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River Fishing 0.7.0 — the water you can see into

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@qwazar14 qwazar14 released this 03 Aug 11:28
· 185 commits to main since this release

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Minecraft Loader File
1.20.1 Fabric riverfishing-0.7.0-mc1.20.1-fabric.jar
1.20.1 Forge riverfishing-0.7.0-mc1.20.1-forge.jar
1.21.1 Fabric riverfishing-0.7.0-mc1.21.1-fabric.jar
1.21.1 NeoForge riverfishing-0.7.0-mc1.21.1-neoforge.jar
26.1.2 Fabric riverfishing-0.7.0-mc26.1.2-fabric.jar
26.1.2 NeoForge riverfishing-0.7.0-mc26.1.2-neoforge.jar
26.2 Fabric riverfishing-0.7.0-mc26.2-fabric.jar
26.2 NeoForge riverfishing-0.7.0-mc26.2-neoforge.jar

Checksums in SHA256SUMS.txt. The full wiki, in English, Russian and Ukrainian:
https://qwazar14.github.io/riverfishing/

River Fishing 0.7.0 — the water you can see into


Minecraft 1.20.1 (Fabric & Forge) · 1.21.1 (Fabric & NeoForge) · 26.1.2 (Fabric & NeoForge)
· 26.2 (Fabric & NeoForge).
Requires Architectury API; on Fabric
also Fabric API. Serene Seasons and Biomes O' Plenty are optional and the balance assumes them.

Two things this update is about. You can now see what lives in the water before you cast into it.
And when a fish is on, the fight asks you a question every few seconds and you answer it with your hands
— which is the difference between a fight and a progress bar.

Look into the water

Lean over a lake and the fish are there: drifting under the surface, at their real size, in the numbers
the water actually holds. A shoal of roach reads as a shoal. A single big shadow on the bottom is a single
big fish, and you will want to know what it is.

What you never get is a label. You get a shape and a size, and working out what it is stays yours to do.

And they swim. Every fish keeps a position and a heading of its own between frames rather than being
placed on a circle each frame, so a shoal browses instead of orbiting: it turns away from a bank before it
reaches one, drifts on its own slow rhythm, and breaks for deep water when something startles it. A fish
points where it is going — which sounds like nothing at all until you have watched one travel sideways.

Muddy water, rain and dusk dim them; depth does not — a fish sitting deep is a fish you can still make
out if you lean over and look. Every water is described out to three chunks around you, so the pressure
on a spot, the stocking you did last week and the species that genuinely live there all became things you
can look at instead of infer.

And the fish can see you. Sprinting along the bank, landing hard, splashing in the shallows — each of
those spooks the water you are standing over, and a spooked fish does not bite. Move up quietly, or wait
for it to settle.

The fight has a direction

Before this update a fight was tension up, progress up. A forty-minute catfish differed from a
forty-second roach only in how long the numbers took.

Now every run has a course, and you answer it with the movement keys:

The fish You
tracks left D — lean on it from the right
tracks right A
goes deep S — pull back, get its head up
comes up to jump W — rod down, which is what actually stops a fish leaping off

The boss bar names the course and the key, and the rod tip is dragged the way the fish is going, so you
can read the fight off the rod as well as off the bar.

Answering correctly is not a tax you avoid — it is the thing that lets you work. The fish tires nearly
three times as fast, the run loads your tackle at half rate, and you actually gain line during a
run instead of the near-nothing a wind into a run has always been. Pull the same way it is going and you
get none of that. Stand there doing nothing and you are in between: a player who has not worked the
mechanic out yet still lands fish, slowly.

Runs last about 2.2× longer, because a run is where all of this lives and the old two-second burst was
over before anyone could read the bar, decide and press.

Your feet are tackle too

This works whether or not you have ever heard of the course mechanic. Backing away from the water is
pumping with your legs
— it wins line and it loads the rod, the same trade a crank makes. It is how you
actually beat a fish off a bank. Walk the whole way and you snap: on a carp that is about five blocks of
room, on a marlin one. Walking at the fish is slack, and a dead line is how a hook falls out.

A hooked fish also pins you down — you move at under a third of normal speed while one is on. Braced
against the rod, shuffling, not jogging.

The angler runs out

A stamina bar for the person holding the rod. Winding costs it; holding against a running fish costs it,
and more when the rod is pointed the wrong way. It comes back only when you stop pulling. Spent arms
wind weakly and load the line harder, so the answer to being tired is to stop rather than to click faster
— which is the real technique the fight had never asked for.

A heavier line finally buys something

Reported as: top rod, thickest braid, snapped on a ten-kilo fish. It was not bad luck. Tolerance was
clamped, so every line from just enough upward behaved identically — 108 kg of braid was exactly 22 kg
of braid, and the ten mono diameters above the minimum bought you nothing at all. Strong tackle now
changes how fast the load arrives rather than the ceiling. Same fish, closed drag: 9 seconds to the limit
on the heaviest braid instead of 1.6.

Every species tires differently

Every profile has carried a stamina value since profiles existed, and nothing ever read it — a 2 kg pike
and a 2 kg carp gassed out on the same tick. It is wired in, and the fight table got the review that goes
with it: the rotan (90 g, the first fish anyone hooks) was set to fight like a pike, and two level-4 carp
ran harder than a blue marlin. The difficulty now climbs with the level gate instead of crossing it.

Somewhere to put the tackle

Asked for plainly by arsen_501. This mod ships seventeen line diameters, six hook sizes, four rig
types and dozens of baits, and until now they all lived loose in the same nine rows as your food.

  • Four sizes — 9, 18, 27 and 36 slots, each a craft of the one below, with a chest at the heart of
    every recipe.
  • Tackle only: line, hooks, rigs, lures, bait, leaders. Not rods and reels — a box that swallowed a
    rod would be a backpack wearing a tackle box's name.
  • Rename it in the box, top row, no anvil. Dye the inserts like leather armour — the colour shows
    on the icon, inside the open box and on the placed one.
  • Right-click to set it down and it faces you; sneak + right-click to open, in hand or placed.
    Break it and it keeps everything.

The fisherman sells four ready-made kits — float, pike, carp and saltwater — each named, dyed and
packed with bench-graded tackle. A kit is the answer to "what do I actually need for pike", in a form you
can carry to the water and open.

He also paints what he sells now. Lure colour has affected the bite since 0.6.0, but every lure on his
rack came out the same factory silver, so the system was invisible until you owned a bench, a lure and a
dye. Two spinners from the same villager are now two different spinners, in colour and in weight.

The fisherman's prices were never real

The mod has promised, in three languages since 0.5.0, that the fisherman's order of the day pays ×2.5.
It never did. Not on any version, not once, unless you were extraordinarily unlucky in your timing.

The price was worked out inside a vanilla trade listing, and a listing runs in exactly one place: the
moment a villager gains a merchant level. Restocking does not rebuild an offer, and loading a world reads
the old number straight back out of the save. So the emerald count was decided at the instant a level
unlocked and then frozen there for that villager's life. The ×2.5 landed only if a stall happened to be
promoted on that specific day with that specific species in that specific slot. The glut discount — the
falling price of an overfished species — was frozen by the same mechanism.

The price is recomputed when you open the counter now. What the trade screen shows is what the market
says today, on all four Minecraft versions.

  • One seat on every counter is today's order. It is the same seat every day, and it changes with the
    order rather than appearing and disappearing — so there is always somewhere to sell what the mod just
    asked you for, provided your stall is senior enough to buy that species.
  • The order can no longer name a fish nobody buys. It used to be drawn from a hand-written list of
    sixteen species while what is sellable was decided somewhere else entirely; the two were never held
    together. The rotation is now read out of the trades themselves — all 74 sellable species, up from
    sixteen.
  • The counter is twice the size. A tier registers between eight and twenty-six species and used to put
    exactly two of them on any one stall, frozen there forever: an angler with the whole journal filled
    could sell about five things in the world. Four now, with a fourth offer per level to make room for
    them rather than crowding out the tackle.
  • The nine Florida species could be caught and not sold on 1.20.1 and 1.21.1 — they shipped with
    trades on 26.x only. You could land a tarpon and have nowhere on earth to take it.

One thing to know: an existing fisherman keeps the counter he was built with. A villager only rebuilds
his offers when he is promoted, so a stall already at Master will not grow the extra slots. New stalls
have them from the start.

Taking a species out of a water

Asked for by vptareo-aao: a way to remove a nuisance species from a particular water. The
electrofisher does it — which is what real electrofishing is for.

Right-click water, get the list of what genuinely lives there, click a row twice. Nothing happens on one
click: a mis-click that empties a lake is not a mistake anyone should be able to make. Creative only
and uncraftable. It is reversible from the same screen, and releasing one of that species there lifts the
ban as well.

The catch takes up room

The keepnet is a grid, not a stack of slots. A fish occupies the space its body needs — a pike lies
across four cells, a roach takes one — so a net fills up the way a net fills up, and you choose what is
worth keeping. Four sizes, and the fish are drawn at the size of the space they are taking.

Nine species from Florida

From idkwho0457_07869, the player who found the 0.6.1 cast bug and then sent a species list:

Oscar · Mayan cichlid · Peacock bass · Bullseye snakehead in the warm fresh water, and Bluefish ·
Striped bass · Snook · Jack crevalle · Tarpon
in the surf and the estuaries. Each with its own habitat
gates, fight profile, journal page and trades. The tarpon is the mod's new ceiling: angler level 9, 130 kg,
and it answers the hook by leaving the water.

They also brought two trolling lures — a skirted octopus jig and a giant spoon — which fill a real
gap: the heaviest existing lure was 180 g while the trolling blank tests to 600 g.

An eighth legendary, the Abyssal Demon, is theirs: a 250 kg halibut, one per server, and they picked
the fish themselves. Under its gold name it carries a dedication line, in all three languages. It is the
first named-for-a-person catch in the mod.

Every fish shows its age

One colour table turns 79 species into a collection several times that size. A young fish is paler and
greyer than an old one of the same species; some species carry named morphs on top of that — a golden
tench, an albino, a stunted fish that is short and thin for its weight and looks it. The journal tracks
which forms you have found, and the fish in the water are painted by the same table as the one in your
hand.

Flatfish lie flat now — a flounder, a halibut and a ray are drawn from above, and they hold that pose
in open water, in the aquarium and on the ground where you dropped them.

The nine new species also got their real drawings in this release, and the bream was repainted.

The mod explains itself

  • The order of the day is the tutorial. The fisherman's daily order names a species, and the journal
    entry for it is one click away — so the game answers "what do I do now" with a specific fish, a place
    and a bait, instead of a menu.
  • Super Guide: help for the player who is genuinely stuck, once, and never imposed. If you have been
    fishing a while with nothing to show for it, the mod says what is wrong with what you are doing. Then
    it stops.
  • The mod says what it means. Refusals and failures name the actual reason — which part of the rig is
    missing, why that fish will not look at that bait — instead of stating that something happened.
  • A trophy is a big fish again, not a lottery ticket.
  • The config file exists. config/riverfishing.json is written on first run with every knob at its
    default. Fourteen tunable fields have been in the code since 0.3.0 and nothing ever assigned one — every
    server ran realism and the other presets were unreachable code.

The wiki covers the whole mod now

qwazar14.github.io/riverfishing24 pages in English,
Russian and Ukrainian, one URL with a language switcher, every recipe drawn as a real crafting grid
generated from the recipe files so it cannot drift from what the game loads.

Six of those pages are new, and they cover things that had shipped and been documented nowhere: the
keepnet, the tackle box, the electrofisher, the fish you can see in the water, the
order board and the config file. Four blocks and thirteen items had no description in any
language. Every one of the mod's 116 items, 16 blocks and 79 species is now written up in all three.

Fixes

  • A fish could carry another species' weight: when the bite engine re-picked which fish took the bait,
    the new species kept the old one's body.
  • The float is the float you actually rigged — a goose quill when a float rod has none, the float's
    own icon when one is, and nothing at all for lure and bottom rigs or through an ice hole. The old bobber
    also rendered tripled on the stick, bamboo and pole rods.
  • On 26.1.2 and 26.2 specifically, a runtime pass found faults a green compile cannot catch. The
    worst: nothing in the mod could be crafted — 26.x changed the recipe ingredient format and every rod,
    reel, keepnet, line upgrade, lure and box was thrown away at load, silently, since the first 26.x port.
    The Tackle Station also never showed a result. Both fixed.
  • The "Trophy" goal was handed out for picking up pea seeds — and dirt, and anything else. Not only on
    26.x: from 1.20.5 onward the advancement's item test is written in a format the game no longer has
    fields for, and an unknown field is ignored rather than refused, so the test decoded to an empty one.
    An empty item test matches every item there is. It is awarded from the catch now, on every version,
    which also makes it mean what it says: you get it for landing a trophy, not for holding one.
  • Legendary fish are the size they claim on 26.x, where the icon scale ladder stopped short of them
    and every legendary came out the same size as an ordinary big fish.

Still missing, stated plainly

  • Hook link, balance and blade size do nothing yet. Written to the tackle and shown on the tooltip;
    nothing reads them. Weight and dye are the two bench choices that change how fish behave.
  • JEI and Jade integration is missing on 26.1.2 and 26.2. Both work on 1.20.1 and 1.21.1.

The dynamic market used to be on this list for 26.x. It is not any more — and it turned out not to have
been working on the other two versions either. See above.

Community

discord.gg/Kk2nKvsuRh — bug reports and catches equally welcome. Two
of the headline features in this release exist because a player asked for them by name, and a third
shipped with nine species and a legendary attached. A report with a screenshot and your mod list gets
fixed far faster than one without.