Fishing without holding a fishing rod. Craft a trap, sink it, bait it, and walk away. It keeps fishing while you mine, build or sleep, and what it pulls in depends on where you put it.
There is no miss chance. Every completed timer is a catch. When the grid is full, new catches drop into the water beside the trap, so a forgotten trap never silently wastes its bait.
Six tiers, from bulk plant matter to genuine treasure lures:
| Bait | Time per catch | Luck |
|---|---|---|
| Plant Bait | 120–240s | -1 |
| Worm Bait | 80–160s | 0 |
| Fish Chum | 60–100s | +1 |
| Glow Bait | 45–70s | +2 |
| Prismarine Lure | 30–45s | +3 |
| Nautilus Lure | 20–30s | +5 |
Luck feeds vanilla's own loot weighting, so better bait genuinely shifts the odds toward rare catches instead of just rolling more often.
The net slot sits under the bait slot, and the trap's funnel visibly changes colour to match the net you install.
| Net | Speed | Luck | Double catch |
|---|---|---|---|
| Copper Net | 10% faster | +0.5 | — |
| Iron Net | 20% faster | +1 | 10% |
| Gold Net | 20% faster | +2 | 15% |
| Diamond Net | 35% faster | +2 | 25% |
| Netherite Net | 50% faster | +3 | 40% |
Better nets also unlock catches that cheaper nets simply cannot land, including the rarest fish in the mod.
Every trap rolls against a catch table chosen from the biome it sits in: ocean, warm ocean, cold ocean, river, swamp, and a fallback for everywhere else. A trap in a warm ocean pulls in different things than one in a swamp, so it is worth spreading them around.
Catches include six new species — trout, mackerel, catfish, crab, lobster and crayfish, each cookable — alongside vanilla fish, useful junk and treasure like nautilus shells and hearts of the sea.
The rarest catch in the mod, and it needs a good net to show up at all. Eating one grants Absorption V for two minutes and Resistance II for one minute, and it is always edible, so it works as an emergency button rather than food.
The trap exposes its inventory to hoppers and pipes: pull finished catches out of the bottom, push bait in from any other side. A row of traps under a water channel runs itself.
Bait, nets and catch tables are all plain datapack JSON, so a pack can add its own bait, retune the timers, or rewrite what a biome yields — no config file and no code:
data/<namespace>/bait/<name>.json — item, min/max ticks, luckdata/<namespace>/net/<name>.json — item, style, speed multiplier, luck, bonus chancedata/<namespace>/loot_table/fish_trap/<biome>.json — standard fishing loot tables/reload picks up changes immediately, and the server syncs the results to clients.