Main Configuration

Everything Dreamlight Fishing lets you tune lives in one file: config/dreamlight_fishing.json, in the instance's (or server's) config folder. The full path is logged on every startup; search the log for DreamlightFishing if you can't find it.

The file is read once at startup. Restart the game or server after editing; /reload doesn't pick it up. On a server, the server's copy is the one that counts: ripple spawning, tiers, ring speed and loot are all decided there.

The file is written back on every load, so options added in a new version show up at their defaults after one restart.

Default file

json
{
  "enabled": true,
  "ripple_spawn_chance": 0.3,
  "search_radius": 32,
  "spawn_in_flowing_water": false,
  "luck_affects_rarity": true,
  "minigame_difficulty_multiplier": 1.0,
  "green_ripple_chance": 0.2,
  "orange_ripple_chance": 0.1,
  "legendary_ripple_chance": 0.02,
  "perfect_catch_size_rolls": 2
}

Options

Option Type Default What it does
enabled boolean true Master switch. false stops ripples spawning, removes existing ones and turns the minigame off, so every rod fishes like vanilla.
ripple_spawn_chance float 0.3 Chance, rolled once a second per player, of a spawn attempt near them. 0.0 to 1.0.
search_radius integer 32 How far from the player, in blocks, a ripple may spawn.
spawn_in_flowing_water boolean false Let ripples spawn on flowing water, not just still water.
luck_affects_rarity boolean true The player's Luck attribute pushes ripples toward rarer tiers, +0.05 per point.
minigame_difficulty_multiplier float 1.0 Multiplies ring speed in the timing phase. Above 1.0 is harder, below is easier. Doesn't affect reeling.
green_ripple_chance float 0.2 Share of ripples that spawn green (Rare).
orange_ripple_chance float 0.1 Share of ripples that spawn orange (Epic).
legendary_ripple_chance float 0.02 Share of ripples that spawn gold (Legendary), for players whose journal is complete. Everyone else gets 0.
perfect_catch_size_rolls integer 2 How many times a Perfect Catch rolls the fish's size, keeping the largest. Keep it at 1 or more: 0 makes every Perfect Catch the species' minimum size.

Tuning the ripple mix

Green, orange and gold are shares of all ripples; whatever's left is blue. At the defaults:

Blue Green Orange Gold
Journal not complete 70% 20% 10% 0%
Journal complete 68% 20% 10% 2%

A player who has reached the 50% journal milestone gets another 2.5% on both green and orange, on top of these values.

If the shares add up to more than 1.0, they're scaled down evenly so blue stays possible. Negative values count as 0.

To check a tier renders, set its chance to 1.0, restart, look, then set it back. Gold needs a completed journal to appear at all.

Tuning the spawn rate

ripple_spawn_chance decides how often an attempt is made, not how often a ripple appears. An attempt can still find nowhere valid: a ripple needs still water (unless spawn_in_flowing_water is on), air above, water on all four sides and land within 6 blocks. See Ripples & Rarity.

So the real rate is always lower than the setting suggests, and much lower on a small pond than on a lake shore. For a busier surface, raise ripple_spawn_chance toward 1.0 or raise search_radius.

Tuning difficulty

minigame_difficulty_multiplier only scales ring speed. Rain multiplies it by another 1.2×, and thunderstorms tighten the hit window on their own. The number of hits and the reeling numbers are fixed per tier; see The Minigame.

Other files