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Állatok

A Stardew Valley Wiki wikiből
Robin building.png
„Még mindig sok munkám van”
— Robin

Hiányos fordítás

Ezt a cikket vagy szakaszt nem fordították le teljesen magyarra. Üdvözöljük a szerkesztés fordításával.

Utoljára szerkesztette Beci.balogh94 en 2020-08-21 08:54:24.

Az Állatok számos szerepet töltenek be a farmodon. Vannak vadon élő állatok, amelyekkel nem lehet interakcióba lépni. Lehet háziállatod, macskád vagy kutyád, amellyel barátságot alakíthatsz ki. Lehet lovad, amin lovagolhatsz. És természetesen vásárolhatsz „haszonállatokat” is, amelyek különféle termékek forrásai, nyersanyagokat és profitot biztosítanak.

A legtöbb állatnak (kivéve háziállatoknak vagy vadon élő állatoknak) épületet kell elhelyezni. Ezek beszerezhetők Robintól az Ács Műhelyben, és általában három nap alatt megépülnek. Bébi "haszonállatok" (és a termékeik betakarításához szükséges eszközök) megvásárolhatók a Marnie Tanyája helyszínen. Az állatokat ki lehet keltetni egy inkubátorból is. Amint egy állatot megszereztél, azt hozzá kell rendelni egy meglévö, megfelelö típusú gazdasági épülethez, amelyet otthonaként jelölsz meg. Minden épület korlátozza az állatok számát, amelyek számára otthont tud szolgáltatni. Ha később bármilyen állatot át szeretnél költöztetni, akkor kattints az állatra, és a megjelenő ablakon találsz egy gombot, amellyel lehetővé tudod tenni az átköltöztetést.

A csecsemő állatoknak először fel kell nőniük, hogy képesek legyenek termékeket előállítani. Minden reggel a farmon élő felnőtt állatok (csirkék, kacsák, nyulak és dinoszauruszok) olyan termékeket állítanak elő, amelyeket az épület padlójáról lehet összegyűjteni. A Tejes Vödör használatával a tehenek naponta megfejhetőek, a kecskék általában kétnaponta. Juhokat az ollóval meg lehet nyírni, amikor gyapjújuk növekszik, a sertéseket pedig ki lehet engedni, hogy szarvasgombát keressenek, amik szintén felvehetőek lesznek.

Kutyák és macskák

Kutyát vagy macskát is örökbe fogadhatsz. Az állatod típusa attól függ, hogy milyen állatot választottál a karakterkészítés lapon új játék kezdetekor. Három különböző stílusú macska és három különböző kutyastílus közül választhatsz.

Marnie az első Tavaszi napos szerdán vagy pénteken fog várni a kisállatoddal, miután összegyűjtöttél Gold.png1 000g-t. Reggel 6 és 9:30 között kell elhagynod a Farmházat ahhoz, hogy elindítsd az eseményt. (Ha 20-ig nem gyűjtöttél össze elég pénzt, akkor az esemény magától elkezdődik.) A kisállat örökbe fogadása nem kötelező. (Marnie rákérdez, hogy szeretnéd-e.) Bármilyen nevet adhatsz a kisállatodnak, de utólag nem változtathatod meg a nevét. (Ha aznap találkozol először Marnie-val, akkor ez fog az első találkozásnak számítani.)

Kattintással megsimogathatod a kisállatod, és cserébe egy szívecskét kapsz tőle DialogueBubbleLove.png, szeretete jeléül.

A kisállatod barátság pontja maximum 1000 lehet, minden simogatás 12 pontot ér. 200 pontonként tudsz 1 szintet lépni, és 999 pont elérése után jogosult vagy +1 pontra Nagyapa kiértékelésénél. (Lásd gyertyás oltár)

Amikor eléred az 1000 barátság pontot háziállatoddal, egy felugró üzenetet fogsz kapni: ,,... szeret téged ♡"; Ezen üzenet kivételével nincs mód arra, hogy ellenőrizd a barátságpontok számát a háziállatoddal játék közben.

A Farmház bal felső szélénél van egy tál néhány falapon, amelyet vízzel meg lehet tölteni háziállatodnak. Ha megtöltötted, másnap reggel a háziállatod barátsága 6 ponttal növekszik. (Vedd figyelembe, hogy ez az esemény nem indul el, ha másnap reggel esik.) Esős napon a kis kedvenc tála automatikusan megtelik. Ha esik egy kis kedvenc befogadása előtti napon, a tál tele lesz a háziállat befogadásakor is.

A házi kedvencek barátságpontja nem tud csökkenni. Akkor sem csökken, ha nem törődsz vele, vagy ha akár egy slingshot fegyverrel véletlenül eltalálod).

Miután megszerezted a Barátság négy szívét a Varázslónál, beléphetsz az alagsorába, és megváltoztathatod a macska vagy kutya stílusát az Illúziók szentélyében Gold.png500g értékre. Nem változtathatsz macskáról kutyára vagy fordítva.


Horse

Horse.png

The horse is an in-game mount that provides a +30% movement speed increase. It is obtained by purchasing the Stable from the Carpenter's Shop. Like Pets, the horse will be named upon obtaining it, but the prompt is only given when trying to ride the horse for the first time.

If you leave your horse somewhere, it will wait for you, and upon your return display the message "<Horse name> is wondering where you've been." or "Your loyal horse waits patiently for your return." If you go to bed after leaving your horse outside The Farm, your horse will automatically find its way home and be in the stable the next morning.

The horse can fit through all gaps like normal when traveling horizontally, but requires a space of 2 squares to travel vertically (Except Gates which the horse can fit through), meaning that while riding the horse, you cannot travel through all small gaps as if you were on foot. The horse does not slow down while riding through crops on the farm.

Hats can be placed on horses. Hats can be removed by selecting another hat in inventory and clicking on the horse. (The selected hat will stay in inventory.)

If you drink coffee the horse gains speed.

The Following objects can be interacted with while mounted on your horse.

  • Gate - Can be opened and closed.
  • Coop and Barn - Animal doors can be opened and closed.
  • Shipping Bin - Items can be placed inside.
  • Fish Pond - Collect items, add fish, add quest items, change appearance and empty pond.
  • Earth Obelisk - Warps you to the mountains with your mount.
  • Water Obelisk - Warps you to the beach with your mount.

Animal Care

Friendship

DialogueBubbleLove.png

Animals that live in barns and coops have a friendship rating that can be seen by right-clicking the animal after petting (while holding hay, you can not open this window which can be useful if you accidentally open it a lot). The rating is out of 5 hearts, is shown in half-heart increments, and is taken into account when deciding how likely that animal is to produce higher-quality products if that animal is capable of producing them in the first place.

Each half-heart is equivalent to 100 points of friendship, making the maximum value of Friendship 1000.

Actions that affect friendship are as follows:

  • Petting (+15, or +30 if player has Shepherd or Coopmaster and animal is of relevant type)
  • Milking or Shearing (+5, No penalty for not being milked or sheared)
  • Eating Grass Outside (+8)


  • Not Fed (-20 Calculated day-end)
  • Trapped outside overnight (-20 Calculated day-end)
  • Not Petted/Talked to (-5 to -10, Calculated day-end by the formula: (10 - (CurrentFriendship / 200))) This means they will lose less friendship, if they are already high friendship.

Mood

Like friendship, an animal's current mood can be checked by right-clicking after petting the animal.

Mood is a very important factor when determining animal product quality and type. It is only taken into account when the game rolls animal produce at the beginning of the day, and has no effect otherwise.

Mood is a value from 0 to 255. You can estimate its current value from the message in the animals right click dialogue:

  • <Animal Name> looks really happy today! indicates Mood is at least 200 and at most 255.
  • <Animal Name> looks fine. indicates Mood is at least 30 and less than 200.
  • <Animal Name> looks sad. indicates Mood is at least 0 and less than 30.


Actions that affect Mood are as follows (every 10 minutes refers to ingame minutes):

  • Petting (+32 to +36 dependent on animal type, double amount if player has chosen the Shepherd or Coopmaster Profession and the animal is of the relevant type)
  • Eating Grass Outside (Sets Mood to 255)
  • The Season is Winter and the animal is in an area with a Heater, and has mood 150 or higher (+4 to +8 every 10 minutes past 6PM the Player stays awake, up to 255. Only one heater required. overrides all other "every 10 minutes" effects)
  • Animal was fed (+4 to +16, dependent on animal type, Calculated when the Player sleeps, checks whether the animal ate either hay or grass)
  • Animal outside after 6PM, but before 7PM, and has less than 150 Mood (+4 to +8 every 10 minutes does not stack with any other "every 10 minutes" effect)


  • Animal outside in the rain or Winter (-4 to -8 every 10 minutes does not stack with any other "every 10 minutes" effect)
  • Animal outside past 7PM (-4 to -8 every 10 minutes does not stack with any other "every 10 minutes" effect)
  • Animal slept outside (-Half of current Mood, Calculated when the Player sleeps)
  • Animal was not petted (-20 to -40, dependent on animal type, Calculated when the Player sleeps)
  • Animal was not fed (-100 Calculated when the Player sleeps)

Produce

New animals must grow to adulthood before they start producing anything. Each animal type has a different amount of days required before they will be able to make a product. For example, cows and chickens can produce milk and eggs everyday, and goats generally produce milk every other day. Animals who can produce a Deluxe/Large product will sometimes produce more frequently, however (see "Special case" below.)

If the animal has met the required amount of days to create their product, some additional checks will be made to determine if they will actually produce.

  • If the animal was not fed, it will not produce.
  • If the animal has less than 70 Mood, there is a chance it will not produce. The lower the mood, the less likely it will produce. (The percent chance it will still produce is equal to Mood/70)

Whether an animal produces a Deluxe or Large product, and the quality of the products, is determined at the very beginning of the day by some randomness as well as a combination of Mood and Friendship.

  • If an animal has 150 Mood or above, it will gain the ability to produce Quality and Large or Deluxe products. (Note, this is just the ability, the actual chance for these items is covered in the sections below, Quality and Large/Deluxe products are not guaranteed)
  • If an animal is below 150 Mood, it still has a chance to have the ability to produce Quality and Large or Deluxe products. The lower the mood, the less likely. (The percent chance to gain the ability is equal to Mood/150)

Special case: If an animal meets the requirement to produce something, but does not gain the ability to create a Quality or Large/Deluxe product, the game will not register the fact that it produced an item that day. In this case, animals that normally would take multiple days to produce, will produce again immediately the next day.

Deluxe and Large Products

A "Mood Modifier" is calculated when rolling for whether Deluxe produce (Large products, Duck Feathers, and Rabbit feet) will be created in the following ways:

  • If Mood is more than 200, it will be multiplied by 1.5
  • If Mood is 100 or less, then "Mood Modifier" will be the animals mood minus 100 (This will always result in a negative or zero modifier)
  • Otherwise "Mood Modifier" is Zero (Mood is higher than 100, and up to 200)

This "Mood Modifier" will be used in different ways depending on the animal.

Try to stay above 200 Mood for a large bonus

Duck Feathers and Rabbit Feet

Ducks and rabbits will take into account the Daily Luck to determine if they will create their Deluxe produce.

For each duck or rabbit, an overall score is created using the following formula: (Friendship + Mood Modifier)/5000 + Daily Luck

For example, an animal with 600 Friendship (3 Hearts), 150 Mood, and 0.10 (Max) Daily Luck, would be calculated as:

=(600 + (0))/5000 + 0.10

=(600+0)/5000 + 0.10

=0.22

Each time a product is rolled, a random number between 0-1 is rolled against this score. If the overall score is higher than the random number, a Deluxe product will be created. At max Friendship, Mood, and Luck, you will have a 38% chance of getting a Deluxe product

Large Eggs and Milk

For animals to produce a Large product, the game will take Mood and Friendship into account.

Only animals with 200 or higher friendship can produce Large products.

Each animal will have an overall score created with the following formula: (Friendship + Mood Modifier)/1200

For example, an animal with 600 Friendship (3 Hearts) and 210 Mood would be calculated as:

=((600 + (210*1.5))/1200

=(600+315)/1200

=0.7625

Each time a product is rolled, a number between 0-1 is chosen randomly. If the overall score is higher than the random number, a Large product will be created. In our example there is a 76% chance of a large product. An overall score of at least 1200 will guarantee a Large product.

Quality

If the animal has the ability to produce a Quality item, it will roll for quality from normal to iridium.

Each animal will have an overall score created with the following formula: ((Friendship/1000) - (1 - (Mood/225))

For example, an animal with 600 Friendship (3 Hearts) and 150 Mood would be calculated thus:

=((600/1000) - (1 - (150/225))

=0.6 - (1 - 0.666...)

=0.6 - 0.333...

=0.266...

If the player has the Shepherd or Coopmaster Profession, 0.333 will be added to the score for any barn animals or coop animals respectively.

The game will begin checking what quality to create by first seeing if the score value is above 0.95. If it is, the score divided by 2 will be compared against a random number between 0-1. If the score divided by 2 is greater than the random number, the item will be Iridium quality.

In our given example, a score of 0.266... is not above 0.95; the item would not be able to become Iridium.

If an Iridium quality item is not produced, the score divided by 2 will be compared against a random number between 0-1. If the score divided by 2 is greater than the random number, the item will be Gold quality.

In our given example, a score of 0.266... would be divided by 2 to become 0.133...; the item would have a 13% chance to become Gold quality.

If a Gold quality item is not produced, the score will be compared against a random number between 0-1. If it is greater than the random number, the item will be Silver quality.

In our given example, if the item was not Gold, it would have a 26.6% chance to be Silver quality.

If the item is not Silver quality, it will be Normal quality.

Housing

Buildings can be purchased from the Carpenter's Shop, and will be completed in 3 days. Once placed, buildings can be moved around at the Carpenter's Shop as well.

Barns, Coops and Slime Hutches house animals, Silos store hay, and the Stable unlocks the Horse.

If 2 or more Coops or Barns are built, animals can be relocated by clicking on the animal and choosing the house icon.

Food

Farm animals who live in barns and coops need to eat every day, one "portion" per animal. They can eat either fresh grass (if allowed outside) or hay (if kept inside or are unable to find grass). They do not die if not fed, but become upset and cease production of animal products until feeding resumes. They do not need to be fed on a festival day (except the Night Market). The game automatically considers them fed, even though no hay or grass is consumed.

Newly hatched, born, or purchased animals do not need to be fed on the day they arrive on the farm, but baby animals thereafter need to eat one "portion" (the same as adults) each day. If they don't have food, they do not grow on that day.

Farm animals prefer fresh grass to hay, and become "very happy today!" (the best mood) upon eating fresh grass. They will not go out in winter, or when it is rainy, stormy, or snowy. Animals that remain inside or do not find grass to eat, eat hay instead, if it is available. Given that growing animal food is nearly impossible in Winter (all Grass and Wheat on the Farm disappears on Winter 1), it is advisable to prepare by harvesting as much Hay as possible in Fall.

Slimes in a Slime Hutch need no food, but their troughs can be filled daily with water from the watering can. If watered, they will produce Slime Balls the next day.

Horses and pets do not need to eat, but pets will be happier once you fill the water bowl each day.

Animals Trapped Outside

Animals that do go outside normally return to their buildings by 6pm, to sleep. Closing the barn doors again in the evening prevents them from leaving immediately in the morning to eat grass, before you have time to pet and tend them the next day. If you close the door before all the animals have returned, the ones left out over night are vulnerable to wild animal attacks.

The exact conditions that cause an animal to be trapped outside are not clear. It may be more likely for an animal to be trapped outside if the player does not leave the farm after 5pm (when animals begin to return to the barn/coop) and does not enter the barn/coop after 5pm. (Leaving the farm and entering the barn/coop after 5pm both seem to cause animals to transport or spawn to the inside of the barn/coop automatically). It may also be more likely to happen if the player goes to bed before 5pm.

If it rains the next day, and the animal was left out, the animal will stay outside in the rain. This is the only instance in which a farm animal will be outside during the rain. Similarly, if an animal is trapped outside on the night of Fall 28, the animal will stay outside on Winter 1.

An animal left outside its barn/coop will be grumpy the next day.

Wild Animal Attacks

Animal after attack

If an animal has been trapped outside (see previous section) with the barn or coop doors closed, there is a chance they will be attacked by a wild animal during the night.

After the player goes to sleep, any events that will happen during the night (such as Bundle events) are calculated as normal. If no events are due to occur, there will be a 50% chance that the game will attempt to start a wild animal attack event. If this event proceeds, the game will go through all buildings to find a barn or coop that has their doors closed and has animals left outside.

For each building, the game takes a random number between 0 and 1 and compares it to 1/(the number of total farm buildings). If the random number is larger, the building is ignored. In other words, the more buildings the player has, the less likely that one will be attacked. For example, if the player has two farm buildings, each building has a 50% chance of being attacked, three buildings would give 33%, four would give 25% chance of being attacked, etc.

Once a building has been chosen, the event takes the first animal stuck outside from that building to be the target of the attack. The animal will be removed from the game and in the morning, all other animals will have a mood message saying "<animal name> looks stressed and paranoid today. It seems like something bad happened last night."

Animal Births

Similar to animal attacks, if there are no other events occurring in the night, there will be a 50% chance that the game will attempt an animal birth event. The game searches through all buildings for an upgraded Barn that isn't full. The game then makes another check where there is a 0.55% * (the number of animals inside) chance of proceeding with the event. For example, an upgraded barn with three animals inside would have a 1.65% chance of passing this check. If the building fails this check, the game will continue going through all buildings until none are left.

If a barn passes all these checks, a random animal inside is chosen. If the animal is not a baby and has pregnancy enabled, that animal will give birth.

Selling Animals

To sell a coop or barn animal, right-click the animal after petting. The friendship/mood interface appears. Move the cursor over the gold coin button at the right to see how much you can sell the animal for. Click that button and the confirmation that follows to complete the sale.

Coop Animals

These animals cannot be purchased until a Coop is built on your farm, and must occupy a spot in a coop. They will leave their products inside the coop each morning.

Chickens

Fő cikk: Chicken

Adult chickens will produce eggs every morning if fed. Happier chickens may produce larger, more valuable eggs.

Image Name Cost Produces 5 Heart Selling Price
White Chicken.png Chicken Gold.png800g Egg.png Egg - 50g
Large Egg.png Large Egg - 95g
Gold.png1 040g
Brown Chicken.png Chicken Gold.png800g Brown Egg.png Brown Egg - 50g
Large Brown Egg.png Large Brown Egg - 95g
Gold.png1 040g
Blue Chicken.png Chicken Gold.png800g Egg.png Egg - 50g
Large Egg.png Large Egg - 95g
Gold.png1 040g
Void Chicken.png Void Chicken n/a Void Egg.png Void Egg - 65g Gold.png1 040g

To obtain a Void Chicken; in a random event after you sleep, a witch will fly over one of your Chicken Coops, leaving you with a Void Egg in the morning. Alternatively, you can purchase a Void Egg from Krobus for Gold.png5 000g in The Sewers. After you obtain the Void Egg, putting the egg into an Incubator (you must have the Big Coop) will result in the hatching of a Void Chicken.

Whether you receive a white or brown chicken when purchasing from Marnie is random.

After seeing Shane's 8-heart event, each chicken you purchase from Marnie has a 1/4 chance of being blue. Aside from appearance, blue chickens are identical to white chickens.

You may receive a White, Brown, or Blue (If blue has been unlocked) Chicken from incubating an egg of either type (White or Brown).

Ducks

Fő cikk: Duck

Adult ducks will lay an egg or drop a Duck Feather every other day. Happier ducks have a higher chance to produce Duck Feathers instead of an egg.

Image Name Cost Requirements Produces 5 Heart Selling Price
Duck.png Duck Gold.png4 000g Big Coop Duck Egg.pngDuck Egg - 95g
Duck Feather.png Duck Feather - 125g
Gold.png5 200g

Rabbits

Fő cikk: Rabbit
Image Name Cost Requirements Produces 5 Heart Selling Price
Rabbit.png Rabbit Gold.png8 000g Deluxe Coop Wool.png Wool - 340g
Rabbit's Foot.png Rabbit's Foot - 565g
Gold.png10 400g

Once sufficient friendship is reached, they can produce Rabbit's Foot automatically just like wool.

Dinosaurs

Fő cikk: Dinosaur

To obtain a Dinosaur, a Dinosaur Egg must be found while Artifact hunting, and then placed in an Incubator. In approximately 12.5 days, a Dinosaur will hatch.

The Dinosaur acts like any other coop animal, but it lays Dinosaur Eggs every 7 days and makes no sound.

Image Name Cost Requirements Produces 5 Heart Selling Price
Dinosaur.png Dinosaur n/a Big Coop Dinosaur Egg.png Dinosaur Egg - 350g Gold.png1 300g

Barn Animals

These animals cannot be purchased until a Barn is built on your farm, and must occupy a spot in a barn. Their products are either gathered with a tool, or in the case of pigs, left on the ground outside while grazing.

Barn animals may become pregnant at random if the pregnancy option is enabled on their status menu. This is opened by interacting with the animal after having done so to give it affection first. An icon to the right of the menu can be toggled to allow pregnancy for that animal. If an animal becomes pregnant, during the night a message box will pop up saying an animal gave birth. The game will then prompt you to choose a name for the new animal. For pregnancy to happen you need to have upgraded to a Big Barn and have enough room for another animal.

Cows

Fő cikk: Cow
Image Name Cost Produces 5 Heart Selling Price
White Cow.png Cow Gold.png1 500g Milk.png Milk - 125g

Large Milk.png Large Milk - 190g

Gold.png1 950g
Brown Cow.png Cow Gold.png1 500g Milk.png Milk - 125g

Large Milk.png Large Milk - 190g

Gold.png1 950g

Goats

Fő cikk: Goat
Image Name Cost Requirements Produces 5 Heart Selling Price
Goat.png Goat Gold.png4 000g Big Barn Goat Milk.png Goat Milk - 225g
Large Goat Milk.png Large Goat Milk - 345g
Gold.png5 200g

Goats produce milk every other day.

Sheep

Fő cikk: Sheep
Image Name Cost Requirements Produces 5 Heart Selling Price
Sheep.png Sheep Gold.png8 000g Deluxe Barn Wool.png Wool - 340g Gold.png10 400g

Sheep need to be shorn when their coat grows in. Shears can be purchased at Marnie's Ranch.

A sheep will normally grow in its coat every 3rd day if it has been fed and has at least 70 happiness.

If the player has 900 or more Friendship with the sheep and has pet it at least one time, it will reduce it to every other day.

If the player also has Shepherd, it will reduce the time required to regrow by a further day, making a sheep grow its coat every single day.

Pigs

Fő cikk: Pig
Image Name Cost Requirements Produces 5 Heart Selling Price
Pig.png Pig Gold.png16 000g Deluxe Barn Truffle.png Truffle - 625g Gold.png20 800g

Pigs will find Truffles after being let outdoors. Truffles can be used in the Oil Maker to make Truffle Oil.

Collection will be affected by Foraging skill, allowing you to gather iridium quality Truffles with a chance of double harvest.

During Winter, pigs will not produce Truffles since the field is covered in snow and they won't leave the barn.

Slime Hutch

Fő cikk: Slime Hutch

Although technically not an animal, Slimes can reside on the farm similar to other animals. Slimes are unique in that they are not docile and harmless like other animals. They are similar in appearance and behavior to Slimes found elsewhere in the game, and will attack and damage the player if able to. They are obtained by placing a Slime Egg in a Slime Incubator, either a player-crafted one or the built-in one that comes with the Slime Hutch.

Slimes produce Slime Ball.png Slime Balls, and do so only when both male and female Slimes are present in the same location, and when given access to water via the troughs in the Slime Hutch. The Slime Ball can be right-clicked to release multiple Slime.png Ragacs items. These piles of slime have a chance of appearing daily, much like the products of coop animals.

Male and female slimes will also occasionally breed with each other. The color of the resulting offspring will fall anywhere on a spectrum between the parents' colors (e.g., a green slime may breed with a red slime to produce a yellow or orange slime).

Slime Eggs can be obtained as rare drops from Slimes or by compressing 100 Slime items in a Slime Egg-Press. They come in various colors and will produce slimes of the same color as the egg. Slimes of any color can breed with slimes of any other color.

Slimes incubated or bred in this way can be fought and killed just like any other slimes, and will drop items. A slime hutch can become a very dangerous place after even a few eggs have hatched, and it is advised that players take caution. It is recommended that the player obtain the Slime Charmer Ring before attempting large-scale slime farming.

It is also important to note that once the hutch has more than 5 Slimes, there is a 3.5% chance per night per slime to escape and disappear.

In a random event after going to sleep, a Witch will fly over the Slime Hutch, turning all of the Slimes into Black Slimes.

Other Animals

Many animals cannot be interacted with, such as rabbits, squirrels, frogs, crows, woodpeckers, sparrows (small brown birds), butterflies, the sea serpent, etc. Squirrels may occasionally cause Hazelnuts or other tree seeds to fall to the ground.

Butterflies

ButterflyAnimated.gif

Butterflies are abundant, and come in many colors, though they can only be seen outdoors in spring and summer. To see butterflies, shake or chop trees.

Crows

Every night, there is a chance that crows will eat crops[1] on The Farm. Crows will not eat crops grown from wild seeds, seeds themselves (i.e., crops planted that day), or crops within range of one or more scarecrows.

For every 16 crops (rounded down), a crow may try to eat a crop. This is maxed at 4 crows.

Each crow has a 30% chance of attempting to eat. A crow attempting to eat a crop will try 10 times to find an eligible crop. A crow chooses a random tilled tile on the farm. (Note: This is done after overnight un-tilling[2]) If this tile contains a crop that has grown beyond seeds, the crow will stop looking. If the crop is in range of a scarecrow, the crow will be scared off. Otherwise the crow will eat the crop. Note that crows will eat dead crops leftover from previous seasons.

Each crow will only eat one crop, but may continue to hop around and peck at the ground afterwards. This animation is purely cosmetic.

Before scarecrows are unlocked, the only way to ensure no crows appear is to plant at most 15 crops at a time. This implies that the initial 15 Parsnip Seeds provided by Lewis can all be safely planted; harvesting them gives the player enough experience to reach Farming level 1 and unlock scarecrows. However, planting just one additional crop (even wild seeds, or a crop at the seed stage) can trigger crows.

Crow.png

Fireflies

Fireflies can be seen everywhere at night, particularly in Cindersap Forest, during the summer. They create a small glow of light around them.

Fireflies.png

Owls

Owls as they can only be seen in the data file.

Owls are somewhat uncommon, and can only be seen at night (7:00pm-2:00am). They have been seen in all seasons.

Owl.png

Seagulls

Seagulls appear at the beach. They can be seen floating in the water, doing nothing, or cleaning themselves with their beak. Should the player get too close, they will fly away.

Seagull.png

Bugs

  • If your pet occupies a tile when you are ordering a building from Robin, the pet's position will block the build (unlike farm animals).
  • If your pet is in position to block your movement up the corridor to the backwoods while you are riding your horse, it will not move to allow you through, even if you continue trying for an hour of game time.
  • You can easily glitch through one-tile-wide objects (like fences, sprinklers, or scarecrows) while riding the horse. Just ride vertically alongside the object, then turn 90° into the object.
    • Horse riding bug 1
    • Horse riding bug 2
  • Placing the horse behind the ice-cream stand when nobody is there lets you buy ice-cream.

References

  1. See Farm::addCrows in the game code.
  2. See Farm::dayUpdate in the game code.

History

  • 1.3: Fixed bug causing animal happiness to decrease if the player stayed up after 6pm. Added ability to place hats on horses.
  • 1.4: Added 2 new styles of cat and 2 new styles of dog. Made pet style changeable at Shrine of Illusions. Added ability to remove hats from horses. Removed exploit allowing wallpaper #108 to be used in an incubator in place of a Dinosaur Egg. Rain now fills the pet bowl. Sales of animals now count towards game's total earnings.