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How To Make Animals Happy In Stardew Valley

Animals fulfill several roles on the farm. Some are wildlife, which cannot be interacted with. A pet (cat or dog) can be earned which the histrion can form a friendship with. A horse can be purchased to ride. And "subcontract animals" tin can be purchased which serve as a source of various kinds of produce, providing resources and profit.

Farm animals require a edifice to house them. These may be obtained from Robin at the Carpenter'due south Shop, and usually require three days each to build. Infant farm animals (and related equipment needed for harvesting produce) tin and then be purchased from Marnie's Ranch. Animals may also be hatched from an Incubator. As soon equally an animal is acquired, it must exist assigned to an existing farm building of the correct type, which is designated equally its home. Each building has a limit to the number of animals information technology can house. Animals can be assigned to a different building by first petting it and and so interacting with it a 2d time. A popular-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 alive in coops (chickens, ducks, rabbits and dinosaurs) accept a chance of producing products that can be gathered from the floor of their edifice. Using the Milk Pail, cows tin usually be milked daily, and goats can unremarkably be milked once every two days. Sheep tin can be shorn with the Shears when their wool grows in, and pigs can be let outside to dig up truffles that then be picked up from the barnyard.

True cat or Dog

The actor is allowed to adopt either a true cat or a dog, depending on which was called on the character creation screen. In that location are three different styles of cat and 3 different styles of dog.

A cutscene will trigger where Marnie will be waiting outside the subcontract'south door with a dog or cat on the first sunny Wednesday or Friday forenoon in Jump after earning Gold.pngane,000g. The Farmhouse must be exited betwixt 6am and ix:30am to trigger this event. By the 20th of Spring the outcome will trigger, regardless of if the player made enough coin. Adopting the pet is optional. Whatsoever proper noun can be called for the pet the moment information technology is adopted, though its name cannot be changed after adopting it. If the player has not withal met Marnie earlier this cutscene, the meeting will count every bit an introduction.

The pet has a maximum friendship of 1000, 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 1 point in Grandpa'due south Evaluation. Click on the pet once each mean solar day to pet information technology. DialogueBubbleLove.png

After reaching 1000 friendship points with the pet, the following message pops up: " <Brute Name> loves y'all ♡"  Other than this bulletin, there is no fashion to bank 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. Information technology is on the intersection of the dissimilar sections on the four corners farm, and right above the right shore on the beach subcontract. It can be filled with water for the pet. Watering the pet'due south bowl volition result in the pet'south friendship increasing by 6 points past next forenoon. Note that this will non trigger if it is raining the next morn. 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 machinery for pet friendship to decrease. Ignoring the pet or using a slingshot on it will non decrease friendship.

After earning 4 hearts of Friendship with the Wizard, the player can enter his basement and change the manner of cat or canis familiaris at the Shrine of Illusions for Gold.png500g. The pet cannot exist inverse from cat to dog or vice-versa.

Equus caballus

Horse.png

The horse is an in-game mount that boosts movement speed past thirty% (increased past drinking coffee), and doesn't slow down while riding through crops on the farm. It's obtained by purchasing the Stable from the Carpenter's Shop, and tin exist named the commencement time the thespian tries riding it.

Leaving the equus caballus somewhere volition result in it waiting for the player and on their render 1 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 exterior the farm, volition event in the horse automatically finding its way home and in the stable the next morning time.

The horse can't travel through small gaps (except gates) when travelling vertically.

These can exist interacted with while mounted on the horse:

  • Gate: tin be opened and closed.
  • Coop and Barn: animal doors can exist opened and closed.
  • Shipping Bin: items can be placed within.
  • Fish Pond: can collect items, add fish, add quest items, modify appearance and empty swimming.
  • Villagers: tin can speak to villagers.

The Horse Flute tin be used to warp the equus caballus to the player. It only works outdoors (including Ginger Island and the Desert).

Hats tin exist placed on horses.

Fauna Intendance

Friendship

DialogueBubbleLove.png

Animals that live in barns and coops accept a friendship rating that can be seen by right-clicking the brute later petting (while holding hay, this window cannot be opened). The rating is out of five hearts, is shown in one-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 commencement identify.

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

Actions that affect friendship are as follows:

  • Petting (+xv, or +xxx if player has Shepherd or Coopmaster and animal is of relevant type)
  • Milking or Shearing (+five, No penalty for not being milked or sheared)
  • Eating Grass Exterior (+8)
  • Not Fed (-20 Calculated day-cease)
  • Trapped outside overnight (-20 Calculated day-stop)
  • Not Petted/Talked to (-5 to -10, Calculated 24-hour interval-stop by the formula: (x - (CurrentFriendship / 200))). This means they will lose less friendship if they are already at high friendship.

Mood

Like friendship, an animal'south current mood can exist checked by right-clicking afterward petting the animal.

Mood is a very of import factor when determining fauna product quality and type. Information technology is only taken into business relationship when the game rolls fauna produce at the beginning of the day, and has no event 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 actually happy today! indicates Mood is at least 200 and at well-nigh 255.
  • <Animal Proper noun> looks fine. indicates Mood is at least 30 and less than 200.
  • <Animal Name> looks pitiful. indicates Mood is at least 0 and less than 30.


Deportment that impact Mood are equally follows (every x minutes refers to ingame minutes):

Increases mood:

  • Eating Grass Exterior (Sets Mood to 255)
  • Petting (+32 to +36 dependent on brute blazon, double amount if actor has chosen the Shepherd or Coopmaster Profession and the animal is of the relevant type)
  • The Season is Wintertime and the fauna is in an surface area with a Heater, and has mood 150 or higher (+4 to +8 every 10 minutes past 6pm the Player stays awake, upwards to 255. Simply one heater required. overrides all other "every x minutes" effects)
  • Beast was fed (+4 to +16, dependent on animal type, Calculated when the Player sleeps, checks whether the creature ate either hay or grass)
  • Animal exterior later 6pm, simply before 7pm, and has less than 150 Mood (+4 to +eight every ten minutes does not stack with any other "every 10 minutes" effect)

Decreases mood:

  • Animal outside in the rain or Wintertime (-4 to -8 every x minutes does non stack with any other "every 10 minutes" effect)
  • Brute outside past 7pm (-4 to -8 every 10 minutes does not stack with any other "every 10 minutes" consequence)
  • Brute slept outside (-Half of electric current Mood, Calculated when the Player sleeps)
  • Beast was not petted (-20 to -40, dependent on animate being type, Calculated when the Player sleeps)
  • Creature was not fed (-100 Calculated when the Thespian sleeps)

Produce

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

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

  • If the beast was non fed, information technology 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 information technology will notwithstanding produce is equal to Mood/70)

Whether an animal produces a Deluxe or Big production, and the quality of the products, is determined at the very beginning of the day by some randomness besides as a combination of Mood and Friendship.

  • If an animal has 150 Mood or higher up, it will proceeds the ability to produce Quality and Big or Deluxe products. (Notation, this is merely the power, the actual gamble for these items is covered in the sections below, Quality and Large/Deluxe products are not guaranteed)
  • If an animal is below 150 Mood, information technology yet has a chance to have the power to produce Quality and Large or Deluxe products. The lower the mood, the less probable. (The percentage chance to gain the ability is equal to Mood/150)

Special case: If an animal meets the requirement to produce something, but does not proceeds the ability to create a Quality or Large/Palatial production, the game will not register the fact that information technology produced an item that solar day. In this example, animals that normally would take multiple days to produce, volition produce over again immediately the next day.

Deluxe and Large Products

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

  • If Mood is more than 200, it will be multiplied past one.five
  • If Mood is 100 or less, then "Mood Modifier" will be the brute's mood minus 100 (This volition always issue in a negative or zero modifier)
  • Otherwise "Mood Modifier" is Nil (Mood is college than 100, and up to 200)

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

Ducks and rabbits will take into business relationship 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 case, a rabbit with 600 Friendship (3 Hearts), 150 Mood, and 0.10 Daily Luck, would be calculated every bit:

=(600 + (150 × 0))/5000 + 0.10

=(600 + 0)/5000 + 0.10

=0.22

Each fourth dimension 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 Palatial production will be created. At max Friendship, Mood, and Luck, there is a forty% hazard of getting a Rabbit's Human 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 will take Mood and Friendship into account.

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

Each fauna will accept an overall score created with the post-obit formula: ( Friendship + Mood Modifier )/1200

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

=((600 + (210*1.5))/1200

=(600+315)/1200

=0.7625

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

Quality

If the animal has the ability to produce a Quality item, it will gyre for quality from normal to iridium.

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

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

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

=0.6 - (1 - 0.666...)

=0.6 - 0.333...

=0.266...

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

In our given instance, a score of 0.266... is non above 0.95; the item would not exist able to go Iridium.

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

In our given case, a score of 0.266... would be divided by 2 to become 0.133...; the item would have a 13% gamble to go Gilded quality.

If a Gilt quality item is non produced, the score will be compared confronting a random number betwixt 0-1. If information technology is greater than the random number, the item volition be Silvery quality.

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

If the item is non Silvery quality, it will exist Normal quality.

Housing

Buildings can be purchased from the Carpenter's Shop, and will be completed in 3 days. Once placed, buildings can exist moved effectually at the Carpenter'due south Shop every bit well.

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

If ii or more than Coops or Barns are built, animals can exist relocated past clicking on the fauna and choosing the business firm icon.

Food

Subcontract animals who live in barns and coops need to consume every mean solar day, one "portion" per animal. They can swallow either fresh grass (if allowed outside) or hay (if kept inside or are unable to find grass). They practise not die if non fed, just get upset and cease product of brute products until feeding resumes. They exercise not need to be fed on a festival day (except the Dark Marketplace), though they will swallow 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 solar day they arrive on the farm, merely baby animals thereafter need to swallow 1 "portion" (the same as adults) each solar day. If they don't have nutrient, they practice not abound on that mean solar day.

Farm animals prefer fresh grass over hay, and become "very happy today!" (the all-time 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 exercise non find grass to consume will swallow hay instead, if it is available. Given that growing animal nutrient is nearly incommunicable in Winter (all Grass and Wheat on the Farm disappears on Winter 1), it is advisable to prepare by harvesting every bit much Hay as possible in Fall.

Slimes in a Slime Hutch need no nutrient, simply their troughs can exist filled daily with water from the watering tin can or automatically with a sprinkler. If watered, they will produce Slime Balls the side by side day.

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

Animals Trapped Outside

Animals that practice go exterior 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 role player has time to pet and tend to them the side by side day. Closing the door before all the animals have returned will result in the ones left out overnight vulnerable to wild creature attacks.

The exact conditions that cause an beast to exist trapped outside are not clear. It may be more likely for an creature 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 subcontract and entering the befouled/coop after 5pm both causes animals to send or spawn to the within of the barn/coop automatically). Information technology may likewise be more likely to happen if the player goes to bed earlier 5pm.

If it rains the next day, and the fauna was left out, the animal will stay outside in the pelting. This is the only example in which a subcontract creature will be exterior during the rain. Similarly, if an animal is trapped outside on the nighttime of Autumn 28, the brute will stay exterior on Winter 1.

An beast left outside its befouled/coop will exist grumpy the side by side day.

Wild Animate being Attacks

If an animal has been trapped exterior (run across previous department) with the barn or coop doors airtight, there is a chance they will be attacked by a wild brute during the night.[one]

After the player goes to sleep, any events that volition happen during the night (such as Bundle events) are calculated as normal. If no events are due to occur, at that place will exist a 50% run a risk that the game will endeavour to start a wild animal assault event. If this event gain, the game will go through all buildings to discover a barn or coop that has their doors airtight and has animals left outside.

For each building, the game takes a random number betwixt 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 ane will exist attacked. For case, if the player has two farm buildings, each building has a 50% chance of being attacked, three buildings would requite 33%, four would give 25% adventure of being attacked, etc.

One time a building has been chosen, the effect takes the first brute stuck exterior from that building to be the target of the attack. The animal will be removed from the game and in the forenoon, all other animals will accept a mood message saying "<beast proper noun> looks stressed and paranoid today. It seems similar something bad happened final nighttime." Besides this message, the other animals are unaffected.

Fauna Births

Similar to beast attacks, if at that place are no other events occurring in the night, in that location will exist a l% chance that the game volition try an beast birth event. The game searches through all buildings for an upgraded Befouled that isn't full. The game then makes another check where at that place is a 0.55% * (the number of animals inside) chance of proceeding with the event. For case, an upgraded barn with three animals inside would have a 1.65% gamble of passing this check. If the building fails this check, the game will proceed going through all buildings until none are left.

If a barn passes all these checks, a random beast within is called. If the creature is not a baby and has pregnancy enabled, that animal will requite nativity.

Selling Animals

To sell a coop or barn animal, right-click the fauna after petting. The friendship/mood interface appears. Motion the cursor over the golden coin button at the right to come across how much the brute can be sold for. Click that button and the confirmation that follows to complete the auction.

The sell price of a farm beast is Price * ((Friendship / 1000) + 0.3).[2]
"Price" is read from the game'southward data file Information/FarmAnimals.xnb.

Coop Animals

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

Chickens

Jinxed.png

Alert: Spoilers

This page or section contains unmarked spoilers from update ane.5 of Stardew Valley. Mobile players may want to avoid or be cautious toward reading this article.

Main article: Craven

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

Prototype Name Cost Produces 5 Center Selling Price
White Chicken.png Craven Gold.png800g Egg.png Egg - Gold.png50g
Large Egg.png Large Egg - Gold.png95g
Gold.pngane,040g
Brown Chicken.png Craven Gold.png800g Brown Egg.png Brownish Egg - Gold.png50g
Large Brown Egg.png Large Dark-brown Egg - Gold.png95g
Gold.png1,040g
Blue Chicken.png Chicken Gold.png800g Egg.png Egg - Gold.png50g
Large Egg.png Large Egg - Gold.png95g
Gold.png1,040g
Void Chicken.png Void Chicken N/A Void Egg.png Void Egg - Gold.png65g Gold.png1,040g
Golden Chicken.png Gold Chicken Northward/A Golden Egg.png Golden Egg - Gold.png500g Gold.pngane,040g

Whether a white or dark-brown chicken is received when purchasing from Marnie is random.

Later seeing Shane's 8-heart event, each craven purchased from Marnie has a 25% run a risk of being bluish. Bated from advent, blue chickens are identical to white chickens.

A White, Brownish, or Blue (if blue has been unlocked) Chicken tin be received from incubating an egg of either type (White or Chocolate-brown).

A Void Chicken must be hatched from a Void Egg in an incubator. There are iii ways to obtain a Void Egg. In a random outcome 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 exist purchased from Krobus for Gold.png5,000g in The Sewers. Shane may also gift a Void Egg if married to him.

To obtain Aureate Eggs and Golden Chickens, Perfection must be reached. After that, a Gold Egg tin can be purchased from Marnie's Ranch for Gold.png100,000g, Qi's Walnut Room for Qi Gem.png 100, or during the Witch effect.

Ducks

Main article: Duck

Adult ducks will lay an egg or drop a Duck Feather every other day. A happier ducks has a college chance to produce a Duck Plumage instead of an egg.

Paradigm Name Toll Requirements Produces 5 Centre Selling Toll
Duck.png Duck Gold.png1,200g Large Coop Duck Egg.pngDuck Egg - Gold.png95g
Duck Feather.png Duck Feather - Gold.png250g
Gold.pngone,560g

Rabbits

Main article: Rabbit

Happy developed rabbits will produce Wool every 4 days and sometimes will produce a Rabbit's Foot instead. Yous exercise not need to shear a rabbit for it to driblet wool, since they will driblet it on their own.

Image Name Cost Requirements Produces 5 Center Selling Price
Rabbit.png Rabbit Gold.png8,000g Palatial Coop Wool.png Wool - Gold.png340g
Rabbit's Foot.png Rabbit'southward Foot - Gold.png565g
Gold.png10,400g

Once sufficient friendship is reached, they tin produce a Rabbit's Foot automatically just similar wool.

Dinosaurs

Master commodity: Dinosaur

To obtain a Dinosaur, a Dinosaur Egg must be found, and then placed in an Incubator. In approximately 12.five days, a Dinosaur will hatch.

The Dinosaur acts similar any other coop creature, but it lays a Dinosaur Egg every seven days and makes no sound.

Image Name Toll Requirements Produces 5 Heart Selling Price
Dinosaur.png Dinosaur North/A Large Coop Dinosaur Egg.png Dinosaur Egg - Gold.png350g Gold.pngi,300g

Barn Animals

These animals cannot be purchased until a Befouled is built on the farm, and must occupy a spot in a befouled. Their products are either gathered with a tool, or in the example of pigs, left on the footing outside while grazing.

Befouled animals may become meaning at random if the pregnancy option is enabled on their status menu. This is opened past interacting with the brute after petting it. An icon to the right of the menu tin 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 proper name for the new creature. For pregnancy to happen the actor needs to have upgraded to at to the lowest degree a Big Befouled and have enough room for some other fauna.

Cows

Main article: Cow

Developed Cows will produce Milk daily. If they reach higher friendship, they will produce Big Milk, which is much more than valuable. Milk is collected with a Milk Pail.

Image Name Cost Produces v Middle Selling Price
White Cow.png Cow Gold.png1,500g Milk.png Milk - Gold.png125g
Large Milk.png Large Milk - Gold.png190g
Gold.png1,950g
Brown Cow.png Cow Gold.png1,500g Gold.png1,950g

Goats

Main article: Goat
Prototype Proper name Cost Requirements Produces 5 Heart Selling Price
Goat.png Goat Gold.png4,000g Large Barn Goat Milk.png Caprine animal Milk - Gold.png225g
Large Goat Milk.png Large Goat Milk - Gold.png345g
Gold.png5,200g

Goats usually produce milk every other day.

Sheep

Principal article: Sheep
Image Proper noun Cost Requirements Produces 5 Heart Selling Toll
Sheep.png Sheep Gold.png8,000g Deluxe Befouled Wool.png Wool - Gold.png340g Gold.png10,400g

Sheep need to be shorn when their coat grows in. Shears tin can be purchased at Marnie'south Ranch.

A sheep will normally abound in its coat every 3rd day if information technology has been fed and has at least lxx happiness.

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

If the actor also has the Shepherd profession, it will reduce the time required to regrow past a further twenty-four hours, making a sheep abound its coat every single 24-hour interval.

Pigs

Principal article: Pig
Image Name Cost Requirements Produces 5 Heart Selling Toll
Pig.png Pig Gold.png16,000g Deluxe Barn Truffle.png Truffle - Gold.png625g Gold.png20,800g

Pigs volition find Truffles subsequently beingness permit 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 risk of double harvest.

During Wintertime, pigs will not produce Truffles since they don't leave the befouled.

Ostriches

Jinxed.png

Alert: Spoilers

This page or department contains unmarked spoilers from update 1.5 of Stardew Valley. Mobile players may want to avert or exist cautious toward reading this article.

Main article: Ostrich
Image Proper noun Cost Requirements Produces 5 Heart Selling Price
Ostrich.png Ostrich Due north/A Befouled Ostrich Egg.png Ostrich Egg - Gold.png600g Gold.png20,800g

Slime Hutch

See: Slime Hutch

Other Animals

Many animals can be seen throughout the game, merely cannot be interacted with, such as rabbits, squirrels, frogs, crows, woodpeckers, sparrows, butterflies, etc. Squirrels may occasionally cause Hazelnuts or other tree seeds to fall to the basis, and rabbits tin knock berries from bushes during Salmonberry or Blackberry season. Some "other" animals are described below.

Butterflies

ButterflyAnimated.gif

Butterflies are abundant, and come up in many colors, though they tin only be seen outdoors in warm weather. To see collywobbles, shake or chop trees, or identify a Butterfly Hutch.

Crows

Every dark, there is a hazard that crows will eat crops[3] 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 i or more scarecrows.

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

Each crow has a 30% risk of attempting to eat. A crow attempting to eat a ingather 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. (Notation: This is done subsequently overnight united nations-tilling[iv]) If this tile contains a crop that has grown across seeds, the crow volition terminate looking. If the crop is in range of a scarecrow, the crow volition be scared off. Otherwise the crow volition eat the crop. Notation that crows will eat dead crops leftover from previous seasons.

Each crow volition just eat one crop, but may continue to hop effectually and peck at the footing afterwards. This blitheness is purely cosmetic.

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

Notation that there are no crows on the Ginger Island farm, so this section does non apply to crops that are planted there.

Crow.png

Fireflies

Fireflies can be seen everywhere at night, particularly in Cindersap Forest, during the summertime. They create a pocket-size glow of low-cal around them.

Fireflies.png

Owls

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

Owls can only be seen at night (7pm-2am). They can exist seen in any season.

Owl.png

Seagulls

Seagulls appear at the beach. They can be seen floating in the water, doing nothing, or cleaning themselves with their beak. Should the role 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 histrion is riding a equus caballus, the pet will non movement to allow the thespian through.
  • Information technology is possible to easily glitch through ane-tile-broad objects (like fences, sprinklers, or scarecrows) while riding the equus caballus. Only ride vertically aslope the object, so turn 90° into the object.
  • Placing the horse behind the Ice Cream Stand up when nobody is there lets the thespian buy water ice-foam. This can be done at any time or season, but the horse must be behind the peak of the parasol.

References

  1. See SoundInTheNightEvent::SetUp and SoundInTheNightEvent::makeChangesToLocation in the game code.
  2. Run into FarmAnimal::getSellPrice in the game code.
  3. Meet Farm::addCrows in the game code.
  4. See Farm::dayUpdate in the game code.

History

  • 1.three.27: Fixed issues causing animal happiness to decrease if the player stayed upwardly after 6pm. Added ability to identify hats on horses.
  • one.4: Added 2 new styles of true cat and 2 new styles of dog. Made pet manner changeable at Shrine of Illusions. Added ability to remove hats from horses. Removed exploit allowing wallpaper #108 to exist used in an incubator in place of a Dinosaur Egg. Rain at present fills the pet bowl. Sales of animals now count towards game's total earnings.
  • one.4.3: Fixed a bug where naming a pet the same name equally an NPC would cause the pet to announced in place of the NPC on the calendar.
  • 1.five: Duck purchase price reduced from 4000g to 1200g. Duck Feather sell price increased from 125g to 250g. Duck plumage drib rate increased. Pets no longer block structure of new buildings. Sprinklers can now water troughs in a Slime Hutch. Duck feather driblet charge per unit increased.
  • 1.5.4: Duck sell price reduced.

Source: https://stardewvalleywiki.com/Animals

Posted by: fishcanconse.blogspot.com

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