Description
This mod will automatically reel in and recast your fishing rod when you catch a fish. Just cast the fishing rod one time into the water and let the mod do the rest.
Usage
• Configurable key (V by default) to open a GUI for changing individual settings.
• Very simple to use, just cast the fishing rod into the water once, and it will automatically reel in at the correct time and recast after a couple second wait.
• Enable Autofish - Toggles the entire mod on or off.
• Enable MultiRod - After using up a rod, it will try to auto switch to the next one in your hotbar if it exists, so you can fish for extended periods of time with multiple rods. (Switches to the first rod in your hotbar after each reel)
• Enable Break Protection - Ignores fishing rods once they are almost broken. This is useful if you have an enchanted fishing rod and you don't want it to break.
Videos and Images:

Review thanks to Wipper (A bit outdated but it shows the core functionality):
Installation
For 1.14 and later:
1. Install the Fabric Mod Loader (Click "Vanilla" if you use the standard launcher).
2. Download the Fabric API and place the .jar file in the /.minecraft/mods/ folder.
3. Download Autofish and place the .jar file in the /.minecraft/mods/ folder.
4. Launch Minecraft using the Fabric profile.
For 1.13.2:
1. Install Rift Mod Loader for 1.13.2. (See under "Using the Minecraft Launcher"). Run the downloaded jar to install it.
2. Download Autofish and place the .jar file in the /.minecraft/mods/ folder.
3. Launch Minecraft using the Rift profile.
For 1.12.2 and earlier:
1. Install LiteLoader.
Click here for LiteLoader downloads
2. Download Autofish and place the .litemod file in the /.minecraft/mods/ folder. Do not change the extension from .litemod or it will not load.
3. Launch Minecraft using the LiteLoader profile.
Download:
Click here to download on CurseForge
Older Versions:
Download Autofish 0.5.0 for [1.9.4] [1.9]
• Updated to Minecraft 1.9
Download Autofish 0.4.9 for [1.8] [1.7.10]
• Fixed multirod not switching after rod break
• Added alternate options menu in the LiteLoader config panel for those who want to disable the dedicated keybind
• Added mod compatibility for Mariculture and added Mariculture fishing rods to the config file by default
Autofish 0.4.8 for 1.8
• Updated to Minecraft 1.8
• Added Aquaculture rods to config by default
Autofish 0.4.7 for 1.7.10
• Fixed compatibility with Aquaculture and other mods
• Added delay between ClearLag recasts
Autofish 0.4.6 for 1.7.10
• Added a slight delay after the ClearLag message is displayed
• Added option to change recast delay time in the config file
Autofish 0.4.5 for 1.7.10
• Fixed a bug where it would only autofish in the overworld while in singleplayer
• Removed recaster - it was unnecessary and confused users
• Can now recast upon seeing a message in chat (such as the message displayed when the ClearLag plugin removes fish hook entities) - the regex can be configured in the config file, but by default it's set to the ClearLag's default message
Autofish 0.4.4 for 1.7.10
• Fixed a bug where Multirod "no break mode" would keep using the last fishing rod and let it break - now it stops fishing after reeling in if no suitable rod is found - Note: If the player manually casts using an almost broken fishing rod, the mod will still use it for one catch; the check is performed after a fish is reeled in.
Autofish 0.4.3 for 1.7.10
• Update to 1.7.10
• Added an option for MultiRod to ignore fishing rods after they're almost broken
• Slight improvement to singleplayer detection
Download Autofish 0.4.2 for [1.7.2]
• Added support for different types of fishing rods added through other mods (such as Extended Workbench). Note: In many cases the rods will work without modifying anything, otherwise you'll need to add the fishing rod ID (the one you would use with the /give command) to the config file manually. If you use a mod that adds a fishing rod and it's not working, let me know and I can try to develop a workaround.
Autofish 0.4.1 for 1.7.2
• Fixed it not detecting catches when the rod visually rises above the water in SMP after being casted
• Fixed ClientPermissions support
Autofish 0.4.0 for 1.7.2
• Update to Minecraft 1.7.2 - fishing rod enchantments, new fish, and rare catches!
• Completely rewritten detection, works extremely well now for both singleplayer and SMP - much better than before
• Default key to "V"
• Added option to toggle rod switching (multirod)
• New GUI look
• Removed adding of extra rod IDs (Mojang is moving away from the numerical ID system so this won't really be viable later on, however a new implementation will be made later)
• Removed particle spawning (annoying and unnecessary)
• Removed the GUI tooltips (will probably re-add these later)
Download Autofish 0.3.2 for [1.6.4]
• Update to Minecraft 1.6.4
• Update 7/3/2014: improved singleplayer detection
Download Autofish 0.3.1 for [1.6.2]
Latest changes:
• Ability to add more IDs for fishing rods, for use with other mods which add new variations of the fishing rod
Autofish 0.3 for 1.6.2
• Update to Minecraft 1.6.2
• Hovering your mouse over a button in the GUI will show helpful information about what the button does
• Attempts to detect messages from plugins such as ClearLag that delete the hook entity and recast. By default it detects the default ClearLag message.
• Many code changes
Download Autofish 0.2.3 [1.5.2]
• More code cleanup, especially in options file handling
• Moved the options file to /mods/Autofish/, the old one can be deleted if you have it
• The reel animation should now show for you when it casts (it always showed for everyone else, just not client side)
• Minor performance tweaks
Autofish 0.2.2 for 1.5.2
• Rod switching should work now
• Hopefully made it a little more accurate by tweaking current method
• Added a nifty little feature that spawns some particles when it auto catches a fish (Client side), useful for knowing whether it was a recast or catch attempt, debugging, and just looking cool

Autofish 0.2.1 for 1.5.2
• Fixed the recaster, should work as expected now
• Added ability to change the time between recasts, default 45 seconds (currently only from the options file, will be available from the GUI eventually) note: time is in milliseconds in the file
Autofish 0.2 for 1.5.2
• Added a settings GUI (the button will open the GUI rather than toggle autofish) to toggle individual settings much more easily
Autofish 0.1.1 for 1.5.2
• Code cleanup
• Added recaster - if you don't catch a fish within a minute or so, it will recast
Autofish 0.1 for 1.5.2
• First release
FAQ
It's not reeling in any fish.
• Make sure the mod is loaded and enabled. Press V (by default) in game and ensure Enable Autofish is ticked
• If in multiplayer, try the sound detection option. Some servers change hook mechanics in strange ways. Server lag can also have an effect.
• Check for any errors in the logs (or upload them here if you're unsure)
• If all else fails, ask for help in the comments and be as detailed as possible. Is the mod responding at all? Does it work and then stop working after some time? If in multiplayer, does it work in singleplayer and vice-versa? Do you use an unconventional fishing setup?
Can I add your mod to my modpack?
Yes, you may redistribute this mod in the form of a modpack. Credit is appreciated
How can I get around a lag clearing plugin deleting the fish hook?
You need to change the chat pattern in the options to a regular expression that matches the message sent when entities are cleared. If you need any help, just ask in the comments and provide a screenshot or exact text of the message your server sends.
I am a server administrator and would like to disable this mod on my server. How can I do this?
For 1.12.2 and earlier, this mod supports ClientPermissions. Follow the instructions and add it to your server to prevent players from using the mod.
1
Thank you so much for updating! This makes my Minecraft life so much better. You are a true hero.
1
No worries, I hope real life is going well
1
I'm not seeing 1.11.2 on Curse, am I possibly doing something wrong?
Edit: saw your comment on Curse, sounds like it's still going through the review process, thank you
1
Yep, I had the same problem happen. Just edit the json file in: .minecraft/config/XRay.json
4
You trying to get on to 2b2t?
1
Thank you. So the general case of getting string values from relative commands (i.e. @a, @p, @e, and @r) and using those values within a JSON definition is not currently available. Where is the best place to submit such a request? Is there such a place?
1
http://www.minecraft...0#entry23439148
And if you don't want to go shoving things into the minecraft jar, then use the library install method I posted here:
http://www.minecraft...0#entry23444955
Yes it does, please follow my guides
Yes, and thank you so much for this. Building concealed redstone without xray can be quite frustrating.
Any news on fixing the bugs with mod_cjb_cheats? It still doesn't allow me to place a hopper on another hopper, or any other placement that requires shft+click in single player.
1
1
Do NOT use spaces in the name you choose.
That means no spaces in the folder name, no spaces in the jar name, not spaces in the json name, and no spaces in the ID field inside the json file (all 4 of those things should match, anyway: folder, jar, json, ID).
Honestly, it's really easy. You think the old way is easy because it's what you know. As soon as you learn how easy this new method is, I'll think you'll like it even better. You can have separate modded jar files for different setups all coexisting and hot swappable.
After you copy the folder and do all the renaming and modifying, make sure you restart the launcher if you had it open. When the launcher starts, it checks that versions folder and looks for new folders. Also, all that renaming you did needs to be a perfect match and none of them can have spaces.
This is NOT something you need to do. In fact, you're better off deleting that folder. The launcher recreates it every time and should delete it ever time you quit Minecraft.
Finally, the time and releaseTime fields in the JSON file are used to decide what should be opened for the (Latest) profile. So I recommend (and Forge does this for you) setting the releaseTime to this way it will get out of the way of official releases.
5
You DO NOT need Magic Launcher. You can do this with the current official launcher.
I'm going to go over the current install for 1.6.2 Forge CJB. If anyone is having trouble, I got it working including XRay and am happy to help out.
Checklist (order matters!)
First, get the required Forge version from the official site:
http://www.minecraft...ic,10075.0.html
At that link, there is also a video explaining how to install Forge. Follow that video, it is correct for Windows, Mac, and Linux (haven't tested Linux, but did test Windows and Mac). You will be using the new Forge jar installer, it works just fine.
For convenience, here is the direct link to the jar installer I used, works on Windows, Mac, and Linux:
http://files.minecra...-9.10.0.789.jar
Run Forge Once
Once installed, open the official Minecraft launcher and select the new Forge profile. Launch Minecraft from this profile now, this is important. Forge needs to be run once before you proceed. It will download a few more files it needs. Once you have launched Minecraft and seen that Forge installed properly, you can exit Minecraft and exit the Minecraft launcher.
Install CJB Mods
Now you'll want to grab the required version of CJB Mods from Harrion_TOM. It's in the first post of this thread, but here is the link for convenience (it says 1.6.1 in the zip file title, but it is for 1.6.2 as well):
http://www.mediafire...1.6.1-forge.zip
Unzip that and follow the folder instructions. I'll repeat them here to help clarify.
Inside the "Put in Minecraft Folder" you'll find a mods folder. Copy that folder to your minecraft folder. For Windows it's %appdata%/.minecraft, for Mac it's ~/Library/Application\ Support/minecraft, and for Linux it's ~/.minecraft
The texture folders you'll need to merge with a resource pack. More information about this is in the FAQ below.
For XRay (optional), you'll need to open your minecraft folder (same place where you put the mods folder), open the "versions" folder, open the "1.6.2-Forge9.10.0.789" folder, and inside you'll find a jar. That's the jar you'll put the contents of CJB.zip into.
IMPORTANT: If you choose to add the XRay files, you must delete the META-INF folder inside the jar.
Add PlayerAPI Mod
Download the PlayerAPI from the official thread:
http://www.minecraft...api-player-api/
I used the Forge 1.1 version:
http://www.mediafire...kbaczl7o0be6h86
This will give you a zip file containing a PlayerAPI.jar, place that jar in your "mods" folder inside your "minecraft" folder.
Modify JVM Arguments
Now for the important part. This is technically optional, as you only need to do this if you modified the minecraft jar which you would only have done if you did the optional XRay step. However, I don't like Forge checking my jar, it's mine and I get to decide what I do with it, not Forge. So here is how you tell Forge to get its sticky fingers off your jar.
Again, you DO NOT need Magic Launcher. Instead, open the current official Minecraft launcher. Make sure the Forge profile is selected. Click "Edit Profile" and look for the "JVM Arguments" checkbox at the bottom. Check that box. Then, change the arguments from to
If yours did not say "-Xmx1G" just copy whatever yours was and replace in the above instructions.
Here is a picture of my profile with the proper settings:
Save the profile changes and then go ahead and play Minecraft. The CJB mods as updated by Harrison_TOM should now be working perfectly.
They are working for me following these steps, so if you are having trouble just send me a message and I'll be happy to help.
FAQ
Q: After installing CJB Mods, I select the Forge profile but Minecraft won't launch.
A: You need to make sure you properly modified your JVM Arguments. Forge now tries to validate your minecraft jar, and if you modified it then it won't launch. The JVM Arguments are what prevent this check and allow Minecraft to launch.
Q: The radar and other menu items appear pink and black
A: Two things can cause this. You didn't merge the texture assets in with your resource pack properly, or you didn't change your resource pack in game to your modified resource pack. If you feel you merged properly and did change your Minecraft settings to use the modified resource pack, try restarting Minecraft after you have selected your modded resource pack. Having it set at launch instead of during game has helped some. Others have found that setting the resource pack at the title screen options menu instead of the in-game options menu also helps.
Q: Can you provide a pre-modded resource pack?
For those who want the default experience, here is a CJB modded default pack:
http://www.mediafire...defaultpack.zip
Here is the CJB modded version of 32x32 Faithful which I am using:
http://www.mediafire...thful32pack.zip
Q: What if I just want to modify the default resources?
You will first need to make a resource pack from the default resources and then modify that.
minecraft folder
Windows: %appdata%/.minecraft
Mac: ~/Library/Application\ Support/minecraft
Linux: ~/.minecraft
1. Go to your minecraft folder
Locate two folders:
'assets' - Contains the sounds and icons
'versions'
2. Open the 'versions' folder
3. Open the '1.6.2' folder
4. Copy '1.6.2.jar' and rename it '1.6.2.zip'
5. Open the .zip file.
6. Locate and copy the following:
assets* (folder)
pack.mcmeta
pack.png
7. Inside the 'assets' folder is a folder named 'minecraft' and in it are the textures and sounds
*not the same as the before mentioned 'assets'. Both are needed.
PUTTING TOGETHER A RESOURCE PACK
1. Make a new folder and open it.
2. Place the pack.mcmeta and pack.png inside the folder.
3. Make another new folder and name it 'assets'. Open this folder.
4. Inside 'assets' create another folder and name it "minecraft'. Open 'minecraft'.
5. Inside 'minecraft' move the 'font', 'icons', 'lang', 'music', 'records', 'sound', 'texts', and 'textures' folders from the two earlier assets folders.
Q: Can I add Optifine to this install?
A: Yes. First follow the above instructions for installing Forge and CJB Mods, then follow the instructions for installing Optifine.
Download Optifine from the official site:
http://optifine.net/downloads.php
I used 1.6.2 HD B3:
http://optifine.net/...1.6.2_HD_B3.zip
If you use a different version, be careful to modify the following instructions to match.
Rename the zip file and change the extension to jar:
Place the jar in the following location:
Add the following snippet to the libraries section of the json file of the version you want to mod:
For example, if you are adding Optifine to <minecraft folder>/versions/1.6.2-Forge9.10.0.789 then you will open 1.6.2-Forge9.10.0.789.json and add the above snippet so that it matches this example json file:
Q: I have a question not listed in this FAQ.
A: Send me a message and I'll be happy to lend a hand:
http://www.minecraft...emberID=2005213
If this post helps, don't forget to click the green arrow at the bottom of the post. It really helps me out, thank you!