Do Monsters Attack Your Animals Stardew Valley
Animals fulfill several roles on the subcontract. Some are wildlife, which cannot exist interacted with. A pet (cat or dog) can be earned which the player can form a friendship with. A horse tin be purchased to ride. And "farm animals" can be purchased which serve every bit a source of various kinds of produce, providing resources and profit.
Subcontract 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 so be purchased from Marnie's Ranch. Animals may also exist hatched from an Incubator. As soon as an animal is acquired, information technology must exist 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 information technology tin can house. Animals can be assigned to a different edifice by first petting it and and so 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 creature products. Each morning, developed 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 tin can usually exist milked daily, and goats can unremarkably be milked once every two days. Sheep can be shorn with the Shears when their wool grows in, and pigs tin can be let exterior to dig up truffles that then be picked upwardly from the barnyard.
Cat or Canis familiaris
The player is allowed to prefer either a cat or a dog, depending on which was chosen on the graphic symbol creation screen. There are iii different styles of cat and three dissimilar styles of canis familiaris.
A cutscene will trigger where Marnie will be waiting exterior the farm'due south door with a dog or cat on the beginning sunny Wednesday or Fri morning in Bound afterwards earning ane,000g. The Farmhouse must exist exited between 6am and 9:30am to trigger this event. By the 20th of Leap the outcome will trigger, regardless of if the player made enough money. Adopting the pet is optional. Any proper noun tin can be chosen for the pet the moment information technology is adopted, though its name cannot be changed after adopting it. If the histrion has not yet met Marnie before this cutscene, the meeting will count as an introduction.
The pet has a maximum friendship of k, increasing by 12 every time it is pet. Every 200 points is equal to i level, and having 999 friendship points will make the player eligible for one point in Grandpa'south Evaluation. Click on the pet in one case each 24-hour interval to pet it.
Later reaching thou friendship points with the pet, the following message pops up: " <Fauna Proper name> loves you lot ♡" Other than this message, there is no way to check friendship with the pet in-game.
There is a basin on some wooden tiles somewhere on the farm. It is on top left area next to the house on the standard, forest, wilderness, hilltop, and riverland farm. It is on the intersection of the different sections on the iv corners subcontract, and right above the correct shore on the beach farm. Information technology tin be filled with water for the pet. Watering the pet'south bowl volition result in the pet's friendship increasing past half dozen points by side by side morn. 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 earlier adopting a pet, the bowl will remain full until adopting a pet.
There is no mechanism for pet friendship to decrease. Ignoring the pet or using a slingshot on it will not decrease friendship.
Subsequently earning 4 hearts of Friendship with the Wizard, the player can enter his basement and modify the style of cat or dog at the Shrine of Illusions for 500g. The pet cannot be changed from cat to dog or vice-versa.
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Empty pet bowl
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Full pet bowl
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Horse
The horse is an in-game mount that boosts move speed by xxx% (increased by drinking coffee), and doesn't slow down while riding through crops on the subcontract. It's obtained by purchasing the Stable from the Carpenter'due south Store, and can exist named the first time the actor tries riding it.
Leaving the horse somewhere will consequence in it waiting for the player and on their render one of these messages will exist shown: "<Horse proper name> is wondering where yous'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 forenoon.
The horse can't travel through small gaps (except gates) when travelling vertically.
These tin be interacted with while mounted on the horse:
- Gate: tin can be opened and closed.
- Coop and Befouled: animal doors can be opened and closed.
- Shipping Bin: items tin be placed inside.
- Fish Pond: tin collect items, add together fish, add quest items, change appearance and empty pond.
- Villagers: can speak to villagers.
The Horse Flute tin can be used to warp the equus caballus to the player. It only works outdoors (including Ginger Island and the Desert).
Hats tin be placed on horses.
Animal Care
Friendship
Animals that live in barns and coops take a friendship rating that can be seen by right-clicking the animal after petting (while property hay, this window cannot be opened). The rating is out of v hearts, is shown in half-centre increments, and is taken into account when deciding how probable that animal is to produce higher-quality products if that creature is capable of producing them in the first place.
Each one-half-heart is equivalent to 100 points of friendship, making the maximum value of Friendship 1000.
Actions that bear upon friendship are as follows:
- Petting (+xv, or +30 if player has Shepherd or Coopmaster and animal is of relevant type)
- Milking or Shearing (+5, No penalty for not existence milked or sheared)
- Eating Grass Outside (+8)
- Not Fed (-20 Calculated twenty-four hour period-cease)
- Trapped outside overnight (-20 Calculated day-end)
- Not Petted/Talked to (-five to -10, Calculated twenty-four hours-stop by the formula: (10 - (CurrentFriendship / 200))). This means they volition lose less friendship if they are already at high friendship.
Mood
Similar friendship, an animal's current mood can be checked past right-clicking after petting the animal.
Mood is a very of import factor when determining animal product quality and type. It is simply taken into account when the game rolls animal produce at the beginning of the day, and has no outcome otherwise.
Mood is a value from 0 to 255. Its electric current value can be estimated from the message in the animals right click dialogue:
- <Animal Proper noun> looks actually 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 Proper noun> looks sad. indicates Mood is at least 0 and less than 30.
Actions that bear on Mood are every bit follows (every 10 minutes refers to ingame minutes):
Increases mood:
- Eating Grass Exterior (Sets Mood to 255)
- Petting (+32 to +36 dependent on animal type, double amount if actor has chosen the Shepherd or Coopmaster Profession and the animal is of the relevant blazon)
- The Season is Winter and the brute is in an surface area with a Heater, and has mood 150 or higher (+4 to +8 every ten minutes past 6pm the Actor stays awake, up to 255. Only one heater required. overrides all other "every 10 minutes" effects)
- Animal was fed (+iv to +xvi, dependent on creature type, Calculated when the Thespian sleeps, checks whether the animal ate either hay or grass)
- Brute exterior later on 6pm, but earlier 7pm, and has less than 150 Mood (+4 to +viii every 10 minutes, does not stack with any other "every 10 minutes" effect)
Decreases mood:
- Fauna exterior in the rain or Winter (-4 to -8 every 10 minutes, does not stack with any other "every ten minutes" outcome)
- Animate being exterior past 7pm (-four to -8 every x minutes, does not stack with any other "every 10 minutes" effect)
- Animate being slept outside (-One-half of current Mood, Calculated when the Thespian sleeps)
- Animal was not petted (-20 to -40, dependent on animal type, Calculated when the Player sleeps)
- Fauna was non fed (-100, Calculated when the Player sleeps)
Produce
New animals must grow to adulthood before they start producing anything. Each brute blazon has a different amount of days required earlier they will be able to make a product. For case, cows and chickens tin can produce milk and eggs every day, and goats generally produce milk every other day. Animals who can produce a Deluxe/Large product volition sometimes produce more than frequently, however (run across "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 really produce.
- If the fauna was non fed, it will non produce.
- If the animate being has less than seventy Mood, there is a take a chance it will not produce. The lower the mood, the less probable it will produce. (The per centum hazard it will still produce is equal to Mood/seventy)
Whether an animal produces a Deluxe or Large product, and the quality of the products, is determined at the very commencement of the 24-hour interval past some randomness equally well as a combination of Mood and Friendship.
- If an animal has 150 Mood or above, information technology volition gain the ability to produce Quality and Large or Deluxe products. (Annotation, this is merely the ability, the actual chance for these items is covered in the sections beneath, Quality and Large/Deluxe products are non guaranteed)
- If an brute is below 150 Mood, information technology nevertheless has a chance to accept the ability to produce Quality and Big 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 non proceeds the power to create a Quality or Large/Palatial product, the game volition non register the fact that information technology produced an item that twenty-four hours. In this instance, animals that normally would take multiple days to produce, will produce again immediately the next twenty-four hour period.
Deluxe and Large Products
A "Mood Modifier" is calculated when rolling for whether Palatial produce (Large products, Duck Feathers, and Rabbit feet) volition be created in the following ways:
- If Mood is more than than 200, it will be multiplied by i.5
- If Mood is 100 or less, then "Mood Modifier" will exist 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 exist used in different means depending on the animal.
Try to stay higher up 200 Mood for a large bonus
Duck Feathers and Rabbit Feet
Ducks and rabbits will have 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 (three Hearts), 150 Mood, and 0.x Daily Luck, would be calculated equally:
=(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 confronting this score. If the overall score is higher than the random number, a Palatial production will exist created. At max Friendship, Mood, and Luck, there is a xl% run a risk of getting a Rabbit'southward Foot and a 42% take a chance of getting a Duck Feather.
Large Eggs and Milk
For animals to produce a Large product, the game volition accept Mood and Friendship into account.
But animals with 200 or higher friendship can produce Large products.
Each beast volition accept an overall score created with the post-obit formula: ( Friendship + Mood Modifier )/1200
For instance, an animal with 600 Friendship (3 Hearts) and 210 Mood would be calculated as:
=((600 + (210*ane.five))/1200
=(600+315)/1200
=0.7625
Each fourth dimension a production is rolled, a number betwixt 0-1 is called randomly. If the overall score is higher than the random number, a Large product will be created. In our example there is a 76% take a chance of a large product. An overall score of at least 1200 volition guarantee a Large product.
Quality
If the animal has the power to produce a Quality item, it will ringlet for quality from normal to iridium.
Each creature will accept an overall score created with the following formula: (( Friendship /1000) - (1 - ( Mood /225))
For example, an animate being with 600 Friendship (3 Hearts) and 150 Mood would exist calculated thus:
=((600/1000) - (1 - (150/225))
=0.vi - (one - 0.666...)
=0.6 - 0.333...
=0.266...
If the role player has the Shepherd or Coopmaster Profession, 0.333 volition 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 higher up 0.95. If it is, the score divided by ii will be compared against a random number betwixt 0-1. If the score divided by ii is greater than the random number, the item will be Iridium quality.
- In our given example, a score of 0.266... is non above 0.95; the item would non be able to become Iridium.
If an Iridium quality item is not produced, the score divided past ii will be compared against a random number betwixt 0-1. If the score divided past ii 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% take chances to get Gilt quality.
If a Golden quality item is not produced, the score volition 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 instance, if the item was non Gold, it would have a 26.half-dozen% risk to exist Silver quality.
If the item is non Silvery quality, it will be Normal quality.
Housing
Buildings can be purchased from the Carpenter'south Store, and will be completed in iii days. Once placed, buildings can be moved effectually at the Carpenter's Shop as well.
Barns, Coops and Slime Hutches firm animals, Silos shop hay, and the Stable unlocks the Horse.
If ii or more Coops or Barns are congenital, animals can be relocated by clicking on the animal and choosing the house icon.
Nutrient
Subcontract animals who live in barns and coops need to eat every day, one "portion" per animate being. They can eat either fresh grass (if allowed outside) or hay (if kept inside or are unable to detect grass). They do not die if not fed, but get upset and cease product of animal products until feeding resumes. They practice not need to be fed on a festival day (except the Night Market), though they will eat grass if left outside. No hay volition be consumed if they are left inside.
Newly hatched, born, or purchased animals do not need to be fed on the twenty-four hours they go far on the farm, simply baby animals thereafter need to eat one "portion" (the aforementioned as adults) each day. If they don't accept food, they do not grow on that 24-hour interval.
Farm animals adopt fresh grass over hay, and become "very happy today!" (the best mood) upon eating fresh grass. They will not become out in wintertime, or when it is rainy, stormy, or snowy. Animals that remain inside or do not detect grass to eat will eat hay instead, if it is available. Given that growing beast food is nearly impossible in Winter (all Grass and Wheat on the Farm disappears on Winter i), information technology is appropriate to prepare by harvesting equally much Hay as possible in Fall.
Slimes in a Slime Hutch need no food, but their troughs tin can be filled daily with h2o from the watering can or automatically with a sprinkler. If watered, they will produce Slime Balls the next mean solar day.
Horses and pets exercise not need to eat, but pets volition exist happier once the water bowl is filled each twenty-four hours.
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 forenoon to eat grass, before the actor has time to pet and tend to them the next day. Endmost the door before all the animals have returned will result in the ones left out overnight vulnerable to wild animal attacks.
The verbal conditions that cause an fauna to be trapped outside are not articulate. It may exist more likely for an animal to be trapped outside if the role player does not go out the farm after 5pm (when animals begin to render to the barn/coop) and does not enter the barn/coop after 5pm. (Leaving the subcontract and entering the barn/coop after 5pm both causes animals to ship or spawn to the inside of the barn/coop automatically). It may also be more likely to happen if the role player goes to bed before 5pm.
If it rains the next day, and the creature was left out, the animal will stay outside in the rain. This is the but case in which a farm animate being will be exterior during the rain. Similarly, if an animal is trapped outside on the night of Fall 28, the animal volition stay outside on Winter 1.
An animal left exterior its barn/coop will be grumpy the next twenty-four hours.
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Grumpy animate being
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Animal in the rain
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Brute exterior in winter
Wild Brute Attacks
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.[1]
After the player goes to sleep, any events that will happen during the night (such as Parcel events) are calculated as normal. If no events are due to occur, there will be a l% chance that the game volition endeavor to start a wild brute assault event. If this result proceeds, the game volition 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 one and compares it to ane/(the number of full farm buildings). If the random number is larger, the building is ignored. In other words, the more buildings the player has, the less probable that one volition be attacked. For example, if the actor has ii farm buildings, each edifice has a 50% chance of being attacked, iii buildings would give 33%, four would give 25% gamble of being attacked, etc.
Once a building has been called, the outcome takes the showtime animal stuck exterior from that building to exist the target of the assault. The beast will be removed from the game and in the forenoon, all other animals will take a mood message saying "<animal name> looks stressed and paranoid today. It seems like something bad happened last night." Besides this bulletin, the other animals are unaffected.
Animal Births
Similar to brute attacks, if in that location are no other events occurring in the night, there will exist a 50% chance that the game volition attempt an animal birth event. The game searches through all buildings for an upgraded Befouled that isn't full. The game and then makes another check where in that location is a 0.55% * (the number of animals inside) chance of proceeding with the result. For example, an upgraded barn with iii animals within would have a 1.65% chance of passing this cheque. If the building fails this check, the game will continue going through all buildings until none are left.
If a befouled passes all these checks, a random beast inside is called. If the animal is non a infant and has pregnancy enabled, that animate being volition give birth.
Selling Animals
To sell a coop or befouled animal, right-click the animal after petting. The friendship/mood interface appears. Move the cursor over the gold coin push at the right to encounter how much the creature can exist 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.three)
.[2]
"Toll" is read from the game'south information 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 go out their products within the coop each morning.
Chickens
| Alert: Spoilers This page or section contains unmarked spoilers from update 1.5 of Stardew Valley. Mobile players may want to avoid or be cautious toward reading this article. |
- Principal article: Chicken
Adult chickens will produce eggs every morning if fed. Happier chickens may produce larger, more than valuable eggs.
Image | Name | Cost | Produces | 5 Eye Selling Price |
---|---|---|---|---|
Craven | 800g | Egg - 50g Large Egg - 95g | one,040g | |
Chicken | 800g | Brown Egg - 50g Large Brown Egg - 95g | 1,040g | |
Chicken | 800g | Egg - 50g Large Egg - 95g | i,040g | |
Void Craven | North/A | Void Egg - 65g | 1,040g | |
Golden Craven | Northward/A | Gilded Egg - 500g | ane,040g |
Whether a white or brown craven is received when purchasing from Marnie is random.
Later on seeing Shane's 8-heart upshot, each chicken purchased from Marnie has a 25% chance of existence blue. Bated from appearance, blue chickens are identical to white chickens.
A White, Dark-brown, or Blue (if blue has been unlocked) Chicken can be received from incubating an egg of either blazon (White or Dark-brown).
A Void Craven must be hatched from a Void Egg in an incubator. There are three means to obtain a Void Egg. In a random event after sleeping, a Witch will wing over one of the Large or Deluxe Chicken Coops, leaving a Void Egg in the morning. Alternatively, a Void Egg can be purchased from Krobus for 5,000g in The Sewers. Shane may also gift a Void Egg if married to him.
To obtain Aureate Eggs and Gold Chickens, Perfection must be reached. Later that, a Golden Egg tin be purchased from Marnie'due south Ranch for 100,000g, Qi'due south Walnut Room for 100, or during the Witch issue.
Ducks
- Main article: Duck
Developed ducks volition lay an egg or drop a Duck Plume every other 24-hour interval. A happier ducks has a college chance to produce a Duck Feather instead of an egg.
Paradigm | Name | Price | Requirements | Produces | five Eye Selling Price |
---|---|---|---|---|---|
Duck | 1,200g | Big Coop | Duck Egg - 95g Duck Plume - 250g | i,560g |
Rabbits
- Main article: Rabbit
Happy adult rabbits will produce Wool every 4 days. If a rabbit has full friendship with the player, they may produce Rabbit'southward Foot instead. Y'all exercise not need to shear a rabbit for it to drop wool, since they volition drop it on their own.
Image | Name | Toll | Requirements | Produces | 5 Heart Selling Cost |
---|---|---|---|---|---|
Rabbit | viii,000g | Deluxe Coop | Wool - 340g Rabbit's Foot - 565g | 10,400g |
Dinosaurs
- Main commodity: Dinosaur
To obtain a Dinosaur, a Dinosaur Egg must exist found, and so placed in an Incubator. In approximately 12.5 days, a Dinosaur will hatch.
The Dinosaur acts similar any other coop animal, but information technology lays a Dinosaur Egg every vii days and makes no sound.
Prototype | Proper name | Cost | Requirements | Produces | 5 Heart Selling Price |
---|---|---|---|---|---|
Dinosaur | N/A | Big Coop | Dinosaur Egg - 350g | one,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 instance of pigs, left on the ground outside while grazing.
Barn animals may become pregnant at random if the pregnancy choice is enabled on their status menu. This is opened by interacting with the animal afterwards petting it. An icon to the correct of the carte can be toggled to let pregnancy for that animal. If an animate being becomes pregnant, during the dark a message box volition pop up saying an brute gave nascency. The game will and then prompt the actor to choose a name for the new beast. For pregnancy to happen the player needs to have upgraded to at to the lowest degree a Large Barn and have enough room for another animal.
Cows
- Main article: Moo-cow
Adult Cows will produce Milk daily. If they attain higher friendship, they will produce Large Milk, which is much more valuable. Milk is collected with a Milk Pail.
Epitome | Name | Cost | Produces | 5 Center Selling Toll |
---|---|---|---|---|
Cow | 1,500g | Milk - 125g Large Milk - 190g | 1,950g | |
Cow | one,500g | 1,950g |
Goats
- Primary article: Goat
Goats typically produce milk every other day. Similar with cows, milk from goats may be harvested with a Milk Pail
Image | Name | Cost | Requirements | Produces | v Heart Selling Price |
---|---|---|---|---|---|
Goat | four,000g | Large Befouled | Goat Milk - 225g Big Goat Milk - 345g | 5,200g |
Sheep
- Main article: Sheep
Sheep tin can be shorn when their coat grows in. Shears can exist purchased at Marnie's Ranch.
A sheep will ordinarily grow in its coat every tertiary day if information technology has been fed and has at least 70 happiness.
If the thespian has 900 or more Friendship with the sheep and has pet it at least ane fourth dimension, it will reduce it to every other 24-hour interval.
If the player also has the Shepherd profession, it volition reduce the time required to regrow by an extra day, making a sheep abound its glaze every unmarried day.
Image | Proper name | Price | Requirements | Produces | v Heart Selling Price |
---|---|---|---|---|---|
Sheep | 8,000g | Deluxe Barn | Wool - 340g | x,400g |
Pigs
- Principal article: Pig
Image | Name | Cost | Requirements | Produces | 5 Heart Selling Toll |
---|---|---|---|---|---|
Pig | sixteen,000g | Deluxe Barn | Truffle - 625g | 20,800g |
Pigs volition find Truffles later on being let outdoors. Truffles can exist used in the Oil Maker to make Truffle Oil.
Collection will be afflicted past Foraging skill, allowing the player to assemble iridium quality Truffles with a chance of double harvest.
During Winter, pigs will not produce Truffles since they don't exit the barn.
Ostriches
| Warning: Spoilers This page or department contains unmarked spoilers from update 1.v of Stardew Valley. Mobile players may want to avoid or be cautious toward reading this article. |
- Main article: Ostrich
Image | Name | Toll | Requirements | Produces | 5 Heart Selling Price |
---|---|---|---|---|---|
Ostrich | N/A | Befouled | Ostrich Egg - 600g | 20,800g |
Slime Hutch
- See: Slime Hutch
Other Animals
Many animals can be seen throughout the game, simply cannot exist interacted with, such every bit rabbits, squirrels, frogs, crows, woodpeckers, sparrows, butterflies, etc. Squirrels may occasionally cause Hazelnuts or other tree seeds to autumn to the ground, and rabbits can knock berries from bushes during Salmonberry or Blackberry season. Some "other" animals are described beneath.
Butterflies
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[3] on The Farm. Crows will non eat crops grown from wild seeds, seeds themselves (i.eastward., crops planted that day), or crops inside range of ane or more scarecrows.
For every 16 crops (rounded down), a crow may endeavour to eat a crop. This is maxed at iv 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 subcontract that is either tilled, contains a tree, contains grass, or has flooring on it. (Annotation: This is washed subsequently overnight un-tilling[four]) If this tile contains a crop that has grown beyond seeds, the crow will stop looking. If the ingather is in range of a scarecrow, the crow will be scared off. Otherwise the crow will eat the crop. Note that crows volition eat dead crops leftover from previous seasons.
Each crow will but eat one crop, just may go along to hop around and peck at the ground later on. This blitheness is purely cosmetic.
Before scarecrows are unlocked, the simply way to ensure no crows appear is to plant at about 15 crops at a fourth dimension. This implies that the initial xv Parsnip Seeds provided by Lewis tin can all be safely planted; harvesting them gives the player enough experience to reach Farming level one and unlock scarecrows. All the same, planting just 1 additional crop (even wild seeds, or a ingather at the seed stage) can trigger crows.
Notation that there are no crows on the Ginger Island farm, so this section does not apply to crops that are planted at that place.
Fireflies
During the summertime, fireflies can exist seen everywhere at night, particularly in Cindersap Forest. They create a small glow of calorie-free around them.
Owls
Owls tin can only exist seen at night (7pm-2am). They can be seen in any flavour.
Seagulls
Seagulls announced at the beach. They tin can be seen floating in the water, doing naught, 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 thespian get too close, they will fly away.
Bugs
- If the pet is in position to cake motility up the path to the weald while the player is riding a horse, the pet will not movement to allow the player through.
- Information technology is possible to hands glitch through one-tile-wide objects (like fences, sprinklers, or scarecrows) while riding the horse. Just ride vertically alongside the object, then plough 90° into the object.
-
- Placing the equus caballus backside the Water ice Cream Stand up when nobody is at that place lets the player purchase ice-foam. This can exist done at any time or flavor, but the equus caballus must be behind the top of the parasol.
References
- ↑ Run across SoundInTheNightEvent::SetUp and SoundInTheNightEvent::makeChangesToLocation in the game code.
- ↑ Run across FarmAnimal::getSellPrice in the game code.
- ↑ See Subcontract::addCrows in the game lawmaking.
- ↑ See Farm::dayUpdate in the game lawmaking.
History
- 1.iii.27: Fixed problems causing animal happiness to decrease if the actor stayed upwards later 6pm. Added ability to place hats on horses.
- 1.4: Added 2 new styles of cat and ii new styles of dog. Made pet fashion 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. Pelting at present fills the pet bowl. Sales of animals at present count towards game's total earnings.
- 1.4.three: Fixed a bug where naming a pet the same proper name as an NPC would cause the pet to appear in identify of the NPC on the calendar.
- 1.5: Duck buy price reduced from 4000g to 1200g. Duck Plumage sell price increased from 125g to 250g. Duck plume drop rate increased. Pets no longer block construction of new buildings. Sprinklers tin now water troughs in a Slime Hutch.
- 1.5.4: Duck sell price reduced.
Animals and Produce | |
---|---|
Coop | Chicken (Egg • Large Egg • Chocolate-brown Egg • Large Brown Egg) • Dinosaur (Dinosaur Egg) • Duck (Duck Egg • Duck Feather) • Golden Chicken (Golden Egg) • Rabbit (Wool • Rabbit'due south Foot) • Void Chicken (Void Egg) |
Barn | Cow (Milk • Big Milk) • Goat (Caprine animal Milk • Large Caprine animal Milk) • Sheep (Wool) • Ostrich (Ostrich Egg) • Pig (Truffle) |
Fish Pond | Fish (Roe) |
Slime Hutch | Slimes (Slime • Slime Ball • Slime Egg) |
Other | Cat • Dog • Horse |
Source: https://stardewvalleywiki.com/Animals
Posted by: thompsonmorpegir.blogspot.com
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