Appearance
Catches
Every catch is one roll on a catch table. Pick a table, a bait and a net to see the real odds:
Total luck -1
Cod33.3%
Salmon19.4%
Raw Mackerel13.9%
Kelp9.3%
Raw Lobster6.5%
Bone6.5%
Ink Sac5.6%
Raw Crab2.8%
Fish Chum2.8%
Prismarine Lure0%
Nautilus Shell0%
Heart of the Sea0%
Rainbow Fish—
neutral junk (negative quality) treasure (positive quality)
Which table a trap uses
A trap checks these in order and uses the first one that exists:
A table for its exact biome, for example
fish_trap/warm_ocean. Modded biomes usefish_trap/<namespace>/<biome>.A biome category, matched by biome tag, most specific first:
Category Biomes Warm Ocean warm, lukewarm and deep lukewarm ocean Cold Ocean cold, deep cold, frozen and deep frozen ocean Swamp swamp, mangrove swamp Ocean any other ocean ( #minecraft:is_ocean)River rivers ( #minecraft:is_river)The default table for everywhere else, such as lakes and beaches.
How luck works
Catch tables use Minecraft's own loot weights. Each entry has a weight and a quality, and the trap's luck changes the weight:
luck = bait luck + net luck
effective weight = max(floor(weight + quality × luck), 0)
chance = effective weight ÷ sum of all effective weights- Junk has negative quality, so luck shrinks it and eventually removes it.
- Treasure has positive quality, so luck makes it more common.
- Ordinary fish have a quality of 0 or −1, so they shift only a little.
For example, in the ocean a Nautilus Lure (luck +5) removes kelp, seagrass and old boots completely, and raises the chance of a Heart of the Sea from 0.7% with Worm Bait to 4.1%.
Catches that need a net
Some entries only roll when a particular net is in the trap. The Rainbow Fish needs a Netherite Net. Without it the entry is skipped entirely and doesn't count towards the total. In the explorer above, these entries show which net they need.
