767. sor: |
767. sor: |
| | {{Qualityprice|Midnight Squid|100|prof_mult=1.25|iridium}} | | | {{Qualityprice|Midnight Squid|100|prof_mult=1.25|iridium}} |
| | {{Qualityprice|Midnight Squid|100|prof_mult=1.5|iridium}} | | | {{Qualityprice|Midnight Squid|100|prof_mult=1.5|iridium}} |
− | |8-20<ref name="fish_size">For all submarine-specific fish, the input data in <tt>[[Modding:Fish_data|Fish.xnb]]</tt> specifies upper/lower size values of 8 and 25. However, these fish can only be caught in the Submarine, where the maximum possible [[Fishing Zone]] is 2. As a result, even with a Fishing skill of 14 and a perfect catch, the largest possible fish size is 20 inches (which happens to be just barely large enough to be iridium quality).</ref> | + | |8-20<ref name="fish_size">For all submarine-specific fish, the input data in <samp>[[Modding:Fish_data|Fish.xnb]]</samp> specifies upper/lower size values of 8 and 25. However, these fish can only be caught in the Submarine, where the maximum possible [[Fishing Zone]] is 2. As a result, even with a Fishing skill of 14 and a perfect catch, the largest possible fish size is 20 inches (which happens to be just barely large enough to be iridium quality).</ref> |
| |55 Sinker | | |55 Sinker |
| |21 | | |21 |
1 185. sor: |
1 185. sor: |
| ==References== | | ==References== |
| <references> | | <references> |
− | <ref name="crabpot_chance">Crab pot contents are determined by <tt>CrabPot::DayUpdate</tt>. For mariners, there is no chance of junk, and all creatures are equally likely. For non-mariners, there is a 20% chance of junk, then each creature is checked sequentially using the chances specified in <tt>Fish.xnb</tt>. One result of this algorithm is that the actual chance of finding a given creature is smaller than the value in the input file, because it can only be found if junk items and all previous creatures failed their tests.</ref> | + | <ref name="crabpot_chance">Crab pot contents are determined by <samp>CrabPot::DayUpdate</samp>. For mariners, there is no chance of junk, and all creatures are equally likely. For non-mariners, there is a 20% chance of junk, then each creature is checked sequentially using the chances specified in <samp>Fish.xnb</samp>. One result of this algorithm is that the actual chance of finding a given creature is smaller than the value in the input file, because it can only be found if junk items and all previous creatures failed their tests.</ref> |
| <ref name="not_a_fish">[[Clam]]s are not categorized as Fish by the game. Therefore they cannot be used in Fish recipes, do not benefit from Fishing price bonuses, do not show up in the [[Collections#Fish|Fish section]] of the [[Collections|collection]] tab, and do not count towards the four fishing [[Fishing#Achievements|Achievements]].</ref> | | <ref name="not_a_fish">[[Clam]]s are not categorized as Fish by the game. Therefore they cannot be used in Fish recipes, do not benefit from Fishing price bonuses, do not show up in the [[Collections#Fish|Fish section]] of the [[Collections|collection]] tab, and do not count towards the four fishing [[Fishing#Achievements|Achievements]].</ref> |
− | <ref name="quasi_fish">In the game data (<tt>[[Modding:Object_data|ObjectInformation.xnb]]</tt>) the type assigned to Seaweed and Algae is "Fish", but it is not assigned the Fish category (<tt>-4</tt>). The label displayed in-game and most uses are controlled by the category.</ref> | + | <ref name="quasi_fish">In the game data (<samp>[[Modding:Object_data|ObjectInformation.xnb]]</samp>) the type assigned to Seaweed and Algae is "Fish", but it is not assigned the Fish category (<samp>-4</samp>). The label displayed in-game and most uses are controlled by the category.</ref> |
| </references> | | </references> |
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