Fishing zone

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Fishing zone

Fishing zone

Create an area where your hunters will fish. Must be placed over water containing fish. Larger bodies of water are generally better for fishing.

Base Stats

Type
Zones

Building

Size
1 × 1
Placeable
True
Blocks Wind
False

Creation

Required Research
Fishing

A fishing zone designates where fisher pawns can catch fish. They are the main source for fish such as salmon and marlin. Fishing also occasionally allows fisher pawns to reel in treasures such as drugs.

Acquisition[edit]

Fishing zones can be designated once the Fishing research project is finished. A tribal start will start with it researched. The cost of the research "fishing" is 600 research points.

Summary[edit]

To be able to create a fishing zone, the research "fishing" has to be unlocked. You can only create fishing zones in shallow non-toxic water with a population of fish. When colonists or animals fish, the population of fish in that area decreases accordingly to the amount fished. Over time the population replenishes itself. However, low fish populations lead to lower fishing rates.

For unusual catches, there is a 2% that a negative fishing outcome(fish attack or escape) occurs, but if the last negative outcome on this map was less than 300,000 ticks (5 in-game days) ago, this part would be skipped. On top of that, only some fish (like piranha or guppy) are capable of having negative outcomes, and as such a negative outcome cannot happen if there are no fish that can have a negative outcome. Next, if any pollution in current water body, there is a chance to catch ToxfishContent added by the Biotech DLC. Higher pollution levels increase the chance of catching a Toxfish. Then, if none of the events above occur, there would be 1% chance for a rare catch. Similar to negative outcomes, rare catch has a cooldown of 300,000 ticks (5 in-game days). Finally, a fish is selected. There is a 5% chance to catch a fish that is considered uncommon for the current biome, assuming there are any such fish in a given body of water. If an uncommon fish wasn't selected, then the catch will be selected at random from common fish (which includes toxfish if it's present, and completely ignores the amount of pollution). The amount of caught fish will scale with the skill of the colonist and the amount of fish in a body of water.

Animals cannot receive negative or positive fishing outcomes. On top of that, animals are only able to catch toxfish and any other common fish, but not uncommon fish. They'll also fish up as many fish as they need to fill their hunger, but no more.

The base amount of fish for a given biome (including certain tile features), is further modified by amount of water tiles:

Chance for common fish to be present in a body of water:

Chance for uncommon fish to be present in a body of water:

Chance for toxfish catch (this doesn't include the chance to catch toxfish as a common fish):

Amount of fish caught by a colonist will be multiplied by:

Analysis[edit]

Fishing is an effective way to get food and occasional resources, especially on harder biomes where farming and hunting more difficult.

Special events[edit]

Gill rot is a fungus that will slowly make the fish decline in population. Low fish populations will make fishing less effective