Mod
Tactical Fishing
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A new way of getting fish into buckets
Themed around underwater exploration, marine life, and oceanic environments.
Used for mods with little to no gameplay elements.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Features systems for better item storage and organization.
Adds or expands fishing mechanics, gear, fish, or aquatic gathering.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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Description

Makes it possible to get Buckets of Fish via a different way; by fishing with a water bucket in your off-hand!
This mod also supports modded fish, as long as they follow the minecraft naming style.
The mod uses dynamically written recipes and is compatible with JEI if you want to see what things you can fishing-craft!
Technical Notes for Modders
Your fish should be handled automatically as long as you follow the minecraft naming style ( "[modid]:[fish]", "[modid]:[fish]_bucket" ), I also included a "[modid]:raw_[fish]" as a fallback in case you are still using old naming.
However there might be cases where you would not want something to be auto-gen'd for your item. Fish recipes won't be created if the following data path already exists in any directory "data.tactical_fishing.recipes.inbuilt.fishing_[modid]_[fish]_bucket.json".
Your rods should also be handled automatically as long as they extend "net.minecraft.item.FishingRodItem", and it should work as long as your fishing hook projectile uses the "net.minecraftforge.event.entity.player.ItemFishedEvent" Forge Event.
However if your rod is a custom item for whichever reason you can include it in the "tactical_fishing:fishing_rods" item tag.
If you wish to create new fishing recipes for your mod here is the syntax:
{
"type": "tactical_fishing:fishing",
"group": "", //This is optional like in default recipes; if you want to make this recipe count for the "Advanced Tactics" advancement add "tactical_fishing:fish_buckets" here.
"rod": {}, //Ingredient syntax, this specifies the rod needed for the recipe, if you want any rod to count use the "tactical_fishing:fishing_rods" tag
"ingredient": {}, //Ingredient syntax, this specifies what else you need to hold for the recipe
"catch": {}, //Ingredient syntax, this specifies what needs to be caught to finalize the recipe
"result": {} //ItemStack syntax, this specifies what is created from the recipe
}
Here is a template from the auto-gen'd recipes
{
"type": "tactical_fishing:fishing",
"group": "tactical_fishing:fish_buckets",
"rod": {
"tag": "tactical_fishing:fishing_rods"
},
"ingredient": {
"item": "minecraft:water_bucket"
},
"catch": {
"item": "minecraft:cod"
},
"result": {
"item": "minecraft:cod_bucket"
},
"conditions": [
{
"type": "forge:mod_loaded",
"modid": "minecraft"
}
]
}
Technical Notes for Modpack Makers
You can suppress certain features via the config, like disabling the auto-gen'd fish recipes altogether.
If you wish to create new fishing recipes for your modpack here is the syntax:
{
"type": "tactical_fishing:fishing",
"group": "", //This is optional like in default recipes; if you want to make this recipe count for the "Advanced Tactics" advancement add "tactical_fishing:fish_buckets" here.
"rod": {}, //Ingredient syntax, this specifies the rod needed for the recipe, if you want any rod to count use the "tactical_fishing:fishing_rods" tag
"ingredient": {}, //Ingredient syntax, this specifies what else you need to hold for the recipe
"catch": {}, //Ingredient syntax, this specifies what needs to be caught to finalize the recipe
"result": {} //ItemStack syntax, this specifies what is created from the recipe
}
Here is a template from the auto-gen'd recipes
{
"type": "tactical_fishing:fishing",
"group": "tactical_fishing:fish_buckets",
"rod": {
"tag": "tactical_fishing:fishing_rods"
},
"ingredient": {
"item": "minecraft:water_bucket"
},
"catch": {
"item": "minecraft:cod"
},
"result": {
"item": "minecraft:cod_bucket"
},
"conditions": [
{
"type": "forge:mod_loaded",
"modid": "minecraft"
}
]
}
Thank you for this amazing support, I can't believe this mod hit a Million <3
Makes it possible to get Buckets of Fish via a different way; by fishing with a water bucket in your off-hand!
This mod also automatically supports modded fish, as long as they follow the minecraft naming style.
The mod uses dynamically written recipes and is compatible with JEI if you want to see what things you can fishing-craft!

Technical Notes for Modders
Your fish should be handled automatically as long as you follow the minecraft naming style ( "[modid]:[fish]", "[modid]:[fish]_bucket" ), I also included a "[modid]:raw_[fish]" as a fallback in case you are still using old naming.
However there might be cases where you would not want something to be auto-gen'd for your item. Fish recipes won't be created if the following data path already exists in any directory "data.tactical_fishing.recipes.inbuilt.fishing_[modid]_[fish]_bucket.json".
Your rods should also be handled automatically as long as they extend "net.minecraft.item.FishingRodItem", and it should work as long as your fishing hook projectile uses the "net.minecraftforge.event.entity.player.ItemFishedEvent" Forge Event. However if your rod is a custom item for whichever reason you can include it in the "tactical_fishing:fishing_rods" item tag.
If you wish to create new fishing recipes for your mod here is the syntax:
{
"type": "tactical_fishing:fishing",
"group": "", //This is optional like in default recipes; if you want to make this recipe count for the "Advanced Tactics" advancement add "tactical_fishing:fish_buckets" here.
"rod": {}, //Ingredient syntax, this specifies the rod needed for the recipe, if you want any rod to count use the "tactical_fishing:fishing_rods" tag
"ingredient": {}, //Ingredient syntax, this specifies what else you need to hold for the recipe
"catch": {}, //Ingredient syntax, this specifies what needs to be caught to finalize the recipe
"result": {} //ItemStack syntax, this specifies what is created from the recipe
}
Here is a template from the auto-gen'd recipes
{
"type": "tactical_fishing:fishing",
"group": "tactical_fishing:fish_buckets",
"rod": {
"tag": "tactical_fishing:fishing_rods"
},
"ingredient": {
"item": "minecraft:water_bucket"
},
"catch": {
"item": "minecraft:cod"
},
"result": {
"item": "minecraft:cod_bucket"
},
"conditions": [
{
"type": "forge:mod_loaded",
"modid": "minecraft"
}
]
}
Technical Notes for Modpack Makers
You can suppress certain features via the config, like disabling the auto-gen'd fish recipes altogether.
If you wish to create new fishing recipes for your mod here is the syntax:
{
"type": "tactical_fishing:fishing",
"group": "", //This is optional like in default recipes; if you want to make this recipe count for the "Advanced Tactics" advancement add "tactical_fishing:fish_buckets" here.
"rod": {}, //Ingredient syntax, this specifies the rod needed for the recipe, if you want any rod to count use the "tactical_fishing:fishing_rods" tag
"ingredient": {}, //Ingredient syntax, this specifies what else you need to hold for the recipe
"catch": {}, //Ingredient syntax, this specifies what needs to be caught to finalize the recipe
"result": {} //ItemStack syntax, this specifies what is created from the recipe
}
Here is a template from the auto-gen'd recipes
{
"type": "tactical_fishing:fishing",
"group": "tactical_fishing:fish_buckets",
"rod": {
"tag": "tactical_fishing:fishing_rods"
},
"ingredient": {
"item": "minecraft:water_bucket"
},
"catch": {
"item": "minecraft:cod"
},
"result": {
"item": "minecraft:cod_bucket"
},
"conditions": [
{
"type": "forge:mod_loaded",
"modid": "minecraft"
}
]
}
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