Changes

Added more cosmetic critters; more information about frogs and parrots
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{{spoiler}}
 +
{{construction}}
 
{{TOC right|npt=y}}
 
{{TOC right|npt=y}}
'''Animals''' fulfill several roles on the farm. Some are wildlife, which cannot be interacted with. A pet (cat or dog) can be earned which the player can form a friendship with. A horse can be purchased to ride. And "farm animals" can be purchased which serve as a source of various kinds of produce, providing resources and profit.
+
'''Animals''' fulfill several roles on the farm. Some are wildlife, which cannot be interacted with. A pet (cat, dog, or turtle) can be earned which the player can form a friendship with. A horse can be purchased to ride. And "farm animals" can be purchased which serve as a source of various kinds of produce, providing resources and profit.
    
Farm animals require a building to house them. These may be obtained from [[Robin]] at the [[Carpenter's Shop]], and usually require three days each to build. Baby farm animals (and related equipment needed for harvesting produce) can then be purchased from [[Marnie's Ranch]]. Animals may also be hatched from an [[Incubator]]. As soon as an animal is acquired, it must be assigned to an existing farm building of the right type, which is designated as its home. Each building has a limit to the number of animals it can house. Animals can be assigned to a different building by first petting it and then interacting with it a second time. A pop-up box appears that allows the reassignment to be made.
 
Farm animals require a building to house them. These may be obtained from [[Robin]] at the [[Carpenter's Shop]], and usually require three days each to build. Baby farm animals (and related equipment needed for harvesting produce) can then be purchased from [[Marnie's Ranch]]. Animals may also be hatched from an [[Incubator]]. As soon as an animal is acquired, it must be assigned to an existing farm building of the right type, which is designated as its home. Each building has a limit to the number of animals it can house. Animals can be assigned to a different building by first petting it and then interacting with it a second time. A pop-up box appears that allows the reassignment to be made.
   −
Baby farm animals must first mature into adults before they are able to produce animal products. Each morning, adult animals that live in coops (chickens, ducks, rabbits and dinosaurs) have a chance of producing products that can be gathered from the floor of their building. Using the [[Milk Pail]], cows can usually be milked daily, and goats can usually be milked once every two days. Sheep can be shorn with the [[Shears]] when their wool grows in, and pigs can be let outside to dig up truffles that then be picked up from the barnyard.  
+
Baby farm animals must first mature into adults before they are able to produce animal products. Each morning, adult animals that live in coops (chickens, ducks, rabbits and dinosaurs) have a chance of producing products that can be gathered from the floor of their building. Using the [[Milk Pail]], cows can usually be milked daily, and goats can usually be milked once every two days. Sheep can be shorn with the [[Shears]] when their wool grows in, and pigs can be let outside to dig up [[Truffle]]s that can then be picked up from the barnyard.
   −
==Cat or Dog==
+
==Pets==
The player is allowed to adopt either a cat or a dog, depending on which was chosen on the character creation screen. There are three different styles of cat and three different styles of dog.
+
 
 +
===New Farm===
 +
The player is allowed to adopt either a cat or a dog, depending on which was chosen on the character creation screen. There are several different styles of cat and dog.
 +
 
 +
A cutscene will trigger where [[Marnie]] will be waiting outside the farm's door with a dog or cat on the first sunny Wednesday or Friday morning in [[Spring]] after earning {{Price|1000}}. The [[Farmhouse]] must be exited between 6am and 9:30am to trigger this event. By the 20th of Spring the event will trigger, regardless of if the player made enough money. Adopting the pet is optional. Any name can be chosen for the pet the moment it is adopted, though its name cannot be changed after adopting it. If the player has not yet met Marnie before this cutscene, the meeting will count as an introduction.
 +
 
 +
===Additional Pets===
 +
After reaching maximum friendship with the initial pet or reaching Year 2 without a pet, the player can purchase pet licenses from [[Marnie's Ranch]] to adopt additional pets.<ref name="adoptpet" /> Cats and dogs cost {{Price|40000}} each. There are also two varieties of turtles, one for {{Price|60000}} and the other for {{Price|500000}}. The player should construct one additional outdoor [[Pet Bowl]] for each new pet using the [[Carpenter's Shop]], to avoid losing friendship with that pet. Any pets that are no longer wanted can be removed from the farm by using [[Butterfly Powder]] on them.
 +
 
 +
===Cat or Dog===
 +
[[Secrets#Hats|Hats can be placed on cats and dogs]].
    
<gallery mode="nolines" widths="48px">
 
<gallery mode="nolines" widths="48px">
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Cat 2.png
 
Cat 2.png
 
Cat 3.png
 
Cat 3.png
 +
Cat 4.png
 +
Cat 5.png
 
Dog 1.png
 
Dog 1.png
 
Dog 2.png
 
Dog 2.png
 
Dog 3.png
 
Dog 3.png
 +
Dog 4.png
 +
Dog 5.png
 
</gallery>
 
</gallery>
   −
A cutscene will trigger where [[Marnie]] will be waiting outside the farm's door with a dog or cat on the first sunny Wednesday or Friday morning in [[Spring]] after earning {{price|1000}}. The [[Farmhouse]] must be exited between 6am and 9:30am to trigger this event. By the 20th of Spring the event will trigger, regardless of if the player made enough money. Adopting the pet is optional. Any name can be chosen for the pet the moment it is adopted, though its name cannot be changed after adopting it. If the player has not yet met Marnie before this cutscene, the meeting will count as an introduction.
+
<gallery>
 +
Pet Bowl empty.png|Empty pet bowl
 +
Pet Bowl full.png|Full pet bowl
 +
Dog.gif|From [https://www.stardewvalley.net/dev-update-29/ Dev Blog #29]
 +
Cat.gif|From [https://www.stardewvalley.net/dev-update-29/ Dev Blog #29]
 +
</gallery>
 +
 
 +
===Turtle===
 +
Hats cannot be placed on turtles.
 +
 
 +
<gallery mode="nolines" widths="64px">
 +
Turtle.png
 +
Iridium Turtle.png
 +
</gallery>
 +
 
 +
===Friendship===
 +
The pet has a maximum friendship of 1000, increasing by 12 every time it is petted. Every 200 points is equal to 1 level, and having 999 friendship points will make the player eligible for 1 point in [[Grandpa]]'s Evaluation. Click on the pet once each day to pet it. [[File:DialogueBubbleLove.png|24px]]
   −
The pet has a maximum friendship of 1000, increasing by 12 every time it is pet. Every 200 points is equal to 1 level, and having 999 friendship points will make the player eligible for 1 point in [[Grandpa]]'s Evaluation. Click on the pet once each day to pet it. [[File:DialogueBubbleLove.png|24px]]
+
After reaching 1000 friendship points with the pet, the following message pops up: " <Animal Name> loves you &#9825;"  &nbsp; You can check friendship with the pet in the Animals menu when paused.
   −
After reaching 1000 friendship points with the pet, the following message pops up: " <Animal Name> loves you &#9825;"  &nbsp;Other than this message, there is no way to check friendship with the pet in-game.
+
There is a [[Pet Bowl]] on some wooden tiles on the farm. It is in the top left area next to the house on the standard, forest, wilderness, hilltop, and riverland farms. It is on the intersection of the different sections on the four corners farm, right above the right shore on the [[Farm Maps|beach farm]], and in the bottom right section of the [[Farm Maps|Meadowlands farm]]. The bowl can be filled with water for the pet. Watering the pet's bowl will increase the pet's friendship by 6 points by the next morning. Note that this will not trigger if it is raining the next morning. On rainy days, the pet's bowl will automatically be full. If it rains before adopting a pet, the bowl will remain full until adopting a pet.
   −
There is a bowl on some wooden tiles somewhere on the farm. It is on top left area next to the house on the standard, forest, wilderness, hilltop, and riverland farm. It is on the intersection of the different sections on the four corners farm, and right above the right shore on the [[Farm Maps|beach farm]]. It can be filled with water for the pet. Watering the pet's bowl will result in the pet's [[friendship]] increasing by 6 points by next morning. Note that this will not trigger if it is raining the next morning. On rainy days, the pet's bowl will automatically be full.  If it rains before adopting a pet, the bowl will remain full until adopting a pet.
+
Unlike with human NPCs, ignoring a pet or using a [[Weapons#Slingshot|slingshot]] on it will not decrease friendship. Each night a pet does not have its own Pet Bowl, it will lose 10 friendship points the next morning.<ref name="petnobowl" />
   −
There is no mechanism for pet friendship to decrease. Ignoring the pet or using a [[Weapons#Slingshot|slingshot]] on it will not decrease friendship.
+
====Pet Gifts====
 +
Upon reaching maximum friendship, each pet may drop items on the ground as a gift for the player when being petted for the first time each day. There is a 20% chance for a pet to drop a gift each day.<ref name="petgifts" /> Like gifts sent in the [[Letters|mail]] from villagers, the gift that the pet drops is randomized each time the same day is reloaded. Chances listed below reflect how likely a gift is to be chosen, after passing the 20% chance for any gift to be dropped.
   −
After earning 4 hearts of [[Friendship]] with the [[Wizard]], the player can enter his basement and change the style of cat or dog at [[the Shrine of Illusions]] for {{price|500}}. The pet cannot be changed from cat to dog or vice-versa.
+
{|class="wikitable mw-collapsible mw-collapsed"
 +
|-
 +
!colspan="3" style="text-align: left;"|Pet Gifts&nbsp;
 +
|-
 +
| style="background-color: transparent;"|
 +
{|class="wikitable sortable" style="float: left; margin-right: 12px; width: 31%;"
 +
!colspan="2"|Cat Gifts
 +
|-
 +
!Gift
 +
!Chance
 +
|-
 +
|data-sort-value="Joja Cola"|{{Name|Joja Cola|1}}
 +
|3.56%
 +
|-
 +
|{{Name|Trash (item)|1}}
 +
|3.56%
 +
|-
 +
|{{Name|Driftwood|1}}
 +
|3.56%
 +
|-
 +
|{{Name|Broken Glasses|1}}
 +
|3.56%
 +
|-
 +
|{{Name|Broken CD|1}}
 +
|3.56%
 +
|-
 +
|{{Name|Soggy Newspaper|1}}
 +
|3.56%
 +
|-
 +
|{{Name|Green Algae|1}}
 +
|3.56%
 +
|-
 +
|{{Name|Chub|1}}
 +
|3.56%
 +
|-
 +
|{{Name|Rainbow Trout|1}}
 +
|3.56%
 +
|-
 +
|{{Name|Walleye|1}}
 +
|3.56%
 +
|-
 +
|{{Name|Perch|1}}
 +
|3.56%
 +
|-
 +
|{{Name|Lingcod|1}}
 +
|3.56%
 +
|-
 +
|{{Name|River Jelly|1}}
 +
|3.56%
 +
|-
 +
|{{Name|Largemouth Bass|1}}
 +
|1.92%
 +
|-
 +
|{{Name|Carp|1}}
 +
|1.92%
 +
|-
 +
|{{Name|Bullhead|1}}
 +
|1.92%
 +
|-
 +
|{{Name|Sturgeon|1}}
 +
|1.92%
 +
|-
 +
|{{Name|Midnight Carp|1}}
 +
|1.92%
 +
|-
 +
|{{Name|Sunfish|1}}
 +
|1.64%
 +
|-
 +
|{{Name|Catfish|1}}
 +
|1.64%
 +
|-
 +
|{{Name|Bream|1}}
 +
|1.64%
 +
|-
 +
|{{Name|Shad|1}}
 +
|1.64%
 +
|-
 +
|{{Name|Pike|1}}
 +
|1.64%
 +
|-
 +
|{{Name|Dorado|1}}
 +
|1.64%
 +
|-
 +
|{{Name|Salmon|1}}
 +
|1.64%
 +
|-
 +
|{{Name|Tiger Trout|1}}
 +
|1.64%
 +
|-
 +
|{{Name|Shrimp|1}}
 +
|5.75%
 +
|-
 +
|{{Name|Snail|1}}
 +
|5.75%
 +
|-
 +
|{{Name|Periwinkle|1}}
 +
|5.75%
 +
|-
 +
|{{Name|Bat Wing|2}}
 +
|6.90%
 +
|-
 +
|{{Name|Cheese|1}}
 +
|3.45%
 +
|-
 +
|{{Name|Rabbit's Foot|1}}
 +
|1.72%
 +
|-
 +
|{{Name|Duck Feather|1}}
 +
|1.72%
 +
|}
   −
<gallery>
+
{|class="wikitable sortable" style="float: left; margin-right: 12px; width: 31%;"
Pet Bowl empty.png|Empty pet bowl
+
!colspan="2"|Dog Gifts
Pet Bowl full.png|Full pet bowl
+
|-
Dog.gif|From [https://www.stardewvalley.net/dev-update-29/ Dev Blog #29]
+
!Gift
Cat.gif|From [https://www.stardewvalley.net/dev-update-29/ Dev Blog #29]
+
!Chance
</gallery>
+
|-
 +
|{{Name|Bone Fragment|3-4}}
 +
|31.01%
 +
|-
 +
|{{Name|Clay|2}}
 +
|15.50%
 +
|-
 +
|{{Name|Hardwood|1}}
 +
|15.50%
 +
|-
 +
|{{Name|Driftwood|1}}
 +
|15.50%
 +
|-
 +
|{{Name|Stone|1}}
 +
|15.50%
 +
|-
 +
|{{Name|Prehistoric Scapula|1}}
 +
|0.22%
 +
|-
 +
|{{Name|Prehistoric Tibia|1}}
 +
|0.22%
 +
|-
 +
|{{Name|Prehistoric Skull|1}}
 +
|0.22%
 +
|-
 +
|{{Name|Skeletal Hand|1}}
 +
|0.22%
 +
|-
 +
|{{Name|Prehistoric Rib|1}}
 +
|0.22%
 +
|-
 +
|{{Name|Prehistoric Vertebra|1}}
 +
|0.22%
 +
|-
 +
|{{Name|Skeletal Tail|1}}
 +
|0.22%
 +
|-
 +
|{{Name|Ancient Doll|1}}
 +
|0.28%
 +
|-
 +
|{{Name|Elvish Jewelry|1}}
 +
|0.28%
 +
|-
 +
|{{Name|Chewing Stick|1}}
 +
|0.28%
 +
|-
 +
|{{Name|Ornamental Fan|1}}
 +
|0.28%
 +
|-
 +
|{{Name|Dinosaur Egg|1}}
 +
|0.28%
 +
|-
 +
|{{Name|Rare Disc|1}}
 +
|0.28%
 +
|-
 +
|{{Name|Ancient Sword|1}}
 +
|0.28%
 +
|-
 +
|{{Name|Rusty Spoon|1}}
 +
|0.28%
 +
|-
 +
|{{Name|Rusty Spur|1}}
 +
|0.28%
 +
|-
 +
|{{Name|Rusty Cog|1}}
 +
|0.28%
 +
|-
 +
|{{Name|Chicken Statue|1}}
 +
|0.28%
 +
|-
 +
|{{Name|Chipped Amphora|1}}
 +
|0.78%
 +
|-
 +
|{{Name|Arrowhead|1}}
 +
|0.78%
 +
|-
 +
|{{Name|Artifact Trove|1}}
 +
|0.78%
 +
|}
 +
 
 +
{|class="wikitable sortable" style="float: left; width: 31%;"
 +
!colspan="2"|Turtle Gifts
 +
|-
 +
!Gift
 +
!Chance
 +
|-
 +
|{{Name|Clam|1}}
 +
|21.74%
 +
|-
 +
|{{Name|Coral|1}}
 +
|21.74%
 +
|-
 +
|{{Name|Sea Urchin|1}}
 +
|21.74%
 +
|-
 +
|{{Name|Lobster|1}}
 +
|2.17%
 +
|-
 +
|{{Name|Crayfish|1}}
 +
|2.17%
 +
|-
 +
|{{Name|Crab|1}}
 +
|2.17%
 +
|-
 +
|{{Name|Cockle|1}}
 +
|2.17%
 +
|-
 +
|{{Name|Mussel|1}}
 +
|2.17%
 +
|-
 +
|{{Name|Nautilus Shell|1}}
 +
|10.87%
 +
|-
 +
|{{Name|Rainbow Shell|1}}
 +
|4.35%
 +
|-
 +
|{{Name|Sea Jelly|1}}
 +
|4.35%
 +
|-
 +
|{{Name|Cave Jelly|1}}
 +
|3.26%
 +
|-
 +
|{{Name|Seafoam Pudding|1}}
 +
|1.09%
 +
|}
 +
|}
    
==Horse==
 
==Horse==
 
[[File:Horse.png]]  
 
[[File:Horse.png]]  
   −
The horse is an in-game mount that boosts movement speed by 30% (increased by drinking [[coffee]]), and doesn't slow down while riding through crops on the farm. It's obtained by purchasing the [[Stable]] from the [[Carpenter's Shop]], and can be named the first time the player tries riding it.
+
The horse is an in-game mount that boosts movement speed by 30% (increased by drinking [[coffee]]), and doesn't slow down while riding through crops on the farm. It's automatically obtained after purchasing the [[Stable]] from the [[Carpenter's Shop]]. The horse can be named once the player tries riding it for the first time, however, the chosen name cannot be changed.
   −
Leaving the horse somewhere will result in it waiting for the player and on their return one of these messages will be shown: "&lt;Horse name&gt; is wondering where you've been" or "Your loyal horse waits patiently for your return". Going to bed after leaving the horse outside [[The Farm|the farm]], will result in the horse automatically finding its way home and in the stable the next morning.
+
Leaving the horse somewhere will result in it waiting for the player and on their return one of these messages will be shown: "&lt;Horse name&gt; is wondering where you've been" or "Your loyal horse waits patiently for your return". Going to bed after leaving the horse outside [[The Farm|the farm]] will result in the horse automatically finding its way home and in the stable the next morning.
   −
The horse can't travel through small gaps (except gates) when travelling vertically.
+
The horse can't travel through small gaps (except gates) when traveling vertically.
    
These can be interacted with while mounted on the horse:
 
These can be interacted with while mounted on the horse:
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* [[Fish Pond]]: can collect items, add fish, add quest items, change appearance and empty pond.
 
* [[Fish Pond]]: can collect items, add fish, add quest items, change appearance and empty pond.
 
* [[Villagers]]: can speak to villagers.
 
* [[Villagers]]: can speak to villagers.
 +
* [[#Pets|Pets]]: can be petted.
    
The [[Horse Flute]] can be used to warp the horse to the player. It only works outdoors (including [[Ginger Island]] and [[the Desert]]).
 
The [[Horse Flute]] can be used to warp the horse to the player. It only works outdoors (including [[Ginger Island]] and [[the Desert]]).
 +
 +
The Horse can be fed a [[Carrot|carrot]] to increase its {{name|Speed|+0.4|class=inline}} for the rest of the day. Reading [[Horse: The Book]] will permanently increase the horse's {{name|Speed|+0.5|class=inline}}.
    
[[Secrets#Hats|Hats can be placed on horses]].
 
[[Secrets#Hats|Hats can be placed on horses]].
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===Friendship===
 
===Friendship===
 
<div id="infoboxborder" style="min-width:48px"><span style="image-rendering:pixelated;image-rendering:optimizespeed;">[[File:DialogueBubbleLove.png|100px|center]]</span></div>
 
<div id="infoboxborder" style="min-width:48px"><span style="image-rendering:pixelated;image-rendering:optimizespeed;">[[File:DialogueBubbleLove.png|100px|center]]</span></div>
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]], this window cannot be opened). 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.
+
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]], this window cannot be opened). The Animals tab in the player menu allows the player to see their friendship rating with all their animals, as well as whether they have petted them that day. 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.  
 
Each half-heart is equivalent to 100 points of friendship, making the maximum value of Friendship 1000.  
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* Petting (+15, or +30 if player has [[Farming#Farming Skill|Shepherd]] or [[Farming#Farming Skill|Coopmaster]] and animal is of relevant type)
 
* Petting (+15, or +30 if player has [[Farming#Farming Skill|Shepherd]] or [[Farming#Farming Skill|Coopmaster]] and animal is of relevant type)
 
* Milking or Shearing (+5, No penalty for not being milked or sheared)
 
* Milking or Shearing (+5, No penalty for not being milked or sheared)
* Eating Grass Outside (+8)
+
* Eating Grass Outside (+8, or +16 if eating [[Grass]] or [[Grass#Blue_Grass|Blue Grass]]  )
       
* Not Fed (-20 ''Calculated day-end'')
 
* Not Fed (-20 ''Calculated day-end'')
 
* Trapped outside overnight (-20 ''Calculated day-end'')
 
* Trapped outside overnight (-20 ''Calculated day-end'')
* Not Petted/Talked to (-5 to -10, ''Calculated day-end by the formula:'' <samp>(10 - (CurrentFriendship / 200)))</samp>. This means they will lose less friendship if they are already at high friendship.
+
* Not Pet/Talked to (-5 to -10, ''Calculated day-end by the formula:'' <code>(10 - (Friendship / 200))</code>). This means they will lose less friendship if they are already at high friendship.
    
===Mood===
 
===Mood===
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*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 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 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'')
 +
*The door of the animal's barn or coop was closed behind them at night
    
Decreases mood:
 
Decreases mood:
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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 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 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 <samp>Mood/70</samp>)
+
*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 <code>Mood / 70</code>.
   −
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.
+
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.<ref name="dayupdate" />
    
*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 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 <samp>Mood/150</samp>)
+
*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 <code>Mood / 150</code>.
    
'''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.
 
'''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.
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This "Mood Modifier" will be used in different ways depending on the animal.
 
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=====
 
=====Duck Feathers and Rabbit Feet=====
 
Ducks and rabbits will take into account the Daily [[Luck]] to determine if they will create their Deluxe produce.
 
Ducks and rabbits will take into account the Daily [[Luck]] to determine if they will create their Deluxe produce.
   −
For each rabbit, an overall score is created using the following formula: <code>(<span style="color:crimson;">'''Friendship'''</span> + <span style="color:mediumblue;">'''Mood × Mood Modifier'''</span>)/5000 + <span style="color: green;">'''Daily Luck'''</span></code>
+
For each rabbit, an overall score is created using the following formula: <code>((<span style="color:crimson;">'''Friendship'''</span> + (<span style="color:mediumblue;">'''Mood × Mood Modifier'''</span>)) / 5000) + <span style="color: green;">'''Daily Luck'''</span></code>
   −
For each duck, an overall score is created using the following formula: <code>(<span style="color:crimson;">'''Friendship'''</span> + <span style="color:mediumblue;">'''Mood × Mood Modifier'''</span>)/4750 + <span style="color: green;">'''Daily Luck'''</span></code>
+
For each duck, an overall score is created using the following formula: <code>((<span style="color:crimson;">'''Friendship'''</span> + (<span style="color:mediumblue;">'''Mood × Mood Modifier'''</span>)) / 4750) + <span style="color: green;">'''Daily Luck'''</span></code>
    
For example, a rabbit with <span style="color:crimson;">600 Friendship</span> (3 Hearts), <span style="color:mediumblue;">150 Mood</span>, and <span style="color: green;">0.10 Daily Luck</span>, would be calculated as:
 
For example, a rabbit with <span style="color:crimson;">600 Friendship</span> (3 Hearts), <span style="color:mediumblue;">150 Mood</span>, and <span style="color: green;">0.10 Daily Luck</span>, would be calculated as:
   −
<code> =(<span style="color:crimson;">600</span> + (<span style="color:mediumblue;">150 × 0</span>))/5000 + <span style="color: green;">0.10</span>
+
<code> = ((<span style="color:crimson;">600</span> + (<span style="color:mediumblue;">150 × 0</span>)) / 5000) + <span style="color: green;">0.10</span>
   −
=(600 + 0)/5000 + 0.10
+
= ((600 + 0) / 5000) + 0.10
   −
='''0.22'''</code>
+
= '''0.22'''</code>
    
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, there is a 40% chance of getting a [[Rabbit's Foot]] and a 42% chance of getting a [[Duck Feather]].'''
 
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, there is a 40% chance of getting a [[Rabbit's Foot]] and a 42% chance of getting a [[Duck Feather]].'''
Line 149: Line 418:  
Only animals with 200 or higher friendship can produce Large products.
 
Only animals with 200 or higher friendship can produce Large products.
   −
Each animal will have an overall score created with the following formula: <code>(<span style="color:crimson;">'''Friendship'''</span> + <span style="color:mediumblue;">'''Mood Modifier'''</span>)/1200</code>
+
Each animal will have an overall score created with the following formula: <code>(<span style="color:crimson;">'''Friendship'''</span> + (<span style="color:mediumblue;">'''Mood × Mood Modifier'''</span>)) / 1200</code>
    
For example, an animal with <span style="color:crimson;">600 Friendship</span> (3 Hearts) and <span style="color:mediumblue;">210 Mood</span> would be calculated as:
 
For example, an animal with <span style="color:crimson;">600 Friendship</span> (3 Hearts) and <span style="color:mediumblue;">210 Mood</span> would be calculated as:
   −
<code> =((<span style="color:crimson;">600</span> + (<span style="color:mediumblue;">210*1.5</span>))/1200
+
<code> = (<span style="color:crimson;">600</span> + (<span style="color:mediumblue;">210 × 1.5</span>)) / 1200
   −
=(600+315)/1200
+
= (600 + 315) / 1200
   −
=0.7625</code>
+
= '''0.7625'''</code>
    
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.'''
 
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.'''
Line 163: Line 432:  
====Quality====
 
====Quality====
   −
If the animal has the ability to produce a Quality item, it will roll for quality from normal to iridium.
+
If the animal has the ability to produce a Quality item (150 mood or higher), it will roll for quality from normal to iridium.<ref name="dayupdate" />
   −
Each animal will have an overall '''score''' created with the following formula: <code>((<span style="color:crimson;">'''Friendship'''</span>/1000) - (1 - (<span style="color:mediumblue;">'''Mood'''</span>/225))</code>
+
Each animal will have an overall '''score''' created with the following formula: <code>(<span style="color:crimson;">'''Friendship'''</span> / 1000) - (1 - (<span style="color:mediumblue;">'''Mood'''</span> / 225))</code>
    
For example, an animal with <span style="color:crimson;">600 Friendship</span> (3 Hearts) and <span style="color:mediumblue;">150 Mood</span> would be calculated thus:
 
For example, an animal with <span style="color:crimson;">600 Friendship</span> (3 Hearts) and <span style="color:mediumblue;">150 Mood</span> would be calculated thus:
   −
<code>=((<span style="color:crimson;">600</span>/1000) - (1 - (<span style="color:mediumblue;">150</span>/225))
+
<code>= (<span style="color:crimson;">600</span> / 1000) - (1 - (<span style="color:mediumblue;">150</span> / 225))
   −
=0.6 - (1 - 0.666...)
+
= 0.6 - (1 - 0.666...)
   −
=0.6 - 0.333...
+
= 0.6 - 0.333...
   −
='''0.266...''' </code>
+
= '''0.266...'''</code>
    
If the player has the [[Farming#Farming Skill|Shepherd]] or [[Farming#Farming Skill|Coopmaster]] Profession, 0.333 will be added to the '''score''' for any barn animals or coop animals respectively.
 
If the player has the [[Farming#Farming Skill|Shepherd]] or [[Farming#Farming Skill|Coopmaster]] Profession, 0.333 will be added to the '''score''' for any barn animals or coop animals respectively.
Line 186: Line 455:     
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.
 
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.
+
:''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.
 
If the item is not Silver quality, it will be Normal quality.
 +
 +
====Golden Animal Crackers====
 +
A [[Golden Animal Cracker]] can be given to any farm animal (except pigs) to permanently double its produce.
    
===Housing===
 
===Housing===
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===Food===
 
===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 [[#Mood|upset]] and cease production of animal products until feeding resumes. They do not need to be fed on a [[Festivals|festival]] day (except the [[Night Market]]), though they will eat grass if left outside. No hay will be consumed if they are left inside.
+
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). If eating fresh grass, coop animals need to eat 2 tufts of grass (1 tuft of Blue Grass), and barn animals need to eat 4 (2 tufts of Blue Grass).<ref name="food" /><ref name="grass" /> They do not die if not fed, but become [[#Mood|upset]] and cease production of animal products until feeding resumes. They do not need to be fed on a [[Festivals|festival]] day (except the [[Desert Festival]], [[Trout Derby]], [[SquidFest]] and [[Night Market]]), though they will eat grass if left outside. No hay will be consumed if they are left inside.
    
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.
 
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.
Line 234: Line 506:     
===Animal Births===
 
===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.
+
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 the chance of proceeding with the event is the number of animals inside multiplied by 0.55%. 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.
 
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.
Line 241: Line 513:  
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 the animal can be sold for. Click that button and the confirmation that follows to complete the sale.
 
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 the animal can be sold for. Click that button and the confirmation that follows to complete the sale.
   −
The sell price of a farm animal is <code>Price * ((Friendship / 1000) + 0.3)</code>.<ref name="sellprice" />
+
The sell price of a farm animal is <code>Price × ((Friendship / 1000) + 0.3)</code>.<ref name="sellprice" />
 
<br />"<samp>Price</samp>" is read from the game's data file <samp>Data/FarmAnimals.xnb</samp>.
 
<br />"<samp>Price</samp>" is read from the game's data file <samp>Data/FarmAnimals.xnb</samp>.
   Line 248: Line 520:     
===Chickens===
 
===Chickens===
{{Spoiler}}
   
{{main article|Chicken}}
 
{{main article|Chicken}}
 
Adult chickens will produce eggs every morning if fed. Happier chickens may produce larger, more valuable eggs.  
 
Adult chickens will produce eggs every morning if fed. Happier chickens may produce larger, more valuable eggs.  
Line 292: Line 563:  
Whether a white or brown chicken is received when purchasing from [[Marnie]] is random.
 
Whether a white or brown chicken is received when purchasing from [[Marnie]] is random.
   −
After seeing [[Shane]]'s 8-heart event, each chicken purchased from [[Marnie]] or hatched in an [[Incubator]] from a brown or white egg has a 25% chance of being blue. Aside from appearance, blue chickens are identical to white chickens.
+
After seeing [[Shane]]'s 8-heart event, each chicken purchased from [[Marnie]] or a brown or white egg being hatched in an [[Incubator]] has a 25% chance of being blue. Aside from appearance, blue chickens are identical to white chickens.
    
A White, Brown, or Blue (if blue has been unlocked) Chicken can be received from incubating an egg of either type (White or Brown).
 
A White, Brown, or Blue (if blue has been unlocked) Chicken can be received from incubating an egg of either type (White or Brown).
Line 298: Line 569:  
A Void Chicken must be hatched from a [[Void Egg]] in an [[Incubator]]. There are three ways to obtain a Void Egg. In a random event after sleeping, [[Random Events#The Witch|a Witch]] will fly over one of the Big or Deluxe Chicken [[Coop]]s, leaving a Void Egg in the morning.  Alternatively, a Void Egg can be purchased from [[Krobus]] for {{Price|5000}} in [[The Sewers]].  [[Shane]] may also gift a Void Egg if married to him.  
 
A Void Chicken must be hatched from a [[Void Egg]] in an [[Incubator]]. There are three ways to obtain a Void Egg. In a random event after sleeping, [[Random Events#The Witch|a Witch]] will fly over one of the Big or Deluxe Chicken [[Coop]]s, leaving a Void Egg in the morning.  Alternatively, a Void Egg can be purchased from [[Krobus]] for {{Price|5000}} in [[The Sewers]].  [[Shane]] may also gift a Void Egg if married to him.  
   −
To obtain Golden Eggs and Golden Chickens, [[Perfection]] must be reached. After that, a Golden Egg can be purchased from [[Marnie's Ranch]] for {{price|100000}}, [[Qi's Walnut Room]] for {{price|100|gem}}, or during the Witch event.
+
To obtain Golden Eggs and Golden Chickens, [[Perfection]] must be reached. After that, a [[Golden Egg]] can be purchased from [[Marnie's Ranch]] for {{Price|100000}} and [[Qi's Walnut Room]] for {{Price|100|gem}}. There is also a possibility of [[Random Events#The Witch|a Witch]] leaving a Golden Egg in a Coop, or a fishing treasure chest containing a Golden Egg.
    
===Ducks===
 
===Ducks===
Line 316: Line 587:  
|{{Price|1200}}
 
|{{Price|1200}}
 
|Big Coop
 
|Big Coop
| [[File:Duck Egg.png|36px]][[Duck Egg]] - {{price|95}}<br />[[File:Duck Feather.png|36px]] [[Duck Feather]] - {{price|250}}  
+
| [[File:Duck Egg.png|36px]][[Duck Egg]] - {{Price|95}}<br />[[File:Duck Feather.png|36px]] [[Duck Feather]] - {{Price|250}}  
 
|{{Price|1560}}
 
|{{Price|1560}}
 
|}
 
|}
Line 335: Line 606:  
|{{Price|8000}}
 
|{{Price|8000}}
 
|Deluxe Coop
 
|Deluxe Coop
| [[File:Wool.png|32px]] [[Wool]] - {{price|340}}<br />[[File:Rabbit's Foot.png|32px]] [[Rabbit's Foot]] - {{price|565}}
+
| [[File:Wool.png|32px]] [[Wool]] - {{Price|340}}<br />[[File:Rabbit's Foot.png|32px]] [[Rabbit's Foot]] - {{Price|565}}
 
|{{Price|10400}}
 
|{{Price|10400}}
 
|}
 
|}
Line 356: Line 627:  
|N/A
 
|N/A
 
|Big Coop
 
|Big Coop
|[[File:Dinosaur Egg.png|32px]] [[Dinosaur Egg]] - {{price|350}}
+
|[[File:Dinosaur Egg.png|32px]] [[Dinosaur Egg]] - {{Price|350}}
 
|{{Price|1300}}
 
|{{Price|1300}}
 
|}
 
|}
Line 436: Line 707:  
===Pigs===
 
===Pigs===
 
{{main article|Pig}}
 
{{main article|Pig}}
 +
Pigs will find [[Truffle]]s after being let outdoors. Truffles can be used in the [[Oil Maker]] to make [[Truffle Oil]].
 +
 +
Collection will be affected by [[Foraging]] skill, allowing the player to gather iridium quality Truffles with a chance of double harvest.
 +
 +
During Winter, pigs will not produce Truffles since they don't leave the barn.
 
{|class="wikitable roundedborder"
 
{|class="wikitable roundedborder"
 
!Image
 
!Image
Line 449: Line 725:  
|Deluxe Barn
 
|Deluxe Barn
 
|{{name|Truffle|class=inline|size=32}} - {{Price|625}}
 
|{{name|Truffle|class=inline|size=32}} - {{Price|625}}
|{{price|20800}}
+
|{{Price|20800}}
 
|}
 
|}
  −
Pigs will find [[Truffle]]s after being let outdoors. Truffles can be used in the [[Oil Maker]] to make [[Truffle Oil]].
  −
  −
Collection will be affected by [[Foraging]] skill, allowing the player to gather iridium quality Truffles with a chance of double harvest.
  −
  −
During Winter, pigs will not produce Truffles since they don't leave the barn.
      
===Ostriches===
 
===Ostriches===
{{Spoiler}}
   
{{main article|Ostrich}}
 
{{main article|Ostrich}}
 +
A mature and fed [[Ostrich]] produces an [[Ostrich Egg]] every 7 days.
 
{|class="wikitable roundedborder"
 
{|class="wikitable roundedborder"
 
!Image
 
!Image
Line 474: Line 744:  
|Barn
 
|Barn
 
|{{name|Ostrich Egg|class=inline|size=32}} - {{Price|600}}
 
|{{name|Ostrich Egg|class=inline|size=32}} - {{Price|600}}
|{{price|20800}}
+
|{{Price|20800}}
 
|}
 
|}
   Line 481: Line 751:     
==Other Animals==
 
==Other Animals==
Many animals can be seen throughout the game, but cannot be interacted with, such as rabbits, squirrels, frogs, crows, woodpeckers, sparrows, butterflies, etc. Squirrels may occasionally cause [[Hazelnut]]s or other tree seeds to fall to the ground, and rabbits can knock berries from bushes during [[Salmonberry]] or [[Blackberry]] season. Some "other" animals are described below.
+
Many animals (or 'critters') can be seen throughout the game, but cannot be interacted with, such as rabbits, squirrels, frogs, crows, woodpeckers, sparrows, butterflies, possums, etc. Squirrels may occasionally cause [[Hazelnut]]s or other tree seeds to fall to the ground, and rabbits can knock berries from bushes during [[Salmonberry]] or [[Blackberry]] season. On [[Ginger Island]], crabs, caldera monkeys, parrots, a marsupial and tropical butterflies can be seen. Some "other" animals are described below.
    
===Butterflies===
 
===Butterflies===
 
[[File:ButterflyAnimated.gif|right]]
 
[[File:ButterflyAnimated.gif|right]]
Butterflies are abundant, and come in many colors, though they can only be seen outdoors in warm weather. To see butterflies, shake or chop trees, or place a [[Butterfly Hutch]].
+
Butterflies are abundant, and come in many colors, though they can only be seen outdoors in warm weather. To see butterflies, shake or chop trees, or place a [[Butterfly Hutch]]. On [[Ginger Island]], unique tropical varieties of butterfly can be seen.
    
===Crows===
 
===Crows===
Every night, there is a chance that crows will eat [[crops]]<ref name="addcrows" /> on [[The Farm]].  Crows will not eat crops grown from [[Crafting#Seeds|wild seeds]], seeds themselves (''i.e.,'' crops planted that day), or crops within range of one or more [[scarecrow]]s.
+
Every night, there is a chance that crows will eat [[crops]]<ref name="addcrows" /> (including [[Fiber Seeds]]) on [[The Farm]].  Crows will not eat crops grown from [[Crafting#Seeds|wild seeds]], seeds themselves (''i.e.,'' crops planted that day), or crops within range of one or more [[scarecrow]]s.
    
For every 16 crops (rounded down), a crow may try to eat a crop. This is maxed at 4 crows.
 
For every 16 crops (rounded down), a crow may try to eat a crop. This is maxed at 4 crows.
Line 506: Line 776:     
[[File:fireflies.png|90px]]
 
[[File:fireflies.png|90px]]
 +
 +
===Frogs===
 +
When cutting weeds, there is a chance of seeing a green frog appear and run away. A frog appears as part of [[Sebastian]]'s 14-heart event. If the player equips a [[Frog Egg]] trinket, they will gain a frog companion, which can come in a wide variety of colors.
    
===Owls===
 
===Owls===
 
[[File:Owl Sprite.png|thumb|Owls as they can only be seen in the data file.]]
 
[[File:Owl Sprite.png|thumb|Owls as they can only be seen in the data file.]]
   −
Owls can only be seen at night (7pm-2am). They can be seen in any season.
+
Owls can be seen only at night. In Spring and Summer, they can appear starting at 8pm; in Fall at 7pm, and in Winter at 6pm. There is a 1% chance for an owl to appear every 10 in-game minutes. <ref name="owlchance" />
    
[[File:owl.png|90px]]
 
[[File:owl.png|90px]]
 +
 +
===Parrots===
 +
On [[Ginger Island]], parrots can sometimes be seen flying overhead, or roosting in the trees in the island's jungle. Parrots on perches can be fed with [[Golden Walnut]]s to unlock various rewards. A parrot also appears as part of [[Emily]]'s 4-heart event, and in her house afterwards. If the player equips a [[Parrot Egg]] trinket, they will gain a parrot companion.
    
===Seagulls===
 
===Seagulls===
Line 532: Line 808:  
<ref name="dogs">See <samp>SoundInTheNightEvent::SetUp</samp> and <samp>SoundInTheNightEvent::makeChangesToLocation</samp> in the game code.</ref>
 
<ref name="dogs">See <samp>SoundInTheNightEvent::SetUp</samp> and <samp>SoundInTheNightEvent::makeChangesToLocation</samp> in the game code.</ref>
 
<ref name="sellprice">See <samp>FarmAnimal::getSellPrice</samp> in the game code.</ref>
 
<ref name="sellprice">See <samp>FarmAnimal::getSellPrice</samp> in the game code.</ref>
 +
<ref name="owlchance">See <samp>GameLocation::tryToAddCritters</samp> in the game code.</ref>
 +
<ref name="food">See <samp>FarmAnimal:Eat</samp> in the game code.</ref>
 +
<ref name="grass">See <samp>Grass:reduceBy</samp> in the game code.</ref>
 +
<ref name="petgifts">See <samp>Content\Data\Pets.xnb</samp> and <samp>Pet::checkAction</samp> in the game code.</ref>
 +
<ref name="petnobowl">See <samp>Pet::dayUpdate</samp> in the game code.</ref>
 +
<ref name="adoptpet">See <samp>GameLocation::animalShop</samp> in the game code.</ref>
 
</references>
 
</references>
    
==History==
 
==History==
 +
{{History|1.02|If you have not received your pet yet, you will get another chance to get it.}}
 
{{History|1.3.27|Fixed bug causing animal happiness to decrease if the player stayed up after 6pm.  Added ability to place hats on horses.}}
 
{{History|1.3.27|Fixed bug causing animal happiness to decrease if the player stayed up after 6pm.  Added ability to place hats on horses.}}
{{History|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.}}
+
{{History|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.  Pets now stay inside the farmhouse all day when it's raining. Sales of animals now count towards game's total earnings.}}
 
{{History|1.4.3|Fixed a bug where naming a pet the same name as an NPC would cause the pet to appear in place of the NPC on the calendar.}}
 
{{History|1.4.3|Fixed a bug where naming a pet the same name as an NPC would cause the pet to appear in place of the NPC on the calendar.}}
{{History|1.5|Duck purchase price reduced from 4000g to 1200g.  Duck Feather sell price increased from 125g to 250g.  Duck feather drop rate increased.  Pets no longer block construction of new buildings. Sprinklers can now water troughs in a Slime Hutch.}}
+
{{History|1.5|Duck purchase price reduced from 4000g to 1200g.  Duck Feather sell price increased from 125g to 250g.  Duck feather drop rate increased.  Pets no longer block construction of new buildings. Sprinklers can now water troughs in a Slime Hutch. Added [[Ostrich]]es and [[Golden Chicken]]s. Added new cosmetic critters on [[Ginger Island]].}}
 
{{History|1.5.4|Duck sell price reduced.}}
 
{{History|1.5.4|Duck sell price reduced.}}
 +
{{History|1.6|The player now chooses between 5 different types of cats and 5 different types of dogs, up from 3 each. The player can also purchase additional pets, including turtles. Cats, dogs, and turtles can randomly give the player a gift after reaching maximum friendship and being petted. There is now a way to have pet friendship decrease, by not giving them a [[Pet Bowl]]. Pets can be removed with [[Butterfly Powder]]. Pets can no longer be changed at [[The Shrine of Illusions]]. Added [[Horse: The Book]] and the ability to feed a [[Carrot|carrot]] to the horse once per day. Added Animals tab in the menu. Added [[Golden Animal Cracker]]s and [[Grass#Blue Grass|Blue Grass]]. Farm animals now gain a little happiness if you close the animal door behind them at night. Added [[Frog Egg]] and [[Parrot Egg]]. Added a new rare ambient critter (possum).}}
 +
{{History|1.6.3|Players can start adopting pets in [[Marnie]]'s shop if they don't have one in year two.}}
    
{{NavboxAnimals}}
 
{{NavboxAnimals}}
139

edits