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  1. Based on your extensive mod list, the issue where fishing fails to produce fish is likely caused by a conflict between multiple mods that overhaul the fishing system or specific mechanics that restrict what you can catch.
  2.  
  3. Here are the most likely culprits and how to investigate them:
  4.  
  5. ### 1. **Unusual Fish Mod**
  6.  
  7. This is a high-probability suspect. By default, many fish from this mod **cannot be caught** unless your fishing rod has the **"Unusual Catch"** enchantment. If the mod is configured to override the vanilla loot table with its own fish, and you don't have that enchantment, you may end up catching nothing or only "junk" items.
  8.  
  9. ### 2. **Aquaculture 2**
  10.  
  11. Aquaculture 2 completely replaces the vanilla fishing system with its own.
  12.  
  13. * **Biome Specifics:** It relies heavily on biomes. If you are in a modded biome (from *Regions Unexplored* or *Terralith*) that isn't correctly mapped in Aquaculture's config, the game might not know what fish to give you.
  14. * **Line Tension:** It adds a "line tension" mechanic. If you aren't using an Aquaculture rod or if you're reeling in too fast/slow, the catch can fail.
  15.  
  16. ### 3. **Lava Fishing**
  17.  
  18. Since you have **Lava Fishing** installed, there is often a conflict in how the game determines "fluid types" for fishing. If the mod is set to high priority, it may be trying to apply lava-fishing logic to water, resulting in an empty loot table because you aren't using the specific "Lava" rod or bait.
  19.  
  20. ### 4. **Jellyfishing / Jellyfishing Delight**
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  22. This mod (inspired by SpongeBob) adds its own "Jellyfishing" mechanic. It often requires specific **Nets** or **Jellyfishing Rods**. If this mod has "hijacked" the standard fishing hook entity to check for jellyfish, it can sometimes interfere with the vanilla fish bite event.
  23.  
  24. ### 5. **KubeJS / LootJS / InControl**
  25.  
  26. These aren't "fishing mods" themselves, but they are **scripting tools** used by modpack creators to manually disable or change loot.
  27.  
  28. * If this is a pre-made modpack, the author may have intentionally disabled vanilla fishing to force you to use a specific mod's progression.
  29. * Check the `kubejs/server_scripts` folder in your instance for any scripts containing the word `fishing`.
  30.  
  31. ### 6. **Loot Table Conflicts (The "Lootintegration" Mods)**
  32.  
  33. You have several mods like `lootintegrations_vanilla`, `lootintegrations_structory`, and `lootintegrations_wda`. These mods attempt to merge loot tables from different sources. If two mods are fighting over the "Fishing" loot table, it can sometimes "zero out," resulting in the bobber going down but no item being spawned.
  34.  
  35. ---
  36.  
  37. ### **How to Fix It**
  38.  
  39. 1. **Check for "Unusual Catch":** Try enchanting a rod with *Unusual Catch* (from the Unusual Fish Mod) and see if you start catching fish.
  40. 2. **Test in a Vanilla Biome:** Travel to a standard Plains or Ocean biome. If fishing works there but not at your base, the issue is a **Biome Compatibility** conflict (likely Aquaculture 2).
  41. 3. **Check the Rod:** Ensure you are using a standard Fishing Rod or an Aquaculture Rod. Some mods (like *Jellyfishing*) may prevent vanilla rods from working in certain areas.
  42. 4. **Binary Search (Last Resort):** Temporarily remove *Unusual Fish Mod*, *Lava Fishing*, and *Aquaculture 2* one by one to see which one restores functionality.
  43.  
  44. Would you like me to look into the specific configuration settings for **Aquaculture 2** or **Unusual Fish Mod** to see how to re-enable vanilla fish?
  45.  
  46. [Minecraft Fishing Mechanics Guide](https://www.youtube.com/watch?v=DZXX9Y2D9Ig)
  47.  
  48. This video explains how KubeJS can be used to modify or accidentally break fishing loot tables, which is relevant since your mod list includes several scripting and integration tools.
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