Aquaculture

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Aquaculture

Postby Clemins » Sun Jul 14, 2024 6:15 pm

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  • New learnable skill after getting fishing and farming (Aquaculture)
  • Buildable breeding/growout and spawning pools

Buildables
Breeding/growout pool (basically the fish version of a chicken coop)
Cost:
- ~500 stone
- 10 Any metal ingots
- ~200 sand
- (?) Feel free to suggest

Features:
- 10x10 inventory size (slightly bigger than a chicken coop)
- Fish and fry should remain stackable inside the pools
- Fillable with up to 4000l of water, >500l it becomes usable
- Requires either fresh or salt water depending on the fish being farmed, if a fish is placed in a incorrect water, type, it will simply not produce eggs or consume food. (Maybe only fresh water for simplicity sake though.)

Spawning pool (where eggs are hatched into fry)
Cost:
- ~200 Stone
- 80 Sand
- 4 Any metal ingots
- (?) Feel free to suggest
- Only uses fresh water

Features:
- 6x6 inventory size
- Fillable with up to 1000l of water, >100l it becomes usable.
- Eggs will be filled in as a liquid and also have a liquid bar; the inventory is the output where hatched fry go.
- Does not require food and fry do NOT die; they only begin growing and eating once in a breeding/growout pool.
- Generic fish eggs do not work.

(NOTE): Pool Q SHOULD NOT be a factor in fish Q. Only: water Q, swill/food Q, and parent fish Q...


How it could work
Basic Concepts
  • Similar inventory style to chicken coops with a food and water meter where both the food and water Q matter (maybe more formula weight on water Q?)
  • Can use existing swill for simplicity, but maybe a fish-specific food?
  • Fish can be directly placed into the pools and produce only fish eggs. Fish eggs can only be produced when 2 fish of the same kind are present and the rate at which they produce eggs scales up based on each additional pair of fish.
  • The fish do NOT need to be butchered for their eggs, they will just appear inside the inventory like chicken eggs do and automatically stack.
  • Water is slowly "consumed" (evaporates); this rate is not effected by the amount of fish present
  • Both pools COULD freeze in winter, which stops fish spawning as well as water evaporation and food consumption. But let's be real: winter kills haven, so I would rather the pools either be melted from an external source or just not freeze at all.
  • Cave fish do not need pools to be built in caves.
  • Fish will not die if food runs out; they simply stop producing eggs. However, if water runs out they will turn into their conjugate dried fish fillets at the same rate as a 10q drying rack, fry will just disappear.
  • Fry inventory size will be dependent on the size of the adult fish to avoid inventory issues when they grow into adults.

Growth/Consumption Rates

PLEASE NOTE: (Rates are debatable, but please weigh it against your average player fishing rates, anything considerably slower than this will probably not really be worth it.)

  • The normal egg laying rate for EACH PAIR OF FISH should be around ~0.01l to ~0.04l per ~15-30 minutes, or some other amount that doesn't take literal days since this should probably only be a SLIGHTLY slower alternative to fishing on a small scale.
  • Spawning pools hatch up to a maximum of 10 fry (0.1l of eggs) per 10 minutes (1 fish/minute).
  • Fry will auto-stack and can stack in groups of 5.
  • Fry will grow into adult fish in breeding/growout tanks after ~30 minutes. Whole stacks will grow together and remain stacked.
  • The rate at which water evaporates from the pools should be slow, I don't have any ideas on any specific rates, but I feel like a full pool should last at least 2 weeks before crossing the <500l (unusable) threshold, but it should evaporate constantly and steadily with or without fish, in my opinion.
  • Swill or "fish food" consumption should happen each time:
    -A fish grows into an adult
    -A pair of fish lays eggs
    -(?) A ~12-24 hour "maintenance" tick for each fish in the pool (maybe?)


Other possible small additions
  • Farmable lobsters and crab
  • Farmable oysters, mussels, razor clams, goosenecks
    -(for balance, maybe make farmed versions unable to produce pearls)
  • New fish type(s) exclusive to aquaculture such as:
    Minnows
    -Stackable as a fluid
    -Possibly could be used as or a combination of: Curio (similar to frog spawn), bait, new food type, fish food/swill, compost, other(?)
    Goldfish
    -A curio on its own, or combinable with a glass fishtank or something
    Crawfish
    -Usable meat in crab recipes, lobster should too.
    (That way my crawfish farm WILL take off.)
  • Unique curios such as:
    -Silver fish scale
    -One-eyed fish
    -"Small fry" (fish that doesn't grow up)
    -Other/Suggestions(?)


Pros/Cons
Pros

  • An alternative to fishing with a more "livestock" approach.
  • Focused fish production without the need for node searching.
  • Eventually, higher-quality fish than what's caught in the wild, making some foods with fish more viable late game.
  • Fry could be added as a bait for fishing fishing, making this a method to also assist fishing if you like doing both.
  • An alternative way to complete "catch" quests for both credos and tree quests.
  • A new logistic management minigame for the autistically inclined.
  • Reliable source of roe for roe stuffing and other roe recipes.

Neutrals
(Could be a pro/con depending on who you're asking.)
  • One more reason to never leave the walls.
  • Scalable also means, at a certain point, it would be better than outright fishing.
  • Bottable, but neutral as fishing already is bottable too.

Cons
  • I envision the pools being very large, so very space consuming.
  • Lots of inventory management.
  • High upkeep (swill/food)
  • Time and attention consuming (to maximize production) ((ideally though, it would be forgiving to anyone casually farming fish.))


That's everything I can think of as of now; feel free to make any suggestions! I'll add the really good ones to the OP.

With love and a tender kiss on the forehead,
-Clemins
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Re: Aquaculture

Postby DonVelD » Sun Jul 14, 2024 6:23 pm

+1
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Re: Aquaculture

Postby Gauhörnchen » Sun Jul 14, 2024 6:24 pm

Good Post.

Generally, more animals to have at your base the better.
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Re: Aquaculture

Postby noindyfikator » Sun Jul 14, 2024 6:43 pm

Spitroasting fish for full world duration instead of first week. That's my favorite part of early game, now available in mid and late. Big +1
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Re: Aquaculture

Postby grumgrumganoe » Sun Jul 14, 2024 6:47 pm

waow more chores!!!
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Re: Aquaculture

Postby Robben_DuMarsch » Sun Jul 14, 2024 9:59 pm

Bot fish?
Bot fish.
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Re: Aquaculture

Postby srt66 » Mon Jul 15, 2024 6:06 am

Stealing fish?
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Re: Aquaculture

Postby srt66 » Mon Jul 15, 2024 6:08 am

I want to farm whales.
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Re: Aquaculture

Postby heros101 » Mon Jul 15, 2024 7:21 am

+2
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Re: Aquaculture

Postby jock » Tue Jul 16, 2024 12:54 pm

+1
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