RandomCreatureSize
Every creature (seagulls, fish, crabs, albatrosses, bosses) gets a random size: one value drives appearance, weight, price, save and multiplayer. Bigger creatures move slower.
About this mod Machine translation
RandomCreatureSize — random creature size
English
Overview
Every creature in the game — seagulls, the whole fish family, crabs, albatrosses and bosses — gets a random visual size when it spawns. One value, s, drives everything:
appearance = weight = sell price = save = multiplayer — a single value throughout.
- Server-authoritative: the size is rolled on the server and written into the creature's synced weight field, so every client sees the exact same size (works in multiplayer with no extra sync).
- Per-axis jitter (±30% by default): length / width / height each jitter around s, derived deterministically from the object id — same body shape for everyone.
- Save persistence: a caught fish keeps its size after reloading (the saved weight is the size).
- Bosses use their own independent scale range (0.5–2 by default) and can be toggled separately.
- v1.1+: bigger creatures move slower (speed = 1 / size^exponent, floored) and HP scales linearly with size (×s, minimum 1).
- 100% vanilla when disabled: with every toggle off, behavior is identical to the unmodded game.
Installation
- Install BepInEx 5 (BepInExPack for How to Fish) into the game directory.
- Extract the zip and merge the BepInEx folder into the game folder (e.g. F:\steam\steamapps\common\How to Fish\How to Fish\).
- Start the game through Steam (steam://rungameid/4001890). The mod auto-loads; check BepInEx\LogOutput.log for RandomCreatureSize.
The plugin lives at BepInEx\plugins\RandomCreatureSize\RandomCreatureSize.dll.
Configuration
First launch generates BepInEx\config\top.yw.randomcreaturesize.cfg — edit it while the game is closed (or use the in-game Mod Menu if installed).
| Section | Key | Default | Description |
|---|---|---|---|
| General | Enabled | true | Master switch (off = fully vanilla) |
| Category | ScaleBirds | true | Seagulls |
| Category | ScaleFish | true | Fish family (caught fish / land fish / attacking fish) |
| Category | ScaleOthers | true | Other creatures (crabs, albatross, decoys...) |
| Category | ScaleBosses | true | Bosses (independent range; off = fully vanilla bosses) |
| Size | MinScale / MaxScale | 0.1 / 10 | Normal creature multiplier range |
| Size | BossMinScale / BossMaxScale | 0.5 / 2 | Boss multiplier range |
| Size | LogUniform | true | Log-uniform distribution (0.1/1/10 equally likely); false = uniform |
| Size | JitterEnabled | true | Per-axis jitter (off = pure uniform scaling) |
| Size | JitterPercent | 0.3 | Jitter amount (±30%) |
| Size | ExtremeBias | 0.3 | Bias toward extreme sizes (0 = log-uniform, 1 = always extreme) |
| Size | SpeedEnabled | true | Bigger creatures move slower (s≤1 keeps vanilla speed) |
| Size | SpeedPow | 0.5 | Speed decay exponent: speed = 1 / size^exponent |
| Size | SpeedMinFactor | 0.4 | Speed floor (slowest = 40% of vanilla, i.e. at most 60% slower) |
Chinese
Module introduction
All creatures in the game (seagulls, all fish families, crabs, albatross, bosses) get random appearance sizes when spawned. One value s applies to everything:
Appearance = Weight = Selling Price = Archives = Online - One Value Wins All.
- Server authority: The size is rolled on the server and written to the bio-synchronized weight field, so all clients see exactly the same size (no additional synchronization is required online).
- Axis jitter (default ±30%): length/width/height are each randomized around s, derived deterministically from the ObjectId - everyone sees the same body shape.
- Loading and maintaining: The size of the fish caught is maintained after loading (the archive weight is s).
- Boss independent magnification (default 0.5–2), can be switched individually.
- v1.1+: The larger the size, the slower the movement (speed = 1/size^index, with a lower limit); the blood volume changes linearly with the size (×s, minimum 1).
- It is exactly the same as the original version after turning off all switches.
Installation method
- First install BepInEx 5 (BepInExPack of How to Fish) into the game di …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide.
Install these first, or the mod will not work: