Difference between revisions of "Domesticated Animals"

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<hr>
 
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===List of basic information===
 
* Animals don't have quality like most items, they have stats instead.
 
* Animals must be fed placing food troughs filled with hay in their range.
 
* Animals must be killed first to get their meat, but some animals also give harvestable items like [[Wool]]
 
* Animals can't pull wagons
 
*'''Skills requires to mantain them include:'''<br>
 
[[Pig Keeping]], [[Sheep Herding]], [[Goat Rearing]], [[Cattle Ranching]], [[Veterinarian]]
 
* Animals can be kept inside houses or barns, if kept outside they will get sick more often
 
* Animals die of old age, if they die of natural causes that won't increase the temperament of other animals nearby.
 
* But if you kill an animal near other animals that will increase the temperament of all animals nearby
 
  
==Sickness==
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==Young Animals==
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<onlyinclude>{{#ifeq:{{{transcludesection|young}}}|young|
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}}</onlyinclude>
  
[[Image:Diseased_animal.png|thumb|150px| '''Diseased animal''' ]]
 
  
[[Domesticated Animals]] can get sick from the cold or hunger. The [[Veterinarian]] Skill will let you craft the proper suppository, lubricate it, then administer it to cure the animal.
 
  
To cure a sick Animal craft a the proper Suppository, then Lubricate it by selecting a {{i|Star Jelly}} from your inventory and right-clicking it onto the Suppository and selecting Lubricate, this will give you a Lubricated Suppository. Select this item from your inventory and right-click it onto the sick animal.
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<onlyinclude>{{#ifeq:{{{transcludesection|young}}}|young|
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==Stats==
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[[Image:Animal stats.png||right]]
  
:{| class=wikitable
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Right-clicking on a Domesticated Animal and selecting "Check Pedigree" allows you to check that Domesticated Animal's unique stats.
! Sick Animal !! Suppository
 
|- align=left
 
| {{i|Cow}} || {{i|Madcow Suppository}}
 
|- align=left
 
| {{i|Goat}} || {{i|Hoof & Mouth Suppository}}
 
|- align=left
 
| {{i|Pig}} || {{i|Swine Flu Suppository}}
 
|- align=left
 
| {{i|Sheep}} || {{i|Scrapie Suppository}}
 
|}
 
  
<br clear=all>
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{{{!}} class=wikitable
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{{!}}- bgcolor="#fafeff"
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{{!}} style="background: #EE2222;" {{!}} '''Ornery'''
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{{!}} style="background: #226622;" {{!}} '''Vulnerability'''
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{{!}} style="background: #EEEE44;" {{!}} '''Metabolism'''
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{{!}} style="background: #EE6622;" {{!}} '''Size'''
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{{!}} style="background: #2244EE;" {{!}} '''Productivity'''
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{{!}} style="background: #6622AA;" {{!}} '''Longevity'''
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{{!}}-
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{{!}} How easy it is to raise this Animal's Temperament.
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{{!}} How easy it is to get sick.
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{{!}} How much it eats and how much it poops.
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{{!}} How much Meat you get from Butchering it.
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{{!}} How often it produces resources.
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{{!}} How long it can live.
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{{!}}-
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{{!}} '''Stat Should Be'''
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{{!}} '''Stat Should Be'''
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{{!}} '''Stat Should Be'''
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{{!}} '''Stat Should Be'''
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{{!}} '''Stat Should Be'''
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{{!}} '''Stat Should Be'''
 +
{{!}}-
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{{!}} Low
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{{!}} Low
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{{!}} Low
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{{!}} High
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{{!}} High
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{{!}} High
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{{!}}}
  
----
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===Secondary Stats==
  
===List of stats information [http://forum.salemthegame.com/viewtopic.php?f=5&t=15423&p=223976&hilit=Metabolism#p223976 (by JohnCarver)] :===
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Aether
[[Image:Animal stats.png||left]]
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}}</onlyinclude>
  
For those first 3 bars you want them as low as possible.
 
*'''Orrnery''' would be like how happy it is, or how often it's will to fight, basically ornery = crancky
 
*'''Vulnerability''' is how often it can get sick I believe
 
*'''Metabolism''' is how well you process food, if i had to guess, High metabolism = a lot of poop, it may also need a lot of food, more then regular
 
<blockquote>
 
'''Will they even eat the food?''' <br />
 
They will eat food every 8-24 hours depending on how fast their metabolism is.<br />
 
'''How much of the food they eat?''' <br />
 
Between 4 and 10 pieces of food, depending on how hungry he is for a variety of reasons.
 
</blockquote>
 
For the last 3 bars you want them as high as possible.
 
*'''Size''' is how much meat you get when you butcher them.
 
*'''Productivity''' is (most likely) how often it produces resources
 
*'''Longevity''' is how long life, this point not droping, but more then longer
 
<br /><br /><hr>
 
 
===List of mechanic information [http://forum.salemthegame.com/viewtopic.php?f=5&t=20065 (by JohnCarver)]:===
 
===List of mechanic information [http://forum.salemthegame.com/viewtopic.php?f=5&t=20065 (by JohnCarver)]:===
 +
 
*Childrens animals grows '''4 days'''
 
*Childrens animals grows '''4 days'''
 
*'''Males''' can '''mate''' with '''any number of females without penalty'''.
 
*'''Males''' can '''mate''' with '''any number of females without penalty'''.
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Mating is on its own interval not related to feeding. As a general rule of thumb once a female has given birth she will not mate again for at least 6 days. And two healthy, attractive, spunky and young animals should be getting busy with in less than 2 weeks.
 
Mating is on its own interval not related to feeding. As a general rule of thumb once a female has given birth she will not mate again for at least 6 days. And two healthy, attractive, spunky and young animals should be getting busy with in less than 2 weeks.
  
</blockquote>
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 +
}}</onlyinclude>
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<onlyinclude>{{#ifeq:{{{transcludesection|feeding}}}|feeding|
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==Feeding==
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 +
Animals will now eat once a day However, the metabolism (yellow bar) of the animal will now directly impact the amount of hay they eat at each visit to the trough. The base hay eaten is 2 hay per day per animal. There is then an additional hay eaten for each 10 points of metabolism the animal has.
 +
 
 +
* Animals must be fed placing food troughs filled with hay in their range.
 +
 
 +
100 goats will flip food trough
 +
 
 +
They will eat food every 8-24 hours depending on how fast their metabolism is.<br />
 +
'''How much of the food they eat?''' <br />
 +
Between 4 and 10 pieces of food, depending on how hungry he is for a variety of reasons.
 +
 
 +
 
 +
}}</onlyinclude>
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 +
 
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{{:Wrangling|transcludesection=animals}}
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{{:Disease|transcludesection=sickness}}
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* if you kill an animal near other animals that will increase the temperament of all animals nearby
 +
* Animals die of old age, if they die of natural causes that won't increase the temperament of other animals nearby.
 +
 
 +
 
 +
 
 +
 
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*Stillborns are very rare, unless the animal has been cursed by a witch. Then it will be far more likely.
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==DOMESTICATED ANIMALS==
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A Player must be signficantly closer to the event of a baby animal dying to gain insanity.
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The Amount of insanity gained when naming an animal that has already died has been increased.
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Sheep now provide approx 35% more wool when sheered during a cold snap. Up from 25%
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Rams now have a rare chance to have a Teasel stuck in their wool when you sheer them.
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ornery , vulernabilty, metabolism, size, productivity, longevity
 +
aether
 +
termpermante
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 +
castrate boar
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milk bull
 +
calf yields a raw cow hide and a stomach and a few bones
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 +
 
 +
 
 +
[[Image:Diseased_animal.png|thumb|150px| '''Diseased animal''' ]]
 +
 
 +
 
 +
==Mating==
 +
 
 
*If either the '''male OR female are sick the mating will fail'''.
 
*If either the '''male OR female are sick the mating will fail'''.
*Stillborns are very rare, unless the animal has been cursed by a witch. Then it will be far more likely.
 
 
*There is a random chance that the mother will die in child birth for each child. I.E. a larger litter has a higher probability the female will perish in delivery then a smaller litter.
 
*There is a random chance that the mother will die in child birth for each child. I.E. a larger litter has a higher probability the female will perish in delivery then a smaller litter.

Revision as of 05:28, 28 July 2020


List of domesticated animals:

Animals can be bought from other players or in Exploration Events in an autumnal forest, that is the only way to get them.

Animal Notes
Piglet icon.png Piglet x1 Pigs eat Walnuts to lower their temperament.
Lamb icon.png Lamb x1 Sheeps eat Carrots to lower their temperament.
Kid icon.png Kid x1 Goats eat Baby Corns to lower their temperament.
Calf icon.png Calf x1 Cows eat Clovers to lower their temperament.


Young Animals

Stats

Animal stats.png

Right-clicking on a Domesticated Animal and selecting "Check Pedigree" allows you to check that Domesticated Animal's unique stats.

Ornery Vulnerability Metabolism Size Productivity Longevity
How easy it is to raise this Animal's Temperament. How easy it is to get sick. How much it eats and how much it poops. How much Meat you get from Butchering it. How often it produces resources. How long it can live.
Stat Should Be Stat Should Be Stat Should Be Stat Should Be Stat Should Be Stat Should Be
Low Low Low High High High

=Secondary Stats

Aether

List of mechanic information (by JohnCarver):

  • Childrens animals grows 4 days
  • Males can mate with any number of females without penalty.
  • The act of mating improves the temperament of both animals. Males slightly more.
  • Animals will only mate with something approx 11 tiles or less away.

You mean up to 11 tiles away? Or do they specifically need long distance boinking?
Females will seek out their males from an 11 tile radius. Then if they find one suitable, they will go to great lengths to mate with them, which includes climbing over fences and walls. This is because love has no bounds and was in no way a reflection of my lazy coding.

Is mating on interval related to feeding?
Mating is on its own interval not related to feeding. As a general rule of thumb once a female has given birth she will not mate again for at least 6 days. And two healthy, attractive, spunky and young animals should be getting busy with in less than 2 weeks.


}}


Feeding

Animals will now eat once a day However, the metabolism (yellow bar) of the animal will now directly impact the amount of hay they eat at each visit to the trough. The base hay eaten is 2 hay per day per animal. There is then an additional hay eaten for each 10 points of metabolism the animal has.

  • Animals must be fed placing food troughs filled with hay in their range.

100 goats will flip food trough

They will eat food every 8-24 hours depending on how fast their metabolism is.
How much of the food they eat?
Between 4 and 10 pieces of food, depending on how hungry he is for a variety of reasons.


Wrangling Animals

Wrangling a Domesticated Animal allows you to lead them around, bring them into Buildings, and Fast Travel with them. To wrangle a Domesticated Animal select a Rope icon.png Rope and right-click it onto the baby or adult Domesticated Animal you wish to wrangle. This will cause you to walk over to them. Once you reach that animal you can move your Rope directly into either of your hand slots. You can test if it worked by walking away and checking that they follow. To release the animal, move your Rope out of your hand slot and into your Inventory. Using 2x Ropes, one in each hand, will allow you to wrangle two different animals at the same time. The Wrangling Skill is NOT required to wrangle Domesticated Animals.

Shoo!ing Animals

Domesticated Animals which are NOT being lead can be right-clicked to Shoo! them. This will cause them to walk a little bit away from you. This can be useful when needing to clear a path through your animals.

Animal Sickness

Domesticated Animals can become Disease icon.png Diseased from hunger or randomly by chance. This chance can lowered by raising your animal's Immunity Stat. A Diseased Animal will sit down and shake its head back and forth, and if not treated in a timely fashion, will die. Making sure your animal is well-fed and brought will dramatically lower the chance of your Animal becoming sick. Domesticated Animals which eventually succumb to disease will NOT yield any Resources when Butchered. Sick animals cannot mate and cannot be Milked.

A Diseased Animal.

Animal Disease Treatment

To cure a Diseased Domesticated Animal craft a the proper Suppository, then Lubricate it by selecting a Star Jelly icon.png Star Jelly and right-clicking it onto the Suppository and selecting "Lubricate". You may now select the Lubricated Suppository and right-click it onto the Diseased animal. An Un-Lubricated Suppository can also be used to treat Animal Sickness but will increase that Animal's Temperament by a large amount.

Animal Suppository
Cow icon.png Cow Madcow Suppository icon.png Madcow Suppository
Goat icon.png Goat Hoof & Mouth Suppository icon.png Hoof & Mouth Suppository
Pig icon.png Pig Swine Flu Suppository icon.png Swine Flu Suppository
Sheep icon.png Sheep Scrapie Suppository icon.png Scrapie Suppository


  • if you kill an animal near other animals that will increase the temperament of all animals nearby
  • Animals die of old age, if they die of natural causes that won't increase the temperament of other animals nearby.



  • Stillborns are very rare, unless the animal has been cursed by a witch. Then it will be far more likely.


DOMESTICATED ANIMALS

A Player must be signficantly closer to the event of a baby animal dying to gain insanity.

The Amount of insanity gained when naming an animal that has already died has been increased. Sheep now provide approx 35% more wool when sheered during a cold snap. Up from 25% Rams now have a rare chance to have a Teasel stuck in their wool when you sheer them. ornery , vulernabilty, metabolism, size, productivity, longevity aether termpermante

castrate boar milk bull calf yields a raw cow hide and a stomach and a few bones


Diseased animal


Mating

  • If either the male OR female are sick the mating will fail.
  • There is a random chance that the mother will die in child birth for each child. I.E. a larger litter has a higher probability the female will perish in delivery then a smaller litter.