“动物”的版本间的差异

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===友好度===
 
===友好度===
 
<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>
 生活在畜棚和鸡舍的动物有友好度,可以在抚摸动物后右键点击动物查看(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.
+
 生活在畜棚和鸡舍的动物有友好度,可以在抚摸动物后右键点击动物查看 (拿着干草时你不能打开这个窗口,这可以防止你不小心打开它)。友好度共有5颗心,以半颗心为单位增加。并且在决定动物是否产出高质量的产品时,友好度是首要条件。
  
Each half-heart is equivalent to 100 points of friendship, making the maximum value of Friendship 1000.
+
每半颗心等于100友好度,友好度的上限是1000。
  
Actions that affect friendship are as follows:
+
影响友好度的行为如下:
* Petting (+15, or +30 if player has Shepherd or Coopmaster and animal is of relevant type)
+
* 抚摸(+15, 如果玩家选择鸡舍大师或牧羊人专精则对应动物+30)
* Milking or Shearing (+5, No penalty for not being milked or sheared)
+
* 挤奶或剪毛 (+5, 不挤奶或剪毛不会减少友好度)
* Eating Grass Outside (+8)
+
* 吃外面的青草 (+8)
  
  
* Not Fed (-20 ''Calculated day-end'')
+
* 没有喂食 (-20 '' 每天结束后计算'')
* Trapped outside overnight (-20 ''Calculated day-end'')
+
* 被困在外面一晚上 (-20 '' 每天结束后计算'')
* Not Pet/Talked to (-5 to -10, ''Calculated day-end by the formula:'' (10 - (CurrentFriendship / 200)))
+
* 没有抚摸或对话 (-5 ~10, '' 每天结束后计算,公式为:'' (10 - ( 当前友好度 / 200)))
  
 
===心情===
 
===心情===

2017年6月19日 (一) 21:03的版本

Robin building.png
“我这里还有很多事情需要处理。”
— 罗宾

不完整的翻译

本文或部分尚未完全翻译成中文。 欢迎您通过编辑帮助其建设。
最后编辑Licer于2017-06-19 21:03:14.

动物在你的农场扮演多种角色。有些是不能互动的野生动物。还有宠物猫或狗,你可以与它增进感情。你可以得到一匹乘骑用的马。当然,还有作为各种产品来源的“农场动物”,提供资源和利润。

大多数动物(不包括宠物或野生动物)需要建筑物来容纳他们。可以向木匠的商店罗宾购买这些建筑, 她通常需要三天的时间才能完成建造。“农场动物”幼崽(以及收获产品所需的相关道具)可以在玛妮的牧场购买。动物也可以从孵化器孵出。购买动物后,要将其分配到符合条件的现有农场建筑物。每个建筑物都有容纳动物的数量限制。如果之后你希望把动物移到另一个建筑物,你可以在抚摸后右键它,然后在弹出窗口中选择移动。

农场动物幼崽在成年后才能够生产动物产品。每天早上,住在鸡舍的成年动物(鸡、鸭、兔子、恐龙)有机会生产动物产品,可从在鸡舍地板上收集到这些。使用挤奶桶可以给奶牛或山羊挤奶,奶牛通常每天可以挤奶,山羊通常每两天挤奶一次。当羊毛长出来时,可以用剪刀剪下绵羊的毛,猪可以在外面挖出松露,然后再从地上采集。

猫和狗

玩家可以领养一只猫或一只狗。您养的动物取决于创建人物菜单时你的选择。

玛妮‏‎在你赚到data-sort-value="1000">Gold.png1,000金后,将在第一个晴天的早晨在门外带着狗或猫过来找你。你必须在周一,周二,周四,周六或周日的上午6点至9:30之间走出农舍,以触发此事件。是否留下宠物是可选的(玛妮‏‎会问你是否想留下)。当你选择留下它时,你可以选择您想要的宠物名称。(如果当玛妮带着宠物来找你时你还没遇到过她,她会在会面时做自我介绍)

Dog.gif
Cat.gif

你可以每天一次点击你的宠物来宠爱它们,会显示出一颗爱心DialogueBubbleLove.png.

你与宠物的好感度最大是1000点,每次你抚摸宠物都能增加12点好感度。每200点等于1级,有800点可以让你在爷爷评估中获得1分。

当您与宠物的好感度达到1000点时,您将收到弹出消息: " <动物名字> 爱你 ♡"  除了这个消息以外,没有办法在游戏中查看你与宠物的好感度。

房子左上角的木板上有一个碗,你可以为你的宠物充满水。如果你给你的宠物的碗里装了水,第二天早上,你与宠物的好感度将增加6点。(请注意,如果第二天早上下雨,此事件不会触发。)

Pet Bowl empty.png Pet Bowl full.png

Horse.png

马是一种坐骑,可以提高30%移动速度。如果你把它留在某个地方,它会自动找到回家的路,在第二天早上出现在马厩。马可以通过在木匠的商店购买马厩获得。和宠物一样,马可以在获得它的时候取名字,但是这个提示只有在第一次骑马的时候才有。

当水平移动时,马可以正常穿过所有的空隙,但需要2个方格的的空间才能垂直移动,这意味着骑马时,你不能像步行时一样穿过所有的小间隙。骑马在农场的农作物上移动时不会减速。

Bug:木围栏附近骑马时,会出现一个BUG,使您能够穿过围栏。

  • 骑马bug 1
  • 骑马bug 2

照顾动物

友好度

DialogueBubbleLove.png

生活在畜棚和鸡舍的动物有友好度,可以在抚摸动物后右键点击动物查看(拿着干草时你不能打开这个窗口,这可以防止你不小心打开它)。友好度共有5颗心,以半颗心为单位增加。并且在决定动物是否产出高质量的产品时,友好度是首要条件。

每半颗心等于100友好度,友好度的上限是1000。

影响友好度的行为如下:

  • 抚摸(+15, 如果玩家选择鸡舍大师或牧羊人专精则对应动物+30)
  • 挤奶或剪毛 (+5, 不挤奶或剪毛不会减少友好度)
  • 吃外面的青草 (+8)


  • 没有喂食 (-20 每天结束后计算)
  • 被困在外面一晚上 (-20 每天结束后计算)
  • 没有抚摸或对话 (-5~10, 每天结束后计算,公式为: (10 - (当前友好度 / 200)))

心情

Like friendship, an animal's current mood can be checked by right-clicking after petting the animal.

Mood is a very important factor when determining animal product quality and type. It is only taken into account when the game rolls animal produce at the beginning of the day, and has no effect otherwise.

Mood is a value from 0 to 255. You can estimate its current value from the message in the animals right click dialogue:

  • <Animal Name> looks really happy today! indicates Mood is at least 200 and at most 255.
  • <Animal Name> looks fine. indicates Mood is at least 30 and less than 200.
  • <Animal Name> looks sad. indicates Mood is at least 0 and less than 30.


Actions that affect Mood are as follows (every 10 minutes refers to ingame minutes):

  • Petting (+32 to +36 dependent on animal type, double amount if player has chosen the Shepherd or Coopmaster Profession and animal is of relevant type)
  • Eating Grass Outside (Sets Mood to 255)
  • Season is Winter, animal is in an area with a Heater, and has mood 150 or higher (+4 to +8 every 10 minutes past 6PM the Player stays awake, up to 255. Only one heater required. overrides all other "every 10 minutes" effects)
  • Animal was fed (+4 to +16, dependent on animal type, Calculated when the Player sleeps, checks whether the animal ate either hay or grass)
  • Animal outside after 6PM, but before 7PM, and has less than 150 Mood (+4 to +8 every 10 minutes does not stack with any other "every 10 minutes" effect)


  • Animal outside in the rain or Winter (-4 to -8 every 10 minutes does not stack with any other "every 10 minutes" effect)
  • Animal outside past 7PM (-4 to -8 every 10 minutes does not stack with any other "every 10 minutes" effect)
  • Player staying awake past 6PM, animal inside Barn or Coop (-4 to -8 every 10 minutes the Player stays awake, until a minimum of 150 is reached.)
  • Animal slept outside (-Half of current Mood, Calculated when the Player sleeps)
  • Animal was not pet (-20 to -40, dependent on animal type, Calculated when the Player sleeps)
  • Animal was not fed (-100 Calculated when the Player sleeps)

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.

产品

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.

If the animal has met the required amount of days to create their product, some additional checks will be made to determine if they will actually produce.

  • If the animal was not fed, it will not produce.
  • If the animal has less than 70 Mood, there is a chance it will not produce. The lower the mood, the less likely it will produce. (The percent chance it will still produce is equal to Mood/70)


Whether an animal produces a Deluxe or Large product, and the quality of the products, is determined at the very beginning of the day by some randomness as well as a combination of Mood and Friendship.

  • If an animal has 150 Mood or above, it will gain the ability to produce Quality and Large or Deluxe products. (Note, this is just the ability, the actual chance for these items is covered in the sections below, Quality and Large/Deluxe products are not guaranteed)
  • If an animal is below 150 Mood, it still has a chance to have the ability to produce Quality and Large or Deluxe products. The lower the mood, the less likely. (The percent chance to gain the ability is equal to Mood/150)

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.

高级产品和稀有产品

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 than 200, it will be multiplied by 2
  • If Mood is 200 or less, it will be multiplied by Negative 2

This "Mood Modifier" will be used in different ways depending on the animal.

Try to avoid medium amounts of Mood to prevent high penalties.

鸭毛和兔子的脚

Ducks and rabbits will take into account the Daily Luck to determine if they will create their Deluxe produce.

For each duck or rabbit, an overall score is created using the following formula: (Friendship + Mood Modifier)/5000 + Daily Luck

For example, an animal with 600 Friendship (3 Hearts), 150 Mood, and 0.10 Daily Luck, would be calculated as:

=(600 + (150*(-2)))/5000 + 0.10

=(600-300)/5000 + 0.10

=0.16

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

大鸡蛋和牛奶

For animals that have a chance to produce a Large product, the game will take Mood and Friendship into account.

Each animal will have an overall score created with the following formula: (Friendship + Mood Modifier)/1200

For example, an animal with 600 Friendship (3 Hearts) and 150 Mood would be calculated as:

=((600 + (150*(-2)))/1200

=(600-300)/1200

=0.25

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.

品质

If the animal has the ability to produce a Quality item, it will roll for quality from normal to iridium.

Each animal will have an overall score created with the following formula: ((Friendship/1000) - (1 - (Mood/225))

For example, an animal with 600 Friendship (3 Hearts) and 150 Mood would be calculated thus:

=((600/1000) - (1 - (150/225))

=0.6 - (1 - 0.666...)

=0.6 - 0.333...

=0.266...

If the player has the Shepherd or Coopmaster Profession, and the animal is a relevant type, 0.33 will be added to the score.

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 by 2 will be compared against a random number between 0-1. If the score divided by 2 is greater than the random number, the item will be Iridium quality.

In our given example, a score of 0.266... is not above 0.95; the item would not be able to become Iridium.

If an Iridium quality item is not produced, the score divided by 2 will be compared against a random number between 0-1. If the score divided by 2 is greater than the random number, the item will be Gold quality.

In our given example, a score of 0.266... would be divided by 2 to become 0.133...; the item would have a 13% chance to become Gold quality.

If a Gold quality item is not produced, the score will be compared against a random number between 0-1. If it is greater than the random number, the item will be Silver quality.

In our given example, if the item was not Gold, it would have a 26.6% chance to be Silver quality.

If the item is not Silver quality, it will be Normal quality.

居住处

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.

Barns, Coops and Slime Hutches house animals, Silos store hay, and the Stable unlocks the Horse.

食物

Animals do not die if not fed, but will become upset and cease production of animal products until feeding resumes.

Animals that live in barns and coops can eat either fresh grass (if allowed outside) or hay (if kept inside, or unable to find grass). These animals will have their mood changed to "very happy today!" upon eating fresh grass. Slimes only need to have their troughs filled with water from the watering can, and horses and pets do not need to eat.

If it is a festival day, animals do not need to be fed, the game will automatically consider them fed.

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.

青草和干草

在沒有下雨、下雪或颱風的情況下,打開雞舍畜棚的閘門可以讓裡面的動物出來吃青草,牠們會在下午六時走回建築物內休息。若把閘門維持在打開的狀態,動物會自動在隔天早上出來吃青草。在所有動物返回建築物內之前把閘門關上會令其在室外渡過夜晚,從而導致好感度下降,甚至被野狼吃掉。

找不到青草吃或留在室內的動物轉而吃乾草,每隻動物消耗一份乾草。你可以點乾草斗裡取得預先儲藏在筒倉乾草,然後放在餵飼台上來完成餵食。高級雞舍高級畜棚附帶自動餵養系統。

Chickens fed.png

筒倉建成之後,用鐮刀割草有50%機會自動添加乾草筒倉,每個筒倉可以放置240個。在此之前,乾草能在瑪妮的牧場以每個50g購入。

冬天裡,雪會遮蓋草地以致無法放牧,請在秋季完結之前預備足夠的乾草

动物被困在外面

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).

If it rains the next day, and the animal was left out, the animal will stay outside in the rain. This is the only instance in which a farm animal will be outside during the rain.

An animal left outside its barn/coop will be grumpy the next day.

野生动物袭击

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.

After the player goes to sleep, any events that will happen during the night (such as Bundle events) are calculated as normal. If no events are due to occur, there will be a 50% chance that the game will attempt to start a wild animal attack event. If this event proceeds, the game will go through all buildings to find a barn or coop that has their doors closed and has animals left outside.

For each building, the game takes a random number between 0 and 1 and compares it to 1/(the number of total farm buildings). If the random number is larger, the building is ignored. In other words, the more buildings the player has, the less likely that one will be attacked. For example, if the player has two farm buildings, each building has a 50% chance of being attacked, three buildings would give 33%, four would give 25% chance of being attacked, etc.

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 "<animal name> looks stressed and paranoid today. It seems like something bad happened last night."

动物的生育

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.

If a barn passes all these checks, a random animal inside is chosen. If the animal is not a baby and has pregnancy enabled, that animal will give birth.

鸡舍动物

These animals cannot be purchased until a Coop is built on your farm, and must occupy a spot in a coop. They will leave their products inside the coop each morning.

主要页面:

Adult chickens will produce eggs every morning if fed. Happier chickens may produce larger, more valuable eggs.

Image Name Cost Produces 5 Heart Selling Price
White Chicken.png Chicken data-sort-value="800">Gold.png800金 Egg.png Egg - 50g
Large Egg.png Large Egg - 95g
data-sort-value="1040">Gold.png1,040金
Brown Chicken.png Chicken data-sort-value="800">Gold.png800金 Brown Egg.png Brown Egg - 50g
Large Brown Egg.png Large Brown Egg - 95g
data-sort-value="1040">Gold.png1,040金
Blue Chicken.png Chicken data-sort-value="800">Gold.png800金 Egg.png Egg - 50g
Large Egg.png Large Egg - 95g
data-sort-value="1040">Gold.png1,040金
Void Chicken.png Void Chicken n/a Void Egg.png Void Egg - 65g data-sort-value="1040">Gold.png1,040金

To obtain a Void Chicken; in a random event after you sleep, a witch will fly over one of your Chicken Coops, leaving you with a Void Egg in the morning. Alternatively, you can purchase a Void Egg from the Travelling Cart in Cindersap Forest or from Krobus for data-sort-value="5000">Gold.png5,000金 in The Sewers. After you obtain the Void Egg, putting the egg into an Incubator (you must have the Big Coop) will result in the hatching of a Void Chicken.

Whether you receive a white or brown chicken when purchasing from Marnie is random.

After seeing Shane's 8-heart event, each chicken you purchase from Marnie has a 1/4 chance of being blue. Aside from appearance, blue chickens are identical to white chickens.

You may receive a White, Brown, or Blue (If blue has been unlocked) Chicken from incubating an egg of either type (White or Brown).

主要页面:

Adult ducks will lay an egg or drop a Duck Feather every other day. Happier ducks have a higher chance to produce Duck Feathers instead of an egg.

Image Name Cost Requirements Produces 5 Heart Selling Price
Duck.png Duck data-sort-value="4000">Gold.png4,000金 Big Coop Duck Egg.pngDuck Egg - 95g
Duck Feather.png Duck Feather - 125g
data-sort-value="5200">Gold.png5,200金

兔子

Main article: Rabbit
Image Name Cost Requirements Produces 5 Heart Selling Price
Rabbit.png Rabbit data-sort-value="8000">Gold.png8,000金 Deluxe Coop Wool.png Wool - 340g
Rabbit's Foot.png Rabbit's Foot - 565g
data-sort-value="10400">Gold.png10,400金

Once sufficient friendship is reached, they can produce Rabbit's Foot automatically just like wool.

恐龙

Main article: Dinosaur

To obtain a Dinosaur, a Dinosaur Egg must be found while Artifact hunting. Putting that egg into an Incubator will result in hatching a Dinosaur. The Dinosaur itself will act like any other coop animal, but it lays Dinosaur Eggs every 1-5 days and makes no sound.

Image Name Cost Requirements Produces 5 Heart Selling Price
Dinosaur.png Dinosaur n/a Big Coop Dinosaur Egg.png Dinosaur Egg - 350g data-sort-value="1278">Gold.png1,278金

畜棚动物

These animals cannot be purchased until a Barn is built on your farm, and must occupy a spot in a barn. Their products are either gathered with a tool, or in the case of pigs, left on the ground outside while grazing.

Barn animals may become pregnant at random if the pregnancy option is enabled on their status menu. This is opened by right-clicking on the animal after having done so to give it affection first. An icon to the right of the menu can be toggled to allow pregnancy for that animal. If an animal becomes pregnant, during the night a message box will pop up saying an animal gave birth. The game will then prompt you to choose a name for the new animal. For pregnancy to happen you need to have upgraded to a Big Barn and have enough room for another animal.

奶牛

Main article: Cow
Image Name Cost Produces 5 Heart Selling Price
White Cow.png Cow data-sort-value="1500">Gold.png1,500金 Milk.png Milk - 125g

Large Milk.png Large Milk - 190g

data-sort-value="1950">Gold.png1,950金
Brown Cow.png Cow data-sort-value="1500">Gold.png1,500金 Milk.png Milk - 125g

Large Milk.png Large Milk - 190g

data-sort-value="1950">Gold.png1,950金

When interacted with, cows will stick their tongue out at you.

山羊

Main article: Goat
Image Name Cost Requirements Produces 5 Heart Selling Price
Goat.png Goat data-sort-value="4000">Gold.png4,000金 Big Barn Goat Milk.png Goat Milk - 225g
Large Goat Milk.png Large Goat Milk - 345g
data-sort-value="5200">Gold.png5,200金

Goats produce milk every other day.

绵羊

Main article: Sheep
Image Name Cost Requirements Produces 5 Heart Selling Price
Sheep.png Sheep data-sort-value="8000">Gold.png8,000金 Deluxe Barn Wool.png Wool - 340g data-sort-value="10400">Gold.png10,400金

Sheep need to be shorn when their coat grows in. Shears can be purchased at Marnie's Ranch.

A sheep will normally grow in its coat every 3rd day if it has been fed and has at least 70 happiness.

If the player has 900 or more Friendship with the sheep and has pet it at least one time , it will reduce it to every other day.

If the player also has Shepherd, it will reduce the time required to regrow by a further day, making a sheep grow it's coat every single day.

Main article: Pig
Image Name Cost Requirements Produces 5 Heart Selling Price
Pig.png Pig data-sort-value="16000">Gold.png16,000金 Deluxe Barn Truffle data-sort-value="625">Gold.png625金 data-sort-value="20528">Gold.png20,528金

Pigs will find Truffles after being let outdoors. Truffles can be used in the Oil Maker to make Truffle Oil.

Collection will be affected by Foraging skill, allowing you to gather gold quality Truffles with a chance of double harvest.

During Winter, pigs will not produce Truffles since the field is covered in snow and they won't leave the barn.

史莱姆屋

Main article: Slime Hutch

Although technically not an animal, Slimes can reside on the farm similar to other animals. Slimes are unique in that they are not docile and harmless like other animals. They are similar in appearance and behavior to Slimes found elsewhere in the game, and will attack and damage the player if able to. They are obtained by placing a Slime Egg in a Slime Incubator, either a player-crafted one or the built-in one that comes with the Slime Hutch.

Slimes produce Template:ItemLinks, and do so only when both male and female Slimes are present in the same location, and when given access to water via the troughs in the Slime Hutch. The Slime Ball can be right-clicked to release multiple Template:ItemLink items. These piles of slime have a chance of appearing daily, much like the products of coop animals.

Male and female slimes will also occasionally breed with each other. The color of the resulting offspring will fall anywhere on a spectrum between the parents' colors (e.g. a green slime may breed with a red slime to produce a yellow or orange slime).

Slime Eggs can be obtained as rare drops from Slimes or by compressing 100 Slime items in a Slime Egg-Press. They come in various colors and will produce slimes of the same color as the egg. Slimes of any color can breed with slimes of any other color.

Slimes incubated or bred in this way can be fought and killed just like any other slimes, and will drop items. A slime hutch can become a very dangerous place after even a few eggs have hatched, and it is advised that players take caution. It is recommended that the player obtain the Slime Charmer Ring before attempting large-scale slime farming.

It is also important to note that once the hutch has more than 5 Slimes, there is a 3.5% chance per night per slime to escape and disappear.

In a random event after going to sleep, a Witch will fly over the Slime Hutch, turning all of the Slimes into Black Slimes.

其他动物

Many animals cannot be interacted with, such as rabbits, squirrels, green frogs, crows, woodpeckers, sparrows (small brown birds), and the sea serpent. Squirrels may occasionally cause Hazelnuts or other tree seeds to fall to the ground.

蝴蝶

Butterflies are abundant, and come in many colors, though they can only be seen in spring and summer. To see butterflies, walk around, shake or chop trees.

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猫头鹰

Owls as they can only be seen in data.

Owls are somewhat uncommon, and can only be seen at night (7:00pm-2:00am). They have been seen in all seasons.

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萤火虫

Fireflies can be seen everywhere at night, particularly in Cindersap forest, during the summer. They create a small glow of light around them.

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海鸥

Seagulls appear at the beach. They can be seen floating in the water, doing nothing, or cleaning themselves with their beak. Should the player get too close, they will fly away.

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