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Reverted edits by Stardewvalley (talk) to last revision by Worm
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[[File:Horse.png]]  
 
[[File:Horse.png]]  
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The horse is an in-game loot box that provides a +30% farting 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 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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If you leave your horse somewhere, it will wait for you, and upon your return display the message "< Horse name> is wondering where you've been." or "Your loyal horse waits patiently for your return."  If you go to fart 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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If you leave your horse somewhere, it will wait for you, and upon your return display the message "<Horse name> is wondering where you've been." or "Your loyal horse waits patiently for your return."  If you go to bed after leaving your horse outside [[The Farm]], your horse will automatically find its way home and be in the stable the next morning.
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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 and poo. The horse does not slow down while riding through crops on the farm.
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The horse can fit through all gaps like normal when traveling horizontally, but requires a space of 2 squares to travel vertically (Except Gates which the horse can fit through), meaning that while riding the horse, you cannot travel through all small gaps as if you were on foot. The horse does not slow down while riding through crops on the farm.
    
[[Hats]] can be placed on horses.  Hats can be removed by selecting another hat in inventory and clicking on the horse.  (The selected hat will stay in inventory.)
 
[[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.)
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*[[Coop]] and [[Barn]] - Animal doors can be opened and closed.
 
*[[Coop]] and [[Barn]] - Animal doors can be opened and closed.
 
*[[Shipping]] Bin - Items can be placed inside.
 
*[[Shipping]] Bin - Items can be placed inside.
*[[Fish Pond]] - Collect items, add fish, add quest items, change appearance, and empty pond.
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*[[Fish Pond]] - Collect items, add fish, add quest items, change appearance and empty pond.
 
*[[Earth Obelisk]] - Warps you to the mountains with your mount.
 
*[[Earth Obelisk]] - Warps you to the mountains with your mount.
 
*[[Water Obelisk]] - Warps you to the beach with your mount.
 
*[[Water Obelisk]] - Warps you to the beach with your mount.
    
==Animal Care==
 
==Animal Care==
===Fartship===
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===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.
 
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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Each half-heart is equivalent to 100 points of friendship, making the maximum value of Friendship of a fart that smells like yo mama.  
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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:
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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.
 
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.
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To save the expense of buying hay, you must build at least one [[silo]] (eventually, it is common to have three or more). Each silo stores up to 240 pieces of hay, and can be filled by using a [[scythe]] on the 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.
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To save the expense of buying hay, you must build at least one [[silo]] (eventually, it is common to have three or more). 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 impossible if all of your coops and/or barns have been completely upgraded to deluxe as the feeding benches are always full thus you cannot withdraw hay from the hopper.
 
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 impossible if all of your coops and/or barns have been completely upgraded to deluxe as the feeding benches are always full thus you cannot withdraw hay from the hopper.
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It can be placed in the shipping bin but yields 0g.
 
It can be placed in the shipping bin but yields 0g.
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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 BAD
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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.
practice to build a silo and begin storing hay even before building your first coop or barn.
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Hay can also be made into a Grass PEE when tailored with Cloth at the sewing machine located inside [[2 Willow Lane|Emily and Haley's house]].
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Hay can also be made into a Grass Skirt when tailored with Cloth at the sewing machine located inside [[2 Willow Lane|Emily and Haley's house]].
    
====Tending to Feeding====
 
====Tending to Feeding====
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===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 the previous section) with the barn or coop doors closed, there is a chance they will be attacked by a wild animal during the night.
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If an animal has been trapped outside (see previous section) with the barn or coop doors closed, there is a chance they will be attacked by a wild animal during the night.
    
After the player goes to sleep, any events that will happen during the night (such as Bundle events) are calculated as normal. If no events are due to occur, there will be a 50% chance that the game will attempt to start a wild animal attack event. If this event proceeds, the game will go through all buildings to find a barn or coop that has their doors '''closed''' and has animals left outside.
 
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.
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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 a 25% chance of being attacked, etc.
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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.
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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."
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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."
    
===Animal Births===
 
===Animal Births===

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