Изменения

Перейти к навигации Перейти к поиску
м
Нет описания правки
Строка 39: Строка 39:  
'''Баг:''' если оставить лошадь в киоске с мороженым, когда там никого нет, вы сможете купить мороженое у неё.
 
'''Баг:''' если оставить лошадь в киоске с мороженым, когда там никого нет, вы сможете купить мороженое у неё.
   −
==Animal Care==
+
==Уход за животными==
===Friendship===
+
===Дружба===
 
<div id="infoboxborder" style="min-width:48px"><span style="image-rendering:pixelated;image-rendering:optimizespeed;">[[File:DialogueBubbleLove.png|100px|center]]</span></div>
 
<div id="infoboxborder" style="min-width:48px"><span style="image-rendering:pixelated;image-rendering:optimizespeed;">[[File:DialogueBubbleLove.png|100px|center]]</span></div>
 
Animals that live in barns and coops have a friendship rating that can be seen by right-clicking the animal after petting (while holding hay, you can not open this window which can be useful if you accidentally open it a lot). The rating is out of 5 hearts, is shown in 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 first place.
 
Animals that live in barns and coops have a friendship rating that can be seen by right-clicking the animal after petting (while holding hay, you can not open this window which can be useful if you accidentally open it a lot). The rating is out of 5 hearts, is shown in 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 first place.
Строка 56: Строка 56:  
* Not Pet/Talked to (-5 to -10, ''Calculated day-end by the formula:'' (10 - (CurrentFriendship / 200)))
 
* Not Pet/Talked to (-5 to -10, ''Calculated day-end by the formula:'' (10 - (CurrentFriendship / 200)))
   −
===Mood===
+
===Настроение===
 
Like friendship, an animal's current mood can be checked by right-clicking after petting the animal.
 
Like friendship, an animal's current mood can be checked by right-clicking after petting the animal.
   Строка 84: Строка 84:  
To maximize Mood in seasons that are not winter, the player must pet their animals before they eat grass outside, and end their day as soon as possible after 6PM when all the animals are inside. Closing the door behind them will prevent them from eating grass outside before you can pet them.
 
To maximize Mood in seasons that are not winter, the player must pet their animals before they eat grass outside, and end their day as soon as possible after 6PM when all the animals are inside. Closing the door behind them will prevent them from eating grass outside before you can pet them.
   −
===Produce===
+
===Продукты===
 
Each animal type has a different amount of days required before they will be able to make a product. For example, cows and chickens can produce milk and eggs everyday, whereas a goat can only produce milk every other day.
 
Each animal type has a different amount of days required before they will be able to make a product. For example, cows and chickens can produce milk and eggs everyday, whereas a goat can only produce milk every other day.
   Строка 99: Строка 99:  
Special case: If an animal meets the requirement to produce something, but 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 day. In this case, animals that normally would take multiple days to produce, will produce again immediately the next day.
 
Special case: If an animal meets the requirement to produce something, but 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 day. In this case, animals that normally would take multiple days to produce, will produce again immediately the next day.
   −
====Deluxe and Large Products====
+
====Большие продукты и продукты высокого качества====
    
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:
 
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:
Строка 109: Строка 109:  
''Try to avoid medium amounts of Mood to prevent high penalties.''  
 
''Try to avoid medium amounts of Mood to prevent high penalties.''  
   −
=====Duck Feathers and Rabbit Feet=====
+
=====Утиные перья и кроличьи лапки=====
    
Ducks and rabbits will take into account the Daily [[Luck]] to determine if they will create their Deluxe produce.
 
Ducks and rabbits will take into account the Daily [[Luck]] to determine if they will create their Deluxe produce.
Строка 125: Строка 125:  
Each time 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 Deluxe product will be created. '''At max Friendship, Mood, and Luck, you will have a 40% chance of getting a Deluxe product'''
 
Each time 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 Deluxe product will be created. '''At max Friendship, Mood, and Luck, you will have a 40% chance of getting a Deluxe product'''
   −
=====Large Eggs and Milk=====
+
=====Большие яйца и молоко=====
    
For animals that have a chance to produce a Large product, the game will take Mood and Friendship into account.
 
For animals that have a chance to produce a Large product, the game will take Mood and Friendship into account.
Строка 141: Строка 141:  
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 product will be created. '''An overall score of at least 1200 will guarantee a Large product.'''
 
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 product will be created. '''An overall score of at least 1200 will guarantee a Large product.'''
   −
====Quality====
+
====Качество====
    
If the animal has the ability to produce a Quality item, it will roll for quality from normal to iridium.
 
If the animal has the ability to produce a Quality item, it will roll for quality from normal to iridium.
Строка 170: Строка 170:  
If the item is not Silver quality, it will be Normal quality.
 
If the item is not Silver quality, it will be Normal quality.
   −
===Housing===
+
===Помещения===
 
Buildings can be purchased from the [[Carpenter's Shop]], and will be completed within a few days. Once placed, they can be moved around at the [[Carpenter's Shop]] as well.
 
Buildings can be purchased from the [[Carpenter's Shop]], and will be completed within a few days. Once placed, they can be moved around at the [[Carpenter's Shop]] as well.
    
[[Barn]]s, [[Coop]]s and [[Slime Hutch]]es house animals, [[Silo]]s store hay, and the [[Stable]] unlocks the [[#Horse|Horse]].
 
[[Barn]]s, [[Coop]]s and [[Slime Hutch]]es house animals, [[Silo]]s store hay, and the [[Stable]] unlocks the [[#Horse|Horse]].
   −
===Food===
+
===Еда===
 
Animals do not die if not fed, but will become upset and cease production of animal products until feeding resumes.  
 
Animals do not die if not fed, but will become upset and cease production of animal products until feeding resumes.  
   Строка 184: Строка 184:  
Newly hatched, born, or purchased animals do not need to be fed on the day they arrive on the farm, but baby animals thereafter eat the same amounts as adults.
 
Newly hatched, born, or purchased animals do not need to be fed on the day they arrive on the farm, but baby animals thereafter eat the same amounts as adults.
   −
====Grass &amp; Hay====
+
====Трава и сено====
 
Opening the gates of a [[Coop]] or [[Barn]] will allow animals to come outside (when the [[weather]] is not rainy, snowy, or stormy) and eat [[grass]]. The animals will return to their buildings by 6pm to sleep. Closing the gates again in the evening will prevent them from leaving immediately in the morning to eat grass. They can be opened again during the day to allow them to eat. Closing the gate before all the animals have returned will result in the ones being left out over night making them vulnerable to wolves and if not eaten they will have their mood reduced from being left out in the cold.
 
Opening the gates of a [[Coop]] or [[Barn]] will allow animals to come outside (when the [[weather]] is not rainy, snowy, or stormy) and eat [[grass]]. The animals will return to their buildings by 6pm to sleep. Closing the gates again in the evening will prevent them from leaving immediately in the morning to eat grass. They can be opened again during the day to allow them to eat. Closing the gate before all the animals have returned will result in the ones being left out over night making them vulnerable to wolves and if not eaten they will have their mood reduced from being left out in the cold.
   Строка 195: Строка 195:  
In the winter, snow covers the grass completely, making grazing impossible. Therefore, it may be advisable to use the scythe to cut some or all of the grass into hay before the end of the fall season to ensure enough reserve hay to feed your animals through the winter.
 
In the winter, snow covers the grass completely, making grazing impossible. Therefore, it may be advisable to use the scythe to cut some or all of the grass into hay before the end of the fall season to ensure enough reserve hay to feed your animals through the winter.
   −
===Animals Trapped Outside===
+
===Оставшиеся на улице животные===
 
An animal may be trapped outside a barn or coop if the doors are closed at night.  The conditions that cause an animal to be trapped outside are not clear.  It may be more likely for an animal 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 farm and entering the barn/coop after 5pm both seem to cause animals to transport or spawn to the inside of the barn/coop automatically).   
 
An animal may be trapped outside a barn or coop if the doors are closed at night.  The conditions that cause an animal to be trapped outside are not clear.  It may be more likely for an animal 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 farm and entering the barn/coop after 5pm both seem to cause animals to transport or spawn to the inside of the barn/coop automatically).   
   Строка 207: Строка 207:  
</gallery>
 
</gallery>
   −
===Wild Animal Attacks===
+
===Нападения диких животных===
    
If an animal has been trapped outside (see previous section) with the barn or coop doors closed, there is a chance they will be attacked by a wild animal during the night.
 
If an animal has been trapped outside (see previous section) with the barn or coop doors closed, there is a chance they will be attacked by a wild animal during the night.
Строка 217: Строка 217:  
Once a building has been chosen, the event takes the first animal stuck outside from that building to be the target of the attack. The animal will be removed from the game and in the morning, all other animals will have a mood message saying "''&lt;animal name&gt;'' looks stressed and paranoid today. It seems like something bad happened last night."
 
Once a building has been chosen, the event takes the first animal stuck outside from that building to be the target of the attack. The animal will be removed from the game and in the morning, all other animals will have a mood message saying "''&lt;animal name&gt;'' looks stressed and paranoid today. It seems like something bad happened last night."
   −
===Animal Births===
+
===Рождение детёнышей===
 
Similar to animal attacks, if there are no other events occurring in the night, there will be a 50% chance that the game will attempt an animal birth event. The game searches through all buildings for an upgraded Barn that isn't full. The game then makes another check where there is a 0.55% * (the number of animals inside) chance of proceeding with the event. For example, an upgraded barn with three animals inside would have a 1.65% chance of passing this check. If the building fails this check, the game will continue going through all buildings until none are left.
 
Similar to animal attacks, if there are no other events occurring in the night, there will be a 50% chance that the game will attempt an animal birth event. The game searches through all buildings for an upgraded Barn that isn't full. The game then makes another check where there is a 0.55% * (the number of animals inside) chance of proceeding with the event. For example, an upgraded barn with three animals inside would have a 1.65% chance of passing this check. If the building fails this check, the game will continue going through all buildings until none are left.
  
3965

правок

Навигация