How to Fish Up Custom Mobs from Other Mods or Datapacks
The Core Idea
Fishing Real does not care where an entity comes from. As long as the entity ID is valid and loaded, you can map any fishable item to it. That means you can fish up mobs added by other mods, or entities defined by your own datapacks.
Finding the Entity ID
You need the exact namespaced ID, like modid:entity_name. The easiest way to get it is to spawn the entity with a command such as /summon, using tab-completion to see the full ID. Copy that ID exactly — capitalization and namespace matter.
Building the Conversion
1. Create a JSON file in data/<your_namespace>/fishing/.
2. Set input.item to the item you want to trigger the spawn. This can be a vanilla fish item or a modded one.
3. Set result.id to the entity ID you found.
4. Optionally add result.nbt for variant, name, or equipment.
5. Run /reload and test by fishing.
Practical Tips
- If the modded entity requires extra NBT to render correctly, include it in the
nbtblock or you may get an invisible or broken mob. - Entities from mods that are not installed will fail to spawn; the conversion simply does nothing.
- You can chain many conversions across multiple files in the same folder — one file per mapping keeps
things readable. - Keep a backup of your
fishingfolder before large edits so you can revert a broken mapping quickly.