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[Let's Do] Lili's Lucky Lures

Let's go fishing! We pack our Gear: A Fishing Rod, Fishing Hat, Dynamite... Dynamite? Lili's Lucky Lures adds extra ways to catch Fish, complete with Fish & Rubble Pools and a modest Collection of Decorative Blocks.
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Lili's Lucky Lures - 1.1.5 - NEOFORGE - 1.21.1

File nameletsdo-lilis_lucky_lures-neoforge-1.1.5.jar
Uploader
satisfysatisfy
Uploaded
Sep 20, 2026
Downloads
3.9K
Size
500.4 KB
Mod Loaders
NeoForge
File ID
8928800
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:lets-do-lilis-lucky-lures-1197637:8928800"

Learn more about Curse Maven

What's new

[1.1.5]

Fixed

  • Floating Pools now properly detect the actual water surface instead of relying on the raw world-surface heightmap. This also works with lily pads, flowers and other thin plants placed on top of the water by other mods, preventing debris from spawning noticeably above the water
  • Ponds and oases are no longer excluded just because their biome isn't tagged as a river or ocean. Any actual body of water can now be used as a valid spawn location
  • Spawn checks now pick a fresh nearby location instead of reusing the same cached position for two consecutive checks, making spawns feel more natural
  • Added proper clearance checks at the selected spawn position, preventing Floating Pools from spawning directly on top of or inside each other

Added

  • Fishing Net now has 64 durability, worn down by 1 each time a catch is retrieved, and can be repaired with String on an anvil

[1.1.4]

Fixed

  • Floating Books fishing loot pool dropped enchanted books at ~1% instead of the intended rate after the enchanted book entry lost its loot weight during the 1.21.1 data conversion; rebalanced so enchanted books now show up as a proper, exciting catch (~15%) without drowning out Book and Quill
  • Redstone Coil could spawn its unbreakable top half just by being looked at (no placement input), and the ghost half would reappear immediately after breaking it, because getStateForPlacement placed the top half as a side effect instead of only doing so once placement was confirmed
  • Hanging Frame did not drop its item when broken from the top half
  • Hanging Frame only ever had one shared row of 3 display slots rendered inside the solid lower crossbar instead of on its two actual display panels; it now has 6 slots (3 per half) so the top and bottom of the frame display fish independently, each rendered on its own panel
  • Fish Trophy Frame spawned a duplicate, client-only item entity when broken while displaying an item, causing a visual item duplication/desync
  • Fish Trap silently destroyed a completed catch instead of dropping it when the output slot already held a different item
  • Hanging Frames placed before the 6-slot fix stayed stuck at 3 slots forever after a world reload, since the saved slot count was loaded back verbatim instead of only ever growing

Added

  • Japanese (ja_jp) translation (thanks to Anpan715)
  • Redstone Coil now plays a click when its target mode is switched (pitch rises with each mode) and an activate/deactivate sound when it gets powered or unpowered by redstone
  • Redstone Coil's attack beam and impact are much more intense: the bolt is now a thick, crackling multi-strand arc instead of a single drifting spark, with an occasional flash strobe along its path and a bigger flash/explosion/spark burst on impact
  • Hanging Frame can now be filled/emptied from either side (e.g. a north-facing frame also accepts interaction from the south, east from the west, etc.), not just from the front, with left/right correctly matching the same slots from both sides instead of being mirrored

[1.1.3]

Fixed

  • Hanging Frame could place its top half without proper interaction and spawn blocks automatically in certain situations (thanks to voxu-git)

Changed

  • Floating world entities (Floating Debris, Floating Books, River Fish Pool, Ocean Fish Pool) are now registered as MISC instead of CREATURE

[1.1.2-fabric]

  • Crash on Fabric client startup caused by missing refmap in mixin

[1.1.2]

  • Crash when ticking Fish Trap: NoSuchElementException in FishTrapBlockEntity.getRecipe is eliminated by guarding empty recipe lookups and null-guarding tick().
  • Fish Trap interactions: taking items could duplicate and FULL would not reset.

[1.1.1]

Fixed

  • Fishing Net can now be emptied with right-click when full
  • Floating Debris now correctly spawns again on NeoForge
  • Fish Trophy Frame now properly updates and clears its renderer when items are removed
  • Display state synced via new blockstate property instead of packet updates

Changed

  • placed_block criteria additionally require the matching BlockItem via "item": { "items": [...] }.
  • Spyglass-at-floating-debris uses a valid item icon.

Added

  • Optional item tag #lilis_lucky_lures:advancement_starters to gate the root unlock.

[1.1.0]

** Ported to 1.21.1 **


[1.0.2]

Added

Changed

  • Removed the not used 'use pufferfish on fish trophy frame' advancement
  • BambooFishingRod has now a Durability of 32
  • If youre Inventory is full while your opening a Soaked Bag the new content will be dropped
  • FishingNet now only stacks to 1

Fixed

  • Redstone Coil & Fish Frame Block now correctly dropping when mining the top part
  • Content from FishTrapBlock not dropping after breaking it
  • Content from Fish Frame not dropping after breaking it
  • Food now properly restores nutrition and saturation

[1.0.1]

Added

Changed

  • FishTrap Animation

Fixed

  • Forge crashing when creating a new World

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