Difference between revisions of "Animals"

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'''Animals''' fulfill several roles on your farm. Some are wildlife, with which you cannot interact. You may have a pet, a cat or dog, with which you can form a friendship. You may get a horse to ride. And of course, you may buy "farm animals" that are 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, 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.
  
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. If at any later time, you wish to assign an animal to a different building, you can pet it, and the pop-up information box that appears has a control that allows you to make the reassignment.
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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 you can then pick up from the barnyard.  
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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==
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==Pets==
The player is allowed to adopt either a cat or a dog. The animal you adopt is dependent on which you choose as your preferred one in the character creation menu. You can chose between 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.
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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.
 +
 
 +
===Additional Pets===
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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===
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[[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
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Cat 4.png
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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>
  
[[Marnie]] will be waiting outside your door with a dog or cat on the first sunny Wednesday or Friday morning in [[Spring]] after you earn {{price|1000}}. You must exit the [[Farmhouse]] between 6am and 9:30am to trigger this event. (If you haven't made enough money by about the 20th the event will trigger regardless.) Adopting the pet is optional (Marnie will ask if you want to keep it). You will be able to choose any name you want for your pet the moment you adopt it, though you can not change its name after adopting it (If you have not yet met Marnie when she comes with your pet, the meeting will count as an introduction).
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<gallery>
 +
Pet Bowl empty.png|Empty pet bowl
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Pet Bowl full.png|Full pet bowl
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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>
  
You can click on your pet once a day to pet it and it will show you its love [[File:DialogueBubbleLove.png|24px]].
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===Turtle===
 +
Hats cannot be placed on turtles.
  
Your pet has a maximum friendship of 1000, increasing by 12 every time you pet it. Every 200 points is equal to 1 level, and having 800 will make you eligible for 1 point in [[Grandpa]]'s Evaluation.
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<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]]
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 +
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.
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 +
There is a [[Pet Bowl]] on some wooden tiles somewhere 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, and right above the right shore on the [[Farm Maps|beach farm]]. The bowl 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.
  
When you reach 1000 friendship points with your pet, you will receive the popup message: " <Animal Name> loves you &#9825;"  &nbsp;Other than this message, there is no way to check your friendship level with your pet in-game.
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Unlike with human NPCs, ignoring a pet or using a [[Weapons#Slingshot|slingshot]] on it will not decrease friendship. For each night that a pet does not have its own Pet Bowl, they will lose 10 friendship points the next morning.<ref name="petnobowl" />
  
There is a bowl on some wooden tiles on the top left side of your house that you can fill with water for your pet. If you water your pet's bowl, the next morning your pet's [[friendship]] will increase by 6 points.  (Note that this event will not trigger if it is raining the next morning.)  On rainy days, your 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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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.<ref name="petgifts" /> Like gifts sent in the mail from villagers, the gift that the pet drops is randomized each time the same day is reloaded.
  
There is no mechanism for pet friendship to decrease. Ignoring your pet (or even using a [[Weapons#Slingshot|slingshot]] on your pet) will not decrease friendship.
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{|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}}
 +
|0.71%
 +
|-
 +
|{{Name|Trash (item)|1}}
 +
|0.71%
 +
|-
 +
|{{Name|Driftwood|1}}
 +
|0.71%
 +
|-
 +
|{{Name|Broken Glasses|1}}
 +
|0.71%
 +
|-
 +
|{{Name|Broken CD|1}}
 +
|0.71%
 +
|-
 +
|{{Name|Soggy Newspaper|1}}
 +
|0.71%
 +
|-
 +
|{{Name|Green Algae|1}}
 +
|0.71%
 +
|-
 +
|{{Name|Chub|1}}
 +
|0.71%
 +
|-
 +
|{{Name|Rainbow Trout|1}}
 +
|0.71%
 +
|-
 +
|{{Name|Walleye|1}}
 +
|0.71%
 +
|-
 +
|{{Name|Perch|1}}
 +
|0.71%
 +
|-
 +
|{{Name|Lingcod|1}}
 +
|0.71%
 +
|-
 +
|{{Name|River Jelly|1}}
 +
|0.71%
 +
|-
 +
|{{Name|Largemouth Bass|1}}
 +
|0.38%
 +
|-
 +
|{{Name|Carp|1}}
 +
|0.38%
 +
|-
 +
|{{Name|Bullhead|1}}
 +
|0.38%
 +
|-
 +
|{{Name|Sturgeon|1}}
 +
|0.38%
 +
|-
 +
|{{Name|Midnight Carp|1}}
 +
|0.38%
 +
|-
 +
|{{Name|Sunfish|1}}
 +
|0.33%
 +
|-
 +
|{{Name|Catfish|1}}
 +
|0.33%
 +
|-
 +
|{{Name|Bream|1}}
 +
|0.33%
 +
|-
 +
|{{Name|Shad|1}}
 +
|0.33%
 +
|-
 +
|{{Name|Pike|1}}
 +
|0.33%
 +
|-
 +
|{{Name|Dorado|1}}
 +
|0.33%
 +
|-
 +
|{{Name|Salmon|1}}
 +
|0.33%
 +
|-
 +
|{{Name|Tiger Trout|1}}
 +
|0.33%
 +
|-
 +
|{{Name|Shrimp|1}}
 +
|1.15%
 +
|-
 +
|{{Name|Snail|1}}
 +
|1.15%
 +
|-
 +
|{{Name|Periwinkle|1}}
 +
|1.15%
 +
|-
 +
|{{Name|Bat Wing|2}}
 +
|1.38%
 +
|-
 +
|{{Name|Cheese|1}}
 +
|0.69%
 +
|-
 +
|{{Name|Rabbit's Foot|1}}
 +
|0.34%
 +
|-
 +
|{{Name|Duck Feather|1}}
 +
|0.34%
 +
|}
  
After earning 4 hearts of [[Friendship]] with the [[Wizard]], you can enter his basement and change the style of cat or dog at [[the Shrine of Illusions]] for {{price|500}}. You cannot change from cat to dog or vice-versa.
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{|class="wikitable sortable" style="float: left; margin-right: 12px; width: 31%;"
 +
!colspan="2"|Dog Gifts
 +
|-
 +
!Gift
 +
!Chance
 +
|-
 +
|{{Name|Bone Fragment|3-4}}
 +
|6.20%
 +
|-
 +
|{{Name|Clay|2}}
 +
|3.10%
 +
|-
 +
|{{Name|Hardwood|1}}
 +
|3.10%
 +
|-
 +
|{{Name|Driftwood|1}}
 +
|3.10%
 +
|-
 +
|{{Name|Stone|1}}
 +
|3.10%
 +
|-
 +
|{{Name|Prehistoric Scapula|1}}
 +
|0.04%
 +
|-
 +
|{{Name|Prehistoric Tibia|1}}
 +
|0.04%
 +
|-
 +
|{{Name|Prehistoric Skull|1}}
 +
|0.04%
 +
|-
 +
|{{Name|Skeletal Hand|1}}
 +
|0.04%
 +
|-
 +
|{{Name|Prehistoric Rib|1}}
 +
|0.04%
 +
|-
 +
|{{Name|Prehistoric Vertebra|1}}
 +
|0.04%
 +
|-
 +
|{{Name|Skeletal Tail|1}}
 +
|0.04%
 +
|-
 +
|{{Name|Ancient Doll|1}}
 +
|0.06%
 +
|-
 +
|{{Name|Elvish Jewelry|1}}
 +
|0.06%
 +
|-
 +
|{{Name|Chewing Stick|1}}
 +
|0.06%
 +
|-
 +
|{{Name|Ornamental Fan|1}}
 +
|0.06%
 +
|-
 +
|{{Name|Dinosaur Egg|1}}
 +
|0.06%
 +
|-
 +
|{{Name|Rare Disc|1}}
 +
|0.06%
 +
|-
 +
|{{Name|Ancient Sword|1}}
 +
|0.06%
 +
|-
 +
|{{Name|Rusty Spoon|1}}
 +
|0.06%
 +
|-
 +
|{{Name|Rusty Spur|1}}
 +
|0.06%
 +
|-
 +
|{{Name|Rusty Cog|1}}
 +
|0.06%
 +
|-
 +
|{{Name|Chicken Statue|1}}
 +
|0.06%
 +
|-
 +
|{{Name|Chipped Amphora|1}}
 +
|0.16%
 +
|-
 +
|{{Name|Arrowhead|1}}
 +
|0.16%
 +
|-
 +
|{{Name|Artifact Trove|1}}
 +
|0.16%
 +
|}
  
<gallery>
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{|class="wikitable sortable" style="float: left; width: 31%;"
Pet Bowl empty.png|Empty pet bowl
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!colspan="2"|Turtle Gifts
Pet Bowl full.png|Full pet bowl
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|-
Dog.gif|From [https://www.stardewvalley.net/dev-update-29/ Dev Blog #29]
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!Gift
Cat.gif|From [https://www.stardewvalley.net/dev-update-29/ Dev Blog #29]
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!Chance
</gallery>
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|-
 +
|{{Name|Clam|1}}
 +
|4.35%
 +
|-
 +
|{{Name|Coral|1}}
 +
|4.35%
 +
|-
 +
|{{Name|Sea Urchin|1}}
 +
|4.35%
 +
|-
 +
|{{Name|Lobster|1}}
 +
|0.43%
 +
|-
 +
|{{Name|Crayfish|1}}
 +
|0.43%
 +
|-
 +
|{{Name|Crab|1}}
 +
|0.43%
 +
|-
 +
|{{Name|Cockle|1}}
 +
|0.43%
 +
|-
 +
|{{Name|Mussel|1}}
 +
|0.43%
 +
|-
 +
|{{Name|Nautilus Shell|1}}
 +
|2.17%
 +
|-
 +
|{{Name|Rainbow Shell|1}}
 +
|0.87%
 +
|-
 +
|{{Name|Sea Jelly|1}}
 +
|0.87%
 +
|-
 +
|{{Name|Cave Jelly|1}}
 +
|0.65%
 +
|-
 +
|{{Name|Seafoam Pudding|1}}
 +
|0.22%
 +
|}
 +
|}
  
 
==Horse==
 
==Horse==
 
[[File:Horse.png]]  
 
[[File:Horse.png]]  
  
The horse is an in-game mount that provides a +30% movement speed increase. It is obtained by purchasing the [[Stable]] from the [[Carpenter's Shop]]. Like Pets, the horse will be named upon obtaining it, but the prompt is only given when trying to ride the horse for the first time.  
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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.
  
If you leave your horse somewhere, it will wait for you, and upon your return display the message "&lt;Horse name&gt; is wondering where you've been." or "Your loyal horse waits patiently for your return."  If you go to bed after leaving your horse outside [[The Farm]], your horse will automatically find its way home and be in the stable the next morning.
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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 fit through all gaps like normal when traveling horizontally, but requires a space of 2 squares to travel vertically (Except Gates which the horse can fit through), meaning that while riding the horse, you cannot travel through all small gaps as if you were on foot. The horse does not slow down while riding through crops on the farm.
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The horse can't travel through small gaps (except gates) when traveling vertically.
  
[[Hats]] can be placed on horses. Hats can be removed by selecting another hat in inventory and clicking on the horse. (The selected hat will stay in inventory.)
+
These can be interacted with while mounted on the horse:
 +
* [[Gate]]: can be opened and closed.
 +
* [[Coop]] and [[Barn]]: animal doors can be opened and closed.
 +
* [[Shipping]] Bin: items can be placed inside.
 +
* [[Fish Pond]]: can collect items, add fish, add quest items, change appearance and empty pond.
 +
* [[Villagers]]: can speak to villagers.
 +
* [[#Turtle|Turtle]], [[#Cat or Dog|Cat or Dog]]: can be petted.
  
If you drink [[coffee]] the horse gains [[Speed#Player Speed|speed]].
+
The [[Horse Flute]] can be used to warp the horse to the player. It only works outdoors (including [[Ginger Island]] and [[the Desert]]).
  
The Following objects can be interacted with while mounted on your horse.
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The Horse can be fed a [[Carrot|carrot]] to increase its {{name|Speed|+0.4|class=inline}} for the rest of the day.
*[[Gate]] - Can be opened and closed.
+
 
*[[Coop]] and [[Barn]] - Animal doors can be opened and closed.
+
[[Secrets#Hats|Hats can be placed on horses]].
*[[Shipping]] Bin - Items can be placed inside.
 
*[[Fish Pond]] - Collect items, add fish, add quest items, change appearance and empty pond.
 
*[[Earth Obelisk]] - Warps you to the mountains with your mount.
 
*[[Water Obelisk]] - Warps you to the beach with your mount.
 
  
 
==Animal Care==
 
==Animal Care==
 
===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, you can not open this window which can be useful if you accidentally open it a lot). The rating is out of 5 hearts, is shown in half-heart increments, and is taken into account when deciding how likely that animal is to produce higher-quality products if that animal is capable of producing them in the first place.
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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), or in the Animals tab when paused. 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.  
  
 
Actions that affect friendship are as follows:
 
Actions that affect friendship are as follows:
* Petting (+15, or +30 if player has Shepherd or 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:'' (10 - (CurrentFriendship / 200))) This means they will lose less friendship, if they are already high friendship.
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* 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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Mood is a very important factor when determining animal product quality and type. It is only taken into account when the game rolls animal produce at the beginning of the day, and has no effect otherwise.
 
Mood is a very important factor when determining animal product quality and type. It is only taken into account when the game rolls animal produce at the beginning of the day, and has no effect otherwise.
  
Mood is a value from 0 to 255. You can estimate its current value from the message in the animals right click dialogue:
+
Mood is a value from 0 to 255. Its current value can be estimated from the message in the animals right click dialogue:
 
*''<Animal Name> looks really happy today!'' indicates Mood is at least 200 and at most 255.
 
*''<Animal Name> looks really happy today!'' indicates Mood is at least 200 and at most 255.
 
*''<Animal Name> looks fine.'' indicates Mood is at least 30 and less than 200.
 
*''<Animal Name> looks fine.'' indicates Mood is at least 30 and less than 200.
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'''Actions that affect Mood are as follows''' (''every 10 minutes refers to ingame minutes''):
 
'''Actions that affect Mood are as follows''' (''every 10 minutes refers to ingame minutes''):
 +
 +
Increases mood:
 +
*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)
*Eating Grass Outside ('''Sets Mood to 255''')
+
*The Season is Winter and the animal is in an area with a [[Heater]], and has mood 150 or higher ('''+4 to +8 every 10 minutes''' past 6pm the Player stays awake, up to 255. Only one heater required. ''overrides all other "every 10 minutes" effects'')
*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'')
 
 
 
  
*Animal outside in the rain or Winter ('''-4 to -8 every 10 minutes''' ''does not stack with any other "every 10 minutes" effect'')
+
Decreases mood:
*Animal outside past 7PM ('''-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 slept outside ('''-Half of current Mood''', Calculated when the Player sleeps)
+
*Animal outside past 7pm ('''-4 to -8 every 10 minutes''', ''does not stack with any other "every 10 minutes" effect'')
 +
*Animal slept outside ('''-Half of current Mood''', Calculated when the Player sleeps)
 
*Animal was not petted ('''-20 to -40''', dependent on animal type, Calculated when the Player sleeps)
 
*Animal was not 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)
  
 
===Produce===
 
===Produce===
New animals must grow to adulthood before they start producing anything.  Each animal type has a different amount of days required before they will be able to make a product. For example, cows and chickens can produce milk and eggs everyday, and goats generally produce milk every other day.  Animals who can produce a Deluxe/Large product will sometimes produce more frequently, however (see "Special case" below.)
+
New animals must grow to adulthood before they start producing anything.  Each animal type has a different amount of days required before they will be able to make a product. For example, cows and chickens can produce milk and eggs every day, and goats generally produce milk every other day.  Animals who can produce a Deluxe/Large product will sometimes produce more frequently, however (see "Special case" below.)
  
 
If the animal has met the required amount of days to create their product, some additional checks will be made to determine if they will actually produce.
 
If the animal 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)
+
*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 Mood/150)
+
*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.
  
 
====Deluxe and Large Products====
 
====Deluxe and Large Products====
Line 120: Line 390:
 
A "Mood Modifier" is calculated when rolling for whether Deluxe produce (Large products, Duck Feathers, and Rabbit feet) will be created in the following ways:
 
A "Mood Modifier" is calculated when rolling for whether Deluxe produce (Large products, Duck Feathers, and Rabbit feet) will be created in the following ways:
 
*If Mood is more than 200, it will be multiplied by 1.5
 
*If Mood is more than 200, it will be multiplied by 1.5
*If Mood is 100 or less, then "Mood Modifier" will be the animals mood minus 100 (This will always result in a negative or zero modifier)
+
*If Mood is 100 or less, then "Mood Modifier" will be the animal's mood minus 100 (This will always result in a negative or zero modifier)
 
*Otherwise "Mood Modifier" is Zero (Mood is higher than 100, and up to 200)
 
*Otherwise "Mood Modifier" is Zero (Mood is higher than 100, and up to 200)
  
 
This "Mood Modifier" will be used in different ways depending on the animal.
 
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 duck or rabbit, an overall score is created using the following formula: <code>(<span style="color:crimson;">'''Friendship'''</span> + <span style="color:mediumblue;">'''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 example, an animal with <span style="color:crimson;">600 Friendship</span> (3 Hearts), <span style="color:mediumblue;">150 Mood</span>, and <span style="color: green;">0.10 (Max) 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;">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, you will have a 38% chance of getting a Deluxe product'''
+
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]].'''
  
 
=====Large Eggs and Milk=====
 
=====Large Eggs and Milk=====
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.
Line 193: Line 462:
 
Buildings can be purchased from the [[Carpenter's Shop]], and will be completed in 3 days. Once placed, buildings can be moved around at the [[Carpenter's Shop]] as well.
 
Buildings can be purchased from the [[Carpenter's Shop]], and will be completed in 3 days. Once placed, buildings can be moved around at the [[Carpenter's Shop]] as well.
  
[[Barn]]s, [[Coop]]s and [[Slime Hutch]]es house animals, [[Silo]]s store hay, and the [[Stable]] unlocks the [[#Horse|Horse]].
+
[[Barn]]s, [[Coop]]s and [[Slime Hutch]]es house animals, [[Silo]]s store [[hay]], and the [[Stable]] unlocks the [[#Horse|Horse]].
  
 
If 2 or more [[Coop]]s or [[Barn]]s are built, animals can be relocated by clicking on the animal and choosing the house icon.
 
If 2 or more [[Coop]]s or [[Barn]]s are built, animals can be relocated by clicking on the animal and choosing the house icon.
  
 
===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 upset and cease production of animal products until feeding resumes. They do not need to be fed on a festival day. The game automatically considers them fed, even though no hay or grass is consumed.
+
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 [[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.
  
Slimes in a [[Slime Hutch]] need no food, but their troughs can be filled daily with water from the watering can.  If watered, they will produce [[Slime Ball]]s the next day.
+
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.
 
 
Horses and pets do not need to eat, but pets will be happier once you fill the water bowl each day.
 
 
 
====Silos, Hoppers, and Feeding Benches====
 
[[File:Chickens_fed.png|300px]]
 
 
 
Hay can be purchased from [[Marnie's Ranch]] for {{price|50}} per piece. Three Hay can also be purchased from the [[Desert Trader]] on [[Days of the Week#Monday|Mondays]] in exchange for 1 [[Omni Geode]]. Place the hay in your [[inventory]] onto the [[Feeding Bench]] in a Coop or Barn to make it available as food for your animals.
 
 
 
To save the expense of buying hay, you must build at least one [[silo]]. Each silo stores up to 240 pieces of hay, and can be filled by using a [[scythe]] on grass outside (50% chance of hay from each grass unit cut). If your silos are your storage account for hay, then the [[Hay Hopper]]s in the farm buildings are the hay ATMs, where you can withdraw hay into your [[inventory]] or deposit it into storage. The hopper will give you the exact amount of hay needed to fill the feeding bench for one day for the building you are in.  The [[Coop|Deluxe Coop]] and [[Barn|Deluxe Barn]] withdraw and distribute hay to the Feeding Benches automatically.
 
 
 
Should you wish to have fewer silos, you can pull hay from the hopper and store it in chests.  To do so you must have a coop or barn that does not have a full feeding bench and then you can pull multiple times from the hopper, provided you do not have the hay equipped.  This becomes seemingly impossible if all of your coops and/or barns have been completely upgraded to deluxe as the feeding benches are always full. However, hay on the feeding bench can be destroyed with bombs, allowing you to withdraw hay from the hopper again.
 
 
 
Hay can be placed in the shipping bin but yields 0g.
 
 
 
In the winter, snow covers the grass completely, making grazing impossible. Therefore, it is advisable to use the scythe to cut some or all of the grass into hay before the end of the fall season to ensure enough reserve hay to feed your animals through the winter. It is generally considered a good practice to build a silo and begin storing hay even before building your first coop or barn.
 
 
 
====Tending to Feeding====
 
Farm animals prefer fresh grass to hay, and become "very happy today!" (the best mood) upon eating fresh grass. They will not go out in winter, or when it is rainy, stormy, or snowy. Animals that remain inside or do not find grass to eat, eat hay instead, if it is available.
 
  
Animals that do go outside normally return to their buildings by 6pm, to sleep. Closing the gates again in the evening prevents them from leaving immediately in the morning to eat grass, before you have time to pet and tend them the next day. If you close the gate before all the animals have returned, the ones left out over night are vulnerable to wild animal attacks. If they are not eaten, they become unhappy from being exposed to danger.
+
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.
  
====Tailoring====
+
Horses and pets do not need to eat, but pets will be happier once the water bowl is filled each day.
Hay is used in the spool of the [[2 Willow Lane#Sewing Machine|Sewing Machine]] to create the [[Tailoring#Pants|Grass Skirt]]. [[File:Grass Skirt.png|36px]]
 
  
 
===Animals Trapped Outside===
 
===Animals Trapped Outside===
An animal may be trapped outside a barn or coop if the doors are closed at night. The 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.
+
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 to 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 causes 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.
Line 242: Line 494:
 
===Wild Animal Attacks===
 
===Wild Animal Attacks===
 
[[File:AnimalAttackDialogue.png|thumb|right|120px|Animal after attack]]
 
[[File:AnimalAttackDialogue.png|thumb|right|120px|Animal after attack]]
If an animal has been trapped outside (see previous section) with the barn or coop doors closed, there is a chance they will be attacked by a wild animal during the night.
+
If an animal has been trapped outside (see [[#Animals Trapped Outside|previous section]]) with the barn or coop doors closed, there is a chance they will be attacked by a wild animal during the night.<ref name="dogs" />
  
 
After the player goes to sleep, any events that will happen during the night (such as Bundle events) are calculated as normal. If no events are due to occur, there will be a 50% chance that the game will attempt to start a wild animal attack event. If this event proceeds, the game will go through all buildings to find a barn or coop that has their doors '''closed''' and has animals left outside.
 
After the player goes to sleep, any events that will happen during the night (such as Bundle events) are calculated as normal. If no events are due to occur, there will be a 50% chance that the game will attempt to start a wild animal attack event. If this event proceeds, the game will go through all buildings to find a barn or coop that has their doors '''closed''' and has animals left outside.
Line 248: Line 500:
 
For each building, the game takes a random number between 0 and 1 and compares it to 1/(the number of total farm buildings). If the random number is larger, the building is ignored. In other words, the more buildings the player has, the less likely that one will be attacked. For example, if the player has two farm buildings, each building has a 50% chance of being attacked, three buildings would give 33%, four would give 25% chance of being attacked, etc.
 
For each building, the game takes a random number between 0 and 1 and compares it to 1/(the number of total farm buildings). If the random number is larger, the building is ignored. In other words, the more buildings the player has, the less likely that one will be attacked. For example, if the player has two farm buildings, each building has a 50% chance of being attacked, three buildings would give 33%, four would give 25% chance of being attacked, etc.
  
Once a building has been chosen, the event takes the first animal stuck outside from that building to be the target of the attack. The animal will be removed from the game and in the morning, all other animals will have a mood message saying "''&lt;animal name&gt;'' looks stressed and paranoid today. It seems like something bad happened last night."
+
Once a building has been chosen, the event takes the first animal stuck outside from that building to be the target of the attack. The animal will be removed from the game and in the morning, all other animals will have a mood message saying "''&lt;animal name&gt;'' looks stressed and paranoid today. It seems like something bad happened last night." Besides this message, the other animals are unaffected.
  
 
===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.
  
 
==Selling Animals==
 
==Selling Animals==
To sell a coop or barn animal, right-click the animal after petting. The friendship/mood interface appears. Move the cursor over the gold coin button at the right to see how much you can sell the animal for. Click that button and the confirmation that follows to complete the sale.
+
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" />
 +
<br />"<samp>Price</samp>" is read from the game's data file <samp>Data/FarmAnimals.xnb</samp>.
  
 
==Coop Animals==
 
==Coop Animals==
These animals cannot be purchased until a [[Coop]] is built on your farm, and must occupy a spot in a coop. They will leave their products inside the coop each morning.
+
These animals cannot be purchased until a [[Coop]] is built on the farm, and must occupy a spot in a coop. They will leave their products inside the coop each morning.
  
 
===Chickens===
 
===Chickens===
Line 265: Line 520:
 
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.  
  
{| class="wikitable" id="roundedborder"
+
{|class="wikitable roundedborder"
 
!Image
 
!Image
 
!Name
 
!Name
Line 272: Line 527:
 
!5 Heart Selling Price
 
!5 Heart Selling Price
 
|-
 
|-
|[[File:White Chicken.png]]
+
| [[File:White Chicken.png]]
|[[Chicken]]
+
| [[Chicken]]
 
| {{Price|800}}
 
| {{Price|800}}
| [[File:Egg.png|32px]] [[Egg]] - 50g<br>[[File:Large Egg.png|32px]] [[Large Egg]] - 95g
+
| [[File:Egg.png|32px]] [[Egg]] - {{Price|50}}<br />[[File:Large Egg.png|32px]] [[Large Egg]] - {{Price|95}}
 
| {{Price|1040}}
 
| {{Price|1040}}
 
|-
 
|-
|[[File:Brown Chicken.png]]
+
| [[File:Brown Chicken.png]]
|[[Chicken]]
+
| [[Chicken]]
 
| {{Price|800}}
 
| {{Price|800}}
| [[File:Brown Egg.png|32px]] [[Egg|Brown Egg]] - 50g<br>[[File:Large Brown Egg.png|32px]] [[Large Egg|Large Brown Egg]] - 95g
+
| [[File:Brown Egg.png|32px]] [[Egg|Brown Egg]] - {{Price|50}}<br />[[File:Large Brown Egg.png|32px]] [[Large Egg|Large Brown Egg]] - {{Price|95}}
 
| {{Price|1040}}
 
| {{Price|1040}}
 
|-
 
|-
|[[File:Blue Chicken.png]]
+
| [[File:Blue Chicken.png]]
|[[Chicken]]
+
| [[Chicken]]
 
| {{Price|800}}
 
| {{Price|800}}
| [[File:Egg.png|32px]] [[Egg]] - 50g<br>[[File:Large Egg.png|32px]] [[Large Egg]] - 95g
+
| [[File:Egg.png|32px]] [[Egg]] - {{Price|50}}<br />[[File:Large Egg.png|32px]] [[Large Egg]] - {{Price|95}}
 
| {{Price|1040}}
 
| {{Price|1040}}
 
|-
 
|-
|[[File:Void Chicken.png]]
+
| [[File:Void Chicken.png]]
|[[Void Chicken]]
+
| [[Void Chicken]]
| n/a
+
| N/A
| [[File:Void Egg.png|32px]] [[Void Egg]] - 65g
+
| [[File:Void Egg.png|32px]] [[Void Egg]] - {{Price|65}}
 +
| {{Price|1040}}
 +
|-
 +
| [[File:Golden Chicken.png]]
 +
| [[Golden Chicken]]
 +
| N/A
 +
| [[File:Golden Egg.png|32px]] [[Golden Egg]] - {{Price|500}}
 
| {{Price|1040}}
 
| {{Price|1040}}
 
|}
 
|}
  
To obtain a Void Chicken; in a random event after you sleep, a witch will fly over one of your Chicken [[Coop]]s, leaving you with a Void Egg in the morning.  Alternatively, you can purchase a Void Egg from the [[Traveling Cart]] in [[Cindersap Forest]] or from [[Krobus]] for {{Price|5000}} in [[The Sewers]].  After you obtain the Void Egg, putting the egg into an [[Incubator]] (you must have the [[Coop|Big Coop]]) will result in the hatching of a Void Chicken.  
+
Whether a white or brown chicken is received when purchasing from [[Marnie]] is random.
  
Whether you receive a white or brown chicken when purchasing from [[Marnie]] is random.
+
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.
  
After seeing [[Shane]]'s 8-heart event, each chicken you purchase from [[Marnie]] has a 1/4 chance of being blue. Aside from appearance, blue chickens are identical to white chickens.
+
A White, Brown, or Blue (if blue has been unlocked) Chicken can be received from incubating an egg of either type (White or Brown).
  
You may receive a White, Brown, or Blue (If blue has been unlocked) Chicken from incubating an egg of either type (White or Brown).
+
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.
  
 
===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. Happier ducks have a higher chance to produce a Duck Feather instead of an egg.
  
{| class="wikitable" id="roundedborder"
+
{|class="wikitable roundedborder"
 
!Image
 
!Image
 
!Name
 
!Name
Line 319: Line 582:
 
|[[File:Duck.png]]
 
|[[File:Duck.png]]
 
|[[Duck]]
 
|[[Duck]]
|{{Price|4000}}
+
|{{Price|1200}}
 
|Big Coop
 
|Big Coop
| [[File:Duck Egg.png|36px]][[Duck Egg]] - 95g <br/>[[File:Duck Feather.png|36px]] [[Duck Feather]] - 125g
+
| [[File:Duck Egg.png|36px]][[Duck Egg]] - {{Price|95}}<br />[[File:Duck Feather.png|36px]] [[Duck Feather]] - {{Price|250}}
|{{Price|5200}}
+
|{{Price|1560}}
 
|}
 
|}
  
 
===Rabbits===
 
===Rabbits===
 
{{main article|Rabbit}}
 
{{main article|Rabbit}}
{| class="wikitable" id="roundedborder"
+
{|class="wikitable roundedborder"
 +
Happy adult [[Rabbit|rabbits]] will produce [[Wool]] every 4 days. Rabbits will drop wool on their own. Happier rabbits have a higher chance to produce a [[Rabbit's Foot]] instead.
 
!Image
 
!Image
 
!Name
 
!Name
Line 339: Line 603:
 
|{{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.
 
  
 
===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" id="roundedborder".
+
{|class="wikitable roundedborder".
 
!Image
 
!Image
 
!Name
 
!Name
Line 359: Line 622:
 
|[[File:Dinosaur.png]]
 
|[[File:Dinosaur.png]]
 
|[[Dinosaur]]
 
|[[Dinosaur]]
|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}}
 
|}
 
|}
  
 
==Barn Animals==
 
==Barn Animals==
These animals cannot be purchased until a [[Barn]] is built on your farm, and must occupy a spot in a barn. Their products are either gathered with a tool, or in the case of pigs, left on the ground outside while grazing.
+
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 you to choose a name for the new animal. For pregnancy to happen you need to have upgraded to a Big Barn and have enough room for another animal.
+
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===
 
{{main article|Cow}}
 
{{main article|Cow}}
{| class="wikitable" id="roundedborder"
+
{|class="wikitable roundedborder"
! Image
+
Adult [[Cow|Cows]] will produce [[Milk]] daily. If they reach higher friendship, they will produce [[Large Milk|Large Milk]], which is much more valuable. Milk is collected with a [[Milk Pail|Milk Pail]].
! Name
+
!Image
! Cost
+
!Name
! Produces
+
!Cost
! 5 Heart Selling Price
+
!Produces
 +
!5 Heart Selling Price
 
|-
 
|-
| [[File:White Cow.png]]
+
|[[File:White Cow.png]]
| [[Cow]]
+
|[[Cow]]
 
|{{Price|1500}}
 
|{{Price|1500}}
| [[File:Milk.png|32px]] [[Milk]] - 125g<p>[[File:Large Milk.png|32px]] [[Large Milk]] - 190g</p>
+
|rowspan="2"|{{name|Milk|class=inline|size=32}} - {{Price|125}}<br />{{name|Large Milk|class=inline|size=32}} - {{Price|190}}
 
|{{Price|1950}}
 
|{{Price|1950}}
 
|-
 
|-
| [[File:Brown Cow.png]]
+
|[[File:Brown Cow.png]]
| [[Cow]]
+
|[[Cow]]
 
|{{Price|1500}}
 
|{{Price|1500}}
| [[File:Milk.png|32px]] [[Milk]] - 125g<p>[[File:Large Milk.png|32px]] [[Large Milk]] - 190g</p>
 
 
|{{Price|1950}}
 
|{{Price|1950}}
 
|-
 
|-
Line 395: Line 658:
 
===Goats===
 
===Goats===
 
{{main article|Goat}}
 
{{main article|Goat}}
{| class="wikitable" id="roundedborder"
+
Goats typically produce milk every other day. Like with cows, milk from goats may be harvested with a [[Milk Pail]]
 +
 
 +
{|class="wikitable roundedborder"
 
!Image
 
!Image
 
!Name
 
!Name
Line 407: Line 672:
 
|{{Price|4000}}
 
|{{Price|4000}}
 
|Big Barn
 
|Big Barn
| [[File:Goat Milk.png|32px]] [[Goat Milk]] - 225g<br>[[File:Large Goat Milk.png|32px]] [[Large Goat Milk]] - 345g
+
|{{name|Goat Milk|class=inline|size=32}} - {{Price|225}}<br />{{name|Large Goat Milk|class=inline|size=32}} - {{Price|345}}
 
|{{Price|5200}}
 
|{{Price|5200}}
 
|}
 
|}
 
Goats produce milk every other day.
 
  
 
===Sheep===
 
===Sheep===
 
{{main article|Sheep}}
 
{{main article|Sheep}}
{| class="wikitable" id="roundedborder"
+
Sheep can be shorn when their coat grows in. [[Shears]] can be purchased at [[Marnie's Ranch]].
 +
 
 +
A sheep will normally grow in its coat every 3rd day if it has been fed and has at least 70 happiness.
 +
 
 +
If the player has 900 or more Friendship with the sheep and has pet it at least one time, it will reduce it to every other day.
 +
 
 +
If the player also has the [[Skills#Farming|Shepherd profession]], it will reduce the time required to regrow by an extra day, making a sheep grow its coat every single day.
 +
 
 +
{|class="wikitable roundedborder"
 
!Image
 
!Image
 
!Name
 
!Name
Line 427: Line 698:
 
|{{Price|8000}}
 
|{{Price|8000}}
 
|Deluxe Barn
 
|Deluxe Barn
| [[File:Wool.png|32px]] [[Wool]] - 340g
+
|{{name|Wool|class=inline|size=32}} - {{Price|340}}
 
|{{Price|10400}}
 
|{{Price|10400}}
 
|}
 
|}
  
Sheep need to be shorn when their coat grows in. [[Shears]] can be purchased at [[Marnie's Ranch]].
+
===Pigs===
 
+
{{main article|Pig}}
A sheep will normally grow in its coat every 3rd day if it has been fed and has at least 70 happiness.
+
Pigs will find [[Truffle]]s after being let outdoors. Truffles can be used in the [[Oil Maker]] to make [[Truffle Oil]].
 
 
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.
+
Collection will be affected by [[Foraging]] skill, allowing the player to gather iridium quality Truffles with a chance of double harvest.
  
===Pigs===
+
During Winter, pigs will not produce Truffles since they don't leave the barn.
{{main article|Pig}}
+
{|class="wikitable roundedborder"
{| class="wikitable" id="roundedborder"
 
 
!Image
 
!Image
 
!Name
 
!Name
Line 453: Line 721:
 
|{{Price|16000}}
 
|{{Price|16000}}
 
|Deluxe Barn
 
|Deluxe Barn
|[[File:Truffle.png|32px|link=]] Truffle - 625g
+
|{{name|Truffle|class=inline|size=32}} - {{Price|625}}
|{{price|20800}}
+
|{{Price|20800}}
 
|}
 
|}
  
Pigs will find [[Truffle]]s after being let outdoors. [[Truffle]]s can be used in the [[Oil Maker]] to make [[Truffle Oil]].
+
===Ostriches===
 
+
{{main article|Ostrich}}
Collection will be affected by Foraging skill, allowing you to gather iridium quality Truffles with a chance of double harvest.
+
A mature and fed [[Ostrich]] produces an [[Ostrich Egg]] every 7 days.
 
+
{|class="wikitable roundedborder"
During Winter, pigs will not produce [[Truffle]]s since the field is covered in snow and they won't leave the barn.
+
!Image
 +
!Name
 +
!Cost
 +
!Requirements
 +
!Produces
 +
!5 Heart Selling Price
 +
|-
 +
|[[File:Ostrich.png]]
 +
|[[Ostrich]]
 +
|N/A
 +
|Barn
 +
|{{name|Ostrich Egg|class=inline|size=32}} - {{Price|600}}
 +
|{{Price|20800}}
 +
|}
  
 
==Slime Hutch==
 
==Slime Hutch==
{{main article|Slime Hutch}}
+
:''See: [[Slime Hutch]]''
Although technically not an animal, Slimes can reside on the farm similar to other animals. Slimes are unique in that they are not docile and harmless like other animals. They are similar in appearance and behavior to [[Slimes]] found elsewhere in the game, and will attack and damage the player if able to. They are obtained by placing a [[Slime Egg]] in a [[Slime Incubator]], either a player-crafted one or the built-in one that comes with the Slime Hutch.
 
 
 
[[Slimes]] produce {{name|Slime Ball|class=inline}}s, and do so only when both male and female Slimes are present in the same location, and when given access to water via the troughs in the Slime Hutch. The Slime Ball can be right-clicked to release multiple {{name|Slime|class=inline}} items. These piles of slime have a chance of appearing daily, much like the products of coop animals.
 
 
 
Male and female slimes will also occasionally breed with each other. The color of the resulting offspring will fall anywhere on a spectrum between the parents' colors (''e.g.'', a green slime may breed with a red slime to produce a yellow or orange slime).
 
 
 
Slime Eggs can be obtained as rare drops from Slimes or by compressing 100 Slime items in a [[Slime Egg-Press]]. They come in various colors and will produce slimes of the same color as the egg. Slimes of any color can breed with slimes of any other color.
 
 
 
Slimes incubated or bred in this way can be fought and killed just like any other slimes, and will drop items. A slime hutch can become a very dangerous place after even a few eggs have hatched, and it is advised that players take caution. It is recommended that the player obtain the [[Slime Charmer Ring]] before attempting large-scale slime farming.
 
 
 
It is also important to note that once the hutch has more than 5 Slimes, there is a 3.5% chance per night per slime to escape and disappear.
 
 
 
In a [[Random 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]].
 
  
 
==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, 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. Some "other" animals are described below.
  
 
===Butterflies===
 
===Butterflies===
Butterflies are abundant, and come in many colors, though they can only be seen in spring and summer. To see butterflies, walk around, shake or chop trees.
+
[[File:ButterflyAnimated.gif|right]]
Butterflies also appear in the rebuilt [[Movie Theater]].
+
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]].
[[File:ButterflyAnimated.gif]]
 
  
 
===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.
  
Each crow has a 30% chance of attempting to eat. A crow attempting to eat a crop will try 10 times to find an eligible crop. A crow chooses a random tilled tile on the farm. (Note: This is done after overnight un-tilling<ref name="dayupdate" />) If this tile contains a crop that has grown beyond seeds, the crow will stop looking. If the crop is in range of a [[scarecrow]], the crow will be scared off. Otherwise the crow will eat the crop.  Note that crows will eat dead crops leftover from previous seasons.
+
Each crow has a 30% chance of attempting to eat. A crow attempting to eat a crop will try 10 times to find an eligible crop. A crow chooses a random tile on the farm that is either tilled, contains a tree, contains grass, or has flooring on it. (Note: This is done after overnight un-tilling<ref name="dayupdate" />) If this tile contains a crop that has grown beyond seeds, the crow will stop looking. If the crop is in range of a [[scarecrow]], the crow will be scared off. Otherwise the crow will eat the crop.  Note that crows will eat dead crops leftover from previous seasons.
  
 
Each crow will only eat one crop, but may continue to hop around and peck at the ground afterwards.  This animation is purely cosmetic.
 
Each crow will only eat one crop, but may continue to hop around and peck at the ground afterwards.  This animation is purely cosmetic.
Line 498: Line 765:
 
Before scarecrows are unlocked, the only way to ensure no crows appear is to plant at most 15 crops at a time.  This implies that the initial 15 [[Parsnip Seeds]] provided by [[Lewis]] can all be safely planted; harvesting them gives the player enough experience to reach [[Farming]] level 1 and unlock scarecrows. However, planting just one additional crop (even wild seeds, or a crop at the seed stage) can trigger crows.
 
Before scarecrows are unlocked, the only way to ensure no crows appear is to plant at most 15 crops at a time.  This implies that the initial 15 [[Parsnip Seeds]] provided by [[Lewis]] can all be safely planted; harvesting them gives the player enough experience to reach [[Farming]] level 1 and unlock scarecrows. However, planting just one additional crop (even wild seeds, or a crop at the seed stage) can trigger crows.
  
Crows will also appear in the [[Movie Theater]] during [[Fall]] once it has been built.
+
Note that there are no crows on the [[Ginger Island]] farm, so this section does not apply to crops that are planted there.
  
 
[[File:Crow.png|90px|class=pixels]]
 
[[File:Crow.png|90px|class=pixels]]
  
 
===Fireflies===
 
===Fireflies===
Fireflies can be seen everywhere at night, particularly in Cindersap forest, during the summer. They create a small glow of light around them.
+
During the summer, fireflies can be seen everywhere at night, particularly in Cindersap Forest. They create a small glow of light around them.
  
 
[[File:fireflies.png|90px]]
 
[[File:fireflies.png|90px]]
Line 510: Line 777:
 
[[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 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]]
  
 
===Seagulls===
 
===Seagulls===
Seagulls appear at the beach. They can be seen floating in the water, doing nothing, or cleaning themselves with their beak. Should the player get too close, they will fly away.
+
Seagulls appear at the beach. They can be seen floating in the water, doing nothing, or cleaning themselves with their beak. When on the ground, they may also move slightly in the direction they're facing by hopping.
 +
 
 +
Should the player get too close, they will fly away.
  
 
[[File:seagull.png|90px]]
 
[[File:seagull.png|90px]]
  
 
==Bugs==
 
==Bugs==
* If your pet occupies a tile when you are ordering a building from Robin, the pet's position will block the build (unlike farm animals).
+
* If 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.
* If your pet is in position to block your movement up the corridor to the backwoods while you are riding your horse, it will not move to allow you through, even if you continue trying for an hour of game time.
+
* It is possible to easily glitch through one-tile-wide objects (like [[Crafting#Fences|fences]], [[Crafting#Sprinklers|sprinklers]], or [[scarecrow]]s) 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>
* You can easily glitch through one-tile-wide objects (like [[fences]], [[sprinklers]], or [[scarecrows]]) while riding the horse. Just ride vertically alongside the object, then turn 90° into the object.<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 you buy ice-cream.
 
  
 
==References==
 
==References==
 
<references>
 
<references>
<ref name="addcrows">See <tt>Farm::addCrows</tt> in the game code.</ref>
+
<ref name="addcrows">See <samp>Farm::addCrows</samp> in the game code.</ref>
<ref name="dayupdate">See <tt>Farm::dayUpdate</tt> in the game code.</ref>
+
<ref name="dayupdate">See <samp>Farm::dayUpdate</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="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|1.3|Fixed bug causing animal happiness to decrease if the player stayed up after 6pm.  Added ability to place hats on horses.}}
+
{{History|1.02|If you have not received your pet yet, you will get another chance to get it.}}
{{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.  Hay can now be used in Tailoring. Sales of animals now count towards game's total earnings.}}
+
{{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.  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|1.5|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|1.5.4|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. The horse can now be fed a carrot once per day for a small speed buff. 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]].}}
 +
{{History|1.6.3|Players can start adopting pets in [[Marnie]]'s shop if they don't have one in year two.}}
  
 
{{NavboxAnimals}}
 
{{NavboxAnimals}}
  
 
[[Category:Animals| ]]
 
[[Category:Animals| ]]
[[Category:Bugs tested in 1.3.36]]<!--Did the horse fence glitch get patched?-->
+
[[Category:Bugs tested in 1.5]]<!--horse fence glitch, not going to be fixed-->
  
 
[[de:Tiere]]
 
[[de:Tiere]]

Latest revision as of 16:56, 17 April 2024

Rotten Plant.png  Warning: Spoilers  Rotten Plant 2.png

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Robin building.png
“I still have a lot of work to do”
— Robin

Under Construction

This article or section is under construction. It may be in the process of an expansion or major restructuring.

Last edited by User314159 on 2024-04-17 16:56:43.

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.

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 can then be picked up from the barnyard.

Pets

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 data-sort-value="1000">Gold.png1,000g. 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.

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 data-sort-value="500">Gold.png500g. The pet cannot be changed from cat to dog or vice-versa.

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.[1] Cats and dogs cost data-sort-value="40000">Gold.png40,000g each. There are also two varieties of turtles, one for data-sort-value="60000">Gold.png60,000g and the other for data-sort-value="500000">Gold.png500,000g. 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

Hats can be placed on cats and dogs.

Turtle

Hats cannot be placed on turtles.

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. DialogueBubbleLove.png

After reaching 1000 friendship points with the pet, the following message pops up: " <Animal Name> loves you ♡"  You can check friendship with the pet in the Animals menu when paused.

There is a Pet Bowl on some wooden tiles somewhere 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, and right above the right shore on the beach farm. The bowl 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 slingshot on it will not decrease friendship. For each night that a pet does not have its own Pet Bowl, they will lose 10 friendship points the next morning.[2]

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.[3] Like gifts sent in the mail from villagers, the gift that the pet drops is randomized each time the same day is reloaded.

Pet Gifts 
Cat Gifts
Gift Chance
Joja Cola.png Joja Cola (1) 0.71%
Trash (item).png Trash (item) (1) 0.71%
Driftwood.png Driftwood (1) 0.71%
Broken Glasses.png Broken Glasses (1) 0.71%
Broken CD.png Broken CD (1) 0.71%
Soggy Newspaper.png Soggy Newspaper (1) 0.71%
Green Algae.png Green Algae (1) 0.71%
Chub.png Chub (1) 0.71%
Rainbow Trout.png Rainbow Trout (1) 0.71%
Walleye.png Walleye (1) 0.71%
Perch.png Perch (1) 0.71%
Lingcod.png Lingcod (1) 0.71%
River Jelly.png River Jelly (1) 0.71%
Largemouth Bass.png Largemouth Bass (1) 0.38%
Carp.png Carp (1) 0.38%
Bullhead.png Bullhead (1) 0.38%
Sturgeon.png Sturgeon (1) 0.38%
Midnight Carp.png Midnight Carp (1) 0.38%
Sunfish.png Sunfish (1) 0.33%
Catfish.png Catfish (1) 0.33%
Bream.png Bream (1) 0.33%
Shad.png Shad (1) 0.33%
Pike.png Pike (1) 0.33%
Dorado.png Dorado (1) 0.33%
Salmon.png Salmon (1) 0.33%
Tiger Trout.png Tiger Trout (1) 0.33%
Shrimp.png Shrimp (1) 1.15%
Snail.png Snail (1) 1.15%
Periwinkle.png Periwinkle (1) 1.15%
Bat Wing.png Bat Wing (2) 1.38%
Cheese.png Cheese (1) 0.69%
Rabbit's Foot.png Rabbit's Foot (1) 0.34%
Duck Feather.png Duck Feather (1) 0.34%
Dog Gifts
Gift Chance
Bone Fragment.png Bone Fragment (3-4) 6.20%
Clay.png Clay (2) 3.10%
Hardwood.png Hardwood (1) 3.10%
Driftwood.png Driftwood (1) 3.10%
Stone.png Stone (1) 3.10%
Prehistoric Scapula.png Prehistoric Scapula (1) 0.04%
Prehistoric Tibia.png Prehistoric Tibia (1) 0.04%
Prehistoric Skull.png Prehistoric Skull (1) 0.04%
Skeletal Hand.png Skeletal Hand (1) 0.04%
Prehistoric Rib.png Prehistoric Rib (1) 0.04%
Prehistoric Vertebra.png Prehistoric Vertebra (1) 0.04%
Skeletal Tail.png Skeletal Tail (1) 0.04%
Ancient Doll.png Ancient Doll (1) 0.06%
Elvish Jewelry.png Elvish Jewelry (1) 0.06%
Chewing Stick.png Chewing Stick (1) 0.06%
Ornamental Fan.png Ornamental Fan (1) 0.06%
Dinosaur Egg.png Dinosaur Egg (1) 0.06%
Rare Disc.png Rare Disc (1) 0.06%
Ancient Sword.png Ancient Sword (1) 0.06%
Rusty Spoon.png Rusty Spoon (1) 0.06%
Rusty Spur.png Rusty Spur (1) 0.06%
Rusty Cog.png Rusty Cog (1) 0.06%
Chicken Statue.png Chicken Statue (1) 0.06%
Chipped Amphora.png Chipped Amphora (1) 0.16%
Arrowhead.png Arrowhead (1) 0.16%
Artifact Trove.png Artifact Trove (1) 0.16%
Turtle Gifts
Gift Chance
Clam.png Clam (1) 4.35%
Coral.png Coral (1) 4.35%
Sea Urchin.png Sea Urchin (1) 4.35%
Lobster.png Lobster (1) 0.43%
Crayfish.png Crayfish (1) 0.43%
Crab.png Crab (1) 0.43%
Cockle.png Cockle (1) 0.43%
Mussel.png Mussel (1) 0.43%
Nautilus Shell.png Nautilus Shell (1) 2.17%
Rainbow Shell.png Rainbow Shell (1) 0.87%
Sea Jelly.png Sea Jelly (1) 0.87%
Cave Jelly.png Cave Jelly (1) 0.65%
Seafoam Pudding.png Seafoam Pudding (1) 0.22%

Horse

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 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: "<Horse name> 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 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 traveling vertically.

These can be interacted with while mounted on the horse:

  • Gate: can be opened and closed.
  • Coop and Barn: animal doors can be opened and closed.
  • Shipping Bin: items can be placed inside.
  • Fish Pond: can collect items, add fish, add quest items, change appearance and empty pond.
  • Villagers: can speak to villagers.
  • Turtle, Cat or Dog: 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 can be fed a carrot to increase its Speed.png Speed (+0.4) for the rest of the day.

Hats can be placed on horses.

Animal Care

Friendship

DialogueBubbleLove.png

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

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

Actions that affect friendship are as follows:

  • Petting (+15, or +30 if player has Shepherd or Coopmaster and animal is of relevant type)
  • Milking or Shearing (+5, No penalty for not being milked or sheared)
  • Eating Grass Outside (+8, or +16 if eating Grass or Blue Grass )


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

Mood

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

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

Mood is a value from 0 to 255. Its current value can be estimated from the message in the animals right click dialogue:

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


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

Increases mood:

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

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

Produce

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

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

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

Whether an animal produces a Deluxe or Large product, and the quality of the products, is determined at the very beginning of the day by some randomness as well as a combination of Mood and Friendship.[4]

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

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

Deluxe and Large Products

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

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

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

Duck Feathers and Rabbit Feet

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

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

For each duck, an overall score is created using the following formula: ((Friendship + (Mood × Mood Modifier)) / 4750) + Daily Luck

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

= ((600 + (150 × 0)) / 5000) + 0.10

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

= 0.22

Each time a product is rolled, a random number between 0-1 is rolled against this score. If the overall score is higher than the random number, a Deluxe product will be created. At max Friendship, Mood, and Luck, there is a 40% chance of getting a Rabbit's Foot and a 42% chance of getting a Duck Feather.

Large Eggs and Milk

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

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

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

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

= (600 + (210 × 1.5)) / 1200

= (600 + 315) / 1200

= 0.7625

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

Quality

If the animal has the ability to produce a Quality item (150 mood or higher), it will roll for quality from normal to iridium.[4]

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

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

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

= 0.6 - (1 - 0.666...)

= 0.6 - 0.333...

= 0.266...

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

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

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

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

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

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

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

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

Housing

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

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

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

Food

Farm animals who live in barns and coops need to eat every day, one "portion" per animal. They can eat either fresh grass (if allowed outside) or hay (if kept inside or are unable to find grass). 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).[5][6] They do not die if not fed, but become upset and cease production of animal products until feeding resumes. They do not need to be fed on a festival day (except the Night Market), 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.

Farm animals prefer fresh grass over hay, and become "very happy today!" (the best mood) upon eating fresh grass. They will not go out in winter, or when it is rainy, stormy, or snowy. Animals that remain inside or do not find grass to eat 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 Balls the next day.

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

Animals Trapped Outside

Animals that do go outside normally return to their buildings by 6pm to sleep. Closing the barn doors again in the evening prevents them from leaving immediately in the morning to eat grass, before the player has time to pet and tend to 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 causes animals to transport or spawn to the inside of the barn/coop automatically). It may also be more likely to happen if the player goes to bed before 5pm.

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

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

Wild Animal Attacks

Animal after attack

If an animal has been trapped outside (see previous section) with the barn or coop doors closed, there is a chance they will be attacked by a wild animal during the night.[7]

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

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

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

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 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.

Selling Animals

To sell a coop or barn animal, right-click the animal after petting. The friendship/mood interface appears. Move the cursor over the gold coin button at the right to see how much 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 Price × ((Friendship / 1000) + 0.3).[8]
"Price" is read from the game's data file Data/FarmAnimals.xnb.

Coop Animals

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

Chickens

Main article: Chicken

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

Image Name Cost Produces 5 Heart Selling Price
White Chicken.png Chicken data-sort-value="800">Gold.png800g Egg.png Egg - data-sort-value="50">Gold.png50g
Large Egg.png Large Egg - data-sort-value="95">Gold.png95g
data-sort-value="1040">Gold.png1,040g
Brown Chicken.png Chicken data-sort-value="800">Gold.png800g Brown Egg.png Brown Egg - data-sort-value="50">Gold.png50g
Large Brown Egg.png Large Brown Egg - data-sort-value="95">Gold.png95g
data-sort-value="1040">Gold.png1,040g
Blue Chicken.png Chicken data-sort-value="800">Gold.png800g Egg.png Egg - data-sort-value="50">Gold.png50g
Large Egg.png Large Egg - data-sort-value="95">Gold.png95g
data-sort-value="1040">Gold.png1,040g
Void Chicken.png Void Chicken N/A Void Egg.png Void Egg - data-sort-value="65">Gold.png65g data-sort-value="1040">Gold.png1,040g
Golden Chicken.png Golden Chicken N/A Golden Egg.png Golden Egg - data-sort-value="500">Gold.png500g data-sort-value="1040">Gold.png1,040g

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 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 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, a Witch will fly over one of the Big or Deluxe Chicken Coops, leaving a Void Egg in the morning. Alternatively, a Void Egg can be purchased from Krobus for data-sort-value="5000">Gold.png5,000g 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 data-sort-value="100000">Gold.png100,000g, Qi's Walnut Room for data-sort-value="100">Qi Gem.png 100, or during the Witch event.

Ducks

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 a Duck Feather instead of an egg.

Image Name Cost Requirements Produces 5 Heart Selling Price
Duck.png Duck data-sort-value="1200">Gold.png1,200g Big Coop Duck Egg.pngDuck Egg - data-sort-value="95">Gold.png95g
Duck Feather.png Duck Feather - data-sort-value="250">Gold.png250g
data-sort-value="1560">Gold.png1,560g

Rabbits

Main article: Rabbit
Happy adult rabbits will produce Wool every 4 days. Rabbits will drop wool on their own. Happier rabbits have a higher chance to produce a Rabbit's Foot instead.
Image Name Cost Requirements Produces 5 Heart Selling Price
Rabbit.png Rabbit data-sort-value="8000">Gold.png8,000g Deluxe Coop Wool.png Wool - data-sort-value="340">Gold.png340g
Rabbit's Foot.png Rabbit's Foot - data-sort-value="565">Gold.png565g
data-sort-value="10400">Gold.png10,400g

Dinosaurs

Main article: Dinosaur

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 a Dinosaur Egg every 7 days and makes no sound.

Image Name Cost Requirements Produces 5 Heart Selling Price
Dinosaur.png Dinosaur N/A Big Coop Dinosaur Egg.png Dinosaur Egg - data-sort-value="350">Gold.png350g data-sort-value="1300">Gold.png1,300g

Barn Animals

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 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

Main article: Cow
Adult Cows will produce Milk daily. If they reach higher friendship, they will produce Large Milk, which is much more valuable. Milk is collected with a Milk Pail.
Image Name Cost Produces 5 Heart Selling Price
White Cow.png Cow data-sort-value="1500">Gold.png1,500g Milk.png Milk - data-sort-value="125">Gold.png125g
Large Milk.png Large Milk - data-sort-value="190">Gold.png190g
data-sort-value="1950">Gold.png1,950g
Brown Cow.png Cow data-sort-value="1500">Gold.png1,500g data-sort-value="1950">Gold.png1,950g

Goats

Main article: Goat

Goats typically produce milk every other day. Like with cows, milk from goats may be harvested with a Milk Pail

Image Name Cost Requirements Produces 5 Heart Selling Price
Goat.png Goat data-sort-value="4000">Gold.png4,000g Big Barn Goat Milk.png Goat Milk - data-sort-value="225">Gold.png225g
Large Goat Milk.png Large Goat Milk - data-sort-value="345">Gold.png345g
data-sort-value="5200">Gold.png5,200g

Sheep

Main article: Sheep

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

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

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

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

Image Name Cost Requirements Produces 5 Heart Selling Price
Sheep.png Sheep data-sort-value="8000">Gold.png8,000g Deluxe Barn Wool.png Wool - data-sort-value="340">Gold.png340g data-sort-value="10400">Gold.png10,400g

Pigs

Main article: Pig

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

Collection will be affected by Foraging skill, allowing 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.

Image Name Cost Requirements Produces 5 Heart Selling Price
Pig.png Pig data-sort-value="16000">Gold.png16,000g Deluxe Barn Truffle.png Truffle - data-sort-value="625">Gold.png625g data-sort-value="20800">Gold.png20,800g

Ostriches

Main article: Ostrich

A mature and fed Ostrich produces an Ostrich Egg every 7 days.

Image Name Cost Requirements Produces 5 Heart Selling Price
Ostrich.png Ostrich N/A Barn Ostrich Egg.png Ostrich Egg - data-sort-value="600">Gold.png600g data-sort-value="20800">Gold.png20,800g

Slime Hutch

See: Slime Hutch

Other Animals

Many animals 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 Hazelnuts 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

ButterflyAnimated.gif

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

Every night, there is a chance that crows will eat crops[9] (including Fiber Seeds) on The Farm. Crows will not eat crops grown from wild seeds, seeds themselves (i.e., crops planted that day), or crops within range of one or more scarecrows.

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

Each crow has a 30% chance of attempting to eat. A crow attempting to eat a crop will try 10 times to find an eligible crop. A crow chooses a random tile on the farm that is either tilled, contains a tree, contains grass, or has flooring on it. (Note: This is done after overnight un-tilling[4]) If this tile contains a crop that has grown beyond seeds, the crow will stop looking. If the crop is in range of a scarecrow, the crow will be scared off. Otherwise the crow will eat the crop. Note that crows will eat dead crops leftover from previous seasons.

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

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

Note that there are no crows on the Ginger Island farm, so this section does not apply to crops that are planted there.

Crow.png

Fireflies

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

Fireflies.png

Owls

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

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. [10]

Owl.png

Seagulls

Seagulls appear at the beach. They can be seen floating in the water, doing nothing, or cleaning themselves with their beak. When on the ground, they may also move slightly in the direction they're facing by hopping.

Should the player get too close, they will fly away.

Seagull.png

Bugs

  • 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.
    • Horse riding bug 1
    • Horse riding bug 2
  • 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.

References

  1. See GameLocation::animalShop in the game code.
  2. See Pet::dayUpdate in the game code.
  3. See Content\Data\Pets.xnb and Pet::checkAction in the game code.
  4. 4.0 4.1 4.2 See Farm::dayUpdate in the game code.
  5. See FarmAnimal:Eat in the game code.
  6. See Grass:reduceBy in the game code.
  7. See SoundInTheNightEvent::SetUp and SoundInTheNightEvent::makeChangesToLocation in the game code.
  8. See FarmAnimal::getSellPrice in the game code.
  9. See Farm::addCrows in the game code.
  10. See GameLocation::tryToAddCritters in the game code.

History

  • 1.02: If you have not received your pet yet, you will get another chance to get it.
  • 1.3.27: Fixed bug causing animal happiness to decrease if the player stayed up after 6pm. Added ability to place hats on horses.
  • 1.4: Added 2 new styles of cat and 2 new styles of dog. Made pet style changeable at Shrine of Illusions. Added ability to remove hats from horses. Removed exploit allowing wallpaper #108 to be used in an incubator in place of a Dinosaur Egg. Rain now fills the pet bowl. Pets now stay inside the farmhouse all day when it's raining. Sales of animals now count towards game's total earnings.
  • 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.
  • 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.
  • 1.5.4: Duck sell price reduced.
  • 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. The horse can now be fed a carrot once per day for a small speed buff. 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.
  • 1.6.3: Players can start adopting pets in Marnie's shop if they don't have one in year two.