Exact source used by this build. SHA-256: 9e46bde28434cf96b1f670c7396f8de7c2610c2d98b74a1f9e14ddfd3caa4a8d.
1 # Fishing content and asset slots
2
3 The JSON is the authoritative fishing catalog and tuning input. It contains 20
4 numbered rod fish, including one legendary, five numbered crab-pot creatures,
5 four rods, two bait types, no tackle items, three trash items, and one crab-pot
6 recipe item. Creature, recipe, and trash names and descriptions remain `TBD`.
7 Materials and tools use plain functional names. No dialogue or lore is authored.
8
9 Each fish/crab icon is `<id>.icon`. Rods, bait, trash, treasure materials and the
10 crab pot also have explicit `icon` keys. The recipe has `recipeIcon`; water
11 metadata has `manifestKey`; the six fishing UI primitives have keys in `visuals`.
12 These are replacement slots, with no bundled raster artwork. The fishing client
13 uses original procedural shapes and text as placeholders. Those original fishing
14 placeholder graphics are dedicated to CC0; no third-party game art is included.
15
16 Water metadata is derived from the Tiled maps' tileset `waterTag` properties;
17 the fishing catalog contains no duplicated water coordinates. The loader keeps
18 map-local GIDs so maps can contain multiple habitat types. Land and bridge GIDs
19 remain dry even within a water region. Area-specific fish tables exist for current
20 maps, and `areaId: "*"` fallbacks support future maps with the same six water tags.
21 Tag new water tiles in their map source to make fishing follow map edits. The
22 farm pond and canyon hot spring use `lake`; town/woods use `river`, with distinct
23 `ocean`, `mountain_lake`, `rainforest_river` and `bog` tags elsewhere.
24 The sole legendary requires fishing level 10, spring rain/storm,
25 daylight, and depth three in mountain-lake water; this depth is reachable in the
26 current lake footprint.
27
28 Numerical references, checked 2026-10-22:
29
30 - [Fishing mechanics](https://wiki.stardewvalley.net/Fishing): fishing XP uses
31 the original quality before a perfect upgrade. Integer truncation occurs at
32 the base result and after treasure, perfect and legendary multipliers, in that
33 order. Trash yields three XP and crab-pot collection yields five XP. Maximum
34 cast distance starts at three vertical/four horizontal tiles and increases at
35 fishing levels 1, 4, 8 and 15.
36 - [Deluxe bait](https://wiki.stardewvalley.net/Deluxe_Bait): 100g at fishing level
37 four, a 67% wait reduction, a 12-pixel bar increase and silver crab catches.
38 - [Crab pot](https://wiki.stardewvalley.net/Crab_pot): level three recipe, 40 wood
39 and three iron bars, or 25 wood and two copper bars with the trapper profession.
40 - Project `docs/content-targets.md`, fishing section: rod prices/gates, difficulty
41 range, behavior categories, perfect-quality rule, crab trash probability and
42 the scoped MVP counts.
43
44 The original placeholder fish distribution, table weights, time windows and
45 prices are authored catalog values within the requested mechanical ranges;
46 they are not copied species identities. Movement behavior is independently
47 implemented deterministic physics, with tuning in `mechanics`; this is a parity
48 target, not a claim of frame-for-frame equivalence to proprietary game code.
49 The requested shallow-water and short-distance bite adjustments use explicit
50 configurable penalties; they are project adaptations around the source wait
51 range, skill reduction and bait multipliers.
52 Treasure uses five existing plain material items, leaving later content systems
53 free to extend it. The empty tackle catalog retains validated effect fields for
54 bar size, bite wait, catch drain, bounce, treasure chance and quality.
55