Set up fishing spots, rods and catch tables using resource nodes, and train the Fishing skill.
Fishing
Fishing is gathering. A fishing spot is a resource node whose tool is the Fishing Rod, and its yield table is the catch table. Players click the spot, their character walks up and fishes, and each full progress bar lands one catch. It uses the same system as chopping trees and mining ore, so everything you know about resource nodes applies.
There is no bait, no casting minigame and no special water check — a spot is fishable because of the tool it asks for, not the tile it sits on.
Where to Author It#
| What | Where |
|---|---|
| The fish themselves | Database → Items — ordinary items, usually type Raw Resource or Food |
| Rods | Database → Items → type Fishing Rod |
| Fishing spots and their catch tables | Database → Resources → + New Resource Node |
| Where spots appear, by biome | Database → Resources → Spawn Rules, or a biome's World Gen panel |
| A single hand-placed spot | Map editor → Events layer → Palette → Resource Nodes (or right-click a tile → Resource) |
| The skill it trains | Database → Skills → Fishing |
Setting It Up#
- Make the fish. Create an item for each catch in Database → Items.
- Make a rod. Create an item of type Fishing Rod, set its Tier, and on Skills & Effects link it to the Fishing skill so catches train it.
- Make the spot. In Database → Resources, create a resource node. On Basics set Resource Type to Fish. On Harvest set Tool Type to Fishing Rod and a Min Tool Tier.
- Fill the catch table. On Yields, add one row per fish with a Chance % and Min / Max qty. Set XP Skill to Fishing.
- Set how much a spot holds. On Spawn & Sources, HP is the number of catches before the spot is fished out, and Respawn (seconds) is how long it takes to come back.
- Put spots in the world — by spawn rule on a biome, or by hand in the map editor (see the gotchas on water).
- Give players a rod — a starting item, a shop or a recipe — and publish.
What the Player Sees#
- The player clicks a spot. If they are too far away, their character walks up to it and turns to face it.
- If the rod is in their bag rather than their Tool slot, it is equipped for them.
- A progress bar fills. Each time it completes, the catch table is rolled and the fish go into the bag, and the spot loses one HP.
- Fishing repeats until the spot runs dry, then the spot disappears until it respawns. Walking more than 3 tiles away cancels it.
Fishing Spot Fields#
| Field | Tab | What it does |
|---|---|---|
| Resource Type | Basics | Set to Fish. |
| Tier | Basics | The spot's tier. |
| Tool Type | Harvest | Fishing Rod makes this a fishing spot. |
| Min Tool Tier | Harvest | The rod tier this spot expects. A rod one tier lower still works, but more slowly; two tiers lower is refused. Every tier above the minimum is 10% faster (down to 40% of the time). |
| Required Skill / Required Skill Level | Harvest | A skill level the player must have to fish here. Every level above it is also 3% faster and gives 5% more fish, up to the caps on the Survival tab's Harvesting group. |
| Yield Table | Yields | The catch table. Each row rolls its own Chance %; rows that share a Pick group give exactly one of them per catch. |
| XP Skill | Yields | The skill that earns XP from each catch, on top of the skills linked to the rod. |
| HP | Spawn & Sources | Catches per spot. Each catch also takes HP × 1 second (never under 1.5 seconds) before speed bonuses. |
| Respawn (seconds) | Spawn & Sources | Time before a fished-out spot returns. |
| Rarity (0–1) | Spawn & Sources | Makes the respawn longer: the respawn is multiplied by 1 + 2 × Rarity. |
| Biome Tags, Visuals, VFX & Animations | — | How the spot looks and which animation the player uses while fishing. |
Skill and XP#
Each catch is worth 10 + 2 × the spot's HP in XP. It goes to every skill linked to the rod plus the spot's XP Skill, counted once if they are the same skill. With Contextual Skills on, that XP is split evenly between them. See Abilities & Skills.
Gotchas#
Spawn rules never put spots in water you cannot walk on. Spawn rules only use walkable tiles of the chosen biome. For spots in a lake, hand-place them no more than one tile out from the shore — the player has to stand within about a tile and a half to fish.
Stack Count, Items per Stack, XP per Stack and Yield Modifiers do not affect catches. The number of catches comes from HP and the XP from the formula above.
Time and Weather on a spawn rule limit when a spot can be fished, not when it appears. A spot placed by a rule with Time: Night is always on the map, but outside the night it answers "Nothing to gather here right now — this spot only yields at night" and a session in progress stops when the window closes. Weather is read for the rule's own map and biome. Hand-placed spots have no rule and can always be fished. The same applies to every rule-spawned resource, not just fish.
A broken rod does not count. Each catch wears the rod down; once broken, the player cannot fish until it is repaired. See Repair & Durability.
Rare fish by skill level: give the fish item a Drop Condition such as a minimum Fishing level. Players who don't meet it never catch it. See Item Drop Conditions.
Zone tier limits the catch. A fish whose tier band sits above the map's tier is never caught there. See Zone Tiers.
No feature flag. Fishing is always available wherever a spot and a rod exist.
Related: Encounters & Resources · Items & Equipment