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	<id>http://www.atitd.org/wiki/t4w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dresdor</id>
	<title>A Tale in the Desert - User contributions [en]</title>
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	<updated>2026-06-02T05:36:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Thistle_Guide&amp;diff=115124</id>
		<title>Dresdor's Thistle Guide</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Thistle_Guide&amp;diff=115124"/>
		<updated>2009-06-29T03:41:33Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In searching for information on thistle, I've found that most of the references are to the T3 Twisted Thistle Guide.  This is a good guide, and where I got started, but I find that anything from the T3 wiki could always use an update.  Also I've been approached by several players who are confused by the old guide and by the current thistle system.  As such, I'm going to make an attempt to explain my process to making thistle.&lt;br /&gt;
&lt;br /&gt;
If you have no interest in making thistle, but need it to advance your stuck silkfarms, I suggest the [[Thistle request]] page.&lt;br /&gt;
&lt;br /&gt;
Also I am creating a collection of my no-void recipes, and I encourage you to add your own [[Thistle Methods]].  This is meant primarily to provide shortcuts to being able to make the thistle you need.&lt;br /&gt;
&lt;br /&gt;
I use [[Image:ThistleSim.zip|Thistle Sim]] to plan out my attempts.  I highly recommend it.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
Thistle is typed by the concentrations of seven vitamins (Asc, Bio, Car, Fol, Nia, Pyr, and Thi).  Concentrations less than 20, are represented as a - sign.  Concentrations between 21-79 are represented by the ~ sign.  Concentrations higher than 80 are represented by a + sign.  Silkworms require a thistle with four vitamin requirements (the other three do not matter) and Modern Sheep Farms require thistle with two vitamin requirements (the other five do not matter).&lt;br /&gt;
&lt;br /&gt;
The concentrations of these vitamins are controlled by a series of reactions.  These reactions are controlled by levels of Water, Oxygen, and Sun.  These reactions convert one vitamin into another.  This is complicated by the fact that there are certain reactions that are &amp;quot;voided&amp;quot;; that is to say they are not active during a specific time frame in a specific region.  These change over a period of time, and from region to region (it's been shown that it is not every egypt day, nor are the boundaries those of the actual regions).  &lt;br /&gt;
&lt;br /&gt;
The goal of growing thistle is to end the growing process with vitamin concentrations in the ranges for the thistle you need.  Vitamin levels at any point before tick 40 doesn't matter.  You can only harvest at Tick 40 (if you harvest before you loose the thistle and the thistle seeds).&lt;br /&gt;
&lt;br /&gt;
I use the tool [[Image:ThistleSim.zip|Thistle Sim]] extensively.  Many thanks to the coder(s) of this useful tool.&lt;br /&gt;
&lt;br /&gt;
==The Process==&lt;br /&gt;
Some things to note before we begin:&lt;br /&gt;
*Asc is impossible to generate and maintain at night without a lucky set of voids.&lt;br /&gt;
*Bio is never consumed by any reaction, so if you need B- or B~ keep an eye on it.&lt;br /&gt;
*Pyr and Fol are very easy to produce.&lt;br /&gt;
*Asc, Car, Nia, and Thi are more difficult to produce and maintain.&lt;br /&gt;
*Growing at 10am-2pm and 10pm-2am ensures a stable amount of sun (100 and 0 respectfully)&lt;br /&gt;
&lt;br /&gt;
I use a method that does not use any inputs but water.  This limits the thistle I can make, but also means that any I can make I make for free.  Adding Dung and Saltpeter can be done to boost vitamin levels, and can be used with my method, I just choose not to do it.&lt;br /&gt;
&lt;br /&gt;
Referencing the tables at the bottom of this guide will show that each vitamin has three generation reactions, one controlled by every environmental factor (Water, Oxygen, Sun).  It will also show that each vitamin has a varying number of consumption reactions, and there is no distinct pattern to the environmental factors controlling them.  &lt;br /&gt;
&lt;br /&gt;
There are three types of reactions:&lt;br /&gt;
*Those that diminish quantity (10 Pot -&amp;gt; 3.33 Car)&lt;br /&gt;
*Those that maintain quantity (10 Asc -&amp;gt; 10 Car)&lt;br /&gt;
*Those that increase quantity (10 Thi -&amp;gt; 20 Car)&lt;br /&gt;
&lt;br /&gt;
The goal of my method is to create a generation mechanism that results in an increase in quantity.  The concept is to maximize the utility of the small amount of vitamins you get for &amp;quot;free&amp;quot; by the garden always starting with 50 nit and 50 pot.  To create this mechanism, I look at what my requirements are that are high concentration (all +).  I discard B+, P+, and F+ as there are easy to create.  If there are no others, I look for the moderate requirements (~).  Using that vitamin as a goal, I look for a reaction chain that I can use as a generation mechanism.  For example, for Asc, I use the chain 10Asc-&amp;gt;10Thi; 10Thi-&amp;gt;20Fol; 10Fol-&amp;gt;20Asc;  This should give us a four-fold increase of Asc.  In practice, it is less than that because of the reaction 10Asc-&amp;gt;10Car; However, it is still a powerful increasing mechanism.&lt;br /&gt;
&lt;br /&gt;
I then, with the help of thistle sim, create a process to maximize Asc using this mechanism.  Looking at the reactions, it's clear I need to manipulate sunlight, and to prevent Asc from draining into Bio, I need to keep Water higher than 29.  After I have a strong level of Asc, I look to see what else I need.  I then reference the reactions and try to figure out a way to generate the other vitamin requirements from what I currently have.  The idea is that once you have a lot of vitamins in your thistle, it shouldn't be difficult to transmute some of them into the concentrations you need.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
Once you have your process, you should test it.  If it works, congratulations, make as much as you need.  If it doesn't, there's a void present that is interfering with your growing.  With thistle sim, it is easy to figure out the voids, either by turning off the reactions one by one until your result matches that of your thistle bed, or by checking at what step the thistle bed went off in a different direction, and checking what reactions were active there.  In either case, shut off the appropriate reaction, and try again.  &lt;br /&gt;
&lt;br /&gt;
*It will not be possible to make every thistle every time.  Some will almost require you to have a lucky void to make.&lt;br /&gt;
&lt;br /&gt;
==Sample Generation Mechanisms==&lt;br /&gt;
&lt;br /&gt;
Day:&lt;br /&gt;
10Asc-&amp;gt;10Thi; 10Thi-&amp;gt;20Fol; 10Fol-&amp;gt;20Asc;&lt;br /&gt;
&lt;br /&gt;
Night:&lt;br /&gt;
&lt;br /&gt;
**Will be updated later&lt;br /&gt;
&lt;br /&gt;
=='''Vitamin Reactions Reference'''==&lt;br /&gt;
&lt;br /&gt;
== Asc ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Asc&lt;br /&gt;
|Water &amp;gt; 79&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 5 Asc&lt;br /&gt;
|Oxygen &amp;lt;49&lt;br /&gt;
|-&lt;br /&gt;
|10 Fol -&amp;gt; 20 Asc&lt;br /&gt;
|Sun &amp;gt; 69&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Bio&lt;br /&gt;
|Water &amp;lt; 29&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 10 Car&lt;br /&gt;
|Sun &amp;gt; 79&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Nia&lt;br /&gt;
|Sun &amp;lt; 20&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 10 Thi&lt;br /&gt;
|Sun &amp;lt; 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Bio&lt;br /&gt;
|Sun &amp;lt; 20&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Bio&lt;br /&gt;
|Water &amp;lt; 29&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 10 Bio&lt;br /&gt;
|Oxygen &amp;gt; 89&lt;br /&gt;
|}&lt;br /&gt;
*Bio is never consumed&lt;br /&gt;
&lt;br /&gt;
== Car ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Pot -&amp;gt; 3.33 Car&lt;br /&gt;
|Oxygen &amp;gt; 69&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 10 Car&lt;br /&gt;
|Sun &amp;gt; 79&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Car&lt;br /&gt;
|Water &amp;lt; 39&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 5 Asc&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 10 Pyr&lt;br /&gt;
|Sun &amp;gt; 59&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 20 Thi&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fol ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Fol&lt;br /&gt;
|Sun &amp;gt; 69&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 30 Fol&lt;br /&gt;
|Water &amp;lt; 59&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Fol&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Fol -&amp;gt; 20 Asc&lt;br /&gt;
|Sun &amp;gt; 69&lt;br /&gt;
|-&lt;br /&gt;
|10 Fol -&amp;gt; 20 Pyr&lt;br /&gt;
|Oxygen &amp;gt; 79&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nia ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Nia&lt;br /&gt;
|Sun &amp;lt; 20&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 5 Nia&lt;br /&gt;
|Water &amp;gt; 69&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 10 Nia&lt;br /&gt;
|Oxygen &amp;lt;39&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 30 Fol&lt;br /&gt;
|Water &amp;lt; 59&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 5 Thi&lt;br /&gt;
|Water &amp;lt; 49&lt;br /&gt;
|}&lt;br /&gt;
== Pyr ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Pyr&lt;br /&gt;
|Water &amp;lt; 39&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 10 Pyr&lt;br /&gt;
|Sun &amp;gt; 59&lt;br /&gt;
|-&lt;br /&gt;
|10 Fol -&amp;gt; 20 Pyr&lt;br /&gt;
|Oxygen &amp;gt; 79&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 10 Bio&lt;br /&gt;
|Oxygen &amp;gt; 89&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 5 Nia&lt;br /&gt;
|Water &amp;gt; 69&lt;br /&gt;
|}&lt;br /&gt;
== Thi ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 10 Thi&lt;br /&gt;
|Sun &amp;lt; 40&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 20 Thi&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 5 Thi&lt;br /&gt;
|Water &amp;lt; 49&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Car&lt;br /&gt;
|Water &amp;lt; 39&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Fol&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 10 Nia&lt;br /&gt;
|Oxygen &amp;lt; 39&lt;br /&gt;
|}&lt;br /&gt;
==Reactions in Process Order==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Process Order&lt;br /&gt;
|-&lt;br /&gt;
!Water&lt;br /&gt;
!Oxygen&lt;br /&gt;
!Sun&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Asc (&amp;gt;79)&lt;br /&gt;
|10 Car -&amp;gt; 5 Asc (&amp;lt;49)&lt;br /&gt;
|10 Fol -&amp;gt; 20 Asc (&amp;gt;69)&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Bio (&amp;lt;29)&lt;br /&gt;
|10 Pyr -&amp;gt; 10 Bio (&amp;gt;89)&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Bio (&amp;lt;20)&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Car (&amp;lt;39)&lt;br /&gt;
|10 Pot -&amp;gt; 3.33 Car (&amp;gt;69)&lt;br /&gt;
|10 Asc -&amp;gt; 10 Car (&amp;gt;79)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 30 Fol (&amp;lt;59)&lt;br /&gt;
|10 Thi -&amp;gt; 20 Fol (&amp;lt;49)&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Fol (&amp;gt;69)&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 5 Nia (&amp;gt;69)&lt;br /&gt;
|10 Thi -&amp;gt; 10 Nia (&amp;lt;39)&lt;br /&gt;
|10 Asc -&amp;gt; 20 Nia (&amp;lt;20)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Pyr (&amp;lt;39)&lt;br /&gt;
|10 Fol -&amp;gt; 20 Pyr (&amp;gt;79)&lt;br /&gt;
|10 Car -&amp;gt; 10 Pyr (&amp;gt;59)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 5 Thi (&amp;lt;49)&lt;br /&gt;
10 Car -&amp;gt; 20 Thi (&amp;lt;49)&lt;br /&gt;
|10 Asc -&amp;gt; 10 Thi (&amp;lt;40)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Reactions in Environmental Factor Order==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;|Environmental Order&lt;br /&gt;
|-&lt;br /&gt;
!Water&lt;br /&gt;
!Oxygen&lt;br /&gt;
!Sun&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Asc (&amp;gt;79)&lt;br /&gt;
|10 Pyr -&amp;gt; 10 Bio (&amp;gt;89)&lt;br /&gt;
|10 Asc -&amp;gt; 10 Car (&amp;gt;79)&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 5 Nia (&amp;gt;69)&lt;br /&gt;
|10 Fol -&amp;gt; 20 Pyr (&amp;gt;79)&lt;br /&gt;
|10 Fol -&amp;gt; 20 Asc (&amp;gt;69)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|10 Pot -&amp;gt; 3.33 Car (&amp;gt;69)&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Fol (&amp;gt;69)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 30 Fol (&amp;lt;59)&lt;br /&gt;
|&lt;br /&gt;
|10 Car -&amp;gt; 10 Pyr (&amp;gt;59)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 5 Thi (&amp;lt;49)&lt;br /&gt;
|10 Car -&amp;gt; 5 Asc (&amp;lt;49)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Car (&amp;lt;39)&lt;br /&gt;
|10 Thi -&amp;gt; 20 Fol (&amp;lt;49)&lt;br /&gt;
|10 Asc -&amp;gt; 10 Thi (&amp;lt;40)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Pyr (&amp;lt;39)&lt;br /&gt;
|10 Car -&amp;gt; 20 Thi (&amp;lt;49)&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Bio (&amp;lt;20)&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Bio (&amp;lt;29)&lt;br /&gt;
|10 Thi -&amp;gt; Nia (&amp;lt;39)&lt;br /&gt;
|10 Asc -&amp;gt; 20 Nia (&amp;lt;20)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Thistle_Guide&amp;diff=115123</id>
		<title>Dresdor's Thistle Guide</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Thistle_Guide&amp;diff=115123"/>
		<updated>2009-06-29T03:40:38Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In searching for information on thistle, I've found that most of the references are to the T3 Twisted Thistle Guide.  This is a good guide, and where I got started, but I find that anything from the T3 wiki could always use an update.  Also I've been approached by several players who are confused by the old guide and by the current thistle system.  As such, I'm going to make an attempt to explain my process to making thistle.&lt;br /&gt;
&lt;br /&gt;
If you have no interest in making thistle, but need it to advance your stuck silkfarms, I suggest the [[Thistle request]] page.&lt;br /&gt;
&lt;br /&gt;
Also I am creating a collection of my no-void recipes, and I encourage you to add your own [[Thistle Methods]].  This is meant primarily to provide shortcuts to being able to make the thistle you need.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
Thistle is typed by the concentrations of seven vitamins (Asc, Bio, Car, Fol, Nia, Pyr, and Thi).  Concentrations less than 20, are represented as a - sign.  Concentrations between 21-79 are represented by the ~ sign.  Concentrations higher than 80 are represented by a + sign.  Silkworms require a thistle with four vitamin requirements (the other three do not matter) and Modern Sheep Farms require thistle with two vitamin requirements (the other five do not matter).&lt;br /&gt;
&lt;br /&gt;
The concentrations of these vitamins are controlled by a series of reactions.  These reactions are controlled by levels of Water, Oxygen, and Sun.  These reactions convert one vitamin into another.  This is complicated by the fact that there are certain reactions that are &amp;quot;voided&amp;quot;; that is to say they are not active during a specific time frame in a specific region.  These change over a period of time, and from region to region (it's been shown that it is not every egypt day, nor are the boundaries those of the actual regions).  &lt;br /&gt;
&lt;br /&gt;
The goal of growing thistle is to end the growing process with vitamin concentrations in the ranges for the thistle you need.  Vitamin levels at any point before tick 40 doesn't matter.  You can only harvest at Tick 40 (if you harvest before you loose the thistle and the thistle seeds).&lt;br /&gt;
&lt;br /&gt;
I use the tool [[Image:ThistleSim.zip|Thistle Sim]] extensively.  Many thanks to the coder(s) of this useful tool.&lt;br /&gt;
&lt;br /&gt;
==The Process==&lt;br /&gt;
Some things to note before we begin:&lt;br /&gt;
*Asc is impossible to generate and maintain at night without a lucky set of voids.&lt;br /&gt;
*Bio is never consumed by any reaction, so if you need B- or B~ keep an eye on it.&lt;br /&gt;
*Pyr and Fol are very easy to produce.&lt;br /&gt;
*Asc, Car, Nia, and Thi are more difficult to produce and maintain.&lt;br /&gt;
*Growing at 10am-2pm and 10pm-2am ensures a stable amount of sun (100 and 0 respectfully)&lt;br /&gt;
&lt;br /&gt;
I use a method that does not use any inputs but water.  This limits the thistle I can make, but also means that any I can make I make for free.  Adding Dung and Saltpeter can be done to boost vitamin levels, and can be used with my method, I just choose not to do it.&lt;br /&gt;
&lt;br /&gt;
Referencing the tables at the bottom of this guide will show that each vitamin has three generation reactions, one controlled by every environmental factor (Water, Oxygen, Sun).  It will also show that each vitamin has a varying number of consumption reactions, and there is no distinct pattern to the environmental factors controlling them.  &lt;br /&gt;
&lt;br /&gt;
There are three types of reactions:&lt;br /&gt;
*Those that diminish quantity (10 Pot -&amp;gt; 3.33 Car)&lt;br /&gt;
*Those that maintain quantity (10 Asc -&amp;gt; 10 Car)&lt;br /&gt;
*Those that increase quantity (10 Thi -&amp;gt; 20 Car)&lt;br /&gt;
&lt;br /&gt;
The goal of my method is to create a generation mechanism that results in an increase in quantity.  The concept is to maximize the utility of the small amount of vitamins you get for &amp;quot;free&amp;quot; by the garden always starting with 50 nit and 50 pot.  To create this mechanism, I look at what my requirements are that are high concentration (all +).  I discard B+, P+, and F+ as there are easy to create.  If there are no others, I look for the moderate requirements (~).  Using that vitamin as a goal, I look for a reaction chain that I can use as a generation mechanism.  For example, for Asc, I use the chain 10Asc-&amp;gt;10Thi; 10Thi-&amp;gt;20Fol; 10Fol-&amp;gt;20Asc;  This should give us a four-fold increase of Asc.  In practice, it is less than that because of the reaction 10Asc-&amp;gt;10Car; However, it is still a powerful increasing mechanism.&lt;br /&gt;
&lt;br /&gt;
I then, with the help of thistle sim, create a process to maximize Asc using this mechanism.  Looking at the reactions, it's clear I need to manipulate sunlight, and to prevent Asc from draining into Bio, I need to keep Water higher than 29.  After I have a strong level of Asc, I look to see what else I need.  I then reference the reactions and try to figure out a way to generate the other vitamin requirements from what I currently have.  The idea is that once you have a lot of vitamins in your thistle, it shouldn't be difficult to transmute some of them into the concentrations you need.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
Once you have your process, you should test it.  If it works, congratulations, make as much as you need.  If it doesn't, there's a void present that is interfering with your growing.  With thistle sim, it is easy to figure out the voids, either by turning off the reactions one by one until your result matches that of your thistle bed, or by checking at what step the thistle bed went off in a different direction, and checking what reactions were active there.  In either case, shut off the appropriate reaction, and try again.  &lt;br /&gt;
&lt;br /&gt;
*It will not be possible to make every thistle every time.  Some will almost require you to have a lucky void to make.&lt;br /&gt;
&lt;br /&gt;
==Sample Generation Mechanisms==&lt;br /&gt;
&lt;br /&gt;
Day:&lt;br /&gt;
10Asc-&amp;gt;10Thi; 10Thi-&amp;gt;20Fol; 10Fol-&amp;gt;20Asc;&lt;br /&gt;
&lt;br /&gt;
Night:&lt;br /&gt;
&lt;br /&gt;
**Will be updated later&lt;br /&gt;
&lt;br /&gt;
=='''Vitamin Reactions Reference'''==&lt;br /&gt;
&lt;br /&gt;
== Asc ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Asc&lt;br /&gt;
|Water &amp;gt; 79&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 5 Asc&lt;br /&gt;
|Oxygen &amp;lt;49&lt;br /&gt;
|-&lt;br /&gt;
|10 Fol -&amp;gt; 20 Asc&lt;br /&gt;
|Sun &amp;gt; 69&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Bio&lt;br /&gt;
|Water &amp;lt; 29&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 10 Car&lt;br /&gt;
|Sun &amp;gt; 79&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Nia&lt;br /&gt;
|Sun &amp;lt; 20&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 10 Thi&lt;br /&gt;
|Sun &amp;lt; 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Bio&lt;br /&gt;
|Sun &amp;lt; 20&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Bio&lt;br /&gt;
|Water &amp;lt; 29&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 10 Bio&lt;br /&gt;
|Oxygen &amp;gt; 89&lt;br /&gt;
|}&lt;br /&gt;
*Bio is never consumed&lt;br /&gt;
&lt;br /&gt;
== Car ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Pot -&amp;gt; 3.33 Car&lt;br /&gt;
|Oxygen &amp;gt; 69&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 10 Car&lt;br /&gt;
|Sun &amp;gt; 79&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Car&lt;br /&gt;
|Water &amp;lt; 39&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 5 Asc&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 10 Pyr&lt;br /&gt;
|Sun &amp;gt; 59&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 20 Thi&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fol ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Fol&lt;br /&gt;
|Sun &amp;gt; 69&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 30 Fol&lt;br /&gt;
|Water &amp;lt; 59&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Fol&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Fol -&amp;gt; 20 Asc&lt;br /&gt;
|Sun &amp;gt; 69&lt;br /&gt;
|-&lt;br /&gt;
|10 Fol -&amp;gt; 20 Pyr&lt;br /&gt;
|Oxygen &amp;gt; 79&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nia ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Nia&lt;br /&gt;
|Sun &amp;lt; 20&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 5 Nia&lt;br /&gt;
|Water &amp;gt; 69&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 10 Nia&lt;br /&gt;
|Oxygen &amp;lt;39&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 30 Fol&lt;br /&gt;
|Water &amp;lt; 59&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 5 Thi&lt;br /&gt;
|Water &amp;lt; 49&lt;br /&gt;
|}&lt;br /&gt;
== Pyr ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Pyr&lt;br /&gt;
|Water &amp;lt; 39&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 10 Pyr&lt;br /&gt;
|Sun &amp;gt; 59&lt;br /&gt;
|-&lt;br /&gt;
|10 Fol -&amp;gt; 20 Pyr&lt;br /&gt;
|Oxygen &amp;gt; 79&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 10 Bio&lt;br /&gt;
|Oxygen &amp;gt; 89&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 5 Nia&lt;br /&gt;
|Water &amp;gt; 69&lt;br /&gt;
|}&lt;br /&gt;
== Thi ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 10 Thi&lt;br /&gt;
|Sun &amp;lt; 40&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 20 Thi&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 5 Thi&lt;br /&gt;
|Water &amp;lt; 49&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Car&lt;br /&gt;
|Water &amp;lt; 39&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Fol&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 10 Nia&lt;br /&gt;
|Oxygen &amp;lt; 39&lt;br /&gt;
|}&lt;br /&gt;
==Reactions in Process Order==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Process Order&lt;br /&gt;
|-&lt;br /&gt;
!Water&lt;br /&gt;
!Oxygen&lt;br /&gt;
!Sun&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Asc (&amp;gt;79)&lt;br /&gt;
|10 Car -&amp;gt; 5 Asc (&amp;lt;49)&lt;br /&gt;
|10 Fol -&amp;gt; 20 Asc (&amp;gt;69)&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Bio (&amp;lt;29)&lt;br /&gt;
|10 Pyr -&amp;gt; 10 Bio (&amp;gt;89)&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Bio (&amp;lt;20)&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Car (&amp;lt;39)&lt;br /&gt;
|10 Pot -&amp;gt; 3.33 Car (&amp;gt;69)&lt;br /&gt;
|10 Asc -&amp;gt; 10 Car (&amp;gt;79)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 30 Fol (&amp;lt;59)&lt;br /&gt;
|10 Thi -&amp;gt; 20 Fol (&amp;lt;49)&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Fol (&amp;gt;69)&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 5 Nia (&amp;gt;69)&lt;br /&gt;
|10 Thi -&amp;gt; 10 Nia (&amp;lt;39)&lt;br /&gt;
|10 Asc -&amp;gt; 20 Nia (&amp;lt;20)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Pyr (&amp;lt;39)&lt;br /&gt;
|10 Fol -&amp;gt; 20 Pyr (&amp;gt;79)&lt;br /&gt;
|10 Car -&amp;gt; 10 Pyr (&amp;gt;59)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 5 Thi (&amp;lt;49)&lt;br /&gt;
10 Car -&amp;gt; 20 Thi (&amp;lt;49)&lt;br /&gt;
|10 Asc -&amp;gt; 10 Thi (&amp;lt;40)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Reactions in Environmental Factor Order==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;|Environmental Order&lt;br /&gt;
|-&lt;br /&gt;
!Water&lt;br /&gt;
!Oxygen&lt;br /&gt;
!Sun&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Asc (&amp;gt;79)&lt;br /&gt;
|10 Pyr -&amp;gt; 10 Bio (&amp;gt;89)&lt;br /&gt;
|10 Asc -&amp;gt; 10 Car (&amp;gt;79)&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 5 Nia (&amp;gt;69)&lt;br /&gt;
|10 Fol -&amp;gt; 20 Pyr (&amp;gt;79)&lt;br /&gt;
|10 Fol -&amp;gt; 20 Asc (&amp;gt;69)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|10 Pot -&amp;gt; 3.33 Car (&amp;gt;69)&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Fol (&amp;gt;69)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 30 Fol (&amp;lt;59)&lt;br /&gt;
|&lt;br /&gt;
|10 Car -&amp;gt; 10 Pyr (&amp;gt;59)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 5 Thi (&amp;lt;49)&lt;br /&gt;
|10 Car -&amp;gt; 5 Asc (&amp;lt;49)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Car (&amp;lt;39)&lt;br /&gt;
|10 Thi -&amp;gt; 20 Fol (&amp;lt;49)&lt;br /&gt;
|10 Asc -&amp;gt; 10 Thi (&amp;lt;40)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Pyr (&amp;lt;39)&lt;br /&gt;
|10 Car -&amp;gt; 20 Thi (&amp;lt;49)&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Bio (&amp;lt;20)&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Bio (&amp;lt;29)&lt;br /&gt;
|10 Thi -&amp;gt; Nia (&amp;lt;39)&lt;br /&gt;
|10 Asc -&amp;gt; 20 Nia (&amp;lt;20)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Dresdor&amp;diff=113069</id>
		<title>User:Dresdor</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Dresdor&amp;diff=113069"/>
		<updated>2009-06-23T21:28:30Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Shabbat_Ab_Residents|NAME]]&lt;br /&gt;
&lt;br /&gt;
== Flax Crossbreeding ==&lt;br /&gt;
*All strains are available if you want them, I haven't produced anything worth mass distribution yet.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;color:black;background-color:White;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Flax Name !! Flax !! Rotten Flax !! Seeds !! Weed/Water!! Heritage&lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #1 || 5 || 4 || 5 || 1 Water || L:DanDruff #56 x R:Tedra #556 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #2 || 5 || 3 || 5 || 1 Weed || L:Tedra #556 x R:Dresdor #1 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #4 || 3 || 5 || 5 || 1 Weed || L:Dresdor #1 x R:Tedra #556 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #5 || 4 || 5 || 5 || 1 Weed || L:Tedra #556 x R:Dresdor #4 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #6 || 4 || 5 || 5 || 1 Weed || L:Tedra #556 x R:Dresdor #5 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #7 || 4 || 5 || 5 || 1 Weed || L:Dresdor #5 x R:Dresdor #6 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #8 || 4 || 4 || 5 || 1 Weed || L:Dresdor #1 x R:Dresdor #7 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #9 || 5 || 2 || 6 || 1 Water || L:Dresdor #7 x R:Dresdor #1 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #11 || 4 || 4 || 6 || 1 Weed || L:Dredor #6 x R:Dresdor #9 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #12 || 5 || 4 || 5 || 1 Water || L:Dresdor #11 x R:Dresdor #1 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vine Crossbreeding ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;color:black;background-color:White;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vine !! Starting&amp;lt;br&amp;gt;Grapes !! Hue !! Pheno !! class=&amp;quot;unsortable&amp;quot;|Heritage&lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #3 ||align=&amp;quot;right&amp;quot;| 9 || X || QGV || L:Contemplation(QQKK) x R:Amusement(GGVV)&lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #10 ||align=&amp;quot;right&amp;quot;| 11 || X || ??? || L:Appreciation(QQQ) x R:Frivolity(AACCSS)&lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #23 ||align=&amp;quot;right&amp;quot;|  8 ||  X  || ???? || L:Appreciation (QQQ) x R: Balance (ACQKS)&lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #24 ||align=&amp;quot;right&amp;quot;|    ||  x  ||  ACSSGGV || L:Amusement(GGVV) x R:Frivolity (AACCSS)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Dresdor&amp;diff=113057</id>
		<title>User:Dresdor</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Dresdor&amp;diff=113057"/>
		<updated>2009-06-23T20:48:23Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Shabbat_Ab_Residents|NAME]]&lt;br /&gt;
&lt;br /&gt;
== Flax Crossbreeding ==&lt;br /&gt;
*All strains are available if you want them, I haven't produced anything worth mass distribution yet.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;color:black;background-color:White;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Flax Name !! Flax !! Rotten Flax !! Seeds !! Weed/Water!! Heritage&lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #1 || 5 || 4 || 5 || 1 Water || L:DanDruff #56 x R:Tedra #556 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #2 || 5 || 3 || 5 || 1 Weed || L:Tedra #556 x R:Dresdor #1 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #4 || 3 || 5 || 5 || 1 Weed || L:Dresdor #1 x R:Tedra #556 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #5 || 4 || 5 || 5 || 1 Weed || L:Tedra #556 x R:Dresdor #4 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #6 || 4 || 5 || 5 || 1 Weed || L:Tedra #556 x R:Dresdor #5 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #7 || 4 || 5 || 5 || 1 Weed || L:Dresdor #5 x R:Dresdor #6 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #8 || 4 || 4 || 5 || 1 Weed || L:Dresdor #1 x R:Dresdor #7 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #9 || 5 || 2 || 6 || 1 Water || L:Dresdor #7 x R:Dresdor #1 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #11 || 4 || 4 || 6 || 1 Weed || L:Dredor #6 x R:Dresdor #9 &lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #12 || 5 || 4 || 5 || 1 Water || L:Dresdor #11 x R:Dresdor #1 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vine Crossbreeding ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;color:black;background-color:White;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Vine !! Starting&amp;lt;br&amp;gt;Grapes !! Hue !! Pheno !! class=&amp;quot;unsortable&amp;quot;|Heritage&lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #3 ||align=&amp;quot;right&amp;quot;| 9 || X || QGV || L:Contemplation(QQKK) x R:Amusement(GGVV)&lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #10 ||align=&amp;quot;right&amp;quot;| 11 || X || ??? || L:Appreciation(QQQ) x R:Frivolity(AACCSS)&lt;br /&gt;
|-&lt;br /&gt;
| Dresdor #23 ||align=&amp;quot;right&amp;quot;|  8 ||  X  || ???? || L:Appreciation (QQQ) x R: Balance (ACQKS)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=112992</id>
		<title>Dresdor's Vine Genetic Theory</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=112992"/>
		<updated>2009-06-23T15:39:53Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As always, further research is required.  I am working towards examining some hybrid with solvents, as well as running crossbreeding experiments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''A'''==&lt;br /&gt;
Experimentally OYY&lt;br /&gt;
&lt;br /&gt;
Based on Mortality's experiments:&lt;br /&gt;
&lt;br /&gt;
L: Appreciation (QQQ)&lt;br /&gt;
R: Frivolity (AACCSS)&lt;br /&gt;
&lt;br /&gt;
Result: AQQQK &lt;br /&gt;
&lt;br /&gt;
Not sure where exactly the K comes from.  The splice mentioned by Mortality doesn't seem to genetically follow a QQQ mutation, but that isn't the point.  The point is that a Right cross with Frivolty, where frivolty contributes one complete gene is an A mutation.  Since theoretically, the rightmost gene in question is OYY, we can make a guess that OYY is an A mutation.&lt;br /&gt;
&lt;br /&gt;
=='''C'''==&lt;br /&gt;
RRO?&lt;br /&gt;
&lt;br /&gt;
By process of elimination, this is a guess as to the possible gene causing a color mutation.&lt;br /&gt;
&lt;br /&gt;
=='''G'''== &lt;br /&gt;
Gene: OOOR&lt;br /&gt;
&lt;br /&gt;
Present in Distraction (GG) and Amusement (GGVV).  Different representations in Distraction and Amusement rules out G being involved.  Balance's OOR sequence rules out OOR as a possible gene.&lt;br /&gt;
=='''Q'''==&lt;br /&gt;
Gene: RYYR or RYY or RY&lt;br /&gt;
&lt;br /&gt;
Present in Appreciation (QQQ), Contemplation (QQKK) and Balance (AcQKS).  In all cases the gene is RYYR.  Frivolty (AACCSS) rules out YYR as a possibility.  RYY is not ruled out, however, because it is always expressed in stock as RYYR, it is logical that that is the whole gene sequence.&lt;br /&gt;
&lt;br /&gt;
Mortality 10, a cross between Frivolity and Appreciation, has given a phenotype of AQQQY.  The freak Y gene, which has been well established as YRO implies this genotype is: &lt;br /&gt;
&lt;br /&gt;
KGYRYYRYY-ROOYYGGGYRK &lt;br /&gt;
&lt;br /&gt;
This would make RY a candidate for Q, and a very likely one as there's no other way within the constraints of our knowledge about crossbreeding that this is possible&lt;br /&gt;
  &lt;br /&gt;
=='''K'''==&lt;br /&gt;
Gene: YRO&lt;br /&gt;
&lt;br /&gt;
From T3 data, also logically represented in Wisdom (KKK).  Patterns repeats as expected in Contemplation (QQKK) and Balance (ACQKS)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''S'''==&lt;br /&gt;
Guess is YYY.  &lt;br /&gt;
&lt;br /&gt;
Reasoning:&lt;br /&gt;
Mortality had a vine cross as follows:&lt;br /&gt;
L:Frivolity (AACCSS) K RRO OYY GGGGGG (Y[YY)Y] RRO OYY GGGYRK &lt;br /&gt;
R:Balance (ACQKS)K YYY GGG RYYR GGG YRO GGG RRO OYY GGGOORK&lt;br /&gt;
Result: AACCK&lt;br /&gt;
Potential Genotype of Result: K RRO OYY _________ YRO GGG RRO OYY GGG OOR K &lt;br /&gt;
&lt;br /&gt;
Since both sets of YYY's are missing, as is the Sugar mutations, we can make an educated guess that S is represented by YYY.&lt;br /&gt;
&lt;br /&gt;
=='''V'''==&lt;br /&gt;
GRO?&lt;br /&gt;
&lt;br /&gt;
Present only in Amusement (GGVV). V not accompanying every G rules out OOO, OOR, OR.  V not accompanying any K rules out RO.  This means that G must be a part of it.  Best guess then is GRO or up to (6G)R.  Experimentation required to determine this.  Since the longest gene length seems to be 4, GGRO or GRO should be best guesses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Genetic Sequence Based on Above Genes==&lt;br /&gt;
Note: 'filler' is represented by _ and overlapping genes will be placed in parenthesis.&lt;br /&gt;
This is to help visualize where the genes are, for crossbreeding purposes.&lt;br /&gt;
&lt;br /&gt;
Amusement: [GGGG _ _ _ _ _ _ _ VV(VGGG)_ _ _ _ _ _ VVV _ _ _ _ _]&lt;br /&gt;
&lt;br /&gt;
Appreciation: [_ _ QQQ(QQQQ)QQQ] (3 overlapping QQQQ)&lt;br /&gt;
&lt;br /&gt;
Balance: [SSS _ _ _ QQQQ _ _ _ KKK _ _ _ CCC AAA _ _ _ _ _ _]&lt;br /&gt;
&lt;br /&gt;
Contemplation: [QQQQ _ KKK _ _ _ _ _ QQQ(QKK)]&lt;br /&gt;
&lt;br /&gt;
Distraction: [_ _ _ _ _ _ _ _ _ _ _ _ _ _ GGGG _ _ _ _ _ _ _ _ _ _ _ GGGG]&lt;br /&gt;
&lt;br /&gt;
Frivolity: [CCC AAA _ _ _ _ _ _ S(SSS) CCC AAA _ _ _ _ _]&lt;br /&gt;
&lt;br /&gt;
Wisdom: [KKK _ KKK _ KKK _ _ _ _ _ _ _ _ _ _ _ _ _ _]&lt;br /&gt;
&lt;br /&gt;
==Starting Grape count==&lt;br /&gt;
I doubt that the extra G's are merely there for filler or to describe vines as the wild type.  Starting grap count seems like an arbitrary thing for a developer to add in to pad a genotype's length.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
Coming Soon&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112991</id>
		<title>GENI</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112991"/>
		<updated>2009-06-23T15:32:59Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Vines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Genetics Initiative==&lt;br /&gt;
A bulk of the crossbreeding research done in the game seems to be done by individuals.  This may not seem like a huge deal, given that breakthroughs are usually shared or placed on the wiki, but an experience prompted me to think that this is a big deal.  I was looking at the vine genetics in preparation for some experiments, and [[User:Mortality|Mortality]] was doing the same.  I looked through her list of crossbreeds and found that by chance one of her experiments was a perfect test for a theory I had.  This saved me the difficulty of performing the test myself, and wasting resources that could be applied to further research.  From this I had an idea: Why not make a section of the wiki that is devoted to cataloging data from crossbreeds, theories, etc.  If we create a common repository of information, we will have a large data set to pull from.  This will make confirming or denouncing theories and tests easier, and reduce the overall resource consumption of repeated experiments.-[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
As stated above, the purpose is to create a repository of knowledge for furthering the causes of crossbreeding and genetics research.  Understanding the genome will become of even greater importance once mutagens are researched, and genetic manipulation takes on a finer role.  &lt;br /&gt;
&lt;br /&gt;
==Contributing==&lt;br /&gt;
To contribute to the Genetics Initiative, you can make a page and link it here (or link to your existing page).  If you are unable or don't want to wiki-fy your data, but want to contribute, you can email anything you want to contribute to me, and I will put in the labor to format it into the wiki (I will make sure to credit those contributing).  My ([[User:Dresdor|Dresdor]]) email address is matodt(at)netscape.net&lt;br /&gt;
&lt;br /&gt;
==What Data We Need==&lt;br /&gt;
Primarily, GENI is looking for information pertaining to solvent results and crossbreeding attempts.  However, anything at this point may prove useful, so anything you feel is useful and pertinent, please contribute.&lt;br /&gt;
&lt;br /&gt;
=Data=&lt;br /&gt;
==Flax==&lt;br /&gt;
&lt;br /&gt;
==Vines==&lt;br /&gt;
*[[Dresdor's Vine Genetic Theory]]&lt;br /&gt;
&lt;br /&gt;
==Lilies==&lt;br /&gt;
* [[User:Udjai/Cross Breeding/Lily of the Sea|Udjai's Lily of the Sea]]&lt;br /&gt;
* [[User:Ptahiah|Ptahiah]]&lt;br /&gt;
&lt;br /&gt;
=Contributors=&lt;br /&gt;
Very special thanks to:&lt;br /&gt;
*[[User:Udjai|Udjai]]&lt;br /&gt;
*[[User:Ptahiah|Ptahiah]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=112990</id>
		<title>Dresdor's Vine Genetic Theory</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=112990"/>
		<updated>2009-06-23T15:32:40Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As always, further research is required.  I am working towards examining some hybrid with solvents, as well as running crossbreeding experiments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''A'''==&lt;br /&gt;
Experimentally OYY&lt;br /&gt;
&lt;br /&gt;
Based on Mortality's experiments:&lt;br /&gt;
&lt;br /&gt;
L: Appreciation (QQQ)&lt;br /&gt;
R: Frivolity (AACCSS)&lt;br /&gt;
&lt;br /&gt;
Result: AQQQK &lt;br /&gt;
&lt;br /&gt;
Not sure where exactly the K comes from.  The splice mentioned by Mortality doesn't seem to genetically follow a QQQ mutation, but that isn't the point.  The point is that a Right cross with Frivolty, where frivolty contributes one complete gene is an A mutation.  Since theoretically, the rightmost gene in question is OYY, we can make a guess that OYY is an A mutation.&lt;br /&gt;
&lt;br /&gt;
=='''C'''==&lt;br /&gt;
RRO?&lt;br /&gt;
&lt;br /&gt;
By process of elimination, this is a guess as to the possible gene causing a color mutation.&lt;br /&gt;
&lt;br /&gt;
=='''G'''== &lt;br /&gt;
Gene: OOOR&lt;br /&gt;
&lt;br /&gt;
Present in Distraction (GG) and Amusement (GGVV).  Different representations in Distraction and Amusement rules out G being involved.  Balance's OOR sequence rules out OOR as a possible gene.&lt;br /&gt;
=='''Q'''==&lt;br /&gt;
Gene: RYYR or RYY or YR&lt;br /&gt;
&lt;br /&gt;
Present in Appreciation (QQQ), Contemplation (QQKK) and Balance (AcQKS).  In all cases the gene is RYYR.  Frivolty (AACCSS) rules out YYR as a possibility.  RYY is not ruled out, however, because it is always expressed in stock as RYYR, it is logical that that is the whole gene sequence.&lt;br /&gt;
&lt;br /&gt;
Mortality 10, a cross between Frivolity and Appreciation, has given a phenotype of AQQQY.  The freak Y gene, which has been well established as YRO implies this genotype is: &lt;br /&gt;
&lt;br /&gt;
KGYRYYRYY-ROOYYGGGYRK &lt;br /&gt;
&lt;br /&gt;
This would make YR a candidate for Q, and a very likely one as there's no other way within the constraints of our knowledge about crossbreeding that this is possible&lt;br /&gt;
  &lt;br /&gt;
=='''K'''==&lt;br /&gt;
Gene: YRO&lt;br /&gt;
&lt;br /&gt;
From T3 data, also logically represented in Wisdom (KKK).  Patterns repeats as expected in Contemplation (QQKK) and Balance (ACQKS)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''S'''==&lt;br /&gt;
Guess is YYY.  &lt;br /&gt;
&lt;br /&gt;
Reasoning:&lt;br /&gt;
Mortality had a vine cross as follows:&lt;br /&gt;
L:Frivolity (AACCSS) K RRO OYY GGGGGG (Y[YY)Y] RRO OYY GGGYRK &lt;br /&gt;
R:Balance (ACQKS)K YYY GGG RYYR GGG YRO GGG RRO OYY GGGOORK&lt;br /&gt;
Result: AACCK&lt;br /&gt;
Potential Genotype of Result: K RRO OYY _________ YRO GGG RRO OYY GGG OOR K &lt;br /&gt;
&lt;br /&gt;
Since both sets of YYY's are missing, as is the Sugar mutations, we can make an educated guess that S is represented by YYY.&lt;br /&gt;
&lt;br /&gt;
=='''V'''==&lt;br /&gt;
GRO?&lt;br /&gt;
&lt;br /&gt;
Present only in Amusement (GGVV). V not accompanying every G rules out OOO, OOR, OR.  V not accompanying any K rules out RO.  This means that G must be a part of it.  Best guess then is GRO or up to (6G)R.  Experimentation required to determine this.  Since the longest gene length seems to be 4, GGRO or GRO should be best guesses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Genetic Sequence Based on Above Genes==&lt;br /&gt;
Note: 'filler' is represented by _ and overlapping genes will be placed in parenthesis.&lt;br /&gt;
This is to help visualize where the genes are, for crossbreeding purposes.&lt;br /&gt;
&lt;br /&gt;
Amusement: [GGGG _ _ _ _ _ _ _ VV(VGGG)_ _ _ _ _ _ VVV _ _ _ _ _]&lt;br /&gt;
&lt;br /&gt;
Appreciation: [_ _ QQQ(QQQQ)QQQ] (3 overlapping QQQQ)&lt;br /&gt;
&lt;br /&gt;
Balance: [SSS _ _ _ QQQQ _ _ _ KKK _ _ _ CCC AAA _ _ _ _ _ _]&lt;br /&gt;
&lt;br /&gt;
Contemplation: [QQQQ _ KKK _ _ _ _ _ QQQ(QKK)]&lt;br /&gt;
&lt;br /&gt;
Distraction: [_ _ _ _ _ _ _ _ _ _ _ _ _ _ GGGG _ _ _ _ _ _ _ _ _ _ _ GGGG]&lt;br /&gt;
&lt;br /&gt;
Frivolity: [CCC AAA _ _ _ _ _ _ S(SSS) CCC AAA _ _ _ _ _]&lt;br /&gt;
&lt;br /&gt;
Wisdom: [KKK _ KKK _ KKK _ _ _ _ _ _ _ _ _ _ _ _ _ _]&lt;br /&gt;
&lt;br /&gt;
==Starting Grape count==&lt;br /&gt;
I doubt that the extra G's are merely there for filler or to describe vines as the wild type.  Starting grap count seems like an arbitrary thing for a developer to add in to pad a genotype's length.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
Coming Soon&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Mutagens&amp;diff=112903</id>
		<title>Mutagens</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Mutagens&amp;diff=112903"/>
		<updated>2009-06-23T04:19:44Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mutagenics has not been released.  We are eagerly awaiting it.&lt;br /&gt;
&lt;br /&gt;
Mutagenics should be reseaerchable after Advanced Chemistry, Herbiculture, and another tech whose name escapes me.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=User:Dresdor/macro&amp;diff=112888</id>
		<title>User:Dresdor/macro</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=User:Dresdor/macro&amp;diff=112888"/>
		<updated>2009-06-23T03:31:30Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: New page: &amp;lt;nowiki&amp;gt;Constants bench_number = 4 //Number of benches to run (max 4) End  If $bench_number = 4 let active_1 = 1; active_2 = 1; active_3 = 1; active_4 = 1; active_benches = 4 If $bench_num...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;Constants&lt;br /&gt;
bench_number = 4 //Number of benches to run (max 4)&lt;br /&gt;
End&lt;br /&gt;
&lt;br /&gt;
If $bench_number = 4 let active_1 = 1; active_2 = 1; active_3 = 1; active_4 = 1; active_benches = 4&lt;br /&gt;
If $bench_number = 3 let active_1 = 1; active_2 = 1; active_3 = 1; active_benches = 3&lt;br /&gt;
If $bench_number = 2 let active_1 = 1; active_2 = 1; active_benches = 2&lt;br /&gt;
If $bench_number = 1 let active_1 = 1; active_benches = 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Run Startup_Loop&lt;br /&gt;
While $active_benches &amp;gt; 0&lt;br /&gt;
If $bench_number &amp;gt;= 1 and active_1 =1&lt;br /&gt;
	Run bench_1&lt;br /&gt;
If $bench_number &amp;gt;= 2 active_2 = 1&lt;br /&gt;
	Run bench_2&lt;br /&gt;
If $bench_number &amp;gt;= 3 and active_3 = 1&lt;br /&gt;
	Run bench_3&lt;br /&gt;
If $bench_number &amp;gt;=4 and active_4 = 1&lt;br /&gt;
	Run bench_4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//Startup Loop&lt;br /&gt;
Loop 5&lt;br /&gt;
	If $active_1 = 1 run cc_add_1&lt;br /&gt;
	If $active_2 = 1 run cc_add_2&lt;br /&gt;
	If $active_3 = 1 run cc_add_3&lt;br /&gt;
	If $active_4 = 1 run cc_add_4&lt;br /&gt;
Delay 10000&lt;br /&gt;
End&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
//benches loop&lt;br /&gt;
If $active_1 = 1 run bench_1&lt;br /&gt;
If $active_2 = 1 run bench_2&lt;br /&gt;
If $active_3 = 1 run bench_3&lt;br /&gt;
If $active_4 = 1 run bench_4&lt;br /&gt;
Run active_check&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//bench_1&lt;br /&gt;
Is Red x y&lt;br /&gt;
	Break&lt;br /&gt;
&lt;br /&gt;
If $boosting_1 &amp;gt; 0 then $boosting = $boosting – 10; break&lt;br /&gt;
&lt;br /&gt;
Is Red x y &lt;br /&gt;
	If Project_1 &amp;lt;= 0 then run boost_1; break&lt;br /&gt;
	Else if cc_1 &amp;lt;= 0 then run cc_add_1; break&lt;br /&gt;
&lt;br /&gt;
If $cc_1 &amp;lt;= 0 then run cc_add_1; $project_1 = $project_1 - 10&lt;br /&gt;
If $project_1 &amp;lt;= 0 then run project_run_1; $cc_1 = $cc_1 - 10&lt;br /&gt;
End&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//boost_1&lt;br /&gt;
if $tick_1 = 1 then mousepos leftclick; $tick_1 = 0; $boosting_1 = 90&lt;br /&gt;
if $tick_1 = 0 then mousepos leftclick; $tick_1 = 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
//cc_add_1&lt;br /&gt;
Mousepos&lt;br /&gt;
Leftclick&lt;br /&gt;
$cc_1 = 90&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
//project_run_1&lt;br /&gt;
if $project = 1, mousepos $project_1 = 120&lt;br /&gt;
if $project = 2, mousepos $project_1 = 90&lt;br /&gt;
if $project = 3, mousepos $project_1 = 90&lt;br /&gt;
if $project = 4, mousepos $project_1 = 60&lt;br /&gt;
leftclick&lt;br /&gt;
$glass_1 = $glass_1 – 1&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
//active_check&lt;br /&gt;
If $glass_1 &amp;lt;= 19, $active_1 = 0 &lt;br /&gt;
If $glass_2 &amp;lt;= 19  $active_2 = 0&lt;br /&gt;
If $glass_3 &amp;lt;= 19  $active_3 = 0&lt;br /&gt;
If $glass_4 &amp;lt;= 19  $active_4 = 0&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112345</id>
		<title>GENI</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112345"/>
		<updated>2009-06-21T14:18:35Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Contributors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Genetics Initiative==&lt;br /&gt;
A bulk of the crossbreeding research done in the game seems to be done by individuals.  This may not seem like a huge deal, given that breakthroughs are usually shared or placed on the wiki, but an experience prompted me to think that this is a big deal.  I was looking at the vine genetics in preparation for some experiments, and [[User:Mortality|Mortality]] was doing the same.  I looked through her list of crossbreeds and found that by chance one of her experiments was a perfect test for a theory I had.  This saved me the difficulty of performing the test myself, and wasting resources that could be applied to further research.  From this I had an idea: Why not make a section of the wiki that is devoted to cataloging data from crossbreeds, theories, etc.  If we create a common repository of information, we will have a large data set to pull from.  This will make confirming or denouncing theories and tests easier, and reduce the overall resource consumption of repeated experiments.-[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
As stated above, the purpose is to create a repository of knowledge for furthering the causes of crossbreeding and genetics research.  Understanding the genome will become of even greater importance once mutagens are researched, and genetic manipulation takes on a finer role.  &lt;br /&gt;
&lt;br /&gt;
==Contributing==&lt;br /&gt;
To contribute to the Genetics Initiative, you can make a page and link it here (or link to your existing page).  If you are unable or don't want to wiki-fy your data, but want to contribute, you can email anything you want to contribute to me, and I will put in the labor to format it into the wiki (I will make sure to credit those contributing).  My ([[User:Dresdor|Dresdor]]) email address is matodt(at)netscape.net&lt;br /&gt;
&lt;br /&gt;
==What Data We Need==&lt;br /&gt;
Primarily, GENI is looking for information pertaining to solvent results and crossbreeding attempts.  However, anything at this point may prove useful, so anything you feel is useful and pertinent, please contribute.&lt;br /&gt;
&lt;br /&gt;
=Data=&lt;br /&gt;
==Flax==&lt;br /&gt;
&lt;br /&gt;
==Vines==&lt;br /&gt;
&lt;br /&gt;
==Lilies==&lt;br /&gt;
* [[User:Udjai/Cross Breeding/Lily of the Sea|Udjai's Lily of the Sea]]&lt;br /&gt;
* [[User:Ptahiah|Ptahiah]]&lt;br /&gt;
&lt;br /&gt;
=Contributors=&lt;br /&gt;
Very special thanks to:&lt;br /&gt;
*[[User:Udjai|Udjai]]&lt;br /&gt;
*[[User:Ptahiah|Ptahiah]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112344</id>
		<title>GENI</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112344"/>
		<updated>2009-06-21T14:17:48Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Lilies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Genetics Initiative==&lt;br /&gt;
A bulk of the crossbreeding research done in the game seems to be done by individuals.  This may not seem like a huge deal, given that breakthroughs are usually shared or placed on the wiki, but an experience prompted me to think that this is a big deal.  I was looking at the vine genetics in preparation for some experiments, and [[User:Mortality|Mortality]] was doing the same.  I looked through her list of crossbreeds and found that by chance one of her experiments was a perfect test for a theory I had.  This saved me the difficulty of performing the test myself, and wasting resources that could be applied to further research.  From this I had an idea: Why not make a section of the wiki that is devoted to cataloging data from crossbreeds, theories, etc.  If we create a common repository of information, we will have a large data set to pull from.  This will make confirming or denouncing theories and tests easier, and reduce the overall resource consumption of repeated experiments.-[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
As stated above, the purpose is to create a repository of knowledge for furthering the causes of crossbreeding and genetics research.  Understanding the genome will become of even greater importance once mutagens are researched, and genetic manipulation takes on a finer role.  &lt;br /&gt;
&lt;br /&gt;
==Contributing==&lt;br /&gt;
To contribute to the Genetics Initiative, you can make a page and link it here (or link to your existing page).  If you are unable or don't want to wiki-fy your data, but want to contribute, you can email anything you want to contribute to me, and I will put in the labor to format it into the wiki (I will make sure to credit those contributing).  My ([[User:Dresdor|Dresdor]]) email address is matodt(at)netscape.net&lt;br /&gt;
&lt;br /&gt;
==What Data We Need==&lt;br /&gt;
Primarily, GENI is looking for information pertaining to solvent results and crossbreeding attempts.  However, anything at this point may prove useful, so anything you feel is useful and pertinent, please contribute.&lt;br /&gt;
&lt;br /&gt;
=Data=&lt;br /&gt;
==Flax==&lt;br /&gt;
&lt;br /&gt;
==Vines==&lt;br /&gt;
&lt;br /&gt;
==Lilies==&lt;br /&gt;
* [[User:Udjai/Cross Breeding/Lily of the Sea|Udjai's Lily of the Sea]]&lt;br /&gt;
* [[User:Ptahiah|Ptahiah]]&lt;br /&gt;
&lt;br /&gt;
=Contributors=&lt;br /&gt;
Very special thanks to:&lt;br /&gt;
*[[User:Udjai|Udjai]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112188</id>
		<title>GENI</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112188"/>
		<updated>2009-06-21T05:21:11Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Contributors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Genetics Initiative==&lt;br /&gt;
A bulk of the crossbreeding research done in the game seems to be done by individuals.  This may not seem like a huge deal, given that breakthroughs are usually shared or placed on the wiki, but an experience prompted me to think that this is a big deal.  I was looking at the vine genetics in preparation for some experiments, and [[User:Mortality|Mortality]] was doing the same.  I looked through her list of crossbreeds and found that by chance one of her experiments was a perfect test for a theory I had.  This saved me the difficulty of performing the test myself, and wasting resources that could be applied to further research.  From this I had an idea: Why not make a section of the wiki that is devoted to cataloging data from crossbreeds, theories, etc.  If we create a common repository of information, we will have a large data set to pull from.  This will make confirming or denouncing theories and tests easier, and reduce the overall resource consumption of repeated experiments.-[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
As stated above, the purpose is to create a repository of knowledge for furthering the causes of crossbreeding and genetics research.  Understanding the genome will become of even greater importance once mutagens are researched, and genetic manipulation takes on a finer role.  &lt;br /&gt;
&lt;br /&gt;
==Contributing==&lt;br /&gt;
To contribute to the Genetics Initiative, you can make a page and link it here (or link to your existing page).  If you are unable or don't want to wiki-fy your data, but want to contribute, you can email anything you want to contribute to me, and I will put in the labor to format it into the wiki (I will make sure to credit those contributing).  My ([[User:Dresdor|Dresdor]]) email address is matodt(at)netscape.net&lt;br /&gt;
&lt;br /&gt;
==What Data We Need==&lt;br /&gt;
Primarily, GENI is looking for information pertaining to solvent results and crossbreeding attempts.  However, anything at this point may prove useful, so anything you feel is useful and pertinent, please contribute.&lt;br /&gt;
&lt;br /&gt;
=Data=&lt;br /&gt;
==Flax==&lt;br /&gt;
&lt;br /&gt;
==Vines==&lt;br /&gt;
&lt;br /&gt;
==Lilies==&lt;br /&gt;
* [[User:Udjai/Cross Breeding/Lily of the Sea|Udjai's Lily of the Sea]]&lt;br /&gt;
&lt;br /&gt;
=Contributors=&lt;br /&gt;
Very special thanks to:&lt;br /&gt;
*[[User:Udjai|Udjai]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112187</id>
		<title>GENI</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112187"/>
		<updated>2009-06-21T05:20:59Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Contributors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Genetics Initiative==&lt;br /&gt;
A bulk of the crossbreeding research done in the game seems to be done by individuals.  This may not seem like a huge deal, given that breakthroughs are usually shared or placed on the wiki, but an experience prompted me to think that this is a big deal.  I was looking at the vine genetics in preparation for some experiments, and [[User:Mortality|Mortality]] was doing the same.  I looked through her list of crossbreeds and found that by chance one of her experiments was a perfect test for a theory I had.  This saved me the difficulty of performing the test myself, and wasting resources that could be applied to further research.  From this I had an idea: Why not make a section of the wiki that is devoted to cataloging data from crossbreeds, theories, etc.  If we create a common repository of information, we will have a large data set to pull from.  This will make confirming or denouncing theories and tests easier, and reduce the overall resource consumption of repeated experiments.-[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
As stated above, the purpose is to create a repository of knowledge for furthering the causes of crossbreeding and genetics research.  Understanding the genome will become of even greater importance once mutagens are researched, and genetic manipulation takes on a finer role.  &lt;br /&gt;
&lt;br /&gt;
==Contributing==&lt;br /&gt;
To contribute to the Genetics Initiative, you can make a page and link it here (or link to your existing page).  If you are unable or don't want to wiki-fy your data, but want to contribute, you can email anything you want to contribute to me, and I will put in the labor to format it into the wiki (I will make sure to credit those contributing).  My ([[User:Dresdor|Dresdor]]) email address is matodt(at)netscape.net&lt;br /&gt;
&lt;br /&gt;
==What Data We Need==&lt;br /&gt;
Primarily, GENI is looking for information pertaining to solvent results and crossbreeding attempts.  However, anything at this point may prove useful, so anything you feel is useful and pertinent, please contribute.&lt;br /&gt;
&lt;br /&gt;
=Data=&lt;br /&gt;
==Flax==&lt;br /&gt;
&lt;br /&gt;
==Vines==&lt;br /&gt;
&lt;br /&gt;
==Lilies==&lt;br /&gt;
* [[User:Udjai/Cross Breeding/Lily of the Sea|Udjai's Lily of the Sea]]&lt;br /&gt;
&lt;br /&gt;
=Contributors=&lt;br /&gt;
Very special thanks to:&lt;br /&gt;
[[User:Udjai|Udjai]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Guides&amp;diff=112183</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Guides&amp;diff=112183"/>
		<updated>2009-06-21T04:53:17Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Genetics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Game Guides ==&lt;br /&gt;
=== New Player ===&lt;br /&gt;
*[[New Player Guide]]&lt;br /&gt;
*[[Basic Skills Run]]&lt;br /&gt;
&lt;br /&gt;
=== Activities ===&lt;br /&gt;
&lt;br /&gt;
==== Agriculture ====&lt;br /&gt;
* [[Vegetables]]&lt;br /&gt;
* [[Barley | Barley Cultivation]]&lt;br /&gt;
* [[Flowers]]&lt;br /&gt;
* [[Wine|Viticulture]]&lt;br /&gt;
* [[Beer]]&lt;br /&gt;
* [[ThistleGuide|Thistle Gardening]]&lt;br /&gt;
* [[Dresdor's Thistle Guide]]&lt;br /&gt;
&lt;br /&gt;
==== Genetics ====&lt;br /&gt;
* [[Crossbreeding and Hints]]&lt;br /&gt;
* [[Dresdor's Crossbreeding Guide]]&lt;br /&gt;
* [[Flower Genome Theories]]&lt;br /&gt;
* [[Genomes and Phenome Theories Links]]&lt;br /&gt;
* [[Dresdor's Vine Genetic Theory]]&lt;br /&gt;
* [[Mutagens]]&lt;br /&gt;
* [[Nut's Essence]]&lt;br /&gt;
* [[Solvent Making]]&lt;br /&gt;
&lt;br /&gt;
*Please contribute all genetics findings to:[[GENI|Genetics Initiative]]&lt;br /&gt;
&lt;br /&gt;
==== Metalworking ====&lt;br /&gt;
* [[Dowsing Guide | Dowsing]]&lt;br /&gt;
* [[Mine| Mining]]&lt;br /&gt;
* [[Smelting]]&lt;br /&gt;
* [[Alloys | Alloy Research and Information]]&lt;br /&gt;
* [[Blacksmithing Guide | Blacksmithing]]&lt;br /&gt;
&lt;br /&gt;
==== Foraging &amp;amp; Cooking ====&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Guides/Cooking|Cooking Guide]]&lt;br /&gt;
* [[Cooking|Cooking Skill]]&lt;br /&gt;
* [[Fumeology]]&lt;br /&gt;
* [[Guides/Incense | Incense Guide]]&lt;br /&gt;
* [[Egyptian Plant Guide]]&lt;br /&gt;
* [[Mushrooms]]&lt;br /&gt;
&lt;br /&gt;
==== Glass ====&lt;br /&gt;
* [[Glassblowing Guide | Glassblowing]]&lt;br /&gt;
* [[Glassmaking Guide | Glassmaking]]&lt;br /&gt;
* [[Quarrying]]&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
* [[Cut Gems|Guide to Gem Cuts]]&lt;br /&gt;
&lt;br /&gt;
* [[Paint/Guide|Paint]]&lt;br /&gt;
&lt;br /&gt;
* [[Fishing|Fishing]]&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
* [[12-Month Prepay]]&lt;br /&gt;
* [[Achievements]]&lt;br /&gt;
* [[Commands]]&lt;br /&gt;
* [[Levels]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
* [[Time]]&lt;br /&gt;
* [[Travel]]&lt;br /&gt;
** [[Chariot_Routes | Chariot Routes]]&lt;br /&gt;
&lt;br /&gt;
=== Tests/Events ===&lt;br /&gt;
* [[Test of Khefre's Children]]&lt;br /&gt;
* [[Principles_of_Thought/Guide|Principles of Thought]]&lt;br /&gt;
* [[Race|Race of the Phoenix]]&lt;br /&gt;
* [[Test of the Singing Cicada - Guide]]&lt;br /&gt;
* [[Pyrotechnics Guides]]&lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[StorySummary|Storyline Summary]]&lt;br /&gt;
&lt;br /&gt;
== Wiki Guides ==&lt;br /&gt;
* [[Browser Search Plugins]]&lt;br /&gt;
* [[Google_Maps|Maps in wiki pages]]&lt;br /&gt;
* [[Wiki Translation]]&lt;br /&gt;
&lt;br /&gt;
== Calculators ==&lt;br /&gt;
* [[Resource Calculator]]&lt;br /&gt;
* [[Forge Cost Calculator]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
== Links/Tools ==&lt;br /&gt;
* [http://www.nilsson-online.net/files/MPEV4.jar Mine Pattern Explorer v4]&lt;br /&gt;
* [[Macros]]&lt;br /&gt;
* [http://www.atitd.org/wiki/tale4/Guides/duallog Dual Logging]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112182</id>
		<title>GENI</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112182"/>
		<updated>2009-06-21T04:52:01Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Genetics Initiative==&lt;br /&gt;
A bulk of the crossbreeding research done in the game seems to be done by individuals.  This may not seem like a huge deal, given that breakthroughs are usually shared or placed on the wiki, but an experience prompted me to think that this is a big deal.  I was looking at the vine genetics in preparation for some experiments, and [[User:Mortality|Mortality]] was doing the same.  I looked through her list of crossbreeds and found that by chance one of her experiments was a perfect test for a theory I had.  This saved me the difficulty of performing the test myself, and wasting resources that could be applied to further research.  From this I had an idea: Why not make a section of the wiki that is devoted to cataloging data from crossbreeds, theories, etc.  If we create a common repository of information, we will have a large data set to pull from.  This will make confirming or denouncing theories and tests easier, and reduce the overall resource consumption of repeated experiments.-[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
As stated above, the purpose is to create a repository of knowledge for furthering the causes of crossbreeding and genetics research.  Understanding the genome will become of even greater importance once mutagens are researched, and genetic manipulation takes on a finer role.  &lt;br /&gt;
&lt;br /&gt;
==Contributing==&lt;br /&gt;
To contribute to the Genetics Initiative, you can make a page and link it here (or link to your existing page).  If you are unable or don't want to wiki-fy your data, but want to contribute, you can email anything you want to contribute to me, and I will put in the labor to format it into the wiki (I will make sure to credit those contributing).  My ([[User:Dresdor|Dresdor]]) email address is matodt(at)netscape.net&lt;br /&gt;
&lt;br /&gt;
==What Data We Need==&lt;br /&gt;
Primarily, GENI is looking for information pertaining to solvent results and crossbreeding attempts.  However, anything at this point may prove useful, so anything you feel is useful and pertinent, please contribute.&lt;br /&gt;
&lt;br /&gt;
=Data=&lt;br /&gt;
==Flax==&lt;br /&gt;
&lt;br /&gt;
==Vines==&lt;br /&gt;
&lt;br /&gt;
==Lilies==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Contributors=&lt;br /&gt;
Very special thanks to:&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112181</id>
		<title>GENI</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112181"/>
		<updated>2009-06-21T04:51:29Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Genetics Initiative==&lt;br /&gt;
A bulk of the crossbreeding research done in the game seems to be done by individuals.  This may not seem like a huge deal, given that breakthroughs are usually shared or placed on the wiki, but an experience prompted me to think that this is a big deal.  I was looking at the vine genetics in preparation for some experiments, and [[User:Mortality]] was doing the same.  I looked through her list of crossbreeds and found that by chance one of her experiments was a perfect test for a theory I had.  This saved me the difficulty of performing the test myself, and wasting resources that could be applied to further research.  From this I had an idea: Why not make a section of the wiki that is devoted to cataloging data from crossbreeds, theories, etc.  If we create a common repository of information, we will have a large data set to pull from.  This will make confirming or denouncing theories and tests easier, and reduce the overall resource consumption of repeated experiments.-[[User:Dresdor]]&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
As stated above, the purpose is to create a repository of knowledge for furthering the causes of crossbreeding and genetics research.  Understanding the genome will become of even greater importance once mutagens are researched, and genetic manipulation takes on a finer role.  &lt;br /&gt;
&lt;br /&gt;
==Contributing==&lt;br /&gt;
To contribute to the Genetics Initiative, you can make a page and link it here (or link to your existing page).  If you are unable or don't want to wiki-fy your data, but want to contribute, you can email anything you want to contribute to me, and I will put in the labor to format it into the wiki (I will make sure to credit those contributing).  My ([[User:Dresdor]]) email address is matodt(at)netscape.net&lt;br /&gt;
&lt;br /&gt;
==What Data We Need==&lt;br /&gt;
Primarily, GENI is looking for information pertaining to solvent results and crossbreeding attempts.  However, anything at this point may prove useful, so anything you feel is useful and pertinent, please contribute.&lt;br /&gt;
&lt;br /&gt;
=Data=&lt;br /&gt;
==Flax==&lt;br /&gt;
&lt;br /&gt;
==Vines==&lt;br /&gt;
&lt;br /&gt;
==Lilies==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Contributors=&lt;br /&gt;
Very special thanks to:&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112180</id>
		<title>GENI</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112180"/>
		<updated>2009-06-21T04:51:04Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Genetics Initiative==&lt;br /&gt;
A bulk of the crossbreeding research done in the game seems to be done by individuals.  This may not seem like a huge deal, given that breakthroughs are usually shared or placed on the wiki, but an experience prompted me to think that this is a big deal.  I was looking at the vine genetics in preparation for some experiments, and [[User:Mortality]] was doing the same.  I looked through her list of crossbreeds and found that by chance one of her experiments was a perfect test for a theory I had.  This saved me the difficulty of performing the test myself, and wasting resources that could be applied to further research.  From this I had an idea: Why not make a section of the wiki that is devoted to cataloging data from crossbreeds, theories, etc.  If we create a common repository of information, we will have a large data set to pull from.  This will make confirming or denouncing theories and tests easier, and reduce the overall resource consumption of repeated experiments.-[[User:Dresdor]]&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
As stated above, the purpose is to create a repository of knowledge for furthering the causes of crossbreeding and genetics research.  Understanding the genome will become of even greater importance once mutagens are researched, and genetic manipulation takes on a finer role.  &lt;br /&gt;
&lt;br /&gt;
==Contributing==&lt;br /&gt;
To contribute to the Genetics Initiative, you can make a page and link it here (or link to your existing page).  If you are unable or don't want to wiki-fy your data, but want to contribute, you can email anything you want to contribute to me, and I will put in the labor to format it into the wiki (I will make sure to credit those contributing).  My ([[User:Dresdor]]) email address is matodt(at)netscape.net&lt;br /&gt;
&lt;br /&gt;
==What Data We Need==&lt;br /&gt;
Primarily, GENI is looking for information pertaining to solvent results and crossbreeding attempts.  However, anything at this point may prove useful, so anything you feel is useful and pertinent, please contribute.&lt;br /&gt;
&lt;br /&gt;
=Data=&lt;br /&gt;
==Flax==&lt;br /&gt;
&lt;br /&gt;
==Vines==&lt;br /&gt;
&lt;br /&gt;
==Lilies==&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112179</id>
		<title>GENI</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=GENI&amp;diff=112179"/>
		<updated>2009-06-21T04:50:37Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: New page: ==The Genetics Initiative== A bulk of the crossbreeding research done in the game seems to be done by individuals.  This may not seem like a huge deal, given that breakthroughs are usually...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Genetics Initiative==&lt;br /&gt;
A bulk of the crossbreeding research done in the game seems to be done by individuals.  This may not seem like a huge deal, given that breakthroughs are usually shared or placed on the wiki, but an experience prompted me to think that this is a big deal.  I was looking at the vine genetics in preparation for some experiments, and [[User:Mortality]] was doing the same.  I looked through her list of crossbreeds and found that by chance one of her experiments was a perfect test for a theory I had.  This saved me the difficulty of performing the test myself, and wasting resources that could be applied to further research.  From this I had an idea: Why not make a section of the wiki that is devoted to cataloging data from crossbreeds, theories, etc.  If we create a common repository of information, we will have a large data set to pull from.  This will make confirming or denouncing theories and tests easier, and reduce the overall resource consumption of repeated experiments.-[[User:Dresdor]]&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
As stated above, the purpose is to create a repository of knowledge for furthering the causes of crossbreeding and genetics research.  Understanding the genome will become of even greater importance once mutagens are researched, and genetic manipulation takes on a finer role.  &lt;br /&gt;
&lt;br /&gt;
==Contributing==&lt;br /&gt;
To contribute to the Genetics Initiative, you can make a page and link it here (or link to your existing page).  If you are unable or don't want to wiki-fy your data, but want to contribute, you can email anything you want to contribute to me, and I will put in the labor to format it into the wiki (I will make sure to credit those contributing).  My ([[User:Dresdor]]) email address is matodt(at)netscape.net&lt;br /&gt;
&lt;br /&gt;
==What Data We Need==&lt;br /&gt;
Primarily, GENI is looking for information pertaining to solvent results and crossbreeding attempts.  However, anything at this point may prove useful, so anything you feel is useful and pertinent, please contribute.&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
=Flax=&lt;br /&gt;
=Vines=&lt;br /&gt;
=Lilies=&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Toxin_Extraction&amp;diff=111516</id>
		<title>Toxin Extraction</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Toxin_Extraction&amp;diff=111516"/>
		<updated>2009-06-19T18:27:03Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Research Costs ==&lt;br /&gt;
*[[Dueling Serpents Mushrooms]] - 40&lt;br /&gt;
*[[Scorpion's Brood Mushrooms]] - 600&lt;br /&gt;
*[[Brain Mushrooms]] - 150&lt;br /&gt;
*[[Razor's Edge Mushrooms]] - 200&lt;br /&gt;
*[[Ra's Awakening Mushrooms]] - 80&lt;br /&gt;
*[[Heaven's Torrent Mushrooms]] - 40&lt;br /&gt;
*[[Beer Kettle Kit]] - 300&lt;br /&gt;
*[[Thermometer]] - 25&lt;br /&gt;
*[[Oil]] - 30000&lt;br /&gt;
&lt;br /&gt;
=== Researched At ===&lt;br /&gt;
[[University of Thought]]&lt;br /&gt;
&lt;br /&gt;
{{ResearchedBy}}&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
* Level required to learn: Level 16&lt;br /&gt;
* Teachable in: N lessons&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Technologies]]&lt;br /&gt;
Allows the creation of [[Arsenic]] in a [[Kettle]].&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Toxin_Extraction&amp;diff=111515</id>
		<title>Toxin Extraction</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Toxin_Extraction&amp;diff=111515"/>
		<updated>2009-06-19T18:26:45Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Research Costs ==&lt;br /&gt;
*[[Dueling Serpents Mushrooms]] - 40&lt;br /&gt;
*[[Scorpion's Brood Mushrooms]] - 600&lt;br /&gt;
*[[Brain Mushrooms]] - 150&lt;br /&gt;
*[[Razor's Edge Mushrooms]] - 200&lt;br /&gt;
*[[Ra's Awakening Mushrooms]] - 80&lt;br /&gt;
*[[Heaven's Torrent Mushrooms]] - 40&lt;br /&gt;
*[[Beer Kettle Kit]] - 300&lt;br /&gt;
*[[Thermometer]] - 25&lt;br /&gt;
*[[Oil]] - 30000&lt;br /&gt;
&lt;br /&gt;
=== Researched At ===&lt;br /&gt;
[[University of Thought]]&lt;br /&gt;
&lt;br /&gt;
{{ResearchedBy}}&lt;br /&gt;
&lt;br /&gt;
=== Learning ===&lt;br /&gt;
* Level required to learn: Level 16&lt;br /&gt;
* Teachable in: N lessons&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Technologies]]&lt;br /&gt;
Allows the creation of [[Aresnic]] in a [[Kettle]].&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Modern_Sheep_Farm&amp;diff=111514</id>
		<title>Modern Sheep Farm</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Modern_Sheep_Farm&amp;diff=111514"/>
		<updated>2009-06-19T18:22:06Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:BuildingInfo|image=Modern_Sheep_Farm.png|size=n/a|where=[[where::Outside]]&lt;br /&gt;
|description=Modern Sheep Farm.}}&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
&lt;br /&gt;
You must know the [[Modern Sheep Farming]] skill learned from a [[Univesity of Worship |UWorship]] where it has been researched. &lt;br /&gt;
&lt;br /&gt;
* 250 [[requires::Treated Boards|Hard White Boards]]&lt;br /&gt;
* 250 [[requires::Treated Boards|Nontoxic White Boards]]&lt;br /&gt;
* 2000 [[requires::Bricks]]&lt;br /&gt;
* 125 [[requires::Cut Stone]]&lt;br /&gt;
* 300 [[requires::Concrete]]&lt;br /&gt;
* 25 [[requires::Linen]]&lt;br /&gt;
* 50 [[requires::Paint|White Paint]]&lt;br /&gt;
* 1 [[requires::Thermometer]]&lt;br /&gt;
* 125 [[requires::Jugs]]&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
{{T3}}&lt;br /&gt;
&lt;br /&gt;
Requires Modern Sheep Farming? [[User:JulianJaynes|JulianJaynes]] 11:16, 27 April 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Built in a [[small construction site]].&lt;br /&gt;
&lt;br /&gt;
*You can only fill the trough with 50 [[thistles]] at a time. This gives 50,000 thistle bits in the trough. &lt;br /&gt;
&lt;br /&gt;
*I read the Tale 1 information below to mean that sheep would, if given only thistles, eat them instead of onions (i.e., that thistles were an onion-alternative). This is not the case. Thistles seem to have no purpose whatsoever to Tale 3 sheep, since sheep pox hasn't reared its ugly head since the first telling.&lt;br /&gt;
&lt;br /&gt;
Note: Some T1 info: A Modern Sheep Farm works similar to a Sheep Pen, but with a few important differences:&lt;br /&gt;
&lt;br /&gt;
* It is much larger, and can accomodate up to 50 sheep before they stop breeding.&lt;br /&gt;
* Sheep in a Modern Sheep Farm may be fed thistles in addition to onions. One thistle adds 1000 thistle bits to the trough, which are consumed at the same rate as onions (3 bits every 3 hours for males, 1 bit every three hours for females). Sheep that have thistles to eat are immune to sheep pox. The thistles will require medium (~) or better of two vitamins, and the requirement will change each time thistles are added.&lt;br /&gt;
* It is much more costly to build, but it may be worth it in place of 3-5+ normal sheep pens or if you don't want to risk the ever-present chance of pox in the original pens.&lt;br /&gt;
**[[Thistle request]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Thistle&amp;diff=111512</id>
		<title>Thistle</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Thistle&amp;diff=111512"/>
		<updated>2009-06-19T18:21:04Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Thistles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thistles ==&lt;br /&gt;
&lt;br /&gt;
Tale 4 Guide: [[Dresdor's Thistle Guide]]&lt;br /&gt;
&lt;br /&gt;
Tale 3 Guide: http://www.atitd.org/wiki/tale3/Guides/Thistles&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Thistle&amp;diff=111510</id>
		<title>Thistle</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Thistle&amp;diff=111510"/>
		<updated>2009-06-19T18:20:40Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Thistles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thistles ==&lt;br /&gt;
&lt;br /&gt;
Tale 4 Guide: [[Dresdor's Thistle Guide]]&lt;br /&gt;
&lt;br /&gt;
Tale 3 GuideL http://www.atitd.org/wiki/tale3/Guides/Thistles&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Chickens&amp;diff=111509</id>
		<title>Chickens</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Chickens&amp;diff=111509"/>
		<updated>2009-06-19T18:11:16Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chickens consist of roosters and hens.  They hatch from, and lay, [[Eggs|eggs]].  They are raised in a [[Chicken Coop]] and eat [[requires::barley|raw barley]].&lt;br /&gt;
&lt;br /&gt;
When an egg hatches into a chicken, it leaves behind a [[Crushed Eggshell]] in the coop.  A chicken in a coop can be slaughtered to yield [[Chicken Meat]].&lt;br /&gt;
&lt;br /&gt;
== Obtaining ==&lt;br /&gt;
&lt;br /&gt;
Which came first: the chicken or the egg?  The answer is both.  Hens, roosters and eggs can all be discovered in the wild once [[Avian Selection]] has been learned.&lt;br /&gt;
&lt;br /&gt;
* Hens can be found by searching '''[[Pale Pampas Grass]]''' plants (about 10% of the time).&lt;br /&gt;
* Roosters can be found by searching '''[[Dark Pampas Grass]]''' plants (about 1% of the time).&lt;br /&gt;
* Eggs will occasionally be found in trees while harvesting wood.&lt;br /&gt;
&lt;br /&gt;
Additionally, chickens in a Chicken Coop will reproduce under the right circumstances.&lt;br /&gt;
&lt;br /&gt;
== Raising Chickens ==&lt;br /&gt;
&lt;br /&gt;
''(Full detail on the operation of Chicken Coops can be found on the [[Chicken Coop]] page.)&lt;br /&gt;
&lt;br /&gt;
Hens, roosters and eggs can all be carried, but they will do nothing unless placed in a Chicken Coop.  The temperature of the coop should be regulated at an optimal level, and hens and roosters should be kept fed with barley.  Providing these conditions are met, chickens will breed as follows:&lt;br /&gt;
&lt;br /&gt;
* A '''hen''' will lay one egg per day, provided there is either 1) a rooster present, or 2) no eggs presently in the coop.  (In other words, if you have only hens, you will need to remove the eggs from the coop each day to keep them laying.)  Hens prevent eggs from hatching, unless a rooster is also present.&lt;br /&gt;
&lt;br /&gt;
* The presence of a '''rooster''' will keep hens laying even when there are eggs already in the coop.  A rooster will also allow eggs to hatch in the presence of hens.&lt;br /&gt;
&lt;br /&gt;
* '''Eggs''', given favorable temperature conditions, will hatch if there are no hens present, ''or'' if both hens and roosters are present.  Eggs hatch into hens 95% of the time and roosters 5% of the time.&lt;br /&gt;
&lt;br /&gt;
Hens eat about 5 Barley each per game day. You can keep 20 Hens in a coop. Hens produce 1 egg each per game day. Roosters eat abut 20 Barley each per game day. Eggs hatch 1 Hen (95%) or 1 Rooster (5%) per game day. You can put up to 100 eggs in a coop, but only 20 of them will hatch. If a rooster hatches, you will only get Roosters that day, and usually just one Rooster. If you don't want to gather the eggs every day, you must have a rooster for continuous production. &lt;br /&gt;
&lt;br /&gt;
When you put hens or eggs in an empty coop, there's a 24 hour wait before any eggs are laid or hatched. This is not correct for eggs, You can put eggs in at 5:30am and take out hens and eggs after 6:30 am. This is the no barley method of hatching eggs. -Aberdon &lt;br /&gt;
&lt;br /&gt;
Hens will lay eggs, and eggs will hatch hens and roosters, at any temperature, but your odds are the best when the temperature is 60-100 degrees at 6:00 AM. The temperature behavior of a Chicken Coop changes each game day, at midnight.  Setting the Chicken Coop slats to control the temperature is an important consideration if you are concerned about efficiency. Otherwise, just leave the Slats at half-open, and you'll still be OK most of the time.&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]] [[Category:Animals]]&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Sheep&amp;diff=111508</id>
		<title>Sheep</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Sheep&amp;diff=111508"/>
		<updated>2009-06-19T18:10:41Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Feeding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:ItemInfo|weight=300|bulk=1|image=male_sheep.png|description=A sheep. Tasty.}} &lt;br /&gt;
Sheep are found in the wild. They can either be picked up or you can attempt to slaughter them (has a high chance of failing and the sheep escaping).&lt;br /&gt;
&lt;br /&gt;
Sheep weigh in at 300 db each.&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
You can slaughter a sheep to receive:&lt;br /&gt;
* 2 [[produces::leather]]&lt;br /&gt;
* 10 [[produces::oil]]&lt;br /&gt;
* 6 [[produces::mutton]]&lt;br /&gt;
&lt;br /&gt;
Sheep will produce [[produces::dung]] when they are in a pen.&lt;br /&gt;
&lt;br /&gt;
== Breeding ==&lt;br /&gt;
To successfully breed sheep you must:&lt;br /&gt;
* Have a [[requires::Sheep Pen]]&lt;br /&gt;
* Have [[requires::onions]] in your pen&lt;br /&gt;
* Have at least 1 male sheep and 1 female sheep in the pen&lt;br /&gt;
* Do not have the males and females separated&lt;br /&gt;
&lt;br /&gt;
Sheep will not breed if there are more than 10 in one [[Sheep Pen]]&lt;br /&gt;
&lt;br /&gt;
It appears to be normal for a breeding pair of sheep to produce no offspring and little or no dung for about 1.5 days realtime when first assembled.  Stop staring at your sheep and go work on something else.  [[User:JulianJaynes|JulianJaynes]] 16:24, 12 April 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Feeding ==&lt;br /&gt;
&lt;br /&gt;
Domestic sheep eat [[Onions]] at a rate of 3 per 3 [[Time|teppy hours]] for males, 1 per 3 teppy hours for females.&lt;br /&gt;
&lt;br /&gt;
If a structure runs out of food, the sheep stop breeding and stop producing dung,  and will eventually sicken and die.  Death occurs after 3 teppy days without food.&lt;br /&gt;
&lt;br /&gt;
[[Modern Sheep Farm|Modern Sheep Farms]] allow the feeding of [[Thistles]] along with [[Onions]].  This greatly reduces the amount of [[Onions]] eaten.&lt;br /&gt;
&lt;br /&gt;
== Dung ==&lt;br /&gt;
&lt;br /&gt;
Sheep produce dung at a rate of 1 per 3 sheep per 3 teppy hours, e.g. 9 sheep produce 3 dung every 3 hours.&lt;br /&gt;
&lt;br /&gt;
== Theories ==&lt;br /&gt;
* Sheeps &amp;lt;s&amp;gt;are less likely to&amp;lt;/s&amp;gt; reproduce in pens where a slaughter has taken place&lt;br /&gt;
** Recently had more reproducing in the slaughter pen than the non-slaughter pen&lt;br /&gt;
** Probably not true.  Sheep do not stud.  If you kill a sheep, then you won't get any new sheep until the game reshuffles the pairs.  It's not at all clear when this happens.&lt;br /&gt;
* Traffic plays a role in reproduction rates (You wouldn't want to be watched either)&lt;br /&gt;
** Probably not true. Mine breed frequently at 59% crowding in an actively used camp.&lt;br /&gt;
* The optimal ratio for breeding is 3:3 males:females&lt;br /&gt;
* To maximize dung production, fill a pen with just female sheep. A pen with only female sheep produces 2.67 dung per day per sheep, and consumes 8 onions per day per sheep (i.e. 3 onions per dung). Keep a separate breeding pen and manually move new females to your dung pen instead of slaughtering them, until you are producing dung as fast as you need.&lt;br /&gt;
* Sheep like &amp;lt;s&amp;gt;Barry&amp;lt;/s&amp;gt; Baarry &amp;lt;s&amp;gt;Manilow&amp;lt;/s&amp;gt; White&lt;br /&gt;
&lt;br /&gt;
{{RequiredBy}}&lt;br /&gt;
{{ProducedBy}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]] [[Category:Animals]]&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Sheep&amp;diff=111507</id>
		<title>Sheep</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Sheep&amp;diff=111507"/>
		<updated>2009-06-19T18:09:05Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Feeding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:ItemInfo|weight=300|bulk=1|image=male_sheep.png|description=A sheep. Tasty.}} &lt;br /&gt;
Sheep are found in the wild. They can either be picked up or you can attempt to slaughter them (has a high chance of failing and the sheep escaping).&lt;br /&gt;
&lt;br /&gt;
Sheep weigh in at 300 db each.&lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
You can slaughter a sheep to receive:&lt;br /&gt;
* 2 [[produces::leather]]&lt;br /&gt;
* 10 [[produces::oil]]&lt;br /&gt;
* 6 [[produces::mutton]]&lt;br /&gt;
&lt;br /&gt;
Sheep will produce [[produces::dung]] when they are in a pen.&lt;br /&gt;
&lt;br /&gt;
== Breeding ==&lt;br /&gt;
To successfully breed sheep you must:&lt;br /&gt;
* Have a [[requires::Sheep Pen]]&lt;br /&gt;
* Have [[requires::onions]] in your pen&lt;br /&gt;
* Have at least 1 male sheep and 1 female sheep in the pen&lt;br /&gt;
* Do not have the males and females separated&lt;br /&gt;
&lt;br /&gt;
Sheep will not breed if there are more than 10 in one [[Sheep Pen]]&lt;br /&gt;
&lt;br /&gt;
It appears to be normal for a breeding pair of sheep to produce no offspring and little or no dung for about 1.5 days realtime when first assembled.  Stop staring at your sheep and go work on something else.  [[User:JulianJaynes|JulianJaynes]] 16:24, 12 April 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Feeding ==&lt;br /&gt;
&lt;br /&gt;
Domestic sheep eat [[Onions]] at a rate of 3 per 3 [[Time|teppy hours]] for males, 1 per 3 teppy hours for females.&lt;br /&gt;
&lt;br /&gt;
If a structure runs out of food, the sheep stop breeding and stop producing dung,  and will eventually sicken and die.  Death occurs after 3 teppy days without food.&lt;br /&gt;
&lt;br /&gt;
[[Modern Sheep Farms]] allow the feeding of [[Thistle|Thistles]] along with [[Onions]].  This greatly reduces the amount of [[Onions]] eaten.&lt;br /&gt;
&lt;br /&gt;
== Dung ==&lt;br /&gt;
&lt;br /&gt;
Sheep produce dung at a rate of 1 per 3 sheep per 3 teppy hours, e.g. 9 sheep produce 3 dung every 3 hours.&lt;br /&gt;
&lt;br /&gt;
== Theories ==&lt;br /&gt;
* Sheeps &amp;lt;s&amp;gt;are less likely to&amp;lt;/s&amp;gt; reproduce in pens where a slaughter has taken place&lt;br /&gt;
** Recently had more reproducing in the slaughter pen than the non-slaughter pen&lt;br /&gt;
** Probably not true.  Sheep do not stud.  If you kill a sheep, then you won't get any new sheep until the game reshuffles the pairs.  It's not at all clear when this happens.&lt;br /&gt;
* Traffic plays a role in reproduction rates (You wouldn't want to be watched either)&lt;br /&gt;
** Probably not true. Mine breed frequently at 59% crowding in an actively used camp.&lt;br /&gt;
* The optimal ratio for breeding is 3:3 males:females&lt;br /&gt;
* To maximize dung production, fill a pen with just female sheep. A pen with only female sheep produces 2.67 dung per day per sheep, and consumes 8 onions per day per sheep (i.e. 3 onions per dung). Keep a separate breeding pen and manually move new females to your dung pen instead of slaughtering them, until you are producing dung as fast as you need.&lt;br /&gt;
* Sheep like &amp;lt;s&amp;gt;Barry&amp;lt;/s&amp;gt; Baarry &amp;lt;s&amp;gt;Manilow&amp;lt;/s&amp;gt; White&lt;br /&gt;
&lt;br /&gt;
{{RequiredBy}}&lt;br /&gt;
{{ProducedBy}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]] [[Category:Animals]]&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Rabbits&amp;diff=111506</id>
		<title>Rabbits</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Rabbits&amp;diff=111506"/>
		<updated>2009-06-19T18:07:04Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Breeding Rabbits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Breeding Rabbits ==&lt;br /&gt;
Rabbits can be bred in a [[Rabbit Hutch]], which can hold up to 100K [[Carrots]] for them to eat.  They may be slaughtered for [[Rabbit Meat]] and the chance for a [[Rabbit Pelt]]. [[Dexterity]] increases the chance to get a pelt. (In T3, 24 Dex gave about a 96% return of pelts.)&lt;br /&gt;
&lt;br /&gt;
Rabbits breed very quickly, so keep an eye on them. If they run out of carrots, they will escape the hutch. They will also escape, if there are too many in the hutch. Exactly how many that is is not known, but the number is bigger than 30.&lt;br /&gt;
&lt;br /&gt;
In T3, a female rabbit would eat 1 carrot every 3 game hours, while a male rabbit would eat 4 carrots in the same time period.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
It's fairly simple:&lt;br /&gt;
*Rabbits&lt;br /&gt;
*Are&lt;br /&gt;
*Food&lt;br /&gt;
&lt;br /&gt;
That is to say that they are:&lt;br /&gt;
*People Food (rabbit meat for cooking)&lt;br /&gt;
*Snake Food (Throw them in the [[Serpentarium]])&lt;br /&gt;
*Falcon Food (Bait for [[Test of the Safari]])&lt;br /&gt;
&lt;br /&gt;
== Catching Wild Rabbits ==&lt;br /&gt;
Rabbits can be found in grass by dropping [[Carrots]] on the ground nearby. Carrots may randomly be replaced by white rabbits. You will have a very brief time to pick up the rabbit before it disappears, along with your carrot.&lt;br /&gt;
&lt;br /&gt;
It is probable that rabbits can only be caught during the daytime, but no one has definitively tested this.  [[User:JulianJaynes|JulianJaynes]] 17:59, 30 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Rabbits have been seen to appear even when the player is standing in the middle of a grid (e.g. 25 carrots over 5x5 coords), so the idea that you need to &amp;quot;back off&amp;quot; from them &amp;lt;strike&amp;gt;may&amp;lt;/strike&amp;gt; is not be true. (I was in the middle of a 7*7ish grid and 8 appeared - Orrin)&lt;br /&gt;
&lt;br /&gt;
Obviously, you need both a male and a female rabbit in order to breed more. It is usually much easier for new players to trade for a pair of breeding rabbits from an established player, rather than using this method to find their own. &lt;br /&gt;
&lt;br /&gt;
== Useful Fact ==&lt;br /&gt;
&lt;br /&gt;
Based on T3 reckoning, it takes about 20 carrots to make a rabbit.  [[User:JulianJaynes|JulianJaynes]] 14:49, 1 May 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]] [[Category:Animals]]&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Cucumbers&amp;diff=111503</id>
		<title>Cucumbers</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Cucumbers&amp;diff=111503"/>
		<updated>2009-06-19T17:59:48Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: New page: Planted on grassy terrain; 4 waterings available. I played with the numbers for Y2, A1-21 btw 17:00-18:00, and saw the best yield (26) at 4,1,3,6. I ran numbers from 1,1,1,1 -&amp;gt; 1,1,1,7 to ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Planted on grassy terrain; 4 waterings available. I played with the numbers for Y2, A1-21 btw 17:00-18:00, and saw the best yield (26) at 4,1,3,6. I ran numbers from 1,1,1,1 -&amp;gt; 1,1,1,7 to see the best yield from that, then backed up to 1,1,1,6 -&amp;gt; 1,1,7,6, etc. to reach that. Uncertain at this time whether those change over time, location, etc. My spouse harvested one of my plants with same yield. More to come here, I'm sure. &lt;br /&gt;
&lt;br /&gt;
Y2, Ankhet I-23, 10:00-11:00; 26 @ 4,1,5,2. The first watering both cycles has increased yield by 3 each when moving the right direction, all other waterings 1 each. &lt;br /&gt;
To duplicate seeds, plant (harvest?) near a lit hookah. Smoking the hookah and con seem to have no effect. Any watering scheme will generate a second seed. &lt;br /&gt;
&lt;br /&gt;
Y2 Akhet III-27, 1:00 pm - Grew 11 per with watering schedule of 4, 1, 3, 6 - WaggPhysh &lt;br /&gt;
Seeding Method: grow near a lit, but unsmoked Hookah. Lighting the Hookah and taking a puff will not allow the seeding to happen (according to experimental data)&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Wheat&amp;diff=111501</id>
		<title>Wheat</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Wheat&amp;diff=111501"/>
		<updated>2009-06-19T17:55:40Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wheat has not been released this tale.&lt;br /&gt;
&lt;br /&gt;
Wheat (raw) can be roasted in a [[Grain Oven]] to Wheat (light), Wheat (Medium), Wheat (Dark), and Wheat (Burnt) colors.&lt;br /&gt;
&lt;br /&gt;
Wheat will be used in [[Beer]] and [[Cooking]].  It may have other uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In T3, wheat was grown in a strange way.  Basically, a wheat field was planted, and could only be harvested if there were no weeds in it.  Unlike [[Barley]], there are many more types of weeds in a wheat field.  Wheat also could only be grown in a certain season (i.e. each season is about a RL month).  &lt;br /&gt;
&lt;br /&gt;
It's complicated, frustrating and unique...and we eagerly await it, Teppy.  After Mutagenics and Springs, of course.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Wheat&amp;diff=111500</id>
		<title>Wheat</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Wheat&amp;diff=111500"/>
		<updated>2009-06-19T17:55:10Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wheat has not been released this tale.&lt;br /&gt;
&lt;br /&gt;
Wheat (raw) can be roasted in a [[Grain Oven]] to Wheat (light), Wheat (Medium), Wheat (Dark), and Wheat (Burnt) colors.&lt;br /&gt;
&lt;br /&gt;
Wheat will be used in [[Beer]] and [[Cooking]].  It may have other uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In T3, wheat was grown in a strange way.  Basically, a wheat field was planted, and could only be harvested if there were no weeds in it.  Unlike Barley, there are many more types of weeds in a wheat field.  Wheat also could only be grown in a certain season (i.e. each season is about a RL month).  &lt;br /&gt;
&lt;br /&gt;
It's complicated, frustrating and unique...and we eagerly await it, Teppy.  After Mutagenics and Springs, of course.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Wheat&amp;diff=111496</id>
		<title>Wheat</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Wheat&amp;diff=111496"/>
		<updated>2009-06-19T17:53:40Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: New page: Wheat has not been released this tale.  Wheat (raw) can be roasted in a Grain Oven to Wheat (light), Wheat (Medium), Wheat (Dark), and Wheat (Burnt) colors.  Wheet will be used in [[Be...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wheat has not been released this tale.&lt;br /&gt;
&lt;br /&gt;
Wheat (raw) can be roasted in a [[Grain Oven]] to Wheat (light), Wheat (Medium), Wheat (Dark), and Wheat (Burnt) colors.&lt;br /&gt;
&lt;br /&gt;
Wheet will be used in [[Beer]] and [[Cooking]].  It may have other uses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In T3, wheat was grown in a strange way.  Basically, a wheat field was planted, and could only be harvested if there were no weeds in it.  Unlike Barley, there are many more types of weeds in a wheat field.  Wheat also could only be grown in a certain season (i.e. each season is about a RL month).  &lt;br /&gt;
&lt;br /&gt;
It's complicated, frustrating and unique...and we eagerly await it, Teppy.  After Mutagenics and Springs, of course.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Malt&amp;diff=111493</id>
		<title>Malt</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Malt&amp;diff=111493"/>
		<updated>2009-06-19T17:48:11Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: New page: Malt (raw) is the result of Barley (raw) being prepared on a Malting Tray.  Malt (raw) can be roasted in a Grain Oven to Malt (light), Malt (Medium), Malt (Dark), and Malt (Bur...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Malt (raw) is the result of [[Barley]] (raw) being prepared on a [[Malting Tray]].&lt;br /&gt;
&lt;br /&gt;
Malt (raw) can be roasted in a [[Grain Oven]] to Malt (light), Malt (Medium), Malt (Dark), and Malt (Burnt).&lt;br /&gt;
&lt;br /&gt;
Malt of all colors is used in [[Beer]] and [[Cooking]].&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Blacksmithing_Guide&amp;diff=111448</id>
		<title>Blacksmithing Guide</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Blacksmithing_Guide&amp;diff=111448"/>
		<updated>2009-06-19T13:11:24Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Carpentry Blade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Skills Required/Used==&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Advanced Blacksmithing]]&lt;br /&gt;
&lt;br /&gt;
==Theory==&lt;br /&gt;
*You will use an [[anvil]], metal and tool to shape a piece of metal into the goal shape (you can check the goal by pressing G over the project). &lt;br /&gt;
*Tools will &amp;quot;push&amp;quot; metal in various ways, based on their attributes and the force of your strike.&lt;br /&gt;
*Your goal is to make the starting piece of metal resemble the &amp;quot;goal&amp;quot; piece as much as possible.&lt;br /&gt;
*Each project has a finite number of times it can be struck, so plan wisely. &lt;br /&gt;
**Shape your project first with a shaping mallet. Try to get as much metal moved as possible at the start, so you don't have to move large groups of metal later in your fine tuning. &lt;br /&gt;
**Fine tune your project with the ball peen and round hammer. You don't always have to use force 9, but don't be afraid to give it a nice hard whallop when neccessary.&lt;br /&gt;
&lt;br /&gt;
'''Any time you change a hammer, the force will reset to 1. CHANGE TOOL -&amp;gt; CHANGE FORCE'''&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
 Information taken from Tale 3 wiki.&lt;br /&gt;
====[[Round Hammer]]====&lt;br /&gt;
The round hammer has the same press pattern as the shaping mallet - 7 spots, flat, hexagon shaped. The distribution is pushing metal in any direction up to 3 points away.&lt;br /&gt;
&lt;br /&gt;
The round hammer has two primary uses. It is the &amp;quot;poor man's&amp;quot; shaper, because it hits more area and pushes more metal than the ball-peen hammer, but it does not have as large a distribution pattern as the shaping mallet. It also allows you to hit metal down on spots that wold otherwise be unreachable by clicking on the point *next* to it, if the point next to it is lower than the target point. So if you have a very high point, and want it to stay there, but a low point next to it and you want that low point lower, you can hit the next point over with the round, and the low point will be hit down. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Ball Peen Hammer]]====&lt;br /&gt;
The ballpeen hammer has an important press pattern. There are 7 press points - similar to the round hammer and shaper mallet - except the center one is ~19 visual &amp;quot;ticks&amp;quot; deeper than the surrounding 6 (that is, the center of the hammer sticks out a bit) -- so if you hit flat metal, only one point will be pushed. If you hit steep-angled metal, you will hit the points surrounding the point you click on as well. Metal may be distributed as far away as 3 points.&lt;br /&gt;
&lt;br /&gt;
This is the only hammer that can push down only the spot you click on in most situations. It is the tool that allows you to do precision work, and get the really high quality. You would use the ball-peen hammer to clean up most of the errors left by the shaper, which it can not manage as well or at all. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Wide Tungsten Chisel]]====&lt;br /&gt;
The Tungsten Chisel is useful but not necessary. It's press pattern is 4 points wide at depth, surrounded (by 12 points total) higher up, similar to the points surrounding the center of the ball-peen hammer. The points around the chisel's 4 main points are higher up than the ball-peen's -- so there are some cases (specifically, the back corners of the hatchet) where the chisel allows you to make it perfect, while the ball-peen does not. The chisel's distribution pattern is its most important feature. When you press with the chisel, metal ONLY moves forward or backward. As far as 3 points, like the other non-shaping hammers.&lt;br /&gt;
&lt;br /&gt;
The Tungsten chisel's primary use is the front of blades. It speeds up what you could otherwise do with the ball-peen by pushing the metal directly away from the blade, instead of randomly around. It provides additional functionality in rare cases, due to its sharper slope (largert point difference between the low spots on the hamemr and the high spots), which you can use to your advantage in the back corners of the hatchet.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[[Shaping Mallet]]====&lt;br /&gt;
The shaping mallet has 7 points, shaped in a hexagon (6 points around the point you click nearest, as well as the point you click nearest). It is flat, so you will only push metal away from the highest point among the 7 that it could hit (the others will not be hit, as the hammer is flat.) The distribution pushes the metal as far as 4 points away, from the point closest to where you clicked, in any direction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The large distribution makes it useful for moving metal around on the blank in large quantities, but the round/flat press pattern makes it less useful for detail work. The best blacksmiths in Egypt often shape up to 8-9k quality before working detail, because you do not want too much metal in the wrong area and have to use the peen hammer to move it -- it takes too long. This is a good skill to develop, possibly the only one needed if you don't plan to make your own 9-10k items. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Techniques==&lt;br /&gt;
====Carpentry Blade====&lt;br /&gt;
The Basics of the Carpentry blade are simple:  Hammering along the front edge with a F8 Shaping hammer and finishing the front with four strokes of a S9 chisel will yield a 4-5k Carp blade.  Using a Ball Peen F9 and four quick strokes on the &amp;quot;fins&amp;quot; will make it a 5-6k blade, and you can be finished there.  It's a simple, quick, and dirty method for mass production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Link to [http://wiki.atitd.org/tale3/Guilds/The_Lollipop_Guild/CarpGuide Lollipop Guild 7K carpentry blade guide] from T3 (archived copy)&lt;br /&gt;
* [[Guilds/Coastal Plains/Carpentry | FaceAnkh Carpentry Blade Guild ]]&lt;br /&gt;
* [[Blacksmithing_Guide/Carp_Blade_TkLukz | Turkenlukz's Blacksmithing Guide 23 blows 7k based on Eldrads Carpentry Blade Guide.]]&lt;br /&gt;
&lt;br /&gt;
====Hatchet====&lt;br /&gt;
* [[Guilds/Coastal_Plains/Hatchet|Sham's Hatchet Guide]]&lt;br /&gt;
&lt;br /&gt;
====Shovel====&lt;br /&gt;
* [[User:Pegasus|Pega's Shovel Guide]]&lt;br /&gt;
&lt;br /&gt;
====Resin Wedge====&lt;br /&gt;
* None listed&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Furnaces&amp;diff=111447</id>
		<title>Furnaces</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Furnaces&amp;diff=111447"/>
		<updated>2009-06-19T13:08:58Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Furnaces convert ore to metal, consuming fuel.&lt;br /&gt;
&lt;br /&gt;
There are two main types of furnace: [[Charcoal]]-fired furnaces with relatively short firing times, and large [[Petroleum]]-fired furnaces with much longer firing times but greater efficiency.&lt;br /&gt;
&lt;br /&gt;
The most time and resource efficient CC furnace is the Gyration Cell.  There are many public facilities with Gyration cells.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Furnace                 !! Fuel Type     !!  Max Ore !! Max Fuel !! Typical Ore:Metal !! Typical Fuel:Metal !! Fire Time    !! Typical Metal/Hour !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Bullet Furnace]]      || [[Charcoal]]  || 200?     || 5        || 50:1              || 5:1                || 5 minutes?   || ?                  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Compression Furnace]] || [[Charcoal]]  || 500      || 20       || 32:1              || 1.33:1             || 20 minutes   || 45/hour            || No pollution confirmed. Tested 0 Acidity, no HM.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blast Furnace]]       || [[Charcoal]]  || 1000     || 10       || 17:1              || 0.37:1             || 10 minutes?  || ?                  ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gyration Cell]]       || [[Charcoal]]  || 1500     || 50       || 10:1              || 0.33:1             || 15 minutes   || 600/hour           || Low pollution, currently the best CC furnace&lt;br /&gt;
|-&lt;br /&gt;
| [[Persephone Furnace]]  || [[Petroleum]] || 20000    || ?        || 8:1               || 0.035:1            || typ. 4+ days || 26/hour            ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Hades Furnace]]       || [[Petroleum]] || 20000    || 1000     || 6:1               || 0.06:1             || typ. 4+ days || 33/hour            || Large pollution radius&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Dowsing_Guide&amp;diff=111443</id>
		<title>Dowsing Guide</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Dowsing_Guide&amp;diff=111443"/>
		<updated>2009-06-19T12:44:25Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Dowsing Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
To dowse, you '''must''' know the [[Dowsing]] tech and have a [[Dowsing Rod]] in your inventory. This gives you a new action icon in upper portion of the screen.&lt;br /&gt;
&lt;br /&gt;
Dowsing results are reported in your main chat if you have the &amp;quot;Utility -&amp;gt; Interface -&amp;gt; Use console...&amp;quot; option checked. If you have your chats minimized the result will not be posted in the main chat.&lt;br /&gt;
&lt;br /&gt;
Note that an ore vein does not have to necessarily break cleanly along coordinate lines.  It might be that at one edge of the square for coordinate (1000, 1000), there's just sand, and at the other edge for (1000, 1000) there's a vein of ore.&lt;br /&gt;
&lt;br /&gt;
== Stat Timers ==&lt;br /&gt;
&lt;br /&gt;
Using the dowsing skill sets off the FOCUS timer.&lt;br /&gt;
&lt;br /&gt;
== Perception Table ==&lt;br /&gt;
The following table indicates which ore are recognizable at what perception level. Remember that you can spot some ore but not recognize it, in which case it will be the ore with the immediately higher perception level required. The highest perception required to dowse any metal is 28. ( See [[Talk:Dowsing Guide|Dowsing Discussion Page]]. )&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Perception&lt;br /&gt;
!Ore&lt;br /&gt;
!Perception&lt;br /&gt;
!Ore&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Copper&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|16&lt;br /&gt;
|Magnesium&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Iron&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| &lt;br /&gt;
|18&lt;br /&gt;
|Antimony&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Tin, Aluminum&lt;br /&gt;
|19&lt;br /&gt;
|Silver (someone get a correct reading for this please... it's not going to be 19)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|Stronium&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Zinc&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Lead&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Tungsten&lt;br /&gt;
|24&lt;br /&gt;
|Platinum&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Titanium&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|27&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|28&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
* Teppy has indicated in ENN on Feb14 that only Platinum and Gold require perception above 20 to detect (Platinum at 28)&lt;br /&gt;
* In this same chat, Teppy also suggested that Platinum could be inferred at perception 0 just by following iron veins&lt;br /&gt;
* Copper ore identifies as such even with a Perception of 0.&lt;br /&gt;
* Iron ore identifies as such with a perception of 1, unrecognizable at 0.&lt;br /&gt;
* Tin Ore identifies as Unrecognized with perception of 2.&lt;br /&gt;
:It is showing as Unrecognized for me with perception of 3 (built a mine to verify it was tin), so the table seems incorrect. --[[User:Inkoaten|Inkoaten]] 06:27, 21 March 2009 (EST)&lt;br /&gt;
::Asking on E! apparently the right value for Tin is 4. Updating the table.&lt;br /&gt;
* Zinc Ore identifies as such with a perception of 6.&lt;br /&gt;
* Lead ore identifies as such with a perception of 7, unrecognizable at 6.&lt;br /&gt;
* Titanium is unrecognizable at 9. Visable at 10.&lt;br /&gt;
* Antimony is not unrecognizable or seen at 10. Antimony dowsed as sand at 14, unrecognizable at 17,  and as Antimony at 20.&lt;br /&gt;
* Aluminum ore identifies as such with a perception of 4&lt;br /&gt;
* Magnesium ore identifies as such with a perception of 16, unrecognizable at 15.&lt;br /&gt;
* Silver identifies as unrecognizable with a perception of 18.&lt;br /&gt;
* With a perception of at least 22 (may be less) when near a vein of Tungsten or Magnesium it will state you detect a vein of Magensium Ore nearby (or tungsten).&lt;br /&gt;
** I believe this is due to Constitution &amp;gt; 0  --[[User:Numaris|Numaris]]&lt;br /&gt;
* Strontium ore identifies as such with a perception of 20(updated4/08/09)-taffer.&lt;br /&gt;
* Platinum ore identifies as such with a perception of 24(updated4/08/09)-taffer.&lt;br /&gt;
* Tungsten identified as is at Per 11.&lt;br /&gt;
* Gold identifies as such  with perception of 25 (6/7/09) Djoser&lt;br /&gt;
&lt;br /&gt;
== Temporary Perception Boosts ==&lt;br /&gt;
*Eat Grilled Carrots (+2 Per for 10 Minutes)&lt;br /&gt;
*Drink from a +Perception Aquaduct tower (+3 usually for 24 hours)&lt;br /&gt;
*Eat a Meal with +Per&lt;br /&gt;
(Or you could just get permanent perception from Gastronomy, Beer Tasting, Wine notebooks, or Fumeology)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dowsing Maps ==&lt;br /&gt;
* [http://sokar.cwru.edu/atitd/mining.php Dachannien's Mining Map]&lt;br /&gt;
* [[Shabbat Ab Dowsing Party]]&lt;br /&gt;
* [[Dowsing Map]] moved from [[Atlas]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Mutagens&amp;diff=111442</id>
		<title>Mutagens</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Mutagens&amp;diff=111442"/>
		<updated>2009-06-19T12:41:30Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: New page: Mutagenics has not been released.  We are eagerly awaiting it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mutagenics has not been released.  We are eagerly awaiting it.&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Vegetable&amp;diff=111440</id>
		<title>Vegetable</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Vegetable&amp;diff=111440"/>
		<updated>2009-06-19T12:37:52Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Cucumbers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Disclaimer==&lt;br /&gt;
&lt;br /&gt;
These are THEORIES, they are crude, basic and most probably mainly wrong. But they serve the purpose of getting us started.&lt;br /&gt;
&lt;br /&gt;
== Vegetable Yields ==&lt;br /&gt;
&lt;br /&gt;
We are now able to grow every vegetable that has been released this telling. In our Grandparent's Time, they also knew of Eggplants and Watermelons. Cabbages and leeks are the best so far, onions most understood.&lt;br /&gt;
&lt;br /&gt;
Growing veggies at an [[Test_of_Life|Aqueduct]] tower may increse your veggie yeild. Check out the list of [[Test_of_Life/towers|Aqueduct Bonus Towers]] to increase your yeilds!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Carrots]] ===&lt;br /&gt;
Carrots have a yield that is time based. There is a carrot 'wave' that travels north/northeast/some combination of north and east. Yield of 14 has been found on the wave.&lt;br /&gt;
&lt;br /&gt;
My highest yield to date is 17 carrots. -- [[User:Shebi|Shebi]] 01:49, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I have had a &amp;quot;wave&amp;quot; up to 24 carrots at it's peak.  This was at SA 1600 1800. -- [[User:Dresdor|Dresdor]] June 18th 2009&lt;br /&gt;
&lt;br /&gt;
I stood in one place and farmed carrots for about an hour and a half.  I saw a wave pass right over me but the top yield was only 3 carrots per seed.  It took about 30 minutes from the start (when I first noticed 1 carrot instead of zero) to the end (when I started getting 1 carrot again).  This implies two things to me.  1 - waves are of varying intensities, big and small. AND/OR 2 - your location determines how much the wave can affect you. -- [[User:Shams|Shams]]&lt;br /&gt;
&lt;br /&gt;
I got yields varying from 3 to 13 carrots all within a 30 coord area.  This was not a carrot wave as the results consistantly repeated themselves. - Spooner&lt;br /&gt;
&lt;br /&gt;
I agree with spooner, it's not a wave. It display many similarities, and is definitely (at least partially) time based. Seems more like carrot 'ripples'.&lt;br /&gt;
&lt;br /&gt;
It seems like the amount changes every 10 in game minutes and that it is the harvest time that decides how much you will get. I harvested one carrot at 08:09AM&lt;br /&gt;
and another one at 08:10AM and the amount changed. - MrIgnem&lt;br /&gt;
&lt;br /&gt;
I grew 4 carrots seeds and harvested at about the same time and with in 1 step of each other. I got 2 harvests of 3 carrots and 2 harvests of 1 carrot. I also ranged around a largish area looking for better harvests. The best I did was 4 carrots.  At a previous planting I had 1,2,3,4,15 carrots harvests in the same area. --[[User:Shuofthefieryheat|ShuoftheFieryHeat]] 17:08, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I followed a wave crest that was moving west at exactly 20 coords per game hour for about 9 game hours, getting consistent yields of 16 carrots per seed. Moving north or south of a line due west as little as 10 coords changed yields a lot, to about 8 or 10 carrots sometimes. There is def a location factor, but not sure if it is patchy, or depends on y coord.&lt;br /&gt;
&lt;br /&gt;
Carrots have a peak growing time for each location. For example from around 1000 to 1300, I get an oscillating increase in carrot output with a peak of 16 per seed for a brief moment at the middle. I believe that this time is different for each location, but it definitely consistent.&lt;br /&gt;
* '''Seeding Method:''' unkown.&lt;br /&gt;
&lt;br /&gt;
=== [[Onions]] ===&lt;br /&gt;
Close to the Nile the yield seems to be limited to 4.  As you move away from the river you may see base increases to 6-8. (This may change in the delta. I reliably get 10 onions every time right on the bank at 798 7019. [[User:Wadjet|Wadjet]])&lt;br /&gt;
&lt;br /&gt;
If you are near Khmun or Meroe etc. you should know of The Magic Onion Patch located by Sonny.  Coords are (-30, -1975).  The yield per seed is 19.  &lt;br /&gt;
&lt;br /&gt;
There is a public warehouse built there with jugs you can use to grow your onions.  You may stash onions in the warehouse.  The warehouse was built by Borian who lives near there.  He plans to build a public kitchen for carry food nearby as well.  Please be sure to return the jugs to the warehouse before leaving.  Bring your seeds! -- Shams&lt;br /&gt;
There is no longer any public facilities where jugs are stored. 2/20/09 -- Tamb&lt;br /&gt;
&lt;br /&gt;
Look in the deep desert for higher yields.  There seems to be a criss-crossing network of &amp;quot;veins&amp;quot; in the desert and I (Shams) believe that yields peak when these lines intersect.  Sonny found a 19 per seed site at (-24, -1981).  Strong (17-18 per seed) lines run north and west from that point for at least 300 coordinates in each direction from that point.&lt;br /&gt;
&lt;br /&gt;
At (-26, -1978) I was getting 19 per seed and then Borian showed up and stood next to me and I started getting 9 per seed.  Proximity reduces yield at least with two male avatars.  -- Shams&lt;br /&gt;
&lt;br /&gt;
Sand Patch near 1600 1800 in SA yields 18 per, located on the bank of a small pond (near the camel pen). Has a dirt spot right next to it for seeding.-[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
+++&lt;br /&gt;
&lt;br /&gt;
Dead easy. There are strips which run in a certain direction (really can't be bothered to find it out) or maybe just a patchwork of 1 coord squares which yield over double up to triple the harvest. There's one west of (old) Kush, which starts at -2, XXXX generally. We found a 19 onion site found at -24, -1981 in Khmun.&lt;br /&gt;
&lt;br /&gt;
EDIT: They are diagonally running strips going in rush-weave style (ummm... I'm tired and been working on this all day. Basically there are patterns that run one direction and some that run in another. At the intersections something may happen, it's being worked on.)&lt;br /&gt;
&lt;br /&gt;
* '''Seeding Method:''' Harvest when your Endurance timer is maxed at red. You will get 2 seeds, not found out how to get more. Easiest way is to dig dirt next to where your onion plants are to max out endurance. If your compound is on or near sand you can also use your loom or comb to do the same thing.&lt;br /&gt;
&lt;br /&gt;
=== [[Garlic]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Avatar dependent definitely, possibly time/location dependent. Same place, same time, different avatar different yield. General rule of thumb is desert, plant where onion grows well (10+).&lt;br /&gt;
&lt;br /&gt;
-Note:  I pull 15 garlic per plant at my cp on the northwest coast of Falcon Bay.  Desert is not necessary, you just need to find avatar sweet spot. Also, time is not a factor from what I can tell.  Same yield from 4 Pm - 11 pm teppy time.  Will test other times asap.  -Otox&lt;br /&gt;
&lt;br /&gt;
:How big are the spots, in coordinates? I have trying everywhere, but I have never got a yield higher than 1. [[User:Kristjan|kristjan]] 03:29, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Nova: 1/1 most places.  Getting 3/1 in the entire area around the cat mountain in CCR.&lt;br /&gt;
&lt;br /&gt;
*My garlic &amp;quot;spot&amp;quot; seems to be an irregular shaped area roughly 800x900 coords. Peak yield was not in the center of the area, but was off-set from the center by a very large amount. -Kiya&lt;br /&gt;
&lt;br /&gt;
* '''Seeding Method:''' Enjoy a Meal in a [[kitchen]] and then plant a garlic. This only works for the first growth after you eat each time.&lt;br /&gt;
* You can still get the extra garlic seed even if it has been hours since you ate the meal and the stats have left.  -Amora&lt;br /&gt;
&lt;br /&gt;
=== [[Leeks]] ===&lt;br /&gt;
Ok, leeks appear to do very well in the western desert of Meroe, south of the onion area.&lt;br /&gt;
&lt;br /&gt;
I was at -9, -4070 and got 3 leeks per seed&lt;br /&gt;
I moved to -56, -4099 and got 26 leeks per seed&lt;br /&gt;
&lt;br /&gt;
have not isolated the boundaries of the leek area - Hale&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Confirmed, so not avatar dependent. Will need to map area later. Someone said something about genetics, maybe mapping the area will help with genetics? Who knows. Something to try with onions first I think.&lt;br /&gt;
&lt;br /&gt;
-416, 516 in Khmun I was getting 22 leeks per seed.  This was up from about 20-21 leeks from a point southwest of there (loc unavailable)&lt;br /&gt;
9592 acicity  17 leeks -565 6890 cats claw ridge&lt;br /&gt;
&lt;br /&gt;
Near the CCR chariot is supposed to be good for leeks and cabbage.  [[User:JulianJaynes|JulianJaynes]] 13:37, 14 April 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
* '''Seeding Method:''' &lt;br /&gt;
I got an extra leek seed after eating a MP. Can anyone confirm that please...just in case? [[User:Aleena|Aleena]]&lt;br /&gt;
&lt;br /&gt;
Yes, several of us got a seed after eatin MP.  Kerria&lt;br /&gt;
&lt;br /&gt;
=== [[Cabbage]] ===&lt;br /&gt;
27 per seed, -262, -4228 - Hale&lt;br /&gt;
 &lt;br /&gt;
26 per seed, -44, -4145 - Orrin (this is sand)&lt;br /&gt;
&lt;br /&gt;
25 per seed, 4286, 7639 - Acidity 1, no heavy metals&lt;br /&gt;
&lt;br /&gt;
Same idea as the onions? Diagonal yield lines? - Orrin&amp;lt;br&amp;gt;&lt;br /&gt;
No, possible affected by ecology too: [[Media:Cabbagegrowdata.png|Some cabbage grow data]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Near the CCR chariot is supposed to be good for leeks and cabbage.  [[User:JulianJaynes|JulianJaynes]] 13:37, 14 April 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
* '''Seeding Method:'''  grow between herbs.&lt;br /&gt;
&lt;br /&gt;
Grew cabbage seed between two herbs that were 2 coords apart. 7 cabbages grew 12 cabbage 1 seed, 1 cabbage (that was directly in the middle) grew 6 cabbage 2 seeds.&amp;lt;br&amp;gt;&lt;br /&gt;
Moved to another patch where i found 3 herbs 1 coord apart. 8 cabbages grew 8 cabbage 3 seeds. Assumption is base yield is 1 seed. if herbs are nearby yield is 1 seed per herb (so requires two nearby herbs to reproduce seeds) [[user:Wyked|Wyked]], Year I Akhet II-16.&amp;lt;br&amp;gt;&lt;br /&gt;
Cabbage has to be planted between the herbs, to give extra seeds (on the line between 2 herbs, inside the polygon when more than 2 herbs).&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:cabbageseeds.png|none|thumb|100px|Growing cabbage seeds]]&lt;br /&gt;
&lt;br /&gt;
=== [[Peppers]] ===&lt;br /&gt;
Pepper watering requirements in T3 were avatar-specific and changed from day to day. &lt;br /&gt;
&lt;br /&gt;
When watering peppers, you have the option to add from 1 to 7 water at a time. (You may water more than once between growths without killing the plant, but it seems likely that this should not be required, or else the max would be higher).&lt;br /&gt;
&lt;br /&gt;
The size of the growth spurt is an indication of how well you have watered the plant. With the correct amounts of water on each spurt, peppers may be harvested after as few as six steps. Incorrect watering may mean that you have up to 10 growth cycles before the harvest option becomes available.&lt;br /&gt;
&lt;br /&gt;
Max harvests of 16 have been seen frequently. 17 peppers per harvest have also been reported.&lt;br /&gt;
&lt;br /&gt;
:I have gotten a yield of 15 per harvest with a formula.  I had another person try it and they also got a 15 yield.  Please verify it's not avie specific.  Watering: 7, 1, 1, 4, 1, 1, 1, harvest (Meroe).  ~Harvest&lt;br /&gt;
:5, 2, 5, 5, ... 5 until harvest produces 17 in Meroe (slower method).&lt;br /&gt;
::It seems that some avatars can share formulas, could be the location.&lt;br /&gt;
:Several avatars in same region get same yields, but different region the yield is different (didn't test other region with other people).  I suspect it's region specific but avies can share recipies in that region.&lt;br /&gt;
I am consistently getting a yield of 19 in Stillwater with the watering pattern of: 7, 7, 1, 1, 5, 7, Harvest ~Amuniet 28 December 2008&lt;br /&gt;
&lt;br /&gt;
'''A deductive method:''' Start with Max (7) water right after planting. If the size increase seems large enough, add just 1 water on the next step. If that isalso a large jump, add 1 again. If it is instead a small jump, make a note on the previous (#2) step. Continue til harvest. Next planting, up the amounts on the ones you noted as small, decreasing the subsequent one if it now gives a &amp;quot;good&amp;quot; pop, and repeat until you get a good sequence. -- [[User:Shebi|Shebi]] 23:40, 25 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I got yields of 18 and here is how i understand peppers:&lt;br /&gt;
It seems that peppers are harvestable at a certain '''height''', and the more your peppers grow beyond this height, the more you yield. There fore the trick is to get as close to the harvestable height as possible, and then water with the ammount of water that makes the Pepper grow the most.&lt;br /&gt;
By watering with the ammount that made my peppers grow the most every turn I was able to harvest after only 5 waterings, but that only gave me a yield of 10. By changing the water ammount in the 5th turn to an ammount that made the pepper grow less i was able to water the plant a 6th time and after finding the water ammount that made the pepper grow the most in the 6th turn i got 18 peppers per seed. Hope this helps.  --[[User:Tilds|Tilds]] 14:58, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I got yields of 17 and i have the same intentions as Tilds.&lt;br /&gt;
At first I started to grow them as fast as possible, which needed 5 waterings. I found 6 methods to gather them with just 5 waterings and all gave me an other amount. So i growed them near to themselves and I saw that the plant of the best method ( 8 yields ) the heighest was.&lt;br /&gt;
So I tried to get my plant nearly as big as my 0 yield plant (also 5 waterings) and then get the highest jump.&lt;br /&gt;
--[[User:Sacer|Sacer]] 17:24, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I tried starting off with 7 1 1 1 1 1 1 1 and I got 22 peppers at the end.  Haven't yet found a way to produce more. -- [[User:Linalia|Linalia]] 05:33, 7th June 2009 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== [[Cucumbers]] ===&lt;br /&gt;
Planted on grassy terrain; 4 waterings available.  I played with the numbers for Y2, A1-21 btw 17:00-18:00, and saw the best yield (26) at 4,1,3,6.  I ran numbers from 1,1,1,1 -&amp;gt; 1,1,1,7 to see the best yield from that, then backed up to 1,1,1,6 -&amp;gt; 1,1,7,6, etc. to reach that.  Uncertain at this time whether those change over time, location, etc.  My spouse harvested one of my plants with same yield.  More to come here, I'm sure.&lt;br /&gt;
* Y2, Ankhet I-23, 10:00-11:00; 26 @ 4,1,5,2.  The first watering both cycles has increased yield by 3 each when moving the right direction, all other waterings 1 each.&lt;br /&gt;
To duplicate seeds, plant (harvest?) near a lit hookah. Smoking the hookah and con seem to have no effect. Any watering scheme will generate a second seed.&lt;br /&gt;
* Y2 Akhet III-27,  1:00 pm - Grew 11 per with watering schedule of 4, 1, 3, 6 - ''WaggPhysh''&lt;br /&gt;
&lt;br /&gt;
* '''Seeding Method:'''  grow near a lit, but unsmoked [[Hookah]].  Lighting the Hookah and taking a puff will not allow the seeding to happen (according to experimental data)&lt;br /&gt;
&lt;br /&gt;
== Things That Don't Work ==&lt;br /&gt;
We need to start pooling ideas and things that don't work so we can eliminate things when we find a decent yield.&lt;br /&gt;
&lt;br /&gt;
*Carrots not affected by:&lt;br /&gt;
** Height&lt;br /&gt;
** Crowding&lt;br /&gt;
** Smoking [[Hookah]]&lt;br /&gt;
** Gaining a [[Fumeology]] point&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Cabbages not affected by:&lt;br /&gt;
** Height&lt;br /&gt;
**Crowding&lt;br /&gt;
**acidity&lt;br /&gt;
&lt;br /&gt;
==Sami==&lt;br /&gt;
&lt;br /&gt;
I asked [[Sami]] whether he had any hints for us concerning cabbage yield. He gave a very cryptic response. Whether it's of use or whether it's just ravings is up to you. Here is the transcription:&lt;br /&gt;
&lt;br /&gt;
:Yes I do infact...&lt;br /&gt;
:As a boy, I much enjoyed some of the vegetable dishes that our chef would prepare...&lt;br /&gt;
:Huge platters of the very finest and freshest cuisine, presented beautifully...&lt;br /&gt;
:How often is it that children don't like vegetables...&lt;br /&gt;
:But when prepared by a master like the family chef, they are a delight, to the old and the young&lt;br /&gt;
&lt;br /&gt;
===Discussions on Sami===&lt;br /&gt;
&lt;br /&gt;
He mentions age quite a bit. Hint somewhere there?&lt;br /&gt;
&lt;br /&gt;
How about duplication having some relation to your cooking level? -- Saccia&lt;br /&gt;
&lt;br /&gt;
It sounds like yield might increase with level or cooking level ... or maybe legacy players can produce more?  --[[User:Absurddoctor|absurddoctor]] 01:49, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I think he was talking about cooking rather than cabbage yield. [[User:Elouamn|Elouamn]] 03:54, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Or production of Master Piece meals will increase yield [[User:Seba|Seba]]&lt;br /&gt;
&lt;br /&gt;
Or eating a masterpiece meal leads to an extra seed next harvest, as for leeks in T3? -- [[User:Shebi|Shebi]] 18:49, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Probably means with ecology you can work out where to grow. - [[Users:Orrin|Orrin]]&lt;br /&gt;
&lt;br /&gt;
== Research Guilds ==&lt;br /&gt;
* [[Guilds/EARS | EARS - Ecology and Agriculture Research Society]]&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Vegetable&amp;diff=111439</id>
		<title>Vegetable</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Vegetable&amp;diff=111439"/>
		<updated>2009-06-19T12:36:27Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Onions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Disclaimer==&lt;br /&gt;
&lt;br /&gt;
These are THEORIES, they are crude, basic and most probably mainly wrong. But they serve the purpose of getting us started.&lt;br /&gt;
&lt;br /&gt;
== Vegetable Yields ==&lt;br /&gt;
&lt;br /&gt;
We are now able to grow every vegetable that has been released this telling. In our Grandparent's Time, they also knew of Eggplants and Watermelons. Cabbages and leeks are the best so far, onions most understood.&lt;br /&gt;
&lt;br /&gt;
Growing veggies at an [[Test_of_Life|Aqueduct]] tower may increse your veggie yeild. Check out the list of [[Test_of_Life/towers|Aqueduct Bonus Towers]] to increase your yeilds!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Carrots]] ===&lt;br /&gt;
Carrots have a yield that is time based. There is a carrot 'wave' that travels north/northeast/some combination of north and east. Yield of 14 has been found on the wave.&lt;br /&gt;
&lt;br /&gt;
My highest yield to date is 17 carrots. -- [[User:Shebi|Shebi]] 01:49, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I have had a &amp;quot;wave&amp;quot; up to 24 carrots at it's peak.  This was at SA 1600 1800. -- [[User:Dresdor|Dresdor]] June 18th 2009&lt;br /&gt;
&lt;br /&gt;
I stood in one place and farmed carrots for about an hour and a half.  I saw a wave pass right over me but the top yield was only 3 carrots per seed.  It took about 30 minutes from the start (when I first noticed 1 carrot instead of zero) to the end (when I started getting 1 carrot again).  This implies two things to me.  1 - waves are of varying intensities, big and small. AND/OR 2 - your location determines how much the wave can affect you. -- [[User:Shams|Shams]]&lt;br /&gt;
&lt;br /&gt;
I got yields varying from 3 to 13 carrots all within a 30 coord area.  This was not a carrot wave as the results consistantly repeated themselves. - Spooner&lt;br /&gt;
&lt;br /&gt;
I agree with spooner, it's not a wave. It display many similarities, and is definitely (at least partially) time based. Seems more like carrot 'ripples'.&lt;br /&gt;
&lt;br /&gt;
It seems like the amount changes every 10 in game minutes and that it is the harvest time that decides how much you will get. I harvested one carrot at 08:09AM&lt;br /&gt;
and another one at 08:10AM and the amount changed. - MrIgnem&lt;br /&gt;
&lt;br /&gt;
I grew 4 carrots seeds and harvested at about the same time and with in 1 step of each other. I got 2 harvests of 3 carrots and 2 harvests of 1 carrot. I also ranged around a largish area looking for better harvests. The best I did was 4 carrots.  At a previous planting I had 1,2,3,4,15 carrots harvests in the same area. --[[User:Shuofthefieryheat|ShuoftheFieryHeat]] 17:08, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I followed a wave crest that was moving west at exactly 20 coords per game hour for about 9 game hours, getting consistent yields of 16 carrots per seed. Moving north or south of a line due west as little as 10 coords changed yields a lot, to about 8 or 10 carrots sometimes. There is def a location factor, but not sure if it is patchy, or depends on y coord.&lt;br /&gt;
&lt;br /&gt;
Carrots have a peak growing time for each location. For example from around 1000 to 1300, I get an oscillating increase in carrot output with a peak of 16 per seed for a brief moment at the middle. I believe that this time is different for each location, but it definitely consistent.&lt;br /&gt;
* '''Seeding Method:''' unkown.&lt;br /&gt;
&lt;br /&gt;
=== [[Onions]] ===&lt;br /&gt;
Close to the Nile the yield seems to be limited to 4.  As you move away from the river you may see base increases to 6-8. (This may change in the delta. I reliably get 10 onions every time right on the bank at 798 7019. [[User:Wadjet|Wadjet]])&lt;br /&gt;
&lt;br /&gt;
If you are near Khmun or Meroe etc. you should know of The Magic Onion Patch located by Sonny.  Coords are (-30, -1975).  The yield per seed is 19.  &lt;br /&gt;
&lt;br /&gt;
There is a public warehouse built there with jugs you can use to grow your onions.  You may stash onions in the warehouse.  The warehouse was built by Borian who lives near there.  He plans to build a public kitchen for carry food nearby as well.  Please be sure to return the jugs to the warehouse before leaving.  Bring your seeds! -- Shams&lt;br /&gt;
There is no longer any public facilities where jugs are stored. 2/20/09 -- Tamb&lt;br /&gt;
&lt;br /&gt;
Look in the deep desert for higher yields.  There seems to be a criss-crossing network of &amp;quot;veins&amp;quot; in the desert and I (Shams) believe that yields peak when these lines intersect.  Sonny found a 19 per seed site at (-24, -1981).  Strong (17-18 per seed) lines run north and west from that point for at least 300 coordinates in each direction from that point.&lt;br /&gt;
&lt;br /&gt;
At (-26, -1978) I was getting 19 per seed and then Borian showed up and stood next to me and I started getting 9 per seed.  Proximity reduces yield at least with two male avatars.  -- Shams&lt;br /&gt;
&lt;br /&gt;
Sand Patch near 1600 1800 in SA yields 18 per, located on the bank of a small pond (near the camel pen). Has a dirt spot right next to it for seeding.-[[User:Dresdor|Dresdor]]&lt;br /&gt;
&lt;br /&gt;
+++&lt;br /&gt;
&lt;br /&gt;
Dead easy. There are strips which run in a certain direction (really can't be bothered to find it out) or maybe just a patchwork of 1 coord squares which yield over double up to triple the harvest. There's one west of (old) Kush, which starts at -2, XXXX generally. We found a 19 onion site found at -24, -1981 in Khmun.&lt;br /&gt;
&lt;br /&gt;
EDIT: They are diagonally running strips going in rush-weave style (ummm... I'm tired and been working on this all day. Basically there are patterns that run one direction and some that run in another. At the intersections something may happen, it's being worked on.)&lt;br /&gt;
&lt;br /&gt;
* '''Seeding Method:''' Harvest when your Endurance timer is maxed at red. You will get 2 seeds, not found out how to get more. Easiest way is to dig dirt next to where your onion plants are to max out endurance. If your compound is on or near sand you can also use your loom or comb to do the same thing.&lt;br /&gt;
&lt;br /&gt;
=== [[Garlic]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Avatar dependent definitely, possibly time/location dependent. Same place, same time, different avatar different yield. General rule of thumb is desert, plant where onion grows well (10+).&lt;br /&gt;
&lt;br /&gt;
-Note:  I pull 15 garlic per plant at my cp on the northwest coast of Falcon Bay.  Desert is not necessary, you just need to find avatar sweet spot. Also, time is not a factor from what I can tell.  Same yield from 4 Pm - 11 pm teppy time.  Will test other times asap.  -Otox&lt;br /&gt;
&lt;br /&gt;
:How big are the spots, in coordinates? I have trying everywhere, but I have never got a yield higher than 1. [[User:Kristjan|kristjan]] 03:29, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Nova: 1/1 most places.  Getting 3/1 in the entire area around the cat mountain in CCR.&lt;br /&gt;
&lt;br /&gt;
*My garlic &amp;quot;spot&amp;quot; seems to be an irregular shaped area roughly 800x900 coords. Peak yield was not in the center of the area, but was off-set from the center by a very large amount. -Kiya&lt;br /&gt;
&lt;br /&gt;
* '''Seeding Method:''' Enjoy a Meal in a [[kitchen]] and then plant a garlic. This only works for the first growth after you eat each time.&lt;br /&gt;
* You can still get the extra garlic seed even if it has been hours since you ate the meal and the stats have left.  -Amora&lt;br /&gt;
&lt;br /&gt;
=== [[Leeks]] ===&lt;br /&gt;
Ok, leeks appear to do very well in the western desert of Meroe, south of the onion area.&lt;br /&gt;
&lt;br /&gt;
I was at -9, -4070 and got 3 leeks per seed&lt;br /&gt;
I moved to -56, -4099 and got 26 leeks per seed&lt;br /&gt;
&lt;br /&gt;
have not isolated the boundaries of the leek area - Hale&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Confirmed, so not avatar dependent. Will need to map area later. Someone said something about genetics, maybe mapping the area will help with genetics? Who knows. Something to try with onions first I think.&lt;br /&gt;
&lt;br /&gt;
-416, 516 in Khmun I was getting 22 leeks per seed.  This was up from about 20-21 leeks from a point southwest of there (loc unavailable)&lt;br /&gt;
9592 acicity  17 leeks -565 6890 cats claw ridge&lt;br /&gt;
&lt;br /&gt;
Near the CCR chariot is supposed to be good for leeks and cabbage.  [[User:JulianJaynes|JulianJaynes]] 13:37, 14 April 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
* '''Seeding Method:''' &lt;br /&gt;
I got an extra leek seed after eating a MP. Can anyone confirm that please...just in case? [[User:Aleena|Aleena]]&lt;br /&gt;
&lt;br /&gt;
Yes, several of us got a seed after eatin MP.  Kerria&lt;br /&gt;
&lt;br /&gt;
=== [[Cabbage]] ===&lt;br /&gt;
27 per seed, -262, -4228 - Hale&lt;br /&gt;
 &lt;br /&gt;
26 per seed, -44, -4145 - Orrin (this is sand)&lt;br /&gt;
&lt;br /&gt;
25 per seed, 4286, 7639 - Acidity 1, no heavy metals&lt;br /&gt;
&lt;br /&gt;
Same idea as the onions? Diagonal yield lines? - Orrin&amp;lt;br&amp;gt;&lt;br /&gt;
No, possible affected by ecology too: [[Media:Cabbagegrowdata.png|Some cabbage grow data]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Near the CCR chariot is supposed to be good for leeks and cabbage.  [[User:JulianJaynes|JulianJaynes]] 13:37, 14 April 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
* '''Seeding Method:'''  grow between herbs.&lt;br /&gt;
&lt;br /&gt;
Grew cabbage seed between two herbs that were 2 coords apart. 7 cabbages grew 12 cabbage 1 seed, 1 cabbage (that was directly in the middle) grew 6 cabbage 2 seeds.&amp;lt;br&amp;gt;&lt;br /&gt;
Moved to another patch where i found 3 herbs 1 coord apart. 8 cabbages grew 8 cabbage 3 seeds. Assumption is base yield is 1 seed. if herbs are nearby yield is 1 seed per herb (so requires two nearby herbs to reproduce seeds) [[user:Wyked|Wyked]], Year I Akhet II-16.&amp;lt;br&amp;gt;&lt;br /&gt;
Cabbage has to be planted between the herbs, to give extra seeds (on the line between 2 herbs, inside the polygon when more than 2 herbs).&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:cabbageseeds.png|none|thumb|100px|Growing cabbage seeds]]&lt;br /&gt;
&lt;br /&gt;
=== [[Peppers]] ===&lt;br /&gt;
Pepper watering requirements in T3 were avatar-specific and changed from day to day. &lt;br /&gt;
&lt;br /&gt;
When watering peppers, you have the option to add from 1 to 7 water at a time. (You may water more than once between growths without killing the plant, but it seems likely that this should not be required, or else the max would be higher).&lt;br /&gt;
&lt;br /&gt;
The size of the growth spurt is an indication of how well you have watered the plant. With the correct amounts of water on each spurt, peppers may be harvested after as few as six steps. Incorrect watering may mean that you have up to 10 growth cycles before the harvest option becomes available.&lt;br /&gt;
&lt;br /&gt;
Max harvests of 16 have been seen frequently. 17 peppers per harvest have also been reported.&lt;br /&gt;
&lt;br /&gt;
:I have gotten a yield of 15 per harvest with a formula.  I had another person try it and they also got a 15 yield.  Please verify it's not avie specific.  Watering: 7, 1, 1, 4, 1, 1, 1, harvest (Meroe).  ~Harvest&lt;br /&gt;
:5, 2, 5, 5, ... 5 until harvest produces 17 in Meroe (slower method).&lt;br /&gt;
::It seems that some avatars can share formulas, could be the location.&lt;br /&gt;
:Several avatars in same region get same yields, but different region the yield is different (didn't test other region with other people).  I suspect it's region specific but avies can share recipies in that region.&lt;br /&gt;
I am consistently getting a yield of 19 in Stillwater with the watering pattern of: 7, 7, 1, 1, 5, 7, Harvest ~Amuniet 28 December 2008&lt;br /&gt;
&lt;br /&gt;
'''A deductive method:''' Start with Max (7) water right after planting. If the size increase seems large enough, add just 1 water on the next step. If that isalso a large jump, add 1 again. If it is instead a small jump, make a note on the previous (#2) step. Continue til harvest. Next planting, up the amounts on the ones you noted as small, decreasing the subsequent one if it now gives a &amp;quot;good&amp;quot; pop, and repeat until you get a good sequence. -- [[User:Shebi|Shebi]] 23:40, 25 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I got yields of 18 and here is how i understand peppers:&lt;br /&gt;
It seems that peppers are harvestable at a certain '''height''', and the more your peppers grow beyond this height, the more you yield. There fore the trick is to get as close to the harvestable height as possible, and then water with the ammount of water that makes the Pepper grow the most.&lt;br /&gt;
By watering with the ammount that made my peppers grow the most every turn I was able to harvest after only 5 waterings, but that only gave me a yield of 10. By changing the water ammount in the 5th turn to an ammount that made the pepper grow less i was able to water the plant a 6th time and after finding the water ammount that made the pepper grow the most in the 6th turn i got 18 peppers per seed. Hope this helps.  --[[User:Tilds|Tilds]] 14:58, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I got yields of 17 and i have the same intentions as Tilds.&lt;br /&gt;
At first I started to grow them as fast as possible, which needed 5 waterings. I found 6 methods to gather them with just 5 waterings and all gave me an other amount. So i growed them near to themselves and I saw that the plant of the best method ( 8 yields ) the heighest was.&lt;br /&gt;
So I tried to get my plant nearly as big as my 0 yield plant (also 5 waterings) and then get the highest jump.&lt;br /&gt;
--[[User:Sacer|Sacer]] 17:24, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I tried starting off with 7 1 1 1 1 1 1 1 and I got 22 peppers at the end.  Haven't yet found a way to produce more. -- [[User:Linalia|Linalia]] 05:33, 7th June 2009 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== [[Cucumbers]] ===&lt;br /&gt;
Planted on grassy terrain; 4 waterings available.  I played with the numbers for Y2, A1-21 btw 17:00-18:00, and saw the best yield (26) at 4,1,3,6.  I ran numbers from 1,1,1,1 -&amp;gt; 1,1,1,7 to see the best yield from that, then backed up to 1,1,1,6 -&amp;gt; 1,1,7,6, etc. to reach that.  Uncertain at this time whether those change over time, location, etc.  My spouse harvested one of my plants with same yield.  More to come here, I'm sure.&lt;br /&gt;
* Y2, Ankhet I-23, 10:00-11:00; 26 @ 4,1,5,2.  The first watering both cycles has increased yield by 3 each when moving the right direction, all other waterings 1 each.&lt;br /&gt;
To duplicate seeds, plant (harvest?) near a lit hookah. Smoking the hookah and con seem to have no effect. Any watering scheme will generate a second seed.&lt;br /&gt;
* Y2 Akhet III-27,  1:00 pm - Grew 11 per with watering schedule of 4, 1, 3, 6 - ''WaggPhysh''&lt;br /&gt;
&lt;br /&gt;
* '''Seeding Method:'''  grow near a lit [[Hookah]].&lt;br /&gt;
&lt;br /&gt;
== Things That Don't Work ==&lt;br /&gt;
We need to start pooling ideas and things that don't work so we can eliminate things when we find a decent yield.&lt;br /&gt;
&lt;br /&gt;
*Carrots not affected by:&lt;br /&gt;
** Height&lt;br /&gt;
** Crowding&lt;br /&gt;
** Smoking [[Hookah]]&lt;br /&gt;
** Gaining a [[Fumeology]] point&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Cabbages not affected by:&lt;br /&gt;
** Height&lt;br /&gt;
**Crowding&lt;br /&gt;
**acidity&lt;br /&gt;
&lt;br /&gt;
==Sami==&lt;br /&gt;
&lt;br /&gt;
I asked [[Sami]] whether he had any hints for us concerning cabbage yield. He gave a very cryptic response. Whether it's of use or whether it's just ravings is up to you. Here is the transcription:&lt;br /&gt;
&lt;br /&gt;
:Yes I do infact...&lt;br /&gt;
:As a boy, I much enjoyed some of the vegetable dishes that our chef would prepare...&lt;br /&gt;
:Huge platters of the very finest and freshest cuisine, presented beautifully...&lt;br /&gt;
:How often is it that children don't like vegetables...&lt;br /&gt;
:But when prepared by a master like the family chef, they are a delight, to the old and the young&lt;br /&gt;
&lt;br /&gt;
===Discussions on Sami===&lt;br /&gt;
&lt;br /&gt;
He mentions age quite a bit. Hint somewhere there?&lt;br /&gt;
&lt;br /&gt;
How about duplication having some relation to your cooking level? -- Saccia&lt;br /&gt;
&lt;br /&gt;
It sounds like yield might increase with level or cooking level ... or maybe legacy players can produce more?  --[[User:Absurddoctor|absurddoctor]] 01:49, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I think he was talking about cooking rather than cabbage yield. [[User:Elouamn|Elouamn]] 03:54, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Or production of Master Piece meals will increase yield [[User:Seba|Seba]]&lt;br /&gt;
&lt;br /&gt;
Or eating a masterpiece meal leads to an extra seed next harvest, as for leeks in T3? -- [[User:Shebi|Shebi]] 18:49, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Probably means with ecology you can work out where to grow. - [[Users:Orrin|Orrin]]&lt;br /&gt;
&lt;br /&gt;
== Research Guilds ==&lt;br /&gt;
* [[Guilds/EARS | EARS - Ecology and Agriculture Research Society]]&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Vegetable&amp;diff=111438</id>
		<title>Vegetable</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Vegetable&amp;diff=111438"/>
		<updated>2009-06-19T12:35:02Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Carrots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Disclaimer==&lt;br /&gt;
&lt;br /&gt;
These are THEORIES, they are crude, basic and most probably mainly wrong. But they serve the purpose of getting us started.&lt;br /&gt;
&lt;br /&gt;
== Vegetable Yields ==&lt;br /&gt;
&lt;br /&gt;
We are now able to grow every vegetable that has been released this telling. In our Grandparent's Time, they also knew of Eggplants and Watermelons. Cabbages and leeks are the best so far, onions most understood.&lt;br /&gt;
&lt;br /&gt;
Growing veggies at an [[Test_of_Life|Aqueduct]] tower may increse your veggie yeild. Check out the list of [[Test_of_Life/towers|Aqueduct Bonus Towers]] to increase your yeilds!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[Carrots]] ===&lt;br /&gt;
Carrots have a yield that is time based. There is a carrot 'wave' that travels north/northeast/some combination of north and east. Yield of 14 has been found on the wave.&lt;br /&gt;
&lt;br /&gt;
My highest yield to date is 17 carrots. -- [[User:Shebi|Shebi]] 01:49, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I have had a &amp;quot;wave&amp;quot; up to 24 carrots at it's peak.  This was at SA 1600 1800. -- [[User:Dresdor|Dresdor]] June 18th 2009&lt;br /&gt;
&lt;br /&gt;
I stood in one place and farmed carrots for about an hour and a half.  I saw a wave pass right over me but the top yield was only 3 carrots per seed.  It took about 30 minutes from the start (when I first noticed 1 carrot instead of zero) to the end (when I started getting 1 carrot again).  This implies two things to me.  1 - waves are of varying intensities, big and small. AND/OR 2 - your location determines how much the wave can affect you. -- [[User:Shams|Shams]]&lt;br /&gt;
&lt;br /&gt;
I got yields varying from 3 to 13 carrots all within a 30 coord area.  This was not a carrot wave as the results consistantly repeated themselves. - Spooner&lt;br /&gt;
&lt;br /&gt;
I agree with spooner, it's not a wave. It display many similarities, and is definitely (at least partially) time based. Seems more like carrot 'ripples'.&lt;br /&gt;
&lt;br /&gt;
It seems like the amount changes every 10 in game minutes and that it is the harvest time that decides how much you will get. I harvested one carrot at 08:09AM&lt;br /&gt;
and another one at 08:10AM and the amount changed. - MrIgnem&lt;br /&gt;
&lt;br /&gt;
I grew 4 carrots seeds and harvested at about the same time and with in 1 step of each other. I got 2 harvests of 3 carrots and 2 harvests of 1 carrot. I also ranged around a largish area looking for better harvests. The best I did was 4 carrots.  At a previous planting I had 1,2,3,4,15 carrots harvests in the same area. --[[User:Shuofthefieryheat|ShuoftheFieryHeat]] 17:08, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I followed a wave crest that was moving west at exactly 20 coords per game hour for about 9 game hours, getting consistent yields of 16 carrots per seed. Moving north or south of a line due west as little as 10 coords changed yields a lot, to about 8 or 10 carrots sometimes. There is def a location factor, but not sure if it is patchy, or depends on y coord.&lt;br /&gt;
&lt;br /&gt;
Carrots have a peak growing time for each location. For example from around 1000 to 1300, I get an oscillating increase in carrot output with a peak of 16 per seed for a brief moment at the middle. I believe that this time is different for each location, but it definitely consistent.&lt;br /&gt;
* '''Seeding Method:''' unkown.&lt;br /&gt;
&lt;br /&gt;
=== [[Onions]] ===&lt;br /&gt;
Close to the Nile the yield seems to be limited to 4.  As you move away from the river you may see base increases to 6-8. (This may change in the delta. I reliably get 10 onions every time right on the bank at 798 7019. [[User:Wadjet|Wadjet]])&lt;br /&gt;
&lt;br /&gt;
If you are near Khmun or Meroe etc. you should know of The Magic Onion Patch located by Sonny.  Coords are (-30, -1975).  The yield per seed is 19.  &lt;br /&gt;
&lt;br /&gt;
There is a public warehouse built there with jugs you can use to grow your onions.  You may stash onions in the warehouse.  The warehouse was built by Borian who lives near there.  He plans to build a public kitchen for carry food nearby as well.  Please be sure to return the jugs to the warehouse before leaving.  Bring your seeds! -- Shams&lt;br /&gt;
There is no longer any public facilities where jugs are stored. 2/20/09 -- Tamb&lt;br /&gt;
&lt;br /&gt;
Look in the deep desert for higher yields.  There seems to be a criss-crossing network of &amp;quot;veins&amp;quot; in the desert and I (Shams) believe that yields peak when these lines intersect.  Sonny found a 19 per seed site at (-24, -1981).  Strong (17-18 per seed) lines run north and west from that point for at least 300 coordinates in each direction from that point.&lt;br /&gt;
&lt;br /&gt;
At (-26, -1978) I was getting 19 per seed and then Borian showed up and stood next to me and I started getting 9 per seed.  Proximity reduces yield at least with two male avatars.  -- Shams&lt;br /&gt;
&lt;br /&gt;
+++&lt;br /&gt;
&lt;br /&gt;
Dead easy. There are strips which run in a certain direction (really can't be bothered to find it out) or maybe just a patchwork of 1 coord squares which yield over double up to triple the harvest. There's one west of (old) Kush, which starts at -2, XXXX generally. We found a 19 onion site found at -24, -1981 in Khmun.&lt;br /&gt;
&lt;br /&gt;
EDIT: They are diagonally running strips going in rush-weave style (ummm... I'm tired and been working on this all day. Basically there are patterns that run one direction and some that run in another. At the intersections something may happen, it's being worked on.)&lt;br /&gt;
&lt;br /&gt;
* '''Seeding Method:''' Harvest when your Endurance timer is maxed at red. You will get 2 seeds, not found out how to get more. Easiest way is to dig dirt next to where your onion plants are to max out endurance. If your compound is on or near sand you can also use your loom or comb to do the same thing.&lt;br /&gt;
&lt;br /&gt;
=== [[Garlic]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Avatar dependent definitely, possibly time/location dependent. Same place, same time, different avatar different yield. General rule of thumb is desert, plant where onion grows well (10+).&lt;br /&gt;
&lt;br /&gt;
-Note:  I pull 15 garlic per plant at my cp on the northwest coast of Falcon Bay.  Desert is not necessary, you just need to find avatar sweet spot. Also, time is not a factor from what I can tell.  Same yield from 4 Pm - 11 pm teppy time.  Will test other times asap.  -Otox&lt;br /&gt;
&lt;br /&gt;
:How big are the spots, in coordinates? I have trying everywhere, but I have never got a yield higher than 1. [[User:Kristjan|kristjan]] 03:29, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
*Nova: 1/1 most places.  Getting 3/1 in the entire area around the cat mountain in CCR.&lt;br /&gt;
&lt;br /&gt;
*My garlic &amp;quot;spot&amp;quot; seems to be an irregular shaped area roughly 800x900 coords. Peak yield was not in the center of the area, but was off-set from the center by a very large amount. -Kiya&lt;br /&gt;
&lt;br /&gt;
* '''Seeding Method:''' Enjoy a Meal in a [[kitchen]] and then plant a garlic. This only works for the first growth after you eat each time.&lt;br /&gt;
* You can still get the extra garlic seed even if it has been hours since you ate the meal and the stats have left.  -Amora&lt;br /&gt;
&lt;br /&gt;
=== [[Leeks]] ===&lt;br /&gt;
Ok, leeks appear to do very well in the western desert of Meroe, south of the onion area.&lt;br /&gt;
&lt;br /&gt;
I was at -9, -4070 and got 3 leeks per seed&lt;br /&gt;
I moved to -56, -4099 and got 26 leeks per seed&lt;br /&gt;
&lt;br /&gt;
have not isolated the boundaries of the leek area - Hale&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Confirmed, so not avatar dependent. Will need to map area later. Someone said something about genetics, maybe mapping the area will help with genetics? Who knows. Something to try with onions first I think.&lt;br /&gt;
&lt;br /&gt;
-416, 516 in Khmun I was getting 22 leeks per seed.  This was up from about 20-21 leeks from a point southwest of there (loc unavailable)&lt;br /&gt;
9592 acicity  17 leeks -565 6890 cats claw ridge&lt;br /&gt;
&lt;br /&gt;
Near the CCR chariot is supposed to be good for leeks and cabbage.  [[User:JulianJaynes|JulianJaynes]] 13:37, 14 April 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
* '''Seeding Method:''' &lt;br /&gt;
I got an extra leek seed after eating a MP. Can anyone confirm that please...just in case? [[User:Aleena|Aleena]]&lt;br /&gt;
&lt;br /&gt;
Yes, several of us got a seed after eatin MP.  Kerria&lt;br /&gt;
&lt;br /&gt;
=== [[Cabbage]] ===&lt;br /&gt;
27 per seed, -262, -4228 - Hale&lt;br /&gt;
 &lt;br /&gt;
26 per seed, -44, -4145 - Orrin (this is sand)&lt;br /&gt;
&lt;br /&gt;
25 per seed, 4286, 7639 - Acidity 1, no heavy metals&lt;br /&gt;
&lt;br /&gt;
Same idea as the onions? Diagonal yield lines? - Orrin&amp;lt;br&amp;gt;&lt;br /&gt;
No, possible affected by ecology too: [[Media:Cabbagegrowdata.png|Some cabbage grow data]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Near the CCR chariot is supposed to be good for leeks and cabbage.  [[User:JulianJaynes|JulianJaynes]] 13:37, 14 April 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
* '''Seeding Method:'''  grow between herbs.&lt;br /&gt;
&lt;br /&gt;
Grew cabbage seed between two herbs that were 2 coords apart. 7 cabbages grew 12 cabbage 1 seed, 1 cabbage (that was directly in the middle) grew 6 cabbage 2 seeds.&amp;lt;br&amp;gt;&lt;br /&gt;
Moved to another patch where i found 3 herbs 1 coord apart. 8 cabbages grew 8 cabbage 3 seeds. Assumption is base yield is 1 seed. if herbs are nearby yield is 1 seed per herb (so requires two nearby herbs to reproduce seeds) [[user:Wyked|Wyked]], Year I Akhet II-16.&amp;lt;br&amp;gt;&lt;br /&gt;
Cabbage has to be planted between the herbs, to give extra seeds (on the line between 2 herbs, inside the polygon when more than 2 herbs).&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:cabbageseeds.png|none|thumb|100px|Growing cabbage seeds]]&lt;br /&gt;
&lt;br /&gt;
=== [[Peppers]] ===&lt;br /&gt;
Pepper watering requirements in T3 were avatar-specific and changed from day to day. &lt;br /&gt;
&lt;br /&gt;
When watering peppers, you have the option to add from 1 to 7 water at a time. (You may water more than once between growths without killing the plant, but it seems likely that this should not be required, or else the max would be higher).&lt;br /&gt;
&lt;br /&gt;
The size of the growth spurt is an indication of how well you have watered the plant. With the correct amounts of water on each spurt, peppers may be harvested after as few as six steps. Incorrect watering may mean that you have up to 10 growth cycles before the harvest option becomes available.&lt;br /&gt;
&lt;br /&gt;
Max harvests of 16 have been seen frequently. 17 peppers per harvest have also been reported.&lt;br /&gt;
&lt;br /&gt;
:I have gotten a yield of 15 per harvest with a formula.  I had another person try it and they also got a 15 yield.  Please verify it's not avie specific.  Watering: 7, 1, 1, 4, 1, 1, 1, harvest (Meroe).  ~Harvest&lt;br /&gt;
:5, 2, 5, 5, ... 5 until harvest produces 17 in Meroe (slower method).&lt;br /&gt;
::It seems that some avatars can share formulas, could be the location.&lt;br /&gt;
:Several avatars in same region get same yields, but different region the yield is different (didn't test other region with other people).  I suspect it's region specific but avies can share recipies in that region.&lt;br /&gt;
I am consistently getting a yield of 19 in Stillwater with the watering pattern of: 7, 7, 1, 1, 5, 7, Harvest ~Amuniet 28 December 2008&lt;br /&gt;
&lt;br /&gt;
'''A deductive method:''' Start with Max (7) water right after planting. If the size increase seems large enough, add just 1 water on the next step. If that isalso a large jump, add 1 again. If it is instead a small jump, make a note on the previous (#2) step. Continue til harvest. Next planting, up the amounts on the ones you noted as small, decreasing the subsequent one if it now gives a &amp;quot;good&amp;quot; pop, and repeat until you get a good sequence. -- [[User:Shebi|Shebi]] 23:40, 25 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I got yields of 18 and here is how i understand peppers:&lt;br /&gt;
It seems that peppers are harvestable at a certain '''height''', and the more your peppers grow beyond this height, the more you yield. There fore the trick is to get as close to the harvestable height as possible, and then water with the ammount of water that makes the Pepper grow the most.&lt;br /&gt;
By watering with the ammount that made my peppers grow the most every turn I was able to harvest after only 5 waterings, but that only gave me a yield of 10. By changing the water ammount in the 5th turn to an ammount that made the pepper grow less i was able to water the plant a 6th time and after finding the water ammount that made the pepper grow the most in the 6th turn i got 18 peppers per seed. Hope this helps.  --[[User:Tilds|Tilds]] 14:58, 28 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I got yields of 17 and i have the same intentions as Tilds.&lt;br /&gt;
At first I started to grow them as fast as possible, which needed 5 waterings. I found 6 methods to gather them with just 5 waterings and all gave me an other amount. So i growed them near to themselves and I saw that the plant of the best method ( 8 yields ) the heighest was.&lt;br /&gt;
So I tried to get my plant nearly as big as my 0 yield plant (also 5 waterings) and then get the highest jump.&lt;br /&gt;
--[[User:Sacer|Sacer]] 17:24, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I tried starting off with 7 1 1 1 1 1 1 1 and I got 22 peppers at the end.  Haven't yet found a way to produce more. -- [[User:Linalia|Linalia]] 05:33, 7th June 2009 (GMT)&lt;br /&gt;
&lt;br /&gt;
=== [[Cucumbers]] ===&lt;br /&gt;
Planted on grassy terrain; 4 waterings available.  I played with the numbers for Y2, A1-21 btw 17:00-18:00, and saw the best yield (26) at 4,1,3,6.  I ran numbers from 1,1,1,1 -&amp;gt; 1,1,1,7 to see the best yield from that, then backed up to 1,1,1,6 -&amp;gt; 1,1,7,6, etc. to reach that.  Uncertain at this time whether those change over time, location, etc.  My spouse harvested one of my plants with same yield.  More to come here, I'm sure.&lt;br /&gt;
* Y2, Ankhet I-23, 10:00-11:00; 26 @ 4,1,5,2.  The first watering both cycles has increased yield by 3 each when moving the right direction, all other waterings 1 each.&lt;br /&gt;
To duplicate seeds, plant (harvest?) near a lit hookah. Smoking the hookah and con seem to have no effect. Any watering scheme will generate a second seed.&lt;br /&gt;
* Y2 Akhet III-27,  1:00 pm - Grew 11 per with watering schedule of 4, 1, 3, 6 - ''WaggPhysh''&lt;br /&gt;
&lt;br /&gt;
* '''Seeding Method:'''  grow near a lit [[Hookah]].&lt;br /&gt;
&lt;br /&gt;
== Things That Don't Work ==&lt;br /&gt;
We need to start pooling ideas and things that don't work so we can eliminate things when we find a decent yield.&lt;br /&gt;
&lt;br /&gt;
*Carrots not affected by:&lt;br /&gt;
** Height&lt;br /&gt;
** Crowding&lt;br /&gt;
** Smoking [[Hookah]]&lt;br /&gt;
** Gaining a [[Fumeology]] point&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Cabbages not affected by:&lt;br /&gt;
** Height&lt;br /&gt;
**Crowding&lt;br /&gt;
**acidity&lt;br /&gt;
&lt;br /&gt;
==Sami==&lt;br /&gt;
&lt;br /&gt;
I asked [[Sami]] whether he had any hints for us concerning cabbage yield. He gave a very cryptic response. Whether it's of use or whether it's just ravings is up to you. Here is the transcription:&lt;br /&gt;
&lt;br /&gt;
:Yes I do infact...&lt;br /&gt;
:As a boy, I much enjoyed some of the vegetable dishes that our chef would prepare...&lt;br /&gt;
:Huge platters of the very finest and freshest cuisine, presented beautifully...&lt;br /&gt;
:How often is it that children don't like vegetables...&lt;br /&gt;
:But when prepared by a master like the family chef, they are a delight, to the old and the young&lt;br /&gt;
&lt;br /&gt;
===Discussions on Sami===&lt;br /&gt;
&lt;br /&gt;
He mentions age quite a bit. Hint somewhere there?&lt;br /&gt;
&lt;br /&gt;
How about duplication having some relation to your cooking level? -- Saccia&lt;br /&gt;
&lt;br /&gt;
It sounds like yield might increase with level or cooking level ... or maybe legacy players can produce more?  --[[User:Absurddoctor|absurddoctor]] 01:49, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I think he was talking about cooking rather than cabbage yield. [[User:Elouamn|Elouamn]] 03:54, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Or production of Master Piece meals will increase yield [[User:Seba|Seba]]&lt;br /&gt;
&lt;br /&gt;
Or eating a masterpiece meal leads to an extra seed next harvest, as for leeks in T3? -- [[User:Shebi|Shebi]] 18:49, 16 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Probably means with ecology you can work out where to grow. - [[Users:Orrin|Orrin]]&lt;br /&gt;
&lt;br /&gt;
== Research Guilds ==&lt;br /&gt;
* [[Guilds/EARS | EARS - Ecology and Agriculture Research Society]]&lt;br /&gt;
&lt;br /&gt;
{{Languages}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Guilds/Venerate/Pilgrim&amp;diff=111366</id>
		<title>Guilds/Venerate/Pilgrim</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Guilds/Venerate/Pilgrim&amp;diff=111366"/>
		<updated>2009-06-19T04:35:37Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Interested in Passing the Full Test */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Path of the Pilgrim ==&lt;br /&gt;
&lt;br /&gt;
[[Guilds/Venerate|Venerate]] is forming groups to do the path of the pilgrim test. If you'd like to join in with us, please add your name to one of the tables below and apply to join the guild at our guild hall close to Adn CS.&lt;br /&gt;
&lt;br /&gt;
Please list the times you're mostly likely to be able to run to pilgrim shrines with your groups, using GMT (UTC). &lt;br /&gt;
&lt;br /&gt;
=== Interested in Passing the Full Test ===&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| '''Name'''||  '''Available times''' || '''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
|Morrigan || UK mornings, evenings after 5 to 7 pm and later, ie 10pm onward, not Sunday afternoons || &lt;br /&gt;
|-&lt;br /&gt;
|Hecate || Weekends best. weekdays from 12 til 8 or 9 pm are okay if it's infrequent, like once every two weeks or so. || &lt;br /&gt;
|-&lt;br /&gt;
|Babayaga || Weekends and evenings after 8pm, except on Thurdays ||&lt;br /&gt;
|-&lt;br /&gt;
|Pauven|| Only weekends.  || Will apply next time in Adn.&lt;br /&gt;
|-&lt;br /&gt;
|Petis|| Evenings after 8pm, can usually be on  whole day weekends aswell || Grouping with Vilja&lt;br /&gt;
|-&lt;br /&gt;
|Vilja|| Evenings after 8pm,can usually be on  whole day weekends aswell  || Grouping with Petis&lt;br /&gt;
|-&lt;br /&gt;
|Mammux|| Evenings after 8pm, weekends ||&lt;br /&gt;
|-&lt;br /&gt;
|AbuTaid||   || Added by Sariel &lt;br /&gt;
|-&lt;br /&gt;
|Kemiu  || Evenings after 4pm ||&lt;br /&gt;
|-&lt;br /&gt;
|Neouni  ||  ||&lt;br /&gt;
|-&lt;br /&gt;
|DragoonWise  || Evenings after 7pm, weekends  ||&lt;br /&gt;
|-&lt;br /&gt;
|Lazybonz || GMT noon to very late ||&lt;br /&gt;
|-&lt;br /&gt;
|TamBlack || GMT 20:00 until late if noticed upfront, weekends||&lt;br /&gt;
|-&lt;br /&gt;
|Dresdor || 14:00-21:00 GMT weekdays (Note, that's 8AM-3PM CST where I am)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Pilgrim Group 1 ====&lt;br /&gt;
&lt;br /&gt;
''009-03-29 21:50:55 Egypt recognizes F:zisoni, F:SuumCuique, M:Shiva, M:Kaayru, F:Sariel, F:Spicy and M:Kirean for walking the Path of the Pilgrim. Their Pilgrimage visited 33 Shrines and accumulated a score of 6228. ''&lt;br /&gt;
&lt;br /&gt;
==== Pilgrim Group 2 ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#fafad2&amp;quot; align=&amp;quot;center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!'''Name / Nom''' &amp;lt;br&amp;gt;&lt;br /&gt;
!'''Available times / Horaires'''&lt;br /&gt;
!'''Notes / Observation'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Noreferti&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Weekends and evenings after 8pm	&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|in team with Kabuga&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Kabuga&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| not available for the moment	&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|in team with Noreferti&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Kace	&lt;br /&gt;
| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|		&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|	&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style= &amp;quot;cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
==== Pilgrim Group 3 ====&lt;br /&gt;
&lt;br /&gt;
Filling in table from discussions at the meet, but my memory is failing me lol - Spicy&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#fafad2&amp;quot; align=&amp;quot;center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
!'''Name / Nom''' &amp;lt;br&amp;gt;&lt;br /&gt;
!'''Available times / Horaires'''&lt;br /&gt;
!'''Notes / Observation'''&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Lucasdo&lt;br /&gt;
|	&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cali&lt;br /&gt;
| 	&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dvo&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Neouni		&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Alciphron?	&lt;br /&gt;
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|-&lt;br /&gt;
|	&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|	&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
{| style= &amp;quot;cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Pilgrim Group 4 ====&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#fafad2&amp;quot; align=&amp;quot;center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!'''Name / Nom''' &amp;lt;br&amp;gt;&lt;br /&gt;
!'''Available times / Horaires'''&lt;br /&gt;
!'''Notes / Observation'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Lazybons&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Everyday, all Euro times	&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|in team with Tamblack&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Tamblack&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| ??	&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|in team with Lazybonz&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Meryt	&lt;br /&gt;
| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Diamond&lt;br /&gt;
|		&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|	&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style= &amp;quot;cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
=== Interested in Principles Only / Intéressés uniquement pour le Principe ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#fafad2&amp;quot; align=&amp;quot;center&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!'''Name / Nom''' &amp;lt;br&amp;gt;&lt;br /&gt;
!'''Available times / Horaires'''&lt;br /&gt;
!'''Notes / Observation'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Aghor&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| weekends / evenings / days european time&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|	&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|		&lt;br /&gt;
| &lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
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|-&lt;br /&gt;
|		&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|	&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style= &amp;quot;cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Guides&amp;diff=111361</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Guides&amp;diff=111361"/>
		<updated>2009-06-19T03:51:02Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Genetics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Game Guides ==&lt;br /&gt;
=== New Player ===&lt;br /&gt;
*[[New Player Guide]]&lt;br /&gt;
*[[Basic Skills Run]]&lt;br /&gt;
&lt;br /&gt;
=== Activities ===&lt;br /&gt;
&lt;br /&gt;
==== Agriculture ====&lt;br /&gt;
* [[Vegetables]]&lt;br /&gt;
* [[Barley | Barley Cultivation]]&lt;br /&gt;
* [[Flowers]]&lt;br /&gt;
* [[Wine|Viticulture]]&lt;br /&gt;
* [[Beer]]&lt;br /&gt;
* [[ThistleGuide|Thistle Gardening]]&lt;br /&gt;
* [[Dresdor's Thistle Guide]]&lt;br /&gt;
&lt;br /&gt;
==== Genetics ====&lt;br /&gt;
* [[Crossbreeding and Hints]]&lt;br /&gt;
* [[Dresdor's Crossbreeding Guide]]&lt;br /&gt;
* [[Flower Genome Theories]]&lt;br /&gt;
* [[Genomes and Phenome Theories Links]]&lt;br /&gt;
* [[Dresdor's Vine Genetic Theory]]&lt;br /&gt;
* [[Mutagens]]&lt;br /&gt;
* [[Nut's Essence]]&lt;br /&gt;
* [[Solvent Making]]&lt;br /&gt;
&lt;br /&gt;
==== Metalworking ====&lt;br /&gt;
* [[Dowsing Guide | Dowsing]]&lt;br /&gt;
* [[Mine| Mining]]&lt;br /&gt;
* [[Smelting]]&lt;br /&gt;
* [[Alloys | Alloy Research and Information]]&lt;br /&gt;
* [[Blacksmithing Guide | Blacksmithing]]&lt;br /&gt;
&lt;br /&gt;
==== Foraging &amp;amp; Cooking ====&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Guides/Cooking|Cooking Guide]]&lt;br /&gt;
* [[Cooking|Cooking Skill]]&lt;br /&gt;
* [[Fumeology]]&lt;br /&gt;
* [[Guides/Incense | Incense Guide]]&lt;br /&gt;
* [[Egyptian Plant Guide]]&lt;br /&gt;
* [[Mushrooms]]&lt;br /&gt;
&lt;br /&gt;
==== Glass ====&lt;br /&gt;
* [[Glassblowing Guide | Glassblowing]]&lt;br /&gt;
* [[Glassmaking Guide | Glassmaking]]&lt;br /&gt;
* [[Quarrying]]&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
* [[Cut Gems|Guide to Gem Cuts]]&lt;br /&gt;
&lt;br /&gt;
* [[Paint/Guide|Paint]]&lt;br /&gt;
&lt;br /&gt;
* [[Fishing|Fishing]]&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
* [[12-Month Prepay]]&lt;br /&gt;
* [[Achievements]]&lt;br /&gt;
* [[Commands]]&lt;br /&gt;
* [[Levels]]&lt;br /&gt;
* [[Stats]]&lt;br /&gt;
* [[Time]]&lt;br /&gt;
* [[Travel]]&lt;br /&gt;
** [[Chariot_Routes | Chariot Routes]]&lt;br /&gt;
&lt;br /&gt;
=== Tests/Events ===&lt;br /&gt;
* [[Test of Khefre's Children]]&lt;br /&gt;
* [[Principles_of_Thought/Guide|Principles of Thought]]&lt;br /&gt;
* [[Race|Race of the Phoenix]]&lt;br /&gt;
* [[Test of the Singing Cicada - Guide]]&lt;br /&gt;
* [[Pyrotechnics Guides]]&lt;br /&gt;
&lt;br /&gt;
==Storyline==&lt;br /&gt;
&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[StorySummary|Storyline Summary]]&lt;br /&gt;
&lt;br /&gt;
== Wiki Guides ==&lt;br /&gt;
* [[Browser Search Plugins]]&lt;br /&gt;
* [[Google_Maps|Maps in wiki pages]]&lt;br /&gt;
* [[Wiki Translation]]&lt;br /&gt;
&lt;br /&gt;
== Calculators ==&lt;br /&gt;
* [[Resource Calculator]]&lt;br /&gt;
* [[Forge Cost Calculator]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
== Links/Tools ==&lt;br /&gt;
* [http://www.nilsson-online.net/files/MPEV4.jar Mine Pattern Explorer v4]&lt;br /&gt;
* [[Macros]]&lt;br /&gt;
* [http://www.atitd.org/wiki/tale4/Guides/duallog Dual Logging]&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=111360</id>
		<title>Dresdor's Vine Genetic Theory</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=111360"/>
		<updated>2009-06-19T03:50:36Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As always, further research is required.  I am working towards examining some hybrid with solvents, as well as running crossbreeding experiments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''A'''==&lt;br /&gt;
Experimentally OYY&lt;br /&gt;
&lt;br /&gt;
Based on Mortality's experiments:&lt;br /&gt;
&lt;br /&gt;
L: Appreciation (QQQ)&lt;br /&gt;
R: Frivolity (AACCSS)&lt;br /&gt;
&lt;br /&gt;
Result: AQQQK &lt;br /&gt;
&lt;br /&gt;
Not sure where exactly the K comes from.  The splice mentioned by Mortality doesn't seem to genetically follow a QQQ mutation, but that isn't the point.  The point is that a Right cross with Frivolty, where frivolty contributes one complete gene is an A mutation.  Since theoretically, the rightmost gene in question is OYY, we can make a guess that OYY is an A mutation.&lt;br /&gt;
&lt;br /&gt;
=='''C'''==&lt;br /&gt;
RRO?&lt;br /&gt;
&lt;br /&gt;
By process of elimination, this is a guess as to the possible gene causing a color mutation.&lt;br /&gt;
&lt;br /&gt;
=='''G'''== &lt;br /&gt;
Gene: OOOR&lt;br /&gt;
&lt;br /&gt;
Present in Distraction (GG) and Amusement (GGVV).  Different representations in Distraction and Amusement rules out G being involved.  Balance's OOR sequence rules out OOR as a possible gene.&lt;br /&gt;
=='''Q'''==&lt;br /&gt;
Gene: RYYR or RYY&lt;br /&gt;
&lt;br /&gt;
Present in Appreciation (QQQ), Contemplation (QQKK) and Balance (AcQKS).  In all cases the gene is RYYR.  Frivolty (AACCSS) rules out YYR as a possibility.  RYY is not ruled out, however, because it is always expressed in stock as RYYR, it is logical that that is the whole gene sequence.&lt;br /&gt;
  &lt;br /&gt;
=='''K'''==&lt;br /&gt;
Gene: YRO&lt;br /&gt;
&lt;br /&gt;
From T3 data, also logically represented in Wisdom (KKK).  Patterns repeats as expected in Contemplation (QQKK) and Balance (ACQKS)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''S'''==&lt;br /&gt;
Guess is YYY.  &lt;br /&gt;
&lt;br /&gt;
Reasoning:&lt;br /&gt;
Mortality had a vine cross as follows:&lt;br /&gt;
L:Frivolity (AACCSS) K RRO OYY GGGGGG (Y[YY)Y] RRO OYY GGGYRK &lt;br /&gt;
R:Balance (ACQKS)K YYY GGG RYYR GGG YRO GGG RRO OYY GGGOORK&lt;br /&gt;
Result: AACCK&lt;br /&gt;
Potential Genotype of Result: K RRO OYY _________ YRO GGG RRO OYY GGG OOR K &lt;br /&gt;
&lt;br /&gt;
Since both sets of YYY's are missing, as is the Sugar mutations, we can make an educated guess that S is represented by YYY.&lt;br /&gt;
&lt;br /&gt;
=='''V'''==&lt;br /&gt;
GRO?&lt;br /&gt;
&lt;br /&gt;
Present only in Amusement (GGVV). V not accompanying every G rules out OOO, OOR, OR.  V not accompanying any K rules out RO.  This means that G must be a part of it.  Best guess then is GRO or up to (6G)R.  Experimentation required to determine this.  Since the longest gene length seems to be 4, GGRO or GRO should be best guesses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Genetic Sequence Based on Above Genes==&lt;br /&gt;
Note: 'filler' is represented by _ and overlapping genes will be placed in parenthesis.&lt;br /&gt;
This is to help visualize where the genes are, for crossbreeding purposes.&lt;br /&gt;
&lt;br /&gt;
Amusement: [GGGG _ _ _ _ _ _ _ VV(VGGG)_ _ _ _ _ _ VVV _ _ _ _ _]&lt;br /&gt;
&lt;br /&gt;
Appreciation: [_ _ QQQ(QQQQ)QQQ] (3 overlapping QQQQ)&lt;br /&gt;
&lt;br /&gt;
Balance: [SSS _ _ _ QQQQ _ _ _ KKK _ _ _ CCC AAA _ _ _ _ _ _]&lt;br /&gt;
&lt;br /&gt;
Contemplation: [QQQQ _ KKK _ _ _ _ _ QQQ(QKK)]&lt;br /&gt;
&lt;br /&gt;
Distraction: [_ _ _ _ _ _ _ _ _ _ _ _ _ _ GGGG _ _ _ _ _ _ _ _ _ _ _ GGGG]&lt;br /&gt;
&lt;br /&gt;
Frivolity: [CCC AAA _ _ _ _ _ _ S(SSS) CCC AAA _ _ _ _ _]&lt;br /&gt;
&lt;br /&gt;
Wisdom: [KKK _ KKK _ KKK _ _ _ _ _ _ _ _ _ _ _ _ _ _]&lt;br /&gt;
&lt;br /&gt;
==Starting Grape count==&lt;br /&gt;
I doubt that the extra G's are merely there for filler or to describe vines as the wild type.  Starting grap count seems like an arbitrary thing for a developer to add in to pad a genotype's length.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
Coming Soon&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=111353</id>
		<title>Dresdor's Vine Genetic Theory</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=111353"/>
		<updated>2009-06-19T03:39:15Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As always, further research is required.  I am working towards examining some hybrid with solvents, as well as running crossbreeding experiments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''A'''==&lt;br /&gt;
Experimentally OYY&lt;br /&gt;
&lt;br /&gt;
Based on Mortality's experiments:&lt;br /&gt;
&lt;br /&gt;
L: Appreciation (QQQ)&lt;br /&gt;
R: Frivolity (AACCSS)&lt;br /&gt;
&lt;br /&gt;
Result: AQQQK &lt;br /&gt;
&lt;br /&gt;
Not sure where exactly the K comes from.  The splice mentioned by Mortality doesn't seem to genetically follow a QQQ mutation, but that isn't the point.  The point is that a Right cross with Frivolty, where frivolty contributes one complete gene is an A mutation.  Since theoretically, the rightmost gene in question is OYY, we can make a guess that OYY is an A mutation.&lt;br /&gt;
&lt;br /&gt;
=='''C'''==&lt;br /&gt;
RRO?&lt;br /&gt;
&lt;br /&gt;
By process of elimination, this is a guess as to the possible gene causing a color mutation.&lt;br /&gt;
&lt;br /&gt;
=='''G'''== &lt;br /&gt;
Gene: OOOR&lt;br /&gt;
&lt;br /&gt;
Present in Distraction (GG) and Amusement (GGVV).  Different representations in Distraction and Amusement rules out G being involved.  Balance's OOR sequence rules out OOR as a possible gene.&lt;br /&gt;
=='''Q'''==&lt;br /&gt;
Gene: RYYR or RYY&lt;br /&gt;
&lt;br /&gt;
Present in Appreciation (QQQ), Contemplation (QQKK) and Balance (AcQKS).  In all cases the gene is RYYR.  Frivolty (AACCSS) rules out YYR as a possibility.  RYY is not ruled out, however, because it is always expressed in stock as RYYR, it is logical that that is the whole gene sequence.&lt;br /&gt;
  &lt;br /&gt;
=='''K'''==&lt;br /&gt;
Gene: YRO&lt;br /&gt;
&lt;br /&gt;
From T3 data, also logically represented in Wisdom (KKK).  Patterns repeats as expected in Contemplation (QQKK) and Balance (ACQKS)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''S'''==&lt;br /&gt;
Guess is YYY.  &lt;br /&gt;
&lt;br /&gt;
Reasoning:&lt;br /&gt;
Mortality had a vine cross as follows:&lt;br /&gt;
L:Frivolity (AACCSS) K RRO OYY GGGGGG (Y[YY)Y] RRO OYY GGGYRK &lt;br /&gt;
R:Balance (ACQKS)K YYY GGG RYYR GGG YRO GGG RRO OYY GGGOORK&lt;br /&gt;
Result: AACCK&lt;br /&gt;
Potential Genotype of Result: K RRO OYY _________ YRO GGG RRO OYY GGG OOR K &lt;br /&gt;
&lt;br /&gt;
Since both sets of YYY's are missing, as is the Sugar mutations, we can make an educated guess that S is represented by YYY.&lt;br /&gt;
&lt;br /&gt;
=='''V'''==&lt;br /&gt;
GRO?&lt;br /&gt;
&lt;br /&gt;
Present only in Amusement (GGVV). V not accompanying every G rules out OOO, OOR, OR.  V not accompanying any K rules out RO.  This means that G must be a part of it.  Best guess then is GRO or up to (6G)R.  Experimentation required to determine this.  Since the longest gene length seems to be 4, GGRO or GRO should be best guesses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Starting Grape count==&lt;br /&gt;
I doubt that the extra G's are merely there for filler or to describe vines as the wild type.  Starting grap count seems like an arbitrary thing for a developer to add in to pad a genotype's length.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
Coming Soon&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=111352</id>
		<title>Dresdor's Vine Genetic Theory</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=111352"/>
		<updated>2009-06-19T03:38:48Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Gene Patterns as yet unidentified */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As always, further research is required.  I am working towards examining some hybrid with solvents, as well as running crossbreeding experiments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''A'''==&lt;br /&gt;
Experimentally OYY&lt;br /&gt;
&lt;br /&gt;
Based on Mortality's experiments:&lt;br /&gt;
&lt;br /&gt;
L: Appreciation (QQQ)&lt;br /&gt;
R: Frivolity (AACCSS)&lt;br /&gt;
&lt;br /&gt;
Result: AQQQK &lt;br /&gt;
&lt;br /&gt;
Not sure where exactly the K comes from.  The splice mentioned by Mortality doesn't seem to genetically follow a QQQ mutation, but that isn't the point.  The point is that a Right cross with Frivolty, where frivolty contributes one complete gene is an A mutation.  Since theoretically, the rightmost gene in question is OYY, we can make a guess that OYY is an A mutation.&lt;br /&gt;
&lt;br /&gt;
=='''C'''==&lt;br /&gt;
&lt;br /&gt;
=='''G'''== &lt;br /&gt;
Gene: OOOR&lt;br /&gt;
&lt;br /&gt;
Present in Distraction (GG) and Amusement (GGVV).  Different representations in Distraction and Amusement rules out G being involved.  Balance's OOR sequence rules out OOR as a possible gene.&lt;br /&gt;
=='''Q'''==&lt;br /&gt;
Gene: RYYR or RYY&lt;br /&gt;
&lt;br /&gt;
Present in Appreciation (QQQ), Contemplation (QQKK) and Balance (AcQKS).  In all cases the gene is RYYR.  Frivolty (AACCSS) rules out YYR as a possibility.  RYY is not ruled out, however, because it is always expressed in stock as RYYR, it is logical that that is the whole gene sequence.&lt;br /&gt;
  &lt;br /&gt;
=='''K'''==&lt;br /&gt;
Gene: YRO&lt;br /&gt;
&lt;br /&gt;
From T3 data, also logically represented in Wisdom (KKK).  Patterns repeats as expected in Contemplation (QQKK) and Balance (ACQKS)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''S'''==&lt;br /&gt;
Guess is YYY.  &lt;br /&gt;
&lt;br /&gt;
Reasoning:&lt;br /&gt;
Mortality had a vine cross as follows:&lt;br /&gt;
L:Frivolity (AACCSS) K RRO OYY GGGGGG (Y[YY)Y] RRO OYY GGGYRK &lt;br /&gt;
R:Balance (ACQKS)K YYY GGG RYYR GGG YRO GGG RRO OYY GGGOORK&lt;br /&gt;
Result: AACCK&lt;br /&gt;
Potential Genotype of Result: K RRO OYY _________ YRO GGG RRO OYY GGG OOR K &lt;br /&gt;
&lt;br /&gt;
Since both sets of YYY's are missing, as is the Sugar mutations, we can make an educated guess that S is represented by YYY.&lt;br /&gt;
&lt;br /&gt;
=='''V'''==&lt;br /&gt;
GRO?&lt;br /&gt;
&lt;br /&gt;
Present only in Amusement (GGVV). V not accompanying every G rules out OOO, OOR, OR.  V not accompanying any K rules out RO.  This means that G must be a part of it.  Best guess then is GRO or up to (6G)R.  Experimentation required to determine this.  Since the longest gene length seems to be 4, GGRO or GRO should be best guesses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Starting Grape count==&lt;br /&gt;
I doubt that the extra G's are merely there for filler or to describe vines as the wild type.  Starting grap count seems like an arbitrary thing for a developer to add in to pad a genotype's length.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
Coming Soon&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=111351</id>
		<title>Dresdor's Vine Genetic Theory</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=111351"/>
		<updated>2009-06-19T03:38:38Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* A */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As always, further research is required.  I am working towards examining some hybrid with solvents, as well as running crossbreeding experiments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''A'''==&lt;br /&gt;
Experimentally OYY&lt;br /&gt;
&lt;br /&gt;
Based on Mortality's experiments:&lt;br /&gt;
&lt;br /&gt;
L: Appreciation (QQQ)&lt;br /&gt;
R: Frivolity (AACCSS)&lt;br /&gt;
&lt;br /&gt;
Result: AQQQK &lt;br /&gt;
&lt;br /&gt;
Not sure where exactly the K comes from.  The splice mentioned by Mortality doesn't seem to genetically follow a QQQ mutation, but that isn't the point.  The point is that a Right cross with Frivolty, where frivolty contributes one complete gene is an A mutation.  Since theoretically, the rightmost gene in question is OYY, we can make a guess that OYY is an A mutation.&lt;br /&gt;
&lt;br /&gt;
=='''C'''==&lt;br /&gt;
&lt;br /&gt;
=='''G'''== &lt;br /&gt;
Gene: OOOR&lt;br /&gt;
&lt;br /&gt;
Present in Distraction (GG) and Amusement (GGVV).  Different representations in Distraction and Amusement rules out G being involved.  Balance's OOR sequence rules out OOR as a possible gene.&lt;br /&gt;
=='''Q'''==&lt;br /&gt;
Gene: RYYR or RYY&lt;br /&gt;
&lt;br /&gt;
Present in Appreciation (QQQ), Contemplation (QQKK) and Balance (AcQKS).  In all cases the gene is RYYR.  Frivolty (AACCSS) rules out YYR as a possibility.  RYY is not ruled out, however, because it is always expressed in stock as RYYR, it is logical that that is the whole gene sequence.&lt;br /&gt;
  &lt;br /&gt;
=='''K'''==&lt;br /&gt;
Gene: YRO&lt;br /&gt;
&lt;br /&gt;
From T3 data, also logically represented in Wisdom (KKK).  Patterns repeats as expected in Contemplation (QQKK) and Balance (ACQKS)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''S'''==&lt;br /&gt;
Guess is YYY.  &lt;br /&gt;
&lt;br /&gt;
Reasoning:&lt;br /&gt;
Mortality had a vine cross as follows:&lt;br /&gt;
L:Frivolity (AACCSS) K RRO OYY GGGGGG (Y[YY)Y] RRO OYY GGGYRK &lt;br /&gt;
R:Balance (ACQKS)K YYY GGG RYYR GGG YRO GGG RRO OYY GGGOORK&lt;br /&gt;
Result: AACCK&lt;br /&gt;
Potential Genotype of Result: K RRO OYY _________ YRO GGG RRO OYY GGG OOR K &lt;br /&gt;
&lt;br /&gt;
Since both sets of YYY's are missing, as is the Sugar mutations, we can make an educated guess that S is represented by YYY.&lt;br /&gt;
&lt;br /&gt;
=='''V'''==&lt;br /&gt;
GRO?&lt;br /&gt;
&lt;br /&gt;
Present only in Amusement (GGVV). V not accompanying every G rules out OOO, OOR, OR.  V not accompanying any K rules out RO.  This means that G must be a part of it.  Best guess then is GRO or up to (6G)R.  Experimentation required to determine this.  Since the longest gene length seems to be 4, GGRO or GRO should be best guesses.&lt;br /&gt;
==Gene Patterns as yet unidentified==&lt;br /&gt;
&lt;br /&gt;
RRO or RROO (present twice in Frivolty (AACCSS) and once in Balance (ACQKS)&lt;br /&gt;
&lt;br /&gt;
OYY (Present in Balance (ACQKS) and twice in Frivolty (AACCSS).  Possibly OYYG or some other G addition.&lt;br /&gt;
&lt;br /&gt;
It is logical that these represent A or C in some form.&lt;br /&gt;
&lt;br /&gt;
==Starting Grape count==&lt;br /&gt;
I doubt that the extra G's are merely there for filler or to describe vines as the wild type.  Starting grap count seems like an arbitrary thing for a developer to add in to pad a genotype's length.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
Coming Soon&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=111345</id>
		<title>Dresdor's Vine Genetic Theory</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=111345"/>
		<updated>2009-06-19T03:30:16Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Gene Patterns as yet unidentified */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As always, further research is required.  I am working towards examining some hybrid with solvents, as well as running crossbreeding experiments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''A'''==&lt;br /&gt;
&lt;br /&gt;
=='''C'''==&lt;br /&gt;
&lt;br /&gt;
=='''G'''== &lt;br /&gt;
Gene: OOOR&lt;br /&gt;
&lt;br /&gt;
Present in Distraction (GG) and Amusement (GGVV).  Different representations in Distraction and Amusement rules out G being involved.  Balance's OOR sequence rules out OOR as a possible gene.&lt;br /&gt;
=='''Q'''==&lt;br /&gt;
Gene: RYYR or RYY&lt;br /&gt;
&lt;br /&gt;
Present in Appreciation (QQQ), Contemplation (QQKK) and Balance (AcQKS).  In all cases the gene is RYYR.  Frivolty (AACCSS) rules out YYR as a possibility.  RYY is not ruled out, however, because it is always expressed in stock as RYYR, it is logical that that is the whole gene sequence.&lt;br /&gt;
  &lt;br /&gt;
=='''K'''==&lt;br /&gt;
Gene: YRO&lt;br /&gt;
&lt;br /&gt;
From T3 data, also logically represented in Wisdom (KKK).  Patterns repeats as expected in Contemplation (QQKK) and Balance (ACQKS)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''S'''==&lt;br /&gt;
Guess is YYY.  &lt;br /&gt;
&lt;br /&gt;
Reasoning:&lt;br /&gt;
Mortality had a vine cross as follows:&lt;br /&gt;
L:Frivolity (AACCSS) K RRO OYY GGGGGG (Y[YY)Y] RRO OYY GGGYRK &lt;br /&gt;
R:Balance (ACQKS)K YYY GGG RYYR GGG YRO GGG RRO OYY GGGOORK&lt;br /&gt;
Result: AACCK&lt;br /&gt;
Potential Genotype of Result: K RRO OYY _________ YRO GGG RRO OYY GGG OOR K &lt;br /&gt;
&lt;br /&gt;
Since both sets of YYY's are missing, as is the Sugar mutations, we can make an educated guess that S is represented by YYY.&lt;br /&gt;
&lt;br /&gt;
=='''V'''==&lt;br /&gt;
GRO?&lt;br /&gt;
&lt;br /&gt;
Present only in Amusement (GGVV). V not accompanying every G rules out OOO, OOR, OR.  V not accompanying any K rules out RO.  This means that G must be a part of it.  Best guess then is GRO or up to (6G)R.  Experimentation required to determine this.  Since the longest gene length seems to be 4, GGRO or GRO should be best guesses.&lt;br /&gt;
==Gene Patterns as yet unidentified==&lt;br /&gt;
&lt;br /&gt;
RRO or RROO (present twice in Frivolty (AACCSS) and once in Balance (ACQKS)&lt;br /&gt;
&lt;br /&gt;
OYY (Present in Balance (ACQKS) and twice in Frivolty (AACCSS).  Possibly OYYG or some other G addition.&lt;br /&gt;
&lt;br /&gt;
It is logical that these represent A or C in some form.&lt;br /&gt;
&lt;br /&gt;
==Starting Grape count==&lt;br /&gt;
I doubt that the extra G's are merely there for filler or to describe vines as the wild type.  Starting grap count seems like an arbitrary thing for a developer to add in to pad a genotype's length.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
Coming Soon&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=111344</id>
		<title>Dresdor's Vine Genetic Theory</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=111344"/>
		<updated>2009-06-19T03:29:53Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* S */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As always, further research is required.  I am working towards examining some hybrid with solvents, as well as running crossbreeding experiments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''A'''==&lt;br /&gt;
&lt;br /&gt;
=='''C'''==&lt;br /&gt;
&lt;br /&gt;
=='''G'''== &lt;br /&gt;
Gene: OOOR&lt;br /&gt;
&lt;br /&gt;
Present in Distraction (GG) and Amusement (GGVV).  Different representations in Distraction and Amusement rules out G being involved.  Balance's OOR sequence rules out OOR as a possible gene.&lt;br /&gt;
=='''Q'''==&lt;br /&gt;
Gene: RYYR or RYY&lt;br /&gt;
&lt;br /&gt;
Present in Appreciation (QQQ), Contemplation (QQKK) and Balance (AcQKS).  In all cases the gene is RYYR.  Frivolty (AACCSS) rules out YYR as a possibility.  RYY is not ruled out, however, because it is always expressed in stock as RYYR, it is logical that that is the whole gene sequence.&lt;br /&gt;
  &lt;br /&gt;
=='''K'''==&lt;br /&gt;
Gene: YRO&lt;br /&gt;
&lt;br /&gt;
From T3 data, also logically represented in Wisdom (KKK).  Patterns repeats as expected in Contemplation (QQKK) and Balance (ACQKS)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''S'''==&lt;br /&gt;
Guess is YYY.  &lt;br /&gt;
&lt;br /&gt;
Reasoning:&lt;br /&gt;
Mortality had a vine cross as follows:&lt;br /&gt;
L:Frivolity (AACCSS) K RRO OYY GGGGGG (Y[YY)Y] RRO OYY GGGYRK &lt;br /&gt;
R:Balance (ACQKS)K YYY GGG RYYR GGG YRO GGG RRO OYY GGGOORK&lt;br /&gt;
Result: AACCK&lt;br /&gt;
Potential Genotype of Result: K RRO OYY _________ YRO GGG RRO OYY GGG OOR K &lt;br /&gt;
&lt;br /&gt;
Since both sets of YYY's are missing, as is the Sugar mutations, we can make an educated guess that S is represented by YYY.&lt;br /&gt;
&lt;br /&gt;
=='''V'''==&lt;br /&gt;
GRO?&lt;br /&gt;
&lt;br /&gt;
Present only in Amusement (GGVV). V not accompanying every G rules out OOO, OOR, OR.  V not accompanying any K rules out RO.  This means that G must be a part of it.  Best guess then is GRO or up to (6G)R.  Experimentation required to determine this.  Since the longest gene length seems to be 4, GGRO or GRO should be best guesses.&lt;br /&gt;
==Gene Patterns as yet unidentified==&lt;br /&gt;
&lt;br /&gt;
RRO or RROO (present twice in Frivolty (AACCSS) and once in Balance (ACQKS)&lt;br /&gt;
&lt;br /&gt;
YYY (Present in Balance (ACQKS) and twice in Frivolty (AACCSS) {As YYYY, which is two overlaps of YYY).  Cannot be merely YY, as that repeats multiple times in several genotypes.&lt;br /&gt;
&lt;br /&gt;
OYY (Present in Balance (ACQKS) and twice in Frivolty (AACCSS).  Possibly OYYG or some other G addition.&lt;br /&gt;
&lt;br /&gt;
It is logical that these represent A,C, and S in some form.&lt;br /&gt;
&lt;br /&gt;
==Starting Grape count==&lt;br /&gt;
I doubt that the extra G's are merely there for filler or to describe vines as the wild type.  Starting grap count seems like an arbitrary thing for a developer to add in to pad a genotype's length.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
Coming Soon&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=111284</id>
		<title>Dresdor's Vine Genetic Theory</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Vine_Genetic_Theory&amp;diff=111284"/>
		<updated>2009-06-19T00:09:19Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: New page: As always, further research is required.  I am working towards examining some hybrid with solvents, as well as running crossbreeding experiments.   =='''A'''==  =='''C'''==  =='''G'''==  G...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As always, further research is required.  I am working towards examining some hybrid with solvents, as well as running crossbreeding experiments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''A'''==&lt;br /&gt;
&lt;br /&gt;
=='''C'''==&lt;br /&gt;
&lt;br /&gt;
=='''G'''== &lt;br /&gt;
Gene: OOOR&lt;br /&gt;
&lt;br /&gt;
Present in Distraction (GG) and Amusement (GGVV).  Different representations in Distraction and Amusement rules out G being involved.  Balance's OOR sequence rules out OOR as a possible gene.&lt;br /&gt;
=='''Q'''==&lt;br /&gt;
Gene: RYYR or RYY&lt;br /&gt;
&lt;br /&gt;
Present in Appreciation (QQQ), Contemplation (QQKK) and Balance (AcQKS).  In all cases the gene is RYYR.  Frivolty (AACCSS) rules out YYR as a possibility.  RYY is not ruled out, however, because it is always expressed in stock as RYYR, it is logical that that is the whole gene sequence.&lt;br /&gt;
  &lt;br /&gt;
=='''K'''==&lt;br /&gt;
Gene: YRO&lt;br /&gt;
&lt;br /&gt;
From T3 data, also logically represented in Wisdom (KKK).  Patterns repeats as expected in Contemplation (QQKK) and Balance (ACQKS)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''S'''== &lt;br /&gt;
&lt;br /&gt;
=='''V'''==&lt;br /&gt;
GRO?&lt;br /&gt;
&lt;br /&gt;
Present only in Amusement (GGVV). V not accompanying every G rules out OOO, OOR, OR.  V not accompanying any K rules out RO.  This means that G must be a part of it.  Best guess then is GRO or up to (6G)R.  Experimentation required to determine this.  Since the longest gene length seems to be 4, GGRO or GRO should be best guesses.&lt;br /&gt;
==Gene Patterns as yet unidentified==&lt;br /&gt;
&lt;br /&gt;
RRO or RROO (present twice in Frivolty (AACCSS) and once in Balance (ACQKS)&lt;br /&gt;
&lt;br /&gt;
YYY (Present in Balance (ACQKS) and twice in Frivolty (AACCSS) {As YYYY, which is two overlaps of YYY).  Cannot be merely YY, as that repeats multiple times in several genotypes.&lt;br /&gt;
&lt;br /&gt;
OYY (Present in Balance (ACQKS) and twice in Frivolty (AACCSS).  Possibly OYYG or some other G addition.&lt;br /&gt;
&lt;br /&gt;
It is logical that these represent A,C, and S in some form.&lt;br /&gt;
&lt;br /&gt;
==Starting Grape count==&lt;br /&gt;
I doubt that the extra G's are merely there for filler or to describe vines as the wild type.  Starting grap count seems like an arbitrary thing for a developer to add in to pad a genotype's length.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
Coming Soon&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Thistle_Guide&amp;diff=111263</id>
		<title>Dresdor's Thistle Guide</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Thistle_Guide&amp;diff=111263"/>
		<updated>2009-06-18T23:16:03Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: /* Reactions in Environmental Factor Order */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In searching for information on thistle, I've found that most of the references are to the T3 Twisted Thistle Guide.  This is a good guide, and where I got started, but I find that anything from the T3 wiki could always use an update.  Also I've been approached by several players who are confused by the old guide and by the current thistle system.  As such, I'm going to make an attempt to explain my process to making thistle.&lt;br /&gt;
&lt;br /&gt;
If you have no interest in making thistle, but need it to advance your stuck silkfarms, I suggest the [[Thistle request]] page.&lt;br /&gt;
&lt;br /&gt;
Also I am creating a collection of my no-void recipes, and I encourage you to add your own [[Thistle Methods]].  This is meant primarily to provide shortcuts to being able to make the thistle you need.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
Thistle is typed by the concentrations of seven vitamins (Asc, Bio, Car, Fol, Nia, Pyr, and Thi).  Concentrations less than 20, are represented as a - sign.  Concentrations between 21-79 are represented by the ~ sign.  Concentrations higher than 80 are represented by a + sign.  Silkworms require a thistle with four vitamin requirements (the other three do not matter) and Modern Sheep Farms require thistle with two vitamin requirements (the other five do not matter).&lt;br /&gt;
&lt;br /&gt;
The concentrations of these vitamins are controlled by a series of reactions.  These reactions are controlled by levels of Water, Oxygen, and Sun.  These reactions convert one vitamin into another.  This is complicated by the fact that there are certain reactions that are &amp;quot;voided&amp;quot;; that is to say they are not active during a specific time frame in a specific region.  These change over a period of time, and from region to region (it's been shown that it is not every egypt day, nor are the boundaries those of the actual regions).  &lt;br /&gt;
&lt;br /&gt;
The goal of growing thistle is to end the growing process with vitamin concentrations in the ranges for the thistle you need.  Vitamin levels at any point before tick 40 doesn't matter.  You can only harvest at Tick 40 (if you harvest before you loose the thistle and the thistle seeds).&lt;br /&gt;
&lt;br /&gt;
==The Process==&lt;br /&gt;
Some things to note before we begin:&lt;br /&gt;
*Asc is impossible to generate and maintain at night without a lucky set of voids.&lt;br /&gt;
*Bio is never consumed by any reaction, so if you need B- or B~ keep an eye on it.&lt;br /&gt;
*Pyr and Fol are very easy to produce.&lt;br /&gt;
*Asc, Car, Nia, and Thi are more difficult to produce and maintain.&lt;br /&gt;
*Growing at 10am-2pm and 10pm-2am ensures a stable amount of sun (100 and 0 respectfully)&lt;br /&gt;
&lt;br /&gt;
I use a method that does not use any inputs but water.  This limits the thistle I can make, but also means that any I can make I make for free.  Adding Dung and Saltpeter can be done to boost vitamin levels, and can be used with my method, I just choose not to do it.&lt;br /&gt;
&lt;br /&gt;
Referencing the tables at the bottom of this guide will show that each vitamin has three generation reactions, one controlled by every environmental factor (Water, Oxygen, Sun).  It will also show that each vitamin has a varying number of consumption reactions, and there is no distinct pattern to the environmental factors controlling them.  &lt;br /&gt;
&lt;br /&gt;
There are three types of reactions:&lt;br /&gt;
*Those that diminish quantity (10 Pot -&amp;gt; 3.33 Car)&lt;br /&gt;
*Those that maintain quantity (10 Asc -&amp;gt; 10 Car)&lt;br /&gt;
*Those that increase quantity (10 Thi -&amp;gt; 20 Car)&lt;br /&gt;
&lt;br /&gt;
The goal of my method is to create a generation mechanism that results in an increase in quantity.  The concept is to maximize the utility of the small amount of vitamins you get for &amp;quot;free&amp;quot; by the garden always starting with 50 nit and 50 pot.  To create this mechanism, I look at what my requirements are that are high concentration (all +).  I discard B+, P+, and F+ as there are easy to create.  If there are no others, I look for the moderate requirements (~).  Using that vitamin as a goal, I look for a reaction chain that I can use as a generation mechanism.  For example, for Asc, I use the chain 10Asc-&amp;gt;10Thi; 10Thi-&amp;gt;20Fol; 10Fol-&amp;gt;20Asc;  This should give us a four-fold increase of Asc.  In practice, it is less than that because of the reaction 10Asc-&amp;gt;10Car; However, it is still a powerful increasing mechanism.&lt;br /&gt;
&lt;br /&gt;
I then, with the help of thistle sim, create a process to maximize Asc using this mechanism.  Looking at the reactions, it's clear I need to manipulate sunlight, and to prevent Asc from draining into Bio, I need to keep Water higher than 29.  After I have a strong level of Asc, I look to see what else I need.  I then reference the reactions and try to figure out a way to generate the other vitamin requirements from what I currently have.  The idea is that once you have a lot of vitamins in your thistle, it shouldn't be difficult to transmute some of them into the concentrations you need.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
Once you have your process, you should test it.  If it works, congratulations, make as much as you need.  If it doesn't, there's a void present that is interfering with your growing.  With thistle sim, it is easy to figure out the voids, either by turning off the reactions one by one until your result matches that of your thistle bed, or by checking at what step the thistle bed went off in a different direction, and checking what reactions were active there.  In either case, shut off the appropriate reaction, and try again.  &lt;br /&gt;
&lt;br /&gt;
*It will not be possible to make every thistle every time.  Some will almost require you to have a lucky void to make.&lt;br /&gt;
&lt;br /&gt;
==Sample Generation Mechanisms==&lt;br /&gt;
&lt;br /&gt;
Day:&lt;br /&gt;
10Asc-&amp;gt;10Thi; 10Thi-&amp;gt;20Fol; 10Fol-&amp;gt;20Asc;&lt;br /&gt;
&lt;br /&gt;
Night:&lt;br /&gt;
&lt;br /&gt;
**Will be updated later&lt;br /&gt;
&lt;br /&gt;
=='''Vitamin Reactions Reference'''==&lt;br /&gt;
&lt;br /&gt;
== Asc ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Asc&lt;br /&gt;
|Water &amp;gt; 79&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 5 Asc&lt;br /&gt;
|Oxygen &amp;lt;49&lt;br /&gt;
|-&lt;br /&gt;
|10 Fol -&amp;gt; 20 Asc&lt;br /&gt;
|Sun &amp;gt; 69&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Bio&lt;br /&gt;
|Water &amp;lt; 29&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 10 Car&lt;br /&gt;
|Sun &amp;gt; 79&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Nia&lt;br /&gt;
|Sun &amp;lt; 20&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 10 Thi&lt;br /&gt;
|Sun &amp;lt; 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Bio&lt;br /&gt;
|Sun &amp;lt; 20&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Bio&lt;br /&gt;
|Water &amp;lt; 29&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 10 Bio&lt;br /&gt;
|Oxygen &amp;gt; 89&lt;br /&gt;
|}&lt;br /&gt;
*Bio is never consumed&lt;br /&gt;
&lt;br /&gt;
== Car ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Pot -&amp;gt; 3.33 Car&lt;br /&gt;
|Oxygen &amp;gt; 69&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 10 Car&lt;br /&gt;
|Sun &amp;gt; 79&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Car&lt;br /&gt;
|Water &amp;lt; 39&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 5 Asc&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 10 Pyr&lt;br /&gt;
|Sun &amp;gt; 59&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 20 Thi&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fol ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Fol&lt;br /&gt;
|Sun &amp;gt; 69&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 30 Fol&lt;br /&gt;
|Water &amp;lt; 59&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Fol&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Fol -&amp;gt; 20 Asc&lt;br /&gt;
|Sun &amp;gt; 69&lt;br /&gt;
|-&lt;br /&gt;
|10 Fol -&amp;gt; 20 Pyr&lt;br /&gt;
|Oxygen &amp;gt; 79&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nia ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Nia&lt;br /&gt;
|Sun &amp;lt; 20&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 5 Nia&lt;br /&gt;
|Water &amp;gt; 69&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 10 Nia&lt;br /&gt;
|Oxygen &amp;lt;39&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 30 Fol&lt;br /&gt;
|Water &amp;lt; 59&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 5 Thi&lt;br /&gt;
|Water &amp;lt; 49&lt;br /&gt;
|}&lt;br /&gt;
== Pyr ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Pyr&lt;br /&gt;
|Water &amp;lt; 39&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 10 Pyr&lt;br /&gt;
|Sun &amp;gt; 59&lt;br /&gt;
|-&lt;br /&gt;
|10 Fol -&amp;gt; 20 Pyr&lt;br /&gt;
|Oxygen &amp;gt; 79&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 10 Bio&lt;br /&gt;
|Oxygen &amp;gt; 89&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 5 Nia&lt;br /&gt;
|Water &amp;gt; 69&lt;br /&gt;
|}&lt;br /&gt;
== Thi ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 10 Thi&lt;br /&gt;
|Sun &amp;lt; 40&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 20 Thi&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 5 Thi&lt;br /&gt;
|Water &amp;lt; 49&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Car&lt;br /&gt;
|Water &amp;lt; 39&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Fol&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 10 Nia&lt;br /&gt;
|Oxygen &amp;lt; 39&lt;br /&gt;
|}&lt;br /&gt;
==Reactions in Process Order==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Process Order&lt;br /&gt;
|-&lt;br /&gt;
!Water&lt;br /&gt;
!Oxygen&lt;br /&gt;
!Sun&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Asc (&amp;gt;79)&lt;br /&gt;
|10 Car -&amp;gt; 5 Asc (&amp;lt;49)&lt;br /&gt;
|10 Fol -&amp;gt; 20 Asc (&amp;gt;69)&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Bio (&amp;lt;29)&lt;br /&gt;
|10 Pyr -&amp;gt; 10 Bio (&amp;gt;89)&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Bio (&amp;lt;20)&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Car (&amp;lt;39)&lt;br /&gt;
|10 Pot -&amp;gt; 3.33 Car (&amp;gt;69)&lt;br /&gt;
|10 Asc -&amp;gt; 10 Car (&amp;gt;79)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 30 Fol (&amp;lt;59)&lt;br /&gt;
|10 Thi -&amp;gt; 20 Fol (&amp;lt;49)&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Fol (&amp;gt;69)&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 5 Nia (&amp;gt;69)&lt;br /&gt;
|10 Thi -&amp;gt; 10 Nia (&amp;lt;39)&lt;br /&gt;
|10 Asc -&amp;gt; 20 Nia (&amp;lt;20)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Pyr (&amp;lt;39)&lt;br /&gt;
|10 Fol -&amp;gt; 20 Pyr (&amp;gt;79)&lt;br /&gt;
|10 Car -&amp;gt; 10 Pyr (&amp;gt;59)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 5 Thi (&amp;lt;49)&lt;br /&gt;
10 Car -&amp;gt; 20 Thi (&amp;lt;49)&lt;br /&gt;
|10 Asc -&amp;gt; 10 Thi (&amp;lt;40)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Reactions in Environmental Factor Order==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot;|Environmental Order&lt;br /&gt;
|-&lt;br /&gt;
!Water&lt;br /&gt;
!Oxygen&lt;br /&gt;
!Sun&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Asc (&amp;gt;79)&lt;br /&gt;
|10 Pyr -&amp;gt; 10 Bio (&amp;gt;89)&lt;br /&gt;
|10 Asc -&amp;gt; 10 Car (&amp;gt;79)&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 5 Nia (&amp;gt;69)&lt;br /&gt;
|10 Fol -&amp;gt; 20 Pyr (&amp;gt;79)&lt;br /&gt;
|10 Fol -&amp;gt; 20 Asc (&amp;gt;69)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|10 Pot -&amp;gt; 3.33 Car (&amp;gt;69)&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Fol (&amp;gt;69)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 30 Fol (&amp;lt;59)&lt;br /&gt;
|&lt;br /&gt;
|10 Car -&amp;gt; 10 Pyr (&amp;gt;59)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 5 Thi (&amp;lt;49)&lt;br /&gt;
|10 Car -&amp;gt; 5 Asc (&amp;lt;49)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Car (&amp;lt;39)&lt;br /&gt;
|10 Thi -&amp;gt; 20 Fol (&amp;lt;49)&lt;br /&gt;
|10 Asc -&amp;gt; 10 Thi (&amp;lt;40)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Pyr (&amp;lt;39)&lt;br /&gt;
|10 Car -&amp;gt; 20 Thi (&amp;lt;49)&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Bio (&amp;lt;20)&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Bio (&amp;lt;29)&lt;br /&gt;
|10 Thi -&amp;gt; Nia (&amp;lt;39)&lt;br /&gt;
|10 Asc -&amp;gt; 20 Nia (&amp;lt;20)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
	<entry>
		<id>http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Thistle_Guide&amp;diff=111262</id>
		<title>Dresdor's Thistle Guide</title>
		<link rel="alternate" type="text/html" href="http://www.atitd.org/wiki/t4w/index.php?title=Dresdor%27s_Thistle_Guide&amp;diff=111262"/>
		<updated>2009-06-18T23:15:38Z</updated>

		<summary type="html">&lt;p&gt;Dresdor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In searching for information on thistle, I've found that most of the references are to the T3 Twisted Thistle Guide.  This is a good guide, and where I got started, but I find that anything from the T3 wiki could always use an update.  Also I've been approached by several players who are confused by the old guide and by the current thistle system.  As such, I'm going to make an attempt to explain my process to making thistle.&lt;br /&gt;
&lt;br /&gt;
If you have no interest in making thistle, but need it to advance your stuck silkfarms, I suggest the [[Thistle request]] page.&lt;br /&gt;
&lt;br /&gt;
Also I am creating a collection of my no-void recipes, and I encourage you to add your own [[Thistle Methods]].  This is meant primarily to provide shortcuts to being able to make the thistle you need.&lt;br /&gt;
&lt;br /&gt;
==The Basics==&lt;br /&gt;
Thistle is typed by the concentrations of seven vitamins (Asc, Bio, Car, Fol, Nia, Pyr, and Thi).  Concentrations less than 20, are represented as a - sign.  Concentrations between 21-79 are represented by the ~ sign.  Concentrations higher than 80 are represented by a + sign.  Silkworms require a thistle with four vitamin requirements (the other three do not matter) and Modern Sheep Farms require thistle with two vitamin requirements (the other five do not matter).&lt;br /&gt;
&lt;br /&gt;
The concentrations of these vitamins are controlled by a series of reactions.  These reactions are controlled by levels of Water, Oxygen, and Sun.  These reactions convert one vitamin into another.  This is complicated by the fact that there are certain reactions that are &amp;quot;voided&amp;quot;; that is to say they are not active during a specific time frame in a specific region.  These change over a period of time, and from region to region (it's been shown that it is not every egypt day, nor are the boundaries those of the actual regions).  &lt;br /&gt;
&lt;br /&gt;
The goal of growing thistle is to end the growing process with vitamin concentrations in the ranges for the thistle you need.  Vitamin levels at any point before tick 40 doesn't matter.  You can only harvest at Tick 40 (if you harvest before you loose the thistle and the thistle seeds).&lt;br /&gt;
&lt;br /&gt;
==The Process==&lt;br /&gt;
Some things to note before we begin:&lt;br /&gt;
*Asc is impossible to generate and maintain at night without a lucky set of voids.&lt;br /&gt;
*Bio is never consumed by any reaction, so if you need B- or B~ keep an eye on it.&lt;br /&gt;
*Pyr and Fol are very easy to produce.&lt;br /&gt;
*Asc, Car, Nia, and Thi are more difficult to produce and maintain.&lt;br /&gt;
*Growing at 10am-2pm and 10pm-2am ensures a stable amount of sun (100 and 0 respectfully)&lt;br /&gt;
&lt;br /&gt;
I use a method that does not use any inputs but water.  This limits the thistle I can make, but also means that any I can make I make for free.  Adding Dung and Saltpeter can be done to boost vitamin levels, and can be used with my method, I just choose not to do it.&lt;br /&gt;
&lt;br /&gt;
Referencing the tables at the bottom of this guide will show that each vitamin has three generation reactions, one controlled by every environmental factor (Water, Oxygen, Sun).  It will also show that each vitamin has a varying number of consumption reactions, and there is no distinct pattern to the environmental factors controlling them.  &lt;br /&gt;
&lt;br /&gt;
There are three types of reactions:&lt;br /&gt;
*Those that diminish quantity (10 Pot -&amp;gt; 3.33 Car)&lt;br /&gt;
*Those that maintain quantity (10 Asc -&amp;gt; 10 Car)&lt;br /&gt;
*Those that increase quantity (10 Thi -&amp;gt; 20 Car)&lt;br /&gt;
&lt;br /&gt;
The goal of my method is to create a generation mechanism that results in an increase in quantity.  The concept is to maximize the utility of the small amount of vitamins you get for &amp;quot;free&amp;quot; by the garden always starting with 50 nit and 50 pot.  To create this mechanism, I look at what my requirements are that are high concentration (all +).  I discard B+, P+, and F+ as there are easy to create.  If there are no others, I look for the moderate requirements (~).  Using that vitamin as a goal, I look for a reaction chain that I can use as a generation mechanism.  For example, for Asc, I use the chain 10Asc-&amp;gt;10Thi; 10Thi-&amp;gt;20Fol; 10Fol-&amp;gt;20Asc;  This should give us a four-fold increase of Asc.  In practice, it is less than that because of the reaction 10Asc-&amp;gt;10Car; However, it is still a powerful increasing mechanism.&lt;br /&gt;
&lt;br /&gt;
I then, with the help of thistle sim, create a process to maximize Asc using this mechanism.  Looking at the reactions, it's clear I need to manipulate sunlight, and to prevent Asc from draining into Bio, I need to keep Water higher than 29.  After I have a strong level of Asc, I look to see what else I need.  I then reference the reactions and try to figure out a way to generate the other vitamin requirements from what I currently have.  The idea is that once you have a lot of vitamins in your thistle, it shouldn't be difficult to transmute some of them into the concentrations you need.&lt;br /&gt;
&lt;br /&gt;
==Testing==&lt;br /&gt;
Once you have your process, you should test it.  If it works, congratulations, make as much as you need.  If it doesn't, there's a void present that is interfering with your growing.  With thistle sim, it is easy to figure out the voids, either by turning off the reactions one by one until your result matches that of your thistle bed, or by checking at what step the thistle bed went off in a different direction, and checking what reactions were active there.  In either case, shut off the appropriate reaction, and try again.  &lt;br /&gt;
&lt;br /&gt;
*It will not be possible to make every thistle every time.  Some will almost require you to have a lucky void to make.&lt;br /&gt;
&lt;br /&gt;
==Sample Generation Mechanisms==&lt;br /&gt;
&lt;br /&gt;
Day:&lt;br /&gt;
10Asc-&amp;gt;10Thi; 10Thi-&amp;gt;20Fol; 10Fol-&amp;gt;20Asc;&lt;br /&gt;
&lt;br /&gt;
Night:&lt;br /&gt;
&lt;br /&gt;
**Will be updated later&lt;br /&gt;
&lt;br /&gt;
=='''Vitamin Reactions Reference'''==&lt;br /&gt;
&lt;br /&gt;
== Asc ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Asc&lt;br /&gt;
|Water &amp;gt; 79&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 5 Asc&lt;br /&gt;
|Oxygen &amp;lt;49&lt;br /&gt;
|-&lt;br /&gt;
|10 Fol -&amp;gt; 20 Asc&lt;br /&gt;
|Sun &amp;gt; 69&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Bio&lt;br /&gt;
|Water &amp;lt; 29&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 10 Car&lt;br /&gt;
|Sun &amp;gt; 79&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Nia&lt;br /&gt;
|Sun &amp;lt; 20&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 10 Thi&lt;br /&gt;
|Sun &amp;lt; 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Bio&lt;br /&gt;
|Sun &amp;lt; 20&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Bio&lt;br /&gt;
|Water &amp;lt; 29&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 10 Bio&lt;br /&gt;
|Oxygen &amp;gt; 89&lt;br /&gt;
|}&lt;br /&gt;
*Bio is never consumed&lt;br /&gt;
&lt;br /&gt;
== Car ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Pot -&amp;gt; 3.33 Car&lt;br /&gt;
|Oxygen &amp;gt; 69&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 10 Car&lt;br /&gt;
|Sun &amp;gt; 79&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Car&lt;br /&gt;
|Water &amp;lt; 39&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 5 Asc&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 10 Pyr&lt;br /&gt;
|Sun &amp;gt; 59&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 20 Thi&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fol ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Fol&lt;br /&gt;
|Sun &amp;gt; 69&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 30 Fol&lt;br /&gt;
|Water &amp;lt; 59&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Fol&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Fol -&amp;gt; 20 Asc&lt;br /&gt;
|Sun &amp;gt; 69&lt;br /&gt;
|-&lt;br /&gt;
|10 Fol -&amp;gt; 20 Pyr&lt;br /&gt;
|Oxygen &amp;gt; 79&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nia ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Nia&lt;br /&gt;
|Sun &amp;lt; 20&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 5 Nia&lt;br /&gt;
|Water &amp;gt; 69&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 10 Nia&lt;br /&gt;
|Oxygen &amp;lt;39&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 30 Fol&lt;br /&gt;
|Water &amp;lt; 59&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 5 Thi&lt;br /&gt;
|Water &amp;lt; 49&lt;br /&gt;
|}&lt;br /&gt;
== Pyr ==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Pyr&lt;br /&gt;
|Water &amp;lt; 39&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 10 Pyr&lt;br /&gt;
|Sun &amp;gt; 59&lt;br /&gt;
|-&lt;br /&gt;
|10 Fol -&amp;gt; 20 Pyr&lt;br /&gt;
|Oxygen &amp;gt; 79&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 10 Bio&lt;br /&gt;
|Oxygen &amp;gt; 89&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 5 Nia&lt;br /&gt;
|Water &amp;gt; 69&lt;br /&gt;
|}&lt;br /&gt;
== Thi ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Generation&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 10 Thi&lt;br /&gt;
|Sun &amp;lt; 40&lt;br /&gt;
|-&lt;br /&gt;
|10 Car -&amp;gt; 20 Thi&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 5 Thi&lt;br /&gt;
|Water &amp;lt; 49&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Consumption&lt;br /&gt;
|-&lt;br /&gt;
!Reaction&lt;br /&gt;
!Environment Requirement&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Car&lt;br /&gt;
|Water &amp;lt; 39&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Fol&lt;br /&gt;
|Oxygen &amp;lt; 49&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 10 Nia&lt;br /&gt;
|Oxygen &amp;lt; 39&lt;br /&gt;
|}&lt;br /&gt;
==Reactions in Process Order==&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Process Order&lt;br /&gt;
|-&lt;br /&gt;
!Water&lt;br /&gt;
!Oxygen&lt;br /&gt;
!Sun&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Asc (&amp;gt;79)&lt;br /&gt;
|10 Car -&amp;gt; 5 Asc (&amp;lt;49)&lt;br /&gt;
|10 Fol -&amp;gt; 20 Asc (&amp;gt;69)&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Bio (&amp;lt;29)&lt;br /&gt;
|10 Pyr -&amp;gt; 10 Bio (&amp;gt;89)&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Bio (&amp;lt;20)&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Car (&amp;lt;39)&lt;br /&gt;
|10 Pot -&amp;gt; 3.33 Car (&amp;gt;69)&lt;br /&gt;
|10 Asc -&amp;gt; 10 Car (&amp;gt;79)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 30 Fol (&amp;lt;59)&lt;br /&gt;
|10 Thi -&amp;gt; 20 Fol (&amp;lt;49)&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Fol (&amp;gt;69)&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 5 Nia (&amp;gt;69)&lt;br /&gt;
|10 Thi -&amp;gt; 10 Nia (&amp;lt;39)&lt;br /&gt;
|10 Asc -&amp;gt; 20 Nia (&amp;lt;20)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Pyr (&amp;lt;39)&lt;br /&gt;
|10 Fol -&amp;gt; 20 Pyr (&amp;gt;79)&lt;br /&gt;
|10 Car -&amp;gt; 10 Pyr (&amp;gt;59)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 5 Thi (&amp;lt;49)&lt;br /&gt;
10 Car -&amp;gt; 20 Thi (&amp;lt;49)&lt;br /&gt;
|10 Asc -&amp;gt; 10 Thi (&amp;lt;40)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Reactions in Environmental Factor Order==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;|Environmental Order&lt;br /&gt;
|-&lt;br /&gt;
!Water&lt;br /&gt;
!Oxygen&lt;br /&gt;
!Sun&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Asc (&amp;gt;79)&lt;br /&gt;
|10 Pyr -&amp;gt; 10 Bio (&amp;gt;89)&lt;br /&gt;
|10 Asc -&amp;gt; 10 Car (&amp;gt;79)&lt;br /&gt;
|-&lt;br /&gt;
|10 Pyr -&amp;gt; 5 Nia (&amp;gt;69)&lt;br /&gt;
|10 Fol -&amp;gt; 20 Pyr (&amp;gt;79)&lt;br /&gt;
|10 Fol -&amp;gt; 20 Asc (&amp;gt;69)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|10 Pot -&amp;gt; 3.33 Car (&amp;gt;69)&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Fol (&amp;gt;69)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 30 Fol (&amp;lt;59)&lt;br /&gt;
|&lt;br /&gt;
|10 Car -&amp;gt; 10 Pyr (&amp;gt;59)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nia -&amp;gt; 5 Thi (&amp;lt;49)&lt;br /&gt;
|10 Car -&amp;gt; 5 Asc (&amp;lt;49)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10 Thi -&amp;gt; 20 Car (&amp;lt;39)&lt;br /&gt;
|10 Thi -&amp;gt; 20 Fol (&amp;lt;49)&lt;br /&gt;
|10 Asc -&amp;gt; 10 Thi (&amp;lt;40)&lt;br /&gt;
|-&lt;br /&gt;
|10 Nit -&amp;gt; 3.33 Pyr (&amp;lt;39)&lt;br /&gt;
|10 Car -&amp;gt; 20 Thi (&amp;lt;49)&lt;br /&gt;
|10 Pot -&amp;gt; 2.5 Bio (&amp;lt;20)&lt;br /&gt;
|-&lt;br /&gt;
|10 Asc -&amp;gt; 20 Bio (&amp;lt;29)&lt;br /&gt;
|10 Thi -&amp;gt; Nia (&amp;lt;39)&lt;br /&gt;
|10 Asc -&amp;gt; 20 Nia (&amp;lt;20)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dresdor</name></author>
	</entry>
</feed>