Different types of fish in the sims 3


















The higher the Sims ' fishing skill is, the more types of fish they can catch. Books can be found at the bookstore showing the bait that can be used to catch specific fish, but a Sim can determine the bait through trial and error by simply selecting a bait and seeing what they catch.

Water can be inspected to see what known fish can be caught there, and whether the fish are active. The skill is augmented by the angler and loves the outdoors traits. Children and older Sims with the childish or insane traits can fish in swimming pools. When Sims reach level 3 in the gardening skill, they can use fish as a fertilizer for harvestable plants in their garden.

The quality of the fish depends on how effective the fertilizer will be on the plant it is used on. There are certain types of fish that can only be caught if Sims travel to one of the three locations shipped with The Sims 3: World Adventures. Sims can catch frogs, snails and crawfish in Champs Les Sims.

In Shang Simla the types of fish Sims can catch are doitsu koi, kawarimono koi, ochiba koi, tancho koi and dragon fish. In Al Simhara , Sims can catch crocodiles and mummy fish. These fish are exclusive to these locations and cannot be caught in any other world shipped with The Sims 3.

With The Sims 3: Ambitions expansion pack, players can register as a self-employed angler. The Sim can learn the bait type for a specific fish species by buying and reading fishing books from the bookstore or just by successfully catching a particular species once using the right bait type.

Fishing books are not available in the community public library. All aquatic animals caught fishing can be kept as pets in an aquarium or they can be used to stock a pond.

Fish can be mounted on walls by clicking on a fish in a Sim's inventory and choosing "send to be mounted" and paying a small fee around 70 Simoleons. The trophy should arrive the next day in the mailbox. Fish bowls can be bought in buy mode. All fish fit in a bowl, one fish per bowl or six fish per tank. Fish are nameable, but must be fed each day or they will die. Fish can be scooped out of bowls, and put back in a Sim's inventory.

If a Sim has 10 or more fish of one type in their inventory, they can stock any pond with that fish. By stocking fish, a new type of fish is introduced in that pond. The pond will then contain an unlimited supply of that fish type for fishing. There is no limit on how many different fish types there can be in one pond. Any type of fish or any type of pond will do, including Deathfish and ponds not on playable lots.

Sign up for free! What are the fish types? The numbers after the weight in KG are simoleons - This sight must not support the Simoleon symbol. Top Voted Answer. From what I've seen there are 21 different types of "fish" to catch in The Sims 3. Extra Info: 0. Sign Up for free or Log In if you already have an account to be able to ask and answer questions. In the game, the player character moves out from the city to get a small, rundown farm going again, while also adjusting to the rural community of the titular town.

You take part in social community events, and engage with the small town residents, while expanding your farm, growing and harvesting crops, raising livestock, and so on. You have a pet—a cat or a dog—which you may pet and provide with water. This is the only way to interact with this pet. The game, in other words, is explicitly constructed to present an argument, made manifest by the conscious design decision to exclude processes of butchering from the game. Whereas you may keep chicken, ducks, cows, sheep, pigs, and so on, you cannot kill, eat, or cook these animals.

Instead, you harvest them for eggs, milk, wool, et cetera, which then may be turned into products like cheese or dishes like pancakes and omelets. For the animals to be productive, you need to take constant care of them, keeping them safe, and socializing with them. According to the game designer, the animal friendly ambition would go against the option to kill them for meat. As Barone states in the interview:. You give the animals names, pet them, and a little heart goes above their head and stuff, and then you butcher them?

Singal According to the procedural logic of the game, meat is consequently not part of the farming economy. You do not keep livestock for meat but for other products: whereas cows provide milk, pigs produce truffles rather than pork. Among the 70 or so different recipes the player may cook in the game, not one contains meat.

Yet, once again, there is a blatant exception. Using fishing rods or crab pots, the player may catch a large number of aquatic species such as squid, tuna, eel which then may be cooked into dishes like calamari, sushi, or fish soup.

In Stardew Valley , too, fish are enacted as the threshold of killability. Fish, however, are not the only class of beings made killable in the game. Bugs, for example, may be killed, providing the player with bug meat that can be turned into fish bait. Labelling a group of individuals as monstrous has always been a strategy for making them killable. In Stardew Valley , monsters dwell in remote and enclosed places like mines and caverns, which the player must invade in pursuit of treasure and resources.

If farm animals invite friendly interactions like petting and feeding, monsters can only be interacted with through violence: unless they are killed, they will hurt and possibly kill the player character. Among these monsters are fantastic creatures, like ghosts and slimes, but also natural animal species, like bugs, bats, and grubs.

Unlike livestock, their bodies may be used for crafting, for instance by turning bug meat into fish bait. If livestock provide the player with resources, monsters are resources. And if fish are killed passively like in The Sims , monsters must be killed actively, by actually performing acts of violence. Thus, violence against animals is not only allowed, but encouraged. Although Stardew Valley sets out to avoid animal violence, and even promote an ethics of animal care, the way it categorizes species into different classes associated with different processes of gameplay nevertheless provides the player with a clear limit for that care.

While some species are taken into the realm of moral concern, others are excluded. Computer games provide us with useful models for studying how different species are evaluated, in relation to each other and to us.

In this sense, they help us make explicit the often implicit spectrum of killability pervading our meat culture. As has been demonstrated, fish is a prime example of a class of animals that are removed from the realm of moral concern, even in supposedly ethical and animal-friendly games. By enacting fish as the threshold of killability, these games present procedural arguments in favor of the vast exploitation of marine life marking late industrial capitalism.

Each year, humans pull 2. In addition to this, industrial fish farms produce another 66 million tons of fish. This aquatic massacre is possible precisely due to the ways in which our society makes fish killable. Like all cultural objects, computer games are part of this process.

Bogost, I. Persuasive games: The expressive power of videogames. Google Scholar. Cohen, J. Monster culture seven theses. Cohen Ed. Minneapolis: University of Minnesota Press. Chapter Google Scholar. Haraway, D.

When species meet. Mehrabi, T. Ooijen, E. Potts, A. What is meat culture? Potts Ed.



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