> For the complete documentation index, see [llms.txt](https://dirkscripts.gitbook.io/dirkscripts-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://dirkscripts.gitbook.io/dirkscripts-documentation/resources/dirk-fishing/features/bait-and-gutting.md).

# Bait & Gutting

***

## Bait Digging

Dig for worms, maggots and other natural baits across **20+ different ground material types** (soil, grass, sand, mud, etc). Each ground type has its own per-bait drop chances, configurable from the **Equipment → Bait** tab in the configurator.

<figure><img src="/files/sj8hJBZ9YOnEOvKe4uUI" alt=""><figcaption><p>Bait dig spots before they've been touched.</p></figcaption></figure>

<figure><img src="/files/m1el9VXSz8JBAvEZfzgz" alt=""><figcaption><p>Once dug, spots regenerate on a configurable timer.</p></figcaption></figure>

Each digging tool has its own:

* Stamina cost per dig
* Initial dig time
* Total uses (durability)

Digging can also drop **bonus items or cash** — configurable from the **Bait Dig → Random Items** tab.

***

## Fish Gutting

Use a knife or mallet on a caught fish to gut it into **fish meat**. The harvest is a top-down minigame — fish use a **cut** action (drag along a line), crustaceans and shelled species use a **crush** action (click circles before they vanish). How much meat you walk away with depends on how well you played.

### The cut minigame (fish)

A top-down view of the fish opens on the cutting board. A randomised curve is drawn from a green start dot to an end dot — the line is different every time. Click and hold the start dot, drag your cursor along the line, and release when you reach the end.

<figure><img src="/files/GW93tPLhG2xKQtfKSLHG" alt=""><figcaption><p>The cutting board, ready to drag.</p></figcaption></figure>

As you drag, dots drop along your path — **green** when you're on the line, **red** when you've drifted off. Stay on the line and be quick. There's no time pressure: you can take as long as you want, but finishing fast adds a speed bonus. Accuracy only goes one way — once it drops, it stays down.

Scoring combines:

* **Accuracy** — how close your cursor stays to the line throughout the cut.
* **Speed** — peaks at +30% for sub-2-second cuts, fades out by 6 seconds.
* **Progress** — releasing the mouse before reaching the end scales the score by how far you got.

Rare species use a tighter tolerance line (harder to stay on), so cutting a Legendary fish takes more care than a Common one.

### The crush minigame (crustaceans + shelled species)

For crabs, lobsters, turtles and similar — anything with a shell — the harvest swaps to a crush action. Circles spawn at random positions across the board; click each one before its outer ring shrinks to nothing.

<figure><img src="/files/SiSu6Uk9fj1B4Ens2ZUj" alt=""><figcaption><p>The crush minigame — click each circle before it vanishes.</p></figcaption></figure>

Each circle starts large and green, then shrinks and turns amber → red as its timer drains. A green dot stays where you hit one cleanly; a red dot stays where one expired. Accuracy is the percentage of circles you hit. Rarer species spawn more circles with tighter timers.

The minigame can be disabled entirely via **Basic → Gutting → Use Minigame** for a silent skill-only flow.

### The meat item

Both minigames produce the same **`fish_meat`** item. The species and its caught weight live in the item's metadata, so hovering the meat in your inventory shows `Species: Blue Catfish / Weight: 40.10lb`. On `ox_inventory` the meat's display label is also overridden per-instance to the species name — a stack of mixed catches reads as "Longnose Gar Meat", "King Crab Meat" etc. rather than all "Fish Meat".

If you want a specific species to grant its own named item instead (e.g. `tuna_steak`), set **`fishMeatItemOverride`** on that species under **Fish → \[species]** in the configurator.

### Rewards

After the harvest, the minigame panel slides away and the reward overlay floats over the prop — a coloured verdict, your final accuracy, and the items you earned:

<figure><img src="/files/oWRkON7RlAEGqHHpVEsW" alt=""><figcaption><p>Reward overlay after a clean harvest.</p></figcaption></figure>

Verdict tiers are based on the final accuracy (wording shifts between cut and crush):

* **Clean Cut / Clean Harvest** — over 85% accuracy (green)
* **Good Cut / Good Harvest** — 60–85% (theme accent)
* **OK Cut / OK Harvest** — 35–60% (amber)
* **Sloppy / Botched** — under 35% (red)

The first tile is always **fish meat**, with the actual weight you cut (in your server's units). Speed bonuses apply here — a fast clean cut yields visibly more meat than a slow one. The remaining tiles are random drops: per-species **rewardItems** (configured under **Fish → \[species] → Reward Items**) and the global **rewardPools**. Each drop's rarity colour matches its drop chance — common items grey, rare blue, epic purple, legendary gold.

A 0% accuracy harvest yields **no meat** — the fish was wasted. Bonus drops can still roll on their own chances.

The overlay has **no auto-close** — players take as long as they want to read their rewards. Click anywhere or press Esc to close.

### Configuration

In the [Live Script Configurator](/dirkscripts-documentation/resources/dirk-fishing/configuration.md) under **Basic → Gutting** (and the per-fish Gutting tab):

* **Gutting knife item** — `Basic → Gutting → Fish Gutting Item`. The item players need to start a cut (default `fish_knife`).
* **Crushing item** — `Basic → Gutting → Crushing Item`. The item players need to start a crush (default `meat_mallet`).
* **Fish meat item** — `Basic → Gutting → Fish Meat Item`. The universal output item granted by every harvest (default `fish_meat`).
* **Tool durability** — `Basic → Gutting → Tools Break`. Off by default. When on, the knife and mallet consume one use per harvest and break at 0, with the remaining uses shown in the inventory tooltip.
* **Per-fish minigame type** — `Fish → [species] → Gutting → Minigame Type`. Toggle between **Cut** and **Crush** per species. Crush species also have a configurable **Circle Count** min/max range.
* **Per-fish worm chance** — `Fish → [species] → Gutting → Chance Of Worms`. Independent roll for worms after the harvest completes.
* **Per-fish reward pool** — `Fish → [species] → Gutting → Reward Items`. Items unique to this species' rolls, each with its own chance + amount range. The configurator shows each item's rarity colour live so you can preview how it'll display in the reward overlay.
