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Fisherman's Coast

Seven fishing places built for every kind of shore, named fishermen with their own trades, Crab Pots with bait, Fishing Nets, and Messages in a Bottle that lead to sunken trawlers. Formerly The Fisherman House.
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Fisherman's Coast

A whole coastline worth visiting. Seven fishing places, each built for its own kind of shore and placed only where the land suits it: a harbour pier on the beach, a lighthouse on the rocks, a stilt shack in the swamp, an ice fishing camp on a frozen sea, a boathouse on the river and a sunken trawler on the ocean floor, plus the original Fisherman's House, repaired. Each one has a named fisherman with his own trades. Set Crab Pots that fish while you are away, bait them, hang Fishing Nets, and open Messages in a Bottle that lead to the treasure in a wreck.

Fabric and NeoForge (Forge on 1.20.1) · Minecraft 1.20.1, 1.21.1, 26.1.2, 26.2 and 26.3 · install on the server and clients · Fabric needs Fabric API, nothing else is needed

Formerly The Fisherman House: same mod id, and your worlds keep loading.

What's new in 2.0

Version 2.0 "The Living Coast" rebuilds the mod. Here's what changed from 1.1:

  • Six new structures next to the old house, one for every kind of shore
  • Shore-aware placement: nothing floats, nothing is buried, no dock ends on sand
  • Named residents with exclusive trades who never lose their job
  • Crab Pots with five catch tables by biome, three baits, hopper and comparator support
  • Messages in a Bottle from rods, pots, chests and traders: a note, and a treasure or a map to a wreck
  • Fishing Nets to climb and build with
  • The original house, repaired: its barrels have real loot (they were empty on 1.20.1), Saylor has his own trades, the stilts reach the sea floor, and it is far less rare
  • An advancement tab, a commented config, an inspect command for operators
  • Now for Minecraft 26.3; on 1.21.1 the Forge jar is replaced by NeoForge

Seven Places on the Coast

A whole coast, alive

Structure Where Resident What is there
Fisherman's Cottage sandy and snowy beaches Saylor the original stilt house over the shallows with its boardwalk, repaired
Harbour Pier sandy beaches Harbourmaster Wren a bait shop and a long pier with a T-head, lamp posts, net racks, a crane and a bell
Lighthouse stony shores and beaches Keeper Morrow a red and white tower with a lit lantern room, and the keeper's cottage
Stilt Shack swamps and mangrove swamps Old Bayou Tam a mangrove hut on stilts with a porch and a little dock
Ice Fishing Camp frozen oceans and rivers Frost-Beard Ole a hut on an ice shelf over a hole with a pot already set, a tent, a campfire and a sled
River Boathouse the banks of rivers Ferryman Hale a cottage and a roofed slip with a boat in it
Sunken Trawler the floor of the oceans two drowned deckhands a broken fishing boat: the hold's barrels and the captain's chest

Every container has its own loot table, and the Sunken Trawler's captain's chest can hold a Heart of the Sea. Find them all for the Coastal Wanderer advancement.

Shore-Aware Placement

Nothing floats, nothing sinks

Before a structure is placed, the mod samples the land where it would stand, in every rotation (and, for the shore buildings, at a few spots nearby), and picks one that fits:

  • Docks and piers point into water at least three blocks deep.
  • Land parts need dry, level ground; a shack or boathouse is not wedged against a cliff.
  • The ice camp sits on open water (which then freezes around it), the stilt shack on swamp water or swamp land, the wreck on the sea floor under at least twelve blocks of water.
  • A spot that does not fit is skipped.

The Crab Pot

The Crab Pot

  • Set it in water with open water around it (20 water blocks in the 5×3×5 box around it). Every 60 to 120 seconds it catches something and keeps it in its 5 slots.
  • The catch depends on where it is: frozen water, swamps, rivers, the sea and beaches, or anywhere else. Fish come from vanilla's fishing table, so fish from other mods are caught too.
  • Twice as fast in the rain. When it is full it waits; nothing is ever lost.
  • Hoppers and pipes put bait in from any side and take the catch out (never the bait); comparators read how full it is. Sneak-right-click with an empty hand for its status.
  • The model shows the bait and the catch; a baited pot leaks bubbles and a catch makes a splash.
  • Recipe: a Fishing Net on each side, sticks around them and a string on top. Also sold by every resident.

Bait and Nets

Bait makes the catch

Item Recipe (shapeless) In a Crab Pot
Fish Bait ×4 wheat seeds + rotten flesh waits half as long
Chum ×4 cod or salmon + rotten flesh + bone meal waits about a third as long, luck +1
Glow Bait ×4 glow berries + glow ink sac luck +3: more treasure, more bottles

Put bait in by right-clicking the pot or with a hopper; each catch uses one. The Fishing Net hangs on a wall like a ladder, can be climbed, is see-through and can be waterlogged. Recipe: five string in an X make four.

The Residents

Fishermen who stay

Saylor, Harbourmaster Wren, Keeper Morrow, Old Bayou Tam, Frost-Beard Ole and Ferryman Hale are journeyman fishermen who never lose their job. Each sells five to eight exclusive trades: bait, Crab Pots, Fishing Nets, Messages in a Bottle, Glow Bait, a spyglass at the lighthouse, a boat at the boathouse. Once those are used they level up like any fisherman.

Messages in a Bottle

Messages in a Bottle

Fished up by rods (1.5 % of catches, on top of the normal catch), caught by Crab Pots (more often with Glow Bait), found in the structures and sold by residents. Right-click to break one open: one of twelve notes from the sea is read out, and the bottle holds either a small treasure or a map to the nearest Sunken Trawler.

For Servers and Modpacks

Your coast, your rules

  • config/fisherman_house.json is written on first start, with comments: Crab Pot timing, the water it needs, the rain bonus, and an on/off switch for each structure.
  • Biomes, spacing, loot, Crab Pot catches, bottle contents and the shore rules are datapack data.
  • /locate structure #fisherman_house:coastal finds the nearest of any of them; operators can run /fishermanscoast inspect to list what a structure holds.
  • Worlds from 1.x keep loading: the mod id and the house's structure id are unchanged.

Downloads

Pick the file that matches both your Minecraft version and your loader:

Minecraft Fabric (needs Fabric API) NeoForge / Forge
1.20.1 fisherman_house-fabric-1.20.1-2.0.0.jar fisherman_house-forge-1.20.1-2.0.0.jar (Forge 47.4.0+)
1.21.1 fisherman_house-fabric-1.21.1-2.0.0.jar fisherman_house-neoforge-1.21.1-2.0.0.jar (NeoForge 21.1.219+)
26.1.2 fisherman_house-fabric-26.1.2-2.0.0.jar fisherman_house-neoforge-26.1.2-2.0.0.jar (NeoForge 26.1.2.7-beta+)
26.2 fisherman_house-fabric-26.2-2.0.0.jar fisherman_house-neoforge-26.2-2.0.0.jar (NeoForge 26.2.0.93+)
26.3 fisherman_house-fabric-26.3-2.0.0.jar fisherman_house-neoforge-26.3-2.0.0.jar (NeoForge 26.3.0.97+)

Java 17 for 1.20.1, 21 for 1.21.1, 25 for 26.x.

FAQ

Do I need it on the server and the client? Yes, on both.

Will my 1.x world break? No. Houses that already generated stay, and new chunks get the new structures.

Can I use it in my modpack? Yes.

How do I find a structure? /locate structure fisherman_house:harbour_pier (or any other id), or open a Message in a Bottle and follow the map to a Sunken Trawler.

A structure is too common or too rare. Change its spacing in worldgen/structure_set/<id>.json with a datapack, or switch it off in the config.

Forge on 1.21.1? There is no Forge build for 1.21.1 any more; use the NeoForge or Fabric jar.

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