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Added bug
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Catching and removing all the fish simply reduces the pond population but does not reset the pond. Only the same species of fish can be added to the pond. All quest-related capacity increases are retained.
 
Catching and removing all the fish simply reduces the pond population but does not reset the pond. Only the same species of fish can be added to the pond. All quest-related capacity increases are retained.
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Selecting the “empty pond” option in the fish pond fully resets the pond, returning it to the same state as a newly built pond. Any remaining fish in the pond will flop out. If a [[Golden Animal Cracker]] was used on the fish pond, it will disappear permanently.
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Selecting the “empty pond” option in the fish pond fully resets the pond, returning it to the same state as a newly built pond. Any remaining fish in the pond will flop out. If a [[Golden Animal Cracker]] was used on the fish pond, it will permanently disappear.
    
==Quests==
 
==Quests==
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==Produce==
 
==Produce==
Fish ponds may produce items in the chum bucket daily, with items being more likely at higher fish populations. The most common item is [[Roe]], but at high populations, some fish can produce rare or valuable items. A [[Golden Animal Cracker]] can be thrown into the fish pond to upgrade and double its output, with a visual indicator of turning the chum bucket golden. This can be reverted by emptying the pond with the “empty pond” option.
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Fish ponds may produce items in the chum bucket daily, with items being more likely at higher fish populations. The most common item is [[Roe]], but at high populations, some fish can produce rare or valuable items. A [[Golden Animal Cracker]] can be thrown into the fish pond to upgrade and double its output, with a visual indicator of turning the chum bucket golden. This can be reverted by emptying the pond with the “empty pond” option.
    
Any produced items are collected by clicking on the fish pond. Uncollected items only persist to the next day if new items are not produced; otherwise the new items replace the uncollected items. Collecting an item grants [[Fishing]] XP according to <code>XP = 10  + (0.04 &times; the sell price of the item)</code>
 
Any produced items are collected by clicking on the fish pond. Uncollected items only persist to the next day if new items are not produced; otherwise the new items replace the uncollected items. Collecting an item grants [[Fishing]] XP according to <code>XP = 10  + (0.04 &times; the sell price of the item)</code>
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*The pond can be used to refill [[Watering Cans]].
 
*The pond can be used to refill [[Watering Cans]].
 
*After raising a pond full of 10 [[Crab]]s, the next time the player talks to [[Willy]], he will have special dialogue and give the player a [[Pearl]].
 
*After raising a pond full of 10 [[Crab]]s, the next time the player talks to [[Willy]], he will have special dialogue and give the player a [[Pearl]].
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==Bugs==
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*If a Fish Pond with a [[Golden Animal Cracker]] produces an item and the player does not collect the item, and if nothing was produced the next day, the uncollected item will persist like usual but the quantity of the uncollected item will double. This can be exploited to get a large quantity of the uncollected item, as long as the Fish Pond does not produce any new items for multiple in-game days.<ref name="cracker" />
    
==References==
 
==References==
 
<references>
 
<references>
<ref name="extraroe">See <samp>FishPond::dayUpdate</samp> in the game code.</ref>
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    <ref name="extraroe">See <samp>FishPond::dayUpdate</samp> in the game code.</ref>
<ref name="base_chance">See <samp>FishPond::dayUpdate</samp> in the game code. It calls Utility::Lerp resulting in the formula <code>0.15 + (population / 10) * (0.95 - 0.15)</code>.</ref>
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    <ref name="base_chance">See <samp>FishPond::dayUpdate</samp> in the game code. It calls Utility::Lerp resulting in the formula <code>0.15 + (population / 10) * (0.95 - 0.15)</code>.</ref>
<ref name="item_chance">See <samp>Data\FishPondData.xnb</samp> in the game files. The first entry that is valid for the current population and passes its random chance check is the produced item. If no entries pass, no item is produced. The raw entries have been processed and summed to determine the chance for each item to be generated. The results are provided in the "% of Items" column.</ref>
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    <ref name="item_chance">See <samp>Data\FishPondData.xnb</samp> in the game files. The first entry that is valid for the current population and passes its random chance check is the produced item. If no entries pass, no item is produced. The raw entries have been processed and summed to determine the chance for each item to be generated. The results are provided in the "% of Items" column.</ref>
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    <ref name="cracker">See <samp>FishPond::dayUpdate</samp> in the game code. The size of the output stack always doubles as long as it is non-empty.</ref>
 
</references>
 
</references>
  
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