Type:String
Unique identifier of the drop. Used internally for catalogs, discovery tracking, and references.
link_id
Type:String
Link to an already created drop config.
chance
Type:Double
Chance to catch this drop, expressed as a percentage.
Example:
50.0 → 50% chance
health
Type:Integer
Amount of points required to successfully complete the fishing mini-game for this drop.
exp
Type:Integer
Fishing profession experience (Catalog) granted upon successful catch.
vanilla_experience
Type:Integer
Amount of vanilla Minecraft experience awarded to the player.
weight
Type:String
Defines the weight range of the caught fish.
Format:
"min-max"
Example:
"1-4" → random value between 1 and 4
Weight may be used for:
price calculation
lore display
random_durability
Type:Boolean
Applies a random durability value if the item supports durability.
random_enchant
Type:Boolean
Applies random enchantments to the item upon catch.
catch_info
Type:Boolean
Adds informational lore to the caught item.
Typically includes:
catch date
player_name
rarity_info
Type:Boolean
Adds rarity information to the item lore.
price
Type:Double
Price per single unit of weight or per item, depending on economy settings.
Common formula:
price × weight
level
Type:Integer
Minimum required fishing profession level to catch this drop.
item
Type:LiteItem
Defines the item rewarded to the player. LiteItem
commands
Type:List<String>
Commands executed when the drop is successfully caught.
Player placeholders are supported.
Example:
"commands": ["eco give %player_name% 10","broadcast %player_name% caught a rare fish!"]
conditions
Type:Object
Conditions required for this drop to be catchable.
Supported values:
time: DAY, NIGHT, DAWN, SUNSET,
weather: RAIN, STORM
moon: FULL_MOON, HALF_MOON
height: min_y, max_y
If conditions are not met, the drop is unavailable.
not_discovered_tips
Type:List<String>
Lore shown in the Catalog UI if the item has not yet been discovered by the player.
Typically used to hint at catch conditions.
🐟Weight
Weight - generates a random weight. The weight must be specified as a range like 1-10. Weight can be displayed in lore. Weight affects the price of the fish (price * weight). This function adds two NBT weight data and id data to an item ({"litefish:id" "%id%", "litefish": %weight%d}). The closer the number is to the acceptable limit, the lower the chance. Below is a table for generating weights from 1 to 10 (values have been rounded to the nearest whole number to shorten the table).