> 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/world-and-exploration.md).

# World & Exploration

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## Fishing Zones

Draw zones on the map and configure their:

* Bite times (e.g. dawn-only, night-only)
* Fish density
* Abundance modifier
* Weight modifier
* Permit requirement
* Per-fish overrides — boost or restrict specific species

Zones are drawn and edited entirely from the configurator's **Zones** tab — no Lua coordinates required.

***

## Grid-Based Fish Populations

Every player sees the **same fish pool in the same water cell**. A productive spot is genuinely productive — and **gets fished out** if it's hammered.

This means:

* Players fishing the same area compete for the same fish.
* Spots regenerate on a timer.
* Fish Finder readings are accurate across all players.

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## Sea Boundary

A single polygon traces the coastline. Points **inside** the polygon are freshwater, points **outside** are saltwater. Fish species can be locked to either or both, so a freshwater rainbow trout will never spawn in the ocean.

Edit the boundary visually from the **Zones → Sea Boundary** tab.

***

## Depth Overrides

GTA's native water depth detection is sometimes wrong (rivers, shallow bays). Draw a depth-override polygon to force a specific depth in those areas — or set depth to `0` to mark a zone as completely unfishable.

***

## Fish Finder

A tablet item that scans the surrounding grid cells and tells you what's biting where. Useful for finding rare species and seeing whether a spot has been fished out.

{% hint style="info" %}
The Fish Finder is configured under **Basic → General → Fish Finder Item** in the [Live Script Configurator](/dirkscripts-documentation/resources/dirk-fishing/configuration.md).
{% endhint %}
