Modifications

163 octets ajoutés ,  2 février 2020 à 13:58
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Traduction du sommaire
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{{Traduire}}
 
{{Traduire}}
 
{{TOC right|npt=y}}
 
{{TOC right|npt=y}}
'''Animals''' fulfill several roles on your farm. Some are wildlife, with which you cannot interact. You may have a pet, a cat or dog, with which you can form a friendship. You may get a horse to ride. And of course, you may buy "farm animals" that are a source of various kinds of produce, providing resources and profit.
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Les '''Animaux''' remplissent plusieurs rôles dans votre ferme. Some are wildlife, with which you cannot interact. You may have a pet, a cat or dog, with which you can form a friendship. You may get a horse to ride. And of course, you may buy "farm animals" that are a source of various kinds of produce, providing resources and profit.
    
Most animals (not pets or wildlife) require a building to house them. These may be obtained from [[Robin]] at the [[Carpenter's Shop]], and usually require three days each for her to build. Baby "farm animals" (and related equipment needed for harvesting produce) can then be bought from [[Marnie's Ranch]]. Animals may also be hatched from an [[Incubator]]. As soon as an animal is acquired, it must be assigned to an existing farm building of the right kind, which is designated as its home. Each building has a limit to the number of animals to which it can serve as home. If at any later time, you wish to assign an animal to a different building, you can pet it, and the pop-up information box that appears has a control that allows you to make the reassignment.
 
Most animals (not pets or wildlife) require a building to house them. These may be obtained from [[Robin]] at the [[Carpenter's Shop]], and usually require three days each for her to build. Baby "farm animals" (and related equipment needed for harvesting produce) can then be bought from [[Marnie's Ranch]]. Animals may also be hatched from an [[Incubator]]. As soon as an animal is acquired, it must be assigned to an existing farm building of the right kind, which is designated as its home. Each building has a limit to the number of animals to which it can serve as home. If at any later time, you wish to assign an animal to a different building, you can pet it, and the pop-up information box that appears has a control that allows you to make the reassignment.
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Baby farm animals must first mature into adults before they are able to produce animal products. Each morning, adult animals that live in coops (chickens, ducks, rabbits and dinosaurs) have a chance of producing products that can be gathered from the floor of their building. Using the [[Milk Pail]], cows can usually be milked daily, and goats can usually be milked once every two days. Sheep can be shorn with the [[Shears]] when their wool grows in, and pigs can be let outside to dig up truffles that you can then pick up from the barnyard.  
 
Baby farm animals must first mature into adults before they are able to produce animal products. Each morning, adult animals that live in coops (chickens, ducks, rabbits and dinosaurs) have a chance of producing products that can be gathered from the floor of their building. Using the [[Milk Pail]], cows can usually be milked daily, and goats can usually be milked once every two days. Sheep can be shorn with the [[Shears]] when their wool grows in, and pigs can be let outside to dig up truffles that you can then pick up from the barnyard.  
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==Cat or Dog==
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==Chat ou Chien==
 
The player is allowed to adopt either a cat or a dog. The animal you adopt is dependent on which you choose as your preferred one in the character creation menu. You can chose between three different styles of cat and three different styles of dog.
 
The player is allowed to adopt either a cat or a dog. The animal you adopt is dependent on which you choose as your preferred one in the character creation menu. You can chose between three different styles of cat and three different styles of dog.
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</gallery>
 
</gallery>
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==Horse==
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==Cheval==
 
[[File:Horse.png]]  
 
[[File:Horse.png]]  
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[[Hats]] can be placed on horses.  Hats can be removed by selecting another hat in inventory and clicking on the horse.  (The selected hat will stay in inventory.)
 
[[Hats]] can be placed on horses.  Hats can be removed by selecting another hat in inventory and clicking on the horse.  (The selected hat will stay in inventory.)
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==Animal Care==
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==Les soins aux Animaux==
===Friendship===
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===Amitié===
 
<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>
 
Animals that live in barns and coops have a friendship rating that can be seen by right-clicking the animal after petting (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.
 
Animals that live in barns and coops have a friendship rating that can be seen by right-clicking the animal after petting (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.
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* Not Petted/Talked to (-5 to -10, ''Calculated day-end by the formula:'' (10 - (CurrentFriendship / 200))) This means they will lose less friendship, if they are already high friendship.
 
* Not Petted/Talked to (-5 to -10, ''Calculated day-end by the formula:'' (10 - (CurrentFriendship / 200))) This means they will lose less friendship, if they are already high friendship.
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===Mood===
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===Humeur===
 
Like friendship, an animal's current mood can be checked by right-clicking after petting the animal.
 
Like friendship, an animal's current mood can be checked by right-clicking after petting the animal.
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*Animal was not fed ('''-100''' Calculated when the Player sleeps)
 
*Animal was not fed ('''-100''' Calculated when the Player sleeps)
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===Produce===
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===Production===
 
New animals must grow to adulthood before they start producing anything.  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, and goats generally produce milk every other day.  Animals who can produce a Deluxe/Large product will sometimes produce more frequently, however (see "Special case" below.)
 
New animals must grow to adulthood before they start producing anything.  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, and goats generally produce milk every other day.  Animals who can produce a Deluxe/Large product will sometimes produce more frequently, however (see "Special case" below.)
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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.
 
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.
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====Deluxe and Large Products====
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====Produits de grande taille et de luxe====
    
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:
 
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:
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''Try to stay above 200 Mood for a large bonus''  
 
''Try to stay above 200 Mood for a large bonus''  
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=====Duck Feathers and Rabbit Feet=====
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=====Plumes de Canard et Pattes de Lapin=====
    
Ducks and rabbits will take into account the Daily [[Luck]] to determine if they will create their Deluxe produce.
 
Ducks and rabbits will take into account the Daily [[Luck]] to determine if they will create their Deluxe produce.
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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 38% chance of getting a Deluxe product'''
 
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 38% chance of getting a Deluxe product'''
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=====Large Eggs and Milk=====
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=====Gros Oeufs et Grande quantité de lait=====
    
For animals to produce a Large product, the game will take Mood and Friendship into account.
 
For animals to produce a Large product, the game will take Mood and Friendship into account.
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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. In our example there is a 76% chance of a large product. '''An overall score of at least 1200 will guarantee a Large product.'''
 
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. In our example there is a 76% chance of a large product. '''An overall score of at least 1200 will guarantee a Large product.'''
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====Quality====
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====Qualité====
    
If the animal has the ability to produce a Quality item, it will roll for quality from normal to iridium.
 
If the animal has the ability to produce a Quality item, it will roll for quality from normal to iridium.
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If the item is not Silver quality, it will be Normal quality.
 
If the item is not Silver quality, it will be Normal quality.
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===Housing===
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===Logement===
 
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.
 
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.
    
[[Barn]]s, [[Coop]]s and [[Slime Hutch]]es house animals, [[Silo]]s store hay, and the [[Stable]] unlocks the [[#Horse|Horse]].
 
[[Barn]]s, [[Coop]]s and [[Slime Hutch]]es house animals, [[Silo]]s store hay, and the [[Stable]] unlocks the [[#Horse|Horse]].
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===Food===
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===Nourriture===
 
Farm animals who live in barns and coops need to eat every day, one "portion" per animal. They can eat either fresh [[grass]] (if allowed outside) or hay (if kept inside or are unable to find grass). They do not die if not fed, but become upset and cease production of animal products until feeding resumes. They do not need to be fed on a festival day. The game automatically considers them fed, even though no hay or grass is consumed.
 
Farm animals who live in barns and coops need to eat every day, one "portion" per animal. They can eat either fresh [[grass]] (if allowed outside) or hay (if kept inside or are unable to find grass). They do not die if not fed, but become upset and cease production of animal products until feeding resumes. They do not need to be fed on a festival day. The game automatically considers them fed, even though no hay or grass is consumed.
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Horses and pets do not need to eat, but pets will be happier once you fill the water bowl each day.
 
Horses and pets do not need to eat, but pets will be happier once you fill the water bowl each day.
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====Silos, Hoppers, and Feeding Benches====
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====Silos, Trémies, et Bancs d'alimentation====
 
[[File:Chickens_fed.png|300px]]
 
[[File:Chickens_fed.png|300px]]
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Hay can also be made into a Grass Skirt when tailored with Cloth at the sewing machine located inside [[2 Willow Lane|Emily and Haley's house]].
 
Hay can also be made into a Grass Skirt when tailored with Cloth at the sewing machine located inside [[2 Willow Lane|Emily and Haley's house]].
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====Tending to Feeding====
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====Préférences d'alimentation====
 
Farm animals prefer fresh grass to hay, and become "very happy today!" (the best mood) upon eating fresh grass. They will not go out in winter, or when it is rainy, stormy, or snowy. Animals that remain inside or do not find grass to eat, eat hay instead, if it is available.
 
Farm animals prefer fresh grass to hay, and become "very happy today!" (the best mood) upon eating fresh grass. They will not go out in winter, or when it is rainy, stormy, or snowy. Animals that remain inside or do not find grass to eat, eat hay instead, if it is available.
    
Animals that do go outside normally return to their buildings by 6pm, to sleep. Closing the gates again in the evening prevents them from leaving immediately in the morning to eat grass, before you have time to pet and tend them the next day. If you close the gate before all the animals have returned, the ones left out over night are vulnerable to wild animal attacks. If they are not eaten, they become unhappy from being exposed to danger.
 
Animals that do go outside normally return to their buildings by 6pm, to sleep. Closing the gates again in the evening prevents them from leaving immediately in the morning to eat grass, before you have time to pet and tend them the next day. If you close the gate before all the animals have returned, the ones left out over night are vulnerable to wild animal attacks. If they are not eaten, they become unhappy from being exposed to danger.
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===Animals Trapped Outside===
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===Animaux piégés à l'extérieur===
 
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).  It may also be more likely to happen if the player goes to bed before 5pm.   
 
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).  It may also be more likely to happen if the player goes to bed before 5pm.   
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</gallery>
 
</gallery>
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===Wild Animal Attacks===
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===Attaques des animaux sauvages===
 
[[File:AnimalAttackDialogue.png|thumb|right|120px|Animal after attack]]
 
[[File:AnimalAttackDialogue.png|thumb|right|120px|Animal after attack]]
 
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.
 
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.
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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 "''&lt;animal name&gt;'' looks stressed and paranoid today. It seems like something bad happened last night."
 
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 "''&lt;animal name&gt;'' looks stressed and paranoid today. It seems like something bad happened last night."
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===Animal Births===
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===Anniversaires des animaux===
 
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.
 
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.
 
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.
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==Selling Animals==
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==Vente des Animaux==
 
To sell a coop or barn animal, right-click the animal after petting. The friendship/mood interface appears. Move the cursor over the gold coin button at the right to see how much you can sell the animal for. Click that button and the confirmation that follows to complete the sale.
 
To sell a coop or barn animal, right-click the animal after petting. The friendship/mood interface appears. Move the cursor over the gold coin button at the right to see how much you can sell the animal for. Click that button and the confirmation that follows to complete the sale.
    
Proceeds from the sale of animals do not count as earnings in the game's accounting of total earnings (visible from the pause menu).
 
Proceeds from the sale of animals do not count as earnings in the game's accounting of total earnings (visible from the pause menu).
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==Coop Animals==
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==Aimaux du Poulailler==
 
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.
 
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.
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===Chickens===
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===Poules===
 
{{main article|Chicken}}
 
{{main article|Chicken}}
 
Adult chickens will produce eggs every morning if fed. Happier chickens may produce larger, more valuable eggs.  
 
Adult chickens will produce eggs every morning if fed. Happier chickens may produce larger, more valuable eggs.  
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You may receive a White, Brown, or Blue (If blue has been unlocked) Chicken from incubating an egg of either type (White or Brown).
 
You may receive a White, Brown, or Blue (If blue has been unlocked) Chicken from incubating an egg of either type (White or Brown).
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===Ducks===
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===Canards===
 
{{main article|Duck}}
 
{{main article|Duck}}
 
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.
 
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.
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|}
 
|}
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===Rabbits===
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===Lapins===
 
{{main article|Rabbit}}
 
{{main article|Rabbit}}
 
{| class="wikitable" id="roundedborder"
 
{| class="wikitable" id="roundedborder"
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Once sufficient [[friendship]] is reached, they can produce [[Rabbit's Foot]] automatically just like wool.
 
Once sufficient [[friendship]] is reached, they can produce [[Rabbit's Foot]] automatically just like wool.
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===Dinosaurs===
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===Dinosaures===
 
{{main article|Dinosaur}}
 
{{main article|Dinosaur}}
 
To obtain a Dinosaur, a [[Dinosaur Egg]] must be found while [[Artifacts|Artifact]] hunting, and then placed in an [[Incubator]].  In approximately 12.5 days, a Dinosaur will hatch.
 
To obtain a Dinosaur, a [[Dinosaur Egg]] must be found while [[Artifacts|Artifact]] hunting, and then placed in an [[Incubator]].  In approximately 12.5 days, a Dinosaur will hatch.
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|}
 
|}
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==Barn Animals==
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==Animaux de la Grange==
 
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.
 
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 interacting with 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.
 
Barn animals may become pregnant at random if the pregnancy option is enabled on their status menu.  This is opened by interacting with 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.
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===Cows===
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===Vaches===
 
{{main article|Cow}}
 
{{main article|Cow}}
 
{| class="wikitable" id="roundedborder"
 
{| class="wikitable" id="roundedborder"
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|}
 
|}
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===Goats===
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===Chèvres===
 
{{main article|Goat}}
 
{{main article|Goat}}
 
{| class="wikitable" id="roundedborder"
 
{| class="wikitable" id="roundedborder"
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Goats produce milk every other day.
 
Goats produce milk every other day.
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===Sheep===
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===Moutons===
 
{{main article|Sheep}}
 
{{main article|Sheep}}
 
{| class="wikitable" id="roundedborder"
 
{| class="wikitable" id="roundedborder"
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If the player also has Shepherd, it will reduce the time required to regrow by a further day, making a sheep grow its coat every single day.
 
If the player also has Shepherd, it will reduce the time required to regrow by a further day, making a sheep grow its coat every single day.
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===Pigs===
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===Cochons===
 
{{main article|Pig}}
 
{{main article|Pig}}
 
{| class="wikitable" id="roundedborder"
 
{| class="wikitable" id="roundedborder"
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During Winter, pigs will not produce [[Truffle]]s since the field is covered in snow and they won't leave the barn.
 
During Winter, pigs will not produce [[Truffle]]s since the field is covered in snow and they won't leave the barn.
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==Slime Hutch==
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==Clapier à Slimes==
 
{{main article|Slime Hutch}}
 
{{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.
 
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.
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In a [[Random Events|random event]] after going to sleep, a [[Random Events#The Witch|Witch]] will fly over the Slime Hutch, turning all of the [[Slimes]] into [[Slimes#Black.2FTransparent_Slimes|Black Slimes]].
 
In a [[Random Events|random event]] after going to sleep, a [[Random Events#The Witch|Witch]] will fly over the Slime Hutch, turning all of the [[Slimes]] into [[Slimes#Black.2FTransparent_Slimes|Black Slimes]].
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==Other Animals==
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==Autres Animaux==
 
Many animals cannot be interacted with, such as rabbits, squirrels, frogs, crows, woodpeckers, sparrows (small brown birds), butterflies, [[The Merpeople|the sea serpent]], etc. Squirrels may occasionally cause [[Hazelnut]]s or other tree seeds to fall to the ground.
 
Many animals cannot be interacted with, such as rabbits, squirrels, frogs, crows, woodpeckers, sparrows (small brown birds), butterflies, [[The Merpeople|the sea serpent]], etc. Squirrels may occasionally cause [[Hazelnut]]s or other tree seeds to fall to the ground.
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===Butterflies===
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===Papillons===
 
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.
 
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.
    
[[File:ButterflyAnimated.gif]]
 
[[File:ButterflyAnimated.gif]]
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===Crows===
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===Corbeaux===
 
Every night, there is a chance that crows will eat [[crops]]<ref name="addcrows" /> on [[The Farm]].  Crows will not eat crops grown from [[Crafting#Seeds|wild seeds]], seeds themselves (''i.e.,'' crops planted that day), or crops within range of one or more [[scarecrow]]s.
 
Every night, there is a chance that crows will eat [[crops]]<ref name="addcrows" /> on [[The Farm]].  Crows will not eat crops grown from [[Crafting#Seeds|wild seeds]], seeds themselves (''i.e.,'' crops planted that day), or crops within range of one or more [[scarecrow]]s.
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[[File:Crow.png|90px|class=pixels]]
 
[[File:Crow.png|90px|class=pixels]]
   −
===Fireflies===
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===Lucioles===
 
Fireflies can be seen everywhere at night, particularly in Cindersap forest, during the summer. They create a small glow of light around them.
 
Fireflies can be seen everywhere at night, particularly in Cindersap forest, during the summer. They create a small glow of light around them.
    
[[File:fireflies.png|90px]]
 
[[File:fireflies.png|90px]]
   −
===Owls===
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===Hiboux===
 
[[File:Owl Sprite.png|thumb|Owls as they can only be seen in the data file.]]
 
[[File:Owl Sprite.png|thumb|Owls as they can only be seen in the data file.]]
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[[File:owl.png|90px]]
 
[[File:owl.png|90px]]
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===Seagulls===
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===Mouettes===
 
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.
 
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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* Placing the horse behind the ice-cream stand when nobody is there lets you buy ice-cream.
 
* Placing the horse behind the ice-cream stand when nobody is there lets you buy ice-cream.
   −
==References==
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==Références==
 
<references>
 
<references>
 
<ref name="addcrows">See <tt>Farm::addCrows</tt> in the game code.</ref>
 
<ref name="addcrows">See <tt>Farm::addCrows</tt> in the game code.</ref>
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</references>
 
</references>
   −
==History==
+
==Historique==
 
{{History|1.3|Fixed bug causing animal happiness to decrease if the player stayed up after 6pm.  Added ability to place hats on horses.}}
 
{{History|1.3|Fixed bug causing animal happiness to decrease if the player stayed up after 6pm.  Added ability to place hats on horses.}}
 
{{History|1.4|Added 2 new styles of cat and 2 new styles of dog.  Made pet style changeable at Shrine of Illusions.  Added ability to remove hats from horses.  Removed exploit allowing wallpaper #108 to be used in an incubator in place of a Dinosaur Egg.  Rain now fills the pet bowl.}}
 
{{History|1.4|Added 2 new styles of cat and 2 new styles of dog.  Made pet style changeable at Shrine of Illusions.  Added ability to remove hats from horses.  Removed exploit allowing wallpaper #108 to be used in an incubator in place of a Dinosaur Egg.  Rain now fills the pet bowl.}}
904

modifications