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Ascend Fishers Core

Transform fishing into a complete survival progression system with upgradeable rods, resource waters, automation, powerful equipment, bosses, and ocean exploration.
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Ascending-Fishers-Mod-0.1.1.jar

File nameAscending-Fishers-Mod-0.1.1.jar
Uploaded
Oct 17, 2026
Downloads
831
Size
1.1 MB
Mod Loaders
NeoForge
File ID
9222493
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:ascend-fishers-core-1747460:9222493"

Learn more about Curse Maven

What's new

Ascending Fishers Mod 0.1.1

Expanded Ocean Exploration and Underwater Dungeons Update

Minecraft 1.21.1 | NeoForge | Java 21

Version 0.1.1 is a major exploration-focused update for Ascending Fishers Mod!

The ocean is no longer just an endless stretch of water. This update introduces larger fishing villages, multiple settlement styles, submerged communities, dangerous underwater dungeons, valuable treasure, and significantly expanded integration with other Minecraft mods.

From traditional fishing towns and fortified harbors to industrial Create factories, Mekanism dockyards, and underwater research settlements, there is much more to discover throughout the ocean.

We have also improved structure generation, expanded building designs, and introduced commands for locating individual structure types.


1. Expanded Fishing Villages

Fishing villages have received a complete expansion and redesign.

Previously, custom fishing villages were relatively small and offered limited building variety.

Version 0.1.1 introduces larger settlements with more structures, improved architecture, and different purposes.

Village Sizes

  • Small fishing outposts with approximately 4 houses
  • Medium fishing settlements with approximately 8 houses
  • Large fishing towns with approximately 12 houses
  • Additional markets, workshops, docks, storage areas, and specialized structures

Settlements feature expanded walkways, connecting docks, lighting, villager housing, and additional exploration opportunities.

Six Distinct Settlement Styles

Traditional Fishing Port

Classic fishing settlements built using wooden docks, fishing houses, markets, processing stations, smoking areas, drying racks, and supply storage.

Mangrove Market

Colorful mangrove settlements featuring distinctive wooden architecture, bamboo-framed gardens, vegetation, trading areas, and branching walkways.

Fortified Wharf

Defensive harbor settlements featuring dark wood, stone construction, gatehouses, armories, lookout structures, and fortified docks.

Submerged Tidehaven

Underwater settlements featuring enclosed glass habitats, connecting tunnels, research areas, aquatic displays, workstations, and specialized technology.

Create Ironworks

Industrial fishing settlements incorporating Create machinery, mechanical processing equipment, factory buildings, storage, and harbor infrastructure.

Mekanism Dockyard

Technology-focused settlements featuring industrial materials, Mekanism machinery, energy equipment, processing stations, tanks, and mechanical dockyard infrastructure.

Each style has its own building materials, architecture, and recognizable features.


2. Improved Modded Structure Integration

One of the biggest goals of this update was making settlements feel connected to the technology and equipment available in the full Ascending Fishers modpack.

Rather than simply replacing wooden blocks with different materials, industrial settlements now incorporate real equipment from supported mods.

Create Integration

Create-themed structures can feature:

  • Mechanical Presses
  • Mechanical Mixers
  • Millstones
  • Depots
  • Fluid Tanks
  • Mechanical Pumps
  • Gears and mechanical components
  • Factory processing areas
  • Industrial storage and machinery

Mekanism Integration

Mekanism-themed structures can feature:

  • Enrichment Chambers
  • Crushers
  • Smelting equipment
  • Energy Cubes
  • Mechanical Pumps
  • Fluid Tanks
  • Industrial processing stations
  • Technology-focused building materials

Additional Technology Integration

Selected structures can also incorporate equipment from Applied Energistics 2 and Powah, particularly within research and underwater technology environments.

Important: These structures use actual modded blocks when compatible mods are installed. The machinery is primarily part of the generated structures and is not guaranteed to form fully functioning automated production lines.

Standalone Compatibility

Ascending Fishers Mod does not require Create, Mekanism, Applied Energistics 2, or Powah to generate its structures.

When these mods are unavailable, compatible vanilla alternatives are used.

This allows the exploration systems to remain available in standalone installations.


3. New Underwater Dungeons

Dangerous underwater dungeon complexes have been added throughout the ocean!

These structures are designed to make underwater exploration more rewarding and challenging.

Instead of finding only small underwater ruins, players can discover larger structures containing enclosed chambers, corridors, enemies, treasure, and optional miniboss encounters.

Dungeon Features

  • Larger dungeon footprints
  • Enclosed rooms and corridors
  • Distinct building themes
  • Monster spawners
  • Drowned and Guardian encounters
  • Optional Elder Guardian minibosses
  • Multiple treasure locations
  • Valuable exploration rewards
  • Modded machinery and themed interiors

Six Dungeon Styles

Tidal Citadel

Prismarine fortifications with guardian encounters, chambers, and valuable underwater treasure.

Drowned Crypt

Dark underwater ruins featuring drowned enemies, stone architecture, and ancient burial chambers.

Coral Labyrinth

Coral-covered ruins featuring winding passages, underwater chambers, and colorful aquatic architecture.

Abyssal Shrine

Dark ocean structures featuring mysterious architecture, dangerous enemies, and valuable treasure.

Create Clockwork Vault

Industrial underwater complexes featuring Create machinery, mechanical processing areas, and technology-themed treasure.

Mekanism Reactor Ruin

Abandoned technology facilities containing Mekanism machinery, industrial materials, processing equipment, and valuable supplies.

These dungeons provide additional challenges for players who want to explore beyond the main fishing progression.


4. More Valuable Exploration Loot

Village and dungeon treasure has been expanded.

The goal is to make exploration feel worthwhile rather than rewarding players with only basic materials after traveling hundreds of blocks.

Standalone Ascending Fishers Rewards

Treasure can include valuable Minecraft items such as:

  • Diamonds
  • Netherite Scrap
  • Hearts of the Sea
  • Golden Apples
  • Sponges
  • Additional useful resources and equipment

Full Modpack Rewards

When compatible mods are installed, selected structures may also contain additional modded items and resources.

Supported integrations include technology and equipment from mods such as:

  • Create
  • Mekanism
  • Applied Energistics 2
  • Powah
  • Other supported modded systems

Dungeon rewards are intended to be more valuable than ordinary exploration supplies.

Larger and more dangerous locations offer opportunities for better treasure.

Loot is generated according to the available mods, structure type, and reward selection. Individual chests are not guaranteed to contain every listed item.


5. Improved Structure Spawning and Distribution

Structure placement has been redesigned to create a better exploration experience.

Previously, villages and exploration structures could be extremely far apart, making the ocean feel empty.

This update introduces more varied locations while balancing structure frequency.

Structure Distribution

  • Updated exploration region spacing to approximately 448 blocks.
  • Added randomized site placement.
  • Maintained variation between structure categories.
  • Included smaller and larger settlement variants.
  • Added multiple dungeon types.
  • Preserved protected starting areas and important boss locations.

Actual distances between structures can vary because of randomized placement and terrain requirements.

The goal is to provide frequent opportunities for discovery without overcrowding the ocean.


6. Structure Generation Improvements

Significant work has gone into improving the reliability of larger structures.

Multi-chunk villages introduced challenges involving incomplete buildings and disconnected structure sections.

Version 0.1.1 includes several improvements intended to address these issues.

Generation Changes

  • Improved multi-chunk structure planning.
  • Improved building placement across chunk boundaries.
  • Added more consistent structure heights.
  • Improved placement of walls, floors, roofs, and interiors.
  • Improved dock and walkway connections.
  • Added handling for unfinished generation sections.
  • Improved structure placement validation.
  • Expanded the overall building layouts.
  • Improved separation between industrial machinery and residential buildings.

These changes are designed to reduce partially generated houses, missing structure sections, and disconnected construction.

Existing generated structures are not automatically rebuilt.

New structure improvements generally appear in newly generated chunks.


7. Submerged Tidehaven Settlements

Submerged Tidehaven has received a dedicated underwater settlement design.

Rather than simply placing ordinary wooden houses underwater, these locations use a different architectural approach.

Features

  • Glass-enclosed underwater habitats
  • Connected underwater tunnels
  • Research and equipment areas
  • Aquatic display spaces
  • Specialized workstations
  • Villager housing
  • Technology-themed interiors

Additional integration with supported mods allows these settlements to incorporate research and energy-related equipment.

These settlements are intended to offer a different experience from surface fishing villages.


8. New Structure Locator Commands

Finding and testing specific structures is now easier!

Version 0.1.1 adds commands that allow server operators and developers to locate individual settlement and dungeon types.

View Available Structure Types

/afstructuretypes

Displays available structure types and their command identifiers.

Locate Specific Villages

Use:

/aflocatetown <type>

Available types:

  • traditional_fishing_port
  • mangrove_market
  • fortified_wharf
  • submerged_tidehaven
  • create_ironworks
  • mekanism_dockyard

Example:

/aflocatetown create_ironworks

Locate Specific Dungeons

Use:

/aflocatedungeon <type>

Available types:

  • tidal_citadel
  • drowned_crypt
  • coral_labyrinth
  • abyssal_shrine
  • create_clockwork_vault
  • mekanism_reactor_ruin

Example:

/aflocatedungeon mekanism_reactor_ruin

Command Information

  • Commands support structure-type autocomplete.
  • Operator permission level 2 is required.
  • Commands locate predicted structure locations.
  • A predicted location does not guarantee that the structure has already generated.
  • Newly generated chunks may be required to discover the structure.

Existing exploration-related commands remain available.


9. World Compatibility and Generation Notes

The new structure generation system is designed for Ascending Fishers ocean worlds.

Important Information

  • New structures primarily generate in unexplored chunks.
  • Existing structures are not automatically replaced.
  • Previously explored terrain is not regenerated.
  • Protected starter and boss regions remain protected.
  • Structure generation is intended to remain compatible with normal Minecraft worlds without forcing ocean-specific changes onto them.

Updating an Existing World

BACK UP YOUR WORLD BEFORE INSTALLING VERSION 0.1.1!

This update introduces significant world-generation changes.

Although the update has been tested during development, compatibility with every existing world and mod configuration cannot be guaranteed.

For the safest experience, test the update using a backup or a new world before continuing normal gameplay.


10. Technical Improvements

Several internal systems have been expanded to support these additions.

Technical Changes

  • Expanded procedural village layouts.
  • Added multiple settlement themes.
  • Added additional dungeon architecture.
  • Expanded optional mod integration.
  • Improved multi-chunk generation handling.
  • Added structure-specific locator commands.
  • Improved structure placement consistency.
  • Expanded treasure generation.
  • Preserved existing mod identifiers and primary gameplay systems.
  • Maintained standalone compatibility through optional modded-block fallbacks.

These systems provide a foundation for additional ocean structures and exploration content in future releases.


Testing and Feedback

This release has undergone development testing, including in-game testing of generated settlements and continued adjustments based on observed results.

However, large procedurally generated structures can behave differently depending on world generation, chunk loading, and installed mods.

If you encounter incomplete buildings, missing rooms, misplaced machinery, or other structure problems, please report them.

Screenshots, coordinates, world information, and logs are especially helpful.


Final Notes

Ascending Fishers Mod 0.1.1 is a major expansion to ocean exploration!

With six settlement styles, six dungeon styles, larger fishing towns, submerged research settlements, industrial structures, valuable treasure, and new locator commands, the ocean has much more to discover.

This update is also an important technical step toward creating a more detailed and rewarding world that feels alive beyond the player's starting island.

And because the new technology integrations remain optional, the standalone Ascending Fishers Mod can still operate without requiring the entire modpack.

Thank you for playing, testing, reporting issues, and supporting the development of Ascending Fishers!

There is much more planned for the future!

Spawnpoint Labs

Fish. Build. Automate. Ascend.

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