config
See a sample treasure.yml here
# These are the base odds. 'default' is applied to all users unless # they have a matching permission node for another listed group. # for example a user with the node 'enhancedfishing.bite-chance.vip' # would recieve the 0.003 odds in the example below. bite-chance: default: 0.002 vip: 0.003 # Each level of efficiency will increase odds by this much. efficiency-level-modifier: +0.0015 # This is the chance of finding treasure WITHOUT the looting enchantment. unenchanted-looting-chance: 0 # These are the modifiers and specific configurations # for each environmental condition. environmental: sunrise-modifier: x3 sunrise-start: 22400 sunrise-end: 23400 boat-modifier: x2 crowding-modifier: x0.75 crowding-radius: 4 mobs-modifier: x0.5 mobs-radius: 8 rain-modifier: x1.66666 lightning-modifier: x5 lightning-radius: 12 enchantments: # specifying false for any of these will disable the # effects of the enchantment on fishing rods. # if you are using the EnhancedFishingAnvilAddon # the enchantmented books for these enchants will # not work on the anvil. efficiency: true looting: true fortune: true flame-aspect: true thorns: true # Instead of a modifier, these are simple numeric values # in the example below, using a looting III fishing rod # the chance of catching treasure instead of a fish is # is 0.3 or 30% looting-level-chance: 0.1 fortune-level-chance: 0.1 # These are simple modifiers that take effect when the hook is in # a specific biome. Any biome not listed here will not be modified. # Acceptable (case-insensitive) values are: SWAMPLAND, FOREST, # TAIGA, DESERT, PLAINS, HELL, SKY, OCEAN, RIVER, # EXTREME_HILLS, FROZEN_OCEAN, FROZEN_RIVER, ICE_PLAINS, # ICE_MOUNTAINS, MUSHROOM_ISLAND, MUSHROOM_SHORE, # BEACH, DESERT_HILLS, FOREST_HILLS, TAIGA_HILLS, # SMALL_MOUNTAINS, JUNGLE, JUNGLE_HILLS biomes: ocean: x1.4 river: x1.3 frozen_ocean: x1.4 frozen_river: x1.3 desert: x0.01 mushroom_shore: x1.5 beach: x1.25