How Ranching works

How Ranching works

Demo 0.11.2

How it works

Hourly products

  1. The product timer fires every 3,600,000 ms (1 h); Product interval does not set it.
  2. 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.
  3. Every animal then pays XP × happiness.

Happiness

  1. Happiness = max(0, 0.3 × hunger + 0.3 × safety + 0.4 × satisfaction + Flat happiness), where safety counts as 1 from 0.75 up.
  2. 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.
  3. The 0.3 illness penalty never applies in the demo: the 0.00025 illness roll is switched off.

Food, upkeep and repairs

  1. 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.
  2. Every Maintenance interval each enclosure with animals loses 0.01 maintenance, unless Enclosure Maintenance Skip Chance skips it. Safety follows maintenance.
  3. A repair restores maintenance to 1 for max(1, ceil(trunc(cost ÷ 1,000) × 100 × (1 − maintenance))) of each build cost.
  4. Every 86,400,000 ms (24 h) each animal eats its treats, except treats the player turned off.

Life cycle and breeding

  1. 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.
  2. An animal that needs pets asks again 172,800,000 ms (48 h) after each pet; its first pet pays 10 XP.
  3. 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

animal failed to consume Food. Have you run out?

At a feeding that Food Preservation Chance does not spare, the bank cannot pay the animal's Eats. Its hunger falls by 0.1.

Enclosure in land has dropped below 75% and requires a repair.

An enclosure's maintenance falls from 0.75 or more to below it. From then its animals' safety counts at its value instead of 1, which lowers their happiness.

animal has lived their best life and passed away.

An animal's lifespan runs out and it leaves the enclosure. With auto rebuy on for its kind, a new one is bought at once.

Failed to auto buy animal. Cannot afford.

An animal of a kind set to auto rebuy dies and its price cannot be paid.

animal has grown into an adult.

A child's growth time ends and it grows into one of its variants.

Your animal has had a baby!

An hourly breeding roll succeeds. The new animal costs nothing.

Your animal has fallen ill. Pls help them.

Never in the demo: illness is switched off, so no animal falls ill.

Warning! You have Animals in this Enclosure. These Animals will be removed if you replace the Enclosure. This cannot be undone.

Building a different enclosure on land that holds animals asks first. Replacing the enclosure removes its animals.

This animal grazes (does not consume items).

The details of an animal with no food. It never goes hungry.

This animal does not consume any Treats.

The details of an animal with no treats. No treat adds to its satisfaction.

Child animals have reduced XP & production.

An animal's breakdown while it is a child. Every Child variant carries −50% XP and −50% product quantity until the animal grows.

Animals give XP when purchased.

Where you buy animals. Every animal added to an enclosure pays its XP once, a bred one included.

Happy Animals, happy farm. Calculated based on the three other stats. Skill XP & Produce is multiplied by the Animal's Happiness. Cannot go below 0%. Happiness = Hunger * 0.3 + Comfort * 0.3 + Satisfaction * 0.4 Note: Comfort is 1 if >= 75%

The tooltip of an enclosure's average Happiness. Its Comfort is each animal's safety, and Flat happiness adds to the sum.

Keep your animals fed every hour. Reduces by 10% every hour an animal is not fed :( Replenish to 100% when fed :D Some animals don't need food (Like Sheep or Cows). Your animal won't die at 0% Hunger, but my goodness it will be STARVING.

The tooltip of an enclosure's Hunger. Animals eat every Food consumption interval; at 0 hunger an animal produces nothing, though it does not die.

Equals the Maintenance value of this Enclosure. Repair the Enclosure to maintain this stat, simple. Has no effect on Happiness until it falls below 75%

The tooltip of an enclosure's Comfort, its animals' safety. It equals the enclosure's maintenance, which falls every Maintenance interval, and counts as 1 from 0.75 up.

Animals have needs & wants that provide Satisfaction. Maintain these, and you'll be rewarded with very happy animals. Hover over an animal to see their Satisfaction Checklist. Every animal of the same type has the same list.

The tooltip of an enclosure's Satisfaction: 0.5 with hunger of at least 0.5, 0.4 with safety of at least 0.5, each treat eaten, 0.04 for a petted animal that needs pets, and each pack bonus its count reaches.

Formulas

Base experience
Animal base experience
Base eats
Animal eats
Eats
Quantitymax(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
Quantitymax(1, trunc(Base item cost quantity × (1 + Percent ingredient cost)))
Currency cost
Quantitymax(1, trunc(Base currency cost quantity × (1 + Percent ingredient cost)))
Base products
Animal products
Products
Quantitymax(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 (%)))

Base values

Base food consumption cooldown
3,600,000 ms (1 h)
Base maintenance cooldown
3,600,000 ms (1 h)

Modifiers

ModifierGranted by
Output Doubling ChanceYour chance to double the output
  • Ranchers Belt+5% product doubling chance in Ranching
  • RanchingRanching Rank 3+10% product doubling chance in Ranching
Preservation chanceNone in the demo
Flat product quantityNone in the demo
Product Quantity (%)The adjustment to the base Product quantity
  • ChickenChild-50% product quantity produced in Ranching
  • CowChild-50% product quantity produced in Ranching
  • SheepChild-50% product quantity produced in Ranching
  • PigChild-50% product quantity produced in Ranching
  • BeeChild-50% product quantity produced in Ranching
  • SilkwormChild-50% product quantity produced in Ranching
  • MealwormChild-50% product quantity produced in Ranching
  • ElkChild-50% product quantity produced in Ranching
  • ElkChonky+100% product quantity produced in Ranching
  • WolfChild-50% product quantity produced in Ranching
  • Green DragonChild-50% product quantity produced in Ranching
  • Blue DragonChild-50% product quantity produced in Ranching
  • Red DragonChild-50% product quantity produced in Ranching
  • Black DragonChild-50% product quantity produced in Ranching
  • ChickenChonky Chicken+100% product quantity produced in Ranching
  • ChickenRainbow Chicken+100% product quantity produced in Ranching
  • CowChonky Cow+100% product quantity produced in Ranching
  • CowBrown Cow+100% product quantity produced in Ranching
  • SheepChonky Sheep+100% product quantity produced in Ranching
  • SheepWoolie Sheep+100% product quantity produced in Ranching
  • PigChonky Pig+100% product quantity produced in Ranching
  • Silky Silkworm+100% product quantity produced in Ranching
  • Tasty Mealworm+100% product quantity produced in Ranching
  • CaribouChild-50% product quantity produced in Ranching
  • Topaz GolemChild-50% product quantity produced in Ranching
  • Sapphire GolemChild-50% product quantity produced in Ranching
  • Ruby GolemChild-50% product quantity produced in Ranching
  • Emerald GolemChild-50% product quantity produced in Ranching
  • Diamond GolemChild-50% product quantity produced in Ranching
  • Jadestone GolemChild-50% product quantity produced in Ranching
Percent ingredient costNone in the demo
Product Interval (Flat)Your flat product interval for AnimalsNone in the demo
Product Interval (%)Your percent product interval for Animals
  • Zoomy Bee-1%
Lifespan Interval (Flat)Your flat lifespan interval for AnimalsNone in the demo
Lifespan Interval (%)Your percent lifespan interval for AnimalsNone in the demo
Flat base variant intervalNone in the demo
Percent base variant intervalNone in the demo
Food Consumption Quantity (Flat)The flat adjustment to Animal food consumption quantityNone in the demo
Food Consumption Quantity (%)The percent adjustment to Animal food consumption quantity
Maintenance Interval (Flat)Your flat maintenance interval for EnclosuresNone in the demo
Maintenance Interval (%)Your percent maintenance interval for Enclosures
Food Consumption Interval (Flat)The flat adjustment to food consumption interval for AnimalsNone in the demo
Food Consumption Interval (%)The percent adjustment to food consumption interval for AnimalsNone 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