Tags
Creators
Details
2.0.0+neoforge-1.21.1
Compatibility
Changes
Fisherman's Coast 2.0.0 — The Living Coast
The Fisherman House becomes Fisherman's Coast. 2.0 turns one rare house into a whole coastline: seven places built for seven kinds of shore, each with its own resident and loot, placed only where the land suits them; Crab Pots and bait that make a waterside base worth having; Messages in a Bottle that lead to sunken trawlers; and Fishing Nets to build with.
Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. Nothing else is needed.
New
- Six new structures: Harbour Pier (sandy beaches), Lighthouse (stony shores and beaches), Stilt Shack (swamps and mangroves), Ice Fishing Camp (frozen oceans and rivers), River Boathouse (rivers and lakes) and the underwater Sunken Trawler (ocean floors).
- Shore-aware placement: the land is sampled before a structure is placed. Docks and piers are turned to point into water at least three blocks deep, land parts need dry and level ground, the ice camp sits on open water, the stilt shack on swamp water or land, the wreck on the sea floor. Nothing floats, nothing is buried, no dock ends on sand.
- Residents: Saylor, Harbourmaster Wren, Keeper Morrow, Old Bayou Tam, Frost-Beard Ole and Ferryman Hale. Each is a journeyman fisherman (they never lose their job) with exclusive trades: bait, Crab Pots, Fishing Nets, Messages in a Bottle, a spyglass at the lighthouse, a boat at the boathouse; then they level up like any fisherman.
- Crab Pot: a waterlogged trap that catches something every 60-120 seconds in open water (20 water blocks around it), with catches that depend on the biome (frozen, swamp, river, sea, anywhere else) and vanilla's fish, twice as fast in the rain, 5 slots, never loses items when full. Hoppers put bait in and take the catch out; comparators read it; sneak-right-click shows its status. Its model shows bait and catch; it bubbles and splashes.
- Bait: Fish Bait (faster), Chum (faster and luckier) and Glow Bait (much luckier).
- Message in a Bottle: from rods (1.5 % of catches), Crab Pots, loot and residents. Opening it reads one of twelve notes and gives a small treasure or a map to the nearest Sunken Trawler.
- Fishing Net: a climbable, waterloggable net that hangs on walls.
- Loot tables for every structure (the Sunken Trawler's captain's chest can hold a Heart of the Sea).
- Advancements: a Fisherman's Coast tab with one per structure, Pot Luck, Tools of the Trade, Message Received and Coastal Wanderer.
- Config
config/fisherman_house.json(with comments): Crab Pot timing, water and rain bonus, and an on/off switch per structure. /fishermanscoast inspectfor operators: what a structure holds (loot tables, residents and trades, pots, nets).- Minecraft 26.3 (Fabric and NeoForge).
Changed
- The Fisherman's Cottage (the 1.x house) is repaired: its barrels draw from loot tables instead of holding the same few fixed items (they were empty on 1.20.1), Saylor is a journeyman with his own trades and no memories of the world the house was built in, the stilts reach the sea floor, the house no longer pours its own rectangle of sea onto the beach, and its paintings fit their walls (the larger ones dropped off). It now generates on sandy and snowy beaches and is far less rare (it was one attempt per 4,800 blocks).
- The mod's display name is now Fisherman's Coast; the mod id stays
fisherman_house.
Compatibility
- Minecraft 1.20.1 — Fabric, Forge
- Minecraft 1.21.1 — Fabric, NeoForge (no Forge build any more: on 1.21.1 use the NeoForge or Fabric jar)
- Minecraft 26.1.2, 26.2 and 26.3 — Fabric, NeoForge
Upgrade Notes
- Worlds from 1.x load as they are: the mod id and the structure id
fisherman_house:fisherman_houseare unchanged, and houses that already generated stay. The 1.x template is kept at its id, so a house 1.x left half-generated is finished the way it started (its paintings and item frames now keep their place instead of logging an error); new houses use the repaired templatefisherman_house:cottage. New chunks get the new structures. - 1.21.1 Forge players: switch to the 1.21.1 NeoForge (or Fabric) jar; the mod's ids are the same on every loader.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:Dku9hJfB:Evb6ajjS"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:Dku9hJfB:Evb6ajjS"
}

