Tide is a Minecraft mod that expands the fishing experience, adding many new fish, mechanics, and rewards.

Join the discord server if you have a question, feedback, or want to see what's happening!
The Mechanics
To get started, craft a fishing rod. This can be either the regular fishing rod from the base game, or one of the new fishing rods added by Tide. Some are craftable via a smithing table and string, while others can only be found throughout the world.
Cast your line by holding right-click and releasing, then wait patiently for a fish to arrive. Fish not biting? Try crafting some bait to increase your fishing speed or provide special bonuses. Fishing rods will have different amount of bait slots, and by applying multiple different types of bait, you can stack their effects together.
Tide also adds a simple fishing minigame for each fish you catch. Right click when the bar is inside the colored region to reel in the fish, but be careful not to lose it! Each fish has its own unique movement behavior and strength, so stay alert.
Some fish are easy to catch, while others aren't...
Fishing Rod Customization
You can add hooks, lines, and cosmetic bobbers to any fishing rod using a new block, the Angling Table.
A variety of accessories can be created with unique effects. Some of the bonuses include easier catches, extra luck, or even lava and void fishing!
(or making your fishing rod look cool, in the case of the bobbers)
You can create any combination of hooks, lines, and bobbers at the Angling Table
The Journal
Keep track of all the fish you’ve caught via the fishing journal, a special book that gets updated every time you catch a fish. You can use it to track your completion progress, biggest catches, fish habitats, and much more.
Can you catch them all?
Want to know where you can catch a fish? You can find fishy notes in crates that hint at the locations of individual fish.
Customizability
Many aspects of the mod can be changed to your liking.
Need to tweak something? You might be able to find what you need in the config screen.
Looking to add a fish or modify existing ones? Tide has a versatile fish data system, allowing mod or datapack developers to add their own fish to find in the world via JSON files.
In addition to fish, you can also use datapacks to insert custom loot tables or crates to the fishing loot. Need help customizing something? Feel free to ask in the discord server.
Compatibility
Tide is compatible with many amazing mods:
- Hybrid Aquatic
- Nether Depths Upgrade
- Stardew Fishing
- Fishing Real
- Fish of Thieves
- Serene Seasons
- Fabric Seasons
- Ecliptic Seasons
For more mod compatibility, check out this datapack!
All Versions
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- Fixed a crash when fishing with Starcatcher installed
- Added optional support for Starcatcher's fish data
- The server config now appears in the config screen
- Fixed a bug where the server config file would sometimes reset itself
- Re-added compatibility with Stardew Fishing Fabric
- Reduced the difficulty of Stardew Fishing minigames for Tide fish
- [Hotfix] Fixed a mixin crash on game startup
- Fixed a crash when fishing with Starcatcher installed
- Added optional support for Starcatcher's fish data
- The server config now appears in the config screen
- Fixed a bug where the server config file would sometimes reset itself
- Re-added compatibility with Stardew Fishing Fabric
- Reduced the difficulty of Stardew Fishing minigames for Tide fish
- Fixed a crash when fishing with Starcatcher installed
- Added optional support for Starcatcher's fish data
- The server config now appears in the config screen
- Fixed a bug where the server config file would sometimes reset itself
- Re-added compatibility with Stardew Fishing Fabric
- Reduced the difficulty of Stardew Fishing minigames for Tide fish
- Fixed a crash when fishing with Starcatcher installed
- Added optional support for Starcatcher's fish data
- The server config now appears in the config screen
- Fixed a bug where the server config file would sometimes reset itself
- Re-added compatibility with Stardew Fishing Fabric
- Reduced the difficulty of Stardew Fishing minigames for Tide fish
- Fixed a crash when fishing with Starcatcher installed
- Added optional support for Starcatcher's fish data
- The server config now appears in the config screen
- Fixed a bug where the server config file would sometimes reset itself
- Re-added compatibility with Stardew Fishing Fabric
- Reduced the difficulty of Stardew Fishing minigames for Tide fish
### Changes
- Accessories**
- Accessories and other items that modify fishing have been reworked to fill designated categories. The general rule of thumb is that hooks modify fish availability, lines modify the minigame, bobbers are cosmetic, bait modifies fishing stats, and fishing rods apply miscellaneous bonuses.
- Hooks, lines, and bobbers no longer have the text "Fishing" in their name. For example, the "Lavaproof Fishing Hook" is now called "Lavaproof Hook". This is also reflected in item IDs.
- This eliminates the need for
accessory.item.tidetranslations, instead using the direct item name
- Bait**
- Each fishing rod now has a variable number of bait slots, loosely corresponding to the rod's rarity
- Instead of applying the affects of only the bait item in the first slot, bait effects for all bait equipped in a fishing rod will be applied at once. This allows for bait "stacking", where you can combine the effects of multiple bait items.
- Multiple stacks of the same bait type cannot be equipped in the same fishing rod
- One bait item from each slot will be consumed upon catching a fish
- The effectiveness of higher levels of fishing speed has been slightly increased to counteract the
biteTimeMultiplierof different fishing mediums
- Fishy Notes**
- Fish silhouettes are now shown in the fishy note GUI, helping you to identify which fish it might be.
- Reading a Fishy Note will now unlock it in the fishing journal under its corresponding fish.
- Items**
- Added 3 new fishing hooks:
- Fiery Hook
- Permafrost Hook
- Twilight Hook
- Added 3 new fishing lines:
- Copper Line
- Iron Line
- Diamond Line
- Added 6 new themed fishing rods:
- Rod of Resonance (ancient city chests)
- Prismarine Fishing Rod (drops from elder guardians)
- The Suncatcher (rare catch in plains biomes)
- Rod of the Hero (purchased from master fishermen villagers)
- Beeline (rare drop from shearing beehives)
- Blazing Fishing Rod (nether fortress chests)
- Added 2 new bait items:
- Incandescent Bait
- Abyss Bait
- Added Fish Finder (see below)
- Informational Items**
- Informational items such as the pocket watch and climate gauge now display their stats as a GUI overlay instead of requiring the player to right-click them
- The Lunar Calendar and Weather Radio can now be placed, showing their info when nearby the player
- Their information will be displayed when held in the player's mainhand, offhand, or equipped in a Curios/Trinkets slot.
- The Fish Finder can be created via a crafting recipe, allowing multiple stats to be viewed at once
- Compatibility**
- The Starcatcher minigame will be used instead of the Tide minigame if it's installed
- Config**
- The config has been split into a client and server file, with only the client file being changeable via the config screen
- Comments have been added to properties in the main config file
- NOTE: it's recommended to take a look at the new generated config file "tide.json5" and make sure that none of your config settings were lost (if you changed anything, they probably were).
- Miscellaneous**
- The Midas Fishing Rod can now reel in a bonus golden apple, golden carrot, and _very rarely_ an enchanted golden apple or totem of undying (in addition to the regular gold ingots and blocks)
- Caught fish will no longer become "unbucketable" after a certain amount of time
- Lowered Midas Fish luck requirement from 7 to 5
- Fish Displays will scale the fish up or down depending on its length
### Changes
- Accessories**
- Accessories and other items that modify fishing have been reworked to fill designated categories. The general rule of thumb is that hooks modify fish availability, lines modify the minigame, bobbers are cosmetic, bait modifies fishing stats, and fishing rods apply miscellaneous bonuses.
- Hooks, lines, and bobbers no longer have the text "Fishing" in their name. For example, the "Lavaproof Fishing Hook" is now called "Lavaproof Hook". This is also reflected in item IDs.
- This eliminates the need for
accessory.item.tidetranslations, instead using the direct item name
- Bait**
- Each fishing rod now has a variable number of bait slots, loosely corresponding to the rod's rarity
- Instead of applying the affects of only the bait item in the first slot, bait effects for all bait equipped in a fishing rod will be applied at once. This allows for bait "stacking", where you can combine the effects of multiple bait items.
- Multiple stacks of the same bait type cannot be equipped in the same fishing rod
- One bait item from each slot will be consumed upon catching a fish
- The effectiveness of higher levels of fishing speed has been slightly increased to counteract the
biteTimeMultiplierof different fishing mediums
- Fishy Notes**
- Fish silhouettes are now shown in the fishy note GUI, helping you to identify which fish it might be.
- Reading a Fishy Note will now unlock it in the fishing journal under its corresponding fish.
- Items**
- Added 3 new fishing hooks:
- Fiery Hook
- Permafrost Hook
- Twilight Hook
- Added 3 new fishing lines:
- Copper Line
- Iron Line
- Diamond Line
- Added 6 new themed fishing rods:
- Rod of Resonance (ancient city chests)
- Prismarine Fishing Rod (drops from elder guardians)
- The Suncatcher (rare catch in plains biomes)
- Rod of the Hero (purchased from master fishermen villagers)
- Beeline (rare drop from shearing beehives)
- Blazing Fishing Rod (nether fortress chests)
- Added 2 new bait items:
- Incandescent Bait
- Abyss Bait
- Added Fish Finder (see below)
- Informational Items**
- Informational items such as the pocket watch and climate gauge now display their stats as a GUI overlay instead of requiring the player to right-click them
- The Lunar Calendar and Weather Radio can now be placed, showing their info when nearby the player
- Their information will be displayed when held in the player's mainhand, offhand, or equipped in a Curios/Trinkets slot.
- The Fish Finder can be created via a crafting recipe, allowing multiple stats to be viewed at once
- Compatibility**
- The Starcatcher minigame will be used instead of the Tide minigame if it's installed
- Config**
- The config has been split into a client and server file, with only the client file being changeable via the config screen
- Comments have been added to properties in the main config file
- NOTE: it's recommended to take a look at the new generated config file "tide.json5" and make sure that none of your config settings were lost (if you changed anything, they probably were).
- Miscellaneous**
- The Midas Fishing Rod can now reel in a bonus golden apple, golden carrot, and _very rarely_ an enchanted golden apple or totem of undying (in addition to the regular gold ingots and blocks)
- Caught fish will no longer become "unbucketable" after a certain amount of time
- Lowered Midas Fish luck requirement from 7 to 5
- Fish Displays will scale the fish up or down depending on its length
- Items crafted from netherite will no longer be destroyed when dropped in fire or lava [(#18)](https://github.com/Lightning-64/Tide-2/issues/18)
- Fixed a bug where removing a fish from a fish display wouldn't update for other players in the world [(#25)](https://github.com/Lightning-64/Tide-2/issues/25)
- Fixed a bug where ocean monument themed loot could not be obtained with YUNG's Better Ocean Monuments installed [(#47)](https://github.com/Lightning-64/Tide-2/issues/47)
- Fixed a bug where certain fish would despawn even if they were released from a bucket or given a custom name
- Fixed some conflicting conditions for the Sand Tiger Shark, it now only requires a desert biome
- Fixed many bugs related to the Fish Satchel
### Changes
- Accessories**
- Accessories and other items that modify fishing have been reworked to fill designated categories. The general rule of thumb is that hooks modify fish availability, lines modify the minigame, bobbers are cosmetic, bait modifies fishing stats, and fishing rods apply miscellaneous bonuses.
- Hooks, lines, and bobbers no longer have the text "Fishing" in their name. For example, the "Lavaproof Fishing Hook" is now called "Lavaproof Hook". This is also reflected in item IDs.
- This eliminates the need for
accessory.item.tidetranslations, instead using the direct item name
- Bait**
- Each fishing rod now has a variable number of bait slots, loosely corresponding to the rod's rarity
- Instead of applying the affects of only the bait item in the first slot, bait effects for all bait equipped in a fishing rod will be applied at once. This allows for bait "stacking", where you can combine the effects of multiple bait items.
- Multiple stacks of the same bait type cannot be equipped in the same fishing rod
- One bait item from each slot will be consumed upon catching a fish
- The effectiveness of higher levels of fishing speed has been slightly increased to counteract the
biteTimeMultiplierof different fishing mediums
- Fishy Notes**
- Fish silhouettes are now shown in the fishy note GUI, helping you to identify which fish it might be.
- Reading a Fishy Note will now unlock it in the fishing journal under its corresponding fish.
- Items**
- Added 3 new fishing hooks:
- Fiery Hook
- Permafrost Hook
- Twilight Hook
- Added 3 new fishing lines:
- Copper Line
- Iron Line
- Diamond Line
- Added 6 new themed fishing rods:
- Rod of Resonance (ancient city chests)
- Prismarine Fishing Rod (drops from elder guardians)
- The Suncatcher (rare catch in plains biomes)
- Rod of the Hero (purchased from master fishermen villagers)
- Beeline (rare drop from shearing beehives)
- Blazing Fishing Rod (nether fortress chests)
- Added 2 new bait items:
- Incandescent Bait
- Abyss Bait
- Added Fish Finder (see below)
- Informational Items**
- Informational items such as the pocket watch and climate gauge now display their stats as a GUI overlay instead of requiring the player to right-click them
- The Lunar Calendar and Weather Radio can now be placed, showing their info when nearby the player
- Their information will be displayed when held in the player's mainhand, offhand, or equipped in a Curios/Trinkets slot.
- The Fish Finder can be created via a crafting recipe, allowing multiple stats to be viewed at once
- Compatibility**
- The Starcatcher minigame will be used instead of the Tide minigame if it's installed
- Config**
- The config has been split into a client and server file, with only the client file being changeable via the config screen
- Comments have been added to properties in the main config file
- NOTE: it's recommended to take a look at the new generated config file "tide.json5" and make sure that none of your config settings were lost (if you changed anything, they probably were).
- Miscellaneous**
- The Midas Fishing Rod can now reel in a bonus golden apple, golden carrot, and _very rarely_ an enchanted golden apple or totem of undying (in addition to the regular gold ingots and blocks)
- Caught fish will no longer become "unbucketable" after a certain amount of time
- Lowered Midas Fish luck requirement from 7 to 5
- Fish Displays will scale the fish up or down depending on its length
- Items crafted from netherite will no longer be destroyed when dropped in fire or lava [(#18)](https://github.com/Lightning-64/Tide-2/issues/18)
- Fixed a bug where removing a fish from a fish display wouldn't update for other players in the world [(#25)](https://github.com/Lightning-64/Tide-2/issues/25)
- Fixed a bug where ocean monument themed loot could not be obtained with YUNG's Better Ocean Monuments installed [(#47)](https://github.com/Lightning-64/Tide-2/issues/47)
- Fixed a bug where certain fish would despawn even if they were released from a bucket or given a custom name
- Fixed some conflicting conditions for the Sand Tiger Shark, it now only requires a desert biome
- Fixed many bugs related to the Fish Satchel
### Changes
- Accessories**
- Accessories and other items that modify fishing have been reworked to fill designated categories. The general rule of thumb is that hooks modify fish availability, lines modify the minigame, bobbers are cosmetic, bait modifies fishing stats, and fishing rods apply miscellaneous bonuses.
- Hooks, lines, and bobbers no longer have the text "Fishing" in their name. For example, the "Lavaproof Fishing Hook" is now called "Lavaproof Hook". This is also reflected in item IDs.
- This eliminates the need for
accessory.item.tidetranslations, instead using the direct item name
- Bait**
- Each fishing rod now has a variable number of bait slots, loosely corresponding to the rod's rarity
- Instead of applying the affects of only the bait item in the first slot, bait effects for all bait equipped in a fishing rod will be applied at once. This allows for bait "stacking", where you can combine the effects of multiple bait items.
- Multiple stacks of the same bait type cannot be equipped in the same fishing rod
- One bait item from each slot will be consumed upon catching a fish
- The effectiveness of higher levels of fishing speed has been slightly increased to counteract the
biteTimeMultiplierof different fishing mediums
- Fishy Notes**
- Fish silhouettes are now shown in the fishy note GUI, helping you to identify which fish it might be.
- Reading a Fishy Note will now unlock it in the fishing journal under its corresponding fish.
- Items**
- Added 3 new fishing hooks:
- Fiery Hook
- Permafrost Hook
- Twilight Hook
- Added 3 new fishing lines:
- Copper Line
- Iron Line
- Diamond Line
- Added 6 new themed fishing rods:
- Rod of Resonance (ancient city chests)
- Prismarine Fishing Rod (drops from elder guardians)
- The Suncatcher (rare catch in plains biomes)
- Rod of the Hero (purchased from master fishermen villagers)
- Beeline (rare drop from shearing beehives)
- Blazing Fishing Rod (nether fortress chests)
- Added 2 new bait items:
- Incandescent Bait
- Abyss Bait
- Added Fish Finder (see below)
- Informational Items**
- Informational items such as the pocket watch and climate gauge now display their stats as a GUI overlay instead of requiring the player to right-click them
- The Lunar Calendar and Weather Radio can now be placed, showing their info when nearby the player
- Their information will be displayed when held in the player's mainhand, offhand, or equipped in a Curios/Trinkets slot.
- The Fish Finder can be created via a crafting recipe, allowing multiple stats to be viewed at once
- Compatibility**
- The Starcatcher minigame will be used instead of the Tide minigame if it's installed
- Config**
- The config has been split into a client and server file, with only the client file being changeable via the config screen
- Comments have been added to properties in the main config file
- NOTE: it's recommended to take a look at the new generated config file "tide.json5" and make sure that none of your config settings were lost (if you changed anything, they probably were).
- Miscellaneous**
- The Midas Fishing Rod can now reel in a bonus golden apple, golden carrot, and _very rarely_ an enchanted golden apple or totem of undying (in addition to the regular gold ingots and blocks)
- Caught fish will no longer become "unbucketable" after a certain amount of time
- Lowered Midas Fish luck requirement from 7 to 5
- Fish Displays will scale the fish up or down depending on its length
- Items crafted from netherite will no longer be destroyed when dropped in fire or lava [(#18)](https://github.com/Lightning-64/Tide-2/issues/18)
- Fixed a bug where removing a fish from a fish display wouldn't update for other players in the world [(#25)](https://github.com/Lightning-64/Tide-2/issues/25)
- Fixed a bug where ocean monument themed loot could not be obtained with YUNG's Better Ocean Monuments installed [(#47)](https://github.com/Lightning-64/Tide-2/issues/47)
- Fixed a bug where certain fish would despawn even if they were released from a bucket or given a custom name
- Fixed some conflicting conditions for the Sand Tiger Shark, it now only requires a desert biome
- Fixed many bugs related to the Fish Satchel
- Optional
associated_modsproperty added to all fishing data files. If populated with mod IDs, the data file will only be loaded when all the specified mods are present.
- Fixed a critical bug where fish with time conditions were uncatchable after Day 0**
- Fish caught with Fishing Real will now be properly logged in the journal on forge and neoforge
- Fixed a bug where eating the Voidseeker would separate the player's soul from their body
- Optional
associated_modsproperty added to all fishing data files. If populated with mod IDs, the data file will only be loaded when all the specified mods are present.
- Fixed a critical bug where fish with time conditions were uncatchable after Day 0**
- Fish caught with Fishing Real will now be properly logged in the journal on forge and neoforge
- Fixed a bug where eating the Voidseeker would separate the player's soul from their body
- Optional
associated_modsproperty added to all fishing data files. If populated with mod IDs, the data file will only be loaded when all the specified mods are present.
- Fixed a critical bug where fish with time conditions were uncatchable after Day 0**
- Fish caught with Fishing Real will now be properly logged in the journal on forge and neoforge
- Fixed a bug where eating the Voidseeker would separate the player's soul from their body
- Optional
associated_modsproperty added to all fishing data files. If populated with mod IDs, the data file will only be loaded when all the specified mods are present.
- Fixed a critical bug where fish with time conditions were uncatchable after Day 0**
- Fish caught with Fishing Real will now be properly logged in the journal on forge and neoforge
- Fixed a bug where eating the Voidseeker would separate the player's soul from their body
- Added a few new fish finding items
- Added the Lunar Calendar for displaying the moon phase
- Added the Depth Meter for displaying the depth below sea level
- Added the Weather Radio for displaying upcoming weather conditions
- Renamed the Thermometer to "Climate Gauge"
- Fixed a bug where fish could not be used to tame cats on 1.20.1
- Fixed a bug where void fish would take fall damage while swimming
- Fixed a bug where fish could overflow a fish satchel when it was opened
- Fixed a periodic crash with ItemModelProperties on neo/forge
- Fixed a NoSuchMethodError crash on Fabric 1.20.1
- Fixed a server startup crash on Fabric 1.20.1
- Fixed a server startup crash on Forge 1.20.1
- Added a few new fish finding items
- Added the Lunar Calendar for displaying the moon phase
- Added the Depth Meter for displaying the depth below sea level
- Added the Weather Radio for displaying upcoming weather conditions
- Renamed the Thermometer to "Climate Gauge"
- Fixed a bug where fish could not be used to tame cats on 1.20.1
- Fixed a bug where void fish would take fall damage while swimming
- Fixed a bug where fish could overflow a fish satchel when it was opened
- Fixed a periodic crash with ItemModelProperties on neo/forge
- Fixed a NoSuchMethodError crash on Fabric 1.20.1
- Fixed a server startup crash on Fabric 1.20.1
- Fixed a server startup crash on Forge 1.20.1
- Added a few new fish finding items
- Added the Lunar Calendar for displaying the moon phase
- Added the Depth Meter for displaying the depth below sea level
- Added the Weather Radio for displaying upcoming weather conditions
- Renamed the Thermometer to "Climate Gauge"
- Fixed a bug where fish could not be used to tame cats on 1.20.1
- Fixed a bug where void fish would take fall damage while swimming
- Fixed a bug where fish could overflow a fish satchel when it was opened
- Fixed a periodic crash with ItemModelProperties on neo/forge
- Fixed a NoSuchMethodError crash on Fabric 1.20.1
- Fixed a server startup crash on Fabric 1.20.1
- Fixed a server startup crash on Forge 1.20.1
- Added a few new fish finding items
- Added the Lunar Calendar for displaying the moon phase
- Added the Depth Meter for displaying the depth below sea level
- Added the Weather Radio for displaying upcoming weather conditions
- Renamed the Thermometer to "Climate Gauge"
- Fixed a bug where fish could not be used to tame cats on 1.20.1
- Fixed a bug where void fish would take fall damage while swimming
- Fixed a bug where fish could overflow a fish satchel when it was opened
- Fixed a periodic crash with ItemModelProperties on neo/forge
- Fixed a NoSuchMethodError crash on Fabric 1.20.1
- Fixed a server startup crash on Fabric 1.20.1
- Fixed a server startup crash on Forge 1.20.1
- Names of unlocked fish in the journal can be viewed by hovering over their icons
- Fish size data is now entirely optional instead of defaulting to predefined parameters
- Aquathorn can now be caught in the ocean monument structure from Better Ocean Monuments
- Improved display positioning of the Nether Depths Upgrade fish
- Added
tide:has_enchantmentsfishing condition - Added optional
show_in_journalproperty to the fish data JSON format - Added optional
nbtproperty to thedisplaysection in the fish data JSON format - Added a blacklist for auto-generated fish data in the config
- Added a blacklist for the enchanted pocket watch in the config
- Also added the
tide:ignores_pocket_watchentity tag, an additional blacklist - Added a toggle for the Chasm Eel item's functionality in the config
- Fixed a crash when reeling in a fishing rod with Valkyrian Skies present
- Fixed a bug where the Starlight Bow's ammo conservation was applied to other weapons
- Names of unlocked fish in the journal can be viewed by hovering over their icons
- Fish size data is now entirely optional instead of defaulting to predefined parameters
- Aquathorn can now be caught in the ocean monument structure from Better Ocean Monuments
- Improved display positioning of the Nether Depths Upgrade fish
- Added
tide:has_enchantmentsfishing condition - Added optional
show_in_journalproperty to the fish data JSON format - Added optional
nbtproperty to thedisplaysection in the fish data JSON format - Added a blacklist for auto-generated fish data in the config
- Added a blacklist for the enchanted pocket watch in the config
- Also added the
tide:ignores_pocket_watchentity tag, an additional blacklist - Added a toggle for the Chasm Eel item's functionality in the config
- Fixed a crash when reeling in a fishing rod with Valkyrian Skies present
- Fixed a bug where the Starlight Bow's ammo conservation was applied to other weapons
- Names of unlocked fish in the journal can be viewed by hovering over their icons
- Fish size data is now entirely optional instead of defaulting to predefined parameters
- Aquathorn can now be caught in the ocean monument structure from Better Ocean Monuments
- Improved display positioning of the Nether Depths Upgrade fish
- Added
tide:has_enchantmentsfishing condition - Added optional
show_in_journalproperty to the fish data JSON format - Added optional
nbtproperty to thedisplaysection in the fish data JSON format - Added a blacklist for auto-generated fish data in the config
- Added a blacklist for the enchanted pocket watch in the config
- Also added the
tide:ignores_pocket_watchentity tag, an additional blacklist - Added a toggle for the Chasm Eel item's functionality in the config
- Fixed a crash when reeling in a fishing rod with Valkyrian Skies present
- Fixed a bug where the Starlight Bow's ammo conservation was applied to other weapons
- Names of unlocked fish in the journal can be viewed by hovering over their icons
- Fish size data is now entirely optional instead of defaulting to predefined parameters
- Aquathorn can now be caught in the ocean monument structure from Better Ocean Monuments
- Improved display positioning of the Nether Depths Upgrade fish
- Added
tide:has_enchantmentsfishing condition - Added optional
show_in_journalproperty to the fish data JSON format - Added optional
nbtproperty to thedisplaysection in the fish data JSON format - Added a blacklist for auto-generated fish data in the config
- Added a blacklist for the enchanted pocket watch in the config
- Also added the
tide:ignores_pocket_watchentity tag, an additional blacklist - Added a toggle for the Chasm Eel item's functionality in the config
- Fixed a crash when reeling in a fishing rod with Valkyrian Skies present
- Fixed a bug where the Starlight Bow's ammo conservation was applied to other weapons
- Fishing loot is now controlled by a custom data-driven system, consisting of the following:
- Fish Data**
- Fish catch conditions, rarities, rarity modifiers, journal data, minigame stats, display data, and more are now controlled using fish-specific JSON files located at
data/tide/fishing/fish
- Crate Data**
- Crate catch conditions, rarities, rarity modifiers, and more are now controlled using crate-specific JSON files located at
data/tide/fishing/crates
- Fishing Loot Data**
- External loot tables for fishing (such as the vanilla junk and treasure tables) can now be configured or added via JSON files located at
data/tide/fishing/loot
More extensive documentation for these new data-driven formats will be available later after the full release.
- Significant changes to the fish lineup have taken place. These include:
- A few fish have been removed that either didn't fit with the mod's theme or were originally added to serve as filler content.
- Added many new fish to discover throughout the world, bringing the total to around 100 fish in total.
- The vast majority of existing fish items were retextured (finally).
- Each fish can now be cooked and eaten, regardless of how healthy it might seem.
- Every single fish in the mod now has a corresponding entity version to go with it.
- Reworked the entity spawning system to be partially based off of the fish's Fish Data to automatically determine spawn conditions.
- Added natural spawning for each fish entity (except for a select few).
- By default, fish items can no longer be stacked up to 64 like before (see below, or look at the config tab titled "Items" for more information).
- Fish Lengths**
- Each fish you catch is now assigned a length in centimeters based on configurable parameters from the fish's Fish Data.
- Config options have been created to allow the user to disable this mechanic entirely, or show their extreme catches only in the journal and not affect item stacks.
- The fish's length will serve as an extra collectible aspect, but may affect other things in the future.
- Bucketable Fish**
- Each fish item you catch is now assigned a timestamp that is used to determine if the fish is "alive" or not.
- If the fish item is "alive", you can click on the fish in the inventory GUI with a water bucket (or lava bucket) in order to transform the items into a fish bucket item to allow access to the fish's entity form.
- If the fish is "alive" and bucketable, a tooltip saying "Bucketable" will be shown below the fish's name.
- Config options have been added so users can either never allow bucketable fish, allow them all the time, or change how long a fish item should be "alive" for after being caught.
- Mechanics and visuals for the Fishing Journal have been reworked. Some of the major differences are listed below
- The fishing journal is now deeply integrated into the aforementioned "Fish Data" system to dynamically create profiles for any fish with a proper data file. Developers will no longer have to create separate data files for journal entries if a fish data file is defined.
- The fish "profile" GUI has also been overhauled with a fresh new layout.
- Removed the old "page" system in favor of categorizing fish more loosely. This also means that all fish, whether locked or unlocked, are visible in the journal GUI at all times.
- Additionally, many fish that were originally split up into smaller categories have been merged into corresponding larger categories.
- Fish can be assigned rarities, profile descriptions, and location summaries via the Fish Data system.
- Simply collecting a fish item will no longer unlock its profile in the fishing journal!** Each fish you unlock _must_ be caught while fishing in order to unlock the profile.
- The time it takes to catch a fish now also varies based on the type of liquid you're fishing in (ex. x1.0 for water, x1.6 for lava, x1.8 for void). This multiplier is applied before fishing speed modifications like bait or lure enchantments.
- Fish caught in specific biomes will be more lenient about where they are catchable. For example, if you're fishing in a river biome that cuts through a desert biome, you're still able to catch desert-themed fish.
- The temperature preferences of fish are no longer based on specific biomes. Instead, they are based on the internal temperature values from the worldgen noise router. This means that fishing in the middle of a desert may favor more warm fish than if you were to fish on the border between a desert and a more temperate biome.
- A few additional core mechanics have been added or modified:
- Minigame**
- The fishing minigame has received many tweaks, such as the following:
- The minigame no longer operates on a probability-based catch system, instead having two distinct zones on the minigame bar.
- The lighter zone in the bar will successfully catch the fish if clicked over, but the darker zone will cause the catch to fail and the minigame to end.
- Each fish has a configurable "strength" and "speed" parameter in their Fish Data that influences how much space the dark zone covers and how quickly the vertical bar moves, respectively.
- Not every fish will move the vertical bar in a "sine wave" pattern anymore, with some fish having much stranger movements. Stay alert!
- The fish's movement pattern is defined in its Fish Data as well, being set to one of the following:
sineplateaujitterdartslinearlinear_wrap- Additionally, the lighter bar will change color depending on what liquid you're fishing in (ex. blue for water, orange for lava, purple for void).
- Void Fishing**
- In order to fish in the void, you must first craft a Hook of the Depths and apply it to any fishing rod via the Angling Table.
- With the hook applied, fishing in the void operates as if the entire void is a fishable liquid. Note that the fishable void does not line up with the death barrier, and may extend significantly farther up in the world (ex. the End dimension)
- New fish have been added for both the End void and the void beneath the overworld bedrock.
- A few new particles have been added that are displayed on the fishable void surface.
- Added a few "profiling" items such as the thermometer and pocket watch, which can assist the user in finding the precise locations of fish when paired with the fishing journal or fishy notes.
- Most legendary tier fish have late-game craftable items, each filling a different role in player progression.
- Some other utility items were also added:
- Fish Satchel**
- Added the Fish Satchel, which is basically a bundle that can store fish.
- Right-clicking while holding the fish satchel will open or close the satchel. When open, any fish you catch or pick up from the ground will be automatically transferred to the fish satchel.
- This item should be especially helpful for dealing with the new unstackable fish.
- Fishy Notes**
- Pre-2.0 "Torn Notes" have been replaced by a new item, called the Fishy Note.
- Fishy Notes can be found in crates, with similar drop chances compared to the aforementioned Torn Notes.
- A Fishy Note for a specific fish can also be crafted using the desired fish and a single piece of paper.
- Each Fishy Note will display the catch conditions, rarity, and relative size of a single fish, usually one that has not been discovered yet.
- The conditions are displayed in the same manner as you would see them in the Fishing Journal, except the name and sprite of the fish are not visible.
- A checkmark will be displayed in the Fishy Note GUI if the fish it references is already discovered.
- Fish Display**
- The Fish Display is a placeable block that allows the user to mount a fish item to the wall for decoration purposes.
- Once a display is placed, right-clicking it with any fish item that has display data defined will display the entity version of the fish item on the wall. Right-clicking again will retrieve the item stack.
- Display data such as rotation and offsets are defined in the Fish Data files.
- Fishing rods can now be repaired at an anvil using string in the same way that vanilla tools and armor are upgraded.
- Most of the old advancements have been renamed, and many new advancements have been added.
- Two new utility commands have been added,
/journaland/fishing. - Removed the old fishing boat structure, I don't think it's really necessary.
- Many item and block IDs have been changed to reflect updated English translation names. For example, the Angling Table (previously having an ID of
tide:angler_workshop) has been renamed totide:angling_table. **This may cause issues if Tide 2 is loaded on a world that was previously loaded with Tide 1!**
I won't list bug fixes here because so many things got reworked, and it's likely that many old bugs are now patched.
- Fishing loot is now controlled by a custom data-driven system, consisting of the following:
- Fish Data**
- Fish catch conditions, rarities, rarity modifiers, journal data, minigame stats, display data, and more are now controlled using fish-specific JSON files located at
data/tide/fishing/fish
- Crate Data**
- Crate catch conditions, rarities, rarity modifiers, and more are now controlled using crate-specific JSON files located at
data/tide/fishing/crates
- Fishing Loot Data**
- External loot tables for fishing (such as the vanilla junk and treasure tables) can now be configured or added via JSON files located at
data/tide/fishing/loot
More extensive documentation for these new data-driven formats will be available later after the full release.
- Significant changes to the fish lineup have taken place. These include:
- A few fish have been removed that either didn't fit with the mod's theme or were originally added to serve as filler content.
- Added many new fish to discover throughout the world, bringing the total to around 100 fish in total.
- The vast majority of existing fish items were retextured (finally).
- Each fish can now be cooked and eaten, regardless of how healthy it might seem.
- Every single fish in the mod now has a corresponding entity version to go with it.
- Reworked the entity spawning system to be partially based off of the fish's Fish Data to automatically determine spawn conditions.
- Added natural spawning for each fish entity (except for a select few).
- By default, fish items can no longer be stacked up to 64 like before (see below, or look at the config tab titled "Items" for more information).
- Fish Lengths**
- Each fish you catch is now assigned a length in centimeters based on configurable parameters from the fish's Fish Data.
- Config options have been created to allow the user to disable this mechanic entirely, or show their extreme catches only in the journal and not affect item stacks.
- The fish's length will serve as an extra collectible aspect, but may affect other things in the future.
- Bucketable Fish**
- Each fish item you catch is now assigned a timestamp that is used to determine if the fish is "alive" or not.
- If the fish item is "alive", you can click on the fish in the inventory GUI with a water bucket (or lava bucket) in order to transform the items into a fish bucket item to allow access to the fish's entity form.
- If the fish is "alive" and bucketable, a tooltip saying "Bucketable" will be shown below the fish's name.
- Config options have been added so users can either never allow bucketable fish, allow them all the time, or change how long a fish item should be "alive" for after being caught.
- Mechanics and visuals for the Fishing Journal have been reworked. Some of the major differences are listed below
- The fishing journal is now deeply integrated into the aforementioned "Fish Data" system to dynamically create profiles for any fish with a proper data file. Developers will no longer have to create separate data files for journal entries if a fish data file is defined.
- The fish "profile" GUI has also been overhauled with a fresh new layout.
- Removed the old "page" system in favor of categorizing fish more loosely. This also means that all fish, whether locked or unlocked, are visible in the journal GUI at all times.
- Additionally, many fish that were originally split up into smaller categories have been merged into corresponding larger categories.
- Fish can be assigned rarities, profile descriptions, and location summaries via the Fish Data system.
- Simply collecting a fish item will no longer unlock its profile in the fishing journal!** Each fish you unlock _must_ be caught while fishing in order to unlock the profile.
- The time it takes to catch a fish now also varies based on the type of liquid you're fishing in (ex. x1.0 for water, x1.6 for lava, x1.8 for void). This multiplier is applied before fishing speed modifications like bait or lure enchantments.
- Fish caught in specific biomes will be more lenient about where they are catchable. For example, if you're fishing in a river biome that cuts through a desert biome, you're still able to catch desert-themed fish.
- The temperature preferences of fish are no longer based on specific biomes. Instead, they are based on the internal temperature values from the worldgen noise router. This means that fishing in the middle of a desert may favor more warm fish than if you were to fish on the border between a desert and a more temperate biome.
- A few additional core mechanics have been added or modified:
- Minigame**
- The fishing minigame has received many tweaks, such as the following:
- The minigame no longer operates on a probability-based catch system, instead having two distinct zones on the minigame bar.
- The lighter zone in the bar will successfully catch the fish if clicked over, but the darker zone will cause the catch to fail and the minigame to end.
- Each fish has a configurable "strength" and "speed" parameter in their Fish Data that influences how much space the dark zone covers and how quickly the vertical bar moves, respectively.
- Not every fish will move the vertical bar in a "sine wave" pattern anymore, with some fish having much stranger movements. Stay alert!
- The fish's movement pattern is defined in its Fish Data as well, being set to one of the following:
sineplateaujitterdartslinearlinear_wrap- Additionally, the lighter bar will change color depending on what liquid you're fishing in (ex. blue for water, orange for lava, purple for void).
- Void Fishing**
- In order to fish in the void, you must first craft a Hook of the Depths and apply it to any fishing rod via the Angling Table.
- With the hook applied, fishing in the void operates as if the entire void is a fishable liquid. Note that the fishable void does not line up with the death barrier, and may extend significantly farther up in the world (ex. the End dimension)
- New fish have been added for both the End void and the void beneath the overworld bedrock.
- A few new particles have been added that are displayed on the fishable void surface.
- Added a few "profiling" items such as the thermometer and pocket watch, which can assist the user in finding the precise locations of fish when paired with the fishing journal or fishy notes.
- Most legendary tier fish have late-game craftable items, each filling a different role in player progression.
- Some other utility items were also added:
- Fish Satchel**
- Added the Fish Satchel, which is basically a bundle that can store fish.
- Right-clicking while holding the fish satchel will open or close the satchel. When open, any fish you catch or pick up from the ground will be automatically transferred to the fish satchel.
- This item should be especially helpful for dealing with the new unstackable fish.
- Fishy Notes**
- Pre-2.0 "Torn Notes" have been replaced by a new item, called the Fishy Note.
- Fishy Notes can be found in crates, with similar drop chances compared to the aforementioned Torn Notes.
- A Fishy Note for a specific fish can also be crafted using the desired fish and a single piece of paper.
- Each Fishy Note will display the catch conditions, rarity, and relative size of a single fish, usually one that has not been discovered yet.
- The conditions are displayed in the same manner as you would see them in the Fishing Journal, except the name and sprite of the fish are not visible.
- A checkmark will be displayed in the Fishy Note GUI if the fish it references is already discovered.
- Fish Display**
- The Fish Display is a placeable block that allows the user to mount a fish item to the wall for decoration purposes.
- Once a display is placed, right-clicking it with any fish item that has display data defined will display the entity version of the fish item on the wall. Right-clicking again will retrieve the item stack.
- Display data such as rotation and offsets are defined in the Fish Data files.
- Fishing rods can now be repaired at an anvil using string in the same way that vanilla tools and armor are upgraded.
- Most of the old advancements have been renamed, and many new advancements have been added.
- Two new utility commands have been added,
/journaland/fishing. - Removed the old fishing boat structure, I don't think it's really necessary.
- Many item and block IDs have been changed to reflect updated English translation names. For example, the Angling Table (previously having an ID of
tide:angler_workshop) has been renamed totide:angling_table. **This may cause issues if Tide 2 is loaded on a world that was previously loaded with Tide 1!**
I won't list bug fixes here because so many things got reworked, and it's likely that many old bugs are now patched.
- Fishing loot is now controlled by a custom data-driven system, consisting of the following:
- Fish Data**
- Fish catch conditions, rarities, rarity modifiers, journal data, minigame stats, display data, and more are now controlled using fish-specific JSON files located at
data/tide/fishing/fish
- Crate Data**
- Crate catch conditions, rarities, rarity modifiers, and more are now controlled using crate-specific JSON files located at
data/tide/fishing/crates
- Fishing Loot Data**
- External loot tables for fishing (such as the vanilla junk and treasure tables) can now be configured or added via JSON files located at
data/tide/fishing/loot
More extensive documentation for these new data-driven formats will be available later after the full release.
- Significant changes to the fish lineup have taken place. These include:
- A few fish have been removed that either didn't fit with the mod's theme or were originally added to serve as filler content.
- Added many new fish to discover throughout the world, bringing the total to around 100 fish in total.
- The vast majority of existing fish items were retextured (finally).
- Each fish can now be cooked and eaten, regardless of how healthy it might seem.
- Every single fish in the mod now has a corresponding entity version to go with it.
- Reworked the entity spawning system to be partially based off of the fish's Fish Data to automatically determine spawn conditions.
- Added natural spawning for each fish entity (except for a select few).
- By default, fish items can no longer be stacked up to 64 like before (see below, or look at the config tab titled "Items" for more information).
- Fish Lengths**
- Each fish you catch is now assigned a length in centimeters based on configurable parameters from the fish's Fish Data.
- Config options have been created to allow the user to disable this mechanic entirely, or show their extreme catches only in the journal and not affect item stacks.
- The fish's length will serve as an extra collectible aspect, but may affect other things in the future.
- Bucketable Fish**
- Each fish item you catch is now assigned a timestamp that is used to determine if the fish is "alive" or not.
- If the fish item is "alive", you can click on the fish in the inventory GUI with a water bucket (or lava bucket) in order to transform the items into a fish bucket item to allow access to the fish's entity form.
- If the fish is "alive" and bucketable, a tooltip saying "Bucketable" will be shown below the fish's name.
- Config options have been added so users can either never allow bucketable fish, allow them all the time, or change how long a fish item should be "alive" for after being caught.
- Mechanics and visuals for the Fishing Journal have been reworked. Some of the major differences are listed below
- The fishing journal is now deeply integrated into the aforementioned "Fish Data" system to dynamically create profiles for any fish with a proper data file. Developers will no longer have to create separate data files for journal entries if a fish data file is defined.
- The fish "profile" GUI has also been overhauled with a fresh new layout.
- Removed the old "page" system in favor of categorizing fish more loosely. This also means that all fish, whether locked or unlocked, are visible in the journal GUI at all times.
- Additionally, many fish that were originally split up into smaller categories have been merged into corresponding larger categories.
- Fish can be assigned rarities, profile descriptions, and location summaries via the Fish Data system.
- Simply collecting a fish item will no longer unlock its profile in the fishing journal!** Each fish you unlock _must_ be caught while fishing in order to unlock the profile.
- The time it takes to catch a fish now also varies based on the type of liquid you're fishing in (ex. x1.0 for water, x1.6 for lava, x1.8 for void). This multiplier is applied before fishing speed modifications like bait or lure enchantments.
- Fish caught in specific biomes will be more lenient about where they are catchable. For example, if you're fishing in a river biome that cuts through a desert biome, you're still able to catch desert-themed fish.
- The temperature preferences of fish are no longer based on specific biomes. Instead, they are based on the internal temperature values from the worldgen noise router. This means that fishing in the middle of a desert may favor more warm fish than if you were to fish on the border between a desert and a more temperate biome.
- A few additional core mechanics have been added or modified:
- Minigame**
- The fishing minigame has received many tweaks, such as the following:
- The minigame no longer operates on a probability-based catch system, instead having two distinct zones on the minigame bar.
- The lighter zone in the bar will successfully catch the fish if clicked over, but the darker zone will cause the catch to fail and the minigame to end.
- Each fish has a configurable "strength" and "speed" parameter in their Fish Data that influences how much space the dark zone covers and how quickly the vertical bar moves, respectively.
- Not every fish will move the vertical bar in a "sine wave" pattern anymore, with some fish having much stranger movements. Stay alert!
- The fish's movement pattern is defined in its Fish Data as well, being set to one of the following:
sineplateaujitterdartslinearlinear_wrap- Additionally, the lighter bar will change color depending on what liquid you're fishing in (ex. blue for water, orange for lava, purple for void).
- Void Fishing**
- In order to fish in the void, you must first craft a Hook of the Depths and apply it to any fishing rod via the Angling Table.
- With the hook applied, fishing in the void operates as if the entire void is a fishable liquid. Note that the fishable void does not line up with the death barrier, and may extend significantly farther up in the world (ex. the End dimension)
- New fish have been added for both the End void and the void beneath the overworld bedrock.
- A few new particles have been added that are displayed on the fishable void surface.
- Added a few "profiling" items such as the thermometer and pocket watch, which can assist the user in finding the precise locations of fish when paired with the fishing journal or fishy notes.
- Most legendary tier fish have late-game craftable items, each filling a different role in player progression.
- Some other utility items were also added:
- Fish Satchel**
- Added the Fish Satchel, which is basically a bundle that can store fish.
- Right-clicking while holding the fish satchel will open or close the satchel. When open, any fish you catch or pick up from the ground will be automatically transferred to the fish satchel.
- This item should be especially helpful for dealing with the new unstackable fish.
- Fishy Notes**
- Pre-2.0 "Torn Notes" have been replaced by a new item, called the Fishy Note.
- Fishy Notes can be found in crates, with similar drop chances compared to the aforementioned Torn Notes.
- A Fishy Note for a specific fish can also be crafted using the desired fish and a single piece of paper.
- Each Fishy Note will display the catch conditions, rarity, and relative size of a single fish, usually one that has not been discovered yet.
- The conditions are displayed in the same manner as you would see them in the Fishing Journal, except the name and sprite of the fish are not visible.
- A checkmark will be displayed in the Fishy Note GUI if the fish it references is already discovered.
- Fish Display**
- The Fish Display is a placeable block that allows the user to mount a fish item to the wall for decoration purposes.
- Once a display is placed, right-clicking it with any fish item that has display data defined will display the entity version of the fish item on the wall. Right-clicking again will retrieve the item stack.
- Display data such as rotation and offsets are defined in the Fish Data files.
- Fishing rods can now be repaired at an anvil using string in the same way that vanilla tools and armor are upgraded.
- Most of the old advancements have been renamed, and many new advancements have been added.
- Two new utility commands have been added,
/journaland/fishing. - Removed the old fishing boat structure, I don't think it's really necessary.
- Many item and block IDs have been changed to reflect updated English translation names. For example, the Angling Table (previously having an ID of
tide:angler_workshop) has been renamed totide:angling_table. **This may cause issues if Tide 2 is loaded on a world that was previously loaded with Tide 1!**
I won't list bug fixes here because so many things got reworked, and it's likely that many old bugs are now patched.
- Fishing loot is now controlled by a custom data-driven system, consisting of the following:
- Fish Data**
- Fish catch conditions, rarities, rarity modifiers, journal data, minigame stats, display data, and more are now controlled using fish-specific JSON files located at
data/tide/fishing/fish
- Crate Data**
- Crate catch conditions, rarities, rarity modifiers, and more are now controlled using crate-specific JSON files located at
data/tide/fishing/crates
- Fishing Loot Data**
- External loot tables for fishing (such as the vanilla junk and treasure tables) can now be configured or added via JSON files located at
data/tide/fishing/loot
More extensive documentation for these new data-driven formats will be available later after the full release.
- Significant changes to the fish lineup have taken place. These include:
- A few fish have been removed that either didn't fit with the mod's theme or were originally added to serve as filler content.
- Added many new fish to discover throughout the world, bringing the total to around 100 fish in total.
- The vast majority of existing fish items were retextured (finally).
- Each fish can now be cooked and eaten, regardless of how healthy it might seem.
- Every single fish in the mod now has a corresponding entity version to go with it.
- Reworked the entity spawning system to be partially based off of the fish's Fish Data to automatically determine spawn conditions.
- Added natural spawning for each fish entity (except for a select few).
- By default, fish items can no longer be stacked up to 64 like before (see below, or look at the config tab titled "Items" for more information).
- Fish Lengths**
- Each fish you catch is now assigned a length in centimeters based on configurable parameters from the fish's Fish Data.
- Config options have been created to allow the user to disable this mechanic entirely, or show their extreme catches only in the journal and not affect item stacks.
- The fish's length will serve as an extra collectible aspect, but may affect other things in the future.
- Bucketable Fish**
- Each fish item you catch is now assigned a timestamp that is used to determine if the fish is "alive" or not.
- If the fish item is "alive", you can click on the fish in the inventory GUI with a water bucket (or lava bucket) in order to transform the items into a fish bucket item to allow access to the fish's entity form.
- If the fish is "alive" and bucketable, a tooltip saying "Bucketable" will be shown below the fish's name.
- Config options have been added so users can either never allow bucketable fish, allow them all the time, or change how long a fish item should be "alive" for after being caught.
- Mechanics and visuals for the Fishing Journal have been reworked. Some of the major differences are listed below
- The fishing journal is now deeply integrated into the aforementioned "Fish Data" system to dynamically create profiles for any fish with a proper data file. Developers will no longer have to create separate data files for journal entries if a fish data file is defined.
- The fish "profile" GUI has also been overhauled with a fresh new layout.
- Removed the old "page" system in favor of categorizing fish more loosely. This also means that all fish, whether locked or unlocked, are visible in the journal GUI at all times.
- Additionally, many fish that were originally split up into smaller categories have been merged into corresponding larger categories.
- Fish can be assigned rarities, profile descriptions, and location summaries via the Fish Data system.
- Simply collecting a fish item will no longer unlock its profile in the fishing journal!** Each fish you unlock _must_ be caught while fishing in order to unlock the profile.
- The time it takes to catch a fish now also varies based on the type of liquid you're fishing in (ex. x1.0 for water, x1.6 for lava, x1.8 for void). This multiplier is applied before fishing speed modifications like bait or lure enchantments.
- Fish caught in specific biomes will be more lenient about where they are catchable. For example, if you're fishing in a river biome that cuts through a desert biome, you're still able to catch desert-themed fish.
- The temperature preferences of fish are no longer based on specific biomes. Instead, they are based on the internal temperature values from the worldgen noise router. This means that fishing in the middle of a desert may favor more warm fish than if you were to fish on the border between a desert and a more temperate biome.
- A few additional core mechanics have been added or modified:
- Minigame**
- The fishing minigame has received many tweaks, such as the following:
- The minigame no longer operates on a probability-based catch system, instead having two distinct zones on the minigame bar.
- The lighter zone in the bar will successfully catch the fish if clicked over, but the darker zone will cause the catch to fail and the minigame to end.
- Each fish has a configurable "strength" and "speed" parameter in their Fish Data that influences how much space the dark zone covers and how quickly the vertical bar moves, respectively.
- Not every fish will move the vertical bar in a "sine wave" pattern anymore, with some fish having much stranger movements. Stay alert!
- The fish's movement pattern is defined in its Fish Data as well, being set to one of the following:
sineplateaujitterdartslinearlinear_wrap- Additionally, the lighter bar will change color depending on what liquid you're fishing in (ex. blue for water, orange for lava, purple for void).
- Void Fishing**
- In order to fish in the void, you must first craft a Hook of the Depths and apply it to any fishing rod via the Angling Table.
- With the hook applied, fishing in the void operates as if the entire void is a fishable liquid. Note that the fishable void does not line up with the death barrier, and may extend significantly farther up in the world (ex. the End dimension)
- New fish have been added for both the End void and the void beneath the overworld bedrock.
- A few new particles have been added that are displayed on the fishable void surface.
- Added a few "profiling" items such as the thermometer and pocket watch, which can assist the user in finding the precise locations of fish when paired with the fishing journal or fishy notes.
- Most legendary tier fish have late-game craftable items, each filling a different role in player progression.
- Some other utility items were also added:
- Fish Satchel**
- Added the Fish Satchel, which is basically a bundle that can store fish.
- Right-clicking while holding the fish satchel will open or close the satchel. When open, any fish you catch or pick up from the ground will be automatically transferred to the fish satchel.
- This item should be especially helpful for dealing with the new unstackable fish.
- Fishy Notes**
- Pre-2.0 "Torn Notes" have been replaced by a new item, called the Fishy Note.
- Fishy Notes can be found in crates, with similar drop chances compared to the aforementioned Torn Notes.
- A Fishy Note for a specific fish can also be crafted using the desired fish and a single piece of paper.
- Each Fishy Note will display the catch conditions, rarity, and relative size of a single fish, usually one that has not been discovered yet.
- The conditions are displayed in the same manner as you would see them in the Fishing Journal, except the name and sprite of the fish are not visible.
- A checkmark will be displayed in the Fishy Note GUI if the fish it references is already discovered.
- Fish Display**
- The Fish Display is a placeable block that allows the user to mount a fish item to the wall for decoration purposes.
- Once a display is placed, right-clicking it with any fish item that has display data defined will display the entity version of the fish item on the wall. Right-clicking again will retrieve the item stack.
- Display data such as rotation and offsets are defined in the Fish Data files.
- Fishing rods can now be repaired at an anvil using string in the same way that vanilla tools and armor are upgraded.
- Most of the old advancements have been renamed, and many new advancements have been added.
- Two new utility commands have been added,
/journaland/fishing. - Removed the old fishing boat structure, I don't think it's really necessary.
- Many item and block IDs have been changed to reflect updated English translation names. For example, the Angling Table (previously having an ID of
tide:angler_workshop) has been renamed totide:angling_table. **This may cause issues if Tide 2 is loaded on a world that was previously loaded with Tide 1!**
I won't list bug fixes here because so many things got reworked, and it's likely that many old bugs are now patched.
### 🚀 Compatibility Features 🚀
- Compatibility with Stardew Fishing Fabric
- Compatibility with Hybrid Aquatic for Forge
### ⚙️ Bug fixes ⚙️
- Fixed a crash when fishing with Hybrid Aquatic installed on fabric
### 🚀 Compatibility Features 🚀
- Compatibility with Stardew Fishing Fabric
- Compatibility with Hybrid Aquatic for Forge
### ⚙️ Bug fixes ⚙️
- Fixed a crash when fishing with Hybrid Aquatic installed on fabric
### 🎣 New features 🎣
- Fish entities now have proper spawn egg textures in 1.21.5 (thanks to L2 for making them)
### ⚙️ Bug fixes ⚙️
- Fixed a bug where fishing lines will connect between players when Iris is installed
- Fixed a crash when a fishing bobber is sent through a nether portal
### 🎣 New features 🎣
- Fish entities now have proper spawn egg textures in 1.21.5 (thanks to L2 for making them)
### ⚙️ Bug fixes ⚙️
- Fixed a bug where fishing lines will connect between players when Iris is installed
- Fixed a crash when a fishing bobber is sent through a nether portal
### 🎣 New features 🎣
- Fish entities now have proper spawn egg textures in 1.21.5 (thanks to L2 for making them)
### ⚙️ Bug fixes ⚙️
- Fixed a bug where fishing lines will connect between players when Iris is installed
- Fixed a crash when a fishing bobber is sent through a nether portal