Fishing Rods

In Minecraft, Fishing Rods are tools that are used for obtaining fish. This can be very useful, as fish are an unlimited resource, though the rod has limited durability. Much like the default Rod, Fishing Rods in AquariCraft are utilized to catch and obtain fish from inhabited waters.

Crafting
As in default Minecraft, A fishing rod can be crafted from three sticks and two pieces of string. This makes fishing rods a renewable resource. AquariCraft adds upon this, creating additional rods that can be crafted by the player. We are in no way affiliated with MinecraftWiki
 * Default Rod
 * See Fishing Rod on the Minecraft Wiki*
 * Stone Rod
 * Stone Rods are the second-tier Fishing Rods that can be crafted utilizing a single Fishing Rod surrounded by four Cobblestone Blocks.
 * Iron Rod
 * Iron Rods are the third-tier Fishing Rods that can be crafted in the same way as the Stone Rod, substituting Cobblestone Blocks for Iron Ingots.
 * Gold Rod
 * Gold Rods are the fourth-tier Fishing Rods that can be crafted in the same way as the previous rods, substituting the construction materials with Gold Ingots.
 * Diamond Rod
 * Diamond Rods are the fifth-tier Fishing Rods that can be crafted in the same way as the previous rods, substituting the construction materials with Diamonds.
 * Emerald Rod
 * Emerald Rods are the final-tier of the Fishing Rods included in AquariCraft. These Rods can be crafted in the same way as the previous ones, substituting the construction materials with Emeralds.

Usage
Like in vanilla Minecraft, The line will disappear if the player wanders 35 blocks away from the bobber.
 * Right-click to cast the line into a body of water. Your position doesn't matter: You can be in the water, sitting in a boat, or standing on adjacent land.
 * The bobber must be watched closely. Small splashes can be seen around the bobber. When a fish is getting ready to bite, a small trail will head towards the bobber (unseen if Particles are set to Minimal). When it dips below the surface, immediately right-click again to reel in the line. The window for reeling in when a fish bites is about half a second. If a bite is missed, the line can be left in the water to wait for another bite.
 * A successful reel-in causes a fish to fly through the air towards the player. Normally, the fish will fly directly to you, but if there are blocks in the way, it may bounce off at an angle.
 * Upon catching a fish, you are awarded 1-3 experience points immediately, whether or not you actually pick up the fish.

Fish can be caught just as readily in small, shallow, and/or player-created pools, but the fishing rod's durability will diminish heavily if the hook collides with solid blocks. When using small pools, casting directly upwards and allowing the hook to fall into the water may help avoid collision with blocks. In such situations, the player should take care to move out of the way of the bobber, as being hit also damages the rod more than necessary.

Catching Fish

 * Using a regular fishing rod, a random integer from 100 to 900 is selected. The game then counts down each tick to 0 at which time the fish's water particles appear. At 20 ticks per second, this amounts to a random wait time between 5-45 seconds.
 * Using the lure enchantment on a fishing rod decreases the random integer picked by 100 per level (thus, a wait-time reduction of 5 seconds per level).
 * The countdown tick itself is affected by various conditions:
 * If the bobber is not directly exposed to sun or moonlight[1], the tick has a 50% chance of not decrementing the count, so the wait time is doubled.
 * If the bobber's block is being rained on[2], each tick has a 25% chance of counting down 2 instead of 1, so the wait time will be cut by about 20%.
 * Upon reeling in you may receive an Anchovy, Sardine, Sea Bass, junk, or treasure.

Stone Rod (Awaiting Revision)

 * Using a stone fishing rod, a random integer from 100 to 900 is selected. The game then counts down each tick to 0 at which time the fish's water particles appear. At 20 ticks per second, this amounts to a random wait time between 5-45 seconds.
 * Using the lure enchantment on a fishing rod decreases the random integer picked by 100 per level (thus, a wait-time reduction of 5 seconds per level).
 * The countdown tick itself is affected by various conditions:
 * If the bobber is not directly exposed to sun or moonlight[1], the tick has a 50% chance of not decrementing the count, so the wait time is doubled.
 * If the bobber's block is being rained on[2], each tick has a 25% chance of counting down 2 instead of 1, so the wait time will be cut by about 20%.
 * Upon reeling in you may receive an Anchovy, Sardine, Sea Bass, Eel, Tuna, Salmon, junk, or treasure.

Iron Rod (Awaiting Revision)

 * Using an iron fishing rod, a random integer from 100 to 900 is selected. The game then counts down each tick to 0 at which time the fish's water particles appear. At 20 ticks per second, this amounts to a random wait time between 5-45 seconds.
 * Using the lure enchantment on a fishing rod decreases the random integer picked by 100 per level (thus, a wait-time reduction of 5 seconds per level).
 * The countdown tick itself is affected by various conditions:
 * If the bobber is not directly exposed to sun or moonlight[1], the tick has a 50% chance of not decrementing the count, so the wait time is doubled.
 * If the bobber's block is being rained on[2], each tick has a 25% chance of counting down 2 instead of 1, so the wait time will be cut by about 20%.
 * Upon reeling in you may receive an Anchovy, Sardine, Sea Bass, Eel, Tuna, Salmon, Mackerel, Herring, junk, or treasure.

Gold Rod (Awaiting Revision)

 * Using an iron fishing rod, a random integer from 100 to 900 is selected. The game then counts down each tick to 0 at which time the fish's water particles appear. At 20 ticks per second, this amounts to a random wait time between 5-45 seconds.
 * Using the lure enchantment on a fishing rod decreases the random integer picked by 100 per level (thus, a wait-time reduction of 5 seconds per level).
 * The countdown tick itself is affected by various conditions:
 * If the bobber is not directly exposed to sun or moonlight[1], the tick has a 50% chance of not decrementing the count, so the wait time is doubled.
 * If the bobber's block is being rained on[2], each tick has a 25% chance of counting down 2 instead of 1, so the wait time will be cut by about 20%.
 * Upon reeling in you may receive an Anchovy, Sardine, Sea Bass, Eel, Tuna, Salmon, Mackerel, Herring, Haddock, Mullet, junk, or treasure.

Diamond Rod (Awaiting Revision)

 * Using an iron fishing rod, a random integer from 100 to 900 is selected. The game then counts down each tick to 0 at which time the fish's water particles appear. At 20 ticks per second, this amounts to a random wait time between 5-45 seconds.
 * Using the lure enchantment on a fishing rod decreases the random integer picked by 100 per level (thus, a wait-time reduction of 5 seconds per level).
 * The countdown tick itself is affected by various conditions:
 * If the bobber is not directly exposed to sun or moonlight[1], the tick has a 50% chance of not decrementing the count, so the wait time is doubled.
 * If the bobber's block is being rained on[2], each tick has a 25% chance of counting down 2 instead of 1, so the wait time will be cut by about 20%.
 * Upon reeling in you may receive an Anchovy, Sardine, Sea Bass, Eel, Tuna, Salmon, Mackerel, Herring, Haddock, Mullet, Cod, Trout, Plaice,  junk, or treasure.

Emerald Rod (Awaiting Revision)

 * Using an iron fishing rod, a random integer from 100 to 900 is selected. The game then counts down each tick to 0 at which time the fish's water particles appear. At 20 ticks per second, this amounts to a random wait time between 5-45 seconds.
 * Using the lure enchantment on a fishing rod decreases the random integer picked by 100 per level (thus, a wait-time reduction of 5 seconds per level).
 * The countdown tick itself is affected by various conditions:
 * If the bobber is not directly exposed to sun or moonlight[1], the tick has a 50% chance of not decrementing the count, so the wait time is doubled.
 * If the bobber's block is being rained on[2], each tick has a 25% chance of counting down 2 instead of 1, so the wait time will be cut by about 20%.
 * Upon reeling in you may receive an Anchovy, Sardine, Sea Bass, Eel, Tuna, Salmon, Mackerel, Herring, Haddock, Mullet, Cod, Trout, Plaice, Shark, Swordfish, junk, or treasure.

Junk and Treasure
See Junk and Treasures on Minecraft Wiki*

We are in no way affiliated with MinecraftWiki

Catch Possibilities:
This section will be added in the future. Thanks for your interest!

Non-Fishing Uses (Awaiting Revision)
The default fishing rod can be used to hook mobs and other entities (but will take 3 points from the durability by doing so), which drags them towards the player at a fast rate. This counts as an attack, so entities will react as if attacked, but it causes no actual damage by itself. Secondary damage can come from fall distance if the entity is hooked from sufficient height (though some mobs do not take fall damage). Enemies can also be dragged into lava. Hooking an enderman can be a little tricky, as they will teleport away as soon as it is hit by the rod, but will still be stuck on it. This can be used to easily tell where they teleported, and if they are still in range they can be pulled great distances. Even ghast's fireballs can be hooked with the fishing rod, and redirected with a second click.

Use on villagers will lower the player's popularity and cause any naturally-spawned iron golem nearby to attack. Players cannot be pulled in PvP.

The fishing rod can be used to grab onto boats and minecarts and pull them towards the player, but a boat will often break in the process. The hook can also be used to activate wooden pressure plates or even knock down paintings from a distance. This aspect can be commonly seen in public puzzle maps, where the player is required to aim and activate the input.

Durability (Awaiting Revision)
Durability cost occurs on reel-in, rather than on impact, so penalties can be avoided by switching to another item instead of reeling in.
 * The default rod can be used 65 times before breaking, or more so if the unbreaking enchantment is applied.
 * Casting in water and reeling it up without a catch, reeling before the cast is complete, or missing a bite and leaving the line in the water does not reduce durability.
 * A double-durability penalty applies if the hook lands in solid blocks, either under water or on dry blocks (if this occurs under water a fish may still be caught).
 * A triple-durability penalty applies if hooking an entity.