Ripples & Rarity
Ripples are the fishing spots. They spawn in open water near players, render as animated rings on the surface tinted by tier, and throw bubble and splash particles in the same colour. Casting into one is the only way to start the minigame; anywhere else you get vanilla fishing.
Each ripple lasts 30 to 60 seconds (random per ripple) and then fades. Ripples aren't saved with
the world, so none survive a restart. Setting enabled to false removes the ones already in the
world too.
Tiers
The same tier has a different name in each place: the colour is what you see, the loot table name is what data packs use.
| Tier | Ring colour | Loot table | Hits needed | Ring speed |
|---|---|---|---|---|
| Common | ๐ต Blue | common |
2 | 0.025 |
| Rare | ๐ข Green | rare |
3 | 0.035 |
| Epic | ๐ Orange | epic |
4 | 0.05 |
| Legendary | ๐ก Gold | legendary |
5 | 0.06 |
Ring speed is how far the ring closes per tick, before rain and minigame_difficulty_multiplier
are applied. Higher tiers give you less time per hit and ask for more hits in a row. Full
numbers are in The Minigame.
Default spawn mix
| Tier | Share | Config key |
|---|---|---|
| Blue | 70% | the remainder |
| Green | 20% | green_ripple_chance |
| Orange | 10% | orange_ripple_chance |
| Gold | 2% | legendary_ripple_chance, only for players who have unlocked it |
Gold ripples only roll for a player whose journal is complete; for everyone else the chance is 0. Its share comes out of blue, so with Legendary unlocked the default mix is 68 / 20 / 10 / 2. See Milestones & Legendary Tier.
Orange at 10% can hide for a long session. To check it renders, set orange_ripple_chance to
1.0, restart, look, then put it back.
What raises your odds
- Luck attribute: with
luck_affects_rarityon (the default), each point of Luck adds0.05to the roll, pushing it toward rarer tiers. In practice that means the Luck status effect. - Seasoned Angler: reaching 50% journal completion permanently adds 2.5% to both your green and orange odds. It's stored per player.
Luck of the Sea does not change ripple tier. It's a rod enchantment and doesn't touch the Luck attribute. It still affects the loot roll, since your rod is passed to the loot table as the tool.
Each roll happens when the ripple spawns, using the player it spawned next to. If the shares add up to more than 100%, they're scaled down evenly so blue stays possible.
Where ripples spawn
Once a second, for each player, the mod rolls ripple_spawn_chance (default 0.3). On a success it
looks for a spot within search_radius blocks (default 32) and up to 10 blocks above or below
the player. A spot qualifies only if it has:
- a water block: still water only, unless
spawn_in_flowing_wateris on, - air directly above it,
- water on all four sides (open water), and
- a solid block within 6 blocks (near land).
The near-land rule keeps ripples on shorelines rather than mid-ocean. After 16 failed tries it's dropped, so open ocean still gets ripples, just less often. It gives up after 20 tries.
Small enclosed ponds produce very few ripples, because most of their water fails the open-water check. Lake edges and coastlines are the best places to fish.
Weather
Weather makes the minigame harder. It doesn't change loot or ripple tier.
- Rain: the ring closes 1.2ร faster.
- Thunderstorm: the hit window tightens from
0.12to0.08.
Rain is read when the fish bites. Thunder is checked at the moment you click.