ascending_fishers_core-0.4.3.jar
Curse Maven Snippet
What's new
Ascending Fishers Core 0.4.3
This update introduces a completely new Mob Fishing system for the Auto Angler and includes several interface and visual improvements based on survival playtesting.
Mob Fishing
Added three new special water types designed specifically for the Auto Angler:
- Mob Water
- Nether Mob Water
- End Mob Water
Unlike normal Infused Waters, these waters do not produce item catches.
Instead, every successful Auto Angler cycle spawns a real mob above the machine.
Mob Water
Created by infusing normal Water with Rotten Flesh.
Can spawn:
- Zombie
- Skeleton
- Spider
- Creeper
- Drowned
- Slime
- Witch
Nether Mob Water
Created by upgrading Mob Water with a Blaze Rod.
Can spawn:
- Zombified Piglin
- Piglin
- Magma Cube
- Blaze
- Wither Skeleton
- Hoglin
End Mob Water
Created by upgrading Nether Mob Water with an Ender Pearl.
Can spawn:
- Enderman
- Endermite
Shulkers were intentionally excluded because their movement and block-attaching behavior could interfere with automated mob chambers.
Auto Angler Mob Mode
When one of the new Mob Waters is installed, the Auto Angler automatically switches into Mob Fishing mode.
Instead of generating resources:
- Completed cycles spawn real mobs
- Mobs provide their normal drops and XP when killed
- They can be used in normal mob farms and kill chambers
- They can interact with other mob-based progression systems normally
Rod Stats Affect Mob Fishing
Anglers Pole upgrades now have a purpose in Mob Fishing as well.
Speed
- Reduces the time between mob spawns
Quantity
- Gives chances for additional mobs per cycle
- Maximum of 3 mobs per cycle
Luck
- Improves the weighting toward less-common mobs in each Mob Water pool
Mob Fishing Safety
Added safeguards to prevent runaway mob farms.
Mob Area Full
- Auto Angler pauses if there are already 20 Mob-Fishing-spawned mobs within 8 blocks
Spawn Area Blocked
- Auto Angler pauses if there is not enough room above the machine for the selected mob
The completed cycle is preserved until spawning becomes possible again.
Auto Angler Interface Improvements
Survival testing revealed that the Auto Angler menu could become cramped or extend too far on-screen at some GUI scales.
The interface has been reworked with:
- Smaller overall menu height
- Better spacing
- Cleaner rod and water sections
- Improved catch-storage placement
- Shorter stat labels
- Cleaner Side Config buttons
- Better separation between machine controls and player inventory
- New Mob Fishing status messages
Angler's Workbench Interface Improvements
The Angler's Workbench received a similar layout cleanup.
Changes include:
- Reduced menu height
- Improved slot positioning
- Cleaner Gear, Material, and Ascension sections
- Shorter upgrade labels
- Less overlapping text
- Cleaner bulk-upgrade information
- Improved player inventory spacing
Angler's Workbench Visual Update
All five Angler's Workbench tiers now have redesigned side textures featuring a fishing pole and lure motif.
Updated tiers:
- Angler's Workbench
- Flint Angler's Workbench
- Iron Angler's Workbench
- Diamond Angler's Workbench
- Netherite Angler's Workbench
Each design keeps the visual material identity of its tier while giving the Workbench a more recognizable Ascending Fishers appearance.
JEI Integration
JEI now documents:
- Mob Water progression
- Which item upgrades each Mob Water
- Which mobs can be produced
- That Mob Waters are Auto Angler only
- Mob Fishing behavior and limitations
Version
Ascending Fishers Core 0.4.3
This mod has no additional files

