Fishing
| Type | Mechanic |
|---|
Fishing is the act of catching items with a fishing rod. Matcha Flavoured replaces the vanilla fishing loot with a biome-based system: the water's biome decides which of 11 climate tables a catch comes from, and each climate has 5 fish of different rarity. With the Fisherman paying Obols for fish, fishing is one of the few ways to earn money in the pack.[1]
The pack has 47 different fish to catch, not counting the frogs, tadpoles and axolotls that can turn up as fishing junk.
Mechanics
Casting, waiting, bite timing, Lure and the "open water" check all work as in vanilla. Only the loot tables are changed.[2]
Choosing the catch
Each catch rolls the gameplay/fishing loot table once. It picks one of three categories:
| Category | Weight | Quality | Condition | Chance with no luck |
|---|---|---|---|---|
| Junk | 10 | −2 | Always | 10% |
| Treasure | 5 | +2 | The bobber is in open water | 5% |
| Fish (the biome's climate table) | 85 | −1 | The bobber is in a biome that has a climate table | 85% |
If the bobber isn't in open water, treasure can't be caught, and fish make up 85 of the remaining 95 weight (89.47%).
Each level of Luck of the Sea adds the entry's quality to its weight, as in vanilla. The pack doesn't change what the enchantment does, only its anvil cost.[3]
| Luck of the Sea | Junk | Treasure | Fish |
|---|---|---|---|
| None | 10% | 5% | 85% |
| I | 8.08% | 7.07% | 84.85% |
| II | 6.12% | 9.18% | 84.69% |
| III | 4.12% | 11.34% | 84.54% |
Luck of the Sea barely changes how often fish are caught. It mostly turns junk into treasure. Inside the climate tables the fish have no quality, so it doesn't change which fish is caught either.
Rarity
Every caught fish has a rarity of 1 to 4 stars, shown as the first line of its tooltip (⭐☆☆☆, ⭐⭐☆☆, ⭐⭐⭐☆ or ⭐⭐⭐⭐, in gray, green, aqua and pink).[4] Every freshwater and saltwater climate has the same layout:
| Rarity | Fish per climate | Weight each | Chance per catch (each fish) | Fish needed for 1 Obol | Fisherman level |
|---|---|---|---|---|---|
| ⭐☆☆☆ | 2 | 15 of 42 | 30.36% | 12 | Apprentice |
| ⭐⭐☆☆ | 1 | 8 of 42 | 16.19% | 8 | Journeyman |
| ⭐⭐⭐☆ | 1 | 3 of 42 | 6.07% | 4 | Expert |
| ⭐⭐⭐⭐ | 1 | 1 of 42 | 2.02% | 1 | Master |
The two fish of the special biomes don't follow the table: the Creaking Fish (⭐⭐⭐☆) sells at 2 for 1 Obol and only once the Fisherman is a Master, and the Echo Eel (⭐⭐⭐⭐) sells like the other epic fish.[5]
The developer grouped the fish this way so that every climate earns about the same amount of money.[6] The rarity is part of the item, so a fish only counts for trades and advancements when it was caught with a rod. A cod dropped by a mob doesn't carry the rarity line and can't be sold.[7]
Fish are cod, salmon and pufferfish
Every custom fish is a vanilla cod, salmon or pufferfish with its own name, texture and rarity line. Small fish are cod and cook into cooked fish. Large fish are salmon and cook into cooked large fish. The Freshwater Puffer is a pufferfish and cooks into cooked pufferfish. See Fish for the full list.
Climates
The climate table is chosen by the biome at the bobber. Each table below lists the fish, the rarity, the weight inside the table and the chance of that fish per cast with no Luck of the Sea. "Open water" is the normal case. "Other water" is a small or enclosed pool, where treasure can't be caught.[8]
The biome groups are defined by the pack's biome tags (#minecraft:freshwater_cold and so on). The Angler's Almanac shows the same groups under the names given in italics.
Freshwater
Cold freshwater
Angler's Almanac category: Cold Freshwater. Biomes: Jagged Peaks, Frozen Peaks, Grove, Snowy Slopes, Snowy Taiga, Frozen River, Snowy Plains, Ice Spikes.
| Fish | Rarity | Weight | Share of table | Per catch (open water) | Per catch (other water) | Sells for |
|---|---|---|---|---|---|---|
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐⭐☆☆ | 8 | 19.05% | 16.19% | 17.04% | 8 → 1 | |
| ⭐⭐⭐☆ | 3 | 7.14% | 6.07% | 6.39% | 4 → 1 | |
| ⭐⭐⭐⭐ | 1 | 2.38% | 2.02% | 2.13% | 1 → 1 |
Cool freshwater
Angler's Almanac category: Cool Freshwater. Biomes: Taiga, Birch Forest, Old Growth Birch Forest, Dark Forest, Meadow, Stony Shore, Old Growth Pine Taiga, Old Growth Spruce Taiga, Windswept Hills, Windswept Forest, Windswept Gravelly Hills, Stony Peaks.
| Fish | Rarity | Weight | Share of table | Per catch (open water) | Per catch (other water) | Sells for |
|---|---|---|---|---|---|---|
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐⭐☆☆ | 8 | 19.05% | 16.19% | 17.04% | 8 → 1 | |
| ⭐⭐⭐☆ | 3 | 7.14% | 6.07% | 6.39% | 4 → 1 | |
| ⭐⭐⭐⭐ | 1 | 2.38% | 2.02% | 2.13% | 1 → 1 |
Temperate freshwater
Angler's Almanac category: Temperate Freshwater. Biomes: Forest, Plains, River, Sunflower Plains, Flower Forest, Cherry Grove, Dripstone Caves, Lush Caves. The cave biomes Dripstone Caves and Lush Caves use this table through a separate entry in the fishing loot table.[9]
| Fish | Rarity | Weight | Share of table | Per catch (open water) | Per catch (other water) | Sells for |
|---|---|---|---|---|---|---|
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐⭐☆☆ | 8 | 19.05% | 16.19% | 17.04% | 8 → 1 | |
| ⭐⭐⭐☆ | 3 | 7.14% | 6.07% | 6.39% | 4 → 1 | |
| ⭐⭐⭐⭐ | 1 | 2.38% | 2.02% | 2.13% | 1 → 1 |
Arid freshwater
Angler's Almanac category: Arid Freshwater. Biomes: Savanna, Desert, Badlands, Wooded Badlands, Savanna Plateau, Eroded Badlands, Windswept Savanna.
| Fish | Rarity | Weight | Share of table | Per catch (open water) | Per catch (other water) | Sells for |
|---|---|---|---|---|---|---|
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐⭐☆☆ | 8 | 19.05% | 16.19% | 17.04% | 8 → 1 | |
| ⭐⭐⭐☆ | 3 | 7.14% | 6.07% | 6.39% | 4 → 1 | |
| ⭐⭐⭐⭐ | 1 | 2.38% | 2.02% | 2.13% | 1 → 1 |
Tropical freshwater
Angler's Almanac category: Tropical Freshwater. Biomes: Jungle, Sparse Jungle, Bamboo Jungle.
| Fish | Rarity | Weight | Share of table | Per catch (open water) | Per catch (other water) | Sells for |
|---|---|---|---|---|---|---|
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐⭐☆☆ | 8 | 19.05% | 16.19% | 17.04% | 8 → 1 | |
| ⭐⭐⭐☆ | 3 | 7.14% | 6.07% | 6.39% | 4 → 1 | |
| ⭐⭐⭐⭐ | 1 | 2.38% | 2.02% | 2.13% | 1 → 1 |
Brackish water
Angler's Almanac category: Brackish. Biomes: Mangrove Swamp, Swamp.
| Fish | Rarity | Weight | Share of table | Per catch (open water) | Per catch (other water) | Sells for |
|---|---|---|---|---|---|---|
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐⭐☆☆ | 8 | 19.05% | 16.19% | 17.04% | 8 → 1 | |
| ⭐⭐⭐☆ | 3 | 7.14% | 6.07% | 6.39% | 4 → 1 | |
| ⭐⭐⭐⭐ | 1 | 2.38% | 2.02% | 2.13% | 1 → 1 |
The swamps have their own table, but no fish of their own. They take the guppy, bujurqui and arapaima from tropical freshwater, the lamprey from arid freshwater and the flounder from warm saltwater. They do have their own junk: frogs and tadpoles.[10]
Saltwater
Cold saltwater
Angler's Almanac category: Cold Saltwater. Biomes: Frozen Ocean, Deep Frozen Ocean.
| Fish | Rarity | Weight | Share of table | Per catch (open water) | Per catch (other water) | Sells for |
|---|---|---|---|---|---|---|
| Raw Cod Raw Cod | ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 |
| Raw Salmon Raw Salmon | ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 |
| ⭐⭐☆☆ | 8 | 19.05% | 16.19% | 17.04% | 8 → 1 | |
| ⭐⭐⭐☆ | 3 | 7.14% | 6.07% | 6.39% | 4 → 1 | |
| ⭐⭐⭐⭐ | 1 | 2.38% | 2.02% | 2.13% | 1 → 1 |
Cool saltwater
Angler's Almanac category: Cool Saltwater. Biomes: Cold Ocean, Deep Cold Ocean.
| Fish | Rarity | Weight | Share of table | Per catch (open water) | Per catch (other water) | Sells for |
|---|---|---|---|---|---|---|
| Raw Cod Raw Cod | ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 |
| Raw Salmon Raw Salmon | ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 |
| ⭐⭐☆☆ | 8 | 19.05% | 16.19% | 17.04% | 8 → 1 | |
| ⭐⭐⭐☆ | 3 | 7.14% | 6.07% | 6.39% | 4 → 1 | |
| ⭐⭐⭐⭐ | 1 | 2.38% | 2.02% | 2.13% | 1 → 1 |
Temperate saltwater
Angler's Almanac category: Temperate Saltwater. Biomes: Ocean, Deep Ocean, Beach.
| Fish | Rarity | Weight | Share of table | Per catch (open water) | Per catch (other water) | Sells for |
|---|---|---|---|---|---|---|
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐⭐☆☆ | 8 | 19.05% | 16.19% | 17.04% | 8 → 1 | |
| ⭐⭐⭐☆ | 3 | 7.14% | 6.07% | 6.39% | 4 → 1 | |
| ⭐⭐⭐⭐ | 1 | 2.38% | 2.02% | 2.13% | 1 → 1 |
Warm saltwater
Angler's Almanac category: Warm Saltwater. Biomes: Lukewarm Ocean, Deep Lukewarm Ocean.
| Fish | Rarity | Weight | Share of table | Per catch (open water) | Per catch (other water) | Sells for |
|---|---|---|---|---|---|---|
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐⭐☆☆ | 8 | 19.05% | 16.19% | 17.04% | 8 → 1 | |
| ⭐⭐⭐☆ | 3 | 7.14% | 6.07% | 6.39% | 4 → 1 | |
| ⭐⭐⭐⭐ | 1 | 2.38% | 2.02% | 2.13% | 1 → 1 |
Hot saltwater
Angler's Almanac category: Hot Saltwater. Biomes: Warm Ocean.
| Fish | Rarity | Weight | Share of table | Per catch (open water) | Per catch (other water) | Sells for |
|---|---|---|---|---|---|---|
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐☆☆☆ | 15 | 35.71% | 30.36% | 31.95% | 12 → 1 | |
| ⭐⭐☆☆ | 8 | 19.05% | 16.19% | 17.04% | 8 → 1 | |
| ⭐⭐⭐☆ | 3 | 7.14% | 6.07% | 6.39% | 4 → 1 | |
| ⭐⭐⭐⭐ | 1 | 2.38% | 2.02% | 2.13% | 1 → 1 |
Special biomes
Four biomes have small tables of their own. Pale Garden has one fish; the others mix a fish with biome items.
| Biome | Catch | Weight | Share of table | Per catch (open water) |
|---|---|---|---|---|
| Pale Garden | 7 | 17.95% | 15.26% | |
| Pale Hanging Moss | 20 | 51.28% | 43.59% | |
| Resin Clump | 12 | 30.77% | 26.15% | |
| Deep Dark | 7 | 25% | 11.49% | |
| Sculk Vein | 20 | 71.43% | 32.82% | |
| Echo Shard | 1 | 3.57% | 1.64% | |
| Sulfur Caves | 10 | 90.91% | 41.77% | |
| 3 × |
1 | 9.09% | 4.18% |
Deep Dark and Sulfur Caves are also in the pack's #minecraft:unused biome tag, which adds a second junk entry of weight 85. In those two biomes a catch is junk 51.35% of the time, treasure 2.70% and the biome's table 45.95%. Pale Garden works like the climates (85% table).[14]
Other biomes
Biomes in #minecraft:unused have no fish: Mushroom Fields, the Hell biomes and The End biomes. Their junk entry has weight 85, so a catch there is junk 95% of the time and treasure 5%.[15]
Snowy Beach is in no biome tag at all, so only the base junk (10) and treasure (5) entries apply there. A catch in open water at a snowy beach is treasure one time in three (33.33%, or 73.33% with Luck of the Sea III). This looks like an oversight rather than a design choice.[16]
Junk and treasure
Junk is mostly lily pads, leather, fish bones, water bottles, Estus Ash and nautilus shells. Some biomes add their own junk: bamboo in jungles, frogs and tadpoles in swamps, and axolotls in Dripstone Caves and Lush Caves.
Treasure is Obols, enchanted fishing rods, Hell-Bound Books, goat horns, angler pottery sherds, Crystal Hearts and rarely a chest of buried treasure.
Selling fish
The Fisherman is the only villager who buys items from the player. He pays 1 Obol for a set number of caught fish, depending on rarity (see the tables above). Fish of a higher rarity only become sellable as the Fisherman levels up, so trading the common fish is what unlocks the rare ones.[17] At Novice level he sells the Angler's Almanac for 1 Obol.
| Level | Villager wants | Villager gives | Uses | Villager XP |
|---|---|---|---|---|
| Novice | 999 | 10 | ||
| Apprentice | 12 × |
999 | 60 | |
| 12 × |
999 | 60 | ||
| 12 × |
999 | 60 | ||
| 12 × |
999 | 60 | ||
| 12 × |
999 | 60 | ||
| 12 × |
999 | 60 | ||
| 12 × |
999 | 60 | ||
| 12 × |
999 | 60 | ||
| 12 × |
999 | 60 | ||
| 12 × |
999 | 60 | ||
| 12 × |
999 | 60 | ||
| 12 × |
999 | 60 | ||
| 12 × |
999 | 60 | ||
| 12 × |
999 | 60 | ||
| 12 × |
999 | 60 | ||
| 12 × |
999 | 60 | ||
| Journeyman | 8 × |
999 | 120 | |
| 8 × |
999 | 120 | ||
| 8 × |
999 | 120 | ||
| 8 × |
999 | 120 | ||
| 8 × |
999 | 120 | ||
| 8 × |
999 | 120 | ||
| 8 × |
999 | 120 | ||
| 8 × |
999 | 120 | ||
| 8 × |
999 | 120 | ||
| 8 × |
999 | 120 | ||
| Expert | 4 × |
999 | 160 | |
| 4 × |
999 | 160 | ||
| 4 × |
999 | 160 | ||
| 4 × |
999 | 160 | ||
| 4 × |
999 | 160 | ||
| 4 × |
999 | 160 | ||
| 4 × |
999 | 160 | ||
| 4 × |
999 | 160 | ||
| 4 × |
999 | 160 | ||
| 4 × |
999 | 160 | ||
| Master | 999 | 75 | ||
| 999 | 75 | |||
| 999 | 75 | |||
| 999 | 75 | |||
| 999 | 75 | |||
| 999 | 75 | |||
| 999 | 75 | |||
| 999 | 75 | |||
| 999 | 75 | |||
| 2 × |
999 | 75 | ||
| 999 | 75 |
Cooking
Fish heal only once cooked. Raw fish can still be eaten, but they restore no health, and pufferfish still poison the player (see Pufferfish).
| Raw fish | Result | Heals | Stations |
|---|---|---|---|
| Small fish (cod-based) and |
4 ( |
Oven, Kindling | |
| Large fish (salmon-based) | 5 ( |
Oven, Kindling | |
| 4 ( |
Oven, Kindling | ||
| Any fish | 2 ( |
Mud Kiln |
Other sources of fishing loot
Two other loot tables roll the fishing table 3 times each: the fisherman's house chest and the elder guardian's drops. The biome is the one at the chest or at the elder guardian's death. Neither is a fishing bobber, so these rolls never give treasure.[18][19]
Sounds
Each catch plays a sound for its category: one per star rating, one each for junk and treasure, and special ones for fish bones, axolotls, frogs and tadpoles, nautilus shells and Hell-Bound Books.
Advancements
| Advancement | Description | Requirement | Reward |
|---|---|---|---|
| Fishmonger | Sell caught fish to a Fisherman | Trade with a Fisherman and receive an Obol. | 1 Obol |
| No More Fish in the Sea | Catch Everything! | Catch all 47 fish with a fishing rod. A challenge that follows Fishmonger. | 10 Obols |
The Angler's Almanac adds its own advancement tab with an entry for every catch.
History
| 0.2-alpha | Fixed fishing and "added a few more" catches. |
|---|---|
| 0.5-alpha | Fishing overhauled: freshwater and saltwater climates, 5 fish per climate with star rarities, fish selling to the Fisherman by rarity tier.
Swamps get their own table and junk. Added cooked pufferfish. Crystal Hearts added to fishing treasure. |
| 1.02 | Added a fishing advancement. |
| 1.10 | Fish needed per Obol lowered: ⭐ 24 → 12, ⭐⭐ 12 → 8, ⭐⭐⭐ 8 → 4, ⭐⭐⭐⭐ unchanged at 1.
Biomes outside the climates now fall back to a junk entry of weight 85. Treasure rebalanced: chests and Crystal Hearts rarer, enchanted fishing rods more common. Echo Eel and Creaking Fish buffed, since lakes don't generate in their biomes. Fixed tropical freshwater being overridden by arid freshwater. The Opah can now be sold. The Alaska Blackfish now counts for No More Fish in the Sea (its name was misspelled in the advancement). |
| 1.12 | Fishing buried treasure buffed slightly. |
| 1.12.1-alpha | Added the Angler's Almanac and fishing sounds.
Fish changed to the current item format. Fish caught before this version can no longer be sold. Fish now make up 85 of 100 weight in their biomes (a previous patch gave junk about 50% of the time). Estus Ash added to junk, nautilus shells added to the fishing buried treasure, treasure tweaked. Old Growth Spruce Taiga added to cool freshwater. |
| 1.12.2 | Fixed typos that made the Angler's Almanac entries for tropical fish impossible to unlock. |
Trivia
- The developer planned a legendary tier of fish caught only under special conditions (rain, night, full moon) and more fish for the magical biomes.[25]
- In the introduction video the developer describes "almost 50 different fish you can catch, including frogs". The code has 47 fish.[26]
See also
References
- ↑ Klei Wright, "Minecraft punishes casual players. I made a datapack to fix it." (YouTube)
- "Fisherman are the only villager that will buy items from you and pay handsomely. So, even if you fish for a bit, fail to catch any treasure, you can still take home a few bucks when you get back to your base."
- ↑
gameplay/fishing.json - ↑
enchantment/luck of the sea.json - ↑
lang/en us.json - ↑
5/pale fish.json - ↑ Matcha Flavoured 0.5-alpha release notes
- "Each biome/water type have 5 fish, two common, one uncommon, one rare, and one epic. [...] This was done to better balance the selling system, so each biome will be just as "efficient" to fish in as any other"
- ↑ Matcha Flavoured 0.5-alpha release notes
- "Cod and Salmon cannot be killed and sold, only if caught will they be valid."
- ↑
biome/freshwater cold.json - ↑
gameplay/fishing.json - ↑
fishing/swamps.json - ↑
fishing/pale garden.json - ↑
fishing/deep dark.json - ↑
fishing/sulfur caves.json - ↑
biome/unused.json - ↑ Matcha Flavoured 1.10 release notes
- "Fishing outside of pre-designated biomes no longer gives insane loot (junk pool at 85 weight as fallback)"
- ↑
gameplay/fishing.json - ↑ Matcha Flavoured 0.5-alpha release notes
- "The Fisherman selling system has been reworked so you have to sell lower-tier fish before you can sell higher tier fish, this was to prevent fish-related "spoilers""
- ↑
village/village fisher.json - ↑
entities/elder guardian.json - ↑
tutorial/catch everything.json - ↑
tutorial/trade fish.json - ↑ Matcha Flavoured 0.5-alpha release notes
- "Overhauled Fishing System"
- ↑ Matcha Flavoured 1.10 release notes
- "Fishing Balances"
- ↑ Matcha Flavoured 1.12.1-alpha release notes
- "Fishing now gives 85/5 fish to junk in designated biomes (My patch made it worse and would give junk 50% of the time, sorry)"
- ↑ Matcha Flavoured 0.5-alpha release notes
- "I want a new legendary fish tier caught only under specific conditions (Raining, night, full moon, etc)"
- ↑ Klei Wright, "Minecraft punishes casual players. I made a datapack to fix it." (YouTube)
- "Almost 50 different fish you can catch, including frogs."
| Mechanics | |
|---|---|
| Freshwater fish | |
| Saltwater fish | |
| Special biomes | |
| Other catches | |
| Cooked fish | |