Experiments in data-mining (Stardew 1.4.3) ========================================== Fish Pond Info ------------------------------- Pond type 1 (Tags: item_squid) Fish which use this: Squid Spawn frequency: every 3 days Item production: 100% of 1 Squid Ink at population >= 7 60% of 1 Squid Ink at population >= 5 45% of 1 Squid Ink at population >= 3 25% of 1 Squid Ink at population >= 0 Population Gates: To go from population 3 to 4, needs random choice of: (3 Coral, 1 Sea Urchin) To go from population 5 to 6, needs 2 Sardine ------------------------------- Pond type 2 (Tags: item_midnight_squid) Fish which use this: Midnight Squid Spawn frequency: every 3 days Item production: 25% of 2 Squid Ink at population >= 10 80% of 1 Squid Ink at population >= 7 60% of 1 Squid Ink at population >= 5 45% of 1 Squid Ink at population >= 3 20% of 1 Squid Ink at population >= 0 Population Gates: To go from population 3 to 4, needs random choice of: (3 Coral, 2 Sea Urchin) To go from population 5 to 6, needs 2 Sardine To go from population 8 to 9, needs 1 Ocean Stone ------------------------------- Pond type 3 (Tags: item_carp) Fish which use this: Carp Spawn frequency: every day Item production: 100% of 1 Roe at population >= 0 Population Gates: To go from population 3 to 4, needs 2 Green Algae To go from population 5 to 6, needs 2 Cave Carrot ------------------------------- Pond type 4 (Tags: item_herring) Fish which use this: Herring Spawn frequency: every day Item production: 100% of 1 Roe at population >= 0 Population Gates: To go from population 3 to 4, needs 3 Driftwood To go from population 5 to 6, needs 1 Coral ------------------------------- Pond type 5 (Tags: item_sunfish) Fish which use this: Sunfish Spawn frequency: every day Item production: 8% of 1 Solar Essence at population >= 10 90% of 1 Roe at population >= 0 Population Gates: To go from population 3 to 4, needs random choice of: (2 Acorn, 2 Geode) To go from population 5 to 6, needs random choice of: (1 Amethyst, 3 Mixed Seeds) ------------------------------- Pond type 6 (Tags: item_blobfish) Fish which use this: Blobfish Spawn frequency: every 4 days Item production: 2% of 1 Pearl at population >= 9 2% of 5 Warp Totem: Farm at population >= 9 100% of 1-2 Roe at population >= 6 90% of 1 Roe at population >= 0 Population Gates: To go from population 1 to 2, needs random choice of: (3 Coral, 2 Frozen Tear, 2 Sea Urchin) To go from population 3 to 4, needs random choice of: (5 Coffee Bean, 1 Mayonnaise, 1 Pizza) To go from population 5 to 6, needs random choice of: (1 Cookie, 1 Green Tea, 1 Wine) To go from population 7 to 8, needs random choice of: (1 Rainbow Shell, 1 Rice Pudding) ------------------------------- Pond type 7 (Tags: item_lava_eel) Fish which use this: Lava Eel Spawn frequency: every 5 days Item production: 3.3% of 10 Magma Geode at population >= 10 2% of 5 Magma Geode at population >= 9 4% of 5 Spicy Eel at population >= 9 3.3% of 3 Roe at population >= 9 15% of 2 Roe at population >= 9 100% of 1 Roe at population >= 6 10% of 5 Gold Ore at population >= 3 80% of 1 Roe at population >= 0 Population Gates: To go from population 1 to 2, needs 3 Fire Quartz To go from population 3 to 4, needs random choice of: (1 Basalt, 2 Diamond, 1 Dwarf Scroll III) To go from population 5 to 6, needs 2 Mega Bomb To go from population 7 to 8, needs 1 Iridium Bar ------------------------------- Pond type 8 (Tags: item_woodskip) Fish which use this: Woodskip Spawn frequency: every 2 days Item production: 5% of 1-5 Acorn at population >= 9 5% of 1-5 Maple Seed at population >= 9 5% of 1-5 Pine Cone at population >= 9 8% of 5-10 Wood at population >= 8 10% of 5 Hardwood at population >= 6 66% of 1 Roe at population >= 0 66% of 1-5 Wood at population >= 0 Population Gates: To go from population 1 to 2, needs 10 Hardwood To go from population 3 to 4, needs random choice of: (2-3 Common Mushroom, 2-3 Red Mushroom) To go from population 5 to 6, needs random choice of: (1 Oak Resin, 1 Pine Tar) To go from population 7 to 8, needs random choice of: (2 Jade, 1 Tea Leaves) ------------------------------- Pond type 9 (Tags: item_tiger_trout) Fish which use this: Tiger Trout Spawn frequency: every 999999 days Item production: 80% of 2 Roe at population >= 10 40% of 2 Roe at population >= 5 100% of 1 Roe at population >= 0 Population Gates: None ------------------------------- Pond type 10 (Tags: fish_desert) Fish which use this: Sandfish, Scorpion Carp Spawn frequency: every 4 days Item production: 5% of 2-5 Cactus Seeds at population >= 10 25% of 3 Roe at population >= 10 50% of 2 Roe at population >= 8 75% of 1 Roe at population >= 0 Population Gates: To go from population 3 to 4, needs random choice of: (3 Cactus Fruit, 3 Coconut) To go from population 5 to 6, needs 1 Golden Relic ------------------------------- Pond type 11 (Tags: item_void_salmon) Fish which use this: Void Salmon Spawn frequency: every 4 days Item production: 5% of 1 Void Egg at population >= 9 83% of 1-3 Roe at population >= 9 8% of 5-10 Void Essence at population >= 8 100% of 1 Roe at population >= 0 Population Gates: To go from population 1 to 2, needs 5 Void Essence To go from population 3 to 4, needs 10 Bat Wing To go from population 5 to 6, needs random choice of: (1 Diamond, 1 Void Egg) To go from population 7 to 8, needs 1 Iridium Ore ------------------------------- Pond type 12 (Tags: item_slimejack) Fish which use this: Slimejack Spawn frequency: every 3 days Item production: 2% of 1 Green Slime Egg at population >= 9 7.5% of 50 Slime at population >= 9 12% of 30 Slime at population >= 9 20% of 10 Slime at population >= 9 10% of 1 Green Algae at population >= 3 80% of 1 Roe at population >= 0 Population Gates: To go from population 1 to 2, needs 20 Slime To go from population 3 to 4, needs 10 Bug Meat To go from population 5 to 6, needs random choice of: (1 Algae Soup, 5 Wild Bait) To go from population 7 to 8, needs 1 Petrified Slime ------------------------------- Pond type 13 (Tags: item_stonefish) Fish which use this: Stonefish Spawn frequency: every 5 days Item production: 5% of 5 Geode at population >= 9 7.5% of 30 Stone at population >= 9 12% of 1 Geode at population >= 9 1% of 1 Diamond at population >= 9 50% of 1 Roe at population >= 9 10% of 5 Copper Ore at population >= 3 25% of 1 Roe at population >= 0 Population Gates: To go from population 1 to 2, needs 10 Copper Ore To go from population 3 to 4, needs 5 Earth Crystal To go from population 5 to 6, needs random choice of: (10 Coal, 5 Geode) To go from population 7 to 8, needs random choice of: (4 Copper Bar, 5 Refined Quartz) ------------------------------- Pond type 14 (Tags: item_ice_pip) Fish which use this: Ice Pip Spawn frequency: every 5 days Item production: 5% of 5 Frozen Geode at population >= 9 7.5% of 5 Frozen Tear at population >= 9 12% of 1 Frozen Geode at population >= 9 1% of 1 Diamond at population >= 9 50% of 1 Roe at population >= 9 10% of 5 Iron Ore at population >= 3 25% of 1 Roe at population >= 0 Population Gates: To go from population 1 to 2, needs 10 Iron Ore To go from population 3 to 4, needs 5 Frozen Tear To go from population 5 to 6, needs random choice of: (10 Coal, 1 Crystal Fruit, 5 Frozen Geode) To go from population 7 to 8, needs random choice of: (4 Iron Bar, 10 Refined Quartz) ------------------------------- Pond type 15 (Tags: item_ghostfish) Fish which use this: Ghostfish Spawn frequency: every 2 days Item production: 5% of 5 White Algae at population >= 9 2% of 3 Pale Broth at population >= 9 12% of 3 Quartz at population >= 9 5% of 1 Refined Quartz at population >= 9 8% of 1 Quartz at population >= 3 100% of 1 Roe at population >= 0 Population Gates: To go from population 1 to 2, needs 5 Quartz To go from population 3 to 4, needs 5 Cave Carrot To go from population 5 to 6, needs 5 White Algae To go from population 7 to 8, needs random choice of: (1 Dwarf Scroll I, 1 Dwarf Scroll II, 2 Refined Quartz) ------------------------------- Pond type 16 (Tags: item_sturgeon) Fish which use this: Sturgeon Spawn frequency: every 4 days Item production: 25% of 2 Roe at population >= 10 100% of 1 Roe at population >= 10 80% of 1 Roe at population >= 9 60% of 1 Roe at population >= 6 40% of 1 Roe at population >= 3 20% of 1 Roe at population >= 0 Population Gates: To go from population 1 to 2, needs 1 Diamond To go from population 3 to 4, needs random choice of: (1 Jelly, 2 Maple Syrup, 1 Pickles) To go from population 5 to 6, needs 3 Omni Geode To go from population 7 to 8, needs 1 Nautilus Shell ------------------------------- Pond type 17 (Tags: fish_super_cucumber) Fish which use this: fish_super_cucumber Spawn frequency: every -1 days Item production: 5% of 1-3 Iridium Ore at population >= 9 5% of 1-3 Amethyst at population >= 9 100% of 1 Roe at population >= 0 Population Gates: To go from population 3 to 4, needs random choice of: (3 Coral, 1 Honey, 1 Oyster, 3 Refined Quartz) To go from population 5 to 6, needs random choice of: (1 Dried Starfish, 2 Emerald, 2-3 Omni Geode, 2-3 Purple Mushroom) To go from population 7 to 8, needs random choice of: (1 Diamond, 3 Gold Bar, 1 Iridium Ore, 1 Jelly, 1 Pickles) ------------------------------- Pond type 18 (Tags: fish_octopus) Fish which use this: fish_octopus Spawn frequency: every -1 days Item production: 6.6% of 3 Omni Geode at population >= 9 1% of 10 Omni Geode at population >= 9 10% of 1 Omni Geode at population >= 9 100% of 1 Roe at population >= 0 Population Gates: To go from population 3 to 4, needs random choice of: (3 Coral, 1 Honey, 1 Oyster, 3 Refined Quartz) To go from population 5 to 6, needs random choice of: (1 Dried Starfish, 2 Emerald, 2-3 Omni Geode, 2-3 Purple Mushroom) To go from population 7 to 8, needs 1 Green Tea ------------------------------- Pond type 19 (Tags: fish_rainbow_trout) Fish which use this: fish_rainbow_trout Spawn frequency: every -1 days Item production: 2% of 1 Rainbow Shell at population >= 9 0.1% of 1 Prismatic Shard at population >= 9 100% of 1 Roe at population >= 0 Population Gates: To go from population 3 to 4, needs random choice of: (3 Coral, 1 Honey, 1 Oyster, 3 Refined Quartz) To go from population 5 to 6, needs random choice of: (1 Dried Starfish, 2 Emerald, 2-3 Omni Geode, 2-3 Purple Mushroom) To go from population 7 to 8, needs random choice of: (1 Diamond, 3 Gold Bar, 1 Iridium Ore, 1 Jelly, 1 Pickles) ------------------------------- Pond type 20 (Tags: fish_semi_rare) Fish which use this: Spook Fish Spawn frequency: every 4 days Item production: 0.3% of 1 Treasure Chest at population >= 9 100% of 1 Roe at population >= 0 Population Gates: To go from population 3 to 4, needs random choice of: (3 Amethyst, 3 Coral, 3 Iron Bar, 1 Oyster, 3 Red Mushroom, 3 Refined Quartz) To go from population 5 to 6, needs random choice of: (1 Dried Starfish, 2 Emerald, 1 Granite, 2-3 Omni Geode, 2-3 Purple Mushroom) To go from population 7 to 8, needs random choice of: (1 Diamond, 3 Gold Bar, 1 Iridium Ore, 1 Mayonnaise, 1 Pickles) ------------------------------- Pond type 21 (Tags: fish_catfish) Fish which use this: fish_catfish Spawn frequency: every -1 days Item production: 100% of 1 Roe at population >= 0 Population Gates: To go from population 3 to 4, needs random choice of: (2 Amethyst, 3 Copper Bar, 3 Red Mushroom, 2 Topaz) To go from population 5 to 6, needs random choice of: (10 Bat Wing, 2 Earth Crystal, 5 Mixed Seeds, 2-3 Purple Mushroom) To go from population 7 to 8, needs random choice of: (1 Diamond, 3 Iron Bar, 1 Mayonnaise, 1 Pickles) ------------------------------- Pond type 22 (Tags: fish_carnivorous) Fish which use this: Dorado, Lingcod, Pike Spawn frequency: varies based on value -- every 3 days (Dorado, Lingcod, Pike) Item production: 5% of 20 Bug Meat at population >= 9 100% of 1 Roe at population >= 0 Population Gates: To go from population 3 to 4, needs random choice of: (2 Bream, 2 Carp, 2 Chub) To go from population 5 to 6, needs random choice of: (2 Bullhead, 2 Largemouth Bass) To go from population 7 to 8, needs random choice of: (2 Ghostfish, 2 Sandfish, 2 Woodskip) ------------------------------- Pond type 23 (Tags: item_coral) Fish which use this: Coral Spawn frequency: every 2 days Item production: 6% of 1 Dolomite at population >= 9 6% of 1 Limestone at population >= 9 Population Gates: None ------------------------------- Pond type 24 (Tags: item_sea_urchin) Fish which use this: Sea Urchin Spawn frequency: every 4 days Item production: 2% of 5 Roe at population >= 9 33% of 1 Roe at population >= 9 20% of 1 Roe at population >= 5 10% of 1 Roe at population >= 0 Population Gates: None ------------------------------- Pond type 25 (Tags: fish_freshwater, fish_crab_pot) Fish which use this: Crayfish, Periwinkle, Snail Spawn frequency: varies based on value -- every day (Periwinkle), every 2 days (Crayfish, Snail) Item production: 7.5% of 1 Warp Totem: Mountains at population >= 9 5% of 2-3 Mixed Seeds at population >= 5 5% of 1-3 Green Algae at population >= 0 5% of 1 Trash at population >= 0 5% of 1 Driftwood at population >= 0 5% of 1 Broken Glasses at population >= 0 5% of 1 Broken CD at population >= 0 5% of 1 Soggy Newspaper at population >= 0 5% of 1 Trash at population >= 0 20% of 1 Roe at population >= 0 Population Gates: To go from population 3 to 4, needs random choice of: (5 Clay, 15 Fiber) To go from population 5 to 6, needs random choice of: (10 Bug Meat, 1 Cave Carrot, 5 Hardwood) To go from population 7 to 8, needs random choice of: (1 Field Snack, 5 Solar Essence, 1 Wild Bait) ------------------------------- Pond type 26 (Tags: fish_ocean, fish_crab_pot) Fish which use this: *Clam, Cockle, Crab, Lobster, Mussel, Oyster, Shrimp Spawn frequency: varies based on value -- every day (Mussel), every 2 days (*Clam, Cockle, Oyster, Shrimp), every 3 days (Crab, Lobster) Item production: 2% of 1 Nautilus Shell at population >= 9 7.5% of 1 Warp Totem: Beach at population >= 9 5% of 1 Sea Urchin at population >= 5 7.5% of 1 Coral at population >= 5 8.8% of 1-3 Seaweed at population >= 0 5% of 1 Trash at population >= 0 5% of 1 Driftwood at population >= 0 5% of 1 Broken Glasses at population >= 0 5% of 1 Broken CD at population >= 0 5% of 1 Soggy Newspaper at population >= 0 5% of 1 Trash at population >= 0 20% of 1 Roe at population >= 0 Population Gates: To go from population 3 to 4, needs 5 Clay To go from population 5 to 6, needs random choice of: (10 Bug Meat, 5 Quartz) To go from population 7 to 8, needs random choice of: (1 Sea Urchin, 5 Solar Essence, 1 Wild Bait) ------------------------------- Pond type 27 (Tags: fish_ocean) Fish which use this: Albacore, Anchovy, Eel, Flounder, Halibut, Octopus, Pufferfish, Red Mullet, Red Snapper, Sardine, Sea Cucumber, Super Cucumber, Tilapia, Tuna Spawn frequency: varies based on value -- every day (Anchovy), every 2 days (Albacore, Halibut, Red Mullet, Red Snapper, Sardine, Sea Cucumber, Tilapia), every 3 days (Eel, Flounder, Tuna), every 4 days (Octopus, Pufferfish, Super Cucumber) Item production: 100% of 1 Roe at population >= 5 70% of 1 Roe at population >= 0 Population Gates: To go from population 3 to 4, needs random choice of: (3 Driftwood, 1 Frozen Geode, 1-2 Seaweed) To go from population 5 to 6, needs random choice of: (2 Clam, 2 Coral) To go from population 7 to 8, needs random choice of: (2 Aquamarine, 1 Mussel, 2 Sea Urchin) ------------------------------- Pond type 28 (Tags: fish_river) Fish which use this: Bream, Catfish, Chub, Perch, Rainbow Trout, Salmon, Shad, Smallmouth Bass, Walleye Spawn frequency: varies based on value -- every 2 days (Bream, Chub, Perch, Rainbow Trout, Salmon, Shad, Smallmouth Bass), every 3 days (Walleye), every 4 days (Catfish) Item production: 90% of 1 Roe at population >= 0 Population Gates: To go from population 3 to 4, needs random choice of: (3 Acorn, 10 Bug Meat, 3 Maple Seed, 3 Pine Cone) To go from population 5 to 6, needs random choice of: (3 Gold Ore, 1 Maple Syrup, 5 Mixed Seeds) To go from population 7 to 8, needs random choice of: (1 Crayfish, 1 Honey, 2 Jade, 1 Periwinkle) ------------------------------- Pond type 29 (Tags: fish_lake) Fish which use this: Bullhead, Largemouth Bass, Midnight Carp Spawn frequency: varies based on value -- every 2 days (Bullhead), every 3 days (Largemouth Bass), every 4 days (Midnight Carp) Item production: 90% of 1 Roe at population >= 0 Population Gates: To go from population 3 to 4, needs random choice of: (10 Bug Meat, 2-3 Clay, 2-3 Green Algae, 5 Slime) To go from population 5 to 6, needs random choice of: (2-3 Common Mushroom, 1-2 Earth Crystal, 1 Limestone) To go from population 7 to 8, needs random choice of: (1 Mudstone, 1 Snail, 5 Wild Bait) ------------------------------- Pond type 30 (Tags: category_fish) Fish which use this: *Angler, *Crimsonfish, *Glacierfish, *Legend, *Mutant Carp Spawn frequency: varies based on value -- every 5 days (*Angler, *Crimsonfish, *Glacierfish, *Legend, *Mutant Carp) Item production: 80% of 1 Roe at population >= 5 80% of 1 Roe at population >= 0 Population Gates: To go from population 3 to 4, needs 1 Bait To go from population 5 to 6, needs 1 Wild Bait ------------------------------- Total different fish: 62 '*' in front of a fish means they would match based on tags but are excluded for another reason. All legendary fish are exluded by tag `fish_legendary`, so the final pond type is just a safety net default. And Clams are excluded because their category is 'Basic -23' instead of 'Fish'. Production chances are for choosing a product and are rolled after a separate 23-95% chance based on population (.15 + .08*pop) If you are interested in maxing profits, see https://gist.github.com/captncraig/e691aceb05e426c8aaa6c2af0c48a64f