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Re: Why can't I put fish back into the water?

Posted: Fri Jan 21, 2022 3:25 pm
by FuryoftheStars
quineotio wrote: Wed Apr 15, 2020 2:34 pm
PyroFire wrote: Wed Apr 15, 2020 11:56 am Fish die when they're taken out of water.
That's why.


You monster.
Not if you put them back in. I want to put them back in.
But only if you quickly put them back in. The game can’t track how long they’ve been out, so it just classifies them as dead (“raw” fish). And they can’t breed, so you’d have to do everything manually.

There is a mod that allows this, though.

Re: Why can't I put fish back into the water?

Posted: Sat Jan 22, 2022 6:24 am
by ssilk
Sorry, but this thread reminds me to
https://youtu.be/oxpY8GYjbQU

https://musikguru.de/hot-dogs/songtext- ... 38558.html

Translation:
Look, there is a dead fish in the water, we’ll kill’em, we’ll kill’em!
Look, there is a dead fish in the water, we’ll kill’em, we’ll kill’em!
Mary, Mary, the fish we’ll kill’em,
Mary, Mary, the fish we’ll kill’em,

we’ll kill’em we’ll kill’em we’ll kill’em we’ll kill’em,
Tralllallallallala, yes, we’ll kill’em.

P.S.: not all Germans think that is funny.

Re: Why can't I put fish back into the water?

Posted: Sun Jan 23, 2022 3:57 pm
by quineotio
No no no. You slap, then you put back - https://youtu.be/T8XeDvKqI4E

Re: Why can't I put fish back into the water?

Posted: Sun Jan 23, 2022 10:45 pm
by Defective_Soul
The true beauty is in working factory, not in fish pound

Re: Why can't I put fish back into the water?

Posted: Mon Jan 24, 2022 2:51 pm
by quineotio
The true beauty is in a working factory WITH a fish pond. The expansion is probably all about fish ponds. It's the obvious next move.

Fish Pond

Posted: Sat Oct 26, 2024 6:56 am
by ChrisMcOrsm
Inserters can pull fish from the water and place them on the ground. They should be able to put them into the water as well. For no other reason than to have a fish pond.
See attached pic.
10-26-2024, 14-55-01.png
10-26-2024, 14-55-01.png (874 KiB) Viewed 1380 times

Re: Fish Pond

Posted: Wed Nov 20, 2024 12:19 am
by AyOhEe
This would be so dystopian and I’m here for it. Forcing these fish to live in highly polluted water for my own amusement? Sign me up.

Re: Fish Pond

Posted: Thu Nov 21, 2024 4:04 am
by macdjord
Also has a practical use: when placing large areas of landfill with construction bots, a bunch of fish inevitably get collected and dumped in the nearest storage chest in the process. Currently, the only way to undo this is to collect the fish with the character and then drop them back in the water (by holding them in the cursor and pressing 'z' while over the water. Given the Raw Fish item now spoils, while fish in the water do not, it would be nice to be able to automate this process.

Now, there is one complication: 1 swimming fish turns into 5 of the Raw Fish item, and vice-versa. So any inserter other than bulk or stack would be unable to do this, since they can only hold 4 items at once even with all research. And even with bulk/stack inserters, while they can pick up 5+ fish at a time, how do you handle it in the case they don't? Let's say you've got the hand size set to 6. It picks up 6 Raw Fish, turns, dops 5 of them in the water to make 1 swimming fish; now what does it do with the single leftover? It can't swing back to pick up more; inserters never swing back until they've dropped off everything in their hand. You'd need some sort of special case to make sure they only pick up Raw Fish in multiples of exactly 5 - but only when placing them into the water; not if moving them to a belt or chest or building.

A better option might be to have a way to order construction bots to do it. They already have a special case that allows them to exceed their normal carry limit when building or deconstructing objects that correspond to multiple items - not how they can deconstruct a swimming fish, even though the 5 Raw Fish it becomes is more than their fully-upgraded carry limit of 4 items, and even an un-upgraded construction bot with a carry limit of 1 can build a section of curved rail which costs 4 Rail Segment items.

Fish healing + put them back in water

Posted: Sun Oct 12, 2025 7:25 pm
by Green Cat
Title

I noticed then when fish get damaged (no clue how, bitter acid i guees?), the hp stay there. It does not heal

And since i was already doing this trival suggestion, i wanted to add the other one: let us put fish back in water. This is actually more simple. I mean, the issue i guess is that is because we can't have them in gleba water, issues with some mods (putting items in water destroys them because some people intentionally want pollution), but the suggestion is for fish to have a second effect (since currently it can heal you for whatever reason). And that is similar to a land fill type. Aka you try to put it in gleba water = wrong tiles. It needs to be the water tiles from Nauvis.

Now to point out what a lot of people will say: Oh but fish has the effect of healing so it can't have 2 effect!

Well, is this now why we have tick boxes? Heck via tick boxes we can have both effect, just like how every other preference tick box works.

After all, fish heals? yeah, ok? how many people use this effect? Not a lot? How many people wish to put the fish back in water because the bots picked it up as you cleared the land, and you don't want the fish to become spoilage? See what i mean. Neither are game breaking, neither are essential, neither are viatal. So no, 2 effects that we can change what it does via a tick box is actually a QoL feature. Heck, fish breeding will take a new level (but i guess this will be just via mods so whatever)

Re: Fish healing + put them back in water

Posted: Sun Oct 12, 2025 8:09 pm
by eugenekay
Previously:

Re: Fish healing + put them back in water

Posted: Sun Oct 12, 2025 8:59 pm
by jodokus31
Today, I dropped my fish back into the nauvis water. There can be a remainder of 1-4 fishes, because fishes in water are always 5 for whatever reason. The spoiling timer can also be increased by mixing with full health ones, which is especially effective on this 1-4 remainder

Re: Fish healing + put them back in water

Posted: Mon Oct 13, 2025 6:00 am
by SirSmuggler
You can drop them in the red water on Vulcanus. They even revard you with a happy "Pffft" sound when you do.

Re: Keeping fish alive / placing fish in water

Posted: Mon Oct 13, 2025 1:55 pm
by Koub
[Koub] Merged several threads with similar suggestions.

Re: Keeping fish alive / placing fish in water

Posted: Mon Oct 13, 2025 6:37 pm
by nethus
There is also this thread: with the following quote:
Rseding91 wrote: Mon Jul 14, 2025 8:16 pmPutting fish back was an easter egg and at this point there is no desire to expand it into more code with more tests around inserters.