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{{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, a cat or dog, can be earned which the player can form a friendship with. A horse can be bought to ride with. And "farm animals" can be bought which serve as a source of various kinds of produce, providing resources and profit.
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'''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.
   −
Most animals (not pets or wildlife) require a building to house them. These may be obtained from [[Robin]] at the [[Carpenter's Shop]], and usually require three days each for her to build. Baby "farm animals" (and related equipment needed for harvesting produce) can then be bought 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 kind, which is designated as its home. Each building has a limit to the number of animals to which it can serve as home. Animals can be assigned to a different building by first petting it and then the pop-up information box that appears has a control that allows the reassignment to be made.
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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 truffles that then be picked up from the barnyard.  
    
==Cat or Dog==
 
==Cat or Dog==
The player is allowed to adopt either a cat or a dog. The animal given to adopt is dependent on what was chosen as preferred one in the character creation menu. Three different styles of cat and three different styles of dog can be chosen from.
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The player is allowed to adopt either a cat or a dog, depeding on which was chosen on the character creation screen. There are three different styles of cat and three different styles of dog.
    
<gallery mode="nolines" widths="48px">
 
<gallery mode="nolines" widths="48px">
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</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, 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.
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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.
    
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]]
 
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 popup message will be received: " <Animal Name> loves you &#9825;"  &nbsp;Other than this message, there is no way to check friendship with the pet in-game.
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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 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 [[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.
 
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 [[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.
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There is no mechanism for pet friendship to decrease.  Ignoring the pet or using a [[Weapons#Slingshot|slingshot]] on it will not decrease friendship.
 
There is no mechanism for pet friendship to decrease.  Ignoring the pet or using a [[Weapons#Slingshot|slingshot]] on it will not decrease friendship.
   −
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}}. They cannot change from cat to dog or vice-versa.
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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.
    
<gallery>
 
<gallery>
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* [[Villagers]]: can speak to villagers.
 
* [[Villagers]]: can speak to villagers.
   −
The [[Horse Flute]] item can be used to warp the horse to the player. It only works outdoors (including in Ginger Island and Desert).
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The [[Horse Flute]] can be used to warp the horse to the player. It only works outdoors (including [[Ginger Island]] and [[the Desert]]).
    
[[Secrets#Hats|Hats can be placed on horses]].
 
[[Secrets#Hats|Hats can be placed on horses]].
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* 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:'' (10 - (CurrentFriendship / 200))) This means they will lose less friendship, if they are already high friendship.
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* 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.
    
===Mood===
 
===Mood===
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*Eating Grass Outside ('''Sets Mood to 255''')
 
*Eating Grass Outside ('''Sets Mood to 255''')
 
*Petting ('''+32 to +36''' dependent on animal type, '''double''' amount if player has chosen the [[Farming#Farming Skill|Shepherd]] or [[Farming#Farming Skill|Coopmaster]] Profession and the animal is of the relevant type)
 
*Petting ('''+32 to +36''' dependent on animal type, '''double''' amount if player has chosen the [[Farming#Farming Skill|Shepherd]] or [[Farming#Farming Skill|Coopmaster]] Profession and the animal is of the relevant type)
*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'')
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*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 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'')
    
Decreases mood:
 
Decreases mood:
 
*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 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'')
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*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)
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*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 petted ('''-20 to -40''', dependent on animal type, Calculated when the Player sleeps)
 
*Animal was not fed ('''-100''' Calculated when the Player sleeps)
 
*Animal was not fed ('''-100''' Calculated when the Player sleeps)
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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 Mood/70)
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*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>)
    
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.
    
*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 Mood/150)
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*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>)
   −
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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'''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====
 
====Deluxe and Large Products====
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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.
   −
Farm animals prefer fresh grass to hay, and become "very happy today!" (the best [[#Mood|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.
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Farm animals prefer fresh grass over hay, and become "very happy today!" (the best [[#Mood|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 will 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 or automatically with a sprinkler.  If watered, they will produce [[Slime Ball]]s the next day.
 
Slimes in a [[Slime Hutch]] need no food, but their troughs can be filled daily with water from the watering can or automatically with a sprinkler.  If watered, they will produce [[Slime Ball]]s the next day.
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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 the player has time to pet and tend them the next day. Closing the door before all the animals have returned will result in the ones left out overnight vulnerable to wild animal attacks.
 
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 the player has time to pet and tend them the next day. Closing the door before all the animals have returned will result in the ones left out overnight 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.   
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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 scause 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.
 
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.
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After seeing [[Shane]]'s 8-heart event, each chicken purchased from [[Marnie]] has a 1/4 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]] has a 1/4 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).
   −
To obtain a Void Chicken; in a random event after sleeping, [[Random Events#The Witch|a Witch]]. will fly over one of the 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]].  After obtaining the Void Egg, putting the egg into an [[Incubator]] (after having at least the [[Coop|Big Coop]]) will result in the hatching of a Void Chicken.  
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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, [[Qi's Walnut Room#Perfection Tracker|100% progress completion]] must be reached. After that, Golden Egg can be received from [[Marnie's Ranch]] for {{price|100000}}, [[Qi's Walnut Room]] for {{price|100|gem}}, or the Witch.
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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.
    
===Ducks===
 
===Ducks===
 
{{main article|Duck}}
 
{{main article|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.
+
Adult ducks will lay an egg or drop a [[Duck Feather]] every other day. A happier ducks has a higher chance to produce a Duck Feather instead of an egg.
    
{|class="wikitable roundedborder"
 
{|class="wikitable roundedborder"
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|{{Price|1200}}
 
|{{Price|1200}}
 
|Big Coop
 
|Big Coop
| [[File:Duck Egg.png|36px]][[Duck Egg]] - 95g <br />[[File:Duck Feather.png|36px]] [[Duck Feather]] - 250g
+
| [[File:Duck Egg.png|36px]][[Duck Egg]] - {{price|95}}<br />[[File:Duck Feather.png|36px]] [[Duck Feather]] - {{price|250}}
 
|{{Price|1560}}
 
|{{Price|1560}}
 
|}
 
|}
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|{{Price|8000}}
 
|{{Price|8000}}
 
|Deluxe Coop
 
|Deluxe Coop
| [[File:Wool.png|32px]] [[Wool]] - 340g<br />[[File:Rabbit's Foot.png|32px]] [[Rabbit's Foot]] - 565g
+
| [[File:Wool.png|32px]] [[Wool]] - {{price|340}}<br />[[File:Rabbit's Foot.png|32px]] [[Rabbit's Foot]] - {{price|565}}
 
|{{Price|10400}}
 
|{{Price|10400}}
 
|}
 
|}
Once sufficient [[friendship]] is reached, they can produce [[Rabbit's Foot]] automatically just like wool.
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Once sufficient friendship is reached, they can produce a [[Rabbit's Foot]] automatically just like wool.
    
===Dinosaurs===
 
===Dinosaurs===
 
{{main article|Dinosaur}}
 
{{main article|Dinosaur}}
To obtain a Dinosaur, a [[Dinosaur Egg]] must be found while [[Artifacts|Artifact]] hunting, and then placed in an [[Incubator]].  In approximately 12.5 days, a Dinosaur will hatch.
+
To obtain a Dinosaur, a [[Dinosaur Egg]] must be found, 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.
+
The Dinosaur acts like any other coop animal, but it lays a Dinosaur Egg every 7 days and makes no sound.
 
{|class="wikitable roundedborder".
 
{|class="wikitable roundedborder".
 
!Image
 
!Image
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|N/A
 
|N/A
 
|Big Coop
 
|Big Coop
|[[File:Dinosaur_Egg.png|32px]] [[Dinosaur Egg]] - 350g
+
|[[File:Dinosaur_Egg.png|32px]] [[Dinosaur Egg]] - {{price|350}}
 
|{{Price|1300}}
 
|{{Price|1300}}
 
|}
 
|}
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These animals cannot be purchased until a [[Barn]] is built on the 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.
 
These animals cannot be purchased until a [[Barn]] is built on the 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 the player to choose a name for the new animal. For pregnancy to happen the player needs to have upgraded to at least a Big Barn and have enough room for another animal.
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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 petting it. 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 the player to choose a name for the new animal. For pregnancy to happen the player needs to have upgraded to at least a Big Barn and have enough room for another animal.
    
===Cows===
 
===Cows===
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|}
 
|}
   −
Goats produce milk every other day.
+
Goats normally produce milk every other day.
    
===Sheep===
 
===Sheep===
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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 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.
+
If the player also has the [[Skills#Farming|Shepherd profession]], it will reduce the time required to regrow by a further day, making a sheep grow its coat every single day.
    
===Pigs===
 
===Pigs===
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|}
 
|}
   −
Pigs will find [[Truffle]]s after being let outdoors. [[Truffle]]s can be used in the [[Oil Maker]] to make [[Truffle Oil]].
+
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.
+
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 [[Truffle]]s since the field is covered in snow and they won't leave the barn.
+
During Winter, pigs will not produce Truffles since they don't leave the barn.
    
===Ostriches===
 
===Ostriches===
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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.
 
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 Events|random event]] after going to sleep, a [[Random Events#The Witch|Witch]] will fly over the Slime Hutch, turning all of the [[Slimes]] into [[Slimes#Black.2FTransparent_Slimes|Black Slimes]].
+
In a [[Random Events|random event]] after going to sleep, a [[Random Events#The Witch|Witch]] will fly over the Slime Hutch, turning all of the [[Slimes]] black. Placing a [[Wicked Statue]] in the Slime Hutch will prevent this.
    
==Other Animals==
 
==Other Animals==
Many animals cannot be interacted with, such as rabbits, squirrels, frogs, crows, woodpeckers, sparrows (small brown birds), butterflies, [[The Merpeople|the sea serpent]], etc. Squirrels may occasionally cause [[Hazelnut]]s or other tree seeds to fall to the ground.
+
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.
    
===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 spring and summer. 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]].
    
===Crows===
 
===Crows===
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[[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 are somewhat uncommon, and can only be seen at night (7:00pm-2:00am). They have been seen in all seasons.
+
Owls can only be seen at night (7pm-2am). They can be seen in any season.
    
[[File:owl.png|90px]]
 
[[File:owl.png|90px]]
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==Bugs==
 
==Bugs==
* If the pet is in position to block movement up the corridor to the backwoods while the player is riding their horse, it will not move to allow the player through.
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* If the pet is in position to block movement up the path to the [[backwoods]] while the player is riding a horse, the pet will not move to allow the player through.
 
* It is possible to 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.<div><ul><li style="display: inline-block;">[[File:Riding_1.jpg|thumb|left|Horse riding bug 1]]</li><li style="display: inline-block;">[[File:Riding_2.jpg|thumb|left|Horse riding bug 2]]</li></ul></div>
 
* It is possible to 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.<div><ul><li style="display: inline-block;">[[File:Riding_1.jpg|thumb|left|Horse riding bug 1]]</li><li style="display: inline-block;">[[File:Riding_2.jpg|thumb|left|Horse riding bug 2]]</li></ul></div>
 
* Placing the horse behind the [[Ice Cream Stand]] when nobody is there lets the player buy ice-cream. This can be done at any time or season, but the horse must be behind the top of the parasol.
 
* Placing the horse behind the [[Ice Cream Stand]] when nobody is there lets the player buy ice-cream. This can be done at any time or season, but the horse must be behind the top of the parasol.
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