Do Any Animals Eat Grass Stardew Valley
Animals fulfill several roles on the subcontract. Some are wildlife, which cannot be interacted with. A pet (cat or dog) can be earned which the player can form a friendship with. A horse can be purchased to ride. And "subcontract animals" can be purchased which serve as a source of diverse 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'due south Shop, and usually require three days each to build. Babe farm animals (and related equipment needed for harvesting produce) can then be purchased from Marnie'south Ranch. Animals may too exist hatched from an Incubator. Every bit soon as an animate being is acquired, it must be assigned to an existing subcontract building of the right type, which is designated as its abode. Each building has a limit to the number of animals it tin can house. Animals tin can exist assigned to a unlike building by first petting information technology and then interacting with it a second time. A pop-up box appears that allows the reassignment to be made.
Baby farm animals must first mature into adults before they are able to produce creature products. Each forenoon, adult animals that live in coops (chickens, ducks, rabbits and dinosaurs) take a gamble of producing products that can exist gathered from the flooring of their building. Using the Milk Pail, cows can normally be milked daily, and goats tin unremarkably be milked once every 2 days. Sheep tin can be shorn with the Shears when their wool grows in, and pigs tin can be permit outside to dig up truffles that then be picked up from the barnyard.
Cat or Dog
The role player is allowed to adopt either a cat or a dog, depending on which was chosen on the character creation screen. There are three different styles of cat and three different styles of domestic dog.
A cutscene will trigger where Marnie volition be waiting outside the subcontract'south door with a dog or cat on the kickoff sunny Wednesday or Fri morning in Bound after earning 1,000g. The Farmhouse must be exited betwixt 6am and nine:30am to trigger this result. Past the 20th of Bound the consequence will trigger, regardless of if the player made enough money. Adopting the pet is optional. Whatever name can be chosen for the pet the moment it is adopted, though its name cannot be inverse after adopting it. If the player has not yet met Marnie before this cutscene, the meeting will count as an introduction.
The pet has a maximum friendship of 1000, increasing by 12 every time information technology is pet. Every 200 points is equal to 1 level, and having 999 friendship points will make the histrion eligible for 1 point in Grandpa's Evaluation. Click on the pet in one case each day to pet it.
After reaching 1000 friendship points with the pet, the following message pops upward: " <Animate being Proper name> loves you ♡" Other than this message, there is no style to check friendship with the pet in-game.
In that location is a bowl 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 4 corners farm, and right above the correct shore on the beach farm. It can exist filled with water for the pet. Watering the pet's bowl will upshot in the pet's friendship increasing by vi points by next morning time. Note that this will not trigger if information technology is raining the side by side morning. On rainy days, the pet's basin will automatically be total. If it 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 information technology will not decrease friendship.
Afterward 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 true cat to dog or vice-versa.
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Empty pet bowl
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Full pet bowl
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Equus caballus
The horse is an in-game mountain that boosts move speed by xxx% (increased by drinking coffee), and doesn't slow down while riding through crops on the farm. It'due south obtained past purchasing the Stable from the Carpenter's Store, and can be named the first time the player tries riding information technology.
Leaving the horse somewhere will issue in it waiting for the player and on their return ane of these messages will be shown: "<Horse name> is wondering where you've been" or "Your loyal equus caballus waits patiently for your return". Going to bed after leaving the horse outside the farm, volition result in the horse automatically finding its way home and in the stable the next morn.
The horse can't travel through pocket-size gaps (except gates) when travelling vertically.
These can be interacted with while mounted on the horse:
- Gate: can be opened and airtight.
- Coop and Barn: brute doors can be opened and airtight.
- Shipping Bin: items can be placed inside.
- Fish Swimming: can collect items, add together fish, add quest items, change appearance and empty pond.
- Villagers: tin can speak to villagers.
The Horse Flute can be used to warp the horse to the player. It only works outdoors (including Ginger Isle and the Desert).
Hats can be placed on horses.
Animal Intendance
Friendship
Animals that live in barns and coops accept a friendship rating that tin be seen by right-clicking the animate being later on petting (while belongings hay, this window cannot exist opened). The rating is out of 5 hearts, is shown in one-half-heart increments, and is taken into business relationship when deciding how likely that beast is to produce higher-quality products if that animal is capable of producing them in the first identify.
Each half-heart is equivalent to 100 points of friendship, making the maximum value of Friendship 1000.
Actions that touch on friendship are as follows:
- Petting (+15, or +thirty if player has Shepherd or Coopmaster and animal is of relevant blazon)
- Milking or Shearing (+v, No penalty for not existence milked or sheared)
- Eating Grass Outside (+eight)
- Not Fed (-twenty Calculated twenty-four hour period-end)
- Trapped outside overnight (-xx Calculated day-end)
- Not Petted/Talked to (-5 to -10, Calculated day-cease past the formula: (x - (CurrentFriendship / 200))). This means they volition lose less friendship if they are already at high friendship.
Mood
Similar friendship, an fauna's current mood can exist checked by right-clicking subsequently petting the animal.
Mood is a very important factor when determining beast production quality and type. It is only taken into account when the game rolls brute produce at the starting time of the twenty-four hours, and has no effect otherwise.
Mood is a value from 0 to 255. Its electric current value can exist estimated from the message in the animals right click dialogue:
- <Animal Proper name> looks really happy today! indicates Mood is at least 200 and at most 255.
- <Animal Proper name> looks fine. indicates Mood is at least 30 and less than 200.
- <Animate being Name> looks sad. indicates Mood is at least 0 and less than thirty.
Actions that impact Mood are every bit follows (every ten minutes refers to ingame minutes):
Increases mood:
- Eating Grass Exterior (Sets Mood to 255)
- Petting (+32 to +36 dependent on fauna type, double amount if player has chosen the Shepherd or Coopmaster Profession and the creature is of the relevant type)
- The Season is Winter and the animate being is in an area with a Heater, and has mood 150 or higher (+four to +eight every ten minutes past 6pm the Player stays awake, upwardly to 255. Simply 1 heater required. overrides all other "every 10 minutes" effects)
- Animal was fed (+four to +16, dependent on animal type, Calculated when the Player sleeps, checks whether the fauna ate either hay or grass)
- Animal outside afterwards 6pm, but before 7pm, and has less than 150 Mood (+iv to +8 every 10 minutes, does non stack with any other "every x minutes" effect)
Decreases mood:
- Brute exterior in the rain or Winter (-4 to -8 every ten minutes, does not stack with any other "every 10 minutes" effect)
- Brute outside past 7pm (-iv to -viii every ten minutes, does not stack with any other "every 10 minutes" result)
- Brute slept exterior (-Half of electric current Mood, Calculated when the Player sleeps)
- Animal was not petted (-20 to -40, dependent on animal type, Calculated when the Player sleeps)
- Animal was not fed (-100, Calculated when the Player sleeps)
Produce
New animals must grow to adulthood before they beginning producing annihilation. Each creature blazon has a unlike corporeality of days required earlier they volition be able to make a production. For example, cows and chickens can produce milk and eggs every day, and goats more often than not produce milk every other day. Animals who can produce a Deluxe/Large product will sometimes produce more ofttimes, all the same (see "Special case" below.)
If the animal has met the required amount of days to create their production, some boosted checks will be made to make up one's mind if they volition actually produce.
- If the fauna was not fed, it volition not produce.
- If the brute has less than 70 Mood, there is a adventure information technology will not produce. The lower the mood, the less likely it volition produce. (The per centum chance 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 outset of the solar day by some randomness equally well every bit a combination of Mood and Friendship.
- If an animal has 150 Mood or above, it will gain the ability to produce Quality and Big or Deluxe products. (Annotation, this is just the ability, the actual chance for these items is covered in the sections below, Quality and Big/Palatial products are non guaranteed)
- If an animate being is beneath 150 Mood, it notwithstanding has a chance to take the ability to produce Quality and Large or Deluxe products. The lower the mood, the less likely. (The percent take a chance to proceeds the ability is equal to Mood/150)
Special example: If an animal meets the requirement to produce something, merely does not gain the ability to create a Quality or Large/Deluxe product, the game will not register the fact that it produced an item that 24-hour interval. In this example, animals that normally would take multiple days to produce, will produce again immediately the next day.
Deluxe and Large Products
A "Mood Modifier" is calculated when rolling for whether Deluxe produce (Large products, Duck Feathers, and Rabbit feet) will be created in the following ways:
- If Mood is more 200, it will be multiplied past ane.5
- If Mood is 100 or less, and so "Mood Modifier" will be the animal's mood minus 100 (This will always result in a negative or zero modifier)
- Otherwise "Mood Modifier" is Zero (Mood is higher than 100, and upwards to 200)
This "Mood Modifier" will be used in unlike ways depending on the creature.
Try to stay above 200 Mood for a big bonus
Duck Feathers and Rabbit Feet
Ducks and rabbits will accept into account the Daily Luck to determine if they will create their Deluxe produce.
For each rabbit, an overall score is created using the post-obit 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.ten
=(600 + 0)/5000 + 0.ten
=0.22
Each time a product is rolled, a random number between 0-ane is rolled against this score. If the overall score is higher than the random number, a Palatial product will exist created. At max Friendship, Mood, and Luck, there is a 40% run a risk of getting a Rabbit's Pes and a 42% chance of getting a Duck Feather.
Large Eggs and Milk
For animals to produce a Big product, the game will take Mood and Friendship into account.
Merely animals with 200 or higher friendship tin can produce Big products.
Each fauna will have an overall score created with the following formula: ( Friendship + Mood Modifier )/1200
For instance, an animal with 600 Friendship (three Hearts) and 210 Mood would be calculated as:
=((600 + (210*1.v))/1200
=(600+315)/1200
=0.7625
Each time a product is rolled, a number between 0-1 is chosen randomly. If the overall score is higher than the random number, a Large production volition be created. In our case there is a 76% chance of a large production. An overall score of at least 1200 volition guarantee a Big production.
Quality
If the animate being has the ability to produce a Quality item, it volition roll for quality from normal to iridium.
Each animal volition accept an overall score created with the post-obit formula: (( Friendship /1000) - (ane - ( Mood /225))
For instance, an brute with 600 Friendship (three Hearts) and 150 Mood would be calculated thus:
=((600/one thousand) - (i - (150/225))
=0.6 - (one - 0.666...)
=0.6 - 0.333...
=0.266...
If the player has the Shepherd or Coopmaster Profession, 0.333 will exist added to the score for any barn animals or coop animals respectively.
The game will begin checking what quality to create by first seeing if the score value is above 0.95. If it is, the score divided past ii will be compared against a random number between 0-1. If the score divided by ii is greater than the random number, the item will be Iridium quality.
- In our given case, a score of 0.266... is not higher up 0.95; the item would not be able to become Iridium.
If an Iridium quality item is non produced, the score divided past 2 will exist compared against a random number betwixt 0-1. If the score divided by 2 is greater than the random number, the item will exist Gilt quality.
- In our given example, a score of 0.266... would exist divided by ii to become 0.133...; the detail would have a 13% take chances to become Gold quality.
If a Gold quality item is non produced, the score will be compared confronting a random number between 0-i. If it is greater than the random number, the item will be Silver quality.
- In our given case, if the item was not Gold, it would have a 26.6% gamble to be Silver quality.
If the item is not Silver quality, it will be Normal quality.
Housing
Buildings tin can be purchased from the Carpenter's Shop, and volition be completed in 3 days. Once placed, buildings can be moved around at the Carpenter's Shop every bit well.
Barns, Coops and Slime Hutches business firm animals, Silos store hay, and the Stable unlocks the Horse.
If 2 or more than Coops or Barns are built, animals can be relocated past clicking on the creature and choosing the house icon.
Food
Subcontract animals who alive in barns and coops need to eat every day, one "portion" per animal. They can eat either fresh grass (if allowed outside) or hay (if kept inside or are unable to observe grass). They practice not dice if non fed, but become upset and cease production of animal products until feeding resumes. They do not need to be fed on a festival day (except the Night Market), though they volition eat grass if left outside. No hay will be consumed if they are left inside.
Newly hatched, born, or purchased animals practise not need to be fed on the solar day they arrive on the farm, only infant animals thereafter need to eat 1 "portion" (the same every bit adults) each day. If they don't accept nutrient, they do not grow on that day.
Subcontract animals prefer fresh grass over hay, and become "very happy today!" (the all-time mood) upon eating fresh grass. They volition not exit in winter, or when information technology is rainy, stormy, or snowy. Animals that remain inside or practice not find grass to eat will eat hay instead, if information technology is available. Given that growing animal food is well-nigh impossible in Winter (all Grass and Wheat on the Farm disappears on Winter 1), it is appropriate to set by harvesting as much Hay every bit possible in Fall.
Slimes in a Slime Hutch need no food, only their troughs can be filled daily with water from the watering can or automatically with a sprinkler. If watered, they volition produce Slime Assurance the side by side twenty-four hours.
Horses and pets do not demand to eat, but pets will be happier once the water basin is filled each day.
Animals Trapped Outside
Animals that practise go exterior normally render to their buildings by 6pm to sleep. Closing the barn doors once more in the evening prevents them from leaving immediately in the morn 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 event in the ones left out overnight vulnerable to wild animal attacks.
The exact weather that crusade an brute to exist trapped exterior are not articulate. It may be more probable for an beast to be trapped outside if the role player does not go out the subcontract after 5pm (when animals brainstorm to render to the barn/coop) and does non enter the barn/coop after 5pm. (Leaving the farm and entering the befouled/coop subsequently 5pm both causes animals to send or spawn to the within of the barn/coop automatically). Information technology may also exist more likely to happen if the player goes to bed before 5pm.
If it rains the next twenty-four hours, and the animal was left out, the animal volition stay exterior in the rain. This is the only instance in which a farm animal will exist exterior during the pelting. Similarly, if an animal is trapped outside on the night of Fall 28, the brute will stay outside on Wintertime 1.
An animate being left exterior its barn/coop will be grumpy the adjacent day.
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Grumpy animal
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Animal in the rain
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Animal outside in winter
Wild Animal Attacks
If an creature has been trapped outside (run into previous department) with the barn or coop doors closed, there is a risk they volition exist attacked past a wild animal during the night.[i]
After the player goes to sleep, whatsoever events that will happen during the night (such as Bundle events) are calculated every bit normal. If no events are due to occur, in that location will be a l% risk that the game will try to beginning a wild animal attack event. If this outcome proceeds, the game will get through all buildings to find a befouled 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 ane/(the number of total farm buildings). If the random number is larger, the building is ignored. In other words, the more buildings the thespian has, the less likely that one volition be attacked. For example, if the player has ii farm buildings, each building has a 50% chance of being attacked, iii buildings would give 33%, four would give 25% chance of being attacked, etc.
In one case a building has been chosen, the event takes the get-go fauna stuck outside from that building to be the target of the attack. The animal volition be removed from the game and in the morn, all other animals will accept a mood message maxim "<animal proper noun> looks stressed and paranoid today. It seems like something bad happened last night." Besides this bulletin, the other animals are unaffected.
Brute Births
Similar to animal attacks, if in that location are no other events occurring in the nighttime, there will be a 50% chance that the game will try an creature nascency effect. The game searches through all buildings for an upgraded Barn that isn't full. The game then makes some other check where there is a 0.55% * (the number of animals inside) chance of proceeding with the event. For instance, an upgraded barn with three animals inside would have a one.65% take chances of passing this cheque. If the edifice fails this check, the game will continue going through all buildings until none are left.
If a barn passes all these checks, a random animal inside is chosen. If the beast is not a baby and has pregnancy enabled, that animal will give birth.
Selling Animals
To sell a coop or barn animal, right-click the animal after petting. The friendship/mood interface appears. Move the cursor over the gilt money button at the right to see how much the animate being can be sold for. Click that button and the confirmation that follows to complete the sale.
The sell cost of a farm animal is Price * ((Friendship / 1000) + 0.3)
.[two]
"Price" 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 subcontract, and must occupy a spot in a coop. They will leave their products inside the coop each morning.
Chickens
| Warning: Spoilers This page or department contains unmarked spoilers from update 1.five of Stardew Valley. Mobile players may want to avoid or exist cautious toward reading this article. |
- Main article: Craven
Developed chickens will produce eggs every morning if fed. Happier chickens may produce larger, more valuable eggs.
Epitome | Proper name | Price | Produces | 5 Eye Selling Cost |
---|---|---|---|---|
Chicken | 800g | Egg - 50g Large Egg - 95g | ane,040g | |
Chicken | 800g | Brownish Egg - 50g Big Brown Egg - 95g | 1,040g | |
Craven | 800g | Egg - 50g Large Egg - 95g | 1,040g | |
Void Chicken | N/A | Void Egg - 65g | 1,040g | |
Gilt Chicken | N/A | Gilt Egg - 500g | 1,040g |
Whether a white or brown chicken is received when purchasing from Marnie is random.
After seeing Shane's 8-heart consequence, each chicken purchased from Marnie has a 25% chance of being bluish. Aside from advent, blueish chickens are identical to white chickens.
A White, Brown, or Blue (if blue has been unlocked) Chicken tin be received from incubating an egg of either type (White or Brown).
A Void Craven must exist hatched from a Void Egg in an incubator. In that location are three ways to obtain a Void Egg. In a random event later on sleeping, a Witch will fly over one of the Big or Deluxe Craven Coops, leaving a Void Egg in the morning time. 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 Golden Eggs and Golden Chickens, Perfection must be reached. After that, a Gold Egg tin can be purchased from Marnie's Ranch for 100,000g, Qi's Walnut Room for 100, or during the Witch event.
Ducks
- Main article: Duck
Adult ducks will lay an egg or drib a Duck Plume every other 24-hour interval. A happier ducks has a higher hazard to produce a Duck Feather instead of an egg.
Paradigm | Proper noun | Cost | Requirements | Produces | 5 Middle Selling Toll |
---|---|---|---|---|---|
Duck | i,200g | Big Coop | Duck Egg - 95g Duck Feather - 250g | 1,560g |
Rabbits
- Primary article: Rabbit
Happy adult rabbits will produce Wool every iv days. If a rabbit has full friendship with the player, they may produce Rabbit's Pes instead. You practice non need to shear a rabbit for it to drib wool, since they volition drop information technology on their own.
Image | Name | Price | Requirements | Produces | 5 Centre Selling Price |
---|---|---|---|---|---|
Rabbit | 8,000g | Palatial Coop | Wool - 340g Rabbit's Human foot - 565g | ten,400g |
Dinosaurs
- Main article: Dinosaur
To obtain a Dinosaur, a Dinosaur Egg must be plant, and and then placed in an Incubator. In approximately 12.5 days, a Dinosaur will hatch.
The Dinosaur acts like any other coop animal, simply information technology lays a Dinosaur Egg every 7 days and makes no audio.
Image | Name | Cost | Requirements | Produces | 5 Heart Selling Price |
---|---|---|---|---|---|
Dinosaur | N/A | Large Coop | Dinosaur Egg - 350g | 1,300g |
Barn Animals
These animals cannot exist purchased until a Barn is congenital on the subcontract, and must occupy a spot in a befouled. Their products are either gathered with a tool, or in the instance of pigs, left on the ground outside while grazing.
Barn animals may get significant at random if the pregnancy choice is enabled on their status menu. This is opened past interacting with the fauna subsequently petting it. An icon to the right of the menu can be toggled to allow pregnancy for that animal. If an fauna becomes significant, during the night a message box will pop up maxim an animal gave nascency. The game will and so prompt the thespian to choose a name for the new animal. For pregnancy to happen the actor needs to have upgraded to at least a Big Barn and have enough room for another animal.
Cows
- Main commodity: Cow
Adult Cows volition produce Milk daily. If they reach higher friendship, they volition produce Large Milk, which is much more valuable. Milk is collected with a Milk Pail.
Paradigm | Name | Toll | Produces | v Heart Selling Toll |
---|---|---|---|---|
Cow | i,500g | Milk - 125g Big Milk - 190g | ane,950g | |
Cow | 1,500g | 1,950g |
Goats
- Main commodity: 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 | 5 Heart Selling Price |
---|---|---|---|---|---|
Goat | 4,000g | Large Barn | Caprine animal Milk - 225g Large Caprine animal Milk - 345g | 5,200g |
Sheep
- Main article: Sheep
Sheep can be shorn when their glaze grows in. Shears tin can exist purchased at Marnie's Ranch.
A sheep will normally abound in its coat every 3rd day if it has been fed and has at to the lowest degree 70 happiness.
If the player has 900 or more than Friendship with the sheep and has pet it at least once, it will reduce it to every other day.
If the histrion likewise has the Shepherd profession, it will reduce the time required to regrow past an extra day, making a sheep abound its coat every single day.
Prototype | Proper name | Cost | Requirements | Produces | v Heart Selling Cost |
---|---|---|---|---|---|
Sheep | 8,000g | Palatial Barn | Wool - 340g | 10,400g |
Pigs
- Main article: Pig
Image | Name | Cost | Requirements | Produces | 5 Middle Selling Cost |
---|---|---|---|---|---|
Pig | 16,000g | Deluxe Barn | Truffle - 625g | 20,800g |
Pigs will find Truffles afterwards being permit outdoors. Truffles can be used in the Oil Maker to make Truffle Oil.
Collection will be affected past Foraging skill, assuasive the player to assemble iridium quality Truffles with a chance of double harvest.
During Winter, pigs volition non produce Truffles since they don't exit the befouled.
Ostriches
| Warning: Spoilers This page or section contains unmarked spoilers from update 1.5 of Stardew Valley. Mobile players may want to avoid or exist cautious toward reading this article. |
- Main article: Ostrich
Image | Proper noun | Toll | Requirements | Produces | five Heart Selling Cost |
---|---|---|---|---|---|
Ostrich | N/A | Barn | Ostrich Egg - 600g | twenty,800g |
Slime Hutch
- See: Slime Hutch
Other Animals
Many animals tin be seen throughout the game, but cannot be interacted with, such as rabbits, squirrels, frogs, crows, woodpeckers, sparrows, butterflies, etc. Squirrels may occasionally crusade Hazelnuts or other tree seeds to fall to the footing, and rabbits can knock berries from bushes during Salmonberry or Blackberry season. Some "other" animals are described beneath.
Collywobbles
Butterflies are arable, and come up in many colors, though they tin only be seen outdoors in warm weather. To run across collywobbles, shake or chop trees, or place a Butterfly Hutch.
Crows
Every nighttime, there is a gamble that crows will swallow crops[3] on The Farm. Crows will not eat crops grown from wild seeds, seeds themselves (i.east., crops planted that 24-hour interval), or crops within range of 1 or more scarecrows.
For every sixteen crops (rounded down), a crow may try to swallow a ingather. This is maxed at 4 crows.
Each crow has a 30% run a risk of attempting to swallow. A crow attempting to eat a crop volition effort x 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 information technology. (Note: This is done after overnight united nations-tilling[four]) If this tile contains a crop that has grown across seeds, the crow will stop looking. If the crop is in range of a scarecrow, the crow will be scared off. Otherwise the crow will eat the ingather. Notation that crows will eat expressionless crops leftover from previous seasons.
Each crow will only eat i crop, but may continue to hop effectually and peck at the ground subsequently. This animation is purely corrective.
Earlier scarecrows are unlocked, the only way to ensure no crows appear is to plant at nearly xv crops at a fourth dimension. This implies that the initial 15 Parsnip Seeds provided by Lewis tin all be safely planted; harvesting them gives the actor enough feel to reach Farming level 1 and unlock scarecrows. However, planting just one boosted crop (even wild seeds, or a crop at the seed stage) can trigger crows.
Annotation that there are no crows on the Ginger Island farm, so this section does non apply to crops that are planted there.
Fireflies
During the summertime, fireflies tin can be seen everywhere at night, peculiarly in Cindersap Wood. They create a small glow of light around them.
Owls
Owls can only be seen at night (7pm-2am). They can be seen in any flavor.
Seagulls
Seagulls appear at the beach. They can be seen floating in the h2o, doing null, or cleaning themselves with their beak. When on the ground, they may also move slightly in the direction they're facing by hopping.
Should the player get besides close, they will wing away.
Bugs
- If the pet is in position to block movement up the path to the backwoods while the player is riding a equus caballus, the pet will non motion 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, then turn 90° into the object.
-
- Placing the horse behind the Ice Foam Stand when nobody is there lets the player buy ice-cream. This can exist done at any fourth dimension or season, merely the horse must be behind the top of the parasol.
References
- ↑ See SoundInTheNightEvent::SetUp and SoundInTheNightEvent::makeChangesToLocation in the game code.
- ↑ See FarmAnimal::getSellPrice in the game lawmaking.
- ↑ See Farm::addCrows in the game code.
- ↑ Run across Farm::dayUpdate in the game code.
History
- 1.three.27: Fixed bug causing animal happiness to decrease if the player stayed up afterwards 6pm. Added power to place hats on horses.
- 1.4: Added two new styles of true cat and two new styles of dog. Made pet style changeable at Shrine of Illusions. Added ability to remove hats from horses. Removed exploit allowing wallpaper #108 to exist used in an incubator in place of a Dinosaur Egg. Rain at present fills the pet bowl. Sales of animals at present count towards game'south full earnings.
- 1.iv.iii: Fixed a issues where naming a pet the aforementioned name every bit an NPC would cause the pet to appear in place of the NPC on the agenda.
- one.5: Duck purchase price reduced from 4000g to 1200g. Duck Plume sell price increased from 125g to 250g. Duck feather drop charge per unit increased. Pets no longer block construction of new buildings. Sprinklers can at present water troughs in a Slime Hutch.
- 1.5.4: Duck sell price reduced.
Animals and Produce | |
---|---|
Coop | Chicken (Egg • Large Egg • Brown Egg • Big Brown Egg) • Dinosaur (Dinosaur Egg) • Duck (Duck Egg • Duck Feather) • Golden Chicken (Golden Egg) • Rabbit (Wool • Rabbit's Foot) • Void Chicken (Void Egg) |
Barn | Cow (Milk • Large Milk) • Goat (Goat Milk • Big Goat Milk) • Sheep (Wool) • Ostrich (Ostrich Egg) • Hog (Truffle) |
Fish Pond | Fish (Roe) |
Slime Hutch | Slimes (Slime • Slime Ball • Slime Egg) |
Other | Cat • Domestic dog • Horse |
Source: https://stardewvalleywiki.com/Animals#:~:text=Farm%20animals%20who%20live%20in,are%20unable%20to%20find%20grass).
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