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	<updated>2026-04-07T03:39:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Technology/Perfuming/1&amp;diff=241976</id>
		<title>Technology/Perfuming/1</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Technology/Perfuming/1&amp;diff=241976"/>
		<updated>2024-03-07T15:25:01Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Research Costs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TechnologyHeader&lt;br /&gt;
  |name=Perfuming 1&lt;br /&gt;
  |discipline=The Human Body&lt;br /&gt;
  |image=Perfuming.png&lt;br /&gt;
  |description=Making simple perfume from the extract of Citrus peels&lt;br /&gt;
  |started=2021-08-24T08:29:30-04:00&lt;br /&gt;
  |inprogress=no&lt;br /&gt;
  |champion=&lt;br /&gt;
  |points=37&lt;br /&gt;
  |ended=2021-09-27T12:21:25-04:00&lt;br /&gt;
  |complete=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Research Costs ===&lt;br /&gt;
* 50/50 Sweet Orange&lt;br /&gt;
* 50/50 Large Calamondin&lt;br /&gt;
* 50/50 Tangy Sudachi&lt;br /&gt;
* 50/50 Small Kinnow&lt;br /&gt;
* 30/50 Long Lemon&lt;br /&gt;
* 50/50 Flat Tangerine&lt;br /&gt;
* 50/50 Reddish Amanatsu&lt;br /&gt;
* 50/50 Greenish Lime&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* [[requires::Technology/Gardening/1|Gardening 1]]&lt;br /&gt;
&lt;br /&gt;
{{TechnologyFooter}}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Test_of_the_Giving_Fisherman&amp;diff=241688</id>
		<title>Test of the Giving Fisherman</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Test_of_the_Giving_Fisherman&amp;diff=241688"/>
		<updated>2024-03-03T07:25:10Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test&lt;br /&gt;
| name          = The Test of the Giving Fisherman&lt;br /&gt;
| discipline    = Natural Philosophy&lt;br /&gt;
| image         = Harmony Test Icons_Giving Fisherman.png&lt;br /&gt;
| requirements  = &lt;br /&gt;
* 100 [[requires::Paper (Papyrus)]]&lt;br /&gt;
* 100 [[requires::Fish]] - Any&lt;br /&gt;
* 100 [[requires::Citrus|Citrus Fruits]] - Any&lt;br /&gt;
* 100 [[requires::Fish Scales]] - Any&lt;br /&gt;
| demonstration = &lt;br /&gt;
| verified = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Assemble colorful gifts of fresh fish and fruit and present them to your fellow Egyptians. Receive points for giving an enjoyable gift. Lose points for giving bad gifts.&lt;br /&gt;
&lt;br /&gt;
== Test Description ==&lt;br /&gt;
Create gifts of fresh Fish and Citrus Fruit and give these to your fellow Egyptians. Fish must be filleted using a [[Ceremonial Knife]]. Give a gift composed of the fish, color and fruit they like and you will receive points. If you give a gift they dislike, however, you will lose points. Earn bonus points by gifting to someone who has previously gifted to you. After enough gifts have been given, the citizen with the highest score each week will advance.&lt;br /&gt;
&lt;br /&gt;
== Task List ==&lt;br /&gt;
Test of the Giving Fisherman is all about catching the diverse fish of Egypt. Prove your skill as a fisherman, by showing you know when and where to catch the fish of Egypt.&lt;br /&gt;
* Craft a [[Ceremonial Knife]] (awards 1 [[Talent Point]])&lt;br /&gt;
* Successfully fillet a uncommon fish with a [[Ceremonial Knife]] (awards 1 [[Talent Point]])&lt;br /&gt;
* Assemble a Gift of Fish at a [[Kitchen]] (awards 1 [[Talent Point]])&lt;br /&gt;
* Give a gift (awards 1 [[Talent Point]])&lt;br /&gt;
* Meditate on your score at an [[Essence of Harmony]]&lt;br /&gt;
* Pass Test of the Giving fisherman (awards 3 [[Talent Point]]s)&lt;br /&gt;
&lt;br /&gt;
== Abstract ==&lt;br /&gt;
In the Test of the Giving Fisherman, you are tasked with making special gifts to give to other players. The thoughtful giver will be aware of the likes and dislikes of his recipient. Be the most generous and perceptive player in Egypt to pass this test!&lt;br /&gt;
&lt;br /&gt;
== A General Overview == &lt;br /&gt;
*1. Catch an uncommon fish (Or trade/acquire a fresh fish)&lt;br /&gt;
*2. Fillet with a special knife (requires different levels of filleting skill)&lt;br /&gt;
*3. Generates delicate fish meat (this doesn't make fish scales, roe or oil like normal filleting)&lt;br /&gt;
*4. Acquire a fish scale and a citrus fruit&lt;br /&gt;
*5. Assemble a wrapped gift (fish meat wrapped in preserved fish scale, served with a citrus fruit)&lt;br /&gt;
*6. Present the gift to another player&lt;br /&gt;
&lt;br /&gt;
== A Detailed Overview == &lt;br /&gt;
[http://www.atitd.org/wiki/tale7/Test_of_the_Giving_Fisherman/User_template   User Tracking Template]&lt;br /&gt;
&lt;br /&gt;
To assemble a gift, you need: 1 [[Delicate fish meat]], 1 [[Fish Scales|fish scale]], 1 [[citrus]] fruit, and 1 [[Papyrus Paper]] in inventory. At a [[Kitchen]] select Recipes -&amp;gt; Gift of Fish.  You will get a UI pop up to select the items.  You can name the gift after assembly. The final gift is a complex item you must give to another player using the test menu when you click on them (similar to how you ask others to acro or compare achievements). They must accept your gift by choosing 'Yes'.&lt;br /&gt;
&lt;br /&gt;
The gift will get an auto-name based on the ingredients: fish scale + fish + citrus + creator name.&lt;br /&gt;
: eg: 'Seal Brown-Chromis-Tangy Tangelo-Zhukuram'&lt;br /&gt;
If you want to track your gifts you can add or change the title&lt;br /&gt;
: eg: 'Seal Brown-Chromis-Tangy Tangelo-Zhukuram for Rana'&lt;br /&gt;
&lt;br /&gt;
* Note A&lt;br /&gt;
*: You won't know what type of [[delicate fish meat]], [[Fish Scales|fish scale]] or [[citrus]] fruit to use. The scoring is a 'negative score' similar to coalitions but you wont know what that is until you try a combination and if the gift is consumed and the recipient tells you and/or you visit a [[Essence of Harmony]] to check your score after you give one.&lt;br /&gt;
&lt;br /&gt;
* Note B&lt;br /&gt;
*: You can only make a gift from fish you have [[Skill/Filleting|filleted]] yourself. This requires L1 [[Skill/Filleting|Filleting]] skill from School of Worship.&lt;br /&gt;
&lt;br /&gt;
* Note C&lt;br /&gt;
*: Crafting an [[Ceremonial Knife|Iron Ceremonial Knife]] requires [[Blacksmithing]] 0 and having started the Test.  It does not, however, require [[Skill/Filleting|Filleting]] skill to craft; only to use.  Thus it is possible to start the Test and craft an [[Ceremonial Knife|Iron Ceremonial Knife]] to earn a [[Talent Point]], even before learning how to fillet.&lt;br /&gt;
&lt;br /&gt;
Your gift is worth points based on how much a player likes (is compatible with) your gift. Each player has preferred fish meats, scale colors, and citrus fruits.  You can receive up to 6 points if your gift perfectly matches a player's preferences.&lt;br /&gt;
&lt;br /&gt;
The amount of points you receive (or lose) is doubled if you give a gift to a player who has given you a gift before. Therefore, 12 points are possible from a single gift.&lt;br /&gt;
&lt;br /&gt;
[[Essence of Harmony]] meditation messages:&lt;br /&gt;
# You feel out of touch with the wants and desires of Egypt.&lt;br /&gt;
# You feel connected with the wants and desires of Egypt.&lt;br /&gt;
# You feel in tune with the wants and desires of Egypt.&lt;br /&gt;
# You feel harmonized with the wants and desires of Egypt.&lt;br /&gt;
&lt;br /&gt;
There are 180 fish scale colors, 49 fish meats, and 208 citrus fruits in the game.&lt;br /&gt;
&lt;br /&gt;
Each player has 18 favorite colors, 5 favorite fish, and 20 favorite citrus fruits (10% of the possibilities). You cannot choose these, they are tied uniquely and are generated from your avatar name (or some other manner). If a player gives you one of your favorite colors, they receive 2 points, likewise for the fruit type and fish type. &lt;br /&gt;
&lt;br /&gt;
You also have 36 'Liked' colors, 10 liked fish, and 40 liked citrus (20% of the possibilities). A player giving you one of these receives 1 point instead. &lt;br /&gt;
&lt;br /&gt;
You also have 72 'Disliked' colors (40% of the possibilities), 20 disliked fish, and 80 disliked citrus. A player giving you one of these receives -2 points. It is not possible to have less than 0 points total in this test, but you can lose points if you give bad gifts. &lt;br /&gt;
&lt;br /&gt;
All other (30%) types of fish, colors, and fruits are 'neutral' for you and result in no points being awarded to the giver.&lt;br /&gt;
*NOTE: The message &amp;quot;You did not care for any part of the gift&amp;quot; appears when all ingredients are NEUTRAL to you. NOT Disliked.&lt;br /&gt;
&lt;br /&gt;
You can give multiple gifts to the same person (one per day, up to a maximum of 10), but take care not to give them the identical gift. If you give a player a gift made up of exactly the same materials of a gift you have given them before, they will be offended and will dislike all aspects of it (giving you -6 or -12 points!)&lt;br /&gt;
&lt;br /&gt;
*NOTE: Generally speaking, giving randomly made gifts to random people will not get you a positive score. This is because it is easier to lose points than gain them. If possible, try and do some research to figure out the likes/dislikes of a person first. Of course, this is often not possible if someone hasn't been given many gifts or doesn't keep track of their preferences. -Redshift&lt;br /&gt;
&lt;br /&gt;
=== Some Examples of a Gift Giving ===&lt;br /&gt;
&lt;br /&gt;
Janeway has prepared a gift to give to Picard. This is the first time she will give a gift to Picard. She used an Antique White fish scale, Delicate meat: Kingfish, and a Long Tangelo to make her gift. She gives the gift to Picard, who accepts it. She gets a message telling her that Picard enjoyed her gift overall (this means she gained points. There would be a different message if she gained no points and another for losing points.) Picard however receives a message indicating how exactly how he felt about the three aspects of the gift (a favorite color, a liked fruit, and a disliked fish) Janeway also knows that Picard had previously given her a gift a few weeks ago. From this, we can see how the points are calculated behind the scenes. (one of Picard's favorite colors (2) + liked fruits (1) + disliked fish (-2)) * Picard gave Janeway a gift before (2) = 2 points!&lt;br /&gt;
&lt;br /&gt;
Betty has prepared a gift for Risotto. This will be the 3rd gift Betty has given to Risotto. Risotto has never given a gift to Betty. Betty prepares a gift of Red fish scale, Delicate meat:Spotted Sea Cucumber, and Reddish Lime. Risotto loves all three aspects (a favorite color, fish, and fruit) and receives a pop-up that he loved the gift, as opposed to the message in Main. So, Betty receives this many points: &amp;lt;br&amp;gt;&lt;br /&gt;
[(2+2+2)]*1 = 6 points. &lt;br /&gt;
&lt;br /&gt;
Gelato has prepared a gift for Tom. This will be the 11th gift Gelato has prepared for Tom. Tom refuses the gift, because he has already received too many gifts from Gelato (the limit is 10). No points are awarded.&lt;br /&gt;
&lt;br /&gt;
=== Checking your Score ===&lt;br /&gt;
&lt;br /&gt;
To check your score, you must visit an Essence of Harmony. The essence ''will not'' tell you your exact numerical score but it will let you know how generous you are relative to your peers (defined as those who have not passed the test, are signed up for the test, and have given at least one gift.) You will get a different message if your score is in the top 5, 10, 25, 50, or 100 percent of peers. It is possible to keep track of your exact score on your own, but this requires that the gift recipient share with the gift giver or others the message they got upon receiving the gift, so that that player's likes and dislikes can be deduced.&lt;br /&gt;
&lt;br /&gt;
Possible Messages:&lt;br /&gt;
*You feel out of touch with the wants and desires of Egypt.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
You may not give a gift to a player if they have accepted a gift from you in the past 24 hours. Conversely, if you accept a gift from someone, you cannot accept another gift from anyone until at least 2 hours have passed. Gifts may only be made to citizens (paid, at least level 1 players) of Egypt. &amp;lt;br&amp;gt;&lt;br /&gt;
Delicate fish meat is a complex item, named for the type of fish from which it came. You do not have to catch the fish yourself, but it must be a freshly caught fish. You must fillet the fish yourself.  If the delicate fish meat is given to another player, dropped, or placed into a storage container, it immediately spoils and cannot be used for gifts. It also spoils if left in your inventory for more than 24 hours. When delicate fish meat spoils, it becomes Rotten Fish. An assembled gift is under the same restrictions as delicate fish meat (since it still contains the meat). There will be an option in the test menu &amp;quot;Inspect gift...&amp;quot; that will allow you to sniff the gift to make sure it is still fresh if you are unsure. If you give a rotten gift to another player, they automatically dislike all aspects of it, regardless of their preferences. If a gift is given using the Test menu it is immediately consumed by the gift recipient - so no new items appear in the recipient's inventory.&lt;br /&gt;
&lt;br /&gt;
== Filleting ==&lt;br /&gt;
You must use special knife to fillet fish if you want to use it for gift-giving.  You ''must'' have at least L1 [[Skill/Filleting|Filleting]] Skill from [[School of Worship]] to use the knife.    &lt;br /&gt;
&lt;br /&gt;
For [[delicate fish meat]] [[Skill/Filleting|Filleting]] you do not need to use a kitchen.  If you have a [[whole fish]] and a ceremonial knife in your inventory, there will be an option to '''Inventory-&amp;gt;Right-Click Fish-&amp;gt;Ceremonially Fillet Fish'''. &lt;br /&gt;
&lt;br /&gt;
This is a special form of filleting and has a '''''high chance of failure'''''. After all, no one wants jagged chunks of meat handed to them! You will automatically use the highest quality [[Ceremonial Knife]] you have on you. You can only fillet one fish at a time, and doing so starts a long focus timer. The chance of success is greater with high levels of focus, filleting skill, and a good quality ceremonial knife. If you fail, the fish is destroyed and you must try again with a different fish, but this only activates a short focus timer.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE:  According to conversation with Kasiya this data is based on the initial Test proposal and is NOT how it is coded.   We would need to collect data to figure out the correct formula'''&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
16 [[focus]] + 7 [[Skill/Filleting|filleting]] + [[Ceremonial Platinum Knife|Platinum ceremonial knife]] = 100% chance of success.&lt;br /&gt;
&lt;br /&gt;
The % chance of success is calculated as follows: square root of Focus + (Filleting skill * (Filleting skill + 1)) + Knife bonus. The Knife bonuses are noted below.&lt;br /&gt;
&lt;br /&gt;
=== Freshness ===&lt;br /&gt;
There are 2 different times the fish can go off (fillet the fish, gift of fish) I filleted a load of fish and made some into gifts.  I waited an hour or two and the fish fillets went off FASTER than the gift of fish which remained fresh for longer.  (Peter)&lt;br /&gt;
&lt;br /&gt;
Breakdown of freshness:&lt;br /&gt;
==== Delicate Fish Meat ====&lt;br /&gt;
* very fresh (0-30 mins)&lt;br /&gt;
* fresh (30-60 mins) &lt;br /&gt;
* seems fresh (60-75 mins)&lt;br /&gt;
* seems a little stale (75 - 120 min)&lt;br /&gt;
* quite stale (120-240 mins?)&lt;br /&gt;
* spoiled (240+ min? 1 day?) When you examine this fish it turns into rotten fish&lt;br /&gt;
&lt;br /&gt;
==== Gift of fish ====&lt;br /&gt;
* very fresh (0-120 mins?) (9/22/2021: still &amp;quot;very fresh&amp;quot; at 3.5 hours)&lt;br /&gt;
* fresh (??? mins) &lt;br /&gt;
* a little stale (9/22/2021: &amp;quot;a little stale&amp;quot; at 14.5 hours)&lt;br /&gt;
* quite stale (9/22/2021 16.5-19 hours)&lt;br /&gt;
* &amp;quot;Your fish has spoiled!&amp;quot; Upon examination, gift is removed from inventory and 1 rotten fish added. (sometime before 22 hours)&lt;br /&gt;
&lt;br /&gt;
So you can wait an hour before making the fillet into a gift, then 2 hours? before you have to give the gift.&lt;br /&gt;
&lt;br /&gt;
*NOTE (Peter) Observed making a gift out of fish that little stale and it made a very fresh gift.  Did not gift the gift so not sure if this is still fresh or not?&lt;br /&gt;
&lt;br /&gt;
*NOTE (blondie) I had inspected a delicate meat and my message was that it was somewhat stale (6h30m) but i tried making gift anyway. After giving the gift there was no problem for the person and i got the usual message of likes, dislikes.&lt;br /&gt;
&lt;br /&gt;
*NOTE (Peacefulness) When inspecting delicate meat, it &amp;quot;seemed fresh&amp;quot;, but it was assembled into a gift of fish that &amp;quot;seemed very fresh&amp;quot;.  When asking a dev about this, he replied that a Gift of Fish lasts longer than Delicate Meat, which lasts longer than Whole Fish.&lt;br /&gt;
&lt;br /&gt;
=== [[Ceremonial Knife]] (made on a forge, either type) ===&lt;br /&gt;
==== Iron, 10 minutes ====&lt;br /&gt;
*	1 [[Utility Knife]]&lt;br /&gt;
*	10 [[Iron]]&lt;br /&gt;
*	2 [[Feather Tree|Resin: Feather Tree]]&lt;br /&gt;
==== Bronze, 30 minutes requires [[Skill/Filleting|Filleting]] 1 to forge ====&lt;br /&gt;
*	1 [[Ceremonial Iron knife]]&lt;br /&gt;
*	10 [[Bronze]] &lt;br /&gt;
*	6 [[Hokkaido|Resin: Hokkaido]]&lt;br /&gt;
==== Silver, 90 minutes requires [[Skill/Filleting|Filleting]] 2 to forge ====&lt;br /&gt;
*	1 [[Ceremonial Bronze knife]]&lt;br /&gt;
*	10 [[Silver]]&lt;br /&gt;
*	18 [[Passam|Resin: Passam]]&lt;br /&gt;
==== Gold, 270 minutes requires [[Skill/Filleting|Filleting]] 3 to forge ====&lt;br /&gt;
*	1 [[Ceremonial Silver Knife]]&lt;br /&gt;
*	10 [[Gold]]&lt;br /&gt;
*	54 [[Tapacae Miralis|Resin: Tapacae Miralis]]&lt;br /&gt;
==== Platinum, 810 minutes requires [[Skill/Filleting|Filleting]] 4 to forge ====&lt;br /&gt;
*	1 [[Ceremonial Gold Knife]]&lt;br /&gt;
*	10 [[Platinum]]&lt;br /&gt;
*	162 [[Bloodbark|Resin: Bloodbark]]&lt;br /&gt;
*       1 [[Template: Platinum Ceremonial Knife]] (Event Prize)&lt;br /&gt;
&lt;br /&gt;
These knives add 1, 5, 10, 20, and 40% to your chance to fillet delicate fish meat respectively. You do not need to make your own knife, you can get one from someone else to use.&lt;br /&gt;
&lt;br /&gt;
===About Making Platinum Ceremonial Knives===&lt;br /&gt;
True Cost of Platinum Ceremonial Knife from cradle to grave: &amp;lt;br&amp;gt;&lt;br /&gt;
Iron	12 &amp;lt;br&amp;gt;&lt;br /&gt;
Charcoal	1620&amp;lt;br&amp;gt;&lt;br /&gt;
Crudely Carved Handle	1&amp;lt;br&amp;gt;&lt;br /&gt;
Wooden Peg	2&amp;lt;br&amp;gt;&lt;br /&gt;
Feather Tree Resin	2&amp;lt;br&amp;gt;&lt;br /&gt;
Bronze	10&amp;lt;br&amp;gt;&lt;br /&gt;
Hokkaido Resin	6&amp;lt;br&amp;gt;&lt;br /&gt;
Silver 	10&amp;lt;br&amp;gt;&lt;br /&gt;
Passam Resin	18&amp;lt;br&amp;gt;&lt;br /&gt;
Gold 	10&amp;lt;br&amp;gt;&lt;br /&gt;
Tapacae Mirallis Resin	54&amp;lt;br&amp;gt;&lt;br /&gt;
Platinum	10&amp;lt;br&amp;gt;&lt;br /&gt;
Bloodbark Resin	162&amp;lt;br&amp;gt;&lt;br /&gt;
Cradle to grave making a Platinum knife takes 1310 minutes AKA 22 Teppy/Ducky Hours&amp;lt;br&amp;gt;&lt;br /&gt;
Currently making a Platinum knife ALONE is 15 hours and 50 minutes in real time. (Nov 2018)&amp;lt;br&amp;gt;&lt;br /&gt;
Also add in, you need someone with maxxed out Filleting skill. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
After 111 gifts have been given in Egypt, passing begins weekly, with the highest scoring player passing each week. Runners up are shown, and passes can be retained in the event of a tie.&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Test_of_the_Giving_Fisherman&amp;diff=241687</id>
		<title>Test of the Giving Fisherman</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Test_of_the_Giving_Fisherman&amp;diff=241687"/>
		<updated>2024-03-03T07:20:56Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test&lt;br /&gt;
| name          = The Test of the Giving Fisherman&lt;br /&gt;
| discipline    = Natural Philosophy&lt;br /&gt;
| image         = Harmony Test Icons_Giving Fisherman.png&lt;br /&gt;
| requirements  = &lt;br /&gt;
* 100 [[requires::Paper (Papyrus)]]&lt;br /&gt;
* 100 [[requires::Fish]] - Any&lt;br /&gt;
* 100 [[requires::Citrus|Citrus Fruits]] - Any&lt;br /&gt;
* 100 [[requires::Fish Scales]] - Any&lt;br /&gt;
| demonstration = &lt;br /&gt;
| verified = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Assemble colorful gifts of fresh fish and fruit and present them to your fellow Egyptians. Receive points for giving an enjoyable gift. Lose points for giving bad gifts.&lt;br /&gt;
&lt;br /&gt;
== Test Description ==&lt;br /&gt;
Create gifts of fresh Fish and Citrus Fruit and give these to your fellow Egyptians. Fish must be filleted using a [[Ceremonial Knife]]. Give a gift composed of the fish, color and fruit they like and you will receive points. If you give a gift they dislike, however, you will lose points. Earn bonus points by gifting to someone who has previously gifted to you. After enough gifts have been given, the citizen with the highest score each week will advance.&lt;br /&gt;
&lt;br /&gt;
== Task List ==&lt;br /&gt;
Test of the Giving Fisherman is all about catching the diverse fish of Egypt. Prove your skill as a fisherman, by showing you know when and where to catch the fish of Egypt.&lt;br /&gt;
* Craft a [[Ceremonial Knife]] (awards 1 [[Talent Point]])&lt;br /&gt;
* Successfully fillet a uncommon fish with a [[Ceremonial Knife]] (awards 1 [[Talent Point]])&lt;br /&gt;
* Assemble a Gift of Fish at a [[Kitchen]] (awards 1 [[Talent Point]])&lt;br /&gt;
* Give a gift (awards 1 [[Talent Point]])&lt;br /&gt;
* Meditate on your score at an [[Essence of Harmony]]&lt;br /&gt;
* Pass Test of the Giving fisherman (awards 3 [[Talent Point]]s)&lt;br /&gt;
&lt;br /&gt;
== Abstract ==&lt;br /&gt;
In the Test of the Giving Fisherman, you are tasked with making special gifts to give to other players. The thoughtful giver will be aware of the likes and dislikes of his recipient. Be the most generous and perceptive player in Egypt to pass this test!&lt;br /&gt;
&lt;br /&gt;
== A General Overview == &lt;br /&gt;
*1. Catch an uncommon fish (Or trade/acquire a fresh fish)&lt;br /&gt;
*2. Fillet with a special knife (requires different levels of filleting skill)&lt;br /&gt;
*3. Generates delicate fish meat (this doesn't make fish scales, roe or oil like normal filleting)&lt;br /&gt;
*4. Acquire a fish scale and a citrus fruit&lt;br /&gt;
*5. Assemble a wrapped gift (fish meat wrapped in preserved fish scale, served with a citrus fruit)&lt;br /&gt;
*6. Present the gift to another player&lt;br /&gt;
&lt;br /&gt;
== A Detailed Overview == &lt;br /&gt;
[http://www.atitd.org/wiki/tale7/Test_of_the_Giving_Fisherman/User_template   User Tracking Template]&lt;br /&gt;
&lt;br /&gt;
To assemble a gift, you need: 1 [[Delicate fish meat]], 1 [[Fish Scales|fish scale]], 1 [[citrus]] fruit, and 1 [[Papyrus Paper]] in inventory. At a [[Kitchen]] select Recipes -&amp;gt; Gift of Fish.  You will get a UI pop up to select the items.  You can name the gift after assembly. The final gift is a complex item you must give to another player using the test menu when you click on them (similar to how you ask others to acro or compare achievements). They must accept your gift by choosing 'Yes'.&lt;br /&gt;
&lt;br /&gt;
The gift will get an auto-name based on the ingredients: fish scale + fish + citrus + creator name.&lt;br /&gt;
: eg: 'Seal Brown-Chromis-Tangy Tangelo-Zhukuram'&lt;br /&gt;
If you want to track your gifts you can add or change the title&lt;br /&gt;
: eg: 'Seal Brown-Chromis-Tangy Tangelo-Zhukuram for Rana'&lt;br /&gt;
&lt;br /&gt;
* Note A&lt;br /&gt;
*: You won't know what type of [[delicate fish meat]], [[Fish Scales|fish scale]] or [[citrus]] fruit to use. The scoring is a 'negative score' similar to coalitions but you wont know what that is until you try a combination and if the gift is consumed and the recipient tells you and/or you visit a [[Essence of Harmony]] to check your score after you give one.&lt;br /&gt;
&lt;br /&gt;
* Note B&lt;br /&gt;
*: You can only make a gift from fish you have [[Skill/Filleting|filleted]] yourself. This requires L1 [[Skill/Filleting|Filleting]] skill from School of Worship.&lt;br /&gt;
&lt;br /&gt;
* Note C&lt;br /&gt;
*: Crafting an [[Ceremonial Knife|Iron Ceremonial Knife]] requires [[Blacksmithing]] 0 and having started the Test.  It does not, however, require [[Skill/Filleting|Filleting]] skill to craft; only to use.  Thus it is possible to start the Test and craft an [[Ceremonial Knife|Iron Ceremonial Knife]] to earn a [[Talent Point]], even before learning how to fillet.&lt;br /&gt;
&lt;br /&gt;
Your gift is worth points based on how much a player likes (is compatible with) your gift. Each player has preferred fish meats, scale colors, and citrus fruits.  You can receive up to 6 points if your gift perfectly matches a player's preferences.&lt;br /&gt;
&lt;br /&gt;
The amount of points you receive (or lose) is doubled if you give a gift to a player who has given you a gift before. Therefore, 12 points are possible from a single gift.&lt;br /&gt;
&lt;br /&gt;
[[Essence of Harmony]] meditation messages:&lt;br /&gt;
# You feel out of touch with the wants and desires of Egypt.&lt;br /&gt;
# You feel connected with the wants and desires of Egypt.&lt;br /&gt;
# You feel in tune with the wants and desires of Egypt.&lt;br /&gt;
# You feel harmonized with the wants and desires of Egypt.&lt;br /&gt;
&lt;br /&gt;
There are 180 fish scale colors, 49 fish meats, and 208 citrus fruits in the game.&lt;br /&gt;
&lt;br /&gt;
Each player has 18 favorite colors, 5 favorite fish, and 20 favorite citrus fruits (10% of the possibilities). You cannot choose these, they are tied uniquely and are generated from your avatar name (or some other manner). If a player gives you one of your favorite colors, they receive 2 points, likewise for the fruit type and fish type. &lt;br /&gt;
&lt;br /&gt;
You also have 36 'Liked' colors, 10 liked fish, and 40 liked citrus (20% of the possibilities). A player giving you one of these receives 1 point instead. &lt;br /&gt;
&lt;br /&gt;
You also have 72 'Disliked' colors (40% of the possibilities), 20 disliked fish, and 80 disliked citrus. A player giving you one of these receives -2 points. It is not possible to have less than 0 points total in this test, but you can lose points if you give bad gifts. &lt;br /&gt;
&lt;br /&gt;
All other (30%) types of fish, colors, and fruits are 'neutral' for you and result in no points being awarded to the giver.&lt;br /&gt;
*NOTE: The message &amp;quot;You did not care for any part of the gift&amp;quot; appears when all ingredients are NEUTRAL to you. NOT Disliked.&lt;br /&gt;
&lt;br /&gt;
You can give multiple gifts to the same person (one per day, up to a maximum of 10), but take care not to give them the identical gift. If you give a player a gift made up of exactly the same materials of a gift you have given them before, they will be offended and will dislike all aspects of it (giving you -6 or -12 points!)&lt;br /&gt;
&lt;br /&gt;
*NOTE: Generally speaking, giving randomly made gifts to random people will not get you a positive score. This is because it is easier to lose points than gain them. If possible, try and do some research to figure out the likes/dislikes of a person first. Of course, this is often not possible if someone hasn't been given many gifts or doesn't keep track of their preferences. -Redshift&lt;br /&gt;
&lt;br /&gt;
=== Some Examples of a Gift Giving ===&lt;br /&gt;
&lt;br /&gt;
Janeway has prepared a gift to give to Picard. This is the first time she will give a gift to Picard. She used an Antique White fish scale, Delicate meat: Kingfish, and a Long Tangelo to make her gift. She gives the gift to Picard, who accepts it. She gets a message telling her that Picard enjoyed her gift overall (this means she gained points. There would be a different message if she gained no points and another for losing points.) Picard however receives a message indicating how exactly how he felt about the three aspects of the gift (a favorite color, a liked fruit, and a disliked fish) Janeway also knows that Picard had previously given her a gift a few weeks ago. From this, we can see how the points are calculated behind the scenes. (one of Picard's favorite colors (2) + liked fruits (1) + disliked fish (-2)) * Picard gave Janeway a gift before (2) = 2 points!&lt;br /&gt;
&lt;br /&gt;
Betty has prepared a gift for Risotto. This will be the 3rd gift Betty has given to Risotto. Risotto has never given a gift to Betty. Betty prepares a gift of Red fish scale, Delicate meat:Spotted Sea Cucumber, and Reddish Lime. Risotto loves all three aspects (a favorite color, fish, and fruit) and receives a pop-up that he loved the gift, as opposed to the message in Main. So, Betty receives this many points: &amp;lt;br&amp;gt;&lt;br /&gt;
[(2+2+2)]*1 = 6 points. &lt;br /&gt;
&lt;br /&gt;
Gelato has prepared a gift for Tom. This will be the 11th gift Gelato has prepared for Tom. Tom refuses the gift, because he has already received too many gifts from Gelato (the limit is 10). No points are awarded.&lt;br /&gt;
&lt;br /&gt;
=== Checking your Score ===&lt;br /&gt;
&lt;br /&gt;
To check your score, you must visit an Essence of Harmony. The essence ''will not'' tell you your exact numerical score but it will let you know how generous you are relative to your peers (defined as those who have not passed the test, are signed up for the test, and have given at least one gift.) You will get a different message if your score is in the top 5, 10, 25, 50, or 100 percent of peers. It is possible to keep track of your exact score on your own, but this requires that the gift recipient share with the gift giver or others the message they got upon receiving the gift, so that that player's likes and dislikes can be deduced.&lt;br /&gt;
&lt;br /&gt;
Possible Messages:&lt;br /&gt;
*You feel out of touch with the wants and desires of Egypt.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
You may not give a gift to a player if they have accepted a gift from you in the past 24 hours. Conversely, if you accept a gift from someone, you cannot accept another gift from anyone until at least 2 hours have passed. Gifts may only be made to citizens (paid, at least level 1 players) of Egypt. &amp;lt;br&amp;gt;&lt;br /&gt;
Delicate fish meat is a complex item, named for the type of fish from which it came. You do not have to catch the fish yourself, but it must be a freshly caught fish. You must fillet the fish yourself.  If the delicate fish meat is given to another player, dropped, or placed into a storage container, it immediately spoils and cannot be used for gifts. It also spoils if left in your inventory for more than 24 hours. When delicate fish meat spoils, it becomes Rotten Fish. An assembled gift is under the same restrictions as delicate fish meat (since it still contains the meat). There will be an option in the test menu &amp;quot;Inspect gift...&amp;quot; that will allow you to sniff the gift to make sure it is still fresh if you are unsure. If you give a rotten gift to another player, they automatically dislike all aspects of it, regardless of their preferences. If a gift is given using the Test menu it is immediately consumed by the gift recipient - so no new items appear in the recipient's inventory.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Passed the test in T11 with 23 pts, after handing out 27 gifts, worth 40 pts. If gifts to friends (who have given me fish first) does not give double value, and if the initial value can go below 0, then the numbers fits /Catote 3. marts 2024&lt;br /&gt;
&lt;br /&gt;
== Filleting ==&lt;br /&gt;
You must use special knife to fillet fish if you want to use it for gift-giving.  You ''must'' have at least L1 [[Skill/Filleting|Filleting]] Skill from [[School of Worship]] to use the knife.    &lt;br /&gt;
&lt;br /&gt;
For [[delicate fish meat]] [[Skill/Filleting|Filleting]] you do not need to use a kitchen.  If you have a [[whole fish]] and a ceremonial knife in your inventory, there will be an option to '''Inventory-&amp;gt;Right-Click Fish-&amp;gt;Ceremonially Fillet Fish'''. &lt;br /&gt;
&lt;br /&gt;
This is a special form of filleting and has a '''''high chance of failure'''''. After all, no one wants jagged chunks of meat handed to them! You will automatically use the highest quality [[Ceremonial Knife]] you have on you. You can only fillet one fish at a time, and doing so starts a long focus timer. The chance of success is greater with high levels of focus, filleting skill, and a good quality ceremonial knife. If you fail, the fish is destroyed and you must try again with a different fish, but this only activates a short focus timer.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
'''NOTE:  According to conversation with Kasiya this data is based on the initial Test proposal and is NOT how it is coded.   We would need to collect data to figure out the correct formula'''&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
16 [[focus]] + 7 [[Skill/Filleting|filleting]] + [[Ceremonial Platinum Knife|Platinum ceremonial knife]] = 100% chance of success.&lt;br /&gt;
&lt;br /&gt;
The % chance of success is calculated as follows: square root of Focus + (Filleting skill * (Filleting skill + 1)) + Knife bonus. The Knife bonuses are noted below.&lt;br /&gt;
&lt;br /&gt;
=== Freshness ===&lt;br /&gt;
There are 2 different times the fish can go off (fillet the fish, gift of fish) I filleted a load of fish and made some into gifts.  I waited an hour or two and the fish fillets went off FASTER than the gift of fish which remained fresh for longer.  (Peter)&lt;br /&gt;
&lt;br /&gt;
Breakdown of freshness:&lt;br /&gt;
==== Delicate Fish Meat ====&lt;br /&gt;
* very fresh (0-30 mins)&lt;br /&gt;
* fresh (30-60 mins) &lt;br /&gt;
* seems fresh (60-75 mins)&lt;br /&gt;
* seems a little stale (75 - 120 min)&lt;br /&gt;
* quite stale (120-240 mins?)&lt;br /&gt;
* spoiled (240+ min? 1 day?) When you examine this fish it turns into rotten fish&lt;br /&gt;
&lt;br /&gt;
==== Gift of fish ====&lt;br /&gt;
* very fresh (0-120 mins?) (9/22/2021: still &amp;quot;very fresh&amp;quot; at 3.5 hours)&lt;br /&gt;
* fresh (??? mins) &lt;br /&gt;
* a little stale (9/22/2021: &amp;quot;a little stale&amp;quot; at 14.5 hours)&lt;br /&gt;
* quite stale (9/22/2021 16.5-19 hours)&lt;br /&gt;
* &amp;quot;Your fish has spoiled!&amp;quot; Upon examination, gift is removed from inventory and 1 rotten fish added. (sometime before 22 hours)&lt;br /&gt;
&lt;br /&gt;
So you can wait an hour before making the fillet into a gift, then 2 hours? before you have to give the gift.&lt;br /&gt;
&lt;br /&gt;
*NOTE (Peter) Observed making a gift out of fish that little stale and it made a very fresh gift.  Did not gift the gift so not sure if this is still fresh or not?&lt;br /&gt;
&lt;br /&gt;
*NOTE (blondie) I had inspected a delicate meat and my message was that it was somewhat stale (6h30m) but i tried making gift anyway. After giving the gift there was no problem for the person and i got the usual message of likes, dislikes.&lt;br /&gt;
&lt;br /&gt;
*NOTE (Peacefulness) When inspecting delicate meat, it &amp;quot;seemed fresh&amp;quot;, but it was assembled into a gift of fish that &amp;quot;seemed very fresh&amp;quot;.  When asking a dev about this, he replied that a Gift of Fish lasts longer than Delicate Meat, which lasts longer than Whole Fish.&lt;br /&gt;
&lt;br /&gt;
=== [[Ceremonial Knife]] (made on a forge, either type) ===&lt;br /&gt;
==== Iron, 10 minutes ====&lt;br /&gt;
*	1 [[Utility Knife]]&lt;br /&gt;
*	10 [[Iron]]&lt;br /&gt;
*	2 [[Feather Tree|Resin: Feather Tree]]&lt;br /&gt;
==== Bronze, 30 minutes requires [[Skill/Filleting|Filleting]] 1 to forge ====&lt;br /&gt;
*	1 [[Ceremonial Iron knife]]&lt;br /&gt;
*	10 [[Bronze]] &lt;br /&gt;
*	6 [[Hokkaido|Resin: Hokkaido]]&lt;br /&gt;
==== Silver, 90 minutes requires [[Skill/Filleting|Filleting]] 2 to forge ====&lt;br /&gt;
*	1 [[Ceremonial Bronze knife]]&lt;br /&gt;
*	10 [[Silver]]&lt;br /&gt;
*	18 [[Passam|Resin: Passam]]&lt;br /&gt;
==== Gold, 270 minutes requires [[Skill/Filleting|Filleting]] 3 to forge ====&lt;br /&gt;
*	1 [[Ceremonial Silver Knife]]&lt;br /&gt;
*	10 [[Gold]]&lt;br /&gt;
*	54 [[Tapacae Miralis|Resin: Tapacae Miralis]]&lt;br /&gt;
==== Platinum, 810 minutes requires [[Skill/Filleting|Filleting]] 4 to forge ====&lt;br /&gt;
*	1 [[Ceremonial Gold Knife]]&lt;br /&gt;
*	10 [[Platinum]]&lt;br /&gt;
*	162 [[Bloodbark|Resin: Bloodbark]]&lt;br /&gt;
*       1 [[Template: Platinum Ceremonial Knife]] (Event Prize)&lt;br /&gt;
&lt;br /&gt;
These knives add 1, 5, 10, 20, and 40% to your chance to fillet delicate fish meat respectively. You do not need to make your own knife, you can get one from someone else to use.&lt;br /&gt;
&lt;br /&gt;
===About Making Platinum Ceremonial Knives===&lt;br /&gt;
True Cost of Platinum Ceremonial Knife from cradle to grave: &amp;lt;br&amp;gt;&lt;br /&gt;
Iron	12 &amp;lt;br&amp;gt;&lt;br /&gt;
Charcoal	1620&amp;lt;br&amp;gt;&lt;br /&gt;
Crudely Carved Handle	1&amp;lt;br&amp;gt;&lt;br /&gt;
Wooden Peg	2&amp;lt;br&amp;gt;&lt;br /&gt;
Feather Tree Resin	2&amp;lt;br&amp;gt;&lt;br /&gt;
Bronze	10&amp;lt;br&amp;gt;&lt;br /&gt;
Hokkaido Resin	6&amp;lt;br&amp;gt;&lt;br /&gt;
Silver 	10&amp;lt;br&amp;gt;&lt;br /&gt;
Passam Resin	18&amp;lt;br&amp;gt;&lt;br /&gt;
Gold 	10&amp;lt;br&amp;gt;&lt;br /&gt;
Tapacae Mirallis Resin	54&amp;lt;br&amp;gt;&lt;br /&gt;
Platinum	10&amp;lt;br&amp;gt;&lt;br /&gt;
Bloodbark Resin	162&amp;lt;br&amp;gt;&lt;br /&gt;
Cradle to grave making a Platinum knife takes 1310 minutes AKA 22 Teppy/Ducky Hours&amp;lt;br&amp;gt;&lt;br /&gt;
Currently making a Platinum knife ALONE is 15 hours and 50 minutes in real time. (Nov 2018)&amp;lt;br&amp;gt;&lt;br /&gt;
Also add in, you need someone with maxxed out Filleting skill. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
After 111 gifts have been given in Egypt, passing begins weekly, with the highest scoring player passing each week. Runners up are shown, and passes can be retained in the event of a tie.&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Serenity/Wood_Treatment&amp;diff=241128</id>
		<title>Serenity/Wood Treatment</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Serenity/Wood_Treatment&amp;diff=241128"/>
		<updated>2024-02-25T08:56:16Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Wood Treatment Recipes for Tank 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Guild:Serenity|Serenity]]&lt;br /&gt;
&lt;br /&gt;
==Wood Treatment Recipes for Tank 1==&lt;br /&gt;
&lt;br /&gt;
k-values: 4.147 - 4.662 - 4.756 - 4.110 - 3.954 - 4.704 - 4.580 - 4.694&lt;br /&gt;
&lt;br /&gt;
*'''Hard, Fireproof, Rotproof, Nontoxic''': 50 bonemeal, 10 lime, 10 ash, 40 petroleum, 10 beeswax, 30 cc&lt;br /&gt;
*'''Hard, Fireproof, Rotproof''': 20 Lead, 30 Lime, 20 Ash, 50 Petroleum, 10 Lead&lt;br /&gt;
*'''Hard, Rotproof''': 40 lime, 40 petroleum, 7 lead&lt;br /&gt;
*'''Pliable, Nontoxic, Blonde''': 90 Saltpeter&lt;br /&gt;
*'''Fireproof, Nontoxic, Blonde''': 50 Bonemeal, 10 Lime, 10 Saltpeter&lt;br /&gt;
*'''Termite-resistent, White''': 60 Sulfur, 60 Saltpeter, 30 Lime, 20 Petroleum&lt;br /&gt;
*'''Hard, Nontoxic, White''': 130 Bonemeal, 30 Petroleum, 20 Lead&lt;br /&gt;
*'''Rotproof, Nontoxic''': 50 Bonemeal, 30 Petroleum&lt;br /&gt;
*'''Volatile, Rotproof, Termite-resistent''': 180 Petroleum&lt;br /&gt;
*'''Termite-prone, Rigid''': 80 Water, 30 Sulfur, 10 Lead&lt;br /&gt;
*'''Pliable, Nontoxic, Termite-resistent, Blonde''': 130 Saltpeter, 20 Lead&lt;br /&gt;
*'''Rigid, Nontoxic, Termite-resistent''': 20 Charcoal, 30 Sulfur, 40 Saltpeter, 20 Lead&lt;br /&gt;
*'''Rigid, Hard, Rotproof, Nontoxic, Black''': 150 Charcoal, 10 Bonemeal, 10 Oil, 30 Wax, 26 Lead&lt;br /&gt;
&lt;br /&gt;
==Wood Treatment Recipes for Tank 2==&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guild:Serenity&amp;diff=240683</id>
		<title>Guild:Serenity</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guild:Serenity&amp;diff=240683"/>
		<updated>2024-02-20T11:36:48Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Mineral Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Serenity=&lt;br /&gt;
&lt;br /&gt;
Our guild is a social hub for members. We aims to provide the facilities that enable us all to achieve our individual and collective goals, including regional research.  &lt;br /&gt;
&lt;br /&gt;
[[File:Serenity Camp.png|600px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Serenity Guild House is located in Bernike 2262, -1115'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Some [[Serenity/Common guidelines|Common Guidelines]].&lt;br /&gt;
&lt;br /&gt;
* Details of the facilities we have available can be seen on the [[Serenity/Facilities|Facilities]] page.&lt;br /&gt;
&lt;br /&gt;
* Feeling a little altruistic? Great. The following page will list what you can do to help out: [[Guild:Serenity/Help]]&lt;br /&gt;
&lt;br /&gt;
* Details of [[Serenity/wines|wines]] in the Warehouse at xx, xx can be found [[Serenity/wines|here]]&lt;br /&gt;
&lt;br /&gt;
== Schooners==&lt;br /&gt;
Schooners are a guild resource.  We have 4. Anyone taking one out, please landmark the spot and bring back after use.&lt;br /&gt;
&lt;br /&gt;
Harbor: 3490, -75&lt;br /&gt;
&lt;br /&gt;
==Discord==&lt;br /&gt;
{{Box|We're on Discord, come visit us at https://discord.gg/w8JcEXnJNf}}&lt;br /&gt;
&lt;br /&gt;
==Categorized Pages==&lt;br /&gt;
===Large, Simple, and Indo Bee Hives===&lt;br /&gt;
[[Serenity/hives|Bee Hives]]&amp;lt;br&amp;gt;&lt;br /&gt;
===Mineral Map===&lt;br /&gt;
[[Serenity/minerals|Mineral Map]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mining camps:&lt;br /&gt;
* Maladium x4, 1780, -1249. 330db&lt;br /&gt;
* Malachite x4, 1779, -1280. 78619db&lt;br /&gt;
* Gravel x1, 1531, -843&lt;br /&gt;
* Hematite x4, 1790, -656. 91301db&lt;br /&gt;
* Cinnabar x4, 1470, -641. 618db&lt;br /&gt;
* Malachite x4, 1651, -778. 114318db&lt;br /&gt;
* Malachite x4, 2913, -1606. 90046db&lt;br /&gt;
* Hematite x4, 2935, -1619. 69861db&lt;br /&gt;
* Hematite x4, 2637, -1399. 160103db&lt;br /&gt;
* Gravel x4, 2544, -1446. 1593db&lt;br /&gt;
* Malachite x4, 2031, -1284. 137619db&lt;br /&gt;
* Galena x4, 2067, -1203.  101509db&lt;br /&gt;
To place:&lt;br /&gt;
* Hematite, 2081, -1279, 44949db&lt;br /&gt;
* Cinnabar, 1261, 2991. 521dn&lt;br /&gt;
* Malardium, 1316, 3031. 392dn &lt;br /&gt;
&lt;br /&gt;
Hades furnaces: &lt;br /&gt;
* 2379, -1357&lt;br /&gt;
* 2369, -1425&lt;br /&gt;
* 2376, -1359&lt;br /&gt;
* 2551, -1386&lt;br /&gt;
&lt;br /&gt;
===Raeli Oven stuff===&lt;br /&gt;
* [[Serenity/Raeli_Oven_List]]&lt;br /&gt;
* [[Serenity/HueSatMap]]&lt;br /&gt;
* [[Serenity/HueSatDeepDredgeMap]]&lt;br /&gt;
&lt;br /&gt;
===Decorative Stone===&lt;br /&gt;
[[Serenity/Marbles List|List of quarries]]&lt;br /&gt;
&lt;br /&gt;
===Current Projects===&lt;br /&gt;
[[Serenity/Projects|Current Projects]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Serenity/Hor-em-akhet|Hor-em-akhet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Yeast Testing and Beer Spots===&lt;br /&gt;
[[Serenity/Yeast Spots|Yeast Spots]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wood and Metal Treatment===&lt;br /&gt;
[[Serenity/Wood Treatment|Wood Treatment Recipes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Serenity/Metal Treatment|Metal Treatment Recipes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Herb Needs===&lt;br /&gt;
[[Serenity/Herb Needs|Herb Needs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mushrooms===&lt;br /&gt;
[[Serenity/Mushrooms|Mushroom Page]]&lt;br /&gt;
&lt;br /&gt;
===Pilgrim Route===&lt;br /&gt;
&lt;br /&gt;
*2 Copper Straps at 3052, -1048 (Bernike)&lt;br /&gt;
*15 Fertile Papyrus at 3678, -1116 (Bernike)&lt;br /&gt;
*20 Ash at 4290, -1130 (Damot)&lt;br /&gt;
*20 Potash at 4920, -1210 (Damot)&lt;br /&gt;
*20 Lime at 4670, -600 (Pwenet)&lt;br /&gt;
*50 Silt at 4050, -310 (Pwenet)&lt;br /&gt;
*30 Gravel at 3415, -250 (Bernike)&lt;br /&gt;
&lt;br /&gt;
===Cut Gems===&lt;br /&gt;
&lt;br /&gt;
If you are in need of cut gems please leave a private message for Solaris (ingame) listing your needs. He will cut gems for guild members for free (in his own pace).&lt;br /&gt;
&lt;br /&gt;
===Citrus===&lt;br /&gt;
[[Serenity/Citrus|Citrus Page]] (also linked from Trading)&lt;br /&gt;
&lt;br /&gt;
[[Category:Guilds]]&lt;br /&gt;
&lt;br /&gt;
{{lowercase title}}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Serenity/Marbles_List&amp;diff=240681</id>
		<title>Serenity/Marbles List</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Serenity/Marbles_List&amp;diff=240681"/>
		<updated>2024-02-20T11:11:19Z</updated>

		<summary type="html">&lt;p&gt;Catote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Guild:Serenity|Serenity]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!'''''Marble Type'''''!!'''''Coords'''''!!'''''Gearbox 1'''''!!'''''Gearbox 2'''''!!'''''Quarried'''''!!'''''Salvaged and Signed'''''!!'''''Comments'''''&lt;br /&gt;
|-&lt;br /&gt;
| Tangerine Marble || Bernike 2003, -935 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Hornet's Wing Granite || Bernike 2075, -943 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2280, -938 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| ??? || Bernike 2039, -1038 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Swenett 1950, -1068 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2035, -1083 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2254, -937 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2100, -930 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2077, -931 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2118, -977 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2093, -983 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2047, -984 ||  ||  || Yes || Yes || |  &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2017, -990 ||  ||  || Yes || Yes || |  &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2004, -997 ||  ||  || Yes || Yes || |  &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 1960, -994 ||  ||  || Yes || Yes || |  &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2363, -1272 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2325, -1292 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2392, -587 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2233, -587 ||  ||  || Yes || Yes ||  | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2345, -580 ||  ||  || Yes || Yes ||  | &lt;br /&gt;
|-&lt;br /&gt;
| Canary Granite || Swenett 1901, -1205  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Canary Granite || Swenett 1855, -1207  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Serpentine Marble || Swenett 1765, -1215  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Serpentine Marble || Swenett 1751, -1210  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Canary Granite || Swenett 1740, -1215  ||  ||  ||Yes  ||  Yes|| | &lt;br /&gt;
|-&lt;br /&gt;
| Mud Granite || Swenett 1732, -1202  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Serpentine || Swenett 1880, -1255  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Yellow Alabaster || Bernike 2171, -966   ||  ||  ||Yes  ||  Yes|| | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star ||  Bernike 2180, -967 ||  ||  ||Yes  || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star ||  Bernike 2709, -1701 ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Yellow Alabaster|| Swenett 1733, -972 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Yellow Alabaster || Swenett 1648, -996   ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star || Bernike 1659, -1012 ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Cherry Travertine || Bernike 2158, -1239  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Tangerine Marble || Swenett 1701, -1224  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Tangerine Marble || Swenett 1749, -1259  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Cherry Travertine || Swenett 1772, -1251  ||  ||  ||yes  ||  yes|| | &lt;br /&gt;
|-&lt;br /&gt;
| Island Blue Marble || Bernike 2214, -964  ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Island Blue Marble || Bernike 2155, -941   ||  ||  ||Yes  ||Yes  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Alabaster || Swenett 1983, -930   ||  ||  ||yes  || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| White Alabaster || Swenett 1932, -971  ||  ||  ||Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2423, -548  ||  ||  ||Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2357, -603  ||  ||  || ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2884, -1304  ||  ||  || ||  || near UWorship &lt;br /&gt;
|-&lt;br /&gt;
| Mountain Marble || Bernike 2127, -1005  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Mountain Marble || Bernike 2083, -1029  ||  ||  ||Yes  ||YEs  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2312, -861  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2419, -871  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Jade || Bernike 2029, -1086  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Hornets Wing || Bernike 1936, -1087  ||  ||  ||  ||  || | &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Marble for Library (dedicated)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!'''''Marble Type'''''!!'''''Coords'''''!!'''''Gearbox 1'''''!!'''''Gearbox 2'''''!!'''''Quarried'''''!!'''''Salvaged'''''!!'''''Comments'''''&lt;br /&gt;
|-&lt;br /&gt;
| Blood Granite || Bernike 1865, -163  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Blood Granite || Bernike 1698, -171  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star || Bernike 2008, -167  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star || Bernike 1979, -174  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star || Bernike 1739, -138  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Rose Alabaster || Bernike 1971, -161  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Rose Alabaster || Bernike 1883, -153  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 1640, -149  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 1580, -131  ||  ||  ||  ||  || | &lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Tomb_of_the_Immortal&amp;diff=240109</id>
		<title>Tomb of the Immortal</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Tomb_of_the_Immortal&amp;diff=240109"/>
		<updated>2024-02-16T09:49:13Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Construction Cost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building&lt;br /&gt;
| name         = Tomb of the Immortal&lt;br /&gt;
| image        = ToI.png&lt;br /&gt;
| location     = [[requires::Small Construction Site]]&lt;br /&gt;
| size         = &lt;br /&gt;
| requirements = &lt;br /&gt;
| material1    = [[requires::Limestone]]&lt;br /&gt;
| qty1         = 120&lt;br /&gt;
| material2    = [[requires::Gold Foil]]&lt;br /&gt;
| qty2         = 50&lt;br /&gt;
| material3    = [[requires::Gold Wire]]&lt;br /&gt;
| qty3         = 10&lt;br /&gt;
| material4    = [[requires::Paint|Gold Paint]]&lt;br /&gt;
| qty4         = 100&lt;br /&gt;
| material5    = [[requires::Paint|Maroon Paint]]&lt;br /&gt;
| qty5         = 200&lt;br /&gt;
| material6    = [[requires::Paint|Yellow Paint]]&lt;br /&gt;
| qty6         = 50&lt;br /&gt;
| material7    = [[requires::Paint|Sky Blue Paint]]&lt;br /&gt;
| qty7         = 200&lt;br /&gt;
| material8    = [[requires::Paint|Midnight Blue Paint]]&lt;br /&gt;
| qty8         = 50&lt;br /&gt;
| material9    = [[requires::Boards]]&lt;br /&gt;
| qty9         = 300&lt;br /&gt;
| material10   = [[requires::Nails]]&lt;br /&gt;
| qty10        = 100&lt;br /&gt;
| material11   = [[requires::Papyrus Paper]]&lt;br /&gt;
| qty11        = 120&lt;br /&gt;
| material12   = [[requires::Concrete]]&lt;br /&gt;
| qty12        = 50&lt;br /&gt;
| material13   = [[requires::Raeli Tiles|Light Colour Raeli Tiles]]&lt;br /&gt;
| qty13        = 20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
A structure built in the [[Test of the Tomb of the Immortal]].&lt;br /&gt;
&lt;br /&gt;
==Construction Cost==&lt;br /&gt;
*Built in a [[Small Construction Site]] (actually thought construction site)&lt;br /&gt;
**120 [[requires::Limestone]] &amp;lt;uv/&amp;gt;&lt;br /&gt;
**50 [[requires::Gold Foil]] &amp;lt;uv/&amp;gt;&lt;br /&gt;
**10 [[requires::Gold Wire]] &amp;lt;uv/&amp;gt;&lt;br /&gt;
**50 [[requires::Concrete]] &amp;lt;uv/&amp;gt;&lt;br /&gt;
**20 [[requires::Raeli Tiles|&amp;quot;Light&amp;quot; Colour Raeli Tiles]] (e.g. Light Pink, Light Sky Blue) &amp;lt;uv/&amp;gt;&lt;br /&gt;
**100 [[requires::Paint|Gold Paint]] &amp;lt;uv/&amp;gt;&lt;br /&gt;
**200 [[requires::Paint|Maroon Paint]] &amp;lt;uv/&amp;gt;&lt;br /&gt;
**50 [[requires::Paint|Yellow Paint]] &amp;lt;uv/&amp;gt;&lt;br /&gt;
**200 [[requires::Paint|Sky Blue Paint]] &amp;lt;uv/&amp;gt;&lt;br /&gt;
**50 [[requires::Paint|Midnight Blue Paint]] &amp;lt;uv/&amp;gt;&lt;br /&gt;
**300 [[requires::Boards]] &amp;lt;uv/&amp;gt;&lt;br /&gt;
**100 [[requires::Nails]] &amp;lt;uv/&amp;gt;&lt;br /&gt;
**120 [[requires::Papyrus Paper]] &amp;lt;uv/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Design Interface==&lt;br /&gt;
&lt;br /&gt;
After building your Tomb of the Immortal, you have the option to design the puzzle. Selecting the &amp;quot;Start a New Design&amp;quot; option will bring up a box that will ask you how big you want to make your puzzle (with a maximum dimension of 8x8). After choosing the dimensions, you will be presented with a blank board.&lt;br /&gt;
&lt;br /&gt;
While you are designing your puzzle, it will only appear visible to you. Other people wandering by will just see the tomb closed.&lt;br /&gt;
&lt;br /&gt;
Small sarcophagi and coffins are two squares wide while large sarcophagi and coffins are three squares wide. To add one of these pieces to the puzzle, click on a wall section that lines up vertically (if you want the piece to move vertically) or horizontally (if you want it to move horizontally) with the piece. &lt;br /&gt;
&lt;br /&gt;
The pieces will start at the edge of the wall. To move them elsewhere, click on on them as though you were playing the tomb.&lt;br /&gt;
&lt;br /&gt;
Toggling a wall section will either open it up or close it off, depending on its previous status. An open section will allow a piece to slide through and exit the board. As such, be sure you have an open section along the lines where your sarcophagi are, or else your puzzle will be unsolvable.&lt;br /&gt;
&lt;br /&gt;
Just as pieces can be moved around as though you were playing the game, pieces can be deleted from the board by moving them through open sections, if you want to remove a piece from your design. This way, you don't have to start a new design just because you were so close to completing your design, but accidentally placed one too many pieces on the board.&lt;br /&gt;
&lt;br /&gt;
Once you are done with your design, select the &amp;quot;Activate Play Mode&amp;quot; option, and your tomb will now be playable to the public.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guild:Serenity&amp;diff=239882</id>
		<title>Guild:Serenity</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guild:Serenity&amp;diff=239882"/>
		<updated>2024-02-14T11:49:49Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Mineral Map */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Serenity=&lt;br /&gt;
&lt;br /&gt;
Our guild is a social hub for members. We aims to provide the facilities that enable us all to achieve our individual and collective goals, including regional research.  &lt;br /&gt;
&lt;br /&gt;
[[File:Serenity Camp.png|600px|center]]&lt;br /&gt;
&lt;br /&gt;
'''Serenity Guild House is located in Bernike 2262, -1115'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Some [[Serenity/Common guidelines|Common Guidelines]].&lt;br /&gt;
&lt;br /&gt;
* Details of the facilities we have available can be seen on the [[Serenity/Facilities|Facilities]] page.&lt;br /&gt;
&lt;br /&gt;
* Feeling a little altruistic? Great. The following page will list what you can do to help out: [[Guild:Serenity/Help]]&lt;br /&gt;
&lt;br /&gt;
* Details of [[Serenity/wines|wines]] in the Warehouse at xx, xx can be found [[Serenity/wines|here]]&lt;br /&gt;
&lt;br /&gt;
== Schooners==&lt;br /&gt;
Schooners are a guild resource.  We have 4. Anyone taking one out, please landmark the spot and bring back after use.&lt;br /&gt;
&lt;br /&gt;
Harbor: 3490, -75&lt;br /&gt;
&lt;br /&gt;
==Discord==&lt;br /&gt;
{{Box|We're on Discord, come visit us at https://discord.gg/w8JcEXnJNf}}&lt;br /&gt;
&lt;br /&gt;
==Categorized Pages==&lt;br /&gt;
===Large, Simple, and Indo Bee Hives===&lt;br /&gt;
[[Serenity/hives|Bee Hives]]&amp;lt;br&amp;gt;&lt;br /&gt;
===Mineral Map===&lt;br /&gt;
[[Serenity/minerals|Mineral Map]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mining camps:&lt;br /&gt;
* Maladium x4, 1780, -1249. 330db&lt;br /&gt;
* Malachite x4, 1779, -1280. 78619 db&lt;br /&gt;
* Gravel x1, 1531, -843&lt;br /&gt;
* Hematite x4, 1790, -656. 91301 db&lt;br /&gt;
* Cinnabar x4, 1470, -641. 618db&lt;br /&gt;
* Malachite x4, 1651, -778. 114318db&lt;br /&gt;
* Malachite x4, 2913, -1606. 90046db&lt;br /&gt;
* Hematite x4, 2935, -1619. 69861db&lt;br /&gt;
* Hematite x4, 2637, -1399. 160103db&lt;br /&gt;
* Gravel x4, 2544, -1446. 1593db&lt;br /&gt;
* Malachite x2, 2031, -1284. 137619db&lt;br /&gt;
&lt;br /&gt;
Hades furnaces: &lt;br /&gt;
* 2379, -1357&lt;br /&gt;
* 2369, -1425&lt;br /&gt;
* 2376, -1359&lt;br /&gt;
* 2551, -1386&lt;br /&gt;
&lt;br /&gt;
===Raeli Oven stuff===&lt;br /&gt;
* [[Serenity/Raeli_Oven_List]]&lt;br /&gt;
* [[Serenity/HueSatMap]]&lt;br /&gt;
* [[Serenity/HueSatDeepDredgeMap]]&lt;br /&gt;
&lt;br /&gt;
===Decorative Stone===&lt;br /&gt;
[[Serenity/Marbles List|List of quarries]]&lt;br /&gt;
&lt;br /&gt;
===Current Projects===&lt;br /&gt;
[[Serenity/Projects|Current Projects]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Serenity/Hor-em-akhet|Hor-em-akhet]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Yeast Testing and Beer Spots===&lt;br /&gt;
[[Serenity/Yeast Spots|Yeast Spots]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wood and Metal Treatment===&lt;br /&gt;
[[Serenity/Wood Treatment|Wood Treatment Recipes]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Serenity/Metal Treatment|Metal Treatment Recipes]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Herb Needs===&lt;br /&gt;
[[Serenity/Herb Needs|Herb Needs]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mushrooms===&lt;br /&gt;
[[Serenity/Mushrooms|Mushroom Page]]&lt;br /&gt;
&lt;br /&gt;
===Pilgrim Route===&lt;br /&gt;
&lt;br /&gt;
*2 Copper Straps at 3052, -1048 (Bernike)&lt;br /&gt;
*15 Fertile Papyrus at 3678, -1116 (Bernike)&lt;br /&gt;
*20 Ash at 4290, -1130 (Damot)&lt;br /&gt;
*20 Potash at 4920, -1210 (Damot)&lt;br /&gt;
*20 Lime at 4670, -600 (Pwenet)&lt;br /&gt;
*50 Silt at 4050, -310 (Pwenet)&lt;br /&gt;
*30 Gravel at 3415, -250 (Bernike)&lt;br /&gt;
&lt;br /&gt;
===Cut Gems===&lt;br /&gt;
&lt;br /&gt;
If you are in need of cut gems please leave a private message for Solaris (ingame) listing your needs. He will cut gems for guild members for free (in his own pace).&lt;br /&gt;
&lt;br /&gt;
===Citrus===&lt;br /&gt;
[[Serenity/Citrus|Citrus Page]] (also linked from Trading)&lt;br /&gt;
&lt;br /&gt;
[[Category:Guilds]]&lt;br /&gt;
&lt;br /&gt;
{{lowercase title}}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Serenity/Wood_Treatment&amp;diff=239747</id>
		<title>Serenity/Wood Treatment</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Serenity/Wood_Treatment&amp;diff=239747"/>
		<updated>2024-02-13T13:23:08Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Wood Treatment Recipes for Tank 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Guild:Serenity|Serenity]]&lt;br /&gt;
&lt;br /&gt;
==Wood Treatment Recipes for Tank 1==&lt;br /&gt;
&lt;br /&gt;
k-values: 4.147 - 4.662 - 4.756 - 4.110 - 3.954 - 4.704 - 4.580 - 4.694&lt;br /&gt;
&lt;br /&gt;
*'''Hard, Fireproof, Rotproof, Nontoxic''': 50 bonemeal, 10 lime, 10 ash, 40 petroleum, 10 beeswax, 30 cc&lt;br /&gt;
*'''Hard, Fireproof, Rotproof''': 20 Lead, 30 Lime, 20 Ash, 50 Petroleum, 10 Lead&lt;br /&gt;
*'''Hard, Rotproof''': 40 lime, 40 petroleum, 7 lead&lt;br /&gt;
*'''Pliable, Nontoxic, Blonde''': 90 Saltpeter&lt;br /&gt;
*'''Fireproof, Nontoxic, Blonde''': 50 Bonemeal, 10 Lime, 10 Saltpeter&lt;br /&gt;
*'''Termite-resistent, White''': 60 Sulfur, 60 Saltpeter, 30 Lime, 20 Petroleum&lt;br /&gt;
*'''Hard, Nontoxic, White''': 130 Bonemeal, 30 Petroleum, 20 Lead&lt;br /&gt;
*'''Rotproof, Nontoxic''': 50 Bonemeal, 30 Petroleum&lt;br /&gt;
*'''Volatile, Rotproof, Termite-resistent''': 180 Petroleum&lt;br /&gt;
*'''Termite-prone, Rigid''': 80 Water, 30 Sulfur, 10 Lead&lt;br /&gt;
*'''Pliable, Nontoxic, Termite-resistent, Blonde''': 130 Saltpeter, 20 Lead&lt;br /&gt;
*'''Rigid, Nontoxic, Termite-resistent''': 20 Charcoal, 30 Sulfur, 40 Saltpeter, 20 Lead&lt;br /&gt;
&lt;br /&gt;
==Wood Treatment Recipes for Tank 2==&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Serenity/Wood_Treatment&amp;diff=239746</id>
		<title>Serenity/Wood Treatment</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Serenity/Wood_Treatment&amp;diff=239746"/>
		<updated>2024-02-13T13:20:30Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Wood Treatment Recipes for Tank 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Guild:Serenity|Serenity]]&lt;br /&gt;
&lt;br /&gt;
==Wood Treatment Recipes for Tank 1==&lt;br /&gt;
&lt;br /&gt;
k-values: 4.147 - 4.662 - 4.756 - 4.110 - 3.954 - 4.704 - 4.580 - 4.694&lt;br /&gt;
&lt;br /&gt;
*'''Hard, Fireproof, Rotproof, Nontoxic''': 50 bonemeal, 10 lime, 10 ash, 40 petroleum, 10 beeswax, 30 cc&lt;br /&gt;
*'''Hard, Fireproof, Rotproof''': 20 Lead, 30 Lime, 20 Ash, 50 Petroleum, 10 Lead&lt;br /&gt;
*'''Hard, Rotproof''': 40 lime, 40 petroleum, 7 lead&lt;br /&gt;
*'''Pliable, Nontoxic, Blonde''': 90 Saltpeter&lt;br /&gt;
*'''Fireproof, Nontoxic, Blonde''': 50 Bonemeal, 10 Lime, 10 Saltpeter&lt;br /&gt;
*'''Termite-resistent, White''': 60 Sulfur, 60 Saltpeter, 30 Lime, 20 Petroleum&lt;br /&gt;
*'''Hard, Nontoxic, White''': 130 Bonemeal, 30 Petroleum, 20 Lead&lt;br /&gt;
*'''Rotproof, Nontoxic''': 50 Bonemeal, 30 Petroleum&lt;br /&gt;
*'''Volatile, Rotproof, Termite-resistent''': 180 Petroleum&lt;br /&gt;
*'''Termite-prone, Rigid''': 80 Water, 30 Sulfur, 10 Lead&lt;br /&gt;
*'''Pliable, Nontoxic, Termite-resistent, Blonde''': 130 Saltpeter, 20 Lead&lt;br /&gt;
*'''Nontoxic, Termite-resistent''': 20 Charcoal, 30 Sulfur, 40 Saltpeter, 20 Lead&lt;br /&gt;
&lt;br /&gt;
==Wood Treatment Recipes for Tank 2==&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239743</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239743"/>
		<updated>2024-02-13T12:59:07Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Assumptions about Indonesian Beehives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to 100. Keep mulching duplicates. Dont worry about values. The purpose is to create all the &amp;quot;common&amp;quot; Citrus. With values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway. And its fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want to create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits:&lt;br /&gt;
# ... for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
# ... and you can speed things up greatly by &amp;quot;removing&amp;quot; unique trees with unwanted values from your Breeding group: same method: place a temp group, mulch until you get the uniques trees. Create another group even further away, and get the values from temporary group. Salvage temp group. This way you can create a holding area for unique Citrus. And keep the Breeding group focussed on the desired values.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to Move a Tree==&lt;br /&gt;
Let me perhaps just clarify how to &amp;quot;move&amp;quot; trees.&amp;lt;br&amp;gt;&lt;br /&gt;
As this is fundamental to the whole strategy!&amp;lt;br&amp;gt;&lt;br /&gt;
# You have your group of perhaps 16 trees, that you breed towards specific goals. Lets call this group A.&lt;br /&gt;
# One tree has poor values, but its a unique tree, so you want to keep it&lt;br /&gt;
# Create 1-2 new Indo Hives within 19 coords of your Breeding Group. Lets call that new group B.&lt;br /&gt;
# Mulch B over and over, until they produce your unique tree (either direct copy paste from tree, or by picking the numbers from other trees in B).&lt;br /&gt;
# This is not enough, because group B still interferes with group A, and you dont want that.&lt;br /&gt;
# So final step, create another group, C. It must be outside range of A, but witin range of B.&lt;br /&gt;
# Mulch C just a few times, if needed, to become your unique tree.&lt;br /&gt;
# Salvage B. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&lt;br /&gt;
The above strategy worked for me in creating 90% of all Citrus over a period of about one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&amp;lt;br&amp;gt;&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Estimated Ideal Values==&lt;br /&gt;
Based on 1,300 Indo Hives recorded from many players (thanks Nyasara, Asilara, Olokia, Morendo and Alkhar).&lt;br /&gt;
Raw average of all trees, except the values that determines the type of Citrus.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| {table} border=1 cellpadding=&amp;quot;3&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Species !!Color !!Sweet !!Size !!Length&lt;br /&gt;
|-&lt;br /&gt;
| Amanatsu || 540 || 230 || 560 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Buddha's Hand ||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;| 170 || 390 || 830 || 730&lt;br /&gt;
|-&lt;br /&gt;
| Calamondin || 450 || 620 || 860 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Citron || 570 || 770 || 280 || 260&lt;br /&gt;
|-&lt;br /&gt;
| Coralfruit || 570 || 800 || 550 ||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;| 60&lt;br /&gt;
|-&lt;br /&gt;
| Corian || 330 || 380 || 440 || 190&lt;br /&gt;
|-&lt;br /&gt;
| Etrog || 550 || 660 || 610 || 380&lt;br /&gt;
|-&lt;br /&gt;
| Grapefruit || 620 || 680 || 290 || 70&lt;br /&gt;
|-&lt;br /&gt;
| Iyokan || 660 || 260 || 570 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Kabosu || 350 || 410 || 670 || 570&lt;br /&gt;
|-&lt;br /&gt;
| Kinnow || 740 || 770 || 630 || 560&lt;br /&gt;
|-&lt;br /&gt;
| Kumquat || 630 || 350 || 640 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Lemon || 670 || 210 || 760 || 920&lt;br /&gt;
|-&lt;br /&gt;
| Lenat || 800 || 230 ||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;| 150 ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 970&lt;br /&gt;
|-&lt;br /&gt;
| Lime || 490 || 290 || 840 || 940&lt;br /&gt;
|-&lt;br /&gt;
| Mandarin || 530 || 650 || 720 || 630&lt;br /&gt;
|-&lt;br /&gt;
| Orange || 360 || 670 || 850 || 650&lt;br /&gt;
|-&lt;br /&gt;
| Oroblanco || 220 ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 810 || 560 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Pummelo || 760 || 660 || 390 || 540&lt;br /&gt;
|-&lt;br /&gt;
| Rangpur ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 840 || 500 || 710 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Shangjuan || 410 || 570 || 420 || 560&lt;br /&gt;
|-&lt;br /&gt;
| Sudachi || 290 ||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;| 200 || 830 || 600&lt;br /&gt;
|-&lt;br /&gt;
| Summerbell || 750 || 710 || 400 || 930&lt;br /&gt;
|-&lt;br /&gt;
| Tangelo || 750 || 670 || 920 || 820&lt;br /&gt;
|-&lt;br /&gt;
| Tangerine || 220 || 610 ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 950 || 230&lt;br /&gt;
|-&lt;br /&gt;
| Yuzu || 370 || 370 || 460 || 840&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Serenity/Marbles_List&amp;diff=239665</id>
		<title>Serenity/Marbles List</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Serenity/Marbles_List&amp;diff=239665"/>
		<updated>2024-02-12T14:39:38Z</updated>

		<summary type="html">&lt;p&gt;Catote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Guild:Serenity|Serenity]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!'''''Marble Type'''''!!'''''Coords'''''!!'''''Gearbox 1'''''!!'''''Gearbox 2'''''!!'''''Quarried'''''!!'''''Salvaged and Signed'''''!!'''''Comments'''''&lt;br /&gt;
|-&lt;br /&gt;
| Tangerine Marble || Bernike 2003, -935 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Hornet's Wing Granite || Bernike 2075, -943 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2280, -938 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| ??? || Bernike 2039, -1038 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Swenett 1950, -1068 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2035, -1083 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2254, -937 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2100, -930 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2077, -931 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2118, -977 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2093, -983 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2047, -984 ||  ||  || Yes || Yes || |  &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2017, -990 ||  ||  || Yes || Yes || |  &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2004, -997 ||  ||  || Yes || Yes || |  &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 1960, -994 ||  ||  || Yes || Yes || |  &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2363, -1272 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2325, -1292 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2392, -587 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2233, -587 ||  ||  || Yes || Yes ||  | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2345, -580 ||  ||  || Yes || Yes ||  | &lt;br /&gt;
|-&lt;br /&gt;
| Canary Granite || Swenett 1901, -1205  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Canary Granite || Swenett 1855, -1207  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Serpentine Marble || Swenett 1765, -1215  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Serpentine Marble || Swenett 1751, -1210  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Canary Granite || Swenett 1740, -1215  ||  ||  ||Yes  ||  Yes|| | &lt;br /&gt;
|-&lt;br /&gt;
| Mud Granite || Swenett 1732, -1202  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Serpentine || Swenett 1880, -1255  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Yellow Alabaster || Bernike 2171, -966   ||  ||  ||Yes  ||  Yes|| | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star ||  Bernike 2180, -967 ||  ||  ||Yes  || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star ||  Bernike 2709, -1701 ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Yellow Alabaster|| Swenett 1733, -972 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Yellow Alabaster || Swenett 1648, -996   ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star || Bernike 1659, -1012 ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Cherry Travertine || Bernike 2158, -1239  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Tangerine Marble || Swenett 1701, -1224  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Tangerine Marble || Swenett 1749, -1259  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Cherry Travertine || Swenett 1772, -1251  ||  ||  ||yes  ||  yes|| | &lt;br /&gt;
|-&lt;br /&gt;
| Island Blue Marble || Bernike 2214, -964  ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Island Blue Marble || Bernike 2155, -941   ||  ||  ||Yes  ||Yes  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Alabaster || Swenett 1983, -930   ||  ||  ||yes  || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| White Alabaster || Swenett 1932, -971  ||  ||  ||Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2423, -548  ||  ||  ||Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2357, -603  ||  ||  || ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2884, -1304  ||  ||  || ||  || near UWorship &lt;br /&gt;
|-&lt;br /&gt;
| Mountain Marble || Bernike 2127, -1005  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Mountain Marble || Bernike 2083, -1029  ||  ||  ||Yes  ||YEs  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2312, -861  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2419, -871  ||  ||  ||  ||  || | &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Marble for Library (dedicated)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!'''''Marble Type'''''!!'''''Coords'''''!!'''''Gearbox 1'''''!!'''''Gearbox 2'''''!!'''''Quarried'''''!!'''''Salvaged'''''!!'''''Comments'''''&lt;br /&gt;
|-&lt;br /&gt;
| Blood Granite || Bernike 1865, -163  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Blood Granite || Bernike 1698, -171  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star || Bernike 2008, -167  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star || Bernike 1979, -174  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star || Bernike 1739, -138  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Rose Alabaster || Bernike 1971, -161  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Rose Alabaster || Bernike 1883, -153  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 1640, -149  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 1580, -131  ||  ||  ||  ||  || | &lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Serenity/Marbles_List&amp;diff=239656</id>
		<title>Serenity/Marbles List</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Serenity/Marbles_List&amp;diff=239656"/>
		<updated>2024-02-12T10:43:20Z</updated>

		<summary type="html">&lt;p&gt;Catote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Guild:Serenity|Serenity]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!'''''Marble Type'''''!!'''''Coords'''''!!'''''Gearbox 1'''''!!'''''Gearbox 2'''''!!'''''Quarried'''''!!'''''Salvaged and Signed'''''!!'''''Comments'''''&lt;br /&gt;
|-&lt;br /&gt;
| Tangerine Marble || Bernike 2003, -935 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Hornet's Wing Granite || Bernike 2075, -943 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2280, -938 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| ??? || Bernike 2039, -1038 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Swenett 1950, -1068 ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2035, -1083 ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2254, -937 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2100, -930 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2077, -931 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2118, -977 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2093, -983 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2047, -984 ||  ||  || Yes || Yes || |  &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2017, -990 ||  ||  || Yes || Yes || |  &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2004, -997 ||  ||  || Yes || Yes || |  &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 1960, -994 ||  ||  || Yes || Yes || |  &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2363, -1272 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2325, -1292 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2392, -587 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2233, -587 ||  ||  ||  ||  ||  | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2345, -580 ||  ||  ||  ||  ||  | &lt;br /&gt;
|-&lt;br /&gt;
| Canary Granite || Swenett 1901, -1205  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Canary Granite || Swenett 1855, -1207  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Serpentine Marble || Swenett 1765, -1215  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Serpentine Marble || Swenett 1751, -1210  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Canary Granite || Swenett 1740, -1215  ||  ||  ||Yes  ||  Yes|| | &lt;br /&gt;
|-&lt;br /&gt;
| Mud Granite || Swenett 1732, -1202  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Serpentine || Swenett 1880, -1255  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Yellow Alabaster || Bernike 2171, -966   ||  ||  ||Yes  ||  Yes|| | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star ||  Bernike 2180, -967 ||  ||  ||Yes  || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star ||  Bernike 2709, -1701 ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Yellow Alabaster|| Swenett 1733, -972 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Yellow Alabaster || Swenett 1648, -996   ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star || Bernike 1659, -1012 ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Cherry Travertine || Bernike 2158, -1239  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Tangerine Marble || Swenett 1701, -1224  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Tangerine Marble || Swenett 1749, -1259  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Cherry Travertine || Swenett 1772, -1251  ||  ||  ||yes  ||  yes|| | &lt;br /&gt;
|-&lt;br /&gt;
| Island Blue Marble || Bernike 2214, -964  ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Island Blue Marble || Bernike 2155, -941   ||  ||  ||Yes  ||Yes  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Alabaster || Swenett 1983, -930   ||  ||  ||yes  || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| White Alabaster || Swenett 1932, -971  ||  ||  ||Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2423, -548  ||  ||  ||Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2357, -603  ||  ||  || ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2884, -1304  ||  ||  || ||  || near UWorship &lt;br /&gt;
|-&lt;br /&gt;
| Mountain Marble || Bernike 2127, -1005  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Mountain Marble || Bernike 2083, -1029  ||  ||  ||Yes  ||YEs  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2312, -861  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2419, -871  ||  ||  ||  ||  || | &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Marble for Library (dedicated)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!'''''Marble Type'''''!!'''''Coords'''''!!'''''Gearbox 1'''''!!'''''Gearbox 2'''''!!'''''Quarried'''''!!'''''Salvaged and Signed'''''!!'''''Comments'''''&lt;br /&gt;
|-&lt;br /&gt;
| Blood Granite || Bernike 1865, -163  ||  ||  || yes ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Blood Granite || Bernike 1698, -171  ||  ||  || yes ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star || Bernike 2008, -167  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star || Bernike 1979, -174  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star || Bernike 1739, -138  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Rose Alabaster || Bernike 1971, -161  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Rose Alabaster || Bernike 1883, -153  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 1640, -149  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 1580, -131  ||  ||  ||  ||  || | &lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Serenity/Marbles_List&amp;diff=239655</id>
		<title>Serenity/Marbles List</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Serenity/Marbles_List&amp;diff=239655"/>
		<updated>2024-02-12T09:50:19Z</updated>

		<summary type="html">&lt;p&gt;Catote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[Guild:Serenity|Serenity]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!'''''Marble Type'''''!!'''''Coords'''''!!'''''Gearbox 1'''''!!'''''Gearbox 2'''''!!'''''Quarried'''''!!'''''Salvaged and Signed'''''!!'''''Comments'''''&lt;br /&gt;
|-&lt;br /&gt;
| Tangerine Marble || Bernike 2003, -935 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Hornet's Wing Granite || Bernike 2075, -943 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2280, -938 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| ??? || Bernike 2039, -1038 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2254, -937 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2100, -930 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2077, -931 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2118, -977 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2093, -983 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2047, -984 ||  ||  || Yes || Yes || |  &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2017, -990 ||  ||  || Yes || Yes || |  &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2004, -997 ||  ||  || Yes || Yes || |  &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 1960, -994 ||  ||  || Yes || Yes || |  &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2363, -1272 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2325, -1292 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2392, -587 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2233, -587 ||  ||  ||  ||  ||  | &lt;br /&gt;
|-&lt;br /&gt;
| Oyster Marble || Bernike 2345, -580 ||  ||  ||  ||  ||  | &lt;br /&gt;
|-&lt;br /&gt;
| Canary Granite || Swenett 1901, -1205  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Canary Granite || Swenett 1855, -1207  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Serpentine Marble || Swenett 1765, -1215  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Serpentine Marble || Swenett 1751, -1210  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Canary Granite || Swenett 1740, -1215  ||  ||  ||Yes  ||  Yes|| | &lt;br /&gt;
|-&lt;br /&gt;
| Mud Granite || Swenett 1732, -1202  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Serpentine || Swenett 1880, -1255  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Yellow Alabaster || Bernike 2171, -966   ||  ||  ||Yes  ||  Yes|| | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star ||  Bernike 2180, -967 ||  ||  ||Yes  || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star ||  Bernike 2709, -1701 ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Yellow Alabaster|| Swenett 1733, -972 ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Yellow Alabaster || Swenett 1648, -996   ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star || Bernike 1659, -1012 ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Cherry Travertine || Bernike 2158, -1239  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Tangerine Marble || Swenett 1701, -1224  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Tangerine Marble || Swenett 1749, -1259  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Cherry Travertine || Swenett 1772, -1251  ||  ||  ||yes  ||  yes|| | &lt;br /&gt;
|-&lt;br /&gt;
| Island Blue Marble || Bernike 2214, -964  ||  ||  || Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Island Blue Marble || Bernike 2155, -941   ||  ||  ||Yes  ||Yes  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Alabaster || Swenett 1983, -930   ||  ||  ||yes  || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| White Alabaster || Swenett 1932, -971  ||  ||  ||Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2423, -548  ||  ||  ||Yes || Yes || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2357, -603  ||  ||  || ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2884, -1304  ||  ||  || ||  || near UWorship &lt;br /&gt;
|-&lt;br /&gt;
| Mountain Marble || Bernike 2127, -1005  ||  ||  || yes || yes || | &lt;br /&gt;
|-&lt;br /&gt;
| Mountain Marble || Bernike 2083, -1029  ||  ||  ||Yes  ||YEs  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2312, -861  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 2419, -871  ||  ||  ||  ||  || | &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Marble for Library (dedicated)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;3&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!'''''Marble Type'''''!!'''''Coords'''''!!'''''Gearbox 1'''''!!'''''Gearbox 2'''''!!'''''Quarried'''''!!'''''Salvaged and Signed'''''!!'''''Comments'''''&lt;br /&gt;
|-&lt;br /&gt;
| Blood Granite || Bernike 1865, -163  ||  ||  || yes ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Blood Granite || Bernike 1698, -171  ||  ||  || yes ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star || Bernike 2008, -167  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star || Bernike 1979, -174  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Grey Star || Bernike 1739, -138  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Rose Alabaster || Bernike 1971, -161  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| Rose Alabaster || Bernike 1883, -153  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 1640, -149  ||  ||  ||  ||  || | &lt;br /&gt;
|-&lt;br /&gt;
| White Travertine || Bernike 1580, -131  ||  ||  ||  ||  || | &lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Serenity/Citrus&amp;diff=239480</id>
		<title>Serenity/Citrus</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Serenity/Citrus&amp;diff=239480"/>
		<updated>2024-02-10T10:42:50Z</updated>

		<summary type="html">&lt;p&gt;Catote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's our list of Citrus - covering 85 pct. of all available Citrus. &amp;lt;br&amp;gt;&lt;br /&gt;
Price per Citrus = 50 gravel or 25 steel/brass/bronze&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Flat Amanatsu &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Buddha's Hand &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Calamondin &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Citron &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Corian &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Etrog &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Iyokan &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Kabosu &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Kinnow &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Kumquat &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Lemon &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Lime &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Mandarin &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Orange &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Oroblanco &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Pummelo &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Sudachi &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Summerbell &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Tangelo &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Tangerine &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Yuzu &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Amanatsu &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Calamondin &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Citron &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Coralfruit &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Corian &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Etrog &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Iyokan &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Kabosu &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Kinnow &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Kumquat &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Lemon &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Lenat &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Lime &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Mandarin &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Orange &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Pummelo &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Rangpur &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Shangjuan &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Sudachi &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Summerbell &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Tangelo &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Tangerine &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Yuzu &amp;lt;br&amp;gt;&lt;br /&gt;
Large Amanatsu &amp;lt;br&amp;gt;&lt;br /&gt;
Large Buddha's Hand &amp;lt;br&amp;gt;&lt;br /&gt;
Large Calamondin &amp;lt;br&amp;gt;&lt;br /&gt;
Large Citron &amp;lt;br&amp;gt;&lt;br /&gt;
Large Coralfruit &amp;lt;br&amp;gt;&lt;br /&gt;
Large Corian &amp;lt;br&amp;gt;&lt;br /&gt;
Large Etrog &amp;lt;br&amp;gt;&lt;br /&gt;
Large Grapefruit &amp;lt;br&amp;gt;&lt;br /&gt;
Large Iyokan &amp;lt;br&amp;gt;&lt;br /&gt;
Large Kabosu &amp;lt;br&amp;gt;&lt;br /&gt;
Large Kinnow &amp;lt;br&amp;gt;&lt;br /&gt;
Large Kumquat &amp;lt;br&amp;gt;&lt;br /&gt;
Large Lemon &amp;lt;br&amp;gt;&lt;br /&gt;
Large Lenat &amp;lt;br&amp;gt;&lt;br /&gt;
Large Lime &amp;lt;br&amp;gt;&lt;br /&gt;
Large Mandarin &amp;lt;br&amp;gt;&lt;br /&gt;
Large Orange &amp;lt;br&amp;gt;&lt;br /&gt;
Large Oroblanco &amp;lt;br&amp;gt;&lt;br /&gt;
Large Pummelo &amp;lt;br&amp;gt;&lt;br /&gt;
Large Rangpur &amp;lt;br&amp;gt;&lt;br /&gt;
Large Shangjuan &amp;lt;br&amp;gt;&lt;br /&gt;
Large Sudachi &amp;lt;br&amp;gt;&lt;br /&gt;
Large Summerbell &amp;lt;br&amp;gt;&lt;br /&gt;
Large Tangelo &amp;lt;br&amp;gt;&lt;br /&gt;
Large Yuzu &amp;lt;br&amp;gt;&lt;br /&gt;
Long Amanatsu &amp;lt;br&amp;gt;&lt;br /&gt;
Long Buddha's Hand &amp;lt;br&amp;gt;&lt;br /&gt;
Long Calamondin &amp;lt;br&amp;gt;&lt;br /&gt;
Long Coralfruit &amp;lt;br&amp;gt;&lt;br /&gt;
Long Corian &amp;lt;br&amp;gt;&lt;br /&gt;
Long Etrog &amp;lt;br&amp;gt;&lt;br /&gt;
Long Iyokan &amp;lt;br&amp;gt;&lt;br /&gt;
Long Kabosu &amp;lt;br&amp;gt;&lt;br /&gt;
Long Kumquat &amp;lt;br&amp;gt;&lt;br /&gt;
Long Lemon &amp;lt;br&amp;gt;&lt;br /&gt;
Long Mandarin &amp;lt;br&amp;gt;&lt;br /&gt;
Long Orange &amp;lt;br&amp;gt;&lt;br /&gt;
Long Oroblanco &amp;lt;br&amp;gt;&lt;br /&gt;
Long Shangjuan &amp;lt;br&amp;gt;&lt;br /&gt;
Long Sudachi &amp;lt;br&amp;gt;&lt;br /&gt;
Long Summerbell &amp;lt;br&amp;gt;&lt;br /&gt;
Long Tangelo &amp;lt;br&amp;gt;&lt;br /&gt;
Long Tangerine &amp;lt;br&amp;gt;&lt;br /&gt;
Long Yuzu &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Amanatsu &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Buddha's Hand &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Calamondin &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Citron &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Coralfruit &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Corian &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Etrog &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Grapefruit &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Iyokan &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Kabosu &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Kumquat &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Lemon &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Mandarin &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Orange &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Oroblanco &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Sudachi &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Summerbell &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Tangelo &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Tangerine &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Yuzu &amp;lt;br&amp;gt;&lt;br /&gt;
Small Amanatsu &amp;lt;br&amp;gt;&lt;br /&gt;
Small Buddha's Hand &amp;lt;br&amp;gt;&lt;br /&gt;
Small Calamondin &amp;lt;br&amp;gt;&lt;br /&gt;
Small Coralfruit &amp;lt;br&amp;gt;&lt;br /&gt;
Small Corian &amp;lt;br&amp;gt;&lt;br /&gt;
Small Etrog &amp;lt;br&amp;gt;&lt;br /&gt;
Small Iyokan &amp;lt;br&amp;gt;&lt;br /&gt;
Small Kabosu &amp;lt;br&amp;gt;&lt;br /&gt;
Small Kinnow &amp;lt;br&amp;gt;&lt;br /&gt;
Small Kumquat &amp;lt;br&amp;gt;&lt;br /&gt;
Small Lemon &amp;lt;br&amp;gt;&lt;br /&gt;
Small Lime &amp;lt;br&amp;gt;&lt;br /&gt;
Small Mandarin &amp;lt;br&amp;gt;&lt;br /&gt;
Small Orange &amp;lt;br&amp;gt;&lt;br /&gt;
Small Oroblanco &amp;lt;br&amp;gt;&lt;br /&gt;
Small Pummelo &amp;lt;br&amp;gt;&lt;br /&gt;
Small Rangpur &amp;lt;br&amp;gt;&lt;br /&gt;
Small Shangjuan &amp;lt;br&amp;gt;&lt;br /&gt;
Small Sudachi &amp;lt;br&amp;gt;&lt;br /&gt;
Small Summerbell &amp;lt;br&amp;gt;&lt;br /&gt;
Small Tangelo &amp;lt;br&amp;gt;&lt;br /&gt;
Small Tangerine &amp;lt;br&amp;gt;&lt;br /&gt;
Small Yuzu &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Amanatsu &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Buddha's Hand &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Calamondin &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Citron &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Corian &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Etrog &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Iyokan &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Kabosu &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Kinnow &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Kumquat &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Lemon &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Lime &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Mandarin &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Orange &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Pummelo &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Rangpur &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Shangjuan &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Sudachi &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Summerbell &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Tangerine &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Yuzu &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Amanatsu &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Buddha's Hand &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Calamondin &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Coralfruit &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Corian &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Etrog &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Grapefruit &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Iyokan &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Kabosu &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Kinnow &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Kumquat &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Lemon &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Lime &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Mandarin &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Oroblanco &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Pummelo &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Rangpur &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Shangjuan &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Sudachi &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Summerbell &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Tangelo &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Tangerine &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Yuzu &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Trade&amp;diff=239478</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Trade&amp;diff=239478"/>
		<updated>2024-02-10T10:30:44Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Traders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Trade''' in Egypt has traditionally been done on a one-to-one basis ''(that is you need to make an agreement with someone else to 'trade', and trade in person)''. With {{RequireTechnology | Trading | 1 }} and {{RequireSkill | Carpentry | 3 }} (for small shelves)&amp;lt;uv/&amp;gt; or {{RequireSkill | Carpentry | 4 }} (for large shelves)&amp;lt;uv/&amp;gt;, players can set up shops where goods are made available for purchase vending-machine style using exchange rates pre-configured by the shop owner. These shops use the [[Small Center]] and [[Small Corner]] structures, which hold inventory and payments for purchases.&lt;br /&gt;
&lt;br /&gt;
= Post Office Compounds =&lt;br /&gt;
Player created Post Office complexes allow players to build a [[box]] or [[chest]] in a compound.  Items are placed in the box and then ownership is transferred to the other party.   This allows for off-line or out-of-time-zone trading.  Box Trades have the downside of not being able to adjust items/quantities after the ownership is transferred, same as a normal box/chest.  Once the box is transferred you cannot reclaim the items even if the other player has stopped playing.  Boxes, chests and warehouse allow larger quantities of items to be exchange.  &lt;br /&gt;
* Player Post Offices are often provided by large guilds&lt;br /&gt;
* Player Post Offices are normal compounds requiring standard building materials&lt;br /&gt;
** The workaround for Guilds providing the post office is to have an elder create the box/chest and then transfer ownership to a named player.&lt;br /&gt;
* Player Post Offices require either a cornerstone or maintenance.&lt;br /&gt;
** Players with trade items in a Post Office need to be mindful of the account status of the buildings owner.  Like all buildings if the cornerstone fails or the building falls into disrepair the items inside maybe irretrievable.&lt;br /&gt;
&lt;br /&gt;
= Traders =&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
! Broker !! Region !! Sells !! Buys !! Updated&lt;br /&gt;
|-&lt;br /&gt;
| [[Tambourine Traders]] || West Kush (VoQ) (1035, -4130) || '''Marbles, Cooking Tuition Herbs''' || Insects || '''UPDATED 1-1-24'''&lt;br /&gt;
|-&lt;br /&gt;
| Aperio's Compound || Upper Egypt (Koptos) (720, -2105) || ''' Glazed Fishing Lures, Some Fly Tying Insects, (more lures/insects coming)''' || Insects || '''UPDATED 12-07-23'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Koptos Korner Market]] '''(OPEN)''' || Upper Egypt (Koptos) (830, -1934) || '''Metals, Glass Items, Ores, Pottery, Flax Items, Basics''' || Various Items || '''UPDATED 2-5-24'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Koptos Khajiit]] || Upper Egypt (Koptos) (725, -1778) || '''Metals, Metal Products, Marble''' || Gravel, Papy, Metals || '''UPDATED 1-30-24'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Valley of Queens Trade Compound]] || West Kush (VoQ) (913, -4238) || '''Bits and Bobs'''|| Various Items || '''UPDATED 12-6-23'''&lt;br /&gt;
|-&lt;br /&gt;
| [[The Velvet Banana Trading Post]] || Blue Nile (Meroe) (115, -6942) || '''Marble -- Located NE of Chariot Square, Be sure to hit up the nearby labs!'''|| Alloys, Gravel, etc. || '''Updated 1-18-24'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Pagan_provisions]] || Upper Egypt (Koptos) (910, -1720) || '''Marbles and glass products'''|| Metals, Papyrus, Insects, Gravel etc. || &lt;br /&gt;
|-&lt;br /&gt;
| [[Kush_Dispensary]] || Blue Nile (Meroe) (-85, -7050) || '''Tuition Herbs''' ||Mushrooms || '''UPDATED 1-7-2024'''&lt;br /&gt;
|-&lt;br /&gt;
| [[DeltaNileGravel]] || Blue Nile (Meroe) (-83, -7068) || '''Gravel and occasional misc items''' || Papy, Silt || '''2-4-24'''&lt;br /&gt;
|-&lt;br /&gt;
| Arts And Crafts || West Kush (VoQ) (855, -4037) || '''Alloys''' || Beeswax || '''2-4-24'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Lahun Trading Post]] || Kahun (Lahun) (-1365, 4757) || '''Tuition Herbs, Cuttable gems, Marbles, Silk cloth, other items''' || Gravel || '''UPDATED 2-05-2024'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Avaris Mart]] || Red Sea (Avaris) (1898, 1883) || '''Firepits and Alloys''' || Ash, Potash, Lime, Steel, Brass, Bronze ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Grey Rose Import/Export]] || Meshwesh Delta (Tanis) (930, 6830) || '''High Quality Blown Glass for Chem Labs and Baths''' || Steel, Brass, Bronze, Lime, Bauxite, Cut Stones || Better Ratio on Lime and Metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Serenity/Citrus]] || Bernike || '''Citrus''' 175/208 variants || 50 Gravel || 10. Feb. 2024&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Shops =&lt;br /&gt;
{{CondMap|&lt;br /&gt;
{{:Maps/Shop_Locations|contentonly=yes}}&lt;br /&gt;
|height=1024|width=512|zoom=2|contentonly={{{contentonly|no}}}|{{{2}}}}}&lt;br /&gt;
* [[Maps/Shop Locations|'''Shops in Egypt''']]&lt;br /&gt;
&lt;br /&gt;
= Tools =&lt;br /&gt;
* To calculate the time you require to produce a specific item, check out [[user:sotrans|what]]!&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Serenity/Citrus&amp;diff=239477</id>
		<title>Serenity/Citrus</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Serenity/Citrus&amp;diff=239477"/>
		<updated>2024-02-10T10:26:03Z</updated>

		<summary type="html">&lt;p&gt;Catote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's our list of Citrus - covering 85 pct. of all available Citrus. &amp;lt;br&amp;gt;&lt;br /&gt;
Price per Citrus = 50 gravel&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Flat Amanatsu &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Buddha's Hand &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Calamondin &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Citron &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Corian &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Etrog &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Iyokan &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Kabosu &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Kinnow &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Kumquat &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Lemon &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Lime &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Mandarin &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Orange &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Oroblanco &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Pummelo &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Sudachi &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Summerbell &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Tangelo &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Tangerine &amp;lt;br&amp;gt;&lt;br /&gt;
Flat Yuzu &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Amanatsu &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Calamondin &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Citron &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Coralfruit &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Corian &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Etrog &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Iyokan &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Kabosu &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Kinnow &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Kumquat &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Lemon &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Lenat &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Lime &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Mandarin &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Orange &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Pummelo &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Rangpur &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Shangjuan &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Sudachi &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Summerbell &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Tangelo &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Tangerine &amp;lt;br&amp;gt;&lt;br /&gt;
Greenish Yuzu &amp;lt;br&amp;gt;&lt;br /&gt;
Large Amanatsu &amp;lt;br&amp;gt;&lt;br /&gt;
Large Buddha's Hand &amp;lt;br&amp;gt;&lt;br /&gt;
Large Calamondin &amp;lt;br&amp;gt;&lt;br /&gt;
Large Citron &amp;lt;br&amp;gt;&lt;br /&gt;
Large Coralfruit &amp;lt;br&amp;gt;&lt;br /&gt;
Large Corian &amp;lt;br&amp;gt;&lt;br /&gt;
Large Etrog &amp;lt;br&amp;gt;&lt;br /&gt;
Large Grapefruit &amp;lt;br&amp;gt;&lt;br /&gt;
Large Iyokan &amp;lt;br&amp;gt;&lt;br /&gt;
Large Kabosu &amp;lt;br&amp;gt;&lt;br /&gt;
Large Kinnow &amp;lt;br&amp;gt;&lt;br /&gt;
Large Kumquat &amp;lt;br&amp;gt;&lt;br /&gt;
Large Lemon &amp;lt;br&amp;gt;&lt;br /&gt;
Large Lenat &amp;lt;br&amp;gt;&lt;br /&gt;
Large Lime &amp;lt;br&amp;gt;&lt;br /&gt;
Large Mandarin &amp;lt;br&amp;gt;&lt;br /&gt;
Large Orange &amp;lt;br&amp;gt;&lt;br /&gt;
Large Oroblanco &amp;lt;br&amp;gt;&lt;br /&gt;
Large Pummelo &amp;lt;br&amp;gt;&lt;br /&gt;
Large Rangpur &amp;lt;br&amp;gt;&lt;br /&gt;
Large Shangjuan &amp;lt;br&amp;gt;&lt;br /&gt;
Large Sudachi &amp;lt;br&amp;gt;&lt;br /&gt;
Large Summerbell &amp;lt;br&amp;gt;&lt;br /&gt;
Large Tangelo &amp;lt;br&amp;gt;&lt;br /&gt;
Large Yuzu &amp;lt;br&amp;gt;&lt;br /&gt;
Long Amanatsu &amp;lt;br&amp;gt;&lt;br /&gt;
Long Buddha's Hand &amp;lt;br&amp;gt;&lt;br /&gt;
Long Calamondin &amp;lt;br&amp;gt;&lt;br /&gt;
Long Coralfruit &amp;lt;br&amp;gt;&lt;br /&gt;
Long Corian &amp;lt;br&amp;gt;&lt;br /&gt;
Long Etrog &amp;lt;br&amp;gt;&lt;br /&gt;
Long Iyokan &amp;lt;br&amp;gt;&lt;br /&gt;
Long Kabosu &amp;lt;br&amp;gt;&lt;br /&gt;
Long Kumquat &amp;lt;br&amp;gt;&lt;br /&gt;
Long Lemon &amp;lt;br&amp;gt;&lt;br /&gt;
Long Mandarin &amp;lt;br&amp;gt;&lt;br /&gt;
Long Orange &amp;lt;br&amp;gt;&lt;br /&gt;
Long Oroblanco &amp;lt;br&amp;gt;&lt;br /&gt;
Long Shangjuan &amp;lt;br&amp;gt;&lt;br /&gt;
Long Sudachi &amp;lt;br&amp;gt;&lt;br /&gt;
Long Summerbell &amp;lt;br&amp;gt;&lt;br /&gt;
Long Tangelo &amp;lt;br&amp;gt;&lt;br /&gt;
Long Tangerine &amp;lt;br&amp;gt;&lt;br /&gt;
Long Yuzu &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Amanatsu &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Buddha's Hand &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Calamondin &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Citron &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Coralfruit &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Corian &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Etrog &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Grapefruit &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Iyokan &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Kabosu &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Kumquat &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Lemon &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Mandarin &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Orange &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Oroblanco &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Sudachi &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Summerbell &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Tangelo &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Tangerine &amp;lt;br&amp;gt;&lt;br /&gt;
Reddish Yuzu &amp;lt;br&amp;gt;&lt;br /&gt;
Small Amanatsu &amp;lt;br&amp;gt;&lt;br /&gt;
Small Buddha's Hand &amp;lt;br&amp;gt;&lt;br /&gt;
Small Calamondin &amp;lt;br&amp;gt;&lt;br /&gt;
Small Coralfruit &amp;lt;br&amp;gt;&lt;br /&gt;
Small Corian &amp;lt;br&amp;gt;&lt;br /&gt;
Small Etrog &amp;lt;br&amp;gt;&lt;br /&gt;
Small Iyokan &amp;lt;br&amp;gt;&lt;br /&gt;
Small Kabosu &amp;lt;br&amp;gt;&lt;br /&gt;
Small Kinnow &amp;lt;br&amp;gt;&lt;br /&gt;
Small Kumquat &amp;lt;br&amp;gt;&lt;br /&gt;
Small Lemon &amp;lt;br&amp;gt;&lt;br /&gt;
Small Lime &amp;lt;br&amp;gt;&lt;br /&gt;
Small Mandarin &amp;lt;br&amp;gt;&lt;br /&gt;
Small Orange &amp;lt;br&amp;gt;&lt;br /&gt;
Small Oroblanco &amp;lt;br&amp;gt;&lt;br /&gt;
Small Pummelo &amp;lt;br&amp;gt;&lt;br /&gt;
Small Rangpur &amp;lt;br&amp;gt;&lt;br /&gt;
Small Shangjuan &amp;lt;br&amp;gt;&lt;br /&gt;
Small Sudachi &amp;lt;br&amp;gt;&lt;br /&gt;
Small Summerbell &amp;lt;br&amp;gt;&lt;br /&gt;
Small Tangelo &amp;lt;br&amp;gt;&lt;br /&gt;
Small Tangerine &amp;lt;br&amp;gt;&lt;br /&gt;
Small Yuzu &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Amanatsu &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Buddha's Hand &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Calamondin &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Citron &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Corian &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Etrog &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Iyokan &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Kabosu &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Kinnow &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Kumquat &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Lemon &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Lime &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Mandarin &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Orange &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Pummelo &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Rangpur &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Shangjuan &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Sudachi &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Summerbell &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Tangerine &amp;lt;br&amp;gt;&lt;br /&gt;
Sweet Yuzu &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Amanatsu &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Buddha's Hand &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Calamondin &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Coralfruit &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Corian &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Etrog &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Grapefruit &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Iyokan &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Kabosu &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Kinnow &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Kumquat &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Lemon &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Lime &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Mandarin &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Oroblanco &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Pummelo &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Rangpur &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Shangjuan &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Sudachi &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Summerbell &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Tangelo &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Tangerine &amp;lt;br&amp;gt;&lt;br /&gt;
Tangy Yuzu &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Fish_Roe&amp;diff=239407</id>
		<title>Fish Roe</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Fish_Roe&amp;diff=239407"/>
		<updated>2024-02-09T11:58:08Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Cost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
| name   = Fish Roe&lt;br /&gt;
| image  = Fish Roe.png&lt;br /&gt;
| weight = 1&lt;br /&gt;
| bulk   = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
'''Fish Roe''' is a rare drop when [[Filleting]] a [[Fish]]&lt;br /&gt;
&lt;br /&gt;
Only obtainable from the current spawning fish. &lt;br /&gt;
&lt;br /&gt;
==Cost==&lt;br /&gt;
1 [[Fish]] &lt;br /&gt;
&lt;br /&gt;
NOTE:  The fish varies with fishing seasons, and is not always available. Filleting at a kitchen gives very small amounts of roe, using Filleting 1 (or more) directly when fishing yields much more. Roe starts to appear from sizes around 11 and increases with size. Fillet immediately after the catch in order to get roe (its a matter of a few minutes at best).&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
* [[Cooking]] ingredient&lt;br /&gt;
&lt;br /&gt;
==Research and Tuition==&lt;br /&gt;
* [[Filleting]] tuition&lt;br /&gt;
&lt;br /&gt;
{{RequiredBy}}&lt;br /&gt;
{{ProducedBy}}&lt;br /&gt;
&lt;br /&gt;
==Season==&lt;br /&gt;
Each season, a different set of fish will provide roe. Please add more fish if you know more.&amp;lt;br&amp;gt;&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#FFDEAD&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Season !! Fish !! Lures !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Akhet I   ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|| Akhet II  ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|| Akhet III ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|| Akhet IV  ||  || &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| Peret I   ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|| Peret II  || || || &lt;br /&gt;
|-&lt;br /&gt;
|| Peret III || ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|| Peret IV  ||  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|| Shemu I   || Yellowfin Snapper || Raspberry Moth || High speed fish, peaks about 1 am&lt;br /&gt;
|-&lt;br /&gt;
|| Shemu II  || ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|| Shemu III ||  || || &lt;br /&gt;
|-&lt;br /&gt;
|| Shemu IV  || Amur Pike || White Sawfly || Whisperer's Rod and speed 6 is enough, might not even be needed, and a good time is 4-6 AM (for largest catches). 438 -4144 is a very good spot, giving 27-28db on the first catch, then going down for each catch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239302</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239302"/>
		<updated>2024-02-08T11:17:47Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Assumptions about Indonesian Beehives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to 100. Keep mulching duplicates. Dont worry about values. The purpose is to create all the &amp;quot;common&amp;quot; Citrus. With values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway. And its fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want to create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits:&lt;br /&gt;
# ... for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
# ... and you can speed things up greatly by &amp;quot;removing&amp;quot; unique trees with unwanted values from your Breeding group: same method: place a temp group, mulch until you get the uniques trees. Create another group even further away, and get the values from temporary group. Salvage temp group. This way you can create a holding area for unique Citrus. And keep the Breeding group focussed on the desired values.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to Move a Tree==&lt;br /&gt;
Let me perhaps just clarify how to &amp;quot;move&amp;quot; trees.&amp;lt;br&amp;gt;&lt;br /&gt;
As this is fundamental to the whole strategy!&amp;lt;br&amp;gt;&lt;br /&gt;
# You have your group of perhaps 16 trees, that you breed towards specific goals. Lets call this group A.&lt;br /&gt;
# One tree has poor values, but its a unique tree, so you want to keep it&lt;br /&gt;
# Create 1-2 new Indo Hives within 19 coords of your Breeding Group. Lets call that new group B.&lt;br /&gt;
# Mulch B over and over, until they produce your unique tree (either direct copy paste from tree, or by picking the numbers from other trees in B).&lt;br /&gt;
# This is not enough, because group B still interferes with group A, and you dont want that.&lt;br /&gt;
# So final step, create another group, C. It must be outside range of A, but witin range of B.&lt;br /&gt;
# Mulch C just a few times, if needed, to become your unique tree.&lt;br /&gt;
# Salvage B. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&lt;br /&gt;
The above strategy worked for me in creating 80% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&amp;lt;br&amp;gt;&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Estimated Ideal Values==&lt;br /&gt;
Based on 1,300 Indo Hives recorded from many players (thanks Nyasara, Asilara, Olokia, Morendo and Alkhar).&lt;br /&gt;
Raw average of all trees, except the values that determines the type of Citrus.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| {table} border=1 cellpadding=&amp;quot;3&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Species !!Color !!Sweet !!Size !!Length&lt;br /&gt;
|-&lt;br /&gt;
| Amanatsu || 540 || 230 || 560 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Buddha's Hand ||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;| 170 || 390 || 830 || 730&lt;br /&gt;
|-&lt;br /&gt;
| Calamondin || 450 || 620 || 860 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Citron || 570 || 770 || 280 || 260&lt;br /&gt;
|-&lt;br /&gt;
| Coralfruit || 570 || 800 || 550 ||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;| 60&lt;br /&gt;
|-&lt;br /&gt;
| Corian || 330 || 380 || 440 || 190&lt;br /&gt;
|-&lt;br /&gt;
| Etrog || 550 || 660 || 610 || 380&lt;br /&gt;
|-&lt;br /&gt;
| Grapefruit || 620 || 680 || 290 || 70&lt;br /&gt;
|-&lt;br /&gt;
| Iyokan || 660 || 260 || 570 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Kabosu || 350 || 410 || 670 || 570&lt;br /&gt;
|-&lt;br /&gt;
| Kinnow || 740 || 770 || 630 || 560&lt;br /&gt;
|-&lt;br /&gt;
| Kumquat || 630 || 350 || 640 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Lemon || 670 || 210 || 760 || 920&lt;br /&gt;
|-&lt;br /&gt;
| Lenat || 800 || 230 ||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;| 150 ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 970&lt;br /&gt;
|-&lt;br /&gt;
| Lime || 490 || 290 || 840 || 940&lt;br /&gt;
|-&lt;br /&gt;
| Mandarin || 530 || 650 || 720 || 630&lt;br /&gt;
|-&lt;br /&gt;
| Orange || 360 || 670 || 850 || 650&lt;br /&gt;
|-&lt;br /&gt;
| Oroblanco || 220 ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 810 || 560 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Pummelo || 760 || 660 || 390 || 540&lt;br /&gt;
|-&lt;br /&gt;
| Rangpur ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 840 || 500 || 710 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Shangjuan || 410 || 570 || 420 || 560&lt;br /&gt;
|-&lt;br /&gt;
| Sudachi || 290 ||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;| 200 || 830 || 600&lt;br /&gt;
|-&lt;br /&gt;
| Summerbell || 750 || 710 || 400 || 930&lt;br /&gt;
|-&lt;br /&gt;
| Tangelo || 750 || 670 || 920 || 820&lt;br /&gt;
|-&lt;br /&gt;
| Tangerine || 220 || 610 ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 950 || 230&lt;br /&gt;
|-&lt;br /&gt;
| Yuzu || 370 || 370 || 460 || 840&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239301</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239301"/>
		<updated>2024-02-08T11:16:55Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* How to Move a Tree */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to 100. Keep mulching duplicates. Dont worry about values. The purpose is to create all the &amp;quot;common&amp;quot; Citrus. With values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway. And its fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want to create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits:&lt;br /&gt;
# ... for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
# ... and you can speed things up greatly by &amp;quot;removing&amp;quot; unique trees with unwanted values from your Breeding group: same method: place a temp group, mulch until you get the uniques trees. Create another group even further away, and get the values from temporary group. Salvage temp group. This way you can create a holding area for unique Citrus. And keep the Breeding group focussed on the desired values.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to Move a Tree==&lt;br /&gt;
Let me perhaps just clarify how to &amp;quot;move&amp;quot; trees.&amp;lt;br&amp;gt;&lt;br /&gt;
As this is fundamental to the whole strategy!&amp;lt;br&amp;gt;&lt;br /&gt;
# You have your group of perhaps 16 trees, that you breed towards specific goals. Lets call this group A.&lt;br /&gt;
# One tree has poor values, but its a unique tree, so you want to keep it&lt;br /&gt;
# Create 1-2 new Indo Hives within 19 coords of your Breeding Group. Lets call that new group B.&lt;br /&gt;
# Mulch B over and over, until they produce your unique tree (either direct copy paste from tree, or by picking the numbers from other trees in B).&lt;br /&gt;
# This is not enough, because group B still interferes with group A, and you dont want that.&lt;br /&gt;
# So final step, create another group, C. It must be outside range of A, but witin range of B.&lt;br /&gt;
# Mulch C just a few times, if needed, to become your unique tree.&lt;br /&gt;
# Salvage B. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&lt;br /&gt;
The above strategy worked for me in creating 75% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&amp;lt;br&amp;gt;&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Estimated Ideal Values==&lt;br /&gt;
Based on 1,300 Indo Hives recorded from many players (thanks Nyasara, Asilara, Olokia, Morendo and Alkhar).&lt;br /&gt;
Raw average of all trees, except the values that determines the type of Citrus.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| {table} border=1 cellpadding=&amp;quot;3&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Species !!Color !!Sweet !!Size !!Length&lt;br /&gt;
|-&lt;br /&gt;
| Amanatsu || 540 || 230 || 560 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Buddha's Hand ||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;| 170 || 390 || 830 || 730&lt;br /&gt;
|-&lt;br /&gt;
| Calamondin || 450 || 620 || 860 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Citron || 570 || 770 || 280 || 260&lt;br /&gt;
|-&lt;br /&gt;
| Coralfruit || 570 || 800 || 550 ||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;| 60&lt;br /&gt;
|-&lt;br /&gt;
| Corian || 330 || 380 || 440 || 190&lt;br /&gt;
|-&lt;br /&gt;
| Etrog || 550 || 660 || 610 || 380&lt;br /&gt;
|-&lt;br /&gt;
| Grapefruit || 620 || 680 || 290 || 70&lt;br /&gt;
|-&lt;br /&gt;
| Iyokan || 660 || 260 || 570 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Kabosu || 350 || 410 || 670 || 570&lt;br /&gt;
|-&lt;br /&gt;
| Kinnow || 740 || 770 || 630 || 560&lt;br /&gt;
|-&lt;br /&gt;
| Kumquat || 630 || 350 || 640 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Lemon || 670 || 210 || 760 || 920&lt;br /&gt;
|-&lt;br /&gt;
| Lenat || 800 || 230 ||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;| 150 ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 970&lt;br /&gt;
|-&lt;br /&gt;
| Lime || 490 || 290 || 840 || 940&lt;br /&gt;
|-&lt;br /&gt;
| Mandarin || 530 || 650 || 720 || 630&lt;br /&gt;
|-&lt;br /&gt;
| Orange || 360 || 670 || 850 || 650&lt;br /&gt;
|-&lt;br /&gt;
| Oroblanco || 220 ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 810 || 560 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Pummelo || 760 || 660 || 390 || 540&lt;br /&gt;
|-&lt;br /&gt;
| Rangpur ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 840 || 500 || 710 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Shangjuan || 410 || 570 || 420 || 560&lt;br /&gt;
|-&lt;br /&gt;
| Sudachi || 290 ||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;| 200 || 830 || 600&lt;br /&gt;
|-&lt;br /&gt;
| Summerbell || 750 || 710 || 400 || 930&lt;br /&gt;
|-&lt;br /&gt;
| Tangelo || 750 || 670 || 920 || 820&lt;br /&gt;
|-&lt;br /&gt;
| Tangerine || 220 || 610 ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 950 || 230&lt;br /&gt;
|-&lt;br /&gt;
| Yuzu || 370 || 370 || 460 || 840&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239300</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239300"/>
		<updated>2024-02-08T10:56:57Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Estimated Ideal Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to 100. Keep mulching duplicates. Dont worry about values. The purpose is to create all the &amp;quot;common&amp;quot; Citrus. With values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway. And its fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want to create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits:&lt;br /&gt;
# ... for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
# ... and you can speed things up greatly by &amp;quot;removing&amp;quot; unique trees with unwanted values from your Breeding group: same method: place a temp group, mulch until you get the uniques trees. Create another group even further away, and get the values from temporary group. Salvage temp group. This way you can create a holding area for unique Citrus. And keep the Breeding group focussed on the desired values.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to Move a Tree==&lt;br /&gt;
Let me perhaps just clarify how to &amp;quot;move&amp;quot; trees.&amp;lt;br&amp;gt;&lt;br /&gt;
As this is fundamental to the whole strategy!&amp;lt;br&amp;gt;&lt;br /&gt;
# You have your group of perhaps 16 trees, that you breed towards specific goals. Lets call that group A.&lt;br /&gt;
# One tree has poor values, but its a unique tree, so you want to keep it&lt;br /&gt;
# Create 1-2 new Indo Hives within 19 coords of your Breeding Group. Lets call that new group B.&lt;br /&gt;
# Mulch B over and over, until they produce your unique tree (either direct copy paste from tree, or by picking the numbers from other trees in B).&lt;br /&gt;
# This is not enough, because group B still interferes with group A, and you dont want that.&lt;br /&gt;
# So final step, create another group, C. It must be outside range of A, but witin range of B.&lt;br /&gt;
# Mulch C just a few times, if needed, to become your unique tree.&lt;br /&gt;
# Salvage B. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&lt;br /&gt;
The above strategy worked for me in creating 75% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&amp;lt;br&amp;gt;&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Estimated Ideal Values==&lt;br /&gt;
Based on 1,300 Indo Hives recorded from many players (thanks Nyasara, Asilara, Olokia, Morendo and Alkhar).&lt;br /&gt;
Raw average of all trees, except the values that determines the type of Citrus.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| {table} border=1 cellpadding=&amp;quot;3&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Species !!Color !!Sweet !!Size !!Length&lt;br /&gt;
|-&lt;br /&gt;
| Amanatsu || 540 || 230 || 560 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Buddha's Hand ||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;| 170 || 390 || 830 || 730&lt;br /&gt;
|-&lt;br /&gt;
| Calamondin || 450 || 620 || 860 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Citron || 570 || 770 || 280 || 260&lt;br /&gt;
|-&lt;br /&gt;
| Coralfruit || 570 || 800 || 550 ||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;| 60&lt;br /&gt;
|-&lt;br /&gt;
| Corian || 330 || 380 || 440 || 190&lt;br /&gt;
|-&lt;br /&gt;
| Etrog || 550 || 660 || 610 || 380&lt;br /&gt;
|-&lt;br /&gt;
| Grapefruit || 620 || 680 || 290 || 70&lt;br /&gt;
|-&lt;br /&gt;
| Iyokan || 660 || 260 || 570 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Kabosu || 350 || 410 || 670 || 570&lt;br /&gt;
|-&lt;br /&gt;
| Kinnow || 740 || 770 || 630 || 560&lt;br /&gt;
|-&lt;br /&gt;
| Kumquat || 630 || 350 || 640 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Lemon || 670 || 210 || 760 || 920&lt;br /&gt;
|-&lt;br /&gt;
| Lenat || 800 || 230 ||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;| 150 ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 970&lt;br /&gt;
|-&lt;br /&gt;
| Lime || 490 || 290 || 840 || 940&lt;br /&gt;
|-&lt;br /&gt;
| Mandarin || 530 || 650 || 720 || 630&lt;br /&gt;
|-&lt;br /&gt;
| Orange || 360 || 670 || 850 || 650&lt;br /&gt;
|-&lt;br /&gt;
| Oroblanco || 220 ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 810 || 560 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Pummelo || 760 || 660 || 390 || 540&lt;br /&gt;
|-&lt;br /&gt;
| Rangpur ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 840 || 500 || 710 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Shangjuan || 410 || 570 || 420 || 560&lt;br /&gt;
|-&lt;br /&gt;
| Sudachi || 290 ||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;| 200 || 830 || 600&lt;br /&gt;
|-&lt;br /&gt;
| Summerbell || 750 || 710 || 400 || 930&lt;br /&gt;
|-&lt;br /&gt;
| Tangelo || 750 || 670 || 920 || 820&lt;br /&gt;
|-&lt;br /&gt;
| Tangerine || 220 || 610 ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 950 || 230&lt;br /&gt;
|-&lt;br /&gt;
| Yuzu || 370 || 370 || 460 || 840&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239299</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239299"/>
		<updated>2024-02-08T10:41:17Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Estimated Ideal Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to 100. Keep mulching duplicates. Dont worry about values. The purpose is to create all the &amp;quot;common&amp;quot; Citrus. With values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway. And its fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want to create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits:&lt;br /&gt;
# ... for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
# ... and you can speed things up greatly by &amp;quot;removing&amp;quot; unique trees with unwanted values from your Breeding group: same method: place a temp group, mulch until you get the uniques trees. Create another group even further away, and get the values from temporary group. Salvage temp group. This way you can create a holding area for unique Citrus. And keep the Breeding group focussed on the desired values.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to Move a Tree==&lt;br /&gt;
Let me perhaps just clarify how to &amp;quot;move&amp;quot; trees.&amp;lt;br&amp;gt;&lt;br /&gt;
As this is fundamental to the whole strategy!&amp;lt;br&amp;gt;&lt;br /&gt;
# You have your group of perhaps 16 trees, that you breed towards specific goals. Lets call that group A.&lt;br /&gt;
# One tree has poor values, but its a unique tree, so you want to keep it&lt;br /&gt;
# Create 1-2 new Indo Hives within 19 coords of your Breeding Group. Lets call that new group B.&lt;br /&gt;
# Mulch B over and over, until they produce your unique tree (either direct copy paste from tree, or by picking the numbers from other trees in B).&lt;br /&gt;
# This is not enough, because group B still interferes with group A, and you dont want that.&lt;br /&gt;
# So final step, create another group, C. It must be outside range of A, but witin range of B.&lt;br /&gt;
# Mulch C just a few times, if needed, to become your unique tree.&lt;br /&gt;
# Salvage B. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&lt;br /&gt;
The above strategy worked for me in creating 75% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&amp;lt;br&amp;gt;&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Estimated Ideal Values==&lt;br /&gt;
Based on 1,300 Indo Hives recorded from many players (thanks Nyasara, Asilara, Olokia, Morendo and Alkhar).&lt;br /&gt;
Raw average of all trees, except the values that determines the type of Citrus.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| {table} border=1 cellpadding=&amp;quot;3&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Species !!Color !!Sweet !!Size !!Length&lt;br /&gt;
|-&lt;br /&gt;
| Amanatsu || 540 || 230 || 560 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Buddha's Hand || 170 || 390 || 830 || 730&lt;br /&gt;
|-&lt;br /&gt;
| Calamondin || 450 || 620 || 860 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Citron || 570 || 770 || 280 || 260&lt;br /&gt;
|-&lt;br /&gt;
| Coralfruit || 570 || 800 || 550 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Corian || 330 || 380 || 440 || 190&lt;br /&gt;
|-&lt;br /&gt;
| Etrog || 550 || 660 || 610 || 380&lt;br /&gt;
|-&lt;br /&gt;
| Grapefruit || 620 || 680 || 290 || 70&lt;br /&gt;
|-&lt;br /&gt;
| Iyokan || 660 || 260 || 570 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Kabosu || 350 || 410 || 670 || 570&lt;br /&gt;
|-&lt;br /&gt;
| Kinnow || 740 || 770 || 630 || 560&lt;br /&gt;
|-&lt;br /&gt;
| Kumquat || 630 || 350 || 640 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Lemon || 670 || 210 || 760 || 920&lt;br /&gt;
|-&lt;br /&gt;
| Lenat || 800 || 230 || 150 || 970&lt;br /&gt;
|-&lt;br /&gt;
| Lime || 490 || 290 || 840 || 940&lt;br /&gt;
|-&lt;br /&gt;
| Mandarin || 530 || 650 || 720 || 630&lt;br /&gt;
|-&lt;br /&gt;
| Orange || 360 || 670 || 850 || 650&lt;br /&gt;
|-&lt;br /&gt;
| Oroblanco || 220 || 810 || 560 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Pummelo || 760 || 660 || 390 || 540&lt;br /&gt;
|-&lt;br /&gt;
| Rangpur || 840 || 500 || 710 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Shangjuan || 410 || 570 || 420 || 560&lt;br /&gt;
|-&lt;br /&gt;
| Sudachi || 290 || 200 || 830 || 600&lt;br /&gt;
|-&lt;br /&gt;
| Summerbell || 750 || 710 || 400 || 930&lt;br /&gt;
|-&lt;br /&gt;
| Tangelo || 750 || 670 || 920 || 820&lt;br /&gt;
|-&lt;br /&gt;
| Tangerine || 220 || 610 || 950 || 230&lt;br /&gt;
|-&lt;br /&gt;
| Yuzu || 370 || 370 || 460 || 840&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239298</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239298"/>
		<updated>2024-02-08T10:36:01Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Estimated Ideal Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to 100. Keep mulching duplicates. Dont worry about values. The purpose is to create all the &amp;quot;common&amp;quot; Citrus. With values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway. And its fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want to create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits:&lt;br /&gt;
# ... for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
# ... and you can speed things up greatly by &amp;quot;removing&amp;quot; unique trees with unwanted values from your Breeding group: same method: place a temp group, mulch until you get the uniques trees. Create another group even further away, and get the values from temporary group. Salvage temp group. This way you can create a holding area for unique Citrus. And keep the Breeding group focussed on the desired values.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to Move a Tree==&lt;br /&gt;
Let me perhaps just clarify how to &amp;quot;move&amp;quot; trees.&amp;lt;br&amp;gt;&lt;br /&gt;
As this is fundamental to the whole strategy!&amp;lt;br&amp;gt;&lt;br /&gt;
# You have your group of perhaps 16 trees, that you breed towards specific goals. Lets call that group A.&lt;br /&gt;
# One tree has poor values, but its a unique tree, so you want to keep it&lt;br /&gt;
# Create 1-2 new Indo Hives within 19 coords of your Breeding Group. Lets call that new group B.&lt;br /&gt;
# Mulch B over and over, until they produce your unique tree (either direct copy paste from tree, or by picking the numbers from other trees in B).&lt;br /&gt;
# This is not enough, because group B still interferes with group A, and you dont want that.&lt;br /&gt;
# So final step, create another group, C. It must be outside range of A, but witin range of B.&lt;br /&gt;
# Mulch C just a few times, if needed, to become your unique tree.&lt;br /&gt;
# Salvage B. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&lt;br /&gt;
The above strategy worked for me in creating 75% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&amp;lt;br&amp;gt;&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Estimated Ideal Values==&lt;br /&gt;
Based on data from many players, so big thanks also to: Nyasara, Asilara, Olokia, Morendo and Alkhar.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| {table} border=1 cellpadding=&amp;quot;3&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Species !!Color !!Sweet !!Size !!Length&lt;br /&gt;
|-&lt;br /&gt;
| Amanatsu || 540 || 230 || 560 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Buddha's Hand || 170 || 390 || 830 || 730&lt;br /&gt;
|-&lt;br /&gt;
| Calamondin || 450 || 620 || 860 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Citron || 570 || 770 || 280 || 260&lt;br /&gt;
|-&lt;br /&gt;
| Coralfruit || 570 || 800 || 550 || 60&lt;br /&gt;
|-&lt;br /&gt;
| Corian || 330 || 380 || 440 || 190&lt;br /&gt;
|-&lt;br /&gt;
| Etrog || 550 || 660 || 610 || 380&lt;br /&gt;
|-&lt;br /&gt;
| Grapefruit || 620 || 680 || 290 || 70&lt;br /&gt;
|-&lt;br /&gt;
| Iyokan || 660 || 260 || 570 || 200&lt;br /&gt;
|-&lt;br /&gt;
| Kabosu || 350 || 410 || 670 || 570&lt;br /&gt;
|-&lt;br /&gt;
| Kinnow || 740 || 770 || 630 || 560&lt;br /&gt;
|-&lt;br /&gt;
| Kumquat || 630 || 350 || 640 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Lemon || 670 || 210 || 760 || 920&lt;br /&gt;
|-&lt;br /&gt;
| Lenat || 800 || 230 || 150 || 970&lt;br /&gt;
|-&lt;br /&gt;
| Lime || 490 || 290 || 840 || 940&lt;br /&gt;
|-&lt;br /&gt;
| Mandarin || 530 || 650 || 720 || 630&lt;br /&gt;
|-&lt;br /&gt;
| Orange || 360 || 670 || 850 || 650&lt;br /&gt;
|-&lt;br /&gt;
| Oroblanco || 220 || 810 || 560 || 550&lt;br /&gt;
|-&lt;br /&gt;
| Pummelo || 760 || 660 || 390 || 540&lt;br /&gt;
|-&lt;br /&gt;
| Rangpur || 840 || 500 || 710 || 100&lt;br /&gt;
|-&lt;br /&gt;
| Shangjuan || 410 || 570 || 420 || 560&lt;br /&gt;
|-&lt;br /&gt;
| Sudachi || 290 || 200 || 830 || 600&lt;br /&gt;
|-&lt;br /&gt;
| Summerbell || 750 || 710 || 400 || 930&lt;br /&gt;
|-&lt;br /&gt;
| Tangelo || 750 || 670 || 920 || 820&lt;br /&gt;
|-&lt;br /&gt;
| Tangerine || 220 || 610 || 950 || 230&lt;br /&gt;
|-&lt;br /&gt;
| Yuzu || 370 || 370 || 460 || 840&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239297</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239297"/>
		<updated>2024-02-08T09:37:54Z</updated>

		<summary type="html">&lt;p&gt;Catote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to 100. Keep mulching duplicates. Dont worry about values. The purpose is to create all the &amp;quot;common&amp;quot; Citrus. With values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway. And its fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want to create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits:&lt;br /&gt;
# ... for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
# ... and you can speed things up greatly by &amp;quot;removing&amp;quot; unique trees with unwanted values from your Breeding group: same method: place a temp group, mulch until you get the uniques trees. Create another group even further away, and get the values from temporary group. Salvage temp group. This way you can create a holding area for unique Citrus. And keep the Breeding group focussed on the desired values.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to Move a Tree==&lt;br /&gt;
Let me perhaps just clarify how to &amp;quot;move&amp;quot; trees.&amp;lt;br&amp;gt;&lt;br /&gt;
As this is fundamental to the whole strategy!&amp;lt;br&amp;gt;&lt;br /&gt;
# You have your group of perhaps 16 trees, that you breed towards specific goals. Lets call that group A.&lt;br /&gt;
# One tree has poor values, but its a unique tree, so you want to keep it&lt;br /&gt;
# Create 1-2 new Indo Hives within 19 coords of your Breeding Group. Lets call that new group B.&lt;br /&gt;
# Mulch B over and over, until they produce your unique tree (either direct copy paste from tree, or by picking the numbers from other trees in B).&lt;br /&gt;
# This is not enough, because group B still interferes with group A, and you dont want that.&lt;br /&gt;
# So final step, create another group, C. It must be outside range of A, but witin range of B.&lt;br /&gt;
# Mulch C just a few times, if needed, to become your unique tree.&lt;br /&gt;
# Salvage B. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&lt;br /&gt;
The above strategy worked for me in creating 75% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&amp;lt;br&amp;gt;&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Estimated Ideal Values==&lt;br /&gt;
Based on data from many players, so big thanks also to: Nyasara, Asilara, Olokia, Morendo and Alkhar.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| {table} border=1 cellpadding=&amp;quot;3&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Species !!Color !!Sweet !!Size !!Length&lt;br /&gt;
|-&lt;br /&gt;
| Citron ||550||400||500||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;| 900&lt;br /&gt;
|-&lt;br /&gt;
| Coralfruit ||800||400||600||350&lt;br /&gt;
|-&lt;br /&gt;
| Corian||250||650||600||400&lt;br /&gt;
|-&lt;br /&gt;
| Grapefruit ||530||400||800||500&lt;br /&gt;
|-&lt;br /&gt;
| Lemon ||400||300||400||650&lt;br /&gt;
|-&lt;br /&gt;
| Lenat||300||500||500||350&lt;br /&gt;
|-&lt;br /&gt;
| Lime||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;|100||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;|200||400||650&lt;br /&gt;
|-&lt;br /&gt;
| Mandarin ||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;|900||600||400||400&lt;br /&gt;
|-&lt;br /&gt;
| Orange||750||800||600||500&lt;br /&gt;
|-&lt;br /&gt;
| Pummelo ||500||500||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;|900||500&lt;br /&gt;
|-&lt;br /&gt;
| Summerbell||850||700||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;|300||500&lt;br /&gt;
|-&lt;br /&gt;
| Tangelo||650||style=&amp;quot;font-weight: bold; background-color: #9966CC;&amp;quot;|800||500||650&lt;br /&gt;
|-&lt;br /&gt;
| Tangerine||800||750||500||style=&amp;quot;font-weight: bold; background-color: #FFFF00;&amp;quot;|350&lt;br /&gt;
|-&lt;br /&gt;
| Amanatsu ||250||650||600||400&lt;br /&gt;
|-&lt;br /&gt;
| Buddha's Hand ||250||650||600||400&lt;br /&gt;
|-&lt;br /&gt;
| Calamondin ||250||650||600||400&lt;br /&gt;
|-&lt;br /&gt;
| Etrog ||250||650||600||400&lt;br /&gt;
|-&lt;br /&gt;
| Iyokan ||250||650||600||400&lt;br /&gt;
|-&lt;br /&gt;
| Kabosu ||250||650||600||400&lt;br /&gt;
|-&lt;br /&gt;
| Kinnow ||250||650||600||400&lt;br /&gt;
|-&lt;br /&gt;
| Kumquat ||250||650||600||400&lt;br /&gt;
|-&lt;br /&gt;
| Oroblanco ||250||650||600||400&lt;br /&gt;
|-&lt;br /&gt;
| Rangpur ||250||650||600||400&lt;br /&gt;
|-&lt;br /&gt;
| Shangjuan ||250||650||600||400&lt;br /&gt;
|-&lt;br /&gt;
| Sudachi ||250||650||600||400&lt;br /&gt;
|-&lt;br /&gt;
| Yuzu ||250||650||600||400&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239109</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239109"/>
		<updated>2024-02-05T20:38:25Z</updated>

		<summary type="html">&lt;p&gt;Catote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to 100. Keep mulching duplicates. Dont worry about values. The purpose is to create all the &amp;quot;common&amp;quot; Citrus. With values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway. And its fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want to create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits:&lt;br /&gt;
# ... for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
# ... and you can speed things up greatly by &amp;quot;removing&amp;quot; unique trees with unwanted values from your Breeding group: same method: place a temp group, mulch until you get the uniques trees. Create another group even further away, and get the values from temporary group. Salvage temp group. This way you can create a holding area for unique Citrus. And keep the Breeding group focussed on the desired values.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to Move a Tree==&lt;br /&gt;
Let me perhaps just clarify how to &amp;quot;move&amp;quot; trees.&amp;lt;br&amp;gt;&lt;br /&gt;
As this is fundamental to the whole strategy!&amp;lt;br&amp;gt;&lt;br /&gt;
# You have your group of perhaps 16 trees, that you breed towards specific goals. Lets call that group A.&lt;br /&gt;
# One tree has poor values, but its a unique tree, so you want to keep it&lt;br /&gt;
# Create 1-2 new Indo Hives within 19 coords of your Breeding Group. Lets call that new group B.&lt;br /&gt;
# Mulch B over and over, until they produce your unique tree (either direct copy paste from tree, or by picking the numbers from other trees in B).&lt;br /&gt;
# This is not enough, because group B still interferes with group A, and you dont want that.&lt;br /&gt;
# So final step, create another group, C. It must be outside range of A, but witin range of B.&lt;br /&gt;
# Mulch C just a few times, if needed, to become your unique tree.&lt;br /&gt;
# Salvage B. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&lt;br /&gt;
The above strategy worked for me in creating 75% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&amp;lt;br&amp;gt;&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239106</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=239106"/>
		<updated>2024-02-05T20:29:39Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Assumptions about Indonesian Beehives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to 100. Keep mulching duplicates. Dont worry about values. The purpose is to create all the &amp;quot;common&amp;quot; Citrus. With values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway. And its fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want to create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits:&lt;br /&gt;
# ... for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
# ... and you can speed things up greatly by &amp;quot;removing&amp;quot; unique trees with unwanted values from your Breeding group: same method: place a temp group, mulch until you get the uniques trees. Create another group even further away, and get the values from temporary group. Salvage temp group. This way you can create a holding area for unique Citrus. And keep the Breeding group focussed on the desired values.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&lt;br /&gt;
The above strategy worked for me in creating 75% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&amp;lt;br&amp;gt;&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238964</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238964"/>
		<updated>2024-02-04T16:06:54Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Assumptions about Indonesian Beehives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to 100. Keep mulching duplicates. Dont worry about values. The purpose is to create all the &amp;quot;common&amp;quot; Citrus. With values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway. And its fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want to create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits:&lt;br /&gt;
# ... for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
# ... and you can speed things up greatly by &amp;quot;removing&amp;quot; unique trees with unwanted values from your Breeding group: same method: place a temp group, mulch until you get the uniques trees. Create another group even further away, and get the values from temporary group. Salvage temp group. This way you can create a holding area for unique Citrus. And keep the Breeding group focussed on the desired values.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&lt;br /&gt;
The above strategy worked for me in creating 70% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&amp;lt;br&amp;gt;&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238963</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238963"/>
		<updated>2024-02-04T16:06:23Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Assumptions about Indonesian Beehives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to 100. Keep mulching duplicates. Dont worry about values. The purpose is to create all the &amp;quot;common&amp;quot; Citrus. With values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway. And its fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want to create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits:&lt;br /&gt;
# ... for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
# ... and you can speed things up greatly by &amp;quot;removing&amp;quot; unique trees with unwanted values from your Breeding group: same method: place a temp group, mulch until you get the uniques trees. Create another group even further away, and get the values from temporary group. Salvage temp group. This way you can create a holding area for unique Citrus. And keep the Breeding group focussed on the desired values.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&lt;br /&gt;
The above strategy worked for me in creating 70% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238962</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238962"/>
		<updated>2024-02-04T16:06:03Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* How to get expand beyond the first 50 Citrus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to 100. Keep mulching duplicates. Dont worry about values. The purpose is to create all the &amp;quot;common&amp;quot; Citrus. With values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway. And its fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want to create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits:&lt;br /&gt;
# ... for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
# ... and you can speed things up greatly by &amp;quot;removing&amp;quot; unique trees with unwanted values from your Breeding group: same method: place a temp group, mulch until you get the uniques trees. Create another group even further away, and get the values from temporary group. Salvage temp group. This way you can create a holding area for unique Citrus. And keep the Breeding group focussed on the desired values.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The above strategy worked for me in creating 70% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238961</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238961"/>
		<updated>2024-02-04T16:04:47Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* How to get expand beyond the first 50 Citrus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to 100. Keep mulching duplicates. Dont worry about values. The purpose is to create all the &amp;quot;common&amp;quot; Citrus. With values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway. And its fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want to create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits:&lt;br /&gt;
# ... for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
# ... and you can speed things up greatly to &amp;quot;remove&amp;quot; unique trees with unwanted values from your Breeding group: same method: place a group, mulch until you get the uniques trees. Create another group even further away, and copy/paste trees from temporary group. This way you can create a holding area for unique Citrus. And keep the Breeding group focussed on the desired values.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The above strategy worked for me in creating 70% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238960</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238960"/>
		<updated>2024-02-04T16:00:32Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* How to get expand beyond the first 50 Citrus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to 100. Keep mulching duplicates. Dont worry about values. The purpose is to create all the &amp;quot;common&amp;quot; Citrus. With values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway. And its fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want to create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits: for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The above strategy worked for me in creating 70% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238959</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238959"/>
		<updated>2024-02-04T15:59:44Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* How to get expand beyond the first 50 Citrus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to 100. Keep mulching duplicates. Dont worry about values. The purpose is to create all the &amp;quot;common&amp;quot; Citrus. With values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway. And its fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits: for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The above strategy worked for me in creating 70% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238958</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238958"/>
		<updated>2024-02-04T15:58:24Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* How to get expand beyond the first 50 Citrus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to like 100. Keep mulching duplicates. Dont worry about values at all. The purpose of this group is to create all the &amp;quot;common&amp;quot; Citrus with values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway, and this is a fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits: for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The above strategy worked for me in creating 70% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238957</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238957"/>
		<updated>2024-02-04T15:58:08Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* General Information about Citrus: Read this first */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is a key elements in this Guide! So double check, it's true for you as well.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to like 100. Keep mulching duplicates. Dont worry about values at all. The purpose of this group is to create all the &amp;quot;common&amp;quot; Citrus with values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway, and this is a fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits: for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The above strategy worked for me in creating 70% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238956</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238956"/>
		<updated>2024-02-04T15:56:38Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* How to get expand beyond the first 50 Citrus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is one of just 2 key elements in this Guide!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to like 100. Keep mulching duplicates. Dont worry about values at all. The purpose of this group is to create all the &amp;quot;common&amp;quot; Citrus with values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway, and this is a fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits: for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The above strategy worked for me in creating 70% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238955</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238955"/>
		<updated>2024-02-04T15:55:53Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* How to get expand beyond the first 50 Citrus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is one of just 2 key elements in this Guide!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to like 100. Keep mulching duplicates. Dont worry about values at all. The purpose of this group is to create all the &amp;quot;common&amp;quot; Citrus with values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway, and this is a fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits: for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The above strategy worked for me in creating 70% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=File:IndoHivesOverview.jpg&amp;diff=238954</id>
		<title>File:IndoHivesOverview.jpg</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=File:IndoHivesOverview.jpg&amp;diff=238954"/>
		<updated>2024-02-04T15:55:12Z</updated>

		<summary type="html">&lt;p&gt;Catote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238953</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238953"/>
		<updated>2024-02-04T15:52:49Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* How to get expand beyond the first 50 Citrus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is one of just 2 key elements in this Guide!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to like 100. Keep mulching duplicates. Dont worry about values at all. The purpose of this group is to create all the &amp;quot;common&amp;quot; Citrus with values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway, and this is a fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits: for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IndoHivesOverview.jpeg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The above strategy worked for me in creating 70% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238952</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238952"/>
		<updated>2024-02-04T15:44:39Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* How to get expand beyond the first 50 Citrus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is one of just 2 key elements in this Guide!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to like 100. Keep mulching duplicates. Dont worry about values at all. The purpose of this group is to create all the &amp;quot;common&amp;quot; Citrus with values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway, and this is a fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits: for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Catote.jpg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The above strategy worked for me in creating 70% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238951</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238951"/>
		<updated>2024-02-04T15:44:12Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* How to get expand beyond the first 50 Citrus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is one of just 2 key elements in this Guide!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to like 100. Keep mulching duplicates. Dont worry about values at all. The purpose of this group is to create all the &amp;quot;common&amp;quot; Citrus with values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway, and this is a fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits: for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Circle_of_Wood_Planes.jpg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The above strategy worked for me in creating 70% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238950</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238950"/>
		<updated>2024-02-04T15:42:09Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Assumptions about Indonesian Beehives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is one of just 2 key elements in this Guide!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to like 100. Keep mulching duplicates. Dont worry about values at all. The purpose of this group is to create all the &amp;quot;common&amp;quot; Citrus with values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway, and this is a fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits: for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The above strategy worked for me in creating 70% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on. If you know more or find anything inaccuate, I'd love to hear about it!&lt;br /&gt;
If we learn more about the math and/or if it changes in the future, you can adapt accordingly! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# As said: a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find two &amp;quot;parents&amp;quot; within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely. So it's certainly *not* an even distribution. More like a normal distribution with an average of 30.&lt;br /&gt;
# Furthermore some parents liked to produce the same &amp;quot;random&amp;quot; numbers very often. Which may, in fact, be another method that's applied on top of or instead of the randomness.&lt;br /&gt;
# Different parents will have different chance of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) are very likely to produce randomness (33% chance). Whereas other parents were very unlikely to produce randomness (down to 15% chance).&lt;br /&gt;
# Also depending on the two parents, the categories of Color,Sweetness,Size and Lengh did *not* have the same chance of of randomness!&lt;br /&gt;
# The whole theory about &amp;quot;ideal values&amp;quot; for each type of Citrus seem to work fine. And as I got more and more data to estimate those ideal values, I could predict the type of citrus with 90+% accuracy using this theory.&lt;br /&gt;
# I also used this theory to fine tune the breeding in the end to find &amp;quot;missing&amp;quot; types of Citrus with good effect.&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238948</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238948"/>
		<updated>2024-02-04T15:25:31Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* How to get expand beyond the first 50 Citrus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is one of just 2 key elements in this Guide!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to like 100. Keep mulching duplicates. Dont worry about values at all. The purpose of this group is to create all the &amp;quot;common&amp;quot; Citrus with values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway, and this is a fast.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production. Or you may -like me- be satisfied with whatever numbers you managed to get, to speed things up.&lt;br /&gt;
# Next you want create four new groups of Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness etc.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 *temporary&amp;quot; Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000 in this temporary group. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way, the Breeding group will be fed and start out with only the two extreme values! Salvage the &amp;quot;temporary&amp;quot; group.&lt;br /&gt;
# From here on, its just repetitive: mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits: for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), afterwards place 2-4 trees in the middle. And after a few round of multhing, the new values will be copy/pasted into your Breeding group. Once accomplished, salvage the temporary trees.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The above strategy worked for me in creating 70% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on, if you know more or find anything inaccuate, I'd love to hear about it!&lt;br /&gt;
# As said a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find it's two parents within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely.&lt;br /&gt;
# Different parents will produce different patterns of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) as parents are very likely to produce randomness (33% chance). Whereas other combos of parents were very unlikely to produce randomness (down to 15% chance).&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238947</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238947"/>
		<updated>2024-02-04T15:15:52Z</updated>

		<summary type="html">&lt;p&gt;Catote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This Guide is about creating all 208 available Citrus fruits.&amp;lt;br&amp;gt;&lt;br /&gt;
To my knowledge nobody has ever achieved that, and probably nobody ever will. But this is how you can get close to that goal.&amp;lt;br&amp;gt;&lt;br /&gt;
If instead your goal is just to get a decent selection of Citrus, then just follow these simple steps:&amp;lt;br&amp;gt;&lt;br /&gt;
# Plant like 50 Indonesian Beehives, all within a 38x38 square&lt;br /&gt;
# Keep unique citruses, mulch duplicates&lt;br /&gt;
# This can quickly get you to around 50 different ones, enough for like Test of Giving Fisherman&lt;br /&gt;
# After around 50 Citrus this method becomes very inefficient in creating new unique citrusses. So read on, if you in fact want more!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==General Information about Citrus: Read this first==&lt;br /&gt;
https://atitd.wiki/tale11/Citrus &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Be aware that my testing suggest a new Indonesian Beehive get its value from any two &amp;quot;parent&amp;quot; trees that it can see when it arrives (not when its created) and those parents can be within +/- 19 coordinates.&amp;lt;br&amp;gt;&lt;br /&gt;
Example: a new tree in (20,20) will not be able to see another tree in (0,0). But a tree in (19,19) will be able to find the (0,0) tree.&amp;lt;br&amp;gt;&lt;br /&gt;
This information is one of just 2 key elements in this Guide!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==How to get expand beyond the first 50 Citrus==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
# Keep your original 50 Indonesian Beehives and even expand it to like 100. Keep mulching duplicates. Dont worry about the values at all. The purpose of this group is to create all the &amp;quot;common&amp;quot; Citrus with values in the mid section 300-700. This random mulching will be unlikely to produce any high or low values. But that's fine. You need the common ones anyway, and this is a fast method.&lt;br /&gt;
# Next you want to start over with another group of Indonesian Beehives. Plant them far away from your first group. And at least 60 coordinates away. They should never interact.&lt;br /&gt;
# Now its time to create the extreme values: 0 and 1000 for every category. So plant like 16 Hives. And mulch them over and over for perhaps a week of real time. Always keep the highest and lowest values for each of the four categories (color, sweetness, size, length)&lt;br /&gt;
# When you have 0 and 1000 in all categories, then it's time to begin actual production (not before). But you may -like me- be satisfied with whatever numbers you managed to get a bit sooner, just to speed things up.&lt;br /&gt;
# Next you want create four new groups of Indonesian Beehives, and each of those should focus on Citrus with 2 extreme values. They should placed in direction: NE, SE, SW, NW (so they will never interact). The first group going NW could for instance focus on Citrus with high values in Color and Sweetness.&lt;br /&gt;
# The trick to create those four groups is the fact that even though new beehives are random, the most likely thing for them to do, is just to copy an exact value from a parent, so what you do is this: create 2-4 Beehives to NW, that are within your mid group. Mulch them over and over, until you have Color:1000 and Sweetness:1000. Now Create the actual Breeding group of 16-20 even further NW and *outside* range of the mid group. That way they will start out with only the two extreme values!&lt;br /&gt;
# From here on, its just repetitive mulch over and over, and keep uniques!&lt;br /&gt;
# Similarly create the other three Breeding group, and feed each of them with two different extreme values.&lt;br /&gt;
# Once you have mastered this method of &amp;quot;moving&amp;quot; Beehives, you can get even more benefits: for instance you can decide to feed the two starter trees (Tangy Shangjuan and Long Etrog) into your Breeding groups in order to get more variaty. You do that with the same method: create two starter trees 20+ coords away from your Breeding group (and obviously not in range of anything else), then place down 2-4 trees in the middle. And after a few round of multhing, the new values will be copy pasted into your Breeding group. Once accomplished, just salvage any Beehives your no longer need.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Assumptions about Indonesian Beehives==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The above strategy worked for me in creating 70% of all Citrus over a period of under one month real time.&amp;lt;br&amp;gt;&lt;br /&gt;
Here is what I learned about what is going on, if you know more or find anything inaccuate, I'd love to hear about it!&lt;br /&gt;
# As said a new tree get its values when it arrives (one hour after being planted/mulched)&lt;br /&gt;
# So if you mulch *all* of your trees at the same time, then they'll all start over as starter trees&lt;br /&gt;
# A new tree find it's two parents within +/- 19 coordinates&lt;br /&gt;
# First the new tree randomly copy values from its parents. It can get all values from just one parent and usually its a mix.&lt;br /&gt;
# Next there's a chance that one (and rarely more) values are changed. The chance is hard to figure out. I saw values of 33% chance (good) down to 15% (poor). Either way, there's not alot of randomness. And it takes dedicated effort to drives the values to 0 and 1000. &lt;br /&gt;
# The randomness, in case it happens, is between 1 and 150. The range of 20-40 is more likely.&lt;br /&gt;
# Different parents will produce different patterns of randomness! Like the two starter trees (Tangy Shangjuan and Long Etrog) as parents are very likely to produce randomness (33% chance). Whereas other combos of parents were very unlikely to produce randomness (down to 15% chance).&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238946</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238946"/>
		<updated>2024-02-04T14:12:34Z</updated>

		<summary type="html">&lt;p&gt;Catote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This is about Indonesian Beehives&lt;br /&gt;
&lt;br /&gt;
==Do you even want to?==&lt;br /&gt;
Its alot of work&lt;br /&gt;
# You can go easy way&lt;br /&gt;
# Plant''&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238945</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238945"/>
		<updated>2024-02-04T14:11:05Z</updated>

		<summary type="html">&lt;p&gt;Catote: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to Breed all Indonesian Beehives==&lt;br /&gt;
This is about Indonesian Beehives&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238944</id>
		<title>Guides/Indonesian Beehives</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides/Indonesian_Beehives&amp;diff=238944"/>
		<updated>2024-02-04T14:08:00Z</updated>

		<summary type="html">&lt;p&gt;Catote: Created page with &amp;quot;hello&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hello&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Guides&amp;diff=238943</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Guides&amp;diff=238943"/>
		<updated>2024-02-04T14:07:31Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Agriculture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game Guides==&lt;br /&gt;
&lt;br /&gt;
===New Player Guides===&lt;br /&gt;
&lt;br /&gt;
[[Guides/Dear Ariella New Player Guide|Dear Ariella New Player Guide]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ariella's Passage to Egypt]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ariella's Setting Up Your Homestead]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Events| All things events!]]  &amp;lt;br&amp;gt;&lt;br /&gt;
[[PublicWorks|Public Works Locations]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[What you can not Teleport with]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Agriculture===&lt;br /&gt;
&lt;br /&gt;
Barrel making guide (see [[Barrel Vise]]) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Cheese | Cheese making guide]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ploughing]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Vineyards and Wine Guides| Vineyards and Wine Guides by Ariella and Pascalito]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Wheat]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Guides/Growing Flax|Growing Flax]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Guides/Indonesian Beehives|Indonesian Beehives by Catote]]&lt;br /&gt;
&lt;br /&gt;
===Animals===&lt;br /&gt;
* The Fishing Guide on the Tale 4 wiki archive is, at this time, the best knowledge on finding common fish. It may or may not be close to accurate. https://www.atitd.org/wiki/tale4/Fishing&lt;br /&gt;
* [[Fishing Trials|Fishing Guide]] &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Ranch]]&lt;br /&gt;
&lt;br /&gt;
===Cooking and Beverages===&lt;br /&gt;
&lt;br /&gt;
* [[Guides/Cooking|Cooking Guide/Recipes]]&lt;br /&gt;
* [[Cooking Tutorial with Ariella and Pascalito]]&lt;br /&gt;
* [[Guides/Brewing From A Recipe|Brewing from a Recipe]]&lt;br /&gt;
* [[Guilds/Happies/Recipes|Qwus Choice]]&lt;br /&gt;
* [[Lazybum's Food Charts]]&lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
&lt;br /&gt;
[[Cooking Event]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Decathlon]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Dig Event]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Fishing Event]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Gem Cutting Event]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Herbing Event]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Wheat Event]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Faction Specific===&lt;br /&gt;
&lt;br /&gt;
[[Tribute Post]]&lt;br /&gt;
&lt;br /&gt;
===Gem Cutting===&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
# These guides are in the T7 wiki and should be brought forward to T8.  There are many gem cuts that have no specific test attached or the test was abandoned but the method of cutting those gems is still useful.  Even abandoned or vanity cuts could be used in the future.&lt;br /&gt;
# There are &amp;quot;new&amp;quot; cuts that are not listed in the T7 catalogs but will display on the Gem Catalog List on the Gem Cutting Table.  These may not have cut instructions in the old catalogs.&lt;br /&gt;
&lt;br /&gt;
* [[Cut Gems]]&lt;br /&gt;
* [https://www.atitd.org/wiki/tale7/Guides/River_Plains_Gem_School River Plains Gem School]  &amp;lt;br /&amp;gt; This guide has animated gifs that show 360 degree views of the gems&lt;br /&gt;
&lt;br /&gt;
===Genetics===&lt;br /&gt;
&lt;br /&gt;
[[Ariella's Mutagen Recipes Guide]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Crossbreeding and Hints]] &amp;lt;br&amp;gt;&lt;br /&gt;
[https://ashen.atitd.wiki/ Crossbreeding Simulation Tools]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Flowers]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Flower Fertilization Chart]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Flower Genome Theories]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Guides/Flowers for Dummies|Flowers for Dummies]] &amp;lt;br&amp;gt;&lt;br /&gt;
[https://atitd.wiki/tale8/User:Rania/Gene_Ranges/ Flower Gene Ranges] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Genetics for Dummies]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Genomes]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Genomes/Vegetables]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mutagen Recipes]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Nut's Essence]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Flax Genome Theory]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Revelation Solvent]] &amp;lt;br&amp;gt;&lt;br /&gt;
[https://atitd.wiki/tale8/User:Rania/Orchids#Orchids/ Orchid Chart] &amp;lt;br&amp;gt;&lt;br /&gt;
[https://atitd.wiki/tale8/User:Rania/Rose/ Rose Chart] &amp;lt;br&amp;gt;&lt;br /&gt;
[https://atitd.wiki/tale8/User:Rania/Sand_Bloom/ Sand Bloom Chart] &amp;lt;br&amp;gt;&lt;br /&gt;
[https://atitd.wiki/tale8/User:Rania/Sealily/ Sea Lily Chart] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Glass===&lt;br /&gt;
&lt;br /&gt;
[[Glass Making|Glass Making Guide]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Glassblowing Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.atitd.org/wiki/tale6/User:Avanya/Glassblowing_guide Avanya's T6 Glassblowing Guide]&lt;br /&gt;
&lt;br /&gt;
===Ore and Metal Working===&lt;br /&gt;
&lt;br /&gt;
[[Ariella's Prospecting and Mining Camp Guide]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Blacksmithing Guide]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Guide/Dowsing|Dowsing for Ore Veins]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Guides/Mining|Mining for Ore]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Color Blind|Color Blind Mining for Ore]] ​&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Guides/Mining/Sand Mining|Sand Mining for Gems]] &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Guides/Metal Treatment|Metal Treatment]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Guides/Gearbox Design|Gearbox Design]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Gearbox Ratios]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Guide to Reactory and making Alloys]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Test Helpers===&lt;br /&gt;
&lt;br /&gt;
[[Ariella's Darkest Night Guide]]&amp;lt;br&amp;gt;&lt;br /&gt;
'''[[Beetle Breeding Guide]]''' for [[Test of Khefre's Children]]&lt;br /&gt;
&lt;br /&gt;
===Wood===&lt;br /&gt;
&lt;br /&gt;
[[Wood Treatment Guide]]&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
&lt;br /&gt;
[[Homestead Decoration|Homestead Decoration Rules]]&lt;br /&gt;
&lt;br /&gt;
[[Commands|List of System Commands and Hot Keys]]&lt;br /&gt;
&lt;br /&gt;
[[Events]]&lt;br /&gt;
&lt;br /&gt;
YouTube Video: How to Set Nvidia Graphic as PC Default Graphic in Windows 10/8.1/7 &amp;lt;br /&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=gfTZGCvP_Y0 https://www.youtube.com/watch?v=gfTZGCvP_Y0]&lt;br /&gt;
&lt;br /&gt;
[[How to Install ATITD on Linux]]&lt;br /&gt;
&lt;br /&gt;
[[Guides/Practical Chemist|Practical Chemist]]&lt;br /&gt;
&lt;br /&gt;
[[Guides/Alchemy Guide|Alchemy Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Colors]]&lt;br /&gt;
&lt;br /&gt;
[[Guides/Quarry Prospecting/Spiral Search|Prospecting for Marble/Granite/Decorative Stone]]&lt;br /&gt;
&lt;br /&gt;
[[Unsolved_Mysteries|Unsolved Mysteries]]&lt;br /&gt;
&lt;br /&gt;
==Desert-Nomad Store==&lt;br /&gt;
[[Cat Sales| Cat Sales Guide]]&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Test_of_the_Giving_Fisherman&amp;diff=237876</id>
		<title>Test of the Giving Fisherman</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Test_of_the_Giving_Fisherman&amp;diff=237876"/>
		<updated>2024-01-22T13:57:31Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* A General Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test&lt;br /&gt;
| name          = The Test of the Giving Fisherman&lt;br /&gt;
| discipline    = Natural Philosophy&lt;br /&gt;
| image         = Harmony Test Icons_Giving Fisherman.png&lt;br /&gt;
| requirements  = &lt;br /&gt;
* 100 [[requires::Paper (Papyrus)]]&lt;br /&gt;
* 100 [[requires::Fish]] - Any&lt;br /&gt;
* 100 [[requires::Citrus|Citrus Fruits]] - Any&lt;br /&gt;
* 100 [[requires::Fish Scales]] - Any&lt;br /&gt;
| demonstration = &lt;br /&gt;
| verified = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Assemble colorful gifts of fresh fish and fruit and present them to your fellow Egyptians. Receive points for giving an enjoyable gift. Lose points for giving bad gifts.&lt;br /&gt;
&lt;br /&gt;
== Test Description ==&lt;br /&gt;
Create gifts of fresh Fish and Citrus Fruit and give these to your fellow Egyptians. Fish must be filleted using a [[Ceremonial Knife]]. Give a gift composed of the fish, color and fruit they like and you will receive points. If you give a gift they dislike, however, you will lose points. Earn bonus points by gifting to someone who has previously gifted to you. After enough gifts have been given, the citizen with the highest score each week will advance.&lt;br /&gt;
&lt;br /&gt;
== Task List ==&lt;br /&gt;
Test of the Giving Fisherman is all about catching the diverse fish of Egypt. Prove your skill as a fisherman, by showing you know when and where to catch the fish of Egypt.&lt;br /&gt;
* Craft a [[Ceremonial Knife]] (awards 1 [[Talent Point]])&lt;br /&gt;
* Successfully fillet a uncommon fish with a [[Ceremonial Knife]] (awards 1 [[Talent Point]])&lt;br /&gt;
* Assemble a Gift of Fish at a [[Kitchen]] (awards 1 [[Talent Point]])&lt;br /&gt;
* Give a gift (awards 1 [[Talent Point]])&lt;br /&gt;
* Meditate on your score at an [[Essence of Harmony]]&lt;br /&gt;
* Pass Test of the Giving fisherman (awards 3 [[Talent Point]]s)&lt;br /&gt;
&lt;br /&gt;
== Abstract ==&lt;br /&gt;
In the Test of the Giving Fisherman, you are tasked with making special gifts to give to other players. The thoughtful giver will be aware of the likes and dislikes of his recipient. Be the most generous and perceptive player in Egypt to pass this test!&lt;br /&gt;
&lt;br /&gt;
== A General Overview == &lt;br /&gt;
*1. Catch an uncommon fish (Or trade/acquire a fresh fish)&lt;br /&gt;
*2. Fillet with a special knife (requires different levels of filleting skill)&lt;br /&gt;
*3. Generates delicate fish meat (this doesn't make fish scales, roe or oil like normal filleting)&lt;br /&gt;
*4. Acquire a fish scale and a citrus fruit&lt;br /&gt;
*5. Assemble a wrapped gift (fish meat wrapped in preserved fish scale, served with a citrus fruit)&lt;br /&gt;
*6. Present the gift to another player&lt;br /&gt;
&lt;br /&gt;
== A Detailed Overview == &lt;br /&gt;
[http://www.atitd.org/wiki/tale7/Test_of_the_Giving_Fisherman/User_template   User Tracking Template]&lt;br /&gt;
&lt;br /&gt;
To assemble a gift, you need: 1 [[Delicate fish meat]], 1 [[Fish Scales|fish scale]], 1 [[citrus]] fruit, and 1 [[Papyrus Paper]] in inventory. At a [[Kitchen]] select Recipes -&amp;gt; Gift of Fish.  You will get a UI pop up to select the items.  You can name the gift after assembly. The final gift is a complex item you must give to another player using the test menu when you click on them (similar to how you ask others to acro or compare achievements). They must accept your gift by choosing 'Yes'.&lt;br /&gt;
&lt;br /&gt;
The gift will get an auto-name based on the ingredients: fish scale + fish + citrus + creator name.&lt;br /&gt;
: eg: 'Seal Brown-Chromis-Tangy Tangelo-Zhukuram'&lt;br /&gt;
If you want to track your gifts you can add or change the title&lt;br /&gt;
: eg: 'Seal Brown-Chromis-Tangy Tangelo-Zhukuram for Rana'&lt;br /&gt;
&lt;br /&gt;
* Note A&lt;br /&gt;
*: You won't know what type of [[delicate fish meat]], [[Fish Scales|fish scale]] or [[citrus]] fruit to use. The scoring is a 'negative score' similar to coalitions but you wont know what that is until you try a combination and if the gift is consumed and the recipient tells you and/or you visit a [[Essence of Harmony]] to check your score after you give one.&lt;br /&gt;
&lt;br /&gt;
* Note B&lt;br /&gt;
*: You can only make a gift from fish you have [[Skill/Filleting|filleted]] yourself. This requires L1 [[Skill/Filleting|Filleting]] skill from School of Worship.&lt;br /&gt;
&lt;br /&gt;
* Note C&lt;br /&gt;
*: Crafting an [[Ceremonial Knife|Iron Ceremonial Knife]] requires [[Blacksmithing]] 0 and having started the Test.  It does not, however, require [[Skill/Filleting|Filleting]] skill to craft; only to use.  Thus it is possible to start the Test and craft an [[Ceremonial Knife|Iron Ceremonial Knife]] to earn a [[Talent Point]], even before learning how to fillet.&lt;br /&gt;
&lt;br /&gt;
Your gift is worth points based on how much a player likes (is compatible with) your gift. Each player has preferred fish meats, scale colors, and citrus fruits.  You can receive up to 6 points if your gift perfectly matches a player's preferences.&lt;br /&gt;
&lt;br /&gt;
The amount of points you receive (or lose) is doubled if you give a gift to a player who has given you a gift before. Therefore, 12 points are possible from a single gift.&lt;br /&gt;
&lt;br /&gt;
[[Essence of Harmony]] meditation messages:&lt;br /&gt;
# You feel out of touch with the wants and desires of Egypt.&lt;br /&gt;
# You feel connected with the wants and desires of Egypt.&lt;br /&gt;
# You feel in tune with the wants and desires of Egypt.&lt;br /&gt;
# You feel harmonized with the wants and desires of Egypt.&lt;br /&gt;
&lt;br /&gt;
There are 180 fish scale colors, 49 fish meats, and 208 citrus fruits in the game.&lt;br /&gt;
&lt;br /&gt;
Each player has 18 favorite colors, 5 favorite fish, and 20 favorite citrus fruits (10% of the possibilities). You cannot choose these, they are tied uniquely and are generated from your avatar name (or some other manner). If a player gives you one of your favorite colors, they receive 2 points, likewise for the fruit type and fish type. &lt;br /&gt;
&lt;br /&gt;
You also have 36 'Liked' colors, 10 liked fish, and 40 liked citrus (20% of the possibilities). A player giving you one of these receives 1 point instead. &lt;br /&gt;
&lt;br /&gt;
You also have 72 'Disliked' colors (40% of the possibilities), 20 disliked fish, and 80 disliked citrus. A player giving you one of these receives -2 points. It is not possible to have less than 0 points total in this test, but you can lose points if you give bad gifts. &lt;br /&gt;
&lt;br /&gt;
All other (30%) types of fish, colors, and fruits are 'neutral' for you and result in no points being awarded to the giver.&lt;br /&gt;
*NOTE: The message &amp;quot;You did not care for any part of the gift&amp;quot; appears when all ingredients are NEUTRAL to you. NOT Disliked.&lt;br /&gt;
&lt;br /&gt;
You can give multiple gifts to the same person (one per day, up to a maximum of 10), but take care not to give them the identical gift. If you give a player a gift made up of exactly the same materials of a gift you have given them before, they will be offended and will dislike all aspects of it (giving you -6 or -12 points!)&lt;br /&gt;
&lt;br /&gt;
*NOTE: Generally speaking, giving randomly made gifts to random people will not get you a positive score. This is because it is easier to lose points than gain them. If possible, try and do some research to figure out the likes/dislikes of a person first. Of course, this is often not possible if someone hasn't been given many gifts or doesn't keep track of their preferences. -Redshift&lt;br /&gt;
&lt;br /&gt;
=== Some Examples of a Gift Giving ===&lt;br /&gt;
&lt;br /&gt;
Janeway has prepared a gift to give to Picard. This is the first time she will give a gift to Picard. She used an Antique White fish scale, Delicate meat: Kingfish, and a Long Tangelo to make her gift. She gives the gift to Picard, who accepts it. She gets a message telling her that Picard enjoyed her gift overall (this means she gained points. There would be a different message if she gained no points and another for losing points.) Picard however receives a message indicating how exactly how he felt about the three aspects of the gift (a favorite color, a liked fruit, and a disliked fish) Janeway also knows that Picard had previously given her a gift a few weeks ago. From this, we can see how the points are calculated behind the scenes. (one of Picard's favorite colors (2) + liked fruits (1) + disliked fish (-2)) * Picard gave Janeway a gift before (2) = 2 points!&lt;br /&gt;
&lt;br /&gt;
Betty has prepared a gift for Risotto. This will be the 3rd gift Betty has given to Risotto. Risotto has never given a gift to Betty. Betty prepares a gift of Red fish scale, Delicate meat:Spotted Sea Cucumber, and Reddish Lime. Risotto loves all three aspects (a favorite color, fish, and fruit) and receives a pop-up that he loved the gift, as opposed to the message in Main. So, Betty receives this many points: &amp;lt;br&amp;gt;&lt;br /&gt;
[(2+2+2)]*1 = 6 points. &lt;br /&gt;
&lt;br /&gt;
Gelato has prepared a gift for Tom. This will be the 11th gift Gelato has prepared for Tom. Tom refuses the gift, because he has already received too many gifts from Gelato (the limit is 10). No points are awarded.&lt;br /&gt;
&lt;br /&gt;
=== Checking your Score ===&lt;br /&gt;
&lt;br /&gt;
To check your score, you must visit an Essence of Harmony. The essence ''will not'' tell you your exact numerical score but it will let you know how generous you are relative to your peers (defined as those who have not passed the test, are signed up for the test, and have given at least one gift.) You will get a different message if your score is in the top 5, 10, 25, 50, or 100 percent of peers. It is possible to keep track of your exact score on your own, but this requires that the gift recipient share with the gift giver or others the message they got upon receiving the gift, so that that player's likes and dislikes can be deduced.&lt;br /&gt;
&lt;br /&gt;
Possible Messages:&lt;br /&gt;
*You feel out of touch with the wants and desires of Egypt.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
You may not give a gift to a player if they have accepted a gift from you in the past 24 hours. Conversely, if you accept a gift from someone, you cannot accept another gift from anyone until at least 2 hours have passed. Gifts may only be made to citizens (paid, at least level 1 players) of Egypt. &amp;lt;br&amp;gt;&lt;br /&gt;
Delicate fish meat is a complex item, named for the type of fish from which it came. You do not have to catch the fish yourself, but it must be a freshly caught fish. You must fillet the fish yourself.  If the delicate fish meat is given to another player, dropped, or placed into a storage container, it immediately spoils and cannot be used for gifts. It also spoils if left in your inventory for more than 24 hours. When delicate fish meat spoils, it becomes Rotten Fish. An assembled gift is under the same restrictions as delicate fish meat (since it still contains the meat). There will be an option in the test menu &amp;quot;Inspect gift...&amp;quot; that will allow you to sniff the gift to make sure it is still fresh if you are unsure. If you give a rotten gift to another player, they automatically dislike all aspects of it, regardless of their preferences. If a gift is given using the Test menu it is immediately consumed by the gift recipient - so no new items appear in the recipient's inventory.&lt;br /&gt;
&lt;br /&gt;
== Filleting ==&lt;br /&gt;
You must use special knife to fillet fish if you want to use it for gift-giving.  You ''must'' have at least L1 [[Skill/Filleting|Filleting]] Skill from [[School of Worship]] to use the knife.    &lt;br /&gt;
&lt;br /&gt;
For [[delicate fish meat]] [[Skill/Filleting|Filleting]] you do not need to use a kitchen.  If you have a [[whole fish]] and a ceremonial knife in your inventory, there will be an option to '''Inventory-&amp;gt;Right-Click Fish-&amp;gt;Ceremonially Fillet Fish'''. &lt;br /&gt;
&lt;br /&gt;
This is a special form of filleting and has a '''''high chance of failure'''''. After all, no one wants jagged chunks of meat handed to them! You will automatically use the highest quality [[Ceremonial Knife]] you have on you. You can only fillet one fish at a time, and doing so starts a long focus timer. The chance of success is greater with high levels of focus, filleting skill, and a good quality ceremonial knife. If you fail, the fish is destroyed and you must try again with a different fish, but this only activates a short focus timer.&lt;br /&gt;
&lt;br /&gt;
16 [[focus]] + 7 [[Skill/Filleting|filleting]] + [[Ceremonial Platinum Knife|Platinum ceremonial knife]] = 100% chance of success.&lt;br /&gt;
&lt;br /&gt;
The % chance of success is calculated as follows: square root of Focus + (Filleting skill * (Filleting skill + 1)) + Knife bonus. The Knife bonuses are noted below.&lt;br /&gt;
&lt;br /&gt;
=== Freshness ===&lt;br /&gt;
There are 2 different times the fish can go off (fillet the fish, gift of fish) I filleted a load of fish and made some into gifts.  I waited an hour or two and the fish fillets went off FASTER than the gift of fish which remained fresh for longer.  (Peter)&lt;br /&gt;
&lt;br /&gt;
Breakdown of freshness:&lt;br /&gt;
==== Delicate Fish Meat ====&lt;br /&gt;
* very fresh (0-30 mins)&lt;br /&gt;
* fresh (30-60 mins) &lt;br /&gt;
* seems fresh (60-75 mins)&lt;br /&gt;
* seems a little stale (75 - 120 min)&lt;br /&gt;
* quite stale (120-240 mins?)&lt;br /&gt;
* spoiled (240+ min? 1 day?) When you examine this fish it turns into rotten fish&lt;br /&gt;
&lt;br /&gt;
==== Gift of fish ====&lt;br /&gt;
* very fresh (0-120 mins?) (9/22/2021: still &amp;quot;very fresh&amp;quot; at 3.5 hours)&lt;br /&gt;
* fresh (??? mins) &lt;br /&gt;
* a little stale (9/22/2021: &amp;quot;a little stale&amp;quot; at 14.5 hours)&lt;br /&gt;
* quite stale (9/22/2021 16.5-19 hours)&lt;br /&gt;
* &amp;quot;Your fish has spoiled!&amp;quot; Upon examination, gift is removed from inventory and 1 rotten fish added. (sometime before 22 hours)&lt;br /&gt;
&lt;br /&gt;
So you can wait an hour before making the fillet into a gift, then 2 hours? before you have to give the gift.&lt;br /&gt;
&lt;br /&gt;
*NOTE (Peter) Observed making a gift out of fish that little stale and it made a very fresh gift.  Did not gift the gift so not sure if this is still fresh or not?&lt;br /&gt;
&lt;br /&gt;
*NOTE (blondie) I had inspected a delicate meat and my message was that it was somewhat stale (6h30m) but i tried making gift anyway. After giving the gift there was no problem for the person and i got the usual message of likes, dislikes.&lt;br /&gt;
&lt;br /&gt;
*NOTE (Peacefulness) When inspecting delicate meat, it &amp;quot;seemed fresh&amp;quot;, but it was assembled into a gift of fish that &amp;quot;seemed very fresh&amp;quot;.  When asking a dev about this, he replied that a Gift of Fish lasts longer than Delicate Meat, which lasts longer than Whole Fish.&lt;br /&gt;
&lt;br /&gt;
=== [[Ceremonial Knife]] (made on a forge, either type) ===&lt;br /&gt;
==== Iron, 10 minutes ====&lt;br /&gt;
*	1 [[Utility Knife]]&lt;br /&gt;
*	10 [[Iron]]&lt;br /&gt;
*	2 [[Feather Tree|Resin: Feather Tree]]&lt;br /&gt;
==== Bronze, 30 minutes requires [[Skill/Filleting|Filleting]] 1 to forge ====&lt;br /&gt;
*	1 [[Ceremonial Iron knife]]&lt;br /&gt;
*	10 [[Bronze]] &lt;br /&gt;
*	6 [[Hokkaido|Resin: Hokkaido]]&lt;br /&gt;
==== Silver, 90 minutes requires [[Skill/Filleting|Filleting]] 2 to forge ====&lt;br /&gt;
*	1 [[Ceremonial Bronze knife]]&lt;br /&gt;
*	10 [[Silver]]&lt;br /&gt;
*	18 [[Passam|Resin: Passam]]&lt;br /&gt;
==== Gold, 270 minutes requires [[Skill/Filleting|Filleting]] 3 to forge ====&lt;br /&gt;
*	1 [[Ceremonial Silver Knife]]&lt;br /&gt;
*	10 [[Gold]]&lt;br /&gt;
*	54 [[Tapacae Miralis|Resin: Tapacae Miralis]]&lt;br /&gt;
==== Platinum, 810 minutes requires [[Skill/Filleting|Filleting]] 4 to forge ====&lt;br /&gt;
*	1 [[Ceremonial Gold Knife]]&lt;br /&gt;
*	10 [[Platinum]]&lt;br /&gt;
*	162 [[Bloodbark|Resin: Bloodbark]]&lt;br /&gt;
*       1 [[Template: Platinum Ceremonial Knife]] (Event Prize)&lt;br /&gt;
&lt;br /&gt;
These knives add 1, 5, 10, 20, and 40% to your chance to fillet delicate fish meat respectively. You do not need to make your own knife, you can get one from someone else to use.&lt;br /&gt;
&lt;br /&gt;
===About Making Platinum Ceremonial Knives===&lt;br /&gt;
True Cost of Platinum Ceremonial Knife from cradle to grave: &amp;lt;br&amp;gt;&lt;br /&gt;
Iron	12 &amp;lt;br&amp;gt;&lt;br /&gt;
Charcoal	1620&amp;lt;br&amp;gt;&lt;br /&gt;
Crudely Carved Handle	1&amp;lt;br&amp;gt;&lt;br /&gt;
Wooden Peg	2&amp;lt;br&amp;gt;&lt;br /&gt;
Feather Tree Resin	2&amp;lt;br&amp;gt;&lt;br /&gt;
Bronze	10&amp;lt;br&amp;gt;&lt;br /&gt;
Hokkaido Resin	6&amp;lt;br&amp;gt;&lt;br /&gt;
Silver 	10&amp;lt;br&amp;gt;&lt;br /&gt;
Passam Resin	18&amp;lt;br&amp;gt;&lt;br /&gt;
Gold 	10&amp;lt;br&amp;gt;&lt;br /&gt;
Tapacae Mirallis Resin	54&amp;lt;br&amp;gt;&lt;br /&gt;
Platinum	10&amp;lt;br&amp;gt;&lt;br /&gt;
Bloodbark Resin	162&amp;lt;br&amp;gt;&lt;br /&gt;
Cradle to grave making a Platinum knife takes 1310 minutes AKA 22 Teppy/Ducky Hours&amp;lt;br&amp;gt;&lt;br /&gt;
Currently making a Platinum knife ALONE is 15 hours and 50 minutes in real time. (Nov 2018)&amp;lt;br&amp;gt;&lt;br /&gt;
Also add in, you need someone with maxxed out Filleting skill. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
After 111 gifts have been given in Egypt, passing begins weekly, with the highest scoring player passing each week. Runners up are shown, and passes can be retained in the event of a tie.&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Test_of_the_Giving_Fisherman&amp;diff=237875</id>
		<title>Test of the Giving Fisherman</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Test_of_the_Giving_Fisherman&amp;diff=237875"/>
		<updated>2024-01-22T13:28:05Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Task List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test&lt;br /&gt;
| name          = The Test of the Giving Fisherman&lt;br /&gt;
| discipline    = Natural Philosophy&lt;br /&gt;
| image         = Harmony Test Icons_Giving Fisherman.png&lt;br /&gt;
| requirements  = &lt;br /&gt;
* 100 [[requires::Paper (Papyrus)]]&lt;br /&gt;
* 100 [[requires::Fish]] - Any&lt;br /&gt;
* 100 [[requires::Citrus|Citrus Fruits]] - Any&lt;br /&gt;
* 100 [[requires::Fish Scales]] - Any&lt;br /&gt;
| demonstration = &lt;br /&gt;
| verified = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Assemble colorful gifts of fresh fish and fruit and present them to your fellow Egyptians. Receive points for giving an enjoyable gift. Lose points for giving bad gifts.&lt;br /&gt;
&lt;br /&gt;
== Test Description ==&lt;br /&gt;
Create gifts of fresh Fish and Citrus Fruit and give these to your fellow Egyptians. Fish must be filleted using a [[Ceremonial Knife]]. Give a gift composed of the fish, color and fruit they like and you will receive points. If you give a gift they dislike, however, you will lose points. Earn bonus points by gifting to someone who has previously gifted to you. After enough gifts have been given, the citizen with the highest score each week will advance.&lt;br /&gt;
&lt;br /&gt;
== Task List ==&lt;br /&gt;
Test of the Giving Fisherman is all about catching the diverse fish of Egypt. Prove your skill as a fisherman, by showing you know when and where to catch the fish of Egypt.&lt;br /&gt;
* Craft a [[Ceremonial Knife]] (awards 1 [[Talent Point]])&lt;br /&gt;
* Successfully fillet a uncommon fish with a [[Ceremonial Knife]] (awards 1 [[Talent Point]])&lt;br /&gt;
* Assemble a Gift of Fish at a [[Kitchen]] (awards 1 [[Talent Point]])&lt;br /&gt;
* Give a gift (awards 1 [[Talent Point]])&lt;br /&gt;
* Meditate on your score at an [[Essence of Harmony]]&lt;br /&gt;
* Pass Test of the Giving fisherman (awards 3 [[Talent Point]]s)&lt;br /&gt;
&lt;br /&gt;
== Abstract ==&lt;br /&gt;
In the Test of the Giving Fisherman, you are tasked with making special gifts to give to other players. The thoughtful giver will be aware of the likes and dislikes of his recipient. Be the most generous and perceptive player in Egypt to pass this test!&lt;br /&gt;
&lt;br /&gt;
== A General Overview == &lt;br /&gt;
*1. Catch a fish (Or trade/acquire a fresh fish)&lt;br /&gt;
*2. Fillet with a special knife (requires different levels of filleting skill)&lt;br /&gt;
*3. Generates delicate fish meat (this doesn't make fish scales, roe or oil like normal filleting)&lt;br /&gt;
*4. Acquire a fish scale and a citrus fruit&lt;br /&gt;
*5. Assemble a wrapped gift (fish meat wrapped in preserved fish scale, served with a citrus fruit)&lt;br /&gt;
*6. Present the gift to another player&lt;br /&gt;
&lt;br /&gt;
== A Detailed Overview == &lt;br /&gt;
[http://www.atitd.org/wiki/tale7/Test_of_the_Giving_Fisherman/User_template   User Tracking Template]&lt;br /&gt;
&lt;br /&gt;
To assemble a gift, you need: 1 [[Delicate fish meat]], 1 [[Fish Scales|fish scale]], 1 [[citrus]] fruit, and 1 [[Papyrus Paper]] in inventory. At a [[Kitchen]] select Recipes -&amp;gt; Gift of Fish.  You will get a UI pop up to select the items.  You can name the gift after assembly. The final gift is a complex item you must give to another player using the test menu when you click on them (similar to how you ask others to acro or compare achievements). They must accept your gift by choosing 'Yes'.&lt;br /&gt;
&lt;br /&gt;
The gift will get an auto-name based on the ingredients: fish scale + fish + citrus + creator name.&lt;br /&gt;
: eg: 'Seal Brown-Chromis-Tangy Tangelo-Zhukuram'&lt;br /&gt;
If you want to track your gifts you can add or change the title&lt;br /&gt;
: eg: 'Seal Brown-Chromis-Tangy Tangelo-Zhukuram for Rana'&lt;br /&gt;
&lt;br /&gt;
* Note A&lt;br /&gt;
*: You won't know what type of [[delicate fish meat]], [[Fish Scales|fish scale]] or [[citrus]] fruit to use. The scoring is a 'negative score' similar to coalitions but you wont know what that is until you try a combination and if the gift is consumed and the recipient tells you and/or you visit a [[Essence of Harmony]] to check your score after you give one.&lt;br /&gt;
&lt;br /&gt;
* Note B&lt;br /&gt;
*: You can only make a gift from fish you have [[Skill/Filleting|filleted]] yourself. This requires L1 [[Skill/Filleting|Filleting]] skill from School of Worship.&lt;br /&gt;
&lt;br /&gt;
* Note C&lt;br /&gt;
*: Crafting an [[Ceremonial Knife|Iron Ceremonial Knife]] requires [[Blacksmithing]] 0 and having started the Test.  It does not, however, require [[Skill/Filleting|Filleting]] skill to craft; only to use.  Thus it is possible to start the Test and craft an [[Ceremonial Knife|Iron Ceremonial Knife]] to earn a [[Talent Point]], even before learning how to fillet.&lt;br /&gt;
&lt;br /&gt;
Your gift is worth points based on how much a player likes (is compatible with) your gift. Each player has preferred fish meats, scale colors, and citrus fruits.  You can receive up to 6 points if your gift perfectly matches a player's preferences.&lt;br /&gt;
&lt;br /&gt;
The amount of points you receive (or lose) is doubled if you give a gift to a player who has given you a gift before. Therefore, 12 points are possible from a single gift.&lt;br /&gt;
&lt;br /&gt;
[[Essence of Harmony]] meditation messages:&lt;br /&gt;
# You feel out of touch with the wants and desires of Egypt.&lt;br /&gt;
# You feel connected with the wants and desires of Egypt.&lt;br /&gt;
# You feel in tune with the wants and desires of Egypt.&lt;br /&gt;
# You feel harmonized with the wants and desires of Egypt.&lt;br /&gt;
&lt;br /&gt;
There are 180 fish scale colors, 49 fish meats, and 208 citrus fruits in the game.&lt;br /&gt;
&lt;br /&gt;
Each player has 18 favorite colors, 5 favorite fish, and 20 favorite citrus fruits (10% of the possibilities). You cannot choose these, they are tied uniquely and are generated from your avatar name (or some other manner). If a player gives you one of your favorite colors, they receive 2 points, likewise for the fruit type and fish type. &lt;br /&gt;
&lt;br /&gt;
You also have 36 'Liked' colors, 10 liked fish, and 40 liked citrus (20% of the possibilities). A player giving you one of these receives 1 point instead. &lt;br /&gt;
&lt;br /&gt;
You also have 72 'Disliked' colors (40% of the possibilities), 20 disliked fish, and 80 disliked citrus. A player giving you one of these receives -2 points. It is not possible to have less than 0 points total in this test, but you can lose points if you give bad gifts. &lt;br /&gt;
&lt;br /&gt;
All other (30%) types of fish, colors, and fruits are 'neutral' for you and result in no points being awarded to the giver.&lt;br /&gt;
*NOTE: The message &amp;quot;You did not care for any part of the gift&amp;quot; appears when all ingredients are NEUTRAL to you. NOT Disliked.&lt;br /&gt;
&lt;br /&gt;
You can give multiple gifts to the same person (one per day, up to a maximum of 10), but take care not to give them the identical gift. If you give a player a gift made up of exactly the same materials of a gift you have given them before, they will be offended and will dislike all aspects of it (giving you -6 or -12 points!)&lt;br /&gt;
&lt;br /&gt;
*NOTE: Generally speaking, giving randomly made gifts to random people will not get you a positive score. This is because it is easier to lose points than gain them. If possible, try and do some research to figure out the likes/dislikes of a person first. Of course, this is often not possible if someone hasn't been given many gifts or doesn't keep track of their preferences. -Redshift&lt;br /&gt;
&lt;br /&gt;
=== Some Examples of a Gift Giving ===&lt;br /&gt;
&lt;br /&gt;
Janeway has prepared a gift to give to Picard. This is the first time she will give a gift to Picard. She used an Antique White fish scale, Delicate meat: Kingfish, and a Long Tangelo to make her gift. She gives the gift to Picard, who accepts it. She gets a message telling her that Picard enjoyed her gift overall (this means she gained points. There would be a different message if she gained no points and another for losing points.) Picard however receives a message indicating how exactly how he felt about the three aspects of the gift (a favorite color, a liked fruit, and a disliked fish) Janeway also knows that Picard had previously given her a gift a few weeks ago. From this, we can see how the points are calculated behind the scenes. (one of Picard's favorite colors (2) + liked fruits (1) + disliked fish (-2)) * Picard gave Janeway a gift before (2) = 2 points!&lt;br /&gt;
&lt;br /&gt;
Betty has prepared a gift for Risotto. This will be the 3rd gift Betty has given to Risotto. Risotto has never given a gift to Betty. Betty prepares a gift of Red fish scale, Delicate meat:Spotted Sea Cucumber, and Reddish Lime. Risotto loves all three aspects (a favorite color, fish, and fruit) and receives a pop-up that he loved the gift, as opposed to the message in Main. So, Betty receives this many points: &amp;lt;br&amp;gt;&lt;br /&gt;
[(2+2+2)]*1 = 6 points. &lt;br /&gt;
&lt;br /&gt;
Gelato has prepared a gift for Tom. This will be the 11th gift Gelato has prepared for Tom. Tom refuses the gift, because he has already received too many gifts from Gelato (the limit is 10). No points are awarded.&lt;br /&gt;
&lt;br /&gt;
=== Checking your Score ===&lt;br /&gt;
&lt;br /&gt;
To check your score, you must visit an Essence of Harmony. The essence ''will not'' tell you your exact numerical score but it will let you know how generous you are relative to your peers (defined as those who have not passed the test, are signed up for the test, and have given at least one gift.) You will get a different message if your score is in the top 5, 10, 25, 50, or 100 percent of peers. It is possible to keep track of your exact score on your own, but this requires that the gift recipient share with the gift giver or others the message they got upon receiving the gift, so that that player's likes and dislikes can be deduced.&lt;br /&gt;
&lt;br /&gt;
Possible Messages:&lt;br /&gt;
*You feel out of touch with the wants and desires of Egypt.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
You may not give a gift to a player if they have accepted a gift from you in the past 24 hours. Conversely, if you accept a gift from someone, you cannot accept another gift from anyone until at least 2 hours have passed. Gifts may only be made to citizens (paid, at least level 1 players) of Egypt. &amp;lt;br&amp;gt;&lt;br /&gt;
Delicate fish meat is a complex item, named for the type of fish from which it came. You do not have to catch the fish yourself, but it must be a freshly caught fish. You must fillet the fish yourself.  If the delicate fish meat is given to another player, dropped, or placed into a storage container, it immediately spoils and cannot be used for gifts. It also spoils if left in your inventory for more than 24 hours. When delicate fish meat spoils, it becomes Rotten Fish. An assembled gift is under the same restrictions as delicate fish meat (since it still contains the meat). There will be an option in the test menu &amp;quot;Inspect gift...&amp;quot; that will allow you to sniff the gift to make sure it is still fresh if you are unsure. If you give a rotten gift to another player, they automatically dislike all aspects of it, regardless of their preferences. If a gift is given using the Test menu it is immediately consumed by the gift recipient - so no new items appear in the recipient's inventory.&lt;br /&gt;
&lt;br /&gt;
== Filleting ==&lt;br /&gt;
You must use special knife to fillet fish if you want to use it for gift-giving.  You ''must'' have at least L1 [[Skill/Filleting|Filleting]] Skill from [[School of Worship]] to use the knife.    &lt;br /&gt;
&lt;br /&gt;
For [[delicate fish meat]] [[Skill/Filleting|Filleting]] you do not need to use a kitchen.  If you have a [[whole fish]] and a ceremonial knife in your inventory, there will be an option to '''Inventory-&amp;gt;Right-Click Fish-&amp;gt;Ceremonially Fillet Fish'''. &lt;br /&gt;
&lt;br /&gt;
This is a special form of filleting and has a '''''high chance of failure'''''. After all, no one wants jagged chunks of meat handed to them! You will automatically use the highest quality [[Ceremonial Knife]] you have on you. You can only fillet one fish at a time, and doing so starts a long focus timer. The chance of success is greater with high levels of focus, filleting skill, and a good quality ceremonial knife. If you fail, the fish is destroyed and you must try again with a different fish, but this only activates a short focus timer.&lt;br /&gt;
&lt;br /&gt;
16 [[focus]] + 7 [[Skill/Filleting|filleting]] + [[Ceremonial Platinum Knife|Platinum ceremonial knife]] = 100% chance of success.&lt;br /&gt;
&lt;br /&gt;
The % chance of success is calculated as follows: square root of Focus + (Filleting skill * (Filleting skill + 1)) + Knife bonus. The Knife bonuses are noted below.&lt;br /&gt;
&lt;br /&gt;
=== Freshness ===&lt;br /&gt;
There are 2 different times the fish can go off (fillet the fish, gift of fish) I filleted a load of fish and made some into gifts.  I waited an hour or two and the fish fillets went off FASTER than the gift of fish which remained fresh for longer.  (Peter)&lt;br /&gt;
&lt;br /&gt;
Breakdown of freshness:&lt;br /&gt;
==== Delicate Fish Meat ====&lt;br /&gt;
* very fresh (0-30 mins)&lt;br /&gt;
* fresh (30-60 mins) &lt;br /&gt;
* seems fresh (60-75 mins)&lt;br /&gt;
* seems a little stale (75 - 120 min)&lt;br /&gt;
* quite stale (120-240 mins?)&lt;br /&gt;
* spoiled (240+ min? 1 day?) When you examine this fish it turns into rotten fish&lt;br /&gt;
&lt;br /&gt;
==== Gift of fish ====&lt;br /&gt;
* very fresh (0-120 mins?) (9/22/2021: still &amp;quot;very fresh&amp;quot; at 3.5 hours)&lt;br /&gt;
* fresh (??? mins) &lt;br /&gt;
* a little stale (9/22/2021: &amp;quot;a little stale&amp;quot; at 14.5 hours)&lt;br /&gt;
* quite stale (9/22/2021 16.5-19 hours)&lt;br /&gt;
* &amp;quot;Your fish has spoiled!&amp;quot; Upon examination, gift is removed from inventory and 1 rotten fish added. (sometime before 22 hours)&lt;br /&gt;
&lt;br /&gt;
So you can wait an hour before making the fillet into a gift, then 2 hours? before you have to give the gift.&lt;br /&gt;
&lt;br /&gt;
*NOTE (Peter) Observed making a gift out of fish that little stale and it made a very fresh gift.  Did not gift the gift so not sure if this is still fresh or not?&lt;br /&gt;
&lt;br /&gt;
*NOTE (blondie) I had inspected a delicate meat and my message was that it was somewhat stale (6h30m) but i tried making gift anyway. After giving the gift there was no problem for the person and i got the usual message of likes, dislikes.&lt;br /&gt;
&lt;br /&gt;
*NOTE (Peacefulness) When inspecting delicate meat, it &amp;quot;seemed fresh&amp;quot;, but it was assembled into a gift of fish that &amp;quot;seemed very fresh&amp;quot;.  When asking a dev about this, he replied that a Gift of Fish lasts longer than Delicate Meat, which lasts longer than Whole Fish.&lt;br /&gt;
&lt;br /&gt;
=== [[Ceremonial Knife]] (made on a forge, either type) ===&lt;br /&gt;
==== Iron, 10 minutes ====&lt;br /&gt;
*	1 [[Utility Knife]]&lt;br /&gt;
*	10 [[Iron]]&lt;br /&gt;
*	2 [[Feather Tree|Resin: Feather Tree]]&lt;br /&gt;
==== Bronze, 30 minutes requires [[Skill/Filleting|Filleting]] 1 to forge ====&lt;br /&gt;
*	1 [[Ceremonial Iron knife]]&lt;br /&gt;
*	10 [[Bronze]] &lt;br /&gt;
*	6 [[Hokkaido|Resin: Hokkaido]]&lt;br /&gt;
==== Silver, 90 minutes requires [[Skill/Filleting|Filleting]] 2 to forge ====&lt;br /&gt;
*	1 [[Ceremonial Bronze knife]]&lt;br /&gt;
*	10 [[Silver]]&lt;br /&gt;
*	18 [[Passam|Resin: Passam]]&lt;br /&gt;
==== Gold, 270 minutes requires [[Skill/Filleting|Filleting]] 3 to forge ====&lt;br /&gt;
*	1 [[Ceremonial Silver Knife]]&lt;br /&gt;
*	10 [[Gold]]&lt;br /&gt;
*	54 [[Tapacae Miralis|Resin: Tapacae Miralis]]&lt;br /&gt;
==== Platinum, 810 minutes requires [[Skill/Filleting|Filleting]] 4 to forge ====&lt;br /&gt;
*	1 [[Ceremonial Gold Knife]]&lt;br /&gt;
*	10 [[Platinum]]&lt;br /&gt;
*	162 [[Bloodbark|Resin: Bloodbark]]&lt;br /&gt;
*       1 [[Template: Platinum Ceremonial Knife]] (Event Prize)&lt;br /&gt;
&lt;br /&gt;
These knives add 1, 5, 10, 20, and 40% to your chance to fillet delicate fish meat respectively. You do not need to make your own knife, you can get one from someone else to use.&lt;br /&gt;
&lt;br /&gt;
===About Making Platinum Ceremonial Knives===&lt;br /&gt;
True Cost of Platinum Ceremonial Knife from cradle to grave: &amp;lt;br&amp;gt;&lt;br /&gt;
Iron	12 &amp;lt;br&amp;gt;&lt;br /&gt;
Charcoal	1620&amp;lt;br&amp;gt;&lt;br /&gt;
Crudely Carved Handle	1&amp;lt;br&amp;gt;&lt;br /&gt;
Wooden Peg	2&amp;lt;br&amp;gt;&lt;br /&gt;
Feather Tree Resin	2&amp;lt;br&amp;gt;&lt;br /&gt;
Bronze	10&amp;lt;br&amp;gt;&lt;br /&gt;
Hokkaido Resin	6&amp;lt;br&amp;gt;&lt;br /&gt;
Silver 	10&amp;lt;br&amp;gt;&lt;br /&gt;
Passam Resin	18&amp;lt;br&amp;gt;&lt;br /&gt;
Gold 	10&amp;lt;br&amp;gt;&lt;br /&gt;
Tapacae Mirallis Resin	54&amp;lt;br&amp;gt;&lt;br /&gt;
Platinum	10&amp;lt;br&amp;gt;&lt;br /&gt;
Bloodbark Resin	162&amp;lt;br&amp;gt;&lt;br /&gt;
Cradle to grave making a Platinum knife takes 1310 minutes AKA 22 Teppy/Ducky Hours&amp;lt;br&amp;gt;&lt;br /&gt;
Currently making a Platinum knife ALONE is 15 hours and 50 minutes in real time. (Nov 2018)&amp;lt;br&amp;gt;&lt;br /&gt;
Also add in, you need someone with maxxed out Filleting skill. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Passing ===&lt;br /&gt;
After 111 gifts have been given in Egypt, passing begins weekly, with the highest scoring player passing each week. Runners up are shown, and passes can be retained in the event of a tie.&lt;br /&gt;
&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
	<entry>
		<id>https://atitd.wiki/tale11/w/index.php?title=Statue_of_Octec%27s_Ghost&amp;diff=235644</id>
		<title>Statue of Octec's Ghost</title>
		<link rel="alternate" type="text/html" href="https://atitd.wiki/tale11/w/index.php?title=Statue_of_Octec%27s_Ghost&amp;diff=235644"/>
		<updated>2024-01-01T11:23:26Z</updated>

		<summary type="html">&lt;p&gt;Catote: /* Cost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building&lt;br /&gt;
| name         = Statue of Octec's Ghost&lt;br /&gt;
| image        = Octecs_ghost.png&lt;br /&gt;
| location     = [[require::Outside]]&lt;br /&gt;
| size         = &lt;br /&gt;
| requirements = &lt;br /&gt;
* [[Test of Octec's Ghost]]&lt;br /&gt;
| material1    = [[requires::Silver]]&lt;br /&gt;
| qty1         = 300&lt;br /&gt;
| material2    = [[requires::Small Gears|Small Brass Gears]]&lt;br /&gt;
| qty2         = 30&lt;br /&gt;
| material3    = [[requires::Glass Rod]]s&lt;br /&gt;
| qty3         = 60&lt;br /&gt;
| material4    = [[requires::Steel Cable]]&lt;br /&gt;
| qty4         = 5&lt;br /&gt;
| material5    = [[requires::Cut Stone]]&lt;br /&gt;
| qty5         = 120&lt;br /&gt;
| material6    = [[requires::Oyster Shell Marble]]&lt;br /&gt;
| qty6         = 4&lt;br /&gt;
| material7    = [[requires::Decorative Stone|White Travertine]]&lt;br /&gt;
| qty7         = 4&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
A statue built for the [[Test of Octec's Ghost]].  You can trade for and place 20 different [[Crystal Hieroglyph]]s in the recesses on the sides of the pyramid-shaped building to complete the test.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
This building becomes available after you have started the [[Test of Octec's Ghost]] from a [[University of Thought]].&lt;br /&gt;
&lt;br /&gt;
==Cost==&lt;br /&gt;
A Statue of Octec's ghost is built at a [[Small Construction Site]], and requires the following (select &amp;quot;thought&amp;quot; not &amp;quot;small&amp;quot;):&lt;br /&gt;
&lt;br /&gt;
* {{Require | 300 | Silver|verified=true}}&lt;br /&gt;
* {{Require | 30 | Brass Small Gear|verified=true}}&lt;br /&gt;
* {{Require | 60 | Glass Rods|verified=true}}&lt;br /&gt;
* {{Require | 5 | Steel Cable|verified=true}}&lt;br /&gt;
* {{Require | 120 | Cut Stone|verified=true}}&lt;br /&gt;
* {{Require | 4 | Oyster Shell Marble|verified=true}}&lt;br /&gt;
* {{Require | 4 | White Travertine|verified=true}}&lt;br /&gt;
&lt;br /&gt;
{{BuildingsNav}}&lt;br /&gt;
{{L|en}}&lt;/div&gt;</summary>
		<author><name>Catote</name></author>
	</entry>
</feed>