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Better Angling

Watch the Better Angling release trailer v2 on YouTube

Watch the official release trailer v2 on YouTube

Pack a rod and a hide tackle bag for a morning on the shore, or fit out a longship and fish with a crew. One sailor can steer while another watches the net, hauls the catch and stows it below. Watch the water on the way home. Dolphins sometimes race the bow, and a pair of tentacles over the rail can put supper on hold.

An old sailor swears there’s a white mountain that moves beneath the waves. He took a bearing on it once. By the time he’d set his compass down, it had crossed his wake.

  • Rod and reel. Nine regional bait recipes use local ingredients. Listen for the bite, set the hook, then ease off when the fish struggles. A hide tackle bag can take your catch and feed bait straight to the rod.
  • Working boats. Craft six increasingly wide nets, secure a harpoon line at the bow, or trade the stern net for a salvage trawl to bring up lost gear. The winch shows how many fish are in the net and how much strain the line can take. Fishing skill helps you haul heavier catches.
  • Pots and provisions. Mark lobster pots with hide buoys and return after a game day. Upgrade the fish hold as your crew grows. Take the catch to a cauldron for 26 dishes, from Berry Perch Stew to Northern Lobster Chowder.
  • Open water. Dolphins breach alongside fast ships. Colossal squid reach over the gunwale, and giant sperm whales hunt them. Pack a boarding pike for the deck and a knife for the swim home.

Northern waters and a sailor’s tale

Pods of orcas hunt seals in the Deep North. Along another stretch of coast, a lantern burns outside Ishmael’s shack. His sheltered workroom, Hugin’s visits and the notes in your catch journal are the beginnings of a voyage. Orcas appear naturally in the Deep North. To play Ishmael’s optional voyage in single player, launch the mod once, quit the game, then set NarrativeTrial = true under [Eternal Hunt development] in BepInEx/config/curti.valheim.betterangling.cfg and relaunch.

Bait recipes

Each recipe makes 20 bait at Workbench 1. Discover the ingredients to unlock it. These are alternative recipes for existing bait, not nine additional custom items.

Bait / region Ingredients
Basic / Meadows 2 neck tails, 1 honey
Mossy / Black Forest 20 basic bait, 1 troll hide
Sticky / Swamp 20 basic bait, 2 entrails
Cold / Mountains 20 basic bait, 1 freeze gland
Stingy / Plains 20 basic bait, 3 cloudberries
Heavy / Ocean 20 basic bait, 1 chitin
Misty / Mistlands 20 basic bait, 1 carapace
Hot / Ashlands 20 basic bait, 2 charred bones
Frosty / Deep North 20 basic bait, 1 freeze gland, 2 feathers

Tackle bags

Every bag occupies one inventory slot. Craft at the workbench with 4 of its material, 6 leather scraps and 2 resin; the Root-bound bag also needs 4 roots. Each is crafted independently, so a filled bag is never consumed to make another tier.

Bag Material Slots Workbench level Hide color Fishing while worn
Deer hide tackle bag Deer hide 6 1 Russet +1
Troll hide tackle bag Troll hide 8 2 Cobalt blue +2
Root-bound tackle bag Deer hide, plus roots 10 2 Moss green +3
Wolf hide tackle bag Wolf pelt 12 3 Silver-grey +4
Lox hide tackle bag Lox pelt 15 3 Ochre +5
Gjall hide tackle bag Bilebag 18 4 Mulberry +6
Asksvin hide tackle bag Asksvin hide 20 4 Vermilion +7
Seal hide tackle bag Seal hide 24 4 Turquoise +8
Whale hide tackle bag Whale hide 24 4 Ink navy +9

Right-click a carried bag to open it. Choose Wear bag to hang it from your hip and gain its Fishing bonus. It occupies the utility slot. Remove bag takes it off. You can still store fish and use bait while carrying it. Click to move a stack; Shift-click moves one. Buttons store carried fish/bait, take all that fits and switch bags. Right-click stored bait to select it for your rod. Use inventory bait selects ordinary handling; Auto-select bag bait prefers basic bait when available. An exhausted explicitly selected type falls back to ordinary inventory bait.

Newly acquired whole/raw fish try the active bag, then other carried bags, then ordinary inventory handling. Quality and item details survive; full bags do not silently discard catches. Cooked meals, unrelated items and nested bags are excluded. Contents add their full weight and follow teleport restrictions. Take ingredients out before cooking: crafting does not pull from bags.

Contents and bait selection stay on the item through saving, trading, dropping and tombstone recovery. The original tackle bag remains the maximum-size whale tier with its contents intact. Unreadable saved contents are preserved and locked rather than replaced or truncated.

Boat fittings and trawling

Craft the Harpoon holder kit at Workbench 1 with 10 fine wood, 3 bronze and 4 leather scraps. Carry it aboard and press the configurable install key, F9 by default, to mount it at the bow. The Karve, Longship, Drakkar, and Pequod each have a built-in stern net winch opposite the rudder. Use a crafted net from your inventory at the winch to fit it. F9 can also mount the highest carried net tier when the slot is empty.

Rafts cannot mount nets or salvage trawls. If a raft from an older save has a net, press the fitting key aboard that raft to reclaim each stack of cargo and then the net.

Six crafted fishing nets

Each tier is a physical item crafted at the forge before mounting. Use a carried net near the stern fitting to install or swap it. Empty and stow the current net first; the previous item returns with its condition preserved. Loose metal does not upgrade a mounted net.

Net Forge level Fish capacity Ingredients
Copper trawling net 1 6 4 copper, 10 leather scraps, 6 deer hide
Bronze trawling net 2 8 4 bronze, 12 leather scraps, 6 fine wood
Iron trawling net 3 10 6 iron, 16 leather scraps, 8 ancient bark
Black-metal trawling net 4 12 8 black metal, 12 linen thread, 10 fine wood
Flametal trawling net 5 14 10 flametal, 16 linen thread, 8 Asksvin hide
Bloodgold trawling net 6 16 12 bloodgold, 20 linen thread, 10 seal hide

Copper retains its 4m-wide mouth. Each metal widens the net by an equal step for the boat carrying it. Bloodgold reaches two ship widths from the centreline on each side, for four ship widths in total. The physical catch area follows the mesh; width adds no extra tension multiplier. Stronger nets also tolerate more speed and carry more fish. Salvage trawls retain their original size.

Press Use at the winch to deploy, tow slowly through existing fish, then hold Use to haul. The meter below stamina shows line tension, fish count/capacity, FULL and hauling progress. Count decreases as fish land. Speed, turns and catch load build tension; higher-level fish add more strain. Sustained overload snaps the line and loses the net catch. The meter hides after a break unless another intact tether or crushing grip still needs it.

On a longship, stand close to the inboard side of the stern winch and hold Use. Your sailor crouches, braces with one hand and cranks with the other. Watch the net draw together behind the stern; release Use to pause it, then hold again to finish. Other fishing boats use the hand-over-hand pull. Hauling costs less stamina as Fishing skill rises, and landed fish grant level-based Fishing XP. Insufficient stamina pauses hauling; insufficient storage leaves the catch secured. Nets exclude fish already on a fishing line.

Alternate Use packs a stowed net. On a deployed net it cuts the line and loses the catch. Repair a broken fitting by using 2 leather scraps on it.

Bow harpoon holder

Harpoon a creature, return to the bow and press Use to secure the line. The boat and fitting take the strain instead of the continuing handheld stamina drain. Speed, distance and resistance build tension: a mounted line is not an unbreakable tow. Alternate Use releases it.

Use 2 bronze, iron or black metal at an unoccupied holder to reinforce it to a stronger tier. These are fitting upgrades, not additional kit items. A mounted squid's escape attempts strain the fitting and can damage the hull or break the line.

Salvage trawl

Craft at Forge 2 with 8 iron, 10 bronze nails, 10 fine wood and 8 leather scraps. The Salvage trawl replaces the fishing net. Lower it over loose submerged scales, trophies, materials, equipment or sunken lobster pots, then hold Use to reel it up.

It has 8 slots, a 200-weight limit and 120m of cable. Stop or tow slowly. Recovery costs stamina but grants no Fishing XP; full inventories retain cargo in the basket. Cutting or breaking its line releases the cargo into the water. It recovers loose items, not whole chests or tombstone containers, and excludes quest items.

Fish holds and expedition tools

The Karve fits wood through iron. The longship, Drakkar and Pequod take all seven holds. Rafts have no mount. To recover a previously installed oversized Karve hold or raft hold, board the boat with one free inventory slot and press the fitting install key (default F9). The recovered kit carries its saved catch. Older iron and black metal holds can retain more catch than their new capacity. Withdraw the excess before depositing more fish.

Use a hold kit aboard to install a themed fish-only hold amidships. Net/pot catches try it first; cargo adds its full weight to the boat. Upgrades preserve catches and return the previous empty kit. A destroyed boat drops one floating hold kit containing its saved catch, ready to rebuild aboard another boat.

Hold kit Slots Station Ingredients
Fish hold kit (wood) 24 Workbench 2 20 fine wood, 10 bronze nails, 4 deer hide
Copper fish hold kit 30 Forge 1 20 fine wood, 8 copper, 10 bronze nails, 4 deer hide
Bronze fish hold kit 36 Forge 2 25 fine wood, 8 bronze, 15 bronze nails, 4 deer hide
Iron fish hold kit 42 Forge 3 30 fine wood, 12 iron, 20 iron nails, 6 deer hide
Black metal fish hold kit 48 Forge 4 35 fine wood, 12 black metal, 20 iron nails, 10 linen thread
Flametal fish hold kit 54 Forge 5 35 fine wood, 12 flametal, 20 iron nails, 8 asksvin hide
Bloodgold fish hold kit 60 Forge 6 40 fine wood, 14 gold, 20 linen thread, 10 seal hide
Tool Station Ingredients Use
Boat hook Forge 1 6 fine wood, 2 bronze, 2 leather scraps Use from inventory/hotbar aboard while facing a buoy within 12m; hold Use to haul. Alternate Use, reusing the hook or leaving the boat releases it.
Catch journal Workbench 1 4 leather scraps, 2 feathers, 1 coal Right-click the book to read; no journal shortcut.
Whaler's deck lamp Forge 2 4 bronze, 6 fine wood, 1 giant whale tooth, 2 whale blubber Use aboard to install beside the mast. Use the lamp to add blubber; each piece burns for 20 minutes. Alternate Use packs an empty lamp.

Right-click the crafted catch journal to leaf through fish and wildlife sightings. Each catch entry keeps the fishing method, best level and landed weight. Sightings record encounters and stars. The last sighting reads like a sailor’s bearing, using familiar landmarks where possible. Voyage pages remember what Ishmael and Hugin have told you as you discover it. Buying or trading a fish earns neither a catch record nor Fishing XP.

Lobster pots and hide buoys

Craft a Deep-ocean lobster pot at Forge 3 with 8 iron, 10 ancient bark, 8 leather scraps and 2 deer hide. Carry it and one raw fish in your main inventory. Aboard a boat, face clear Ocean water 15–80m deep, then use the pot. It deploys in front of you, clear of the hull.

Pots soak for one full in-game day, using that world's day length. Return and hold Use at the buoy to haul the Deep-ocean lobster catch and pot. Alternate Use recovers it early without a catch. Catch quality contributes to hauling effort and Fishing XP. These are pot catches, not freely swimming lobster creatures.

Hide buoys work on pots and as standalone markers. Craft each with 2 of its material, 4 leather scraps and 2 resin, at the listed workbench level.

Buoy Material Deployed life Workbench level
Deer hide buoy Deer hide 5 game days 1
Troll hide buoy Troll hide 10 game days 2
Wolf hide buoy Wolf pelt 15 game days 3
Lox hide buoy Lox pelt 30 game days 3
Gjall hide buoy Bilebag 60 game days 4
Asksvin hide buoy Asksvin hide 90 game days 4
Seal hide buoy Seal hide Indefinite 4
Whale hide buoy Whale hide Indefinite 3

Right-click a buoy to select it and deploy a carried pot. With no pot, a warning appears and nothing is consumed. Using a pot directly chooses the selected usable buoy, otherwise the first usable buoy from the top-left. Shift-right-click a buoy aboard to place a standalone marker.

Recovery preserves wear. A serviceable float of the same type already fitted to a pot is reused; changing type returns the old usable float. When a pot's float expires, it sinks with its catch preserved and remains recoverable by salvage trawl. Use the recovered pot item to collect its saved catch, then replace the worn float before redeploying.

Personal, world-specific map markers track pots and standalone buoys across saves. Labels show soaking/ready or last-known information for unloaded locations. Recovery removes the pot marker. Buoys are anchored rather than freely wave-simulated.

All 26 dishes

Discover the ingredients and use the listed cauldron level. Whole-fish dishes yield two servings; lobster and whale/squid dishes yield one. Fish size does not multiply output, and lobster quality does not bypass regional crops or station progression. Meals use the normal three food slots.

Whole-fish dishes — 15

Each row consumes one whole fish. H / S / E means health / stamina / eitr. Tier-1 dishes and the Swamp hotpot last 25 minutes; the remainder last 30 minutes.

Dish Region H / S / E Cauldron Ingredients
Berry Perch Stew Meadows 45 / 15 / 0 1 Perch, 1 mushroom, 2 raspberries
Honey-glazed Pike Meadows 15 / 40 / 0 1 Pike, 2 honey, 2 raspberries
Forest Trollfish Chowder Black Forest 18 / 50 / 0 1 Trollfish, 2 yellow mushrooms, 1 carrot
Herring and Turnip Hotpot Swamp 55 / 18 / 0 2 Giant herring, 2 turnips, 1 thistle
Sailor's Tuna Stew Ocean 65 / 22 / 0 2 Tuna, 2 carrots, 1 thistle
Coral Cod Broth Ocean 22 / 65 / 0 2 Coral cod, 2 turnips, 1 honey
Cave Tetra Chowder Mountains 22 / 65 / 0 3 Tetra, 2 onions, 2 yellow mushrooms
Grouper and Barley Hotpot Plains 75 / 25 / 0 4 Grouper, 3 barley flour, 2 cloudberries
Angler Mage Broth Mistlands 28 / 14 / 80 5 Anglerfish, 2 magecaps, 2 sap
Puffer and Puff Stew Mistlands 28 / 85 / 0 5 Pufferfish, 2 jotun puffs, 1 onion
Magmafish Hotpot Ashlands 100 / 33 / 0 6 Magmafish, 2 fiddleheads, 2 vineberries
Cinderfin Mage Broth Ashlands 32 / 16 / 90 6 Magmafish, 2 magecaps, 2 smoke puffs, 2 sap
Northern Salmon Stew Deep North 110 / 37 / 0 7 Northern salmon, 2 kale, 1 poteitr
Salmon Oatcakes Deep North 37 / 110 / 0 7 Northern salmon, 2 oat flour, 2 lingonberries
Frosted Salmon Broth Deep North 37 / 18 / 105 7 Northern salmon, 2 poteitr, 2 ice

All twelve native fish species have a use across nine fishing regions. The first cauldron still requires normal metal progression.

Lobster dishes — 7

Each row uses one Deep-ocean lobster plus the ingredients shown. All grant zero eitr. Broth and turnip hotpot last 25 minutes; the rest last 30 minutes. Regional ingredients gate strength even when lobster is readily available.

Dish Region Health / stamina Cauldron Other ingredients
Lobster broth Black Forest 15 / 45 1 2 carrots, 1 yellow mushroom
Lobster and turnip hotpot Swamp 18 / 55 2 2 turnips, 1 thistle
Lobster onion bisque Mountains 22 / 65 3 2 onions, 2 yellow mushrooms
Lobster barley bowl Plains 25 / 75 4 3 barley flour, 2 cloudberries
Jotun-puff lobster bisque Mistlands 28 / 85 5 3 jotun puffs, 1 onion
Ashlands lobster firepot Ashlands 32 / 95 6 2 fiddleheads, 2 vineberries
Northern lobster chowder Deep North 37 / 110 7 3 oat flour, 2 kale

Whale and squid dishes — 4

All last 30 minutes, grant zero eitr and regenerate 3 health per food regeneration tick.

Dish Health / stamina Cauldron Ingredients
Sailor's calamari 25 / 75 3 2 giant squid meat, 1 onion, 1 thistle
Whaler's expedition stew 80 / 27 3 2 giant whale meat, 2 onions, 1 thistle
Seared whale steak 90 / 30 4 2 giant whale meat, 2 onions, 2 cloudberries
Barley-stuffed squid 30 / 90 4 2 giant squid meat, 4 barley flour, 2 thistles

Weapons, catches and materials

Both boarding pikes thrust upward to defend the deck and spare the boat their wielder stands on. Their matte fantasy heads use layered chitin or a pronounced squid beak, embedded tooth barbs, weathered wood, leather and tight frayed bindings.

Weapon Base pierce Station Ingredients
Abyssal boarding pike 55 Workbench 2 30 chitin, 12 fine wood, 6 leather scraps
Squid-beak boarding pike 85 Forge 3 1 colossal squid beak, 2 giant whale teeth, 12 silver, 10 ancient bark
Whale-tooth harpoon 30 Forge 2 3 giant whale teeth, 20 chitin, 12 fine wood, 6 leather scraps

If the boat sinks, one-handed knives can be equipped and used for primary attacks while swimming. Other weapons and leap attacks remain blocked in that state.

Catch, material or reward Source and purpose
Deep-ocean lobster Pot catch; seven crop-gated dishes
Giant squid meat Squid; calamari and barley-stuffed squid
Giant whale meat Whales; expedition stew and seared steak
Abyssal squid ink Collected from colossal squid
Colossal squid beak Rare squid drop; stronger boarding pike
Giant whale tooth Used in the harpoon, boarding pike and deck lamp
Whale blubber Whales; lamp crafting and fuel
Whale hide Whales; maximum-size tackle bag and indefinite-life buoy

Animals and encounters

Colossal squid

Approximately 27m fully extended, imposing beside a longship: eight arms, two longer clubbed tentacles, a substantial mantle, fleshy fins and enormous eyes. It swims mantle-first as a closing wave gathers the arms from their bases toward the trailing tips. Articulated crown and arm hitboxes support deck combat.

Squid dive under the boat, rise tentacles-first on the opposite side and approach the rail. The mouth comes within reach while the long clubs extend over the deck. A 12-second attack window gives the crew time to fight. Retreat is a steep mantle-first plunge; exposed fins and resting arms stay calmer between strikes.

Every fifth attachment becomes a ten-second crushing grip. Break it with 5 / 9 / 15 damaging boarding-pike or whale-tooth-harpoon hits at zero / one / two stars. An unanswered two-star grip sinks the boat. A loud creature roar and three deep bell notes announce it; the third bell aligns with the latch.

A handheld harpoon prevents dive attempts at a cost of 75 stamina, repeated every 12 seconds. A boat-held line instead risks the fitting and hull.

Giant sperm whales

Original 23m whales have narrow rectangular foreheads, irregular skin, recessed ivory-edged jaws, flexible rear-body swimming and broad flukes. They turn through forward arcs, pitch through dives and emit tall misty spouts at random 15–60-second intervals when the blowhole is above water.

They cruise without attacking a boat until provoked, hunt squid and can attack swimmers. Boat attacks repeat ram → tail strike → ram → tail strike → breach. Rams and raised tail strikes cover broad contact areas; a committed breach lands with a thunderous crash. A direct two-star breach can destroy a full-health longship. Three bells warn of it, with the third marking emergence into the air. Ordinary attacks use creature sounds without bells.

Whales remember provoked boats through coastal biome changes and recoveries. Their jaws target squid and swimmers, with quicker bite approaches in wildlife fights. Giant sperm whales are poison-immune.

Stars and wildlife battles

Squid and giant sperm whales have zero-, one- and two-star variants. One star doubles health and adds 50% damage; two stars triple health and double damage. Squid are red-brown, amber and violet; whales use charcoal, slate and russet colors.

Encounters and stronger variants become more likely farther from spawn, at night and in broad deep Ocean. Squid require at least 25m of water; whales 30m. Spawn chances and populations are capped. Rare shared encounters include whale bites, squid wrapping, louder struggles, thrashing, separation, dives and renewed attacks.

Dolphins

Rare Ocean dolphins are friendly, fast and playful. They keep clear of slow or stopped boats and may join after sustained fast sailing. Flexible swimming, banking and frequent clear-water breaches keep them lively. Escort calculations stay behind the scenes.

Player attacks make dolphins flee, never retaliate. Other animals do not target or damage them. Occasionally a dolphin flicks an existing fish into the air: a 5% chance at eligible play checks, with cooldowns rather than a roll every frame. Hooked fish are excluded; no extra fish or loot is created.

Deep North orcas

Look for black dorsal fins among the northern ice. Orcas travel in pods of two or three, circle seals and take turns rushing in to bite. A pod can round on a swimmer or surface alongside a boat for a tail strike or breach. Look for different markings on the starred animals.

Ishmael’s shore · optional voyage

Keep an eye out for a lantern hanging from a whale rib. Ishmael lives in a stilt shack with a chart desk, a stove and room to tie up alongside. His porch offers the same shelter from hostile creatures as a trader’s camp. Hugin has a few words for visitors, and your journal keeps the clues you’ve heard.

Out at sea, a wreck still has a rope ladder leading to its damaged crow’s nest. Follow the bearings and you can earn the plans for the Pequod, a sailing ship with a bowsprit and jib, a masthead lookout you can climb and an aft workbench you can fit for hull repairs. Take your journal aboard.

Controls and interface

World prompts display your current bindings. These are keyboard defaults; isolated test sessions may reserve function keys for demonstrations.

Action Default control
Operate fitting / deploy net / fuel lamp Use — E
Haul net or pot Hold Use — hold E
Release tether / recover pot early / pack stowed gear Alternate Use — Left Shift + E
Install carried holder or first net aboard F9, configurable
Open tackle bag Inventory right-click; configurable F8 shortcut
Move stack / move one in bag panel Click / Shift-click
Select stored rod bait Right-click bait inside bag panel
Read catch journal Inventory right-click on book; no shortcut
Select buoy and deploy carried pot Inventory right-click on buoy
Place standalone marker aboard Shift-right-click on buoy
Swap net / install hold, lamp or pot Use inventory item or hotbar in the appropriate location

Alternate Use at a deployed net cuts it. Empty/stow before packing. Tension, fish count, hauling and crushing-grip defence use the under-stamina display; bags, holds and journal use themed panels.

Configuration, compatibility and removal

Better Angling uses BepInExPack Valheim 5.4.2351 and Jotunn 2.30.2. Version 0.18.0 has been tested locally on Windows with Valheim 1.0.21. Use matching mod and dependency versions on every client and the server. BetterRowing is optional. The voyage has been playtested in single player. Two-player validation is pending.

The server controls recipes, storage, boat gear and wildlife settings. Each player can adjust fishing prompts and sound in BepInEx/config/curti.valheim.betterangling.cfg. Better Angling includes adaptations from FishCues and BaitMeBruh. Installing either alongside it triggers a loader conflict.

Before removing the mod from a world you plan to keep playing, back up the save, haul in pots and nets, empty bags and holds, and remove custom items. Native bait carries over.

Install

In Thunderstore Mod Manager or r2modman, select Valheim, create a profile, install CwewMods-BetterAngling with its dependencies, and choose Start modded. For a crew test, use copies of your world and characters and update everyone together.

Credits

Better Angling by CwewMods. Adaptations from FishCues by Andrew Shepard and BaitMeBruh by Pete Navarra (Vapok) are credited under their MIT licenses. Art and development used AI assistance. Sound credits and redistribution terms are in the package’s THIRD-PARTY-NOTICES.md and license files.

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