Fish Trap
I am not opposed to having fishing in its current form, but if you are someone who wants to cook the food for this expansion, suddenly ALL of your time is being sunk into fishing. Whether it is finding and making the correct bait, or fishing and hopefully catching the correct fish for the recipe, this game loop is extremely time consuming. I propose there be some progression in this game mechanic where after I catch so many fish, a trap blueprint becomes available to craft, so I can start a fish farm. Addition of these blueprints would keep fishing in its current form, but add a teir where you can somewhat automate the process after having mastered it. An example would be: after having caught 30 fish in any one tier, a trap blueprint becomes available for that tier. The recipe for the trap could even include some materials that were harder to find, but having this would fill out the game loop a bit more while rewarding veterans.
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09 Jan
Toast SystemHighlighted comment
"Fish Trap" (suggested by <Hidden> on 2025-12-24), including upvotes (1) and comments (0), was merged into this suggestion. -
21 Dec, '25
Fizzgig MergedPlease add content around using fish traps. There seem to be fish traps underwater; is it possible to be able to repair these?
My idea would use fish bait to set the trap. Next, the trap needs to be sunk, with my character to return to see what is caught. My catch should correlate to the bait set (higher quality bait does same rarity fish or a larger amount of lower fish).
Thanks in advance for consideration! -
24 Dec, '25
Andrew MergedAdd passive fish trap and add fishing skill which will effect the fish trap. The fish trap can be place in the water and will passively catch fish, which will degrade over time until only the bones are left.
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08 Jan
DragonsDuskAs someone who often has to cook for multiple people this would be a wonderful thing to add. I'm fine with needing to fill with bait.
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08 Jan
PaulJIt's not just fishing. It the same for planting crops. Harvesting crops. Looting enemies. Everything feels like it was designed and tested for a 1:1 use case, and the team didn't have a UX guy to tell the team "hold up, what happens if the player needs to do this 100 times". It's not just progression but even simple repetition.
There are threads on here complaining about RSI and begging for force multipliers. Idk about you but QoL suggestions seem like no-brainers for implementation. After all most of them have straightforward solutions, and lend themselves easily to things like toggles so that players who don't want the feature can simply switch them off. It's not like asking for an autorun toggle means you can't turn it off then just hold down the run key if you want to keep doing it that way. Right now we don't HAVE that choice. -
09 Jan
Toast System"Add or be able to fix existing fish traps" (suggested by <Hidden> on 2025-12-21), including upvotes (1) and comments (0), was merged into this suggestion.