Search results

Jump to: navigation, search
  • With the Asset Manager open, head to <code>View → Characters and Animals → Villager Assets</code>. When the new window is open, head to <code>Asse
    9 KB (1,423 words) - 09:12, 19 January 2018
  • ...ffset of the head compared to the model. Used to position Expressions that Animals and NPC's play.
    5 KB (840 words) - 07:58, 3 October 2017
  • ...anager. With the Asset Manager open, head to <code>View → Characters and Animals → Character Assets</code>. When the new window is open, head to <code>Ass
    26 KB (4,347 words) - 13:26, 27 August 2020
  • ...anager. With the Asset Manager open, head to <code>View → Characters and Animals → Villager Assets</code>. When the new window is open, head to <code>Asse
    12 KB (1,834 words) - 07:57, 1 February 2018
  • With the Asset Manager open, head to <code>View → Characters and Animals → Villager Assets</code>. When the new window is open, head to <code>Asse
    9 KB (1,467 words) - 07:55, 2 February 2018
  • ...anager. With the Asset Manager open, head to <code>View → Characters and Animals → Villager Assets</code>. When the new window is open, head to <code>Asse
    14 KB (2,213 words) - 08:03, 9 January 2018
  • With the Asset Manager open, head to <code>View → Characters and Animals → Villager Assets</code>. When the new window is open, head to <code>Asse
    49 KB (7,858 words) - 00:54, 12 July 2019
  • ...inside of both game files, such as [[Treasure Pools]], [[Farm Animal|Farm Animals]] and [[Villager Jobs]] and in-game via the <code>/spawnitem</code> command
    22 KB (3,686 words) - 07:40, 12 December 2017
  • * Fixed a case where pet houses could spawn Farm Animals and crash the game. * Improved error message when two farm animals have the same code.
    118 KB (18,755 words) - 04:28, 30 June 2020
  • This item allows you to capture [[Farm Animal|Farm Animals]], which essentially despawns the Farm Animal and gives you another create
    1 KB (185 words) - 06:28, 12 December 2017
  • This item renames [[Farm Animal|Farm Animals]] and [[Pets]].
    974 B (159 words) - 06:01, 12 December 2017
  • Feeder Components are used to specify tiles that animals and pets can eat from. This component contains information about the capaci Feeder Component is used whenever you want to make a tile that animals can eat out of. Specifically, an Feeder component is needed whenever a [[T
    3 KB (479 words) - 01:10, 21 November 2017
  • Grazable components are used by animals in order to "eat" this tile.
    1 KB (215 words) - 06:07, 14 December 2017
  • * Farm Animals ...on what you want to spawn. [[#"farmAnimalCode"]] is used to spawn a [[Farm Animals|Farm Animal]]. [[#"treasure"]] is used to spawn items from a [[Treasure Poo
    8 KB (1,172 words) - 07:04, 14 December 2017
  • This is the component for giving your tile the ability to be eaten by animals. This also specifies what tile this should turn into when eaten. ...onent needed to make Tiles that feed Animals. Feeders will be able to feed animals a certain kind of food which is specified by [[Feeder Helper Component]]. T
    8 KB (1,336 words) - 05:03, 27 August 2017
  • Animals are probably the most complex file to make from scratch. They touch on so m This is the additional randomness added to movement. It will cause animals to move faster or slower while moving between destinations.
    28 KB (4,412 words) - 09:39, 31 January 2018
  • ...a pet. These pets build open the framework provided by [[Farm Animal|Farm Animals]], and extend it further to allow pet based behaviours to be implemented. Pets are a small extension to [[Farm Animal|Farm Animals]] and as such are just as complex to make. Pets touch on so many different
    33 KB (5,267 words) - 09:40, 31 January 2018
  • You can buy a Naming Form to use on any of your animals. You can buy the naming form at The [[Town Hall]] or via the [[Shipping Cat
    422 B (62 words) - 02:53, 4 February 2018