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How Ranching works
Demo 0.11.2How it works
Hourly products
- The product timer fires every 3,600,000 ms (1 h); Product interval does not set it.
- On each fire, every animal whose hunger and safety are above 0 adds Products × happiness, doubled with Output Doubling Chance. Each item's total over all animals is rounded down.
- Every animal then pays XP × happiness.
Happiness
- Happiness = max(0, 0.3 × hunger + 0.3 × safety + 0.4 × satisfaction + Flat happiness), where safety counts as 1 from 0.75 up.
- Satisfaction is 0.5 when hunger is at least 0.5, plus 0.4 when safety is at least 0.5, plus each treat eaten at its satisfaction, plus 0.04 for an animal that needs pets and has been petted, plus each pack bonus whose animal count the enclosure reaches.
- The 0.3 illness penalty never applies in the demo: the 0.00025 illness roll is switched off.
Food, upkeep and repairs
- Every Food consumption interval each animal eats its Eats, unless Food Preservation Chance spares the food. A fed animal's hunger becomes 1; an unfed one's falls by 0.1.
- Every Maintenance interval each enclosure with animals loses 0.01 maintenance, unless Enclosure Maintenance Skip Chance skips it. Safety follows maintenance.
- A repair restores maintenance to 1 for max(1, ceil(trunc(cost ÷ 1,000) × 100 × (1 − maintenance))) of each build cost.
- Every 86,400,000 ms (24 h) each animal eats its treats, except treats the player turned off.
Life cycle and breeding
- Animals age once a minute. An animal is a child for floor(Base variant interval ÷ 60,000) minutes, then grows into a variant drawn by weight among those whose requirements are met, and dies after floor(lifespan ÷ 60,000) minutes.
- An animal that needs pets asks again 172,800,000 ms (48 h) after each pet; its first pet pays 10 XP.
- Every 3,600,000 ms (1 h) each enclosure tries to breed its kinds in order. A kind with at least 2 animals and fewer than the enclosure limit gains a free animal with chance 0.0001 × its animals at happiness 0.75 or more × its average happiness. The first kind outside those counts ends the check.
Game messages
Formulas
- Base experience
Animal base experience- Base eats
Animal eats- Eats
- Quantity
max(1, trunc((Base eats quantity + Food Consumption Quantity (Flat)) × (1 + Food Consumption Quantity (%)))) - Base item cost
Animal purchase costs items- Base currency cost
Animal purchase costs currencies- Item cost
- Quantity
max(1, trunc(Base item cost quantity × (1 + Percent ingredient cost))) - Currency cost
- Quantity
max(1, trunc(Base currency cost quantity × (1 + Percent ingredient cost))) - Base products
Animal products- Products
- Quantity
max(0, (Base products quantity + Flat product quantity) × (1 + Product Quantity (%))) - Interval
floor((Animal lifespan interval + Lifespan Interval (Flat)) × (1 + Lifespan Interval (%)))- Base variant interval
floor((Animal base variant interval + Flat base variant interval) × (1 + Percent base variant interval))- Product interval
floor((Animal product interval + Product Interval (Flat)) × (1 + Product Interval (%)))- Maintenance interval
floor((Base maintenance cooldown + Maintenance Interval (Flat)) × (1 + Maintenance Interval (%)))- Food consumption interval
Base values
- Base food consumption cooldown
- 3,600,000 ms (1 h)
- Base maintenance cooldown
- 3,600,000 ms (1 h)
Modifiers
| Modifier | Granted by |
|---|---|
| Output Doubling ChanceYour chance to double the output |
|
| Preservation chance | None in the demo |
| Flat product quantity | None in the demo |
| Product Quantity (%)The adjustment to the base Product quantity |
|
| Percent ingredient cost | None in the demo |
| Product Interval (Flat)Your flat product interval for Animals | None in the demo |
| Product Interval (%)Your percent product interval for Animals |
|
| Lifespan Interval (Flat)Your flat lifespan interval for Animals | None in the demo |
| Lifespan Interval (%)Your percent lifespan interval for Animals | None in the demo |
| Flat base variant interval | None in the demo |
| Percent base variant interval | None in the demo |
| Food Consumption Quantity (Flat)The flat adjustment to Animal food consumption quantity | None in the demo |
| Food Consumption Quantity (%)The percent adjustment to Animal food consumption quantity |
|
| Maintenance Interval (Flat)Your flat maintenance interval for Enclosures | None in the demo |
| Maintenance Interval (%)Your percent maintenance interval for Enclosures |
|
| Food Consumption Interval (Flat)The flat adjustment to food consumption interval for Animals | None in the demo |
| Food Consumption Interval (%)The percent adjustment to food consumption interval for Animals | None in the demo |
| Food Preservation ChanceThe chance for an Animal to not consume food |
|
| Enclosure Maintenance Skip ChanceThe chance for an Enclosure to not degrade |
|
| Flat happiness |
|