
Fish and Bizz
Fish and Bizz adds a variety of aquarium fish among other creatures. Simulate the fishkeeping experience by breeding your fish, all the while trying to balance everything else to keep them alive. In Beta due to overhauls and experimental features
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- Обновлён
- 10 февраля 2026 г.
- Лицензия
- MIT
Опубликован 10 апреля 2023 г.
[On development hiatus]
In Beta due to overhauls and experimental features
Adds aquarium fish and the ability to breed them inspired by 8SidedSquare's angling mod.
I am currently only updating versions in the latest update possible
Entities
- (Mostly) Breedable modded fish with fish food
- Over 25 aquatic entities (disregarding their precursor life stages)
- An average of 1.8022 E+16 amount of possible variants per fish
- Replaces vanilla squid and tropical fish entities with more detailed new ones
- Includes non-fish aquatic creatures
- Entities of differing sizes will attack each other unless pacified!

Simulated Nitrogen System
Waste generated by captive fish and others build up over time in their bodies, use the Nitrogen Detector from copper to keep track of their nitrogen levels. Once their levels reach 1200 they will begin taking damage proportional to the amount they've reached over that threshold. Use plants or filters to buffer their increase, or isolate fish with high levels until they return to normal.
Terrestria compatibility
Entities can spawn in certain Terrestria biomes.
Ченджлог
2.2.2Бета1.20.1 · 10 февраля 2026 г.
Update that fixes another game-breaking bug that I just figured out how to solve
Fixed the bucketable tooltip bug that crashes games when placing the mouse over certain entity buckets. This was a runtime error that doesn't appear in an IDE and also due to my really bad mixin knowledge at the time.
2.2.1Бета1.20.1 · 10 февраля 2026 г.
Emergency update
I was informed of an instance of a game-breaking bug regarding the Platy Entity that causes rapid multiplication of the entity. In trying to fix this, I also discovered that livebearer fish like the Auratus and Platy had a bug that caused fry to not grow up. That bug specifically is fixed, but I could not replicate the rapid multiplication bug and due to this the mod will be placed into Beta until the issue is fixed.
There was also an identifier mix up with Amur Carp terrestria spawns.
Goldfish and new body type system
Goldfish are another fish entity with procedurally generated variants, and it uses an experimental body type system that allows different body types for a single entity. The system is built on the same one that handles fixed variants like Ramshorn Snails and Archerfish. This is also another reason why the mod is going into Beta
2.2.0Релиз1.20.1 · 20 октября 2025 г.
Fixed entity animations
A lot of entities have had broken anims like Archerfish and Red Tail Catfish and their animations are more accurate to whatever they're doing now. This includes better predicates for most fish entities and it makes them feel more active and real.
Entity behavior changes
The noticeable ones are attacking behavior and some movement changes but most of this is unnoticeable unless you look at the code (it makes it easier to iterate later on)
Terrestria compatibility
Instead of that weird Jungle biome previously made, the mod now uses Terrestria biomes to expand the spawn locations of plants and entities. Only a few biomes were used so far. This also means no more Terrablender dependency and it will turn all previous Jungle Basin biomes into default biomes like plains or something.
New mobs
Mudskippers
These peculiar fish can live on land and in water, and even walk around. They can be a little skittish though.
Killifish
The eggs of these fish can survive out of water
Ramshorn snails
Just more snails, spawns have a chance of being darker
Conduit pacifying behavior
Don't like your fish killing each other? Fully active conduits will pacify all fish that spawn in its influence.
Aquarist villager trade changes
I forgot about this ngl The trade list has changed to include all the updated items that were added after the initial Aquarist release.
Others
- Archerfish gun animation change
- Archerfish gun water bottle reloading
- Changed how fixed variants are handled
- Minor bug fixes
- Most eggs now stick on top of blocks
I've been really busy still so updates might actually take half a year each time now.
2.1.1Релиз1.20.1 · 11 апреля 2025 г.
Same as the previous update except without Terrablender for those that have issues with it.
Disables the Jungle Basin biome.
2.1.0Релиз1.20.1 · 11 апреля 2025 г.
Hello! Sorry for the half-year hiatus
I had just started college and could not manage settling in and developing the mod at the same time. Thankfully, I now have a more optimized schedule and I can put time back into this passion project of mine. Anyways, this is a small update for now just to tell you guys that this mod isn't dead and to fix some issues I've found and been told. If you find any more send it to the Github page or directly to me on Discord.
Filter Block
With the new nitrogen waste system in place, I've found that using plants alone to balance nitrogen levels in small confined environments like aquariums can become nightmarish. On one hand, stocking your tanks still needs to be challenging and play into the semi-realism of the nitrogen cycle. On the other, if you wanted to keep a few fish alive you'd need to fill your tank to the brim with plants or make the space impractically large.
Which is why the filter block helps solve those two problems. It has a singular function, all entities within 6 blocks of the filter and within the same water body have their nitrogen values transferred to the block by 100 per tick. The waste is stored inside the block (up to a maximum of 100000) and has a visual meter on the side that shows its level. You can also right-click it just like the nitrogen detector to get an exact value sent to you. Once it's completely full, it stops draining from nearby entities and makes an alarm sound.
To clean the filter, use a sponge block on it and it will reset back to 0 while consuming the sponge block and dropping a single mulm block.
Nitrogen system optimization
The nitrogen waste sharing between the filter block and entities with themselves can be very performance intensive with its flood-fill algorithm. It's been changed to a combination of AABB and flood-fill to make the scans more compact and allow greater accuracy for each scan. This is also noticeable when it comes to performance as it allows almost twice the amount of entities before any noticeable lag happens.
Other
- Added Anubias plant block
- Slightly fixed Monte Carlo spawning and block updating (still breaks weirdly under certain conditions and I have no idea why)
- Disabled certain modded mobs from spawning naturally due to plans to overhaul them
- Fixed item models from looking weird inside UI and when holding them
2.0.0Релиз1.20.1 · 1 октября 2024 г.
Been a while, hasn't it?
Over the past few months I've decided to take a step back adding new entities, and I went over the entire mod looking for ways to improve the very basics of the code while learning more about coding. This was my first mod after all. While I have added several major features, much of the work went into streamlining my development process by simplifying my code and making it a little easier to read (I removed a LOT of boiler plates). The file size without all the new features should technically be smaller. But all that is generally unnoticeable unless you're developing on my code. So I'll get into all the noteworthy changes now.
Procedural Variants!
I've been meaning to add this to the mod ever since I was inspired by the angling mod which have so far taken form as just simple enum variants. I've now added my own modified version of it that uses a base texture overlayed with a pattern texture, and finally a third overlay of a detail texture. Each texture gets its own color and just like the simple variants previously they are all inherited through offspring (with a small mutation chance of course). Entities that previously had variants (except Archerfish, I have plans for its variants) now implement this and some such as the Rainbowfish now gain procedural variants.
Replaced vanilla entities
I've done two versions of this, one with the Squid and the other with the Tropical Fish.
Squid
The squid's model and texture has been replaced with a geckolib model. It looks more realistic and based on a few real squid species. The animation looks a little wonky at the moment for reasons I don't understand yet.Tropical Fish
Tropical Fish have not had their models or textures replaced, the original mob has had their natural spawns removed (except for their lush caves spawns as an easter egg and if you still want them) and in their place are 8 new fish mobs as follows:
- Butterflyfish
- Clownfish (these were in the previous version but now function as complete replacements)
- Dottyback
- Goatfish
- Marine Angelfish
- Parrotfish
- Tang
- Triggerfish
Mobs with eggs or "Gravid" mobs
Mobs based on animals that carry their eggs with them after fertilization such as Mud Crabs, Crayfish and Auratus cichlids will carry the HasEgg nbt with them instead of laying eggs after breeding, which is noticeable by the particles coming off of them. After a set timer, the "eggs" will hatch and their larva/fry will spawn from their parent. In addition to the 3 mentioned above I've added Platies to the mod as well (they are procedural just so you know).
Nitrogen System!
In place of the real world nitrogen system is a simplified nitrogen level value given to each mob as well as vanilla fish entities (as long as they are classified as a FishEntity they will have this). Every 4 seconds their individual nitrogen levels will increase and decrease by a set amount. In addition to this, any mob increasing their nitrogen level will increase the levels of nearby mobs within the same water body at a certain range by half of their individual increases. Mobs will start taking damage above a threshold. To help combat this, you might use aquatic plants such as Kelp and Pothos (there are others, in fact all of them do) to reduce nitrogen levels. You can also keep track of nitrogen levels using the new Nitrogen Detector block, which you can use to track N levels. This whole system uses fluid-fill algorithms to detect whether entities are within the same water body, and may get fps drops once you reach 200 or so entities depending on your hardware. Mobs without the influence of other mobs will always decrease faster than they increase nitrogen.
Tweaked AI and entity specific behavior
The AI of entities in general have been changed to be more realistic, and many mobs now have certain behavior that they'd normally do in real life such as Angelfish staying still among plants, Parrotfish eating coral or Archerfish spitting in groups.
New plants and plant fixes
- Pothos and their gangly roots now grow along swamps and jungles.
- Lily Pads grow stems downwards (their generation is a little slow).
- Monte Carlo now spread using Bone Meal and onto surfaces.
- Amazon Swords have growth stages.
Recipe fixes
Recipes for mod items now get added to your recipe book when an associated item enters your inventory. Changed the recipes of some items.
Minor changes
- Culture Feed blocks now spread vertically onto Moss Blocks
- Changed the textures and models of some entities to make them look nicer
- Changed mod icon
- Milkfish can be fished up in their respective biomes
- Updated to 1.20.1
- Minor bug fixes and performance improvements
Archerfish Gun
Archerfish Gun
1.6.0Релиз1.20 · 24 февраля 2024 г.
Added two new fish
- Red Tail Catfish
- Betta with Variants and life cycle
All variant holders have a secret rare variant that can spawn with 1/600 chance or be bred with 1/1200 chance of appearing.
New behavior changes, all modded aquatic mobs now attack mobs smaller than them, including their fry and eggs. There are some exceptions such as cichlids and Betta. Betta fish will for example attack other betta fish.
Archerfish now have a special water attack that attacks all overworld arthropods, guardians, drowned and the wither. They also will attack in groups when provoked.
Red Tail Catfish will also attack guardians and drowned.
New block that spawns underwater in Jungle Basins called Culture Feed that can only be obtained by buckets. Can be smelted in furnaces to make Dried Culture Feed. Feeding this to recently bred fish reduces their remaining cooldown time by 10%.
All 4 major bugs (i.e. fast flopping, variants not saving, larva not growing and wrong bucketables) have been fixed in addition to a few minor bug fixes.
1.5.0Релиз1.20 · 27 января 2024 г.
Changed Icon
Added several new mobs
- Amur Carp and life cycle
- Crayfish and life cycle
- Archerfish life cycle
- Volcano Snail
New custom sounds for certain blocks and entities
Buckets now display tooltips for Variants
Variant fish from breeding (e.g. Angelfish) now have a 12.5% chance of being having a random variant instead of just being the Wild variant. (Does not have inheritance yet)
New biome called Jungle Basin (and Terrablender dependency)
Fanwort texture change
Added new blocks
- Powered Prismarine is made of a Sea Lantern surrounded by 4 of both redstone and prismarine crystals and has toggleable light when powered
- Mulm is found in Jungle Basins and adds large amounts to composters
- Sponges are now craftable by surrounding a Block of Tube Coral with 4 of both corn and seagrass
Archerfish no longer look at Spiders
Volcano Snails can be bred with stone and drop raw iron
Lion's Mane Jellyfish now inflict Poison II for 3 seconds on contact and deal 1 hitpoint of damage
Added 3 new plants
- Vallisneria
- Monte Carlo
- Amazon Sword
Aquarist Huts now generate again
and several minor bug patches and features
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