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Will The Dinosaur In Stardew Hurt Your Other Animals

Animals fulfill several roles on the farm. Some are wild animals, which cannot exist interacted with. A pet (cat or dog) can be earned which the player can grade a friendship with. A equus caballus can exist purchased to ride. And "farm animals" can be purchased which serve every bit a source of various kinds of produce, providing resources and turn a profit.

Farm animals require a building to house them. These may exist obtained from Robin at the Carpenter'southward Store, and commonly require 3 days each to build. Baby farm animals (and related equipment needed for harvesting produce) can and then be purchased from Marnie'due south Ranch. Animals may also exist hatched from an Incubator. As presently as an animal is caused, it must exist assigned to an existing farm building of the right type, which is designated as its habitation. Each building has a limit to the number of animals it can firm. Animals can exist assigned to a different edifice by showtime petting it and then interacting with it a second time. A pop-up box appears that allows the reassignment to be made.

Infant subcontract animals must first mature into adults before they are able to produce animal products. Each morning time, developed animals that live in coops (chickens, ducks, rabbits and dinosaurs) have a gamble of producing products that tin can be gathered from the flooring of their building. Using the Milk Pail, cows can usually be milked daily, and goats can ordinarily be milked one time every ii days. Sheep tin be shorn with the Shears when their wool grows in, and pigs can exist let exterior to dig up truffles that then be picked upward from the undiscriminating.

Cat or Dog

The thespian is allowed to adopt either a cat or a canis familiaris, depending on which was chosen on the character creation screen. In that location are three unlike styles of cat and 3 unlike styles of canis familiaris.

A cutscene will trigger where Marnie will exist waiting outside the farm's door with a canis familiaris or cat on the kickoff sunny Midweek or Fri morn in Spring after earning Gold.pngone,000g. The Farmhouse must be exited between 6am and 9:30am to trigger this upshot. By the 20th of Spring the event will trigger, regardless of if the player made enough money. Adopting the pet is optional. Any name tin be called for the pet the moment it is adopted, though its proper noun cannot be inverse after adopting it. If the player has not yet met Marnie before this cutscene, the meeting will count equally an introduction.

The pet has a maximum friendship of 1000, increasing by 12 every time it is pet. Every 200 points is equal to ane level, and having 999 friendship points volition brand the player eligible for ane point in Granddad's Evaluation. Click on the pet in one case each twenty-four hour period to pet it. DialogueBubbleLove.png

After reaching 1000 friendship points with the pet, the following message pops up: " <Animate being Name> loves y'all ♡"  Other than this message, at that place is no manner to check friendship with the pet in-game.

In that location is a bowl on some wooden tiles somewhere on the subcontract. It is on tiptop left area next to the house on the standard, forest, wilderness, hilltop, and riverland subcontract. It is on the intersection of the different sections on the four corners farm, and right above the right shore on the beach farm. It can be filled with water for the pet. Watering the pet'south bowl will effect in the pet's friendship increasing by half dozen points by adjacent morning. Note that this will not trigger if information technology is raining the next morning. On rainy days, the pet's bowl will automatically be total. If information technology rains before 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 non decrease friendship.

Afterwards earning 4 hearts of Friendship with the Wizard, the player can enter his basement and alter the style of cat or canis familiaris at the Shrine of Illusions for Gold.png500g. The pet cannot exist changed from cat to canis familiaris or vice-versa.

Equus caballus

Horse.png

The horse is an in-game mount that boosts movement speed by 30% (increased past drinking coffee), and doesn't dull down while riding through crops on the farm. Information technology'south obtained by purchasing the Stable from the Carpenter's Shop, and can exist named the showtime time the histrion tries riding information technology.

Leaving the horse somewhere will result in it waiting for the actor and on their render ane of these messages volition be shown: "<Equus caballus proper name> is wondering where you lot've been" or "Your loyal equus caballus waits patiently for your return". Going to bed after leaving the horse outside the farm, will result in the equus caballus automatically finding its way home and in the stable the side by side morning time.

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

These can be interacted with while mounted on the horse:

  • Gate: can exist opened and closed.
  • Coop and Befouled: animal doors tin 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.

The Horse Flute can be used to warp the horse to the player. It but works outdoors (including Ginger Island and the Desert).

Hats can exist placed on horses.

Animal Care

Friendship

DialogueBubbleLove.png

Animals that alive in barns and coops have a friendship rating that tin can be seen by right-clicking the beast later on petting (while belongings hay, this window cannot exist opened). The rating is out of 5 hearts, is shown in half-centre increments, and is taken into account when deciding how probable that animal is to produce college-quality products if that creature is capable of producing them in the commencement place.

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

Deportment that affect friendship are as follows:

  • Petting (+15, or +xxx if player has Shepherd or Coopmaster and animal is of relevant type)
  • Milking or Shearing (+5, No penalty for non being milked or sheared)
  • Eating Grass Outside (+8)
  • Non Fed (-xx Calculated day-finish)
  • Trapped outside overnight (-twenty Calculated day-cease)
  • Not Petted/Talked to (-five to -10, Calculated day-end past the formula: (10 - (CurrentFriendship / 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 creature.

Mood is a very of import factor when determining brute product quality and blazon. It is only taken into account when the game rolls animate being produce at the commencement of the twenty-four hour period, and has no effect otherwise.

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

  • <Fauna Name> looks really happy today! indicates Mood is at least 200 and at most 255.
  • <Beast Proper name> looks fine. indicates Mood is at least 30 and less than 200.
  • <Brute Proper noun> looks distressing. indicates Mood is at least 0 and less than thirty.


Actions that bear on Mood are equally 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 role player has chosen the Shepherd or Coopmaster Profession and the brute is of the relevant type)
  • The Season is Winter and the animal is in an surface area with a Heater, and has mood 150 or higher (+4 to +eight 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 animate being ate either hay or grass)
  • Brute outside subsequently 6pm, but before 7pm, and has less than 150 Mood (+four to +8 every 10 minutes does not stack with whatsoever other "every 10 minutes" outcome)

Decreases mood:

  • Animal outside in the rain or Winter (-4 to -8 every ten minutes does non stack with any other "every 10 minutes" result)
  • Animal outside past 7pm (-4 to -8 every 10 minutes does non stack with any other "every 10 minutes" effect)
  • Animal slept outside (-Half of current Mood, Calculated when the Player sleeps)
  • Animal was non 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 starting time producing anything. Each animal type has a different amount of days required earlier they will be able to brand a product. For example, cows and chickens can produce milk and eggs every twenty-four hour period, and goats generally produce milk every other solar day. Animals who tin can produce a Deluxe/Large production volition sometimes produce more oft, however (see "Special case" below.)

If the brute has met the required corporeality of days to create their product, some additional checks will exist made to determine if they will actually produce.

  • If the creature was not fed, it will not produce.
  • If the animal has less than 70 Mood, in that location is a chance information technology will not produce. The lower the mood, the less likely it will produce. (The percentage adventure information technology will still produce is equal to Mood/70)

Whether an beast produces a Deluxe or Large product, and the quality of the products, is determined at the very beginning of the day past some randomness also as a combination of Mood and Friendship.

  • If an animate being has 150 Mood or above, it volition 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 Big/Deluxe products are non guaranteed)
  • If an fauna is beneath 150 Mood, it all the same has a chance to have the ability to produce Quality and Big or Deluxe products. The lower the mood, the less likely. (The percent take chances to gain the ability is equal to Mood/150)

Special case: If an animal meets the requirement to produce something, merely does not gain the ability to create a Quality or Large/Palatial product, the game will non register the fact that information technology produced an item that mean solar day. In this case, animals that normally would have multiple days to produce, will produce once 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 past 1.5
  • If Mood is 100 or less, then "Mood Modifier" volition be the animal'southward mood minus 100 (This volition always event in a negative or zero modifier)
  • Otherwise "Mood Modifier" is Nix (Mood is higher than 100, and up to 200)

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

Endeavor 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 volition 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 confronting this score. If the overall score is higher than the random number, a Deluxe product will exist created. At max Friendship, Mood, and Luck, in that location is a forty% chance of getting a Rabbit'south Foot and a 42% take a chance of getting a Duck Feather.

Large Eggs and Milk

For animals to produce a Large production, the game volition accept Mood and Friendship into account.

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

Each creature will take an overall score created with the following formula: ( Friendship + Mood Modifier )/1200

For example, an fauna 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 product is rolled, a number between 0-i 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 production. An overall score of at least 1200 will guarantee a Large product.

Quality

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

Each animal will accept 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 exist calculated thus:

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

=0.6 - (1 - 0.666...)

=0.half-dozen - 0.333...

=0.266...

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

The game will begin checking what quality to create by beginning seeing if the score value is higher up 0.95. If information technology is, the score divided by 2 will be compared against a random number between 0-1. If the score divided by two is greater than the random number, the detail 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 exist compared against a random number betwixt 0-one. 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 exist divided past 2 to become 0.133...; the item would have a 13% chance to become Gold quality.

If a Gold quality detail is not produced, the score volition exist compared against a random number between 0-1. If information technology is greater than the random number, the item volition be Silver quality.

In our given case, if the item was not Gold, it would have a 26.half-dozen% chance to be Silver quality.

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

Housing

Buildings can be purchased from the Carpenter'due south Shop, and will be completed in 3 days. Once placed, buildings can be moved around at the Carpenter'south Shop too.

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

If ii or more Coops or Barns are congenital, animals can be relocated by clicking on the fauna and choosing the firm icon.

Food

Farm animals who live in barns and coops need to eat every solar day, one "portion" per animal. They tin eat either fresh grass (if immune exterior) or hay (if kept inside or are unable to find grass). They do not die if not fed, just become upset and stop product of animal products until feeding resumes. They practise not need to exist fed on a festival 24-hour interval (except the Night Marketplace), though they will eat grass if left outside. No hay will be consumed if they are left inside.

Newly hatched, built-in, or purchased animals practice not need to be fed on the day they get in on the farm, but baby animals thereafter need to eat one "portion" (the same as adults) each day. If they don't have nutrient, they do non grow on that 24-hour interval.

Farm animals prefer fresh grass over hay, and become "very happy today!" (the best mood) upon eating fresh grass. They will non get out in winter, or when it is rainy, stormy, or snowy. Animals that remain inside or practice not discover grass to eat will consume 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 demand no nutrient, but their troughs can be filled daily with water from the watering tin can or automatically with a sprinkler. If watered, they will produce Slime Balls the next day.

Horses and pets do not demand to consume, but pets volition be happier once the water bowl is filled each twenty-four hour period.

Animals Trapped Outside

Animals that practice become outside normally return to their buildings by 6pm to sleep. Closing the barn doors once 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 twenty-four hour period. 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 exterior are not clear. It may be more likely for an animal to be trapped outside if the role player does not leave the subcontract subsequently 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 send or spawn to the inside of the barn/coop automatically). Information technology may also be more than likely to happen if the actor goes to bed earlier 5pm.

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

An animal left exterior its barn/coop volition exist grumpy the side by side day.

Wild Animal Attacks

If an animal has been trapped outside (come across previous section) with the barn or coop doors airtight, there is a chance they will be attacked by a wild animal during the dark.[one]

After the role player goes to slumber, whatsoever events that volition happen during the night (such as Package 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 volition go through all buildings to find a barn or coop that has their doors closed and has animals left exterior.

For each building, the game takes a random number between 0 and 1 and compares it to one/(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 will be attacked. For example, if the histrion has two subcontract buildings, each edifice has a 50% hazard of being attacked, three buildings would requite 33%, iv would give 25% chance of being attacked, etc.

Once a building has been chosen, the issue takes the first animal stuck outside from that building to be the target of the attack. The creature volition be removed from the game and in the morning time, all other animals will take a mood message saying "<animate being name> looks stressed and paranoid today. Information technology seems like something bad happened last night." Too this message, the other animals are unaffected.

Animal Births

Similar to animal attacks, if in that location are no other events occurring in the dark, at that place will be a 50% run a risk that the game will endeavour an animal nascence upshot. The game searches through all buildings for an upgraded Befouled that isn't full. The game then makes another bank check where there is a 0.55% * (the number of animals inside) chance of proceeding with the event. For example, an upgraded befouled with three animals inside would accept a ane.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 befouled passes all these checks, a random brute inside is chosen. If the animal is non a baby and has pregnancy enabled, that animal will give nativity.

Selling Animals

To sell a coop or barn fauna, right-click the animal after petting. The friendship/mood interface appears. Move the cursor over the gold coin button at the correct to run across how much the animate being 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.iii).[2]
"Cost" is read from the game's 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 get out their products inside the coop each forenoon.

Chickens

Jinxed.png

Alert: Spoilers

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

Main article: Chicken

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

Image Proper name Cost Produces 5 Heart Selling Price
White Chicken.png Craven Gold.png800g Egg.png Egg - Gold.png50g
Large Egg.png Large Egg - Gold.png95g
Gold.png1,040g
Brown Chicken.png Craven Gold.png800g Brown Egg.png Brown Egg - Gold.png50g
Large Brown Egg.png Big Brown Egg - Gold.png95g
Gold.pngane,040g
Blue Chicken.png Chicken Gold.png800g Egg.png Egg - Gold.png50g
Large Egg.png Large Egg - Gold.png95g
Gold.pngone,040g
Void Chicken.png Void Chicken North/A Void Egg.png Void Egg - Gold.png65g Gold.pngane,040g
Golden Chicken.png Gilded Craven N/A Golden Egg.png Golden Egg - Gold.png500g Gold.png1,040g

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

Subsequently seeing Shane's 8-middle outcome, each craven purchased from Marnie has a 25% chance of being blue. Bated from appearance, blue chickens are identical to white chickens.

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

A Void Craven must be hatched from a Void Egg in an incubator. There are three ways to obtain a Void Egg. In a random consequence after sleeping, a Witch will fly over ane 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 souvenir a Void Egg if married to him.

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

Ducks

Principal article: Duck

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

Image Name Cost Requirements Produces 5 Heart Selling Price
Duck.png Duck Gold.pngane,200g Large Coop Duck Egg.pngDuck Egg - Gold.png95g
Duck Feather.png Duck Feather - Gold.png250g
Gold.png1,560g

Rabbits

Chief article: Rabbit

Happy developed rabbits will produce Wool every 4 days and sometimes will produce a Rabbit'southward Human foot instead. You do non need to shear a rabbit for it to drop wool, since they volition drop it on their ain.

Paradigm Proper noun Cost Requirements Produces 5 Heart Selling Price
Rabbit.png Rabbit Gold.png8,000g Deluxe Coop Wool.png Wool - Gold.png340g
Rabbit's Foot.png Rabbit's Pes - Gold.png565g
Gold.png10,400g

Once sufficient friendship is reached, they tin can produce a Rabbit'south Pes automatically just similar wool.

Dinosaurs

Main commodity: Dinosaur

To obtain a Dinosaur, a Dinosaur Egg must be found, and so placed in an Incubator. In approximately 12.5 days, a Dinosaur volition hatch.

The Dinosaur acts like whatsoever other coop animate being, but it lays a Dinosaur Egg every 7 days and makes no sound.

Epitome Name Cost Requirements Produces v Middle Selling Cost
Dinosaur.png Dinosaur N/A Big 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 barn. Their products are either gathered with a tool, or in the case of pigs, left on the ground exterior while grazing.

Barn animals may go pregnant at random if the pregnancy option is enabled on their status menu. This is opened by interacting with the fauna after petting it. An icon to the right of the menu can be toggled to let pregnancy for that creature. If an animate being becomes pregnant, during the night a bulletin box will pop upwards saying an brute gave birth. The game volition then prompt the role 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 animate being.

Cows

Main article: Cow

Adult Cows volition produce Milk daily. If they attain higher friendship, they will produce Large Milk, which is much more than valuable. Milk is collected with a Milk Pail.

Image Name Cost Produces 5 Heart Selling Price
White Cow.png Cow Gold.pngane,500g Milk.png Milk - Gold.png125g
Large Milk.png Large Milk - Gold.png190g
Gold.png1,950g
Brown Cow.png Cow Gold.pngone,500g Gold.png1,950g

Goats

Main commodity: Goat
Image Name Cost Requirements Produces 5 Middle Selling Toll
Goat.png Goat Gold.pngfour,000g Big Barn Goat Milk.png Caprine animal Milk - Gold.png225g
Large Goat Milk.png Large Goat Milk - Gold.png345g
Gold.png5,200g

Goats normally produce milk every other 24-hour interval.

Sheep

Chief article: Sheep
Image Proper name Price Requirements Produces 5 Heart Selling Price
Sheep.png Sheep Gold.png8,000g Deluxe Barn Wool.png Wool - Gold.png340g Gold.png10,400g

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

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

If the actor has 900 or more Friendship with the sheep and has pet information technology at to the lowest degree one time, it volition reduce information technology to every other day.

If the role player as well has the Shepherd profession, it volition reduce the time required to regrow past a farther twenty-four hour period, making a sheep abound its coat every single day.

Pigs

Main article: Squealer
Image Name Cost Requirements Produces v Heart Selling Cost
Pig.png Pig Gold.pngsixteen,000g Deluxe Barn Truffle.png Truffle - Gold.png625g Gold.png20,800g

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

Collection will be affected past Foraging skill, allowing the player to get together iridium quality Truffles with a hazard of double harvest.

During Winter, pigs will non produce Truffles since they don't get out the barn.

Ostriches

Jinxed.png

Warning: Spoilers

This folio or section contains unmarked spoilers from update 1.five of Stardew Valley. Mobile players may want to avoid or be cautious toward reading this commodity.

Main article: Ostrich
Image Proper name Price Requirements Produces 5 Eye Selling Price
Ostrich.png Ostrich N/A Befouled Ostrich Egg.png Ostrich Egg - Gold.png600g Gold.png20,800g

Slime Hutch

Encounter: 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, collywobbles, 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

Collywobbles are arable, and come in many colors, though they can just be seen outdoors in warm weather. To see butterflies, shake or chop copse, or place a Butterfly Hutch.

Crows

Every nighttime, there is a chance that crows volition eat crops[3] on The Farm. Crows will not eat crops grown from wild seeds, seeds themselves (i.eastward., crops planted that day), or crops inside range of one or more scarecrows.

For every 16 crops (rounded downward), a crow may try 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 ingather. 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 done later on overnight un-tilling[4]) If this tile contains a crop that has grown beyond seeds, the crow will end looking. If the ingather is in range of a scarecrow, the crow will exist scared off. Otherwise the crow will consume the crop. Note that crows will eat dead crops leftover from previous seasons.

Each crow volition just eat one crop, merely may continue to hop effectually and peck at the basis afterwards. This blitheness 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 xv Parsnip Seeds provided by Lewis tin all exist safely planted; harvesting them gives the player enough feel to reach Farming level 1 and unlock scarecrows. All the same, planting just one boosted 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 utilise to crops that are planted there.

Crow.png

Fireflies

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

Fireflies.png

Owls

Owls as they tin but exist seen in the information file.

Owls can simply be seen at night (7pm-2am). They can be seen in any flavor.

Owl.png

Seagulls

Seagulls appear at the beach. They can be seen floating in the water, doing cipher, or cleaning themselves with their beak. Should the player go too close, they will wing abroad.

Seagull.png

Bugs

  • If the pet is in position to block movement up the path to the backwoods while the role player is riding a horse, the pet volition not movement to allow the player through.
  • Information technology 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, so turn 90° into the object.
  • Placing the horse behind the Ice Cream Stand when nobody is there lets the thespian buy ice-cream. This tin can be done at any time or season, only the horse must exist backside the top of the parasol.

References

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

History

  • 1.three.27: Stock-still bug causing animal happiness to decrease if the player stayed upward later on 6pm. Added ability to place hats on horses.
  • 1.four: Added 2 new styles of true cat and 2 new styles of canis familiaris. Fabricated pet style changeable at Shrine of Illusions. Added ability to remove hats from horses. Removed exploit assuasive wallpaper #108 to be used in an incubator in place of a Dinosaur Egg. Pelting now fills the pet bowl. Sales of animals now count towards game's full earnings.
  • 1.four.three: Fixed a bug where naming a pet the aforementioned proper name as an NPC would cause the pet to appear in place of the NPC on the calendar.
  • 1.5: Duck purchase cost reduced from 4000g to 1200g. Duck Feather sell price increased from 125g to 250g. Duck plume drop rate increased. Pets no longer cake construction of new buildings. Sprinklers tin can now water troughs in a Slime Hutch.
  • 1.5.4: Duck sell price reduced.

Source: https://stardewvalleywiki.com/Animals

Posted by: stopscoperfell.blogspot.com

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