Fishing
A Fisherman fishes. Give them a barrel, a rod, and open water within reach, and they cast, wait, reel, and bring the catch back. A dock makes them better at it.
Getting A Fisherman
Section titled “Getting A Fisherman”A barrel is the fisherman’s job block, as in vanilla. An unemployed villager who claims one takes up fishing. The barrel is also where the catch goes.
What The Fisherman Does
Section titled “What The Fisherman Does”- Fetch a rod. From their own inventory, or from any storage near the barrel. If there is a choice, they take the rod with the most enchantments, then the one with the most durability left. Rods from Starcatcher count too.
- Walk to water. They look for fishable water within 16 blocks of the barrel and pick a safe spot to stand.
- Cast and wait. A real fishing hook goes out, and the catch comes from the ordinary fishing loot table. With Starcatcher installed, its fish are in the pool.
- Reel and repeat. After 16 items they walk back and put everything in the barrel, or in nearby storage if the barrel is full.
Every reel that lands something counts as a catch on the fisherman’s career record.
The rod wears out as it would for a player. Keep a spare in the chest.
The fisherman also stops when they are hungry, tired, or cold, and comes back afterwards. See Villager Needs.
A dock is a recognised building around the barrel, in three tiers: Landing, Pier, and Wharf. Build a deck over open water and put the barrel on it. The deck can be any material. Add fences and lanterns for the second tier and the third. See Catalog for the exact counts.
The bonuses apply only while the fisherman is standing on the deck:
| Dock | Bonus |
|---|---|
| Landing | None. It is a recognised workplace and a good place for the barrel. |
| Pier | Bites come 20% faster, and the rod fishes as if it had one extra level of Luck of the Sea. |
| Wharf | The Pier bonus plus one extra level of Lure, and a 15% chance of a second catch on every reel. |
The first time a fisherman uses a dock they say so.
When The Fisherman Stops
Section titled “When The Fisherman Stops”- No rod. Nothing in their inventory or nearby storage.
- No water. No fishable water within reach of the barrel.
- No storage. The barrel is full and there is nothing else nearby.
- Unreachable. They cannot walk to the water they picked.
They say which when you are nearby. fishermanWaterSearchRadius and fishermanInventoryFullThreshold in the configuration adjust the reach and the trip size.
Fishing Yourself
Section titled “Fishing Yourself”Your own catches count toward your Fisherman career. Each time you reel in a fish or other loot with a fishing rod, you earn the same credit a villager gets for the same catch. See Careers.