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The default economy is a starting point. You should adjust it to match your server’s earning rates, money sinks, and expected activity length.

Main economy controls

Config areaControls
Config.shop.itemsRod and bait purchase prices
Config.baitsBait price, fail chance, and rarity multipliers
Config.tiersBase rarity weights
Config.fishCatch prices and per-fish weighting
Config.zonesLocation-based rarity multipliers
Config.sell.accountAccount that receives sell payouts
Config.boatrental.boatsOptional boat rental prices
1

Decide target earnings

Pick a target amount a normal player should earn in 10 minutes, 30 minutes, and 1 hour.
2

Test with starter bait

Use worms and dough balls first. These should be accessible and low risk.
3

Test premium bait

Shrimp, squid, and lures should feel worth buying without printing money too quickly.
4

Check zone value

Deep sea and special zones should reward travel, boat rental cost, and added risk.
5

Adjust sell prices

Tune Config.fish prices after testing real catch frequency, not before.

Bait design

Good bait progression usually looks like this:
Bait tierGoal
Cheap baitLow entry cost, more junk/common fish
Mid baitBetter common/uncommon consistency
Expensive baitLower fail chance and better rare/epic odds
Premium lureHigh cost, meaningful legendary chance

Avoiding runaway profit

  • Keep legendary catches rare.
  • Make premium bait expensive enough to matter.
  • Do not boost every tier in every zone.
  • Balance boat rental cost against deep sea rewards.
  • Test with real players for at least 20 to 30 minutes.

Example adjustment

If players earn too much:
Config.baits[6].price = 800 -- glowing lure
Config.tiers.legendary = 0.5
If fishing feels too slow:
Config.cast.biteWaitMin = 2500
Config.cast.biteWaitMax = 8000
If rare fish are too common in deep sea:
mult = { rare = 1.2, epic = 1.5, legendary = 1.8 }

Testing checklist

  • New player can afford rod and starter bait.
  • Cheap bait does not feel useless.
  • Premium bait feels exciting but not mandatory.
  • Deep sea has a reason to exist.
  • Selling pays the intended account.
  • Failed catches and junk do not feel unfair.