๐ŸŽฃFishing Categories

Each category defines where and what the player can catch. When creating a category, you can configure:

1. Biomes ๐ŸŒ

You can specify the exact biomes where this category is active. Only in these biomes will fish or items from this category be obtainable.

2. Loot Map ๐ŸŽ

Every category includes a custom loot map that defines how items are selected and what the player receives.

There are currently 3 types of fishing: WATER, LAVA, VOID

Creating a Category

  1. Go to the /lfish menu and select the fishing type (WATER or LAVA or VOID)

  1. Click the Add button to create a new category file. All category files are stored in server/plugins/LiteFish/categories_%type%

  1. In the new category, go to the Biomes section and add the biomes in which the player will receive custom loot. (The biome you are currently in will be highlighted. At the end of the list you can add all biomes.)

  1. At the top there will be a category icon, you can change it to display in the Catalog for users. To change the icon, create a new item with your material, name and lore and drop it into the icon button

  1. Next, click the Add button to create a new rarity. Go to the new rarity and click on the icon at the top to change the rarity name. For example, <gray>Common

  2. Set the chance for rarity, since at the moment there is only one, you can set it to 100%

  3. Next, prepare your item that you want players to be able to catch and drop it in the Add button

  4. Now, if a player is in a given biome group, they will only catch that item. You can add an unlimited number of categories and drops.

Choice Mechanics

The category selection takes place in the bobber location.

When choosing, the chances are normalized, that is, they are equal to 100%. If you have 4 rarities with a set chance of 50% or 0%, then everyone will have an equal chance of 1/4.

Bobber splash animation

The CustomFishing plugin pack is used.

Fishing Bite Time

Debug System

The plugin includes a built-in debugging tool that allows developers and administrators to test the loot generation system under controlled conditions.

Command: /lfish debug

Running this command performs a series of large-scale simulation tests directly at the playerโ€™s current location.

What the Debug Command Does

1. Rarity Simulation

  • The system generates 100,000 rarity rolls using the current category and the player's position.

  • This allows you to see the real statistical distribution of rarity outcomes in the current environment.

  • After the rarity is selected, the system proceeds to the next stage.

2. Drop Simulation

  • For the chosen rarity, the system performs 100,000 item drop generations.

  • All results are analyzed and displayed, showing which items appear most often and in what proportions.

This gives a clear picture of how balanced the loot tables are and helps with fine-tuning rarity weights and drop rates.

๐Ÿ”ด - chance specified in the config

๐ŸŸก - number of drops out of 100,000

๐Ÿ”ต - real chance based on generations

If all items in a category have a configured drop chance of 0%, the system automatically normalizes their values during generation.

Normalization means:

  • All items with a 0% chance are treated as equally probable.

  • Their chances are evenly distributed across the total pool.

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