I was working on the next major update when I realized I’d accidentally broken non-ghost fishermen in v0.3.5. Oops.

Rather than leave them broken until the next major release, I decided to put out a hotfix that also includes some of the new features I’ve been working on!

  • Fixed a bug introduced in v0.3.5 that made fishermen much rarer than intended. Most sapient creatures were accidentally prevented from appearing as fishermen.
  • Sapient creatures can now go fishing regardless of their swimming abilities or diet. Even herbivores can fish for fun!
  • Fishermen retain their existing encounter frequency bonuses and can attempt to catch particularly large creatures.
  • FIsherman encounter frequency increased by 2.5x from before.
  • Fixed bug with plant animations.
  • Fishermen are now much smarter! Their fishing abilities affect how intelligently they select and present bait.
  • More skilled fishermen can use bait suited to your creature’s diet, size, and the local ecosystem.
    • Exceptionally skilled fishermen can even use non-bait creatures and plants So if you are an otterbane for example, a very skilled one is very likely to use otters..
  • Fishermen can now use plants as bait, in addition to creatures!
  • Expanded the selection of possible bait, including rats.
  • Improved bait presentation to make skilled fishermen more convincing.
  • Added a new system allowing worlds to define their own units of measurement for size, area, and temperature!
  • Regions now have more meaningful geographic sizes, and creatures have their own approximate exploration ranges and territory sizes.
  • Added a bunch of ridiculous in-universe measurements, including Kilojeremites, Wogansp Domains, Hell Turkey Acres, and more.
  • Added custom temperature scales, including ones based on Flame Coral, Fishlords, and Hell Turkeys. Tenacity Jellies even invented Kelvin!
  • Regions now display their size and temperature using the units defined in their world.
  • Added Fun Facts to regions in the Canon Viewer, along with more lore for several existing creatures and plants.
  • Modders can now define their own custom measurement systems using creatures and plants.
  • Added support for custom exploration ranges and territorial areas.
  • Plants can now be designated as fishing bait.
  • Expanded and updated the block schemas and modding documentation to explain the new properties.
  • Improved support for custom creatures and plants when selecting fishing bait.

Some of these changes were originally intended for the next major update, particularly the new geographic measurements, which will help support future exploration and travel mechanics.

But for now, enjoy the extra features, improved fishing, and the return of the fishermen.