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Vegetable

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Basics

Vegetables refer to the various edible plants which can be grown and harvested from seeds.

Vegetables are broken down into two arch-types, basic and advanced. Basic seeds are ones gained the Farming technology: Carrots, Garlic, Leeks, and Onions which are initially obtained from University of Worship as well as from performing certain tasks, such as Cabbage, which are obtained from the Beetle Breeding task.

Basic seeds available from Universities of Worship are available to paid accounts once the Farming technology is open and learned. When you request vegetables from the University, you will be given a total of 6 seeds from 2 strains of the same vegetable. The mix could be 1/5, 2/4 or 3/3. Those different strains have different qualities that can then be improved through Crossbreeding. Each University will give each player only one set of six seeds; the type of vegetable given is random. Furthermore, in T10 you may only request seeds from up to 3 different Universities of Worship.

Advanced seeds (Cucumbers, Eggplant, Peppers, and Watermelon) primarily come from foraging, similar to herbs (but without having to know the forage type). Additionally Pepper seeds may be found by drying Cattle Dung in a Flax Hammock. Seeds may also be given out during events.


Growing vegetables in an area affects the ecology of that area, typically in a way that moves the vegetable being grown outside of its matching seed reproduction ecology.

Cultivation

NOTE: You will probably want to go to "Options" / "One-click and related" and check "Plant all crops where you stand" so you can plant seeds faster.

All vegetables can be grown in the same way.

  1. To plant vegetables you need to first learn the Farming skill from a University of Worship
  2. Make sure you stand in decent-sized area of the correct terrain type for the vegetable you wish to grow (Grass, Sand or Dirt).
  3. Click in your inventory on the seed you want to cultivate and use the interface options to 'plant' it
  4. Planting the seeds will create a small bed of the vegetable on the ground that will start drying up,
  5. Water the plant and wait for the next cycle of growth.
  6. If the plant had the required amount of water, it will grow. Repeat 3~4 till you can harvest the vegetable.
  7. Harvesting will net you a certain quantity of the vegetable along with your seed back.

Failing to water the plant correctly will make it shrink, or turn back into its seed that will drop on the ground if it was at its smallest stage. You will also get a message in Main stating that you did not tend your plant correctly.

Notes

  • For the starter seeds, different strains require different amounts of water, but all take 3 successful rounds of watering to obtain a harvest.
  • You can plant a vegetable on unsuitable land, it will grow as normal and can be harvested but will give zero vegetable yield. Be sure you are on the correct terrain beforehand.
  • Different factors can affect the yield of the harvest.

Ecology

Growing vegetables requires suitable ecology, and growing vegetables can also affect the location ecology. In past tales it has been observed that ground water levels are depleted. Other factors may also be affected as well. Ecology can change enough that vegetables will no longer grow in the area, and moving to another area is required to grow and allow the ecology time to recover.

Genetics

The genetics for the "starter" vegetables have been discovered through solvents, but little is known about how the gene sequences yield differing results. Feel free to start your studying at: https://www.atitd.org/wiki/tale7/Genomes/Vegetables

Seed reproduction

Seeds require certain ecological conditions to be met at the spot where grown in order to be reproduced. When this happens you will gain more than the single seed you normally get from harvesting the plant.

For basic seeds, there is a single ecological condition that must be met. In Tale 9,seed reproduction as also tied to a 9-slice of the Egypt map (e.g. Northern third, eastern third, etc…). It has not yet been confirmed whether this is also a condition in Tale 10, but it has been hinted at not being a factor.

For advanced seeds 2 ecological conditions must be met. In addition the player must also be under the effect of the correct type of Inspiration for the seed they are trying to reproduce.

This is extremely important and should you witness it, it should be documented as best as possible so seed reproduction methods can be isolated. Please note details of successful seed reproduction on the individual vegetable pages.

Inspiration

New to Tale 10 is Inspiration, an effect signified from a glow that occurs when players collect certain items from the game world and allows them to reproduce advanced seeds if they grow in the correct ecological conditions.

There is an inspiration type for several categories of collectable items. There are at least 4 categories. It is currently unknown whether there are more than four or not.

  • Herbs
  • Mushrooms
  • Fish
  • Unknown - Malard has stated that this type is able to be found, but that he would be surprised if we had found it yet. Sciencing is ongoing. It does not require a technology or skill.

Each category of inspiration is tied to one of the advanced veggie types for reproduction.

The duration of inspiration is "usually 12 hours or more".

Which item within each of those categories that trigger the inspiration is different for every player, however the categories and which advanced seed each one enables to be reproduced is the same for everyone.

Seed List

Basic Seeds
Advanced Seeds
  • Cucumber
    • Eco 1: Was reproduced near a mine and smelters. Further sciencing needed.
    • Eco 2: Unknown
    • Inspiration Type: Mushroom
  • Eggplant
    • Eco 1: Unknown
    • Eco 2: Unknown
    • Inspiration Type: Unknown
  • Pepper
    • Eco 1: Unknown
    • Eco 2: Unknown
    • Inspiration Type: Unknown
  • Watermelon
    • Eco 1: Possibly soot, eco effects from nearby firepits seemed to positively affect seed reproduction. Further sciencing needed.
    • Eco 2: Unknown
    • Inspiration Type: Herbs

Malard said Geb's Produce Watermelon variety cannot be reproduced with the basic genome .

Uses

  • Most vegetables can be grilled in a Firepit to obtain their grilled counterpart, which can be consumed for a temporary statistics boost.
  • They are also used in a Kitchen for Cooking
  • Please refer to the following individual vegetable pages for comprehensive information.most have other uses as well.

ByProducts

Depending on your Arthropodology skill level, harvesting Vegetables can sometimes produce Insects.

Index of known vegetables

Cabbage

Strain Growth Stages Waterings Per Stage Base Yield Seed Reproduction Range Grown On
Mut's Fruiton 3 1 1 5.0340 pH Grass
Bastet's Yielding 3 2 2 5.0340 pH Grass
Isis' Bounty 4 3 4 5.0500 pH Grass
Qwu#331 1 1 4 5.0340 pH Grass
Qwus Kraut 1 1 9 5.0340 pH Grass
Strain Growth Stage Heavy Metal pH Ground Water Phosphorus Soot Potassium Nitrogen Salinity
Mut's Fruiton Mature -
Harvest + acid

- pH

---
Death +
Bastet's Yielding Mature -
Harvest + acid

- pH

---
Death ++
Isis' Bounty Mature -
Harvest + acid

- pH

---
Death +++
Qwu#331 Mature -
Harvest --- +
Death +
Qwus Kraut Mature -
Harvest --- +
Death +


Carrots

Strain Growth Stages Waterings Per Stage Base Yield Seed Reproduction Range Grown On
Osiris' Orange 3 1 1 40.081 Nitrogen Grass
Green Leaf 3 2 2 40.081 Nitrogen Grass
kirie#5 1 2 2 40.081 Nitrogen Grass
kirie#124 1 1 4 40.081 Nitrogen Grass
Isis' Bounty 4 3 4 40.081 Nitrogen Grass & Clay
Qwus Baby Carrot 1 1 7 40.081 Nitrogen Grass
Strain Growth Stage Heavy Metal pH Ground Water Phosphorus Soot Potassium Nitrogen Salinity
Osiris' Orange Mature -- (0.382)
Harvest --- +
Death ++ (1.147)
Green Leaf Mature -- (0.765)
Harvest --- +
Death ++++ (2.294)
Qwus Baby Carrot Mature --
Harvest --- ++
Death ++++


Cucumbers

Strain Growth Stages Waterings Per Stage Base Yield Grown On
Ma'at's Plow 3 1 1 Grass
Wadget's Garden 3 2 6 Grass
Isis' Bounty 4 3 4 Grass,Dirt & Sand
Strain Growth Stage Heavy Metal pH Ground Water Phosphorus Soot Potassium Nitrogen Salinity
Ma'at's Plow Mature - -
Harvest + --- +
Death + +
Wadget's Garden Mature - -
Harvest + --- +
Death + +
Isis' Bounty Mature - -
Harvest + --- +
Death + +


Garlic

Strain Growth Stages Waterings Per Stage Base Yield Seed Reproduction Range Grown On
Heket's Reaping 3 1 1 4.3786 pH Sand
Apep's Crop 3 2 2 4.3786 pH Sand
Isis' Bounty 4 3 4 4.3786 pH Grass & Sand
Qwus Nubia Red Garlic 2 1 8 4.3786 pH Grass & Sand
Strain Growth Stage Heavy Metal pH Ground Water Phosphorus Soot Potassium Nitrogen Salinity
Heket's Reaping Mature - acid

+ pH

Harvest --- +
Death + acid

- pH

Apep's Crop Mature - acid

+ pH

Harvest --- +
Death ++ acid

- - pH

Isis' Bounty Mature - acid

++ pH

Harvest --- +
Death +++ acid

- - - pH

Qwus Nubia Red Garlic Mature +
Harvest --- +
Death --


Leeks

Strain Growth Stages Waterings Per Stage Base Yield Seed Reproduction Range Grown On
Hapi's Harvest 3 1 1 40.081 Phosphorus Sand
Horus' Grain 3 3 2 40.081 Phosphorus Sand
Isis' Bounty 4 3 4 40.189 Phosphorus Sand & Clay
Strain Growth Stage Heavy Metal pH Ground Water Phosphorus Soot Potassium Nitrogen Salinity
Hapi's Harvest Mature -
Harvest --- +
Death +
Horus' Grain Mature -
Harvest --- +
Death +
Isis' Bounty Mature -
Harvest --- ++
Death ++


Onions

Strain Growth Stages Waterings Per Stage Base Yield Seed Reproduction Range Grown On
Amun's Bounty 3 1 1 40.081 Potassium Sand
Tears of Sinai 3 2 2 40.081 Potassium Sand
Isis Bounty 4 3 4 40.160 Potassium Sand & Dirt
kirie#132 1 2 2 ??? Sand
kirie#143 1 2 3 ??? Sand
kirie's Sheeple supper 1 1 4 ??? Sand
Qwus BBQ Onions 1 2 9 40.012 Potassium Sand
Strain Growth Stage Heavy Metal pH Ground Water Phosphorus Soot Potassium Nitrogen Salinity
Amun's Bounty Mature -
Harvest --- +
Death ++
Tears of Sinai Mature -
Harvest --- +
Death ++
Isis' Bounty Mature --
Harvest --- ++
Death ++++
Qwus BBQ Onions Mature --
Harvest --- ++
Death ++++++


Peppers

Strain Growth Stages Waterings Per Stage Base Yield Grown On
Ra's Fire 3 1 1 Dirt
Ptah's Breed 3 2 2 Dirt
Isis' Bounty 4 3 4 Dirt & Sand
Qwu#450 1 1 10 Dirt
Qwu#499 1 1 8 Dirt & Sand
Qwu#496 1 1 11 Dirt
Strain Growth Stage Heavy Metal pH Ground Water Phosphorus Soot Potassium Nitrogen Salinity
Ra's Fire Mature - -
Harvest + +
Death + +
Ptah's Breed Mature - -
Harvest + +
Death + +
Isis' Bounty Mature - -
Harvest + +
Death ++ ++


Watermelon

Strain Growth Stages Waterings Per Stage Base Yield Grown On
Geb's Produce 3 1 1 Grass
Set's Vintage 3 2 2 Grass
Isis' Bounty 4 3 4 Grass & Sand
Strain Growth Stage Heavy Metal pH Ground Water Phosphorus Soot Potassium Nitrogen Salinity
Geb's Produce Mature - -
Harvest + --- +
Death + +
Set's Vintage Mature - -
Harvest + --- +
Death + +
Isis' Bounty Mature - -
Harvest + --- +
Death + +


Eggplant

Strain Growth Stages Waterings Per Stage Base Yield Grown On
Isis Seed 3 1 1 Sand
Stranger's Solana 4 2 2 Sand
Qetesh's Soil 3 2 2 Sand & Dirt
Isis' Bounty 4 3 4 Sand
MacPhisto#480 1 2 4 Sand
MacPhisto#499 2 1 5 Sand
MacPhisto#508 1 1 5 Sand
Strain Growth Stage Heavy Metal pH Ground Water Phosphorus Soot Potassium Nitrogen Salinity
Isis Seed Mature
Harvest ---
Death
Stranger's Solana Mature
Harvest
Death
Qetesh's Soil Mature
Harvest ---
Death
Isis' Bounty Mature
Harvest ---
Death


Previous Tales Seed Reproduction

A wide variety of methods have been required to reproduce seeds in past tales. Some of these are listed below. Currently seed reproduction is expected to be largely ecology based.

Tale 9

The information listed is not from my own research but from that of our fellow, devoted Egyptians who keep us all fed. ~Harvest

Eggplant

  • Can be reproduced near all mushrooms except the ones that like pollution.


Cabbage, Carrots and Garlic

  • Works in Bernike, north of the Acro Field, near Carrion Mushrooms at the same time as the Carrion Spawn time.


Carrots

  • Reproduced in Asyut close to multiple ranches with cattle in them.


Leeks

  • Blemmys around 2500, -5250 near Carrion Mushrooms.
  • Reproduces near sulphur, same as peppers.
  • Reproduce at 3000, -6000 in Kush region. No shrooms or sulfur.


Pepper

  • Near Sulphur. Specifically, near an invisible Sulfur Generator object. As we do not know where these are, narrow ponds where you can't help but be near any object embedded in the lake will be the most ideal for pepper reproduction. Different varieties have different nearness requirements - Ra's must be nearest, while Isis can be fairly far and still work.


Cucumbers

  • Near Papyrus. Specifically, near an invisible Papyrus Generator object. As we do not know where these are, narrow papyrus-growing ponds where you can't help but be near any object embedded in the lake will be the most ideal for Cucumber reproduction. Different varieties have different nearness requirements - Ma'at's Plow must be nearest, while Isis Bounty can be fairly far and still work.
  • Isis Bounty seed can also be generated in Giza @ 1055, 6381 (just near a small lake). Yield of fruit was 7 and seed 3 (CinAmm)
  • additional comments from that conversation:
    • "interesting that the 'easiest' to reproduce is also the most desirable, in the long run. People want the seed that gives the largest yield"
    • Reply: "keep thinking that and you really will not get far :P there is a reason the other seeds are harder"



Watermelon

  • Successfully reproduced next to Nile Fire mushroom in Philae. - Kaffikopp
  • Successfully reproduced at KO -1323, 4388, no shrooms present. - Bastia


Onions and Cabbage have been successfully reproduced at 3200, 4500 near Carrions by Qwu.

Onions and Carrots have been successfully reproduced at 750, 2800 near Carrions by Qwu.

Onions and Garlic have been successfully reproduced at 1394, 6560 by TanaraKuranov. Did not seem to be any mushrooms nearby.

Isis Pepper have been successfully reproduced at BO -2987, 6187 by Qwu.

chart has reproduced Cucumber seeds on the Nile at the border of Thebes and Swenett at 9:54 pm (game time). Qwu unable to be reproduced during the day without papy growing and with papy growing. Rumor says it grows near a crop that resembles paper. More research is needed.

Past Tale Seed Reproduction

Tale 8

Tale 8 seed reproduction was driven primarily by ecological, time-of-day, and location factors.

Tale 7

  • Most vegetables appeared to seed in waves that pass through Egypt in the -X direction.

Tale 6

  • Onions could reproduce seeds if you harvested wood from one of your "special" trees (randomly assigned to each avatar). Other trees, while they didn't change the seed production, would halve your onion harvest.

Tale 5

  • Onions: Long grow cycle
  • Carrots: When your last workload was 1000+
  • Leeks: After catching "your" fish.
  • Cabbage: Two people that have passed Mentorship. One seed per pair.
  • Garlic: With a 1+ weed ex-spouse
  • Peppers: After just harvesting Onions,Cabbage,Leeks,Garlic,Carrots in "your" order.
  • Cuccumbers: On a small island
  • Eggplant: Near 3 Newbies (level 0–1)
  • Watermelons: After picking up a wild beetle

Tale 4

  • Onions Planted when you're tired
  • Leeks After a successful dowse (but not after an unsuccessful one) -- Code for this did not work
  • Garlic An hour+ after eating a meal with a correct-for-you herb base—Code for this did not work
  • Cabbage Near 2 wild-growing herbs
  • Carrots When you're not carrying anything—Impossible to achieve (you must carry at least jugs to water)
  • Pepper After perfect gold mining—RNG for this probably never appeared ((81/4)^12) = 4.7 trillion to one!)
  • Watermelon When you're drunk
  • Cucumber Near a lit hookah
  • Eggplant In a wheat field with other people—Possibly did not work

Tale 3

  • Onions Alone with Spouse
  • Garlic On your day of the month
  • Cabbage On your region's day
  • Leeks After eating a Masterpiece
  • Carrots When smelling proper incense
  • Pepper
  • Watermelon In today's spot
  • Cucumber Near a rare flower (young?)
  • Eggplant Near a Pyramid of Fertile Land