Animalsfulfillseveralrolesonthefarm.Somearewildlife,whichcannotbeinteractedwith.Apet(cat,dog,orturtle)canbeearnedwhichtheplayercanformafriendshipwith.Ahorsecanbepurchasedtoride.And"farmanimals"canbepurchasedwhichserveasasourceofvariouskindsofproduce,providingresourcesandprofit.
Theplayerisallowedtoadopteitheracatoradog,dependingonwhichwaschosenonthecharactercreationscreen.Thereareseveraldifferentstylesofcatanddog.
Emptypetbowl
Fullpetbowl
Hatscannotbeplacedonturtles.
Thehorsecan'ttravelthroughsmallgaps(exceptgates)whentravelingvertically.
Thesecanbeinteractedwithwhilemountedonthehorse:
Eachhalf-heartisequivalentto100pointsoffriendship,makingthemaximumvalueofFriendship1000.
Actionsthataffectfriendshipareasfollows:
Likefriendship,ananimal'scurrentmoodcanbecheckedbyright-clickingafterpettingtheanimal.
Moodisaveryimportantfactorwhendetermininganimalproductqualityandtype.Itisonlytakenintoaccountwhenthegamerollsanimalproduceatthebeginningoftheday,andhasnoeffectotherwise.
Moodisavaluefrom0to255.Itscurrentvaluecanbeestimatedfromthemessageintheanimalsrightclickdialogue:
ActionsthataffectMoodareasfollows(every10minutesreferstoingameminutes):
Increasesmood:
Decreasesmood:
Newanimalsmustgrowtoadulthoodbeforetheystartproducinganything.Eachanimaltypehasadifferentamountofdaysrequiredbeforetheywillbeabletomakeaproduct.Forexample,cowsandchickenscanproducemilkandeggseveryday,andgoatsgenerallyproducemilkeveryotherday.AnimalswhocanproduceaDeluxe/Largeproductwillsometimesproducemorefrequently,however(see"Specialcase"below.)
Iftheanimalhasmettherequiredamountofdaystocreatetheirproduct,someadditionalcheckswillbemadetodetermineiftheywillactuallyproduce.
Specialcase:Ifananimalmeetstherequirementtoproducesomething,butdoesnotgaintheabilitytocreateaQualityorLarge/Deluxeproduct,thegamewillnotregisterthefactthatitproducedanitemthatday.Inthiscase,animalsthatnormallywouldtakemultipledaystoproduce,willproduceagainimmediatelythenextday.
A"MoodModifier"iscalculatedwhenrollingforwhetherDeluxeproduce(Largeproducts,DuckFeathers,andRabbitfeet)willbecreatedinthefollowingways:
This"MoodModifier"willbeusedindifferentwaysdependingontheanimal.
Foreachrabbit,anoverallscoreiscreatedusingthefollowingformula:((Friendship+(Mood×MoodModifier))/5000)+DailyLuck
Foreachduck,anoverallscoreiscreatedusingthefollowingformula:((Friendship+(Mood×MoodModifier))/4750)+DailyLuck
Forexample,arabbitwith600Friendship(3Hearts),150Mood,and0.10DailyLuck,wouldbecalculatedas:
=((600+(150×0))/5000)+0.10
=((600+0)/5000)+0.10
=0.22
ForanimalstoproduceaLargeproduct,thegamewilltakeMoodandFriendshipintoaccount.
Onlyanimalswith200orhigherfriendshipcanproduceLargeproducts.
Eachanimalwillhaveanoverallscorecreatedwiththefollowingformula:(Friendship+(Mood×MoodModifier))/1200
Forexample,ananimalwith600Friendship(3Hearts)and210Moodwouldbecalculatedas:
=(600+(210×1.5))/1200
=(600+315)/1200
=0.7625
Eachtimeaproductisrolled,anumberbetween0-1ischosenrandomly.Iftheoverallscoreishigherthantherandomnumber,aLargeproductwillbecreated.Inourexamplethereisa76%chanceofalargeproduct.Anoverallscoreofatleast1200willguaranteeaLargeproduct.
Eachanimalwillhaveanoverallscorecreatedwiththefollowingformula:(Friendship/1000)-(1-(Mood/225))
Forexample,ananimalwith600Friendship(3Hearts)and150Moodwouldbecalculatedthus:
=(600/1000)-(1-(150/225))
=0.6-(1-0.666...)
=0.6-0.333...
=0.266...
Thegamewillbegincheckingwhatqualitytocreatebyfirstseeingifthescorevalueisabove0.95.Ifitis,thescoredividedby2willbecomparedagainstarandomnumberbetween0-1.Ifthescoredividedby2isgreaterthantherandomnumber,theitemwillbeIridiumquality.
IfanIridiumqualityitemisnotproduced,thescoredividedby2willbecomparedagainstarandomnumberbetween0-1.Ifthescoredividedby2isgreaterthantherandomnumber,theitemwillbeGoldquality.
IfaGoldqualityitemisnotproduced,thescorewillbecomparedagainstarandomnumberbetween0-1.Ifitisgreaterthantherandomnumber,theitemwillbeSilverquality.
IftheitemisnotSilverquality,itwillbeNormalquality.
Newlyhatched,born,orpurchasedanimalsdonotneedtobefedonthedaytheyarriveonthefarm,butbabyanimalsthereafterneedtoeatone"portion"(thesameasadults)eachday.Iftheydon'thavefood,theydonotgrowonthatday.
Horsesandpetsdonotneedtoeat,butpetswillbehappieroncethewaterbowlisfilledeachday.
Animalsthatdogooutsidenormallyreturntotheirbuildingsby6pmtosleep.Closingthebarndoorsagainintheeveningpreventsthemfromleavingimmediatelyinthemorningtoeatgrass,beforetheplayerhastimetopetandtendtothemthenextday.Closingthedoorbeforealltheanimalshavereturnedwillresultintheonesleftoutovernightvulnerabletowildanimalattacks.
Theexactconditionsthatcauseananimaltobetrappedoutsidearenotclear.Itmaybemorelikelyforananimaltobetrappedoutsideiftheplayerdoesnotleavethefarmafter5pm(whenanimalsbegintoreturntothebarn/coop)anddoesnotenterthebarn/coopafter5pm.(Leavingthefarmandenteringthebarn/coopafter5pmbothcausesanimalstotransportorspawntotheinsideofthebarn/coopautomatically).Itmayalsobemorelikelytohappeniftheplayergoestobedbefore5pm.
Ananimalleftoutsideitsbarn/coopwillbegrumpythenextday.
Grumpyanimal
Animalintherain
Animaloutsideinwinter
Aftertheplayergoestosleep,anyeventsthatwillhappenduringthenight(suchasBundleevents)arecalculatedasnormal.Ifnoeventsareduetooccur,therewillbea50%chancethatthegamewillattempttostartawildanimalattackevent.Ifthiseventproceeds,thegamewillgothroughallbuildingstofindabarnorcoopthathastheirdoorsclosedandhasanimalsleftoutside.
Foreachbuilding,thegametakesarandomnumberbetween0and1andcomparesitto1/(thenumberoftotalfarmbuildings).Iftherandomnumberislarger,thebuildingisignored.Inotherwords,themorebuildingstheplayerhas,thelesslikelythatonewillbeattacked.Forexample,iftheplayerhastwofarmbuildings,eachbuildinghasa50%chanceofbeingattacked,threebuildingswouldgive33%,fourwouldgive25%chanceofbeingattacked,etc.
Onceabuildinghasbeenchosen,theeventtakesthefirstanimalstuckoutsidefromthatbuildingtobethetargetoftheattack.Theanimalwillberemovedfromthegameandinthemorning,allotheranimalswillhaveamoodmessagesaying"
Similartoanimalattacks,iftherearenoothereventsoccurringinthenight,therewillbea50%chancethatthegamewillattemptananimalbirthevent.ThegamesearchesthroughallbuildingsforanupgradedBarnthatisn'tfull.Thegamethenmakesanothercheckwherethechanceofproceedingwiththeeventisthenumberofanimalsinsidemultipliedby0.55%.Forexample,anupgradedbarnwiththreeanimalsinsidewouldhavea1.65%chanceofpassingthischeck.Ifthebuildingfailsthischeck,thegamewillcontinuegoingthroughallbuildingsuntilnoneareleft.
Ifabarnpassesallthesechecks,arandomanimalinsideischosen.Iftheanimalisnotababyandhaspregnancyenabled,thatanimalwillgivebirth.
Tosellacooporbarnanimal,right-clicktheanimalafterpetting.Thefriendship/moodinterfaceappears.Movethecursoroverthegoldcoinbuttonattherighttoseehowmuchtheanimalcanbesoldfor.Clickthatbuttonandtheconfirmationthatfollowstocompletethesale.
Adultchickenswillproduceeggseverymorningiffed.Happierchickensmayproducelarger,morevaluableeggs.
AWhite,Brown,orBlue(ifbluehasbeenunlocked)Chickencanbereceivedfromincubatinganeggofeithertype(WhiteorBrown).
TheDinosauractslikeanyothercoopanimal,butitlaysaDinosaurEggevery7daysandmakesnosound.
Barnanimalsmaybecomepregnantatrandomifthepregnancyoptionisenabledontheirstatusmenu.Thisisopenedbyinteractingwiththeanimalafterpettingit.Anicontotherightofthemenucanbetoggledtoallowpregnancyforthatanimal.Ifananimalbecomespregnant,duringthenightamessageboxwillpopupsayingananimalgavebirth.Thegamewillthenprompttheplayertochooseanameforthenewanimal.ForpregnancytohappentheplayerneedstohaveupgradedtoatleastaBigBarnandhaveenoughroomforanotheranimal.
Asheepwillnormallygrowinitscoatevery3rddayifithasbeenfedandhasatleast70happiness.
Iftheplayerhas900ormoreFriendshipwiththesheepandhaspetitatleastonetime,itwillreduceittoeveryotherday.
DuringWinter,pigswillnotproduceTrufflessincetheydon'tleavethebarn.
Forevery16crops(roundeddown),acrowmaytrytoeatacrop.Thisismaxedat4crows.
Eachcrowwillonlyeatonecrop,butmaycontinuetohoparoundandpeckatthegroundafterwards.Thisanimationispurelycosmetic.
Duringthesummer,firefliescanbeseeneverywhereatnight,particularlyinCindersapForest.Theycreateasmallglowoflightaroundthem.
Seagullsappearatthebeach.Theycanbeseenfloatinginthewater,doingnothing,orcleaningthemselveswiththeirbeak.Whenontheground,theymayalsomoveslightlyinthedirectionthey'refacingbyhopping.