Fishing has always been an awkward part of the game. There are three ways to get food- hunting, fishing, and farming. But while hunting and farming each have their own set of advantages, fishing is pointless. Animal spawn more commonly, drop more meat, and killing them is much quicker. Crops may take time, but you can do something else while they grow and once you have them are a reliable source of food forever. Fishing forces you to stand by and do nothing, forever waiting for the next “fish” to come. Even if you do it right, you might get an old boot! You can get enchanted books, but it’s much more fun to raid dungeons. It’s only legitimate use was to get the fish item, which I guess was something.
But now with Update Aquatic fishing loses it’s one use. Why wait for fish to come to you when you can just jump into the ocean and kill a fish with a sword? Fishing rods are now 100% useless.
But believe it or not, I think fish mobs may help fishing. Having actual fish helps with the realism and makes it simpler. The whole system was flawed form the start, we must completely redesign it.
The New System
When a fish hook is sent out, the water blocks it lands on is detected. This is the “hook block”. Instead of creating “fish” randomly, the hook block will attract fish mobs already in the area. The fish mobs may head over and “take the bait”. They will tug the bobber for 2 seconds, and if the player right clicks during this timeframe they will despawn and become items. This solves multiple issues:
You can now determine if you are going to have a good or bad day at fishing. There’s a bit more strategy involved now and less waiting around bored. You also know what type of fish you’re gonna get.
Ding doing AFK fishing is dead!
Fishing is no longer redundant. The fish mobs will be faster and have a smaller hitbox. You shouldn’t be able to grab a fish in the water with ease. To counter this, we have fishing. Why chase after little fish when you can have them to come to you?
This places fishing in the middle of the food harvesting systems, more consistent yet slower than hunting animals, and quicker yet less reliable than crops.
Red concrete is the water block where the bobber lands. The yellow area is where fish might take the bait. Fish not in the red or yellow zones will not be attracted to the bobber, unless they swim into the zone. This applies on the y axis as well.
Baits
As it stands, the range of a fishing rod is very small. You can increase the range by adding bait to your rod. Bait acts like arrows, when you right click your rod with some bait in your inventory the bait is automatically added to the rod. If you do not attract any fish, you will keep your bait- but if a fish grabs the hook and you don’t pull it in time the bait will be lost.
While you could fish without anything, it’s much more efficient to use bait. The first bait is very easy to find, with each bait progressively harder to obtain.
Worms
Worms are the universal bait, and in Minecraft serve as the first, most common bait. The average player will use worms, while the later baits are for advanced fishermen. Worms can be found by destroying dirt blocks, at the same chance as flint with gravel. Worms do not replace the dirt block, so you are guaranteed to get your dirt back.
Right now, dirt doesn’t have a use. Worms would change that.
Seeds
All those excess seeds desperately need a use. Seeds will upgrade the range of the rod by one block.
Nether Beetles
How these beetles made it to the Nether, we will never know. What we do know is they found a way to thrive there. Nether Beetles can be found rarely when Netherrack is destroyed, half as often as worms do with dirt. They can also be found in soul sand, a bit more common that netherrack but still rare. As they are rather hard to obtain, nether beetles are only used by the most dedicated fishermen.
or..
Nightcrawler
The greatest bait in the game, the mysterious nightcrawler increases the radius of your fishing rod to 5 extra blocks. But getting one isn’t easy- you’ll have to confront a phantom!
Phantoms only drop these 75% of the time, so don’t expect to have these in bulk. If Mojang adds a new drop for the Phantom, Nightcrawlers can instead be found in End City chests.
Treasure
Treasure stays roughly the same. At random intervals, the bobber will drop down (but the bobber must be in the water for more than 5 seconds). If you right click during this time you will pick up treasure. It might be hard to see, so pay attention! Fish will never be picked up, so you know if you’re getting treasure or fish. So yes, you can still “fish” in empty waters, but you must grab another fish mob before getting more treasure (this can be anywhere).
Fishing enchantments work the same as before. Luck of the Sea increases the chance of good treasure. Lure increases the chances for a fish inside the yellow area to take the bait.
Conclusion
To summarize, this new fishing system finally gives fishing (and fish mobs by extent) a use. It makes fishing more strategic but also easier to understand. It even puts an end to AFK fishing. The new baits provide new uses for dirt, netherrack, and the phantom.
With the current system, Update Aquatic has made fishing redundant. This new system, instead of cowering down, takes advantage of the fish mobs to create a more engaging fishing experience.
Thanks for reading. I might not respond for a while because I've gone fishing.
If you enjoyed this thread check out a similar suggestion for improving fishing by Wolftopia. That thread focused purely on AFK fishing.
If you would like to further support this, put this banner on you signature to help spread the word. It would greatly appreciated. Make sure to scale it down. Alternatively, you can take the title picture.
List of Supporters:
I will consider you a supporter if you have no criticisms of the suggestion or if I agree with your critiques and add all of them to the suggestion. Or you can just have bolded support. If you are on this list but do not support, PM me and I will quickly fix it.
Awesome! I think everyone can agree that fishing is dull, so this will benefit everyone. I especially love the nether beetles and nightstalkers. Only suggestion I have for those critters is maybe a name tweak/change for the nightstalker, as now it sounds like another name for the phantom. Just my opinion though.
I especially like that you tied in breaking AFK fish farms into this. My only question is: Since you can still fish from empty waters (and get treasure), how is AFK fishing removed?
Awesome! I think everyone can agree that fishing is dull, so this will benefit everyone. I especially love the nether beetles and nightstalkers. Only suggestion I have for those critters is maybe a name tweak/change for the nightstalker, as now it sounds like another name for the phantom. Just my opinion though.
I especially like that you tied in breaking AFK fish farms into this. My only question is: Since you can still fish from empty waters (and get treasure), how is AFK fishing removed?
Maybe nightcrawler for the name? I was trying to think of something that fit with the rest but was also original.
AFK fishing farms technically still work, but without fish they are far less useful. Currently fish make up for 85% of all loot, so expect treasure to only happen 15% as often as it used too. Fishing rods still take damage from going in water, so you'll be wasting loads of string and sticks by spamming it. You'll also gain far less XP, so even mending rods will fall apart. Now that I'm thinking about it, I could kill AFK fishing entirely if treasure only came if you spend more than 5 seconds in the water.
The most common way you'll now get treasure is stumbling upon it, or through great patience and attention.
Maybe nightcrawler for the name? I was trying to think of something that fit with the rest but was also original.
AFK fishing farms technically still work, but without fish they are far less useful. Currently fish make up for 85% of all loot, so expect treasure to only happen 15% as often as it used too. Fishing rods still take damage from going in water, so you'll be wasting loads of string and sticks by spamming it. You'll also gain far less XP, so even mending rods will fall apart. Now that I'm thinking about it, I could kill AFK fishing entirely if treasure only came if you spend more than 5 seconds in the water.
The most common way you'll now get treasure is stumbling upon it, or through great patience and attention.
The "treasure" could also run out in a certain chunk, requiring the player to relocate if they still want to fish up nametags, enchanted books, etc.
The "treasure" could also run out in a certain chunk, requiring the player to relocate if they still want to fish up nametags, enchanted books, etc.
EDIT: Also, will you be making a support banner?
While I'd typically add anything that further kills AFK fishing, this has the counter effect of forcing good players to fish away from their bases if they want to have a chance towards treasure. Also it isn't that hard to move a fishing farm.
I was originally not going to make a banner, but considering the support so far I probably will.
Why would you try to make it more fun to catch and eat your own kind?
A common misconception. You see fishing is a gigantic conspiracy, we don't actually take the bait these genetically engineered robo-fish do. The humans think they are tasting fish, but really its just a combination of protein and their trash. The more humans fish, the less they suspect of our secret plan to overthrow them.
I fully approve of this idea. I would add that certain water blocks only hold a certain amount of treasure items you can obtain by fishing there, so you would have to move around and not sit in one place to get loot. It would completely finish off AFK fish farms, as well as add a bit more realism (eventually a certain area would no longer have anything useful, right?).
I love it. It makes fishing more strategic, breaks AFK fishing, and adds a layer of fun to the activity.
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The Meaning of Life, the Universe, and Everything.
Join Date:
8/8/2014
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Minecraft:
McNubberson
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Two things I love about this post is:
The "Idea" of bait.
The witty sense of humor and all around nature of fishg.
The idea behind the bait, should not enhance fishing area but maybe only once. Each bait should increase it to the same area. After that, the type of bait, should make it easier to fish a specific fish. I entertain this idea, because that is how it works in the real world as they say. Some baits, will chase other fish away, while baiting specific kinds. That being said, this shouldn't be about putting real world things, into a fantasy game. I do like the Idea, like I said.
Again, with this being focused off of the afk fishing issue, it is a server problem. More specifically, pvp multiplayer. Let me illustrate another issue that exists on both and single player but would be greater on servers. If you have multiple people fishing the same spot, and you have this rule of "running out," it's going to happen a lot faster. Don't see the problem, let me illustrate.
I rarely play on servers, because they limit you as is. It varies per server obviously. If I went and picked a spot next to some water (because it is what I do even on Single player survival) what would happen if someone came along and fished out my treasure? Or between me and them, it depleted quick? Add more people into that, and even quicker. I now have to move my base if I ever want to see it again.
You add in the fact on hundreds of people now trolling water sources to the point to where you have to travel way out, to even have a chance. Point is, it is not a good suggestion. How is that fair to the community? Same thing with the real fish mobs. All someone has to do is run up and slay everything in the water, or watch where you cast and go directly to that spot. This adds so much trolling to MP servers. Not to mention all the lag from all the lines of code that would have to be read in each source of water block. Luckily, fishg sees some of the potential issues.
Also, once the update hits, afk fish mob farms will be a thing, so this is literally not needed. Again, this comes down to an issue with "treasure" on multiplayer pvp servers. Which I might add was added to fishing because it's one of a couple of reasons to begin with. So everyone could get treasure. You have hundreds of people on a server, chests get looted quick.
This should have nothing to do with breaking afk farms. This was an good "idea" without it being about that.
Recap. Fish mobs should increase fishing rate. See my bait suggestions. Rods aren't totally useless, I use them all the time. It's the way I, and many many of my other friends like to fish. It's a great way to sit around and just BS about other things than just minecraft. Just like real life! Also just like real life, when we catch something "spectacular," we trade for it, it ups our economy. It also drives some server economies.
I like it, but unless modified, cannot give total support.
Even though I like most of your suggested changes regarding the fishing-system, I'm not fully on board with adding four new items just for fishing. I would rather see items already in the game getting aditional features instead of adding new ones. For example you could maybe replace worms and bread crumbs with different seeds and netherbeetles with netherwarts and nightstalkers with chaurusfruits.
That's a good point. Right now there isn't much of a point behind getting say beetroot when there's wheat. Adding their seeds as bait would solve this issue. On the other hand, bugs are a common bait irl and worms would give a use for dirt. I'll make a poll to see what people think.
I fully approve of this idea. I would add that certain water blocks only hold a certain amount of treasure items you can obtain by fishing there, so you would have to move around and not sit in one place to get loot. It would completely finish off AFK fish farms, as well as add a bit more realism (eventually a certain area would no longer have anything useful, right?).
This is also a hard decision, but while it does make more sense this might be annoying to those who want to fish by their base. As McNubberson points on servers fishing would become quite difficult.
Recap. Fish mobs should increase fishing rate. See my bait suggestions. Rods aren't totally useless, I use them all the time. It's the way I, and many many of my other friends like to fish. It's a great way to sit around and just BS about other things than just minecraft. Just like real life! Also just like real life, when we catch something "spectacular," we trade for it, it ups our economy. It also drives some server economies.
While some baits repelling fish and others not would be interesting, Minecraft doesn't seem to have a preference over fishes. If I catch a salmon I wouldn't really care that it wasn't cod- they both serve the same purpose. If there was more variety between fishes this would be a very interesting system, but as it stands I don't see how this would work for the average player. Since each fish species lives in a different ocean biome, this can still play out to a limited extent with villager trading. For example, a taiga villager requests a tropical fish, so you venture to a warm ocean and fish for one.
Remember the chances of getting treasures are per person, so even everyone was fishing in the same pond they would still all have an equal chance of getting something (not very realistic, but gameplay is more important). Now that I'm thinking about it, fish mobs will need to be more common. Every lake or river should have them.
As for trollers attacking the fish coming to the bobber, I haven't thought of this before. Fish are faster and the distance is quite short, but I can see someone trolling. If that happens remember that you'd be close to the troll and they'd have wade through the water, so just attack them. This could be fixed if the fish had more health, but that might be too unrealistic.
I suppose you could get a friend to sit by the bobber and share the fish. That way you keep your bait. But your rod would be taking damage as would your friend's sword (which would be better spent against mobs). And you wouldn't get an XP out of it.
Bait could also have a limited duration of how long it works before you need to recast to fix the method of 1 player baiting fish and the other killing them. The effect for bait could last 30 to 45 seconds, or if you catch a fish before that long the bait is used up. If you actually have fish near your bobber 30 seconds should be more than enough time to get a bite.
I don't know if I like the idea of calling the Nightstalkers Nightcrawlers, since a nightcrawler is a real life large worm used for fishing that looks like your Worm item already. Perhaps since it lives on the phantom it could be a Phantom Tail since Phantoms have small tails already and using part of an animal as bait is common (like using frog legs or even a whole frog as bait).
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ERGHH!!!! I HATE YOU!!!! Nah, just kidding. But seriously! I was just about done with my suggestion that was going to be called fishing overhaul. Here, look at this. i hope you add some of these ideas into the OP:
Fishing Overhaul
As of right now, there are machines known as AFK fish farms which are way too overpowered to exist. A lazy player could leave there player online fishing as they sleep in real life. In a few days, they’d be set with enchants for life. One who is not knowledgeable could argue that iron farms are just as overpowered, but don’t forget the time it takes to make a fishing farm versus an iron farm. Another stubborn one could argue that using fishing farms are a part of their grindy playstyle and that it should not be prohibited, but keep in mind that fish farms aren’t a playstyle. It’s a broken feature. IMPORTANT: Fish appear in the form of mobs in upcoming 1.13. Also, Notches’ original intention was to make fish mobs, not items. Movement
As you all probably know, fishing is now even more useless because fish can be killed without actually fishing them. The generic.movementSpeed of every single fish is going to be 0.7 just like a squid besides the pufferfish which will be 0.5, the speed works differently based on whether the fish is in or out of water. I will not be changing the speed of fish on land. However, each fish has special abilities so it won’t get killed. Salmon
When attacked, they move three times as fast as regular. They also perform an exclusive escape strategy. They swerve up and down very quickly to dodge any attacks. (To provide protection from ranged weapons) Cod
When attacked, they move three times as fast as regular. Their exclusive escape strategy is similar to the salmon. They swerve from side to side very quickly. Tropical Fish
When attacked, they move three times as fast as regular. Their exclusive escape strategy might not be the most realistic, but it makes some sense. They will rush towards and past you and take away 4 breath bubbles (-1 oxygen bubble for every level of respiration). It’s as if they are stealing your breath. Pufferfish
When approached, as you know, they will puff up. They do 4 damage in this form. I would like it so they give poison 1 for 7 seconds only in normal mode. They would give poison 1 for 12 seconds on hard. (Just like a cave spider) However, if damaged, even with a ranged weapon, they will let out an aura of poison exactly like a lingering potion of poison. This is the same with creepers with potion effects. (they let out a lingering potion when and if they explode). Mechanics
Fishing works differently. This change might provoke the Minecraft veterans so… wait… actually… it won’t… because fishing is useless. Sure, even I sometimes find it fun to sit and wait to catch a fish just for the sake of saying I did, but is it really that useful when you could’ve killed a sheep much quicker. Both salmon and cod fill three food points when cooked. Plus, people are more interested in the treasure. With that being said, items will not just magically poof out of thin air. All fish are attracted to the entity called the fishing_bobber with a detection rate of 2 blocks. I think and hope this will break AFK fish farms. Unlike other mobs, fish are much easier to reel in. They get pulled to you. All fish wait around six seconds before actually grabbing the bobber. Salmon & Cod
Raw calamari as I stated in my 6 new features of squids suggestion can be used with a fishing rod like arrows are used with the bow to bait in fish. Choose a specific bait by putting it in your offhand. Salmon and cod are attracted from 8 blocks rather than 2 with raw calamari. Worms and cod are other options for bait that do the exact same thing. Pufferfish
Clams have a 5% of dropping when sand is broken in a beach or ocean biome. (So the player won’t be confused on how a clam ended up in the dessert). A pufferfish is attracted to clams from 8 blocks rather than 2. Tropical Fish
Worms are the only things that a tropical fish is attracted to. They increase the attraction from 2 blocks to 5. A tropical fish can be traded with a fisherman villager for an emerald.
Also, I would suggest that fish don't drop as items when caught with a fishing rod because:
1. This would allow the player to use a water bucket to get a bucket of fish for their aquarium
2. You should be able to fill a bucket with up to 6 fish because that's what real fishermen do. It would be easier to kill fish this way as well.
3. This would be realistic because the player would have to kill the fish (change the hit points to 4 instead and their easy to kill because they just flop around)
The fishing block isn't necessary because an entity called the fishing bobber will be added in upcoming 1.13
Also, I would suggest that fish don't drop as items when caught with a fishing rod because:
1. This would allow the player to use a water bucket to get a bucket of fish for their aquarium
2. You should be able to fill a bucket with up to 6 fish because that's what real fishermen do. It would be easier to kill fish this way as well.
3. This would be realistic because the player would have to kill the fish (change the hit points to 4 instead and their easy to kill because they just flop around)
The fishing block isn't necessary because an entity called the fishing bobber will be added in upcoming 1.13
I can feel your pain while reading. Must suck, I guess great minds think alike.
For your suggestions, I think it would be simpler to have the item come right to you. It sounds tedious having to attack the fish on land as if flops around. But the bucket issue is something I haven't thought of. How about fish in a bucket can be crafted with a fish item and a water bucket? That way you can easily get the fish into a bucket without making it too complicated. Fish can stay alive without water for a limited time irl, so maybe we can bend realism a bit.
Yes, the bobber at the end of a fishing line is an entity and is what "catches" fish. 1.13 is only adding a proper entity ID to them (previously displayed as "unknown" since they had no proper name) and they will most likely otherwise behave exactly the same.
As far as changes to fishing go, anything that breaks AFK fishing farms is good, and if Mojang does this they should not listen to the players who complain about it (as they did when they made iron golems/zombie pigmen no longer drop resources unless killed by the player - at the least you should have to work to get resources if not by the "normal means; i.e. mining. If anything, the vanilla "treasure" enchantments are not really such; in my own mod I added a couple enchantments which can only be found in naturally generated chests; this does not include Mending (only restricted from the table) but my version of Mending simply replaces the ability to just rename an item to keep the repair cost down, not automatically repairing items with XP you pick up, and the repair costs significantly limit how many enchantments you can put on an item).
I can feel your pain while reading. Must suck, I guess great minds think alike.
For your suggestions, I think it would be simpler to have the item come right to you. It sounds tedious having to attack the fish on land as if flops around. But the bucket issue is something I haven't thought of. How about fish in a bucket can be crafted with a fish item and a water bucket? That way you can easily get the fish into a bucket without making it too complicated. Fish can stay alive without water for a limited time irl, so maybe we can bend realism a bit.
Ya, maybe they should flop around for like 2 seconds and then start dying. They shouldn't move very fast either. This way, it wouldn't be such a pain and if you wanted a bucket of fish, you can just right click with a water bucket. Oh ya, and thanks for considering my ideas
Yes, the bobber at the end of a fishing line is an entity and is what "catches" fish. 1.13 is only adding a proper entity ID to them (previously displayed as "unknown" since they had no proper name) and they will most likely otherwise behave exactly the same.
As far as changes to fishing go, anything that breaks AFK fishing farms is good, and if Mojang does this they should not listen to the players who complain about it (as they did when they made iron golems/zombie pigmen no longer drop resources unless killed by the player - at the least you should have to work to get resources if not by the "normal means; i.e. mining. If anything, the vanilla "treasure" enchantments are not really such; in my own mod I added a couple enchantments which can only be found in naturally generated chests; this does not include Mending (only restricted from the table) but my version of Mending simply replaces the ability to just rename an item to keep the repair cost down, not automatically repairing items with XP you pick up, and the repair costs significantly limit how many enchantments you can put on an item).
Oh ok. But I still think that entities could be coded to be attracted to the fishing_bobber.
---------------------=-------------------
Fishing has always been an awkward part of the game. There are three ways to get food- hunting, fishing, and farming. But while hunting and farming each have their own set of advantages, fishing is pointless. Animal spawn more commonly, drop more meat, and killing them is much quicker. Crops may take time, but you can do something else while they grow and once you have them are a reliable source of food forever. Fishing forces you to stand by and do nothing, forever waiting for the next “fish” to come. Even if you do it right, you might get an old boot! You can get enchanted books, but it’s much more fun to raid dungeons. It’s only legitimate use was to get the fish item, which I guess was something.
But now with Update Aquatic fishing loses it’s one use. Why wait for fish to come to you when you can just jump into the ocean and kill a fish with a sword? Fishing rods are now 100% useless.
But believe it or not, I think fish mobs may help fishing. Having actual fish helps with the realism and makes it simpler. The whole system was flawed form the start, we must completely redesign it.
The New System
When a fish hook is sent out, the water blocks it lands on is detected. This is the “hook block”. Instead of creating “fish” randomly, the hook block will attract fish mobs already in the area. The fish mobs may head over and “take the bait”. They will tug the bobber for 2 seconds, and if the player right clicks during this timeframe they will despawn and become items. This solves multiple issues:
Red concrete is the water block where the bobber lands. The yellow area is where fish might take the bait. Fish not in the red or yellow zones will not be attracted to the bobber, unless they swim into the zone. This applies on the y axis as well.
Baits
As it stands, the range of a fishing rod is very small. You can increase the range by adding bait to your rod. Bait acts like arrows, when you right click your rod with some bait in your inventory the bait is automatically added to the rod. If you do not attract any fish, you will keep your bait- but if a fish grabs the hook and you don’t pull it in time the bait will be lost.
While you could fish without anything, it’s much more efficient to use bait. The first bait is very easy to find, with each bait progressively harder to obtain.
Worms
Worms are the universal bait, and in Minecraft serve as the first, most common bait. The average player will use worms, while the later baits are for advanced fishermen. Worms can be found by destroying dirt blocks, at the same chance as flint with gravel. Worms do not replace the dirt block, so you are guaranteed to get your dirt back.
Right now, dirt doesn’t have a use. Worms would change that.
Seeds
All those excess seeds desperately need a use. Seeds will upgrade the range of the rod by one block.
Nether Beetles
How these beetles made it to the Nether, we will never know. What we do know is they found a way to thrive there. Nether Beetles can be found rarely when Netherrack is destroyed, half as often as worms do with dirt. They can also be found in soul sand, a bit more common that netherrack but still rare. As they are rather hard to obtain, nether beetles are only used by the most dedicated fishermen.
or..
Nightcrawler
The greatest bait in the game, the mysterious nightcrawler increases the radius of your fishing rod to 5 extra blocks. But getting one isn’t easy- you’ll have to confront a phantom!
Phantoms only drop these 75% of the time, so don’t expect to have these in bulk. If Mojang adds a new drop for the Phantom, Nightcrawlers can instead be found in End City chests.
Treasure
Treasure stays roughly the same. At random intervals, the bobber will drop down (but the bobber must be in the water for more than 5 seconds). If you right click during this time you will pick up treasure. It might be hard to see, so pay attention! Fish will never be picked up, so you know if you’re getting treasure or fish. So yes, you can still “fish” in empty waters, but you must grab another fish mob before getting more treasure (this can be anywhere).
Fishing enchantments work the same as before. Luck of the Sea increases the chance of good treasure. Lure increases the chances for a fish inside the yellow area to take the bait.
Conclusion
To summarize, this new fishing system finally gives fishing (and fish mobs by extent) a use. It makes fishing more strategic but also easier to understand. It even puts an end to AFK fishing. The new baits provide new uses for dirt, netherrack, and the phantom.
With the current system, Update Aquatic has made fishing redundant. This new system, instead of cowering down, takes advantage of the fish mobs to create a more engaging fishing experience.
Thanks for reading. I might not respond for a while because I've gone fishing.
If you enjoyed this thread check out a similar suggestion for improving fishing by Wolftopia. That thread focused purely on AFK fishing.
If you would like to further support this, put this banner on you signature to help spread the word. It would greatly appreciated. Make sure to scale it down. Alternatively, you can take the title picture.
List of Supporters:
I will consider you a supporter if you have no criticisms of the suggestion or if I agree with your critiques and add all of them to the suggestion. Or you can just have bolded support. If you are on this list but do not support, PM me and I will quickly fix it.
Awesome! I think everyone can agree that fishing is dull, so this will benefit everyone. I especially love the nether beetles and nightstalkers. Only suggestion I have for those critters is maybe a name tweak/change for the nightstalker, as now it sounds like another name for the phantom. Just my opinion though.
I especially like that you tied in breaking AFK fish farms into this. My only question is: Since you can still fish from empty waters (and get treasure), how is AFK fishing removed?
Check out my suggestions! Here is one of them:
Maybe nightcrawler for the name? I was trying to think of something that fit with the rest but was also original.
AFK fishing farms technically still work, but without fish they are far less useful. Currently fish make up for 85% of all loot, so expect treasure to only happen 15% as often as it used too. Fishing rods still take damage from going in water, so you'll be wasting loads of string and sticks by spamming it. You'll also gain far less XP, so even mending rods will fall apart. Now that I'm thinking about it, I could kill AFK fishing entirely if treasure only came if you spend more than 5 seconds in the water.
The most common way you'll now get treasure is stumbling upon it, or through great patience and attention.
The "treasure" could also run out in a certain chunk, requiring the player to relocate if they still want to fish up nametags, enchanted books, etc.
EDIT: Also, will you be making a support banner?
Check out my suggestions! Here is one of them:
Why would you try to make it more fun to catch and eat your own kind?
While I'd typically add anything that further kills AFK fishing, this has the counter effect of forcing good players to fish away from their bases if they want to have a chance towards treasure. Also it isn't that hard to move a fishing farm.
I was originally not going to make a banner, but considering the support so far I probably will.
A common misconception. You see fishing is a gigantic conspiracy, we don't actually take the bait these genetically engineered robo-fish do. The humans think they are tasting fish, but really its just a combination of protein and their trash. The more humans fish, the less they suspect of our secret plan to overthrow them.
With this suggestion, is AFK fishing still possible?
This idea is great!
Support
I fully approve of this idea. I would add that certain water blocks only hold a certain amount of treasure items you can obtain by fishing there, so you would have to move around and not sit in one place to get loot. It would completely finish off AFK fish farms, as well as add a bit more realism (eventually a certain area would no longer have anything useful, right?).
Support, with a bit of tweaking.
I love it. It makes fishing more strategic, breaks AFK fishing, and adds a layer of fun to the activity.
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Does everything it needs to do and more.
Complete Support!
(Oh, and perhaps Nightcrawlers would actually be a more appropriate name for what is essentially a parasite?)
Two things I love about this post is:
The "Idea" of bait.
The witty sense of humor and all around nature of fishg.
The idea behind the bait, should not enhance fishing area but maybe only once. Each bait should increase it to the same area. After that, the type of bait, should make it easier to fish a specific fish. I entertain this idea, because that is how it works in the real world as they say. Some baits, will chase other fish away, while baiting specific kinds. That being said, this shouldn't be about putting real world things, into a fantasy game. I do like the Idea, like I said.
Again, with this being focused off of the afk fishing issue, it is a server problem. More specifically, pvp multiplayer. Let me illustrate another issue that exists on both and single player but would be greater on servers. If you have multiple people fishing the same spot, and you have this rule of "running out," it's going to happen a lot faster. Don't see the problem, let me illustrate.
I rarely play on servers, because they limit you as is. It varies per server obviously. If I went and picked a spot next to some water (because it is what I do even on Single player survival) what would happen if someone came along and fished out my treasure? Or between me and them, it depleted quick? Add more people into that, and even quicker. I now have to move my base if I ever want to see it again.
You add in the fact on hundreds of people now trolling water sources to the point to where you have to travel way out, to even have a chance. Point is, it is not a good suggestion. How is that fair to the community? Same thing with the real fish mobs. All someone has to do is run up and slay everything in the water, or watch where you cast and go directly to that spot. This adds so much trolling to MP servers. Not to mention all the lag from all the lines of code that would have to be read in each source of water block. Luckily, fishg sees some of the potential issues.
Also, once the update hits, afk fish mob farms will be a thing, so this is literally not needed. Again, this comes down to an issue with "treasure" on multiplayer pvp servers. Which I might add was added to fishing because it's one of a couple of reasons to begin with. So everyone could get treasure. You have hundreds of people on a server, chests get looted quick.
This should have nothing to do with breaking afk farms. This was an good "idea" without it being about that.
Recap. Fish mobs should increase fishing rate. See my bait suggestions. Rods aren't totally useless, I use them all the time. It's the way I, and many many of my other friends like to fish. It's a great way to sit around and just BS about other things than just minecraft. Just like real life! Also just like real life, when we catch something "spectacular," we trade for it, it ups our economy. It also drives some server economies.
I like it, but unless modified, cannot give total support.
That's a good point. Right now there isn't much of a point behind getting say beetroot when there's wheat. Adding their seeds as bait would solve this issue. On the other hand, bugs are a common bait irl and worms would give a use for dirt. I'll make a poll to see what people think.
It is no longer possible. The bobber must be in the water for more than 5 seconds for a chance of treasure (which only occurs 15% of the time now).
This is also a hard decision, but while it does make more sense this might be annoying to those who want to fish by their base. As McNubberson points on servers fishing would become quite difficult.
Good point, I'm changing that now.
While some baits repelling fish and others not would be interesting, Minecraft doesn't seem to have a preference over fishes. If I catch a salmon I wouldn't really care that it wasn't cod- they both serve the same purpose. If there was more variety between fishes this would be a very interesting system, but as it stands I don't see how this would work for the average player. Since each fish species lives in a different ocean biome, this can still play out to a limited extent with villager trading. For example, a taiga villager requests a tropical fish, so you venture to a warm ocean and fish for one.
Remember the chances of getting treasures are per person, so even everyone was fishing in the same pond they would still all have an equal chance of getting something (not very realistic, but gameplay is more important). Now that I'm thinking about it, fish mobs will need to be more common. Every lake or river should have them.
As for trollers attacking the fish coming to the bobber, I haven't thought of this before. Fish are faster and the distance is quite short, but I can see someone trolling. If that happens remember that you'd be close to the troll and they'd have wade through the water, so just attack them. This could be fixed if the fish had more health, but that might be too unrealistic.
I suppose you could get a friend to sit by the bobber and share the fish. That way you keep your bait. But your rod would be taking damage as would your friend's sword (which would be better spent against mobs). And you wouldn't get an XP out of it.
That's exactly what I am saying. I like the "idea" but right now in raw form, it has ironing out to do. Cheers.
Bait could also have a limited duration of how long it works before you need to recast to fix the method of 1 player baiting fish and the other killing them. The effect for bait could last 30 to 45 seconds, or if you catch a fish before that long the bait is used up. If you actually have fish near your bobber 30 seconds should be more than enough time to get a bite.
I don't know if I like the idea of calling the Nightstalkers Nightcrawlers, since a nightcrawler is a real life large worm used for fishing that looks like your Worm item already. Perhaps since it lives on the phantom it could be a Phantom Tail since Phantoms have small tails already and using part of an animal as bait is common (like using frog legs or even a whole frog as bait).
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Support, I find
But I see you are using scarab texture from Fossils and Archeology mod. I decided to draw brand-new texture for the Nether Bug!
Also... maybe some little changes in description?
This bug is usually found in soul sand, and rarely in netherrack.
Why soul sand? Well, because I think it's easier to dig there...
There was an edgy statement on "skeletons and zombies being undead humans" but I erased it lol
ERGHH!!!! I HATE YOU!!!! Nah, just kidding. But seriously! I was just about done with my suggestion that was going to be called fishing overhaul. Here, look at this. i hope you add some of these ideas into the OP:
Also, I would suggest that fish don't drop as items when caught with a fishing rod because:
1. This would allow the player to use a water bucket to get a bucket of fish for their aquarium
2. You should be able to fill a bucket with up to 6 fish because that's what real fishermen do. It would be easier to kill fish this way as well.
3. This would be realistic because the player would have to kill the fish (change the hit points to 4 instead and their easy to kill because they just flop around)
The fishing block isn't necessary because an entity called the fishing bobber will be added in upcoming 1.13
I just remembered I hadn't thanked everyone for their feedback, so thanks for the feedback.
Good eye, and thanks for the image. I will add it as an alternate image of the nether beetle. I will also include soul sand.
I can feel your pain while reading. Must suck, I guess great minds think alike.
For your suggestions, I think it would be simpler to have the item come right to you. It sounds tedious having to attack the fish on land as if flops around. But the bucket issue is something I haven't thought of. How about fish in a bucket can be crafted with a fish item and a water bucket? That way you can easily get the fish into a bucket without making it too complicated. Fish can stay alive without water for a limited time irl, so maybe we can bend realism a bit.
Actually, they added that long, long ago, as in probably when they added fishing rods in Alpha:
https://minecraft.gamepedia.com/Fishing_Rod#Fishing_Hook
From 1.6.4 source:
Yes, the bobber at the end of a fishing line is an entity and is what "catches" fish. 1.13 is only adding a proper entity ID to them (previously displayed as "unknown" since they had no proper name) and they will most likely otherwise behave exactly the same.
As far as changes to fishing go, anything that breaks AFK fishing farms is good, and if Mojang does this they should not listen to the players who complain about it (as they did when they made iron golems/zombie pigmen no longer drop resources unless killed by the player - at the least you should have to work to get resources if not by the "normal means; i.e. mining. If anything, the vanilla "treasure" enchantments are not really such; in my own mod I added a couple enchantments which can only be found in naturally generated chests; this does not include Mending (only restricted from the table) but my version of Mending simply replaces the ability to just rename an item to keep the repair cost down, not automatically repairing items with XP you pick up, and the repair costs significantly limit how many enchantments you can put on an item).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Ya, maybe they should flop around for like 2 seconds and then start dying. They shouldn't move very fast either. This way, it wouldn't be such a pain and if you wanted a bucket of fish, you can just right click with a water bucket. Oh ya, and thanks for considering my ideas
Oh ok. But I still think that entities could be coded to be attracted to the fishing_bobber.