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Fisher Job + Archipelago Biome
File Size
19.058 MB
Apr 25, 2018 @ 11:36am
Apr 25 @ 12:27pm
33 Change Notes ( view )

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Fisher Job + Archipelago Biome

Adds a Fisher class (works in any biome), the fisherman profession will fish in specific fishing spots.
Adds the Archipelago biome. Vast ocean, dotted with tropical islands. Has new items, plants, mobs, campaign, templates...

If you liked this mod, take a look at my other mods too:

Mod Contents:


New job for any kingdom. Requires you to place fishing docks where they will stand while fishing.
Can also capture crabs and harvest oysters. Have a few craftable items.

Fishing workbench (usual crafting station)
Fishing dock (also a "hole in ice" variation for ice kingdoms)
Crab traps (crabs will spawn around and be trapped)
Firepit (low level cooking station)

Cooked fish
Crab bisque
(better fish food available in the cook crafting menu)

Fish rack (fish will be displayed hanging, optional as fish can be stored in any food stockpile)
Fish container (a crate that can only store fish)
Pearl container (crate only for pearls)

Fisher sign (similar to other professions signs)
Fancy sign (fancier fisher sign variation)
Aquarium (with fish swimming inside)
Big fish hanging (a big fish hanging from a pole)

Slap fish (low level weapon for footman)
Crab pincer (low level weapon for footman)
Fish quiver (special arrow type for archers, lowers courage of target enemies)
Turtle shield (not craftable, but randomly fishable, low level shield for footman)


The archipelago biome is a group of tropical island in the middle of the ocean. Aside from the unique terrain shapes, there is also custom trees, plants, animals, etc...

Dranden and smalea trees (basic big and small trees chopped for a lot of wood)
Papaya and coconut trees (can be harvested for their respective fruits, and after being fruitless can be harvested like normal trees, i.e. chopped for wood)
Seaweed (silkweed variation growing under the shallow waters, harvest for fibers)
Hibiscus (big pink flower harvestable for herbs, also have a rarer blue variant)

Cocoling (takes the role of entling enemies)
Octopus (weak, but has long range and area attacks)
Oysters (high defense enemy, not to be confused with static harvestable oysters)
Turtles (as non interactive ambient mobs)
Crabs (on the shores, appears in other biomes when summoned by the fisher crab traps)
Other mobs are usually reskinned with a tropical theme, like colorful birds or beach party goblins

Features and eye candy
Wave effects and starfish decorating the shores
Oysters, harvestable by fishers
Shipwrecks with harvestable treasures (watchout for hidden octopus and oysters inside)
Secret treasure chests buried in the sand
Caves with undead pirates enemies (and more treasures)

New crafting recipes

Every crafter has at least one added recipe. (Fisher items already mentioned above)

Anchor (can be hang in walls too)
Porthole (metal window common in ships)

Fisher bucket (the talisman tool used to promote someone into a fisher, can also be acquired through an event on the first days or through the "food for days" loadout)
Ship wheel (common in ships, just decoration)
Tiki torch (light source)

Coconut container (crate, can store coconuts)
Cooked fish (same as the fisher recipe, but done by the cook instead)
Crab bisque (same as the fisher recipe, but done by the cook instead)
Crab cake (not the baked kind, it is the fried type)
Crab omelette (same as the vanilla omelette, using crab meat instead of common meat)
Papaya cookie (healthy dessert using papaya and coconuts)
Papaya smoothie (beverage using papaya and coconuts)
Cooked big fish (uses the rare big fish variant caught by the fisher instead of small fish)
Fish stew (basic stew using fish instead of common meat)

Cocobomb (An explosive proximity trap made from a coconut)

Palm trees (not exactly a crafting recipe, it is a new tree crop option in the farms)

Summon stones to spawn sand (both the flat patch and the block kind)
Volcano landmark (summons a volcano like the one naturally generated)

Lei (hangable flowers)
Palm, papaya, hibiscus seeds (uses their harvested resource to create seeds that can be planted to multiple the plants)

Totem (three animals, turtle, crab and seagull, stacked on top of each other)

Sand castle (just decoration)

Pirate flag (just decoration)
Hammock (usable bed)
Bead door (usable door made from hanging beads in strings)


Sand colors added to the clay options

Tropical houses and structures.
Ship templates (they are still just solid blocks, i.e. static.)
Fisher house for each vanilla kingdom (i.e. playing with Rayya you have a rayya-like fishing house, while Northern A. has a fishing house in their own style too)
Popular Discussions View All (2)
Apr 24 @ 1:43am
Bugs? Here how you can help.
Jan 14 @ 11:48am
List of best seeds!
< >
BrunoSupremo  [author] Apr 24 @ 11:32am 
I saw a bunch of errors in the logs.
1- remove the smart craft, it is bugged, and ace mod already has that function build in it.
2- autoharvest, although works fine, is also already build in ace too.
3- trapper+ is bugged too. It changes jerky and pelts in a way that pelts do not work with recipes and jerkies are not considered food, and the trapper fails to work.

Try to lower the amount of items you have around, there was too many, any item quantity above 20 is too much and unnecessary ;)

My guess the fisher error is a problem related with those.
I will add another default value for when the game still don't load the correct files. In those cases, the fisher will be a little limited, but at least not show error messages and the player will be able to keep playing fine.
BrunoSupremo  [author] Apr 23 @ 8:45pm 
Can you give me your mod list and a save file? I'm really not sure how the game is still failing to load it for you.
Bigchadman Apr 23 @ 7:54pm 
idk if its effecting anything but figured I would throw in your way anyway incase is causes problems for anyone else or it just might be my load order but.
Bigchadman Apr 23 @ 7:53pm 
release-949 (x64)[M]
No matching overload found, candidates:
luabind::object load_json(lua_State*,std::string const&,bool)
stack traceback:
[C]: ?
[C]: in function 'load_json'
radiant/modules/resources.lua:34: in function 'load_json'
archipelago_biome/jobs/fisher/fisher.lua:48: in function <archipelago_biome/jobs/fisher/fisher.lua:47>
[C]: in function 'fire'
radiant/controllers/time_tracker_controller.lua:91: in function <radiant/controllers/time_tracker_controller.lua:91>
[C]: in function 'xpcall'
radiant/modules/commons.lua:67: in function 'xpcall'
radiant/controllers/time_tracker_controller.lua:91: in function 'set_now'
...hearth/services/server/calendar/calendar_service.lua:538: in function '_on_event_loop'
...hearth/services/server/calendar/calendar_service.lua:58: in function <...hearth/services/server/calendar/calendar_service.lua:57>
[C]: ?
[C]: in function 'trigger'
radiant/modules/events.lua:63: in function '_update'
radiant/server.lua:67: in function <radiant/server.lua:64>
Bigchadman Apr 23 @ 12:43am 
Thank you! Never expected anything that quick! Such a great mod!!
BrunoSupremo  [author] Apr 22 @ 11:48am 
Found the problem and fixed it. Should be up now.
Bigchadman Apr 22 @ 1:41am 
What does this mean?? I have noticed the fishers won't work much or at all so.
release-949 (x64)[M]
No matching overload found, candidates:
luabind::object load_json(lua_State*,std::string const&,bool)
stack traceback:
[C]: ?
[C]: in function 'load_json'
radiant/modules/resources.lua:34: in function 'load_json'
archipelago_biome/jobs/fisher/fisher.lua:31: in function 'add_fishing_data'
archipelago_biome/jobs/fisher/fisher.lua:25: in function <archipelago_biome/jobs/fisher/fisher.lua:24>
Reiskorn Mar 13 @ 1:04pm 
okay, where?
BrunoSupremo  [author] Mar 13 @ 12:52pm 
Feel free to send me your mod list and what are your settings, a screenshot of the biome selection screen, or of your job tree. Maybe your log too. Instructions in the forum post.