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The Fish Pond is a type of [[Carpenter's Shop#Farm Buildings|farm building]] purchasable from [[Robin]] at the [[Carpenter's Shop]]. It takes three days to build and occupies a 5x5 tile space.
 
The Fish Pond is a type of [[Carpenter's Shop#Farm Buildings|farm building]] purchasable from [[Robin]] at the [[Carpenter's Shop]]. It takes three days to build and occupies a 5x5 tile space.
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A fish pond can hold and raise most types of [[fish]], including [[Night Market]] fish, [[Crab Pot]] fish and [[The Beach|beach]] forageables such as [[Sea Urchin]]s and [[Coral]]. The fish produce [[Roe]] and random items. The only fish which cannot live in the fish pond are the five legendary fish: [[Legend]], [[Mutant Carp]], [[Crimsonfish]], [[Glacierfish]], and [[Angler]]. ([[Clam]] is not considered a fish, and so cannot live in a Fish Pond.)  Fish thrown in the pond also reproduce up to the limit of their pond, except for [[Tiger Trout]], which cannot reproduce. You can harvest one fish by casting your fishing line into the pond. The fish will be caught automatically without the minigame. A harvested fish is always of regular quality.
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A fish pond can hold and raise most types of [[fish]], including [[Night Market]] fish, [[Crab Pot]] fish and [[The Beach|beach]] forageables such as [[Sea Urchin]]s and [[Coral]]. The fish produce [[Roe]] and random items. The only fish which cannot live in the fish pond are the five legendary fish: [[Legend]], [[Mutant Carp]], [[Crimsonfish]], [[Glacierfish]], and [[Angler]]. ([[Clam]] is not considered a fish, and so cannot live in a Fish Pond.)  Fish thrown in the pond also reproduce up to the limit of their pond, except for [[Tiger Trout]], which cannot reproduce.
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You can harvest fish one at a time by casting your fishing pole into the pond. Harvested fish are always of regular quality (even if higher quality fish were thrown into the pond). Although energy is consumed when casting your rod into the pod, a simplified mechanism is used for catching the fish: fish are caught automatically (without the minigame), no [[bait]] is consumed, and the durability of [[tackle]] is not depleted. The fish do not count towards the Fish [[Collections]], and no fishing experience is gained by harvesting fish from a pond (but experience is gained when completing fish pond [[#Quests|quests]] or collecting items [[#Produce|produced]] by a pond).
    
Each pond holds only one type of fish at a time. You populate a pond by holding the desired fish and right-clicking on the pond to "throw" the fish in. Attempting to throw in a [[Fish#Legendary Fish|legendary fish]] yields a prompt saying "The [fish] wouldn't be happy in there."  Attempting to throw a fish into a pond that already contains a different type of fish yields a prompt saying that type of fish doesn't want to live in a pond of another type.
 
Each pond holds only one type of fish at a time. You populate a pond by holding the desired fish and right-clicking on the pond to "throw" the fish in. Attempting to throw in a [[Fish#Legendary Fish|legendary fish]] yields a prompt saying "The [fish] wouldn't be happy in there."  Attempting to throw a fish into a pond that already contains a different type of fish yields a prompt saying that type of fish doesn't want to live in a pond of another type.
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The initial capacity of a pond is three fish, except for the following fish for which the initial capacity is only one[[Blobfish]], [[Ghostfish]], [[Ice Pip]], [[Lava Eel]], [[Slimejack]], [[Stonefish]], [[Sturgeon]], [[Void Salmon]], [[Woodskip]].
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The standard initial capacity of a pond is three fish.  Several rare fish have an initial capacity of just one fish, namely [[Blobfish]], [[Ghostfish]], [[Ice Pip]]s, [[Lava Eel]]s, [[Slimejack]]s, [[Stonefish]], [[Sturgeon]]s, [[Void Salmon]]s, [[Woodskip]]s.  [[Sea Urchin]]s and [[Coral]] have an initial capacity of ten.
    
==Empty Pond==
 
==Empty Pond==
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==Quests==
 
==Quests==
After populating the pond, when the fish reproduce themselves to the pond's capacity, an exclamation point appears in the center of the pond, indicating you have a fish quest waiting. Fulfilling a quest raises the capacity of the pond, which can continue up to a maximum capacity of 10 fish. The quests vary in difficulty depending on the rarity and type of fish.
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Fish in a pond will reproduce at a fixed rate until they reach the pond's capacity, at which point an exclamation point appears in the center of the pond, indicating you have a fish quest waiting. Fulfilling a quest raises the capacity of the pond, which can continue up to a maximum capacity of 10 fish.
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The fish spawn frequency is species dependent, and ranges from 1 to 5 days for most fish (the one exception is [[Tiger Trout]], which does not reproduce).  More expensive fish spawn more slowly. Fish will reproduce even if only one fish is present in the pond.  Instead of waiting for fish spawning, you can throw more fish into the pond up to its current capacity.
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A new fish quest is initiated when population growth is prevented by the pond capacity.  If you throw fish into a pond to reach capacity, you will have to wait 1-5 days for the fish quest to start. (Adding fish to the pond does not reset the fish spawning clock, so the next quest will start <tt>Spawn_Frequency</tt> days after the last spawning event or completed quest).
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The fish quests require you to fetch a specified number of one item and throw it into the pond. If multiples of an item are requested, they are added one at a time, meaning different qualities can be combined. When a quest is completed, the fish will jump out of the pond and thank you (using one of 19 responses). Also, you are granted 20-45 [[Fishing XP]] (dependent upon the fish spawning frequency, <code>XP = 20 + 5 &times; Spawn_Frequency</code>).
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The possible items depend upon the fish species and the pond capacity. When multiple items are possible for a given quest (or when the number of requested items is variable), the details of the request are randomly selected when the quest initiates. The random selection is seeded based on the fish pond location and day when the quest initiated; reloading a game save will not alter the selection.  Also, note that although removing fish from the pond removes the quest exclamation fish point, it does not reset the quest -- as soon as the pond returns to capacity, the same quest item will be requested.
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The fish population does not immediately increase when a quest is complete. Instead, the fish spawning clock resets to zero days, and the next population increase happens <tt>Spawn_Frequency</tt> days later. This means that even if a fish quest is completed immediately, the fish population takes more than twice as long to increase each time there is a quest.  For example, instead of taking 45 days for an [[Ice Pip]] pip pond to reach a population of 10, it takes at least 69 days (assuming only one initial fish is thrown into the pond).
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Note that [[Coral]] and [[Sea Urchin]] will not make requests, their population will automatically increase at the rate indicated in the "Spawn Frequency" column.
   
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{|class="wikitable sortable"
 
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==Produce==
 
==Produce==
Fish ponds may produce items in the chum bucket daily.  The chance that a Fish Pond will produce an item starts with the equation <code>(0.15 + 0.08 * population of pond)</code>.  If a random number is less than the result of the equation, then the game will load the fish pond's data, and test for pond-specific produce.  Otherwise, the pond will produce nothing.
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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.  
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The table below shows all possible Fish Pond products, along with the percent chance the item will appear, assuming the pond passes the check for producing ''something'' shown in the equation above.
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The basic chance that an item is possible ranges from 23% to 95% (<code>15 + 8 &times; population of pond</code>). Empty ponds never produce items. The game then selects which item will appear, based on the fish species and population. The item-selection can produce no item (especially at low populations), meaning that the actual item chance may be much lower than the base 23-95% value.
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Note that each percent chance is specified in an underlying data file, so the totals for each pond do not add up to 100%.  The game code processes the chance for items from top to bottom as listed in the [[Modding:Fish Pond data|underlying data file]]. If any item is produced at any point, the checking stops, and the pond produces the item.
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Any 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  + (0.4 &times; the sell price of the item)</code>
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Note also that uncollected items in chum buckets do not persist.  If they are not collected, they will be replaced with new items the next day.
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The table below shows all possible fish pond products, along with the raw percentages used during the item selection process, as taken from the [[Modding:Fish Pond data|underlying data file]]. If an item is possible (based on the first 23-95% test), the game code processes the entries in order from top to bottom, testing each entry that is valid for the current pond population. The first item that passes the random number check is produced.  If all entries fail, no item is produced.  
    
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==Fishing Experience==
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Harvesting a fish pond (''i.e.,'' collecting an item from the chum bucket) grants [[Fishing]] XP according to the following equation:
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<code>10  + (0.4 &times; the sell price of the item)</code>
      
==Notes==
 
==Notes==
 
*The decorations around the Fish Pond can be changed only after the pond is populated by at least one fish.  Right-clicking on the pond opens a menu where the decorations can be changed.  The initial decoration style is chosen randomly when purchasing the pond.
 
*The decorations around the Fish Pond can be changed only after the pond is populated by at least one fish.  Right-clicking on the pond opens a menu where the decorations can be changed.  The initial decoration style is chosen randomly when purchasing the pond.
*The [[Lava Eel]], [[Super Cucumber]], [[Slimejack]], and [[Void Salmon]] change the color of the water upon completing the first quest.
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* [[Lava Eel]]s, [[Super Cucumber]]s, [[Slimejack]]s, and [[Void Salmon]]s change the color of the pond water.  For Lava Eels, the color change happens after the first quest is completed.  For the other fish, the color changes when the population reaches 3 (if the third fish is thrown into the pond, the color change happens overnight).
 
*Placing a sign ([[Stone Sign|stone]] or [[Wood Sign|wood]]) on the pond will turn it into a counter of how many fish are inside, with a sprite of the fish visible on the sign, and a number in the lower right corner.
 
*Placing a sign ([[Stone Sign|stone]] or [[Wood Sign|wood]]) on the pond will turn it into a counter of how many fish are inside, with a sprite of the fish visible on the sign, and a number in the lower right corner.
*After a Fish Pond increases its population, the fish inside will display a brief jumping animation when approached.
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*Fishing in a Fish Pond does not consume [[Bait]] or deplete the durability of [[Tackle]], but does consume energy. Fish caught from a Fish Pond do not count towards the Fish [[Collections]].
   
*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|special gift]].
 
*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|special gift]].

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