上,设计就是为了实现有这个建筑和功能而简写了,为了方便调试.当然,你既然指出了,我不介意添加上代码用来实现功能.
3,可以说这个mod,本身经过了很多次迭代,从最初的仅仅为了添加牛系列,到后不断增补,一直到加入了渔业.一直在增补的过程中.

只要没有玩家提出意见,我就认为他是正确的,从来不会去考虑修改已经存在的,毕竟我们都是程序员都有一个惯例,就是既然能跑就不要动了😄!
4,你说的经济问题,也是我一直头疼的问题,这个涉及算法,而且要做很复杂的适配,可以说某方面符合了,某方面就不符合,我也是一直调整中.

初期为了实现功能,都是设定了存在即可,而后面不断修改到现在程度.我将会根据你提出的问题,重审代码,你提出的很关键,鱼产量太大,这应该是我设定生产时间使用了人类时间而不是游戏时间,所以游戏中1分钟将会出现游戏时间几十倍的增速,这违背我的设计初衷,我会着重重审这部分让他更加协调.

而,生产方面,我也已经着手在做,这需要一些时间.🙏

Thank you very much for your detailed explanation. I have understood your concerns.

  1. Regarding the language‑related issue, that was an oversight on my part. Everything works fine on my end, but I forgot to update the language files again when releasing the update 😄. My apologies. I will include them next time.

  2. As for maintenance and worker‑related issues: the original design intent was a solution meant to be available outside the tech tree, allowing construction in the early‑game to boost food supply. It was a temporary implementation. The priority was getting the building functional first, with further improvements planned for later. Since no one had reported any problems, this part was overlooked.
    In fact, the code was simplified for debugging purposes just to get the building and its features working. That said, now that you have pointed this out, I have no objection to adding code to fully implement these functions.

  3. This mod has gone through numerous iterations. It originally only added cattle‑related content, and has been expanded continuously over time, eventually adding fisheries. Development is still an ongoing process.
    If no players report issues, I assume everything is working correctly and tend not to alter existing code. After all, us programmers follow a common rule: if it works, don’t fix it 😄!

  4. The economic issues you mentioned have also been a persistent headache for me. They involve algorithms and require highly complex adjustments. Balancing one aspect often breaks another, so I am still tweaking these systems.
    Early‑on settings only aimed to make features exist, and they have been revised repeatedly to their current state. I will review the code based on the problems you raised, and your feedback is quite important. The excessive fish output stems from my use of real‑world time instead of in‑game time for production timers. One real‑world minute thus results in dozens of times faster production within the game, which contradicts my original design goals. I will thoroughly rework this section for better balance.
    I have already started working on production‑system adjustments, though this will take some time. 🙏

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