How To Fish
HowToFish
How To Fish Mod Menu v1.2
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Updated Sep 30, 2026
About this mod menu
About this mod menu
# https://zlogic.eu
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HOW TO FISH MOD MENU | v1.2 | by TheHolyOneZ
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Open / close RightShift or Insert
Close Escape
Panic Delete (reverts every active feature and closes the menu)
Loader ZyMono
Entry point howtofish.Main.Init
Built for How to Fish 1.0.11
Every key above can be rebound from the Config tab.
Most of this works whether you host or join someone else. Anything marked
HOST only works while you are hosting, and is hidden from the menu when you
are a guest - so you never press something that quietly does nothing.
A search box sits in the header. Type any feature name to find which tab it
is on, then click the result to jump straight there.
SELF TAB
--------
Live readout:
- Health and Fullness bars, plus Poison and Fire when active
- Alive / dead state
- Which protection route is currently active
- Hits blocked counter
Protection (undetectable, works in any lobby):
- Damage Shield: blocks damage on your machine before anything is sent.
Covers drowning always, plus creature contact and explosions in most
situations. Nothing is transmitted, so nothing is visible to anyone
- Drowning Immunity (breathe underwater forever)
Total immunity as a guest (NOT subtle):
- Full Immunity: blocks absolutely everything including other players, and
stops hunger. Marks you as idle to the whole lobby - unavoidable, that
marker is what makes it work
- Never Idle (stops the game flagging you away)
Death (works in any lobby):
- Suicide
- Revive
- Damage self
- Self damage amount slider (1-200 hp)
Body tuning (undetectable, takes full effect while hosting):
- Apply tuning switch - gates everything in this block
- Regen amount (1-100 hp)
- Regen speed (1-300)
- Regen hunger gate (0-1)
- Hunger rate (50-5000)
- Recovery window after a hit (0.1-30 s)
- Restore stock
HOST - Immunity (undetectable):
- God Mode: no damage at all, no marker, no side effects
- Incoming damage multiplier (0x-2x)
- Recovery lock (holds you in the post-hit recovery window permanently)
- Protect Everyone: nobody in the lobby can be damaged
- Turn off built-in god mode - appears only when the game's own god mode is
on, since that version also hands out unlimited mid-air jumps
HOST - Vitals:
- Never Hungry, Ignore Poison, Ignore Fire (all silent)
- Infinite Health, Infinite Fullness (visible - values snap back)
- Clear Poison, Clear Fire
- Full Heal, Fill Hunger, Cure All, Reset Vitals
- Health slider (0-100) with Apply health
- Fullness slider (0-100) with Apply fullness
HOST - Lobby rules (affects everyone):
- One Shot Kills
- Friendly Fire
- Difficulty: Default, Easy, Hard
MOVEMENT TAB
------------
Everything here works in any lobby.
Live readout:
- Current speed in m/s
- Grounded yes / no
- On boat yes / no
- Live XYZ position
Noclip:
- Fly through geometry, collision off
- WASD to move, Space up, Left Ctrl down, hold Shift for a burst
- Noclip speed slider (1-60 m/s)
Speed:
- Speed boost switch
- Walk multiplier (0.1x-10x)
- Sprint multiplier (0.1x-10x)
- Acceleration multiplier (0.1x-10x)
- Quick presets: 1x, 2x, 4x, 8x
- Always sprint
Jump:
- Jump tuning switch
- Jump height (0.1x-10x)
- Jump angle (0-90 degrees)
- Jump cooldown (0-1 s)
- Swim jumps (0-50)
- Infinite jump - jump again mid-air, any time
Physics:
- Gravity tuning switch and multiplier (0x-3x)
- Anti-slip (stand on any slope without sliding)
- Freeze in place
- Launch up
- Stop dead
- Restore stock movement
TELEPORT TAB
------------
Works in any lobby except island warp.
Go to:
- Crosshair, Boat, Boss
- Spawn, Boat spawn, Water surface, Nearest item
- Undo last, with the number of steps in your history shown
- Landing height slider (0-10 m)
Coordinates:
- Live "You are at" XYZ readout
- X slider (-2000 to 2000)
- Y slider (-200 to 800)
- Z slider (-2000 to 2000)
- Go to coordinates
- Copy my position (fills the sliders from where you stand)
Waypoints:
- Name field and Save here
- Named list showing each one's coordinates
- Go and delete per waypoint
- Saved to disk - they survive a restart
Players:
- Per-player distance
- Go to (moves you)
- Bring (moves them - everyone agrees on the result)
- Bring everyone to me
HOST - Islands (moves the whole session):
- Previous island, Next island
- Island index slider and Warp to island
ITEMS TAB
---------
Spawn:
- Searchable browser over every item in the game, showing name, id and cost
- Search Clear and Reload buttons
- "Matching items N of M" readout
- Free spawn straight into your hands - works in anyone's lobby
- Quantity (1-20), queued with a live "N left" readout and a Cancel button
- Spawn at crosshair switch
- Spawn distance (0.5-12 m) when not using the crosshair
Held item:
- "In your hands" readout
- Skin index slider (0-40) with Apply skin
- Value multiplier slider (0.1x-20x) with Apply value
- Cook it
- Stow in slot 0
- Drop everything
Shop:
- Bait index slider (0-15)
- Unlock this bait, Unlock all bait - free, the buyer names the price
- Boat motor slider (1-6) and Upgrade motor free
- Extra pockets readout
- Pocket 1, 2, 3, 4 - these are charged at full price, the session sets that
Give to a player:
- Give held - hands over what you are holding
- Spawn first - creates the top result of your current search directly in
that player's hands
FISHING TAB
-----------
On the line:
- Rod name
- What is hooked, with a shiny marker
- Its weight multiplier
- Line out in metres
- Live bite timer counting toward the catch
Bait (guest only - while hosting, your own bait is driven by physics rather
than by what your machine reports, so this has nothing to act on):
- Hold bait in front of me switch
- Distance slider (2-80 m)
- Send bait to crosshair
- Release hooked
Catch odds (readable as a guest):
- The full fish table for your equipped bait
- A bar and a real percentage per fish
- Pick any fish to target it (host only)
Every bait (readable as a guest):
- The whole bait catalogue with cost
- Fish and Hide expander per bait, showing that bait's full table and odds
- See what a bait can catch before spending time on it
- Equip any bait at no cost - also works as a guest
This session:
- Caught, total value, shiny count, best single catch
- Newest-first log of every catch: name, shiny mark, weight, value
- Clear log
HOST - Force the next catch:
- Lock the next catch to whichever fish you picked from the table above
HOST - Catching:
- Instant bite - the wait is rolled when the bait lands, so recast to feel it
- Seconds to bite slider (0.05-20 s)
- Bait is never used up (this governs the bait being consumed, not whether a
fish escapes)
- No reeling needed
- Fish anywhere (ignores the depth bait normally needs)
HOST - Quality:
- Always shiny
- Shiny chance slider (1-100%) - normally a 1 in 100 roll
- Boost weight switch and weight slider (0.5x-10x)
- Boost what is hooked now
Journal (works as a guest - it is your own record, not the session's):
- Fill journal, Fill shiny, Reset, Reset shiny
- Restore stock fishing
WEAPONS TAB
-----------
Nearly all of this works as a guest.
In your hands:
- Weapon name
- Ammo, current and magazine size
- Damage per shot
- Melee weapons are detected and explained rather than shown gun controls
Ammo:
- Infinite ammo (silent)
- Magazine size slider (1-200)
- Refill now, Force reload, Apply mag size
Handling:
- Recoil control switch and recoil amount (0x-1x) - applied on your machine,
so it is invisible to others
- Fire rate switch and seconds per shot (0.08-1 s). The floor is deliberate:
every shot sends a message, and firing much faster floods the connection
badly enough to drop the whole session
- Spread control switch and spread (0-10, where 0 is perfectly accurate)
Output:
- Damage override switch and damage (1-2000 per shot)
- Shotgun mode switch
- Projectiles per shot (1-40)
- Projectile speed (0.2x-5x)
- Restore stock weapon - every gun is remembered separately, and swapping
weapons puts the previous one back to normal
HOST - Attachments (set directly, so nothing is charged):
- Sight (0-6) with Apply
- Barrel (0-6) with Apply
- Ammo type (0-10) with Apply
- Extended magazine
- Laser sight
- Max everything
AIM TAB
-------
All of this works as a guest. Nothing here needs to be the host.
In your hands:
- Weapon name
- Whether its rounds arrive instantly or travel
- For rounds that travel: their speed and how fast they fall
- Rounds that travel are removed just under the waterline, so a fish deeper
than that cannot be hit with them at any angle, by anyone. Rounds that
arrive instantly ignore the waterline completely and have no range limit -
they are the only thing that reaches a fish sitting deep
Mode - one picker, three choices:
- Off
- Aim: steers your view onto the target. Your body turns with your view, so
everyone in the lobby sees you turn. It looks like good aim, not like
nothing at all
- Silent: your view is never touched, the shot leaves on its own heading.
Nothing about you moves - but the round itself is a visible object
travelling somewhere other than where you are facing. This hides the aim,
not the shot
Neither is invisible and neither is on by default. Which is quieter depends
on whether you would rather be seen turning or be seen shooting sideways.
When it runs - these gate whichever mode is selected:
- Only while holding a key, with a picker for Right mouse, Left mouse,
Mouse 4 or Left Alt
- Only while aiming down sights
- Only with a gun in hand
How fast it turns (Aim mode only - Silent never turns you):
- Turn speed (1-30). It closes a fixed share of the remaining gap each frame
rather than a fixed number of degrees, so it eases into the target instead
of arriving flat out and stopping dead
- Turn ceiling (60-1440 degrees per second) - stops a target appearing behind
you from whipping the view round in a single frame
- Above about 20 the view arrives inside one frame. It works, but a view that
teleports is the most obvious thing on this page
Silent:
- Largest angle off your view (5-179 degrees). Anything further off is left
alone and fires where you pointed. Keep it modest and a steered round reads
as a wild shot; wind it up and it reads as a round that turned a corner
Auto fire:
- Fire on its own. It goes through the gun's own trigger, so cooldown,
reloads and an empty magazine all still apply - it cannot outrun what the
game allows
- Fire within (0.2-20 degrees). Ignored in Silent mode, where there is
nothing to wait for
What to lock on to:
- Fish & creatures
- Birds
- Bosses
- Players (off by default - they only take damage when the session allows it)
- NPCs. Worth knowing before you rely on it: NPCs carry no health at all in
this game. A round, a swing and a punch all land the same way - blood and a
sound, nothing else. This puts you on them, it does not do anything to them
Aim at: Body, Head or Origin
- On a fish or creature the head is worked out from the creature itself,
using the same measure the game judges a head hit by. A hit there really
does score as one - worth extra damage AND a bonus on the kill score
- On a player it is the head bone
- On an NPC it is the head mesh
- Only creatures pay extra for a head hit. Players and NPCs have no head
multiplier anywhere in the game, so there it is about the point being where
you asked for it
Pick: Crosshair (nearest your aim), Closest, Weakest, or Richest
Angles and range:
- FOV - search cone (1-180 degrees): where it starts looking
- FOV - let go past (5-180 degrees): where it drops a target it already has
- Range (10-400 m)
FOV rings, drawn right where those sliders are so you can watch them move:
- Show the FOV ring
- Show the let-go ring
- Show the auto fire ring (only drawn while auto fire is on)
- Ring colour (RGB with a live swatch) and ring thickness (0.5-6 px)
- The rings draw with no mode selected, so the cone can be dialled in before
anything is switched on
- Aiming down sights narrows your view, and a narrower view makes the same
cone cover more of the screen - so the ring grows. A cone that drew a tidy
circle from the hip can be off the screen entirely once you aim. That is
the ring being right, not wrong: the cone really has swallowed your whole
view, and when that happens the screen edge is outlined instead. Around
10-12 degrees stays on screen through most sights
Filters:
- Skip what you cannot see - ignores anything behind terrain or the boat
- Skip what you cannot hit - ignores fish too deep for the round you are
firing, rather than aiming at one forever
Lead & drop:
- Lead moving targets, with a lead amount (0x-2x)
- Allow for drop
- Both are solved together against the real speed and fall of the round in
your hands, and both switch themselves off for a gun whose rounds arrive
instantly
On screen - four separate parts, each with its own switch, colour and size:
- Tracer to the target: colour, width (0.5-6 px)
- Box on the aim point: colour, size (4-48 px)
- Dot on the aim point: colour, size (1-12 px)
- (the FOV rings above are the fourth)
- Fade while nothing is locked - fades your colour rather than replacing it
- Overall strength (0.1x-1x)
- Presets: Reset colours, Match the menu, All one colour
- Drawn for whichever mode is selected, so in Silent the marker shows where
the round is actually going while your view stays put
- All of it is painted on your screen only. Nothing is sent
Right now:
- Target name
- Aiming at - which point was actually resolved, so you can tell a real head
from a fallback to the body
- Distance, and how far off your view it is
- How many candidates were in the cone
- FOV ring state and your live field of view
- Too deep to hit - how many were skipped as unreachable
- Shots steered - counts redirected rounds, so you can confirm Silent is
working at a glance
Presets:
- Everything off
- Fish only
- Careful - narrow, slow, hold to aim, body. Reads as a good player
- Hard - wide, fast, head first, and it pulls the trigger
CREATURES & BOSSES TAB
----------------------
What you are aiming at (works as a guest):
- Live readout: name, shiny mark, health, value, and boss type when relevant
- Kill it
- Heal it - healing can push a creature past its normal maximum
- Make shiny
- Damage amount slider (1-99999)
- Heal amount slider (1-9999)
- HOST: Start a boss fight with this - shown when you aim at a boss creature
Nearby:
- Radius slider (5-300 m)
- "Creatures in range" count
- Live list with each creature's health
- Kill everything in range - bosses are deliberately skipped
- Heal everything
- Both work through the list over several frames, nearest first, with a live
count and a Stop button. Sending one message per creature all at once is
enough to drop the session, so it is paced on purpose
Spawn:
- Searchable creature browser with BOSS and mini tags, and worth
- Search Clear button and "Matching N of M" readout
- Spawn queue readout with a Cancel button
- Quantity slider (1-20)
- Spawn at crosshair
- HOST: Stop them despawning - live creatures are normally destroyed once
they sink past a set depth, which is why a spawned fish often vanished
- HOST: Spawn shiny
- HOST: Spawn dead
- As a guest the creature is handed to you rather than placed, so it arrives
in your hands - drop it where you want it
Boss:
- Boss name, health, and whether it is immortal
- Live health bar
- Kill boss
- Half its health
- HOST: Boss immortality
- HOST: Boss max health slider (100-100000) with Apply health
- HOST: Reset fight timer
- HOST: Explosion at crosshair
ECONOMY & PROGRESSION TAB
-------------------------
Cosmetics and achievements (work as a guest):
- Unlock all skins
- Unlock all outfits
- Lock all skins
- Unlock all achievements
- Reset achievements - this clears them on your Steam account, no undo
Shop:
- Everything looks affordable - price checks always pass on your screen.
Works properly while hosting, since that is the check the session uses.
As a guest the session runs its own and will still refuse
HOST - Money:
- Live shared pot readout - it is one balance for the whole lobby, not a
per-player amount
- Amount slider (100-500000)
- Add, Remove, Set exactly
- Keep the pot topped up
- Floor slider (1000-999999)
Casino:
- Live "on the table" value and whether a spin is running
- Colour picker with payouts shown: Black 2x, Red 2x, Green 35x
- Place the bet - works as a guest, once items are on the table
- HOST: Always win
- HOST: Force this spin
HOST - World progress:
- Islands unlocked readout
- Grill locked / unlocked readout
- Unlock islands up to slider (0-255) with Apply
- Unlock grill
- Unlock boat + radar
- Boat motor slider (0-8) with Apply motor
HOST - Everything at once:
- Unlock everything - skins, outfits, islands, grill, boat and motor in one
press. Achievements and the ending are deliberately left out
HOST - Endings:
- Mark final boss beaten
- Trigger the ending - rolls the credits for the whole session
PLAYERS TAB
-----------
Session:
- Player count
- Whether you are hosting or a guest
- Shared money
- Spectating readout and a Stop spectating button while active
Say something:
- Send a chat line - always under your own name
Everyone:
- Gather to me (works as a guest)
- Revive all (works as a guest)
- HOST: Heal all, Cure all
- HOST: Everyone infinite health
- HOST: Everyone never hungry
- HOST: Money to add slider (100-100000) and Add to the pot
Per player - each row shows name, health bar, fullness, distance, and status
chips for dead / idle / crouched / on boat, with Go to and a More expander:
- What they are holding
- Bring here
- Give held
- Free bait - this also switches what they have equipped
- Revive
- Spectate - your own orbit camera, mouse to orbit, scroll to zoom, and it
will not clip through walls. Entirely local
- At the wheel
- Spawn the item from your Items search straight into their hands
- Damage amount slider (1-200 hp) and Damage - available to anyone, but only
while the lobby has friendly fire on, since the session enforces that
- HOST: Heal, Feed, Cure
- HOST: Set health slider (0-100) with Apply
- HOST: Hat, Outfit and Accessory sliders with Apply look. Leave a slider at
-1 to leave that piece alone. The ranges follow however many cosmetics the
game actually has. The change is stored immediately, but the game builds a
player's look only when it first sees them - so it shows for anyone joining
afterwards rather than for people already in the session
- HOST: Kick
VISUALS & ESP TAB
-----------------
All local. Nobody else sees any of it.
Master:
- ESP enabled
- Tracked / drawn readout
- World objects, raw and unique - the raw count is higher because the game
registers one object several times
- Qualified / budget readout, with a note when more qualifies than fits
- Style presets: Clean, Boxes, Filled, Tracers, Everything
- Enable all categories / Disable all
11 categories, each with its own settings:
Players, Dead bodies, Fish & creatures, Bosses, Items, Weapons,
Explosives, Birds, NPCs, Boat, Fishing rods
Per category (click a row to expand it):
- On / off switch on the row itself
- Colour (RGB sliders with a live swatch)
- Box style: Full, Corners, Filled, None
- Name
- Distance
- Value or health
- Health bar
- Tracer line
- Centre dot
- Off-screen arrow
- Max distance (10-2000 m)
- Min value (0-500$) - hides cheap clutter
- Only this category
Global style:
- Max distance (25-2000 m)
- Text size (0.6x-2.5x)
- Box thickness (0.5-5 px)
- Fill opacity (0-0.6)
- Tracer width (0.5-5 px)
- Tracers start from: Bottom, Centre, Top
- Health bar position: Left, Bottom
Behaviour:
- Visible only - hides anything behind geometry
- Ignore carried items
- Off-screen arrows
- Max on screen (20-600)
- Refresh rate (2-60 Hz)
- When more qualifies than the budget allows, the nearest and most important
are kept: bosses, players, bodies and NPCs come before loose items
Smart labelling: shiny creatures get a mark, bosses are tagged, dead
creatures switch from health to sell value, and bodies show whose they are
Camera:
- Field of view (50-130)
- Reset FOV
- View bob on / View bob off
WORLD TAB
---------
All local rendering and local physics. Nobody else sees any of it.
Presets: Clear, Golden, Storm, Deep, Midnight
Sky & sun:
- Sun control switch
- Time of day (-20 to 90 degrees; below zero puts the sun under the horizon
for a night look)
- Sun direction (0-360)
- Built-in sunset - the game's own golden-hour look
Fog:
- Fog control switch
- Density (0-0.15)
- Fog colour (RGB with a swatch)
- The game's own three states: Default, Underwater, Sunset
Light & post:
- Ambient control switch and Ambient (0x-6x) - raise for a fullbright look
- Vignette switch, amount (0-1) and colour
- Map zoom (0.2x-4x)
Time:
- Freeze time
- Time scale (0.05x-5x) with presets 0.1x, 0.5x, 1x, 2x, 5x
- Keep me at normal pace - the world slows around you while you carry on
- Note: changing time scale in a live lobby will drift you out of step with
everyone else. Fine on your own, messy in a busy session
Water:
- Water control switch
- Buoyancy (0x-5x)
- Item drag (0x-5x)
- Boat power (0x-5x)
- Water level (-20 to 20 m) - moves the surface on your machine only
- Restore stock world
CONFIG TAB
----------
Appearance:
- High contrast mode
- UI scale (0.75x-2x) with presets 0.85x, 1x, 1.25x, 1.5x
- Opacity (0.4-1)
Startup:
- Settle before arming (0-60 s, 10 by default). Nothing is applied until the
world has stood still this long. Injecting at the lobby and then loading
into a session used to crash the game if anything was already switched on -
a player exists well before the world around them is finished. The wait
restarts from zero every time you change world, and the countdown runs
along the bottom of the window. Drop it to 0 only if you inject once you
are already playing
Keys:
- Rebind Open / close, Open / close (second), and Panic from inside the menu
- Click Change, then press the key you want. Escape cancels
- Six keys are reserved by the game itself and will be refused:
G, M, N, O, T and comma
- Close is always Escape
Profiles:
- Name field and Save as this name
- Named list with Load and Delete
- Loading a profile brings the whole set of settings across
- Bring switches back too - turn this off to restore only sliders and lists,
leaving every feature switch off on load
Saved settings:
- Everything on every page is written to disk and comes back next time
- Entries stored readout, and the last error if something went wrong
- Save now
- Forget everything
Actions:
- Reset window position
- Panic now
Console:
- Last 300 lines, colour coded, follows new output automatically
- Clear log
ABOUT TAB
---------
- Who made it, and a build integrity badge
- Main site, desktop apps and Discord - select and copy with Ctrl+C. They
cannot be edited; they are part of the credit rather than a setting
- Where to look first if something is not working
- This session: build integrity, whether advanced features loaded, whether
features are armed or on hold and why, host or guest, Unity version and
the settings file path
SAFETY
------
- Nothing runs until the game is actually ready. The menu can be opened and
configured at the main menu, but every feature is held until a player
exists in the world. A saved setup with features already on cannot fire
during startup
- On top of that there is a settle delay, 10 seconds by default, before
anything is applied. A player object exists well before the world around it
has finished loading, and pouring a full set of features onto a world that
is still streaming in was enough to crash the game. Both the scene and the
player are watched, so leaving a world and joining another waits the full
time again rather than carrying on from the last count. Adjustable on the
Config tab
- The header and status bar say when features are on hold, and why
- The panic key reverts every active feature at once and closes the menu
- Every tab that changes game values captures the originals first and can
put them back
- While the menu is open the game receives no input at all, so scrolling
does not swap weapons and clicking a toggle does not fire your gun
- Deleting a character in a search box never triggers the panic key. The
open and close keys always work though, even mid-search, and Escape steps
out of a text field before it closes the menu
================================================================================
NEED HELP?
================================================================================
Tutorials: https://zlogic.eu/mods/index.php?page=tutorials
If that does not solve it, join the Discord: Wp9Mf4YfTS
================================================================================
by TheHolyOneZ · https://zlogic.eu · desktop apps at zsync.eu
================================================================================
Screenshot
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Unity injectorZyMonoWindows-native. Mono & IL2CPP, picks the right route itself.Get it Unreal & UnityZirconReflection dumper & SDK generator. 12 formats, UE 4.22–5.7 and Unity on both backends.Dump Dump indexZdexPublished Unreal & Unity dumps per game & build: offsets, search, diffs, usmap & SDK. Upload yours.Browse SourceGitHubEverything is open source. Star, fork, read the code.@TheHolyOneZ