Difference between revisions of "Animal Husbandry"

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{{History||0.79.14|Chickens will follow all livestock food instead of just wheat grain.|Livestock will follow maize ears in addition to grains.|Adjusted familiarity indicator display to better indicate progress.}}
 
{{History||0.79.14|Chickens will follow all livestock food instead of just wheat grain.|Livestock will follow maize ears in addition to grains.|Adjusted familiarity indicator display to better indicate progress.}}
 
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== Gallery ==
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<gallery>
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File:Familiar1.png|A wild unfamiliarized pig.
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File:Familiar2.png|White border indicating familiarity will not decrease.
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File:Familiar3.png|A fully tamed baby sheep.
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</gallery>
  
 
{{Blocks}}
 
{{Blocks}}
 
[[Category:Agriculture & Livestock]]
 
[[Category:Agriculture & Livestock]]

Revision as of 22:59, 28 November 2014

« Back to Mobs

This page contains content on features that will be included in a future update.
These features are confirmed, but not yet added to the game.

Livestock

Grid Chicken.png Grid Cow.png Grid Horse.png Grid Pig.png Grid Sheep.png

Chickens, Cows, Horses, Pigs and Sheep are all livestock.

Food

Grid Barley (Grain).png Barley Grid Oat (Grain).png Oat Grid Rice (Grain).png Rice Grid Rye (Grain).png Rye Grid Wheat (Grain).png Wheat Grid Maize (Harvest).png Maize

Livestock will follow any type of refined grain, as well as maize ears in a similar way that vanilla animals will follow wheat, carrots and seeds. Rope also behaves the same way as the vanilla leads in wrangling up livestock.

Pets

Grid Wolf.png

Wolves are initially familiarized through the vanilla method of giving bones until heart particles appear. After initial familiarization, the animal will recognize the player as its owner and follow it around, but it is not completely obedient, and therefore will not accept commands to sit or stand, and will continue to kill livestock when it is hungry. Disobedient dogs can be forced to sit by tying them to a fence using rope, and forced to stand by tying them to a player. If a dog is angry, the owner can calm it through leashing with a rope. When a dog has reached a high enough familiarization level through petting, it will become fully tame and obedient, signified by the addition of a collar.

Food

Grid Raw Beef.pngGrid Cooked Beef.png Beef Grid Raw Horse Meat.pngGrid Cooked Horse Meat.png Horse Meat Grid Raw Mutton.pngGrid Cooked Mutton.png Mutton Grid Raw Porkchop.pngGrid Cooked Porkchop.png Pork

Dog food is only used for breeding, and fulfilling the animals hunger so that it can regenerate health. Wolves and dogs will not follow non-owner players who are holding food.

Ownership

Ownership of dogs can be transferred to another player using the command /transfer <username> when the player is near a tamed animal. If no characters are entered after the command (i.e. "/transfer" verbatim), the animal will be set free. Players cannot transfer animals to themselves, transfer animals they do not own, or if they have more than one transferrable animal within range.

Wild Animals

Grid Bear.png Grid Deer.png Grid Pheasant.png

Bear, Deer, and Pheasants are wild, and cannot be bred. Wild animals will spawn and despawn in the world, with the exception of animals that have been named, or roped at least once, which won't despawn.

Familiarization

All animals have a familiarity value which needs to be increased in order to interact in certain ways such as milking cows, shearing sheep, riding horses, breeding animals, and naming animals. The specific values for each of these interactions varies from species to species, with some requiring more work than others. Familiarity can be increased by performing a particular action at least once every 24 in-game hours. For animals that are familiarized through feeding, the player must offer the food while sneaking (Default: ⇧ Shift) as to not spook the animal.

Animal Action
Grid Bear.png Bear Feed Fish Grid Raw Fish.pngGrid Cooked Fish.png
Grid Chicken.png Chicken Feed Grain Grid Barley (Grain).pngGrid Oat (Grain).pngGrid Rice (Grain).pngGrid Rye (Grain).pngGrid Wheat (Grain).pngGrid Maize (Harvest).png
Grid Cow.png Cow Milk (Female Only) or Feed Grain Grid Wooden Bucket (Milk).pngGrid Barley (Grain).pngGrid Oat (Grain).pngGrid Rice (Grain).pngGrid Rye (Grain).pngGrid Wheat (Grain).pngGrid Maize (Harvest).png
Grid Deer.png Deer Feed Salt Grid Salt.png
Grid Horse.png Horse Feed Grain until ridable, then ride for at least 30 seconds. Grid Saddle.pngGrid Barley (Grain).pngGrid Oat (Grain).pngGrid Rice (Grain).pngGrid Rye (Grain).pngGrid Wheat (Grain).pngGrid Maize (Harvest).png
Grid Pig.png Pig Feed Grain Grid Barley (Grain).pngGrid Oat (Grain).pngGrid Rice (Grain).pngGrid Rye (Grain).pngGrid Wheat (Grain).pngGrid Maize (Harvest).png
Grid Sheep.png Sheep Shear or Feed Grain Grid Shears.pngGrid Barley (Grain).pngGrid Oat (Grain).pngGrid Rice (Grain).pngGrid Rye (Grain).pngGrid Wheat (Grain).pngGrid Maize (Harvest).png
Grid Wolf.png Wolf/Dog Feed Bones until claimed, then right click while sneaking to pet Grid Bone.png ⇧ Shift+Rmb.png Right Click

Familiarity will decrease slightly each day if it hasn't reached at least 30% and the animal hasn't been interacted with in the past 24 hours. Adult animals have a limit of how tame they can become through familiarization, with only baby animals having the ability to become fully domesticated, gaining familiarity much faster than adults. Baby animals retain 50% of their mother’s familiarity when born, unless she is close to maximum familiarity, in which case they will retain 90% of it.

Familiarity Indicator

Sneaking and looking directly at an animal will display a familiarity indicator. The indicator will fill with red as familiarity increases, turning gold when it has reached 100%. A white border around the indicator means that the animal has reached at least 30%, and that the familiarity will no longer decrease.

Indicator Grid Heart0.png Grid Heart1.png Grid Heart2.png Grid Heart3.png Grid Heart3W.png Grid Heart4.png Grid Heart5.png Grid Heart6.png Grid Heart7.png Grid Heart8.png Grid Heart9.png Grid Heart10.png Grid Heart11.png Grid HeartF.png
Percentage 0 - 8 9 - 16 17 - 25 26 - 29 30 - 33 34 - 41 42 - 50 51 - 58 59 - 66 67 - 75 76 - 83 84 - 91 92 - 99 100

Gender

Animals (excluding squid) have different genders (male or female), which is determined randomly at the time that the animals spawns. Other than bears, horses and wolves, these animals have visual cues to easily determine the gender such as antlers, horns, tusks, udders and different feather colors. For mobs that do not have visual cues, the animal can be right-clicked on for a chat message stating the gender.

Animal Male Traits Female Traits
Grid Bear.png Bear¹ N/A
Grid Chicken.png Chicken Red Feathers, Stands Upright White Feathers, Vanilla Posture
Grid Cow.png Cow Long Horns, No Udder Shorter Horns, Udder
Grid Deer.png Deer¹ Long Antlers No Antlers
Grid Horse.png Horse N/A
Grid Pheasant.png Pheasant¹ Brightly Colored Feathers Brownish Colored Feathers
Grid Pig.png Pig Long Tusks No Tusks
Grid Sheep.png Sheep Large Horns No Horns
Grid Wolf.png Wolf/Dog N/A

¹While Bears, Deer, and Pheasants have different genders, they cannot be bred.

Breeding

All breedable animals with the exception of chickens are bred by bringing two of the same familiarized animal of opposite genders relatively close together, and feeding both of them until they are full, and heart particles start appearing. The animals will consume 5 ounces of grain each time they are fed, until they are full. If both animals have heart particles, they will move to be close together for a few seconds, before the particles disappear. A successful breeding can be confirmed by right-clicking on the female animal, which will result in a chat message stating, "Pregnant".

Chickens

Chickens are bred through the use of a Nest Box. Hens will lay eggs once a day, and if there's a rooster within 5 blocks of the nest box, the egg will be fertilized. A fertilized egg is noted with a "Fertilized" tool-tip on the item.

Straw Straw Grid layout Arrow (small).png Nest Box
Lumber (Sequoia) Straw Lumber (Spruce)
Lumber (Sycamore) Lumber (White Cedar) Lumber (White Elm)

Pregnancy and Babies

For all breedable animals other than chickens, the female will become pregnant directly after breeding. Once a female animal has become pregnant, the gestation time must pass before she is able to give birth. Note: This calculation is based on months, not days. So a world with a longer yearLength configuration will result in longer pregnancies, because there are more days in each month.

When the pregnancy time is complete, the female will give birth. The gestation time, age until adulthood, and the number of offspring that are born is dependent on the type of animal.

Animal Gestation Time Babies Adult Age
Grid Chicken.png Chicken 0.75 Months 1 4.14 Months
Grid Cow.png Cow 9 Months 1 36 Months
Grid Horse.png Horse 11.17 Months 1 30 Months
Grid Pig.png Pig 3.7 Months 8 to 12 15 Months
Grid Sheep.png Sheep 5 Months 1 to 3 12 Months
Grid Wolf.png Wolf/Dog 2.25 Months 1 to 2 9 Months

Baby Chicks

After a fertilized egg has been sitting in a nest box for 3/4th of a month, the egg will hatch into a baby chick. Note: This calculation is based on months, not days. So a world with a longer yearLength configuration will result in longer incubation, because there are more days in each month.

Genetic Traits

Each animal has a size modifier which is randomized when they spawn into the world, that determines how big it is. The size of an animal is inheritable, and determines how much meat and the size of the hide that is dropped on death. When two animals mate, the resulting offspring have a size which is partially randomized, but also affected by the sizes of its parents (specifically, how its parent's sizes compare to the average for the species). In other words, breeding two animals which are larger than average will produce babies that have a statistically larger average size, and could possibly be larger in size than any animal that could spawn in the wild naturally.

Other genetic traits that are currently in the code, but not fully implemented include: strength, aggression, obedience, color, climate and hard. It is currently unknown what is planned for the use of these trait modifiers.

Resources

Animal Butchery Products Harvestable Products Notes
Grid Bear.png Bear Grid Hide (Raw).pngGrid Bone.png
Raw Hide, Bones
Grid Chicken.png Chicken Grid Raw Chicken.pngGrid Feather.pngGrid Bone.png
Raw Poultry, Feathers, Bones
Grid Egg.pngGrid Feather.png
Eggs, Feathers
If the hens have a Nest Box nearby, they will lay eggs once a day.
Right click while sneaking with an open hand to pluck feathers. Plucking hurts the bird, and too much can kill it.
Grid Cow.png Cow Grid Raw Beef.pngGrid Hide (Raw).pngGrid Bone.png
Raw Beef, Raw Hide, Bones
Grid Wooden Bucket (Milk).png
Milk
Female Cows can be milked once every 24 hours.¹
Grid Deer.png Deer Grid Raw Venison.pngGrid Hide (Raw).pngGrid Bone.png
Venison, Raw Hide, Bones
Grid Horse.png Horse Grid Raw Horse Meat.pngGrid Hide (Raw).pngGrid Bone.png
Raw Horse Meat, Raw Hide, Bones
Grid Pheasant.png Pheasant Grid Raw Chicken.pngGrid Feather.pngGrid Bone.png
Raw Poultry, Feathers, Bones
Grid Feather.png
Feathers
Right click while sneaking with an open hand to pluck feathers. Plucking hurts the bird, and too much can kill it.
Grid Pig.png Pig Grid Raw Porkchop.pngGrid Hide (Raw).pngGrid Bone.png
Raw Pork, Raw Hide, Bones
Grid Sheep.png Sheep Grid Raw Mutton.pngGrid Sheepskin.pngGrid Bone.png
Raw Mutton, Sheepskin, Bones
Grid Wool.png
Wool
Right click with shears or a knife on adult sheep to get Wool
Use a knife on the Sheepskin to get Wool and Raw Hide.

¹Requires high familiarity.

History

Beta
v2 Build 48fAnimals give birth to the correct number of animals as they would in real life. This should give more incentive to breed animals.
0.78.11Breeding animals consumes 5 oz of the specific food, not the entire item.
0.79.0Removed chat gender message for all animals with visual gender differences.
All animals now have a familiarity value.
Added command to transfer ownership of an animal to another player.
Adjusted pregnancy times for animals and the length of time for them to reach adulthood.
Deer, bears, and wolves are considered wild, and will despawn and respawn.
Any animal that has been roped at least once will not despawn.
0.79.9Deer no longer run from players if familiarized enough.
Bears no longer attack players if familiarized enough. Bears should still attack players if attacked first.
Added familiarity indicator to animals.
0.79.11Tweaked wolf litter sizes to be one to two puppies.
0.79.13The owner of a wolf can now leash it to remove its anger toward a target. Note: This is still wonky when wolves are angry at other wolves.
0.79.14Chickens will follow all livestock food instead of just wheat grain.
Livestock will follow maize ears in addition to grains.
Adjusted familiarity indicator display to better indicate progress.

Gallery

Navigation
Construction Barrels • Blueprints • Bricks • Firepit • Plank Blocks • Protection Meter • Quern • Smooth Stone • Straw & Hide Bed • Support Beams • Thatch
Environment Altitude • The Player • Calendar • Cobblestone • Logs • Mobs • Saplings • Seasons • Stone • Temperature • Trees
Food Agriculture • Animal Husbandry • Berries • Fruit Trees
Materials Charcoal • Coal • Double Ingots • Double Sheets • Flux • Gems • Gunpowder • Hides • Ingots • Leather • Lumber • Minerals • Pottery • Redstone/Powders • Sheets • Sticks • Straw • Unshaped Metal • Wool
Metalworking Alloys • Anvils • Armor • Bellows • Blast Furnace • Bloomery • Tool Molds • Crucible • Forge • Gold Pan • Metals • Ores • Sluice
Tools & Weapons Arrows • Axe • Buckets • Chisel • Firestarter • Flint & Steel • Hammer • Hoe • Javelin • Knife • Mace • Pickaxe • Prospector's Pick • Saw • Shovel • Sword • Scythe • Shears • Spindle
Other Crafting Differences • Item Index