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Minecraft:Fisherman: Difference between revisions

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Sync: updated from Minecraft
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|{{TradeLine|lvl=Apprentice|slot=4|want=Raw Salmon|want2=Emerald|wantQuant=6|multi=0.05|give=Cooked Salmon|giveQuant=6|maxTrades=16|xpGain=5}}
|{{TradeLine|lvl=Apprentice|slot=4|want=Raw Salmon|want2=Emerald|wantQuant=6|multi=0.05|give=Cooked Salmon|giveQuant=6|maxTrades=16|xpGain=5}}
|{{TradeLine|lvl=Journeyman|slot=5|want=Raw Salmon|wantQuant=13|multi=0.05|maxTrades=16|xpGain=20}}
|{{TradeLine|lvl=Journeyman|slot=5|want=Raw Salmon|wantQuant=13|multi=0.05|maxTrades=16|xpGain=20}}
|{{TradeLine|lvl=Journeyman|slot=6|wantQuant=8-22|multi=0.2|give=Enchanted Fishing Rod|maxTrades=3|xpGain=10|wantNoteText=The price of this trade is the base price, 3 emeralds, plus the random base enchantment level chosen (5–19).|giveNoteText=When creating an enchantment offer, the game uses a random enchantment level from 5 to 19 as the base enchantment level (see [[Minecraft:Enchanting table mechanics]]). The enchantments are never [[Minecraft:treasure enchantments]].}}
|{{TradeLine|lvl=Journeyman|slot=6|wantQuant=8-22|wantNote=Fisherman Fishing Rod|multi=0.2|give=Enchanted Fishing Rod|giveNote=Fisherman Fishing Rod|giveNoteText=[[Minecraft:Enchanting table mechanics#Value|Enchanted]] with a random experience cost in range 5–19, equivalent to the middle slot of an [[Minecraft:enchanting table]] with [[Minecraft:Enchanting table mechanics#Bookshelf placement|13 bookshelves]]. The price is 3 plus the experience cost in emeralds.|maxTrades=3|xpGain=10}}
|{{TradeLine|lvl=Expert|slot=7|want=Tropical Fish (item)|wantQuant=6|multi=0.05|maxTrades=12|xpGain=30|wantSprite=Tropical Fish}}
|{{TradeLine|lvl=Expert|slot=7|want=Tropical Fish (item)|wantQuant=6|multi=0.05|maxTrades=12|xpGain=30|wantSprite=Tropical Fish}}
|{{TradeLine|lvl=Master|slot=8|want=Pufferfish (item)|wantQuant=4|multi=0.05|maxTrades=12|xpGain=30|wantSprite=Pufferfish}}
|{{TradeLine|lvl=Master|slot=8|want=Pufferfish (item)|wantQuant=4|multi=0.05|maxTrades=12|xpGain=30|wantSprite=Pufferfish}}
|{{TradeLine|lvl=Master|slot=9|want=Boat|multi=0.05|maxTrades=12|xpGain=30|wantNoteText=The type of boat trade depends on the biome outfit of the villager. Plains villagers buy oak boats, taiga and snowy villagers buy spruce boats, desert and jungle villagers buy jungle boats, savanna villagers buy acacia boats, and swamp villagers buy dark oak boats.|wantSprite=Oak Boat}}
|{{TradeLine|lvl=Master|slot=9|want=Boat|wantSprite=Oak Boat|wantNoteText=The wanted boat's material varies by biome.
{{(!}} class="wikitable"
! {{EntitySprite|Villager Desert Cartographer}} Desert
! {{EntitySprite|Villager Jungle Cartographer}} Jungle
! {{EntitySprite|Villager Plains Cartographer}} Plains
! {{EntitySprite|Villager Savanna Cartographer}} Savanna
! {{EntitySprite|Villager Snowy Cartographer}} Snowy
! {{EntitySprite|Villager Swamp Cartographer}} Swamp
! {{EntitySprite|Villager Taiga Cartographer}} Taiga
{{!}}-
{{!}} {{ItemSprite|Jungle Boat}} Jungle
{{!}} {{ItemSprite|Jungle Boat}} Jungle
{{!}} {{ItemSprite|Oak Boat}} Oak
{{!}} {{ItemSprite|Acacia Boat}} Acacia
{{!}} {{ItemSprite|Spruce Boat}} Spruce
{{!}} {{ItemSprite|Dark Oak Boat}} Dark Oak
{{!}} {{ItemSprite|Spruce Boat}} Spruce
{{!)}}|multi=0.05|maxTrades=12|xpGain=30}}
}}
}}


Line 88: Line 105:
|sound=Barrel open1.ogg
|sound=Barrel open1.ogg
|sound2=Barrel open2.ogg
|sound2=Barrel open2.ogg
|subtitle=Barrel opens
|source=block
|source=block
|description=Randomly while a {{EntitySprite|villager-fisherman}} fisherman is working
|description=Randomly while a {{EntitySprite|villager-fisherman}} fisherman is working
|id=block.barrel.open
|id=block.barrel.open
|translationkey=subtitles.block.barrel.open
|volume=1.0
|volume=1.0
|pitch=1.0}}
|pitch=1.0}}

Latest revision as of 11:06, 19 July 2026

Template:Infobox profession A fisherman is a Minecraft:villager who Minecraft:sells fishing items and campfires. Fishermen wear fisher hats and have a blue Minecraft:fish as well as a net on their trousers secured with a strap.

Spawning

An unemployed Minecraft:villager turns into an fisherman when an unclaimed Minecraft:barrel is nearby.

Natural generation

Template:Main The workstation of fishermen, the Minecraft:barrel, generates in fisherman houses in Minecraft:villages.

Drops

Template:Main Template:IN, a fisherman can drop various items by throwing them as a gift towards a nearby player with the Minecraft:Hero of the Village effect. The gift is randomly selected from the following list:

Trading

Template:Main Template:TradeTable

Sounds

Java Edition

Template:SoundTable

Bedrock Edition

Template:SoundTable

Data values

Template:Main Fishermen have the data value minecraft:fisherman Template:In.

History

Template:For

Java Edition

Template:HistoryTable

Bedrock Edition

Template:HistoryTable

Legacy Console Edition

Template:HistoryTable

Issues

Template:Issue list

Gallery

Renders

Textures

In other media

Navigation

Template:Navbox villagers Template:Navbox entities

Minecraft:es:Pescador Minecraft:fr:Pêcheur Minecraft:it:Pescatore Minecraft:lzh:漁夫 Minecraft:pt:Pescador Minecraft:zh:渔夫