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 ๐Ÿ”ต Blue common 2 0.025
Rare ๐ŸŸข Green rare 3 0.035
Epic ๐ŸŸ  Orange epic 4 0.05
Legendary ๐ŸŸก 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_rarity on (the default), each point of Luck adds 0.05 to 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_water is 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 0.12 to 0.08.

Rain is read when the fish bites. Thunder is checked at the moment you click.