Potato Field
Potato Field is a biome in tibo.dog. In-game description: “Neat rows of potato plants. Where every run starts.”
Overview
Potato Field is where every run starts. Everything within 380 units of the starting point is Potato Field, whatever the climate there would be.[1] Beyond that it is an ordinary climate biome covering mild, dry ground (the second-coldest of four temperature bands, dry side), so you also find it elsewhere on the map. It usually borders Frozen-Fries Tundra where it gets colder, Chip Canyons where it gets warmer and Peel Forest on the wet side.[2] It has no ground hazard.
Sprout Mites and Aphids are the first pests most players see, followed by Potato Beetles (tier 2). Tier 3 has three pests: charging Field Crows, the ranged Blight Spore and the slow, tanky Reset Zombie, which spawns in no other biome. Moles (tier 4) and Mud Golems (tier 5) finish the list. Gold and XP are both ×1, the baseline.
Crop Patches are more common here than in any other climate biome (weight 4), and Spud Shrines have weight 3. Boss Lairs are the rarest of any biome that has them (0.3). Beetle Nests, Microwaves and Moldy Shrines have weight 1.
How it works
The starting area
Points of interest near the start are limited by distance, measured from the start to the centre of the chunk. Within 500 units there are no Beetle Nests, Bot Docks, Spud Whetstones, Dinner Bells, Tater Slots, Seed Vaults, Tater Magnets, Root Tunnels, Tater Lanterns, Spud Freezers, Frenzy Fryers, Golden Spud Shrines or Dog Kennels, and Boss Lairs need 1200 units. The starting chunk gets neither.[3] So the first screens offer crates, shrines, Fry Carts, Microwaves, Crop Patches and stray dogs, plus the first Stray Dog, placed about 110 units from the start. Landmark biomes are never placed over the starting area.
Pests and loot
Tiers follow the wave row of two minutes earlier (three on Easy; see Wave schedule). On Normal, mites and aphids are most spawns until 5:00 and stop at 9:00; beetles lead from 5:00 to 8:00; crows, spores and zombies join at 6:00 and lead from 8:00 to 11:00; Moles join at 9:00 and lead until 18:00; Mud Golems join at 16:00 and are the only wave pest from 21:00.[4] Each pest in a tier is equally likely, except that the Blight Spore is skipped while the shooter cap is full (see Crowd limits).
Pests use the table of the biome just off screen where they spawn, so walking towards another biome brings in its pests before you cross the border.[5] Elites from the field are Potato Beetles until 5:00, a tier 3 pest until 10:00, Moles until 15:00 and Mud Golems after that.
Tips
- The start area has no hazards and only basic points of interest. Crop Patches here are a safe early source of coins and the occasional heal.
- Leaving the field is the quickest way to raise gold or XP income: every neighbour pays at least as much, and some pay more.
- Reset Zombies are slow (base speed 21) but have 80 base HP. You can usually walk away from them.
Enemies
Each biome lists its pests in five tiers.
| Tier | Enemies |
|---|---|
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 |
Points of interest
Relative spawn weights for points of interest in this biome (poiWeights). Each chunk tries to place up to 2 (poisPerChunk) with 35% chance, otherwise 1; crowded spots and the overtime taper can mean fewer.
| Point of interest | Weight |
|---|---|
| Potato Crate | 4 |
| Crop Patch | 4 |
| Spud Shrine | 3 |
| Tater Lantern | 3 |
| Stray Dog | 2.2 |
| Fry Cart | 2 |
| Microwave | 1 |
| Moldy Shrine | 1 |
| Beetle Nest | 1 |
| Bot Dock | 1 |
| Spud Whetstone | 1 |
| Dinner Bell | 1 |
| Tater Slots | 1 |
| Tater Magnet | 1 |
| Spud Freezer | 1 |
| Frenzy Fryer | 1 |
| Seed Vault | 0.5 |
| Dog Kennel | 0.5 |
| Root Tunnel | 0.4 |
| Golden Spud Shrine | 0.4 |
| Boss Lair | 0.3 |
Props
potato-plant, fence, hay-bale (14 per chunk).
Names in other languages
Verified: the name the game shows when another language is selected in Settings, from its translation files.[6] See Languages.
Show names in 26 languages
| Language | Code | Name |
|---|---|---|
| 简体中文 · Simplified Chinese | zh-CN |
土豆田 |
| 繁體中文 · Traditional Chinese (Taiwan) | zh-TW |
馬鈴薯田 |
| 日本語 · Japanese | ja |
ジャガイモ畑 |
| 한국어 · Korean | ko |
감자밭 |
| Español · Spanish | es |
Campo de papas |
| हिन्दी · Hindi | hi |
आलू खेत |
| Deutsch · German | de |
Kartoffelacker |
| Français · French | fr |
Champ de patates |
| Português (Brasil) · Brazilian Portuguese | pt |
Batatal |
| Türkçe · Turkish | tr |
Patates Tarlası |
| Bahasa Indonesia · Indonesian | id |
Ladang Kentang |
| Русский · Russian | ru |
Картофельное поле |
| Bahasa Melayu · Malay | ms |
Ladang Kentang |
| Filipino | fil |
Taniman ng Patatas |
| मराठी · Marathi | mr |
बटाट्याचे शेत |
| Tiếng Việt · Vietnamese | vi |
Ruộng Khoai |
| తెలుగు · Telugu | te |
ఆలూ పొలం |
| தமிழ் · Tamil | ta |
உருளை வயல் |
| বাংলা · Bengali | bn |
আলুখেত |
| ไทย · Thai | th |
ไร่มันฝรั่ง |
| Hausa | ha |
Gonar Dankali |
| Naijá · Nigerian Pidgin | pcm |
Potato Farm |
| العربية · Arabic | ar |
حقل البطاطس |
| فارسی · Persian | fa |
مزرعهی سیبزمینی |
| עברית · Hebrew | he |
שדה התפודים |
| اردو · Urdu | ur |
آلو کا کھیت |
Data
Show raw game data
{
"id": "potato-field",
"placement": {
"kind": "climate",
"temperature": 1,
"moisture": 0
},
"enemies": [
[
"sprout-mite",
"aphid"
],
[
"potato-beetle"
],
[
"field-crow",
"blight-spore",
"reset-zombie"
],
[
"mole"
],
[
"mud-golem"
]
],
"hazard": null,
"props": [
"potato-plant",
"fence",
"hay-bale"
],
"propsPerChunk": 14,
"poiWeights": {
"dog": 2.2,
"paidChest": 4,
"chargeShrine": 3,
"crops": 4,
"vendor": 2,
"microwave": 1,
"curseShrine": 1,
"eliteNest": 1,
"bossLair": 0.3,
"botDock": 1,
"whetstone": 1,
"dinnerBell": 1,
"taterSlots": 1,
"seedVault": 0.5,
"taterMagnet": 1,
"rootTunnel": 0.4,
"taterLantern": 3,
"spudFreezer": 1,
"frenzyFryer": 1,
"goldenShrine": 0.4,
"dogKennel": 0.5
},
"poisPerChunk": 2,
"goldMult": 1,
"xpMult": 1
}
Sources
Game version 75: main-CSuyb4iv.js / boot-CPW8VVmR.js / sim-BkfBhQfw.js from https://tibo.dog/, researched 2026-11-05. See Versions & updates.
- Content registry exported by
boot-CPW8VVmR.js; boss definitions and order exported bysim-BkfBhQfw.js; lazy endgame definitions fromendgame-content-CyuS5vbP.jsandcatalog.generated-JnyrtBzy.js - English names and descriptions from
i18n-en-content--0ALgcKX.js - Names in other languages from the 26
i18n-<code>-contentfiles ofmain-CSuyb4iv.js(data/i18n-names.json)
Code references
- sim-BkfBhQfw.js
if(e*e+t*t<n.safeStartRadius*n.safeStartRadius)return this.startBiome - sim-BkfBhQfw.js
e<-.22?0:e<.02?1:e<.24?2:3}(a),o<0?0:1) - sim-BkfBhQfw.js
if(e.kind===`bossLair`&&e.dist<1200)return 0 - sim-BkfBhQfw.js
let n=Ct(Math.max(0,e.spawnRng.weightedIndex(t.tiers))+1) - sim-BkfBhQfw.js
e.scratch.biomeX=n.x[r]+l*s,e.scratch.biomeY=n.y[r]+u*s - i18n-ja-content-DO6GrqHt.js
"content.biome.potato-field.name":["ジャガイモ畑"]