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Ascending Fishers Core

The custom core mod for Ascending Fishers, adding fishing progression, upgradeable gear, automation, custom bosses, and endgame systems.
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ascending_fishers_core-0.4.6.jar

File nameascendingfishers-0.4.6.jar
Uploaded
Sep 24, 2026
Downloads
53
Size
825.1 KB
Mod Loaders
NeoForge
File ID
8960982
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:ascending-fishers-core-1698182:8960982"

Learn more about Curse Maven

What's new

Ascending Fishers Core 0.4.6

Automation & Boss Polish Update

Core 0.4.6 focuses heavily on community feedback, late-game automation, boss combat, and progression safeguards.

Angler’s Upgrade Matrix

Added the new Angler’s Upgrade Matrix, designed for large-scale gear upgrading.

Each Matrix is crafted using the normal upgrade materials:

  • Flint
  • Iron
  • Diamond
  • Emerald
  • Netherite

The Matrix combines the five material tiers into one automation-friendly upgrade resource.

A fully automated Netherite Angler’s Pole now requires 38 Upgrade Matrices to reach:

Quantity 25 / Luck 25 / Speed 25

The Matrix system now also supports:

  • Angler’s Armor
  • Angler’s Bows
  • Boss weapons
  • Other upgradeable Angler gear

Higher-tier gear that progresses beyond level 25 can automatically continue into its final upgrade band using the appropriate late-game material.

Automated Angler’s Workbench

The Angler’s Workbench can now be integrated into full automation systems.

Added configurable sides:

INPUT / OUTPUT / OFF

Added:

Auto Upgrade to Max

When enabled, the Workbench can:

Receive gear + upgrade materials → fully upgrade the item → automatically output the completed gear

This allows large Auto Angler factories to mass-produce fully upgraded equipment without manually clicking hundreds of upgrades.

The Workbench also actively pushes completed gear into adjacent inventories or compatible pipes instead of merely waiting for another system to extract it.

Passive Mob Water

Added Passive Mob Water.

Crafted using:

Water + Wheat

Passive Mob Water is designed for the Auto Angler and spawns real passive mobs rather than item drops.

Possible mobs include:

  • Cow
  • Sheep
  • Pig
  • Chicken
  • Rabbit

It uses the existing Mob Water systems for:

  • Speed
  • Quantity
  • Luck
  • Spawn-space checking
  • Mob-count safety limits

Abyssal Sovereign Balance Pass

The Abyssal Sovereign received a major combat rebalance after player testing showed that the later stages could overwhelm even well-equipped players.

Changes include:

  • Removed the secondary pillar/invulnerability phase
  • Removed excessive late-fight attack acceleration
  • Added recovery windows between major attacks
  • Prevented multiple heavy attacks from stacking too aggressively
  • Reduced several rage-phase damage values
  • Reduced final-phase minion pressure
  • Increased cooldowns on several major abilities

The fight should remain difficult while giving players time to react, heal, reposition, and understand what is happening.

Endless Leviathan Combat Improvements

The Endless Leviathan received a major combat usability pass.

Changes include:

  • Improved close-range movement
  • Reduced its tendency to constantly retreat from the player
  • Slower close-range circling
  • Improved vertical positioning for melee combat
  • Reduced close-range knockback pressure
  • Significantly improved melee hit registration

The final normal Leviathan physical hitbox has been reduced and tuned to approximately:

36 × 24 × 36

This keeps the boss forgiving to hit without creating an enormous invisible collision area around it.

Endless Leviathan Bow Support

Bow combat against the Leviathan has been significantly improved.

Master/late-game Angler Bow projectiles are now tagged when fired so the Leviathan can identify the weapon that actually launched the arrow rather than checking what the player happens to be holding when the projectile lands.

A separate swept-projectile detection system was also added so fast arrows cannot pass through the large moving boss between game ticks.

The bow can now be used throughout the normal Leviathan encounter, including the early shield portion of the fight.

Shield-phase bow damage remains reduced so destroying the intended objectives is still the more efficient approach.

End Progression Gate

Closed an unintended route that allowed players to reach the End earlier than intended.

The Endless Gateway Core now requires a Sovereign Scale, ensuring players must first defeat the Abyssal Sovereign.

Players may prepare and insert the first 11 Eyes early, but the 12th Eye cannot activate the Gateway unless the player possesses the Sovereign Sword.

Dragon’s Breath has not been reintroduced into the pre-End progression.

Version

Ascending Fishers Core 0.4.6

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