fishing_treasures.yml controls the complete loot tables for the Fishing skill. It has five distinct sections:
Fishing: the item pool; items tagged with a rarityItem_Drop_Rates: per-tier (rank) % chance to receive an item of each rarityEnchantments_Rarity: the Magic Hunter enchantment pool: which enchantments and levels can be applied to a caught item at each rarityEnchantment_Drop_Rates: the Magic Hunter roll: per-tier (rank) % chance to enchant a caught item, by rarityShake: mob-specific drop tables for the Shake sub-skillDefault values can be viewed on GitHub.
Changes require a full server restart.
Each entry defines a single item and its rarity tag:
Fishing:
DIAMOND_SWORD:
Amount: 1
XP: 200
Rarity: LEGENDARY
| Field | Description |
|---|---|
Amount |
Quantity of the item given when it drops. |
XP |
Bonus Fishing XP awarded when this treasure drops. |
Rarity |
Rarity tier: COMMON, UNCOMMON, RARE, EPIC, LEGENDARY, or MYTHIC. |
| Rarity | Items |
|---|---|
COMMON |
Leather armour, wood tools, copper armour, lapis lazuli |
UNCOMMON |
Stone tools, copper tools, golden tools, golden armour, iron/gold ingots |
RARE |
Iron tools, bow, ender pearl, blaze rod, name tag |
EPIC |
Iron armour, ghast tear, 5× diamond |
LEGENDARY |
Diamond tools, diamond armour, nautilus shell, enchanted book, netherite scrap |
MYTHIC |
Netherite tools, netherite armour |
An enchanted book comes from the
ENCHANTED_BOOKentry in theFishing:pool and receives exactly one random enchantment, drawn uniformly from every enchantment and level allowed for it. You can restrict that pool by adding anEnchantments_Whitelist:orEnchantments_Blacklist:block to the entry;Enchantments_Raritydoes not apply to books. See the commented example in the default file.
Item_Drop_Rates defines the percent chance to get an item of each rarity at each Treasure Hunter rank (Tier 1–8). The roll happens once per catch.
| Tier | COMMON | UNCOMMON | RARE | EPIC | LEGENDARY | MYTHIC |
|---|---|---|---|---|---|---|
| 1 | 7.50% | 1.25% | 0.25% | 0.10% | 0.01% | 0.01% |
| 2 | 6.50% | 1.75% | 0.75% | 0.50% | 0.05% | 0.01% |
| 3 | 3.50% | 2.75% | 1.25% | 1.00% | 0.10% | 0.01% |
| 4 | 2.00% | 3.50% | 2.25% | 1.50% | 1.00% | 0.01% |
| 5 | 1.50% | 3.75% | 2.50% | 2.00% | 1.00% | 0.01% |
| 6 | 1.00% | 3.25% | 3.75% | 2.50% | 1.50% | 0.05% |
| 7 | 0.25% | 2.75% | 4.00% | 5.00% | 2.50% | 0.10% |
| 8 | 0.10% | 1.50% | 6.00% | 7.50% | 5.00% | 0.25% |
At Tier 8, MYTHIC items still only have a 0.25% chance per catch. Keep this in mind when evaluating how "common" MYTHIC treasures actually are.
Enchantments_Rarity defines the Magic Hunter enchantment pool: which enchantments (and at which levels) can be applied to a caught treasure item at each rarity. A higher number after the enchantment name means a higher enchantment level (e.g. SHARPNESS: 4 = Sharpness IV). This pool is not used for enchanted books, which draw their single enchantment from the whole enchantment list filtered only by their whitelist/blacklist.
| Rarity | Sample Enchantments |
|---|---|
COMMON |
Efficiency I, Unbreaking I, Fortune I, Protection I, Sharpness I, Power I |
UNCOMMON |
Efficiency II, Protection II, Looting I, Knockback I, Power II |
RARE |
Efficiency III, Unbreaking II, Fire Aspect I, Looting II, Power III |
EPIC |
Efficiency IV, Fortune II, Aqua Affinity, Thorns II, Flame, Power IV |
LEGENDARY |
Efficiency V, Unbreaking III, Fortune III, Silk Touch, Looting III, Infinity, Power V |
MYTHIC |
Same pool as LEGENDARY (highest-level enchants) |
Enchantment_Drop_Rates defines the per-tier (rank) percent chance for Magic Hunter to add enchantments to a caught treasure item, by rarity. When this roll succeeds, mcMMO filters the matching Enchantments_Rarity pool to the enchantments that fit the caught item, shuffles them, and always applies the first; each further enchantment is then half as likely as the one before, and conflicting enchantments are skipped. If nothing in the pool fits the item, no enchantment is applied. This does not create a separate book: enchanted books drop only as their own ENCHANTED_BOOK entry in the Fishing: pool, and a book caught this way skips the Magic Hunter roll entirely.
| Tier | COMMON | UNCOMMON | RARE | EPIC | LEGENDARY | MYTHIC |
|---|---|---|---|---|---|---|
| 1 | 5.00% | 1.00% | 0.10% | 0.01% | 0.01% | 0.01% |
| 2 | 7.50% | 1.00% | 0.10% | 0.01% | 0.01% | 0.01% |
| 3 | 7.50% | 2.50% | 0.25% | 0.10% | 0.01% | 0.01% |
| 4 | 10.0% | 2.75% | 0.50% | 0.10% | 0.05% | 0.05% |
| 5 | 10.0% | 4.00% | 0.75% | 0.25% | 0.10% | 0.10% |
| 6 | 9.50% | 5.50% | 1.75% | 0.50% | 0.25% | 0.25% |
| 7 | 8.50% | 7.50% | 2.75% | 0.75% | 0.50% | 0.50% |
| 8 | 7.50% | 10.0% | 5.25% | 1.50% | 0.75% | 0.75% |
Shake: defines what each type of mob drops when a player uses the Shake sub-skill (fishing rod used on a hooked mob). Each mob has its own drop table:
Shake:
BLAZE:
BLAZE_ROD:
Amount: 1
XP: 0
Drop_Chance: 100.0
Drop_Level: 0
| Field | Description |
|---|---|
Amount |
Number of the item dropped. |
XP |
Bonus Fishing XP from this shake drop. |
Drop_Chance |
Weight in the drop selection (0–100). Entries are accumulated in order; the first entry whose cumulative weight exceeds the random roll wins. Only one item drops per shake. If the total of all entries is less than 100, the remainder is a chance of nothing dropping. |
Drop_Level |
Minimum Fishing level (Standard mode) required. Multiplied ×10 for RetroMode. |
| Mob | Drops | Notes |
|---|---|---|
| Blaze | Blaze Rod (100%) | |
| Cave Spider | Spider Eye (49%), String (49%), Cobweb (1%), Poison Potion (1%) | |
| Chicken | Feather (33%), Raw Chicken (33%), Egg (33%) | |
| Cow | Beef (49%), Leather (49%), Milk Bucket (2%) | |
| Creeper | Gunpowder (99%), Creeper Head (1%) | |
| Skeleton | Bone (49%), Arrow ×2 (49%), Skeleton Skull (2%) | |
| Zombie | Rotten Flesh (98%), Zombie Head (2%) | |
| Enderman | Ender Pearl (100%) |
To add shake drops for additional mobs, add a new block using the Bukkit EntityType name as the key.
Item_Drop_Rates for all tiers.Fishing: with any valid material name and assign a rarity. The item will automatically be included in the rarity pool.ENCHANTED_BOOK pool entry is the one selected; it is not a separate roll layered on top of an item, so a single catch never yields both.To add a Nether Star as a MYTHIC fishing treasure:
Fishing:
NETHER_STAR:
Amount: 1
XP: 5000
Rarity: MYTHIC
The item is automatically included in the MYTHIC loot pool. Its drop rates are determined by the MYTHIC column in Item_Drop_Rates.
To make Iron Chestplate drop as RARE instead of EPIC, change its Rarity field:
Fishing:
IRON_CHESTPLATE:
Amount: 1
XP: 200
Rarity: RARE
The item then only drops according to the RARE percentage column in Item_Drop_Rates. Rarity affects both how often the item drops and at what tier it becomes available.
To make Endermen drop 2 Ender Pearls instead of the default 1:
Shake:
ENDERMAN:
ENDER_PEARL:
Amount: 2
XP: 0
Drop_Chance: 100.0
Drop_Level: 0
To add shake drops for a Warden (not present by default), use the Bukkit EntityType name as the key:
Shake:
WARDEN:
SCULK_CATALYST:
Amount: 1
XP: 500
Drop_Chance: 65.0
Drop_Level: 0
ECHO_SHARD:
Amount: 1
XP: 1000
Drop_Chance: 35.0
Drop_Level: 0
The Drop_Chance values act as weights in a single random selection: only one item drops per shake. The chances are accumulated in order, so the first entry has the highest effective priority. When the total sums to 100, something always drops; if it sums to less, the remaining probability results in nothing dropping.
To award extra Fishing XP when a player catches a Diamond Sword (currently 200 XP), increase its XP value:
Fishing:
DIAMOND_SWORD:
Amount: 1
XP: 1000
Rarity: LEGENDARY