COWMODSКаталог модов

Fisherman's Coast

Seven fishing places built for every kind of shore, named fishermen with their own trades, Crab Pots with bait, Fishing Nets, and Messages in a Bottle that lead to sunken trawlers. Formerly The Fisherman House.

Автор: NAIZO4 тыс.13обновлён 26 окт. 2026 г.
ПриключенияДекорГенерация мира

Описание

Fisherman's Coast

A whole coastline worth visiting. Seven fishing places, each built for its own kind of shore and placed only where the land suits it: a harbour pier on the beach, a lighthouse on the rocks, a stilt shack in the swamp, an ice fishing camp on a frozen sea, a boathouse on the river and a sunken trawler on the ocean floor, plus the original Fisherman's House, repaired. Each one has a named fisherman with his own trades. Set Crab Pots that fish while you are away, bait them, hang Fishing Nets, and open Messages in a Bottle that lead to the treasure in a wreck.

Fabric and NeoForge (Forge on 1.20.1) · Minecraft 1.20.1, 1.21.1, 26.1.2, 26.2 and 26.3 · install on the server and clients · Fabric needs Fabric API, nothing else is needed

Formerly The Fisherman House: same mod id, and your worlds keep loading.

What's new in 2.0

Version 2.0 "The Living Coast" rebuilds the mod. Here's what changed from 1.1:

  • Six new structures next to the old house, one for every kind of shore
  • Shore-aware placement: nothing floats, nothing is buried, no dock ends on sand
  • Named residents with exclusive trades who never lose their job
  • Crab Pots with five catch tables by biome, three baits, hopper and comparator support
  • Messages in a Bottle from rods, pots, chests and traders: a note, and a treasure or a map to a wreck
  • Fishing Nets to climb and build with
  • The original house, repaired: its barrels have real loot (they were empty on 1.20.1), Saylor has his own trades, the stilts reach the sea floor, and it is far less rare
  • An advancement tab, a commented config, an inspect command for operators
  • Now for Minecraft 26.3; on 1.21.1 the Forge jar is replaced by NeoForge

Seven Places on the Coast

A whole coast, alive

StructureWhereResidentWhat is there
Fisherman's Cottagesandy and snowy beachesSaylorthe original stilt house over the shallows with its boardwalk, repaired
Harbour Piersandy beachesHarbourmaster Wrena bait shop and a long pier with a T-head, lamp posts, net racks, a crane and a bell
Lighthousestony shores and beachesKeeper Morrowa red and white tower with a lit lantern room, and the keeper's cottage
Stilt Shackswamps and mangrove swampsOld Bayou Tama mangrove hut on stilts with a porch and a little dock
Ice Fishing Campfrozen oceans and riversFrost-Beard Olea hut on an ice shelf over a hole with a pot already set, a tent, a campfire and a sled
River Boathousethe banks of riversFerryman Halea cottage and a roofed slip with a boat in it
Sunken Trawlerthe floor of the oceanstwo drowned deckhandsa broken fishing boat: the hold's barrels and the captain's chest

Every container has its own loot table, and the Sunken Trawler's captain's chest can hold a Heart of the Sea. Find them all for the Coastal Wanderer advancement.

Shore-Aware Placement

Nothing floats, nothing sinks

Before a structure is placed, the mod samples the land where it would stand, in every rotation (and, for the shore buildings, at a few spots nearby), and picks one that fits:

  • Docks and piers point into water at least three blocks deep.
  • Land parts need dry, level ground; a shack or boathouse is not wedged against a cliff.
  • The ice camp sits on open water (which then freezes around it), the stilt shack on swamp water or swamp land, the wreck on the sea floor under at least twelve blocks of water.
  • A spot that does not fit is skipped.

The Crab Pot

The Crab Pot

  • Set it in water with open water around it (20 water blocks in the 5×3×5 box around it). Every 60 to 120 seconds it catches something and keeps it in its 5 slots.
  • The catch depends on where it is: frozen water, swamps, rivers, the sea and beaches, or anywhere else. Fish come from vanilla's fishing table, so fish from other mods are caught too.
  • Twice as fast in the rain. When it is full it waits; nothing is ever lost.
  • Hoppers and pipes put bait in from any side and take the catch out (never the bait); comparators read how full it is. Sneak-right-click with an empty hand for its status.
  • The model shows the bait and the catch; a baited pot leaks bubbles and a catch makes a splash.
  • Recipe: a Fishing Net on each side, sticks around them and a string on top. Also sold by every resident.

Bait and Nets

Bait makes the catch

ItemRecipe (shapeless)In a Crab Pot
Fish Bait ×4wheat seeds + rotten fleshwaits half as long
Chum ×4cod or salmon + rotten flesh + bone mealwaits about a third as long, luck +1
Glow Bait ×4glow berries + glow ink sacluck +3: more treasure, more bottles

Put bait in by right-clicking the pot or with a hopper; each catch uses one. The Fishing Net hangs on a wall like a ladder, can be climbed, is see-through and can be waterlogged. Recipe: five string in an X make four.

The Residents

Fishermen who stay

Saylor, Harbourmaster Wren, Keeper Morrow, Old Bayou Tam, Frost-Beard Ole and Ferryman Hale are journeyman fishermen who never lose their job. Each sells five to eight exclusive trades: bait, Crab Pots, Fishing Nets, Messages in a Bottle, Glow Bait, a spyglass at the lighthouse, a boat at the boathouse. Once those are used they level up like any fisherman.

Messages in a Bottle

Messages in a Bottle

Fished up by rods (1.5 % of catches, on top of the normal catch), caught by Crab Pots (more often with Glow Bait), found in the structures and sold by residents. Right-click to break one open: one of twelve notes from the sea is read out, and the bottle holds either a small treasure or a map to the nearest Sunken Trawler.

For Servers and Modpacks

Your coast, your rules

  • config/fisherman_house.json is written on first start, with comments: Crab Pot timing, the water it needs, the rain bonus, and an on/off switch for each structure.
  • Biomes, spacing, loot, Crab Pot catches, bottle contents and the shore rules are datapack data.
  • /locate structure #fisherman_house:coastal finds the nearest of any of them; operators can run /fishermanscoast inspect to list what a structure holds.
  • Worlds from 1.x keep loading: the mod id and the house's structure id are unchanged.

Downloads

Pick the file that matches both your Minecraft version and your loader:

MinecraftFabric (needs Fabric API)NeoForge / Forge
1.20.1fisherman_house-fabric-1.20.1-2.0.0.jarfisherman_house-forge-1.20.1-2.0.0.jar (Forge 47.4.0+)
1.21.1fisherman_house-fabric-1.21.1-2.0.0.jarfisherman_house-neoforge-1.21.1-2.0.0.jar (NeoForge 21.1.219+)
26.1.2fisherman_house-fabric-26.1.2-2.0.0.jarfisherman_house-neoforge-26.1.2-2.0.0.jar (NeoForge 26.1.2.7-beta+)
26.2fisherman_house-fabric-26.2-2.0.0.jarfisherman_house-neoforge-26.2-2.0.0.jar (NeoForge 26.2.0.93+)
26.3fisherman_house-fabric-26.3-2.0.0.jarfisherman_house-neoforge-26.3-2.0.0.jar (NeoForge 26.3.0.97+)

Java 17 for 1.20.1, 21 for 1.21.1, 25 for 26.x.

FAQ

Do I need it on the server and the client? Yes, on both.

Will my 1.x world break? No. Houses that already generated stay, and new chunks get the new structures.

Can I use it in my modpack? Yes.

How do I find a structure? /locate structure fisherman_house:harbour_pier (or any other id), or open a Message in a Bottle and follow the map to a Sunken Trawler.

A structure is too common or too rare. Change its spacing in worldgen/structure_set/<id>.json with a datapack, or switch it off in the config.

Forge on 1.21.1? There is no Forge build for 1.21.1 any more; use the NeoForge or Fabric jar.

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release

2.0.0 neoforge 26.3

2.0.0+neoforge-26.3
26 окт. 2026 г.28Minecraft: 26.3neoforge
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# Fisherman's Coast 2.0.0 — The Living Coast The Fisherman House becomes **Fisherman's Coast**. 2.0 turns one rare house into a whole coastline: seven places built for seven kinds of shore, each with its own resident and loot, placed only where the land suits them; **Crab Pots** and bait that make a waterside base worth having; **Messages in a Bottle** that lead to sunken trawlers; and **Fishing Nets** to build with. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. Nothing else is needed. ## New - **Six new structures**: Harbour Pier (sandy beaches), Lighthouse (stony shores and beaches), Stilt Shack (swamps and mangroves), Ice Fishing Camp (frozen oceans and rivers), River Boathouse (rivers and lakes) and the underwater Sunken Trawler (ocean floors). - **Shore-aware placement**: the land is sampled before a structure is placed. Docks and piers are turned to point into water at least three blocks deep, land parts need dry and level ground, the ice camp sits on open water, the stilt shack on swamp water or land, the wreck on the sea floor. Nothing floats, nothing is buried, no dock ends on sand. - **Residents**: Saylor, Harbourmaster Wren, Keeper Morrow, Old Bayou Tam, Frost-Beard Ole and Ferryman Hale. Each is a journeyman fisherman (they never lose their job) with exclusive trades: bait, Crab Pots, Fishing Nets, Messages in a Bottle, a spyglass at the lighthouse, a boat at the boathouse; then they level up like any fisherman. - **Crab Pot**: a waterlogged trap that catches something every 60-120 seconds in open water (20 water blocks around it), with catches that depend on the biome (frozen, swamp, river, sea, anywhere else) and vanilla's fish, twice as fast in the rain, 5 slots, never loses items when full. Hoppers put bait in and take the catch out; comparators read it; sneak-right-click shows its status. Its model shows bait and catch; it bubbles and splashes. - **Bait**: Fish Bait (faster), Chum (faster and luckier) and Glow Bait (much luckier). - **Message in a Bottle**: from rods (1.5 % of catches), Crab Pots, loot and residents. Opening it reads one of twelve notes and gives a small treasure or a map to the nearest Sunken Trawler. - **Fishing Net**: a climbable, waterloggable net that hangs on walls. - **Loot tables** for every structure (the Sunken Trawler's captain's chest can hold a Heart of the Sea). - **Advancements**: a Fisherman's Coast tab with one per structure, Pot Luck, Tools of the Trade, Message Received and Coastal Wanderer. - **Config** `config/fisherman_house.json` (with comments): Crab Pot timing, water and rain bonus, and an on/off switch per structure. - **`/fishermanscoast inspect`** for operators: what a structure holds (loot tables, residents and trades, pots, nets). - **Minecraft 26.3** (Fabric and NeoForge). ## Changed - **The Fisherman's Cottage** (the 1.x house) is repaired: its barrels draw from loot tables instead of holding the same few fixed items (they were empty on 1.20.1), Saylor is a journeyman with his own trades and no memories of the world the house was built in, the stilts reach the sea floor, the house no longer pours its own rectangle of sea onto the beach, and its paintings fit their walls (the larger ones dropped off). It now generates on sandy and snowy beaches and is far less rare (it was one attempt per 4,800 blocks). - The mod's display name is now Fisherman's Coast; the mod id stays `fisherman_house`. ## Compatibility - Minecraft 1.20.1 — Fabric, Forge - Minecraft 1.21.1 — Fabric, NeoForge (**no Forge build any more**: on 1.21.1 use the NeoForge or Fabric jar) - Minecraft 26.1.2, 26.2 and 26.3 — Fabric, NeoForge ## Upgrade Notes - Worlds from 1.x load as they are: the mod id and the structure id `fisherman_house:fisherman_house` are unchanged, and houses that already generated stay. The 1.x template is kept at its id, so a house 1.x left half-generated is finished the way it started (its paintings and item frames now keep their place instead of logging an error); new houses use the repaired template `fisherman_house:cottage`. New chunks get the new structures. - 1.21.1 Forge players: switch to the 1.21.1 NeoForge (or Fabric) jar; the mod's ids are the same on every loader.
release

2.0.0 fabric 26.3

2.0.0+fabric-26.3
26 окт. 2026 г.75Minecraft: 26.3fabric
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Что нового
# Fisherman's Coast 2.0.0 — The Living Coast The Fisherman House becomes **Fisherman's Coast**. 2.0 turns one rare house into a whole coastline: seven places built for seven kinds of shore, each with its own resident and loot, placed only where the land suits them; **Crab Pots** and bait that make a waterside base worth having; **Messages in a Bottle** that lead to sunken trawlers; and **Fishing Nets** to build with. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. Nothing else is needed. ## New - **Six new structures**: Harbour Pier (sandy beaches), Lighthouse (stony shores and beaches), Stilt Shack (swamps and mangroves), Ice Fishing Camp (frozen oceans and rivers), River Boathouse (rivers and lakes) and the underwater Sunken Trawler (ocean floors). - **Shore-aware placement**: the land is sampled before a structure is placed. Docks and piers are turned to point into water at least three blocks deep, land parts need dry and level ground, the ice camp sits on open water, the stilt shack on swamp water or land, the wreck on the sea floor. Nothing floats, nothing is buried, no dock ends on sand. - **Residents**: Saylor, Harbourmaster Wren, Keeper Morrow, Old Bayou Tam, Frost-Beard Ole and Ferryman Hale. Each is a journeyman fisherman (they never lose their job) with exclusive trades: bait, Crab Pots, Fishing Nets, Messages in a Bottle, a spyglass at the lighthouse, a boat at the boathouse; then they level up like any fisherman. - **Crab Pot**: a waterlogged trap that catches something every 60-120 seconds in open water (20 water blocks around it), with catches that depend on the biome (frozen, swamp, river, sea, anywhere else) and vanilla's fish, twice as fast in the rain, 5 slots, never loses items when full. Hoppers put bait in and take the catch out; comparators read it; sneak-right-click shows its status. Its model shows bait and catch; it bubbles and splashes. - **Bait**: Fish Bait (faster), Chum (faster and luckier) and Glow Bait (much luckier). - **Message in a Bottle**: from rods (1.5 % of catches), Crab Pots, loot and residents. Opening it reads one of twelve notes and gives a small treasure or a map to the nearest Sunken Trawler. - **Fishing Net**: a climbable, waterloggable net that hangs on walls. - **Loot tables** for every structure (the Sunken Trawler's captain's chest can hold a Heart of the Sea). - **Advancements**: a Fisherman's Coast tab with one per structure, Pot Luck, Tools of the Trade, Message Received and Coastal Wanderer. - **Config** `config/fisherman_house.json` (with comments): Crab Pot timing, water and rain bonus, and an on/off switch per structure. - **`/fishermanscoast inspect`** for operators: what a structure holds (loot tables, residents and trades, pots, nets). - **Minecraft 26.3** (Fabric and NeoForge). ## Changed - **The Fisherman's Cottage** (the 1.x house) is repaired: its barrels draw from loot tables instead of holding the same few fixed items (they were empty on 1.20.1), Saylor is a journeyman with his own trades and no memories of the world the house was built in, the stilts reach the sea floor, the house no longer pours its own rectangle of sea onto the beach, and its paintings fit their walls (the larger ones dropped off). It now generates on sandy and snowy beaches and is far less rare (it was one attempt per 4,800 blocks). - The mod's display name is now Fisherman's Coast; the mod id stays `fisherman_house`. ## Compatibility - Minecraft 1.20.1 — Fabric, Forge - Minecraft 1.21.1 — Fabric, NeoForge (**no Forge build any more**: on 1.21.1 use the NeoForge or Fabric jar) - Minecraft 26.1.2, 26.2 and 26.3 — Fabric, NeoForge ## Upgrade Notes - Worlds from 1.x load as they are: the mod id and the structure id `fisherman_house:fisherman_house` are unchanged, and houses that already generated stay. The 1.x template is kept at its id, so a house 1.x left half-generated is finished the way it started (its paintings and item frames now keep their place instead of logging an error); new houses use the repaired template `fisherman_house:cottage`. New chunks get the new structures. - 1.21.1 Forge players: switch to the 1.21.1 NeoForge (or Fabric) jar; the mod's ids are the same on every loader.
release

2.0.0 neoforge 26.2

2.0.0+neoforge-26.2
26 окт. 2026 г.10Minecraft: 26.2neoforge
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Что нового
# Fisherman's Coast 2.0.0 — The Living Coast The Fisherman House becomes **Fisherman's Coast**. 2.0 turns one rare house into a whole coastline: seven places built for seven kinds of shore, each with its own resident and loot, placed only where the land suits them; **Crab Pots** and bait that make a waterside base worth having; **Messages in a Bottle** that lead to sunken trawlers; and **Fishing Nets** to build with. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. Nothing else is needed. ## New - **Six new structures**: Harbour Pier (sandy beaches), Lighthouse (stony shores and beaches), Stilt Shack (swamps and mangroves), Ice Fishing Camp (frozen oceans and rivers), River Boathouse (rivers and lakes) and the underwater Sunken Trawler (ocean floors). - **Shore-aware placement**: the land is sampled before a structure is placed. Docks and piers are turned to point into water at least three blocks deep, land parts need dry and level ground, the ice camp sits on open water, the stilt shack on swamp water or land, the wreck on the sea floor. Nothing floats, nothing is buried, no dock ends on sand. - **Residents**: Saylor, Harbourmaster Wren, Keeper Morrow, Old Bayou Tam, Frost-Beard Ole and Ferryman Hale. Each is a journeyman fisherman (they never lose their job) with exclusive trades: bait, Crab Pots, Fishing Nets, Messages in a Bottle, a spyglass at the lighthouse, a boat at the boathouse; then they level up like any fisherman. - **Crab Pot**: a waterlogged trap that catches something every 60-120 seconds in open water (20 water blocks around it), with catches that depend on the biome (frozen, swamp, river, sea, anywhere else) and vanilla's fish, twice as fast in the rain, 5 slots, never loses items when full. Hoppers put bait in and take the catch out; comparators read it; sneak-right-click shows its status. Its model shows bait and catch; it bubbles and splashes. - **Bait**: Fish Bait (faster), Chum (faster and luckier) and Glow Bait (much luckier). - **Message in a Bottle**: from rods (1.5 % of catches), Crab Pots, loot and residents. Opening it reads one of twelve notes and gives a small treasure or a map to the nearest Sunken Trawler. - **Fishing Net**: a climbable, waterloggable net that hangs on walls. - **Loot tables** for every structure (the Sunken Trawler's captain's chest can hold a Heart of the Sea). - **Advancements**: a Fisherman's Coast tab with one per structure, Pot Luck, Tools of the Trade, Message Received and Coastal Wanderer. - **Config** `config/fisherman_house.json` (with comments): Crab Pot timing, water and rain bonus, and an on/off switch per structure. - **`/fishermanscoast inspect`** for operators: what a structure holds (loot tables, residents and trades, pots, nets). - **Minecraft 26.3** (Fabric and NeoForge). ## Changed - **The Fisherman's Cottage** (the 1.x house) is repaired: its barrels draw from loot tables instead of holding the same few fixed items (they were empty on 1.20.1), Saylor is a journeyman with his own trades and no memories of the world the house was built in, the stilts reach the sea floor, the house no longer pours its own rectangle of sea onto the beach, and its paintings fit their walls (the larger ones dropped off). It now generates on sandy and snowy beaches and is far less rare (it was one attempt per 4,800 blocks). - The mod's display name is now Fisherman's Coast; the mod id stays `fisherman_house`. ## Compatibility - Minecraft 1.20.1 — Fabric, Forge - Minecraft 1.21.1 — Fabric, NeoForge (**no Forge build any more**: on 1.21.1 use the NeoForge or Fabric jar) - Minecraft 26.1.2, 26.2 and 26.3 — Fabric, NeoForge ## Upgrade Notes - Worlds from 1.x load as they are: the mod id and the structure id `fisherman_house:fisherman_house` are unchanged, and houses that already generated stay. The 1.x template is kept at its id, so a house 1.x left half-generated is finished the way it started (its paintings and item frames now keep their place instead of logging an error); new houses use the repaired template `fisherman_house:cottage`. New chunks get the new structures. - 1.21.1 Forge players: switch to the 1.21.1 NeoForge (or Fabric) jar; the mod's ids are the same on every loader.
release

2.0.0 fabric 26.2

2.0.0+fabric-26.2
26 окт. 2026 г.41Minecraft: 26.2fabric
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Что нового
# Fisherman's Coast 2.0.0 — The Living Coast The Fisherman House becomes **Fisherman's Coast**. 2.0 turns one rare house into a whole coastline: seven places built for seven kinds of shore, each with its own resident and loot, placed only where the land suits them; **Crab Pots** and bait that make a waterside base worth having; **Messages in a Bottle** that lead to sunken trawlers; and **Fishing Nets** to build with. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. Nothing else is needed. ## New - **Six new structures**: Harbour Pier (sandy beaches), Lighthouse (stony shores and beaches), Stilt Shack (swamps and mangroves), Ice Fishing Camp (frozen oceans and rivers), River Boathouse (rivers and lakes) and the underwater Sunken Trawler (ocean floors). - **Shore-aware placement**: the land is sampled before a structure is placed. Docks and piers are turned to point into water at least three blocks deep, land parts need dry and level ground, the ice camp sits on open water, the stilt shack on swamp water or land, the wreck on the sea floor. Nothing floats, nothing is buried, no dock ends on sand. - **Residents**: Saylor, Harbourmaster Wren, Keeper Morrow, Old Bayou Tam, Frost-Beard Ole and Ferryman Hale. Each is a journeyman fisherman (they never lose their job) with exclusive trades: bait, Crab Pots, Fishing Nets, Messages in a Bottle, a spyglass at the lighthouse, a boat at the boathouse; then they level up like any fisherman. - **Crab Pot**: a waterlogged trap that catches something every 60-120 seconds in open water (20 water blocks around it), with catches that depend on the biome (frozen, swamp, river, sea, anywhere else) and vanilla's fish, twice as fast in the rain, 5 slots, never loses items when full. Hoppers put bait in and take the catch out; comparators read it; sneak-right-click shows its status. Its model shows bait and catch; it bubbles and splashes. - **Bait**: Fish Bait (faster), Chum (faster and luckier) and Glow Bait (much luckier). - **Message in a Bottle**: from rods (1.5 % of catches), Crab Pots, loot and residents. Opening it reads one of twelve notes and gives a small treasure or a map to the nearest Sunken Trawler. - **Fishing Net**: a climbable, waterloggable net that hangs on walls. - **Loot tables** for every structure (the Sunken Trawler's captain's chest can hold a Heart of the Sea). - **Advancements**: a Fisherman's Coast tab with one per structure, Pot Luck, Tools of the Trade, Message Received and Coastal Wanderer. - **Config** `config/fisherman_house.json` (with comments): Crab Pot timing, water and rain bonus, and an on/off switch per structure. - **`/fishermanscoast inspect`** for operators: what a structure holds (loot tables, residents and trades, pots, nets). - **Minecraft 26.3** (Fabric and NeoForge). ## Changed - **The Fisherman's Cottage** (the 1.x house) is repaired: its barrels draw from loot tables instead of holding the same few fixed items (they were empty on 1.20.1), Saylor is a journeyman with his own trades and no memories of the world the house was built in, the stilts reach the sea floor, the house no longer pours its own rectangle of sea onto the beach, and its paintings fit their walls (the larger ones dropped off). It now generates on sandy and snowy beaches and is far less rare (it was one attempt per 4,800 blocks). - The mod's display name is now Fisherman's Coast; the mod id stays `fisherman_house`. ## Compatibility - Minecraft 1.20.1 — Fabric, Forge - Minecraft 1.21.1 — Fabric, NeoForge (**no Forge build any more**: on 1.21.1 use the NeoForge or Fabric jar) - Minecraft 26.1.2, 26.2 and 26.3 — Fabric, NeoForge ## Upgrade Notes - Worlds from 1.x load as they are: the mod id and the structure id `fisherman_house:fisherman_house` are unchanged, and houses that already generated stay. The 1.x template is kept at its id, so a house 1.x left half-generated is finished the way it started (its paintings and item frames now keep their place instead of logging an error); new houses use the repaired template `fisherman_house:cottage`. New chunks get the new structures. - 1.21.1 Forge players: switch to the 1.21.1 NeoForge (or Fabric) jar; the mod's ids are the same on every loader.
release

2.0.0 neoforge 26.1.2

2.0.0+neoforge-26.1.2
26 окт. 2026 г.11Minecraft: 26.1.2neoforge
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# Fisherman's Coast 2.0.0 — The Living Coast The Fisherman House becomes **Fisherman's Coast**. 2.0 turns one rare house into a whole coastline: seven places built for seven kinds of shore, each with its own resident and loot, placed only where the land suits them; **Crab Pots** and bait that make a waterside base worth having; **Messages in a Bottle** that lead to sunken trawlers; and **Fishing Nets** to build with. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. Nothing else is needed. ## New - **Six new structures**: Harbour Pier (sandy beaches), Lighthouse (stony shores and beaches), Stilt Shack (swamps and mangroves), Ice Fishing Camp (frozen oceans and rivers), River Boathouse (rivers and lakes) and the underwater Sunken Trawler (ocean floors). - **Shore-aware placement**: the land is sampled before a structure is placed. Docks and piers are turned to point into water at least three blocks deep, land parts need dry and level ground, the ice camp sits on open water, the stilt shack on swamp water or land, the wreck on the sea floor. Nothing floats, nothing is buried, no dock ends on sand. - **Residents**: Saylor, Harbourmaster Wren, Keeper Morrow, Old Bayou Tam, Frost-Beard Ole and Ferryman Hale. Each is a journeyman fisherman (they never lose their job) with exclusive trades: bait, Crab Pots, Fishing Nets, Messages in a Bottle, a spyglass at the lighthouse, a boat at the boathouse; then they level up like any fisherman. - **Crab Pot**: a waterlogged trap that catches something every 60-120 seconds in open water (20 water blocks around it), with catches that depend on the biome (frozen, swamp, river, sea, anywhere else) and vanilla's fish, twice as fast in the rain, 5 slots, never loses items when full. Hoppers put bait in and take the catch out; comparators read it; sneak-right-click shows its status. Its model shows bait and catch; it bubbles and splashes. - **Bait**: Fish Bait (faster), Chum (faster and luckier) and Glow Bait (much luckier). - **Message in a Bottle**: from rods (1.5 % of catches), Crab Pots, loot and residents. Opening it reads one of twelve notes and gives a small treasure or a map to the nearest Sunken Trawler. - **Fishing Net**: a climbable, waterloggable net that hangs on walls. - **Loot tables** for every structure (the Sunken Trawler's captain's chest can hold a Heart of the Sea). - **Advancements**: a Fisherman's Coast tab with one per structure, Pot Luck, Tools of the Trade, Message Received and Coastal Wanderer. - **Config** `config/fisherman_house.json` (with comments): Crab Pot timing, water and rain bonus, and an on/off switch per structure. - **`/fishermanscoast inspect`** for operators: what a structure holds (loot tables, residents and trades, pots, nets). - **Minecraft 26.3** (Fabric and NeoForge). ## Changed - **The Fisherman's Cottage** (the 1.x house) is repaired: its barrels draw from loot tables instead of holding the same few fixed items (they were empty on 1.20.1), Saylor is a journeyman with his own trades and no memories of the world the house was built in, the stilts reach the sea floor, the house no longer pours its own rectangle of sea onto the beach, and its paintings fit their walls (the larger ones dropped off). It now generates on sandy and snowy beaches and is far less rare (it was one attempt per 4,800 blocks). - The mod's display name is now Fisherman's Coast; the mod id stays `fisherman_house`. ## Compatibility - Minecraft 1.20.1 — Fabric, Forge - Minecraft 1.21.1 — Fabric, NeoForge (**no Forge build any more**: on 1.21.1 use the NeoForge or Fabric jar) - Minecraft 26.1.2, 26.2 and 26.3 — Fabric, NeoForge ## Upgrade Notes - Worlds from 1.x load as they are: the mod id and the structure id `fisherman_house:fisherman_house` are unchanged, and houses that already generated stay. The 1.x template is kept at its id, so a house 1.x left half-generated is finished the way it started (its paintings and item frames now keep their place instead of logging an error); new houses use the repaired template `fisherman_house:cottage`. New chunks get the new structures. - 1.21.1 Forge players: switch to the 1.21.1 NeoForge (or Fabric) jar; the mod's ids are the same on every loader.
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2.0.0 fabric 26.1.2

2.0.0+fabric-26.1.2
26 окт. 2026 г.11Minecraft: 26.1.2fabric
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# Fisherman's Coast 2.0.0 — The Living Coast The Fisherman House becomes **Fisherman's Coast**. 2.0 turns one rare house into a whole coastline: seven places built for seven kinds of shore, each with its own resident and loot, placed only where the land suits them; **Crab Pots** and bait that make a waterside base worth having; **Messages in a Bottle** that lead to sunken trawlers; and **Fishing Nets** to build with. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. Nothing else is needed. ## New - **Six new structures**: Harbour Pier (sandy beaches), Lighthouse (stony shores and beaches), Stilt Shack (swamps and mangroves), Ice Fishing Camp (frozen oceans and rivers), River Boathouse (rivers and lakes) and the underwater Sunken Trawler (ocean floors). - **Shore-aware placement**: the land is sampled before a structure is placed. Docks and piers are turned to point into water at least three blocks deep, land parts need dry and level ground, the ice camp sits on open water, the stilt shack on swamp water or land, the wreck on the sea floor. Nothing floats, nothing is buried, no dock ends on sand. - **Residents**: Saylor, Harbourmaster Wren, Keeper Morrow, Old Bayou Tam, Frost-Beard Ole and Ferryman Hale. Each is a journeyman fisherman (they never lose their job) with exclusive trades: bait, Crab Pots, Fishing Nets, Messages in a Bottle, a spyglass at the lighthouse, a boat at the boathouse; then they level up like any fisherman. - **Crab Pot**: a waterlogged trap that catches something every 60-120 seconds in open water (20 water blocks around it), with catches that depend on the biome (frozen, swamp, river, sea, anywhere else) and vanilla's fish, twice as fast in the rain, 5 slots, never loses items when full. Hoppers put bait in and take the catch out; comparators read it; sneak-right-click shows its status. Its model shows bait and catch; it bubbles and splashes. - **Bait**: Fish Bait (faster), Chum (faster and luckier) and Glow Bait (much luckier). - **Message in a Bottle**: from rods (1.5 % of catches), Crab Pots, loot and residents. Opening it reads one of twelve notes and gives a small treasure or a map to the nearest Sunken Trawler. - **Fishing Net**: a climbable, waterloggable net that hangs on walls. - **Loot tables** for every structure (the Sunken Trawler's captain's chest can hold a Heart of the Sea). - **Advancements**: a Fisherman's Coast tab with one per structure, Pot Luck, Tools of the Trade, Message Received and Coastal Wanderer. - **Config** `config/fisherman_house.json` (with comments): Crab Pot timing, water and rain bonus, and an on/off switch per structure. - **`/fishermanscoast inspect`** for operators: what a structure holds (loot tables, residents and trades, pots, nets). - **Minecraft 26.3** (Fabric and NeoForge). ## Changed - **The Fisherman's Cottage** (the 1.x house) is repaired: its barrels draw from loot tables instead of holding the same few fixed items (they were empty on 1.20.1), Saylor is a journeyman with his own trades and no memories of the world the house was built in, the stilts reach the sea floor, the house no longer pours its own rectangle of sea onto the beach, and its paintings fit their walls (the larger ones dropped off). It now generates on sandy and snowy beaches and is far less rare (it was one attempt per 4,800 blocks). - The mod's display name is now Fisherman's Coast; the mod id stays `fisherman_house`. ## Compatibility - Minecraft 1.20.1 — Fabric, Forge - Minecraft 1.21.1 — Fabric, NeoForge (**no Forge build any more**: on 1.21.1 use the NeoForge or Fabric jar) - Minecraft 26.1.2, 26.2 and 26.3 — Fabric, NeoForge ## Upgrade Notes - Worlds from 1.x load as they are: the mod id and the structure id `fisherman_house:fisherman_house` are unchanged, and houses that already generated stay. The 1.x template is kept at its id, so a house 1.x left half-generated is finished the way it started (its paintings and item frames now keep their place instead of logging an error); new houses use the repaired template `fisherman_house:cottage`. New chunks get the new structures. - 1.21.1 Forge players: switch to the 1.21.1 NeoForge (or Fabric) jar; the mod's ids are the same on every loader.
release

2.0.0 neoforge 1.21.1

2.0.0+neoforge-1.21.1
26 окт. 2026 г.27Minecraft: 1.21.1neoforge
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# Fisherman's Coast 2.0.0 — The Living Coast The Fisherman House becomes **Fisherman's Coast**. 2.0 turns one rare house into a whole coastline: seven places built for seven kinds of shore, each with its own resident and loot, placed only where the land suits them; **Crab Pots** and bait that make a waterside base worth having; **Messages in a Bottle** that lead to sunken trawlers; and **Fishing Nets** to build with. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. Nothing else is needed. ## New - **Six new structures**: Harbour Pier (sandy beaches), Lighthouse (stony shores and beaches), Stilt Shack (swamps and mangroves), Ice Fishing Camp (frozen oceans and rivers), River Boathouse (rivers and lakes) and the underwater Sunken Trawler (ocean floors). - **Shore-aware placement**: the land is sampled before a structure is placed. Docks and piers are turned to point into water at least three blocks deep, land parts need dry and level ground, the ice camp sits on open water, the stilt shack on swamp water or land, the wreck on the sea floor. Nothing floats, nothing is buried, no dock ends on sand. - **Residents**: Saylor, Harbourmaster Wren, Keeper Morrow, Old Bayou Tam, Frost-Beard Ole and Ferryman Hale. Each is a journeyman fisherman (they never lose their job) with exclusive trades: bait, Crab Pots, Fishing Nets, Messages in a Bottle, a spyglass at the lighthouse, a boat at the boathouse; then they level up like any fisherman. - **Crab Pot**: a waterlogged trap that catches something every 60-120 seconds in open water (20 water blocks around it), with catches that depend on the biome (frozen, swamp, river, sea, anywhere else) and vanilla's fish, twice as fast in the rain, 5 slots, never loses items when full. Hoppers put bait in and take the catch out; comparators read it; sneak-right-click shows its status. Its model shows bait and catch; it bubbles and splashes. - **Bait**: Fish Bait (faster), Chum (faster and luckier) and Glow Bait (much luckier). - **Message in a Bottle**: from rods (1.5 % of catches), Crab Pots, loot and residents. Opening it reads one of twelve notes and gives a small treasure or a map to the nearest Sunken Trawler. - **Fishing Net**: a climbable, waterloggable net that hangs on walls. - **Loot tables** for every structure (the Sunken Trawler's captain's chest can hold a Heart of the Sea). - **Advancements**: a Fisherman's Coast tab with one per structure, Pot Luck, Tools of the Trade, Message Received and Coastal Wanderer. - **Config** `config/fisherman_house.json` (with comments): Crab Pot timing, water and rain bonus, and an on/off switch per structure. - **`/fishermanscoast inspect`** for operators: what a structure holds (loot tables, residents and trades, pots, nets). - **Minecraft 26.3** (Fabric and NeoForge). ## Changed - **The Fisherman's Cottage** (the 1.x house) is repaired: its barrels draw from loot tables instead of holding the same few fixed items (they were empty on 1.20.1), Saylor is a journeyman with his own trades and no memories of the world the house was built in, the stilts reach the sea floor, the house no longer pours its own rectangle of sea onto the beach, and its paintings fit their walls (the larger ones dropped off). It now generates on sandy and snowy beaches and is far less rare (it was one attempt per 4,800 blocks). - The mod's display name is now Fisherman's Coast; the mod id stays `fisherman_house`. ## Compatibility - Minecraft 1.20.1 — Fabric, Forge - Minecraft 1.21.1 — Fabric, NeoForge (**no Forge build any more**: on 1.21.1 use the NeoForge or Fabric jar) - Minecraft 26.1.2, 26.2 and 26.3 — Fabric, NeoForge ## Upgrade Notes - Worlds from 1.x load as they are: the mod id and the structure id `fisherman_house:fisherman_house` are unchanged, and houses that already generated stay. The 1.x template is kept at its id, so a house 1.x left half-generated is finished the way it started (its paintings and item frames now keep their place instead of logging an error); new houses use the repaired template `fisherman_house:cottage`. New chunks get the new structures. - 1.21.1 Forge players: switch to the 1.21.1 NeoForge (or Fabric) jar; the mod's ids are the same on every loader.
release

2.0.0 fabric 1.21.1

2.0.0+fabric-1.21.1
26 окт. 2026 г.28Minecraft: 1.21.1fabric
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# Fisherman's Coast 2.0.0 — The Living Coast The Fisherman House becomes **Fisherman's Coast**. 2.0 turns one rare house into a whole coastline: seven places built for seven kinds of shore, each with its own resident and loot, placed only where the land suits them; **Crab Pots** and bait that make a waterside base worth having; **Messages in a Bottle** that lead to sunken trawlers; and **Fishing Nets** to build with. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. Nothing else is needed. ## New - **Six new structures**: Harbour Pier (sandy beaches), Lighthouse (stony shores and beaches), Stilt Shack (swamps and mangroves), Ice Fishing Camp (frozen oceans and rivers), River Boathouse (rivers and lakes) and the underwater Sunken Trawler (ocean floors). - **Shore-aware placement**: the land is sampled before a structure is placed. Docks and piers are turned to point into water at least three blocks deep, land parts need dry and level ground, the ice camp sits on open water, the stilt shack on swamp water or land, the wreck on the sea floor. Nothing floats, nothing is buried, no dock ends on sand. - **Residents**: Saylor, Harbourmaster Wren, Keeper Morrow, Old Bayou Tam, Frost-Beard Ole and Ferryman Hale. Each is a journeyman fisherman (they never lose their job) with exclusive trades: bait, Crab Pots, Fishing Nets, Messages in a Bottle, a spyglass at the lighthouse, a boat at the boathouse; then they level up like any fisherman. - **Crab Pot**: a waterlogged trap that catches something every 60-120 seconds in open water (20 water blocks around it), with catches that depend on the biome (frozen, swamp, river, sea, anywhere else) and vanilla's fish, twice as fast in the rain, 5 slots, never loses items when full. Hoppers put bait in and take the catch out; comparators read it; sneak-right-click shows its status. Its model shows bait and catch; it bubbles and splashes. - **Bait**: Fish Bait (faster), Chum (faster and luckier) and Glow Bait (much luckier). - **Message in a Bottle**: from rods (1.5 % of catches), Crab Pots, loot and residents. Opening it reads one of twelve notes and gives a small treasure or a map to the nearest Sunken Trawler. - **Fishing Net**: a climbable, waterloggable net that hangs on walls. - **Loot tables** for every structure (the Sunken Trawler's captain's chest can hold a Heart of the Sea). - **Advancements**: a Fisherman's Coast tab with one per structure, Pot Luck, Tools of the Trade, Message Received and Coastal Wanderer. - **Config** `config/fisherman_house.json` (with comments): Crab Pot timing, water and rain bonus, and an on/off switch per structure. - **`/fishermanscoast inspect`** for operators: what a structure holds (loot tables, residents and trades, pots, nets). - **Minecraft 26.3** (Fabric and NeoForge). ## Changed - **The Fisherman's Cottage** (the 1.x house) is repaired: its barrels draw from loot tables instead of holding the same few fixed items (they were empty on 1.20.1), Saylor is a journeyman with his own trades and no memories of the world the house was built in, the stilts reach the sea floor, the house no longer pours its own rectangle of sea onto the beach, and its paintings fit their walls (the larger ones dropped off). It now generates on sandy and snowy beaches and is far less rare (it was one attempt per 4,800 blocks). - The mod's display name is now Fisherman's Coast; the mod id stays `fisherman_house`. ## Compatibility - Minecraft 1.20.1 — Fabric, Forge - Minecraft 1.21.1 — Fabric, NeoForge (**no Forge build any more**: on 1.21.1 use the NeoForge or Fabric jar) - Minecraft 26.1.2, 26.2 and 26.3 — Fabric, NeoForge ## Upgrade Notes - Worlds from 1.x load as they are: the mod id and the structure id `fisherman_house:fisherman_house` are unchanged, and houses that already generated stay. The 1.x template is kept at its id, so a house 1.x left half-generated is finished the way it started (its paintings and item frames now keep their place instead of logging an error); new houses use the repaired template `fisherman_house:cottage`. New chunks get the new structures. - 1.21.1 Forge players: switch to the 1.21.1 NeoForge (or Fabric) jar; the mod's ids are the same on every loader.
release

2.0.0 forge 1.20.1

2.0.0+forge-1.20.1
26 окт. 2026 г.30Minecraft: 1.20.1forge
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# Fisherman's Coast 2.0.0 — The Living Coast The Fisherman House becomes **Fisherman's Coast**. 2.0 turns one rare house into a whole coastline: seven places built for seven kinds of shore, each with its own resident and loot, placed only where the land suits them; **Crab Pots** and bait that make a waterside base worth having; **Messages in a Bottle** that lead to sunken trawlers; and **Fishing Nets** to build with. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. Nothing else is needed. ## New - **Six new structures**: Harbour Pier (sandy beaches), Lighthouse (stony shores and beaches), Stilt Shack (swamps and mangroves), Ice Fishing Camp (frozen oceans and rivers), River Boathouse (rivers and lakes) and the underwater Sunken Trawler (ocean floors). - **Shore-aware placement**: the land is sampled before a structure is placed. Docks and piers are turned to point into water at least three blocks deep, land parts need dry and level ground, the ice camp sits on open water, the stilt shack on swamp water or land, the wreck on the sea floor. Nothing floats, nothing is buried, no dock ends on sand. - **Residents**: Saylor, Harbourmaster Wren, Keeper Morrow, Old Bayou Tam, Frost-Beard Ole and Ferryman Hale. Each is a journeyman fisherman (they never lose their job) with exclusive trades: bait, Crab Pots, Fishing Nets, Messages in a Bottle, a spyglass at the lighthouse, a boat at the boathouse; then they level up like any fisherman. - **Crab Pot**: a waterlogged trap that catches something every 60-120 seconds in open water (20 water blocks around it), with catches that depend on the biome (frozen, swamp, river, sea, anywhere else) and vanilla's fish, twice as fast in the rain, 5 slots, never loses items when full. Hoppers put bait in and take the catch out; comparators read it; sneak-right-click shows its status. Its model shows bait and catch; it bubbles and splashes. - **Bait**: Fish Bait (faster), Chum (faster and luckier) and Glow Bait (much luckier). - **Message in a Bottle**: from rods (1.5 % of catches), Crab Pots, loot and residents. Opening it reads one of twelve notes and gives a small treasure or a map to the nearest Sunken Trawler. - **Fishing Net**: a climbable, waterloggable net that hangs on walls. - **Loot tables** for every structure (the Sunken Trawler's captain's chest can hold a Heart of the Sea). - **Advancements**: a Fisherman's Coast tab with one per structure, Pot Luck, Tools of the Trade, Message Received and Coastal Wanderer. - **Config** `config/fisherman_house.json` (with comments): Crab Pot timing, water and rain bonus, and an on/off switch per structure. - **`/fishermanscoast inspect`** for operators: what a structure holds (loot tables, residents and trades, pots, nets). - **Minecraft 26.3** (Fabric and NeoForge). ## Changed - **The Fisherman's Cottage** (the 1.x house) is repaired: its barrels draw from loot tables instead of holding the same few fixed items (they were empty on 1.20.1), Saylor is a journeyman with his own trades and no memories of the world the house was built in, the stilts reach the sea floor, the house no longer pours its own rectangle of sea onto the beach, and its paintings fit their walls (the larger ones dropped off). It now generates on sandy and snowy beaches and is far less rare (it was one attempt per 4,800 blocks). - The mod's display name is now Fisherman's Coast; the mod id stays `fisherman_house`. ## Compatibility - Minecraft 1.20.1 — Fabric, Forge - Minecraft 1.21.1 — Fabric, NeoForge (**no Forge build any more**: on 1.21.1 use the NeoForge or Fabric jar) - Minecraft 26.1.2, 26.2 and 26.3 — Fabric, NeoForge ## Upgrade Notes - Worlds from 1.x load as they are: the mod id and the structure id `fisherman_house:fisherman_house` are unchanged, and houses that already generated stay. The 1.x template is kept at its id, so a house 1.x left half-generated is finished the way it started (its paintings and item frames now keep their place instead of logging an error); new houses use the repaired template `fisherman_house:cottage`. New chunks get the new structures. - 1.21.1 Forge players: switch to the 1.21.1 NeoForge (or Fabric) jar; the mod's ids are the same on every loader.
release

2.0.0 fabric 1.20.1

2.0.0+fabric-1.20.1
26 окт. 2026 г.18Minecraft: 1.20.1fabric
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# Fisherman's Coast 2.0.0 — The Living Coast The Fisherman House becomes **Fisherman's Coast**. 2.0 turns one rare house into a whole coastline: seven places built for seven kinds of shore, each with its own resident and loot, placed only where the land suits them; **Crab Pots** and bait that make a waterside base worth having; **Messages in a Bottle** that lead to sunken trawlers; and **Fishing Nets** to build with. Available for Minecraft 1.20.1 (Fabric, Forge), 1.21.1, 26.1.2, 26.2 and 26.3 (Fabric, NeoForge). Fabric needs Fabric API. Nothing else is needed. ## New - **Six new structures**: Harbour Pier (sandy beaches), Lighthouse (stony shores and beaches), Stilt Shack (swamps and mangroves), Ice Fishing Camp (frozen oceans and rivers), River Boathouse (rivers and lakes) and the underwater Sunken Trawler (ocean floors). - **Shore-aware placement**: the land is sampled before a structure is placed. Docks and piers are turned to point into water at least three blocks deep, land parts need dry and level ground, the ice camp sits on open water, the stilt shack on swamp water or land, the wreck on the sea floor. Nothing floats, nothing is buried, no dock ends on sand. - **Residents**: Saylor, Harbourmaster Wren, Keeper Morrow, Old Bayou Tam, Frost-Beard Ole and Ferryman Hale. Each is a journeyman fisherman (they never lose their job) with exclusive trades: bait, Crab Pots, Fishing Nets, Messages in a Bottle, a spyglass at the lighthouse, a boat at the boathouse; then they level up like any fisherman. - **Crab Pot**: a waterlogged trap that catches something every 60-120 seconds in open water (20 water blocks around it), with catches that depend on the biome (frozen, swamp, river, sea, anywhere else) and vanilla's fish, twice as fast in the rain, 5 slots, never loses items when full. Hoppers put bait in and take the catch out; comparators read it; sneak-right-click shows its status. Its model shows bait and catch; it bubbles and splashes. - **Bait**: Fish Bait (faster), Chum (faster and luckier) and Glow Bait (much luckier). - **Message in a Bottle**: from rods (1.5 % of catches), Crab Pots, loot and residents. Opening it reads one of twelve notes and gives a small treasure or a map to the nearest Sunken Trawler. - **Fishing Net**: a climbable, waterloggable net that hangs on walls. - **Loot tables** for every structure (the Sunken Trawler's captain's chest can hold a Heart of the Sea). - **Advancements**: a Fisherman's Coast tab with one per structure, Pot Luck, Tools of the Trade, Message Received and Coastal Wanderer. - **Config** `config/fisherman_house.json` (with comments): Crab Pot timing, water and rain bonus, and an on/off switch per structure. - **`/fishermanscoast inspect`** for operators: what a structure holds (loot tables, residents and trades, pots, nets). - **Minecraft 26.3** (Fabric and NeoForge). ## Changed - **The Fisherman's Cottage** (the 1.x house) is repaired: its barrels draw from loot tables instead of holding the same few fixed items (they were empty on 1.20.1), Saylor is a journeyman with his own trades and no memories of the world the house was built in, the stilts reach the sea floor, the house no longer pours its own rectangle of sea onto the beach, and its paintings fit their walls (the larger ones dropped off). It now generates on sandy and snowy beaches and is far less rare (it was one attempt per 4,800 blocks). - The mod's display name is now Fisherman's Coast; the mod id stays `fisherman_house`. ## Compatibility - Minecraft 1.20.1 — Fabric, Forge - Minecraft 1.21.1 — Fabric, NeoForge (**no Forge build any more**: on 1.21.1 use the NeoForge or Fabric jar) - Minecraft 26.1.2, 26.2 and 26.3 — Fabric, NeoForge ## Upgrade Notes - Worlds from 1.x load as they are: the mod id and the structure id `fisherman_house:fisherman_house` are unchanged, and houses that already generated stay. The 1.x template is kept at its id, so a house 1.x left half-generated is finished the way it started (its paintings and item frames now keep their place instead of logging an error); new houses use the repaired template `fisherman_house:cottage`. New chunks get the new structures. - 1.21.1 Forge players: switch to the 1.21.1 NeoForge (or Fabric) jar; the mod's ids are the same on every loader.