Core RPG handbook · Development build / version notes

Core RPG handbook

Fishing: create a shrimp spot

Place a net-fishing spot on the shoreline, catch Raw Shrimp, and tune its catch rate without confusing weights with success chance.

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Start with one catch and one tool. Once Raw Shrimp are arriving in the inventory, adding a second fish is just a catch-table change. You can then take the shrimp to the fire from the Firemaking guide.

Choose the net and raw ingredient#

Use GatheringTool_Small_Net and CookableItem_Raw_Shrimp from Demo/Scriptables/Loot/Items. Give the player the net and leave at least one free slot. Carrying the net is enough with the handler’s default settings.

For a custom net, create TileTick → Loot → Gathering Tool Definition from the Project window’s Create menu. Set Tool Type to Fishing Net, Skill to Fishing, Required Level To Use to 1, and Gather Speed Multiplier to 1.

Use the raw shrimp definition as the reward. Assigning the cooked Consumable Item would give the player finished food and skip Cooking.

Create a spot with one catch#

  1. Open Tools → Green Cloak Games → TileTick Core RPG → World Object Database and choose Create World Object.
  2. Choose Object Type: Fishing Spot. Name it Shrimp Spot, choose your content folder, and set Primary Action Text to Net.
  3. Set Fishing Tool Type to Fishing Net, Required Level to 1, XP Reward to 10, and Output Item to CookableItem_Raw_Shrimp.
  4. Enable Multiplayer Content for the hosted campsite. Keep the interaction provider and a suitable collider, then create the object. Fishing also supports a configured local game without Multiplayer Content.

Assign Output Item explicitly. That tells the wizard to create a single-catch table. Leaving it empty can retain the base template’s existing catches, which makes the first result harder to diagnose.

Check the catch table#

Open the new prefab and inspect FishingSpotActionHandler. Keep Allow Inventory Tool enabled, Required Tool Type set to Fishing Net, and Base Attempt Interval Ticks set to 4. Temporarily set Base Success Chance to 1 while checking the setup.

Expand Catch Entries. There should be one entry:

Catch fieldValueWhy it matters
Fish ItemCookableItem_Raw_ShrimpThe definition added to inventory.
Tool TypeFishing NetMust match the spot’s Required Tool Type.
Required Fishing Level1The player must meet this as well as the tool requirement.
Quantity1Actual items granted per catch.
Xp Reward10Fishing XP for this catch, before the tool XP bonus.
Catch Weight1Relative selection weight; it must be greater than zero.

With one eligible entry, weight 1 means that fish is selected whenever an attempt succeeds. It does not mean a 1% chance of catching something.

Make the shoreline reachable#

  1. Place the spot beside the water. The visual can sit offshore, but the player needs a usable approach from land.
  2. On WorldObjectInteractable, start with Interaction Range Tiles: 1. Assign an Interaction Point close enough to a walkable shore tile. If the point defaults to a transform several tiles into blocked water, fishing cannot start.
  3. For multiplayer scene objects, keep NetworkWorldObject, give each new instance a unique Stable Scene Id, and retain the scene’s NetworkWorldObjectRegistrar.
  4. Run Tools → Green Cloak Games → Multiplayer → Validate Networked World Objects In Scene.

The water can be visual scenery. The fishing action needs a reachable interactable and an eligible catch, not a water simulation.

Catch a shrimp#

Enter Play Mode, carry the Small Net, approach the spot and choose Net. With chance 1, the first attempt after four ticks should give one Raw Shrimp and 10 Fishing XP. Fishing keeps trying until you cancel, leave range, lose eligibility or fill the inventory. The spot does not use the tree’s depletion/regrow cycle.

After checking the result, restore your normal chance. With the fresh handler’s 0.35 base chance and the supplied net’s 0.10 bonus, a level-1 player has a 45% chance per attempt. Bonus Chance Per Fishing Level defaults to 0.005 for each level above 1, so level 11 adds another five percentage points.

Add a second fish#

Create or duplicate another raw fish definition with a unique Item Id. Add a second Catch Entries element with the same tool type, its own level requirement, quantity, XP and a positive weight.

For example, weights 3 and 1 split successful catches 75%/25% while both entries are eligible. Below the second fish’s level requirement, that entry is excluded. The first fish then gets the entire eligible weight. This changes which fish is caught; Base Success Chance still controls whether the attempt catches anything.

If something goes wrong#

What happensWhat to check
The net is present, but fishing never starts.Check the tool’s Fishing skill tag and usable level, then every entry’s tool type, required level, Fish Item and positive Catch Weight.
The player keeps walking toward the water.Move the Interaction Point within reach of a walkable bank tile.
The wrong fish appears.Check the action’s handler and catch table. A template may contain more than one fishing method.
One catch fills the inventory.Quantity is an item count. Use 1 for the example; it is separate from Catch Weight.
The action stops with space seemingly available.Leave a genuinely free slot for the initial check, then check whether the chosen catch quantity fits.
The animation repeats with no XP.Failed attempts give no fish or XP. Try chance 1 temporarily and inspect the inventory as well as the animation.

Cook what you caught#

Keep a few Raw Shrimp and follow Cooking: raw to cooked food. The recipe belongs to the ingredient, so the fishing spot doesn’t need to know which cooked or burnt item it will become.