Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
Requires population 9 or higher, plus any pond population quests.
Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.
Pond produce: Lobster
Stocked fish
Lobster
Candidate output
Nautilus Shell × Runtime-defined
Reproduction time
Derived from fish value by game logic; not a fixed source duration
Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
Requires population 9 or higher, plus any pond population quests.
Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.
Pond produce: Crab
Stocked fish
Crab
Candidate output
Nautilus Shell × Runtime-defined
Reproduction time
Derived from fish value by game logic; not a fixed source duration
Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
Requires population 9 or higher, plus any pond population quests.
Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.
Pond produce: Cockle
Stocked fish
Cockle
Candidate output
Nautilus Shell × Runtime-defined
Reproduction time
Derived from fish value by game logic; not a fixed source duration
Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
Requires population 9 or higher, plus any pond population quests.
Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.
Pond produce: Mussel
Stocked fish
Mussel
Candidate output
Nautilus Shell × Runtime-defined
Reproduction time
Derived from fish value by game logic; not a fixed source duration
Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
Requires population 9 or higher, plus any pond population quests.
Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.
Pond produce: Shrimp
Stocked fish
Shrimp
Candidate output
Nautilus Shell × Runtime-defined
Reproduction time
Derived from fish value by game logic; not a fixed source duration
Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
Requires population 9 or higher, plus any pond population quests.
Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.
Show 1 more fish pond production entries
Pond produce: Oyster
Stocked fish
Oyster
Candidate output
Nautilus Shell × Runtime-defined
Reproduction time
Derived from fish value by game logic; not a fixed source duration
Fish Pond production, separate from catching a fish. The lowest-precedence matching pond rule is used; production and output selection remain conditional.
Requires population 9 or higher, plus any pond population quests.
Output rolls, population and animal-cracker effects can change quantity. A candidate is not a guaranteed daily product.
Other acquisition
1
Foraging: Beach
Possible source only; season, location selection, random rolls and save progress can affect availability.
Sandy — Ordinary friendship/gifting requires the Oasis introduction event to have been seen by at least one player. Reaching the Desert also depends on your travel options.
Ordinary tastes describe base items. Quality, birthdays and other friendship modifiers are separate; special items use their own handlers. Gift guide →