Talk:Animals

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Due to the fact that the size of the buildings is not changing it's kind of a redundant information.--Philimnorden (talk) 11:05, 6 March 2016 (EST)

Rabbit's Foot effect on Mining luck

Carrying a rabbits foot has made a highly noticeable difference in number of mine levels cleared in a day (5-10 to 10-20) where should information about it likely being lucky go?--Pirate34 (talk) 08:10, 10 March 2016 (EST)

It's hard to do rigorous testing for RNG factors, especially with this game's luck system. The luck stat (which you can get an indication of using the fortune teller on TV) effects mine spawn rates (lucky means more ore and stairs, unlucky probably means more monsters). If you wanted to experiment, I'd suggest doing 2 runs each day (reload by exiting without sleeping) with the same start and end times - one with and one without the foot. Coin-flip to see whether you start with the foot or without first to try to mitigate the effect of learning the level layout on the first pass. See if you still have a significant difference over time. Not that I expect you (or anyone) to do this - it would be a tedious experiment - but it's the method that would reach a rigorous conclusion. That, or allow some of the more dedicated powergamers to dig into the programming to see if there's any actual effect. Rashkavar (talk) 15:13, 27 March 2016 (EDT)

Pet Loves you message?

Just got a "<Pet> loves you. ♡" message. Not entirely sure of its significance. I have petted him almost every day and never bothered with the water bowl. I have a dog and it's Summer 14 year 2. Alphasoldier (talk) 12:18, 11 March 2016 (EST)

There's a heart meter for the cat/dog just like every other animal, but it's not viewable except through the save data. The "loves you" message indicates that it's very high (maxed out? I'm not sure). There's an event that happens at the start of year 3 that checks this stat (among others). It has to do with that message that's sitting in the top left corner of your farm - there's several (conflicting) explanations of the event in detail that are easily found by looking up what that message says. If your pet officially loves you, you've hit the threshold for that event. Rashkavar (talk) 15:04, 27 March 2016 (EDT)

CAT GLITCH

BEST I CAN EXPLAIN:

First i was just on day 20 then marnie came to me with a cat i chose to adopt the cat named him tommy I went in my house to grab some stuff and then exited then THE CONVERSATION HAPPENED AGAIN! I Tried EVERYTHING using a random name using the default name and even RESTARTING STARDEW VALLEY nothing worked i went to the next day but still FAIL can anyone find a solution to this glitch? thx --The Iron Golem (talk) 17:13, 23 March 2016 (EDT)

Pregnancy

I can confirm that you do not need more than one animal of a certain type in order for them to give birth. My single cow gave birth to a second cow, which gave birth to a third cow. My one sheep gave birth to a second sheep soon after becoming an adult. My single goat and pig have yet to give birth, and in fact I haven't seen any other births in the barn in the past in-game year despite still having five open slots in my barn. (Though I disabled the cows' pregnancy since I felt three was enough.)

Also of note is that rabbits don't seem to reproduce at all since they are coop animals that don't lay eggs and also have no pregnancy option. I have yet to see one give birth spontaneously like the barn animals despite leaving a slot open just in case, but it might just be bad luck like the goat/pig. --Vexis58 (talk) 22:48, 25 March 2016 (EDT)

White and Brown Chickens - isn't it RNG?

I bought 2 chickens in spring of year 2 - one is white, one is brown. Also, in a let's play I'm watching (Biffa2001), he bought all 4 of his chickens at once and got 2 white, 2 brown. To me this suggests that the game is pretty much literally flipping a coin to determine the color. Possibly there's a weighting system, but it seems like there's multiple examples on the web as well of people claiming to have gotten both colors from a batch of chickens bought on the same day, while others are getting screwed over by the RNG and only getting white or brown chickens.

I bought both of my chickens on the same day. No idea what day, but one is brown and the other white. It's definitely RNG. Crazylace (talk) 05:10, 28 March 2016 (EDT)

As an aside, I think it's wiser, long term, to stick to one color - that way your eggs only take 2 stacks (small and large) instead of 4, but for the shipping collection and bundles, getting that other chicken is important. Rashkavar (talk) 14:55, 27 March 2016 (EDT)

travel distance ?

How much distance will animals (chickens, cows, etc) travel in order to find grass when outside? My chickens are "free range" and they go quite a distance to find grass, but they seem to ignore the giant patch of grass near my cow barn. Zurgat (talk) 12:17, 10 April 2016 (EDT)

Updating Animal Care

I'll be updating the Animal Care section of the wiki with the new found information in this post and thread from the main forums here: http://community.playstarbound.com/threads/sundew-farms-research-division-presents-animal-mechanics.126286/#post-3052188

Thanks to SunTide and StarPeanut for the original findings, and Thanks to PathosChild and Entoarox from the discord for helping confirm them. --Shiverwarp (talk) 12:54, 27 October 2016 (BST)

Mostly finished doing this. It's still pretty messy, but the information is there. Someone may eventually want to add the happinessDrain values that affect mood for all the different animal types, but it isn't particularly important. The values are in FarmAnimals.xnb --Shiverwarp (talk) 21:12, 28 October 2016 (BST)

Dog Attacks

So I've been going through the code to figure some things out about Animals, and I've figured out a few of the mysteries about Dog attacks.

Most important thing is that the event CANNOT happen if the animal door is open on the building, thanks to the following statement that runs through all the farm buildings every night and chooses whether to run the event:

if (current.indoors != null && current.indoors is AnimalHouse && !current.animalDoorOpen && (current.indoors as AnimalHouse).animalsThatLiveHere.Count > (current.indoors as AnimalHouse).animals.Count && random.NextDouble() < (double)(1f / (float)farm.buildings.Count))

Basically what it does is it checks if it's a building that houses animals, checks if the door is closed, and checks if there's an animal outside by comparing the animals that belong to that building, and the animals actually inside. It also runs a random chance that gets less likely to resolve to true, the more buildings you have on the farm.

As soon as it finds a building (If it finds one), it will run the event on the animal trapped outside and remove it. It just chooses the first one it finds.

I'd like to add this to the animals section somewhere, but it seems like it's a little crowded already, so I'm not entirely sure. Any suggestions? --Shiverwarp (talk)

Added the information to the current article just to have something for now --Shiverwarp (talk) 22:16, 29 October 2016 (BST)
Thanks for the info, I've edited it to be a bit more smoother reading. Can you recheck it to make sure everything is right? Also, is there any official name for this event other than "Animal Attack"? Any name used in the code or anything? (Also, just a note, I left some more technical info out that I felt wasn't too necessary and might clutter things up instead.)--Enkidu (talk) 21:03, 2 November 2016 (GMT)
The sound file played during the night is referred to as "dogs", and the mood message is referred to as "Disturbed by dog". I felt this might get players confused with the player's pet dog, so just left it as animal attack. As for your changes, they seem to be just fine. I think "calculated" might be better than "played out", because sometimes nothing happens during the night. I also would leave in some semblance of "scripted" events, just to be clear that if something is set to happen during the night beforehand (IE: Bundle Events), then an animal attack can't happen. Everything else is awesome and much more clear though! Thank you very much.--Shiverwarp (talk) 21:36, 2 November 2016 (GMT)
Made more edits. I renamed it to "Wolf Attacks" since they seem to be referred as such in other places in the wiki.--Enkidu (talk) 22:54, 2 November 2016 (GMT)
That works great. And thanks for fixing my terrible patchwork broken sentence when changing the 50% chance of birth thing. Oops. --Shiverwarp (talk) 23:12, 2 November 2016 (GMT)

Barn Animal Births

Similar to animal attacks, events during the night are decided, if no other scripted event happens, there's a 50% chance that the game will check for an animal birth to happen

If the event happens, then the game will search through all Buildings on the farm for an Upgraded Barn that isn't full. If it finds one, then it will run a check if it should proceed. The chance that it will proceed is 0.55% * (Number of animals inside). So a barn with 3 animals inside would have a 1.65% chance of continuing. If the building fails this check, the game will continue going through all the buildings, until no buildings are left.

If the game finds a Non-Full, upgraded barn, that then passes the check, it will choose a random animal inside the barn. If the player has enabled pregnancy for that animal and the animal is not a baby, then the game will create a new baby animal of the previously randomly selected type, and play the birthing event.

I have no idea how or where to add this information onto the wiki, but here it is, if someone wants to do it. --Shiverwarp (talk) 20:26, 2 November 2016 (GMT)

Added this as well. --Enkidu (talk) 21:31, 2 November 2016 (GMT)
Awesome! Your wording is much more clear than mine, thanks so much. --Shiverwarp (talk) 21:37, 2 November 2016 (GMT)

Iridium Wool & Truffle

Hi all, perhaps I have a twist in mind, but playing with the numbers, I have some trouble to figure out how to get iridium Wool & Truffles:

- Production sections tells us, that Sheep and Pigs (and Dinos) do not produce items, if they get the ability to produce deluxe items (in this case: Mood > 150). Logical consequence would be to keep mood below 150 in order to always get wool and truffles.

- Quality section tells us, that only if the score is > 0,95 there is a chance for iridum quality products... which means, even on full friendship we would need a mood of at least 214 to get a chance ~42%

Now I fear I got something wrong with this production chapter? Is this really that sheep do not produce anything, if completely happy?

Thank you in advance :) --Alyela (talk) 16:11, 11 November 2016 (UTC)

If my understanding is correct, the ability to produce deluxe items is not 100% guaranteed. So even with Mood over 150, there's still a chance that the item produced is not Deluxe or Large, which means sheep can still produce items even at high moods. I assume pigs are different since the quality of the truffles they dig up is based on the player's Foraging skill rather than the animal's mood or friendship. If you choose the Botanist profession at level 10 Foraging, you'll always have iridium-quality truffles.--Enkidu (talk) 17:05, 11 November 2016 (UTC)
If Friendship + Mood Modifier is greater than 1200, then Pigs, Sheep, and Dinosaurs will never produce anything. I should change my wording in the warning to say if they roll deluxe produce, instead of the ability. And Enkidu is correct, truffle quality is based on Foraging. And yes, for all animals, at most you'll have about a 55% chance at Iridium quality items.--Shiverwarp (talk) 18:58, 11 November 2016 (UTC)

Pet's Happiness Location

I know that your dog/ cat's happiness is stored in your save file, but does anyone know where? I'm having trouble finding it.

Search for <NPC xsi:type="Dog"> or <NPC xsi:type="Cat">, then search for the first occurrence of <friendshipTowardFarmer>. Margotbean (talk) 18:21, 25 November 2016 (UTC)margotbean

Adoption "problem"

Hello ! Marnie visited my farm yesterday to ask me if I want a dog... And I accidentally clicked on No, instead of Yes. How can I get a pet after that ? Do I need to restart my game ? --ILoveMilk (talk) 19:19, 25 May 2017 (BST)

It depends on what you mean by "restart".
  1. Exit your current run, and restart the game from the same day? Sure. Do that if you can. Marnie will come as before and you get to respond the way you want.
  2. Or do you mean restart your game from day 1? That depends on whether or not you have played more than the one day that Marnie came. If you never completed that day, then you're at option 1, and all is easiest. If you completed only that one day, then the game has saved only once since the mishap. In that case, the game still has a copy of the previous save files, but has renamed them with the suffix "_old". You would need to remove the latest save files, and rename the old ones by removing the suffix. Then you can restart the game again, and you should be on the day Marnie came, which you can redo at will.
  3. Or have you played two or more game days since? In that case, the game has thrown away the save files from the day of Marnie's arrival and you can't get them back. Unless, that is, you have been tucking away copies of save files every so often (every day?). You can keep your own set of history files just by copying the 2 files after each game day, and if you have something from before Marnie's arrival, you could copy it back to the game folder and play again from whatever point that was.
  4. Failing this, it's just start over, I'm afraid. Good luck. But I hope you now know how to avoid this kind of thing in the future, if you have a wish to do so. Butterbur (talk) 05:48, 27 May 2017 (BST)

Mood Diminisher

The Mood section states animal mood decreases in the evening like this: "Player staying awake past 6PM, animal inside Barn or Coop (-4 to -8 every 10 minutes the Player stays awake, until a minimum of 150 is reached."

I don't believe it. But I don't know where this statement came from, or if it has changed in game revisions since it was added. And I don't have anything definitive to say against it or to correct it.

When I read this as a newbie some months ago, it really put me off ever doing anything with farm animals, even to the extent of finding ways around getting the animal products required for bundles. I figured that 6PM to midnight was, in every other way, a completely-supported time of day in which to engage in any sort of activity related to fulfilling game goals. If having animals was going to require me to give up six hours of time every day just to maximize their chances of better produce, well, forget that!

But that never made sense to me. What a flaw in game design! What an overreaching obstruction to game play! And the longer I played (without animals), the less I could believe that Concerned Ape had actually programmed something like that in. The rest of the game was just too beautifully put together. And so I still don't believe it, even more so now that I have been working with animals for some time. When I pet them, they come up "very happy" in the mornings too many times, even when I've been out late the night before (after midnight). That's just not possible if they slid down to 150 mood the night before.

So I'm removing the offending statement from the article. Revert me if you must, correct me if you can. I want the article to tell it like it is, after all. But my removal is the best I can suggest right now, and if you put the statement back in, I will still say that it's bunk as it stands. It's just not a characteristic that makes sense, and the game somehow overrides the statement when it actually runs (when and how I don't know). So something has been overlooked or misstated. Butterbur (talk) 19:11, 25 July 2017 (BST)

I added this information as well as warnings about the bugs. If you just look up a few postings in this very discussion page for "Updating Animal Care" you can see my posting. This was a bit of my crusade after the bugs came to light (https://community.playstarbound.com/threads/psa-major-animal-bugs-issues.126444/) And basically lead to them being (hopefully) addressed. I confirmed and found additional bugs using ILSpy to examine the game code, and used LookUpAnything mod to confirm in game animal happiness and mood levels.
Supposedly some or all of these bugs were fixed in 1.2, but I don't have time to confirm whether they were fixed, all that the devs said was "The animal happiness bug is fixed" (https://www.reddit.com/r/StardewValley/comments/679wb9/v12_is_live_six_new_languages_pc_only_for_now/dgozwxa/) but they never clarified nor specified which one, because there were several. It wasn't even in the official patch notes. If you want to remove information please confirm it first, you or anyone else. I hope they are fixed, because that would motivate me to start playing again. --Shiverwarp (talk) 17:19, 31 August 2017 (BST)
Just to clear things up after I've gone through and confirmed, all other animal bugs except the Mood drain every 10 minutes of game time. All it takes for an animal to give you the "very happy" message is 200 mood. So just petting them, and having fed them the previous day will usually give you the very happy message in the morning. The problem is that animal produce is rolled when you go to sleep, so the mood in the morning does not matter, only the mood at end of day. For large animal produce, mood accounts for about a 17% chance of getting large rather than normal, about an 8% chance for Duck Feather/Rabbit foot. Quality is a bit more linear, so the difference between 150 mood and 255 mood is about a 17% chance swing for an animal at max friendship to roll Iridium quality.
The biggest takeaway is that in Winter your animals will be much more productive if you're staying up late.--Shiverwarp (talk) 17:31, 2 September 2017 (BST)
So you are still saying that the 10-minute Mood drain is in fact a "bug"? Not by design? This is in fact what I have thought all along, though that was pure intuition. Many thanks for the actual inspection and verification! It's very good to know that (hopefully) this behavior will go away some day.
Thanks also for the tips in this second message. I was aware of the Winter benefits, but didn't have a good handle on the rest. Perhaps you'd like to work them into the article, or add a tip there? I should report that I seldom get the "very happy" message in other seasons, except after they've been out and eaten grass (which is instant Mood=255). I haven't checked the save files to see what the mood was at the save points, but since I take excellent care of petting and milking, and feeding is automated by the deluxe buildings, I'd have to say that they shouldn't be less than the 150 minimum due to drain. So somehow I'm not getting a 50-point bump in the mornings in order to get the "very happy" message. (I get it most of the time in winter, though). I'm also not getting quality or premium-product benefits as high or often as I might have thought (though I don't know how well my expectation meets reality). I've long since written this off as a lost cause, since I'm already doing everything except cutting my hours short by six hours a day. Now that my Community Center is complete, I'm just going to do the basics, so I can have food-making ingredients, keep a minimum of animals, and focus on more rewarding activity. Who needs artisan animal goods when there are so many vegetable goods that give a good return? There's not that much there for gifting either. I hope a bug fix will breathe some life into this game aspect eventually. Butterbur (talk) 21:51, 2 September 2017 (BST)
All of the calculations for chances on product I already put in the article when I first wrote that section, including a few direct examples. I also included a warning about staying awake past 6PM because it isn't obvious.
As for the message you see in the morning, The amount of mood an animal gets from petting and from being fed are dependent on the type of animal. The difference isn't too much, but will make the difference between what mood message you might see in the morning.
Whether it is an intended mechanic or not, I can't speak to. My best guess at this point is that it is intended, simply because they fixed all the other bugs that I reported in the original thread I sent to ConcernedApe. I simply lumped it in with all the rest because it's rather obscure, and not something you would be able to understand through normal play (You can't actually check mood message once the animal is inside after 6PM) --Shiverwarp (talk) 23:48, 2 September 2017 (BST)

Cat or Dog

Marnie just showed up at my door on the 20th of Spring, Year 1 with a stray dog for me to adopt. The unusual thing is that my current funds are 876g and my total earnings are 376g.
The Data\Farm.xnb file clearly states "m 1000" as a precondition for the event (earn 1000 gold). I shouldn't have seen this cutscene yet.... margotbean (talk) 00:58, 26 September 2017 (BST)

Other Animals Inconsistencies

Could there be more consistency here relating to what animals can be interacted with? There's a list of non-interactive animals which includes Crows, but not Owls? I most people would agree that it is the exact opposite. Also Woodpeckers are considered in the non-interactive group, but Seagulls are not (both have the same exact mechanic of flying away when approached)? Another is Squirrels are in the non-interactive group, but Fireflies are not? What constitutes interaction, and how could this section be clearer in that? I would define it as "if a player action effects a change in the animal, or vice versa". EthanPowers (talk) 03:07, 26 October 2018 (BST)

Ok, OR: interaction could mean petting (pets, farm animals), milking, shearing - things that have some game consequence, be it friendship or accumulation of resources. Chasing wild animals makes them react, not interact. Chasing crows does not affect whether or not a crop is eaten. Just a different thought. Butterbur (talk) 07:17, 26 October 2018 (BST)
Are we looking at the same page? The Animals page has a section called "Other Animals" that lists all the ones that can't be interacted with, including owls, crows, woodpeckers, seagulls, butterflies, fireflies, sparrows, etc. The fact that some have an image and some do not doesn't make them interactable. margotbean (talk) 17:48, 26 October 2018 (BST)
Yes, I am talking about Animals#Other Animals. Shouldn't crows and squirrels count as interaction from your definition Butterbur? The squirrel's reaction can cause nuts to drop, which can change your inventory, what you can craft, or the day's profits. And sorry if you misunderstood my reference to crows, I was referring to how they ruin crops, not fly away when approached. I can understand if flying away is only considered only a reaction and not interaction since it has no effect on the player. But crows are explicitly stated to be the cause for ruined crops both in the game and on this very wiki. It also doesn't matter if this happens off-screen. Chickens lay eggs off-screen, crops grow off-screen, lots of things happen off-screen that definitely have the game consequences in your definition. I guess we could discuss about how the game's code for ruined crops works, but I think most people coming to the wiki prefer the player-perspective rather than the developer-perspective. Perhaps what you meant as a definition for interaction was "something the player can touch"? This would make the most sense for the current list of non-interactive animals. But I didn't want to assume this was what qualifies as interaction because it leads down the "I'm not touching you" issue. You can correct me on that though, because I don't want to attribute that other definition to you unless it was what you meant.
Margotbean, I think you make a good point about the list not being mutually exclusive from those with pictures and their own subsections. There's no clear reason for some animals to have pictures and others not, so someone could naturally (but incorrectly by some definitions) assume the division is based off of which animals are interactive. Maybe this simple change could remedy this: "There are many other animals in SDV such as <animals not in sections> and those pictured below. (<the non-interactive list>/All animals) cannot be interacted with." Or maybe having a "Wildlife" section for animals with pictures and those without would be in "Other Animals" would do the trick too. What surprises me is when effort is put into reverting my edits instead of improving upon them. And I appreciate when you call me out on factual inaccuracies, because then I could fix them myself for you. Maybe I am reading too much into the "no edit warring" rule and should just try to push the edit again (but with the small fixes noted in the revert)? I don't want to be accused of starting an edit war, so that's why I talk on the talk pages after reverts to my edits. But does all this talking and explaining take up more time and effort than just making those edits anyway? The more I have to explain my edits, the more I feel that way. EthanPowers (talk) 23:52, 26 October 2018 (BST)
I offer my thought only as an alternative, but it's the one that makes most sense to me. I think you missed the core point I was getting at. Namely, that "interaction" requires action on the part of the player and reaction on the part of the animal, or vice versa. The actions must be direct, like touching one another, not manipulating other objects on the screen. To me, this is what "interaction" means: direct contact or action among two or more people/animals/objects/whatever.
So, no, squirrels don't count, because while they can knock down nuts and make them available to me, they are not interacting with me. If they run away, then they are "reacting" *to* me, not "interacting" *with* me. And as for crows, in my experience, I can get them to run away (reacting), but I chasing them has no effect on crop eating. Once I arrive on the scene, they always get the crop, regardless. Perhaps one could argue that putting up a scarecrow is a kind of "indirect interaction", with the scarecrow as intermediary. But really, I can't see that that affects this issue.
I think the game draws the line pretty clearly in distinguishing farm animals and pets from "wild animals". Wild animals only react; they don't interact. Butterbur (talk) 06:57, 27 October 2018 (BST)

Pig - 5 Heart Sell Price

Investigation of the '5 Heart Sell Price' for Barn and Coop animals suggests that the maximum sell price is +30% of the cost of buying the animal from Marnie, yet the 'Pig' sell price does not seem to follow the pattern, sitting at a maximum of 28.3% more than the Purchase Price. If it were to follow the pattern, the pig would sell for 20,800 Gold (16,000 + 4,800) at its 5 Heart Sell Price. Can someone confirm if the data for the Pig's 5 Heart sell price, in the article, is accurate? Matticusmadness (talk) 04:45, 1 January 2019 (UTC)

Yes, the article is correct, pigs don't fit the pattern One More Day (talk) 11:01, 1 January 2019 (UTC)
In FarmAnimal::getSellPrice, the value is calculated for all farm animals using the equation:
(int) ((double) (int) (this.price) * ((double) (int) (this.friendshipTowardFarmer) / 1000.0 + 0.3))
which is a rather convoluted way of calculating purchase price * 1.3 for 5 hearts (1000 points) of friendship. I'll correct the Animals and Pig pages. Thanks for pointing this out! margotbean (talk) 18:00, 1 January 2019 (UTC)