Как приручить волка в терра фирма крафт
Обновлено: 03.05.2024
Существуют животные разного пола, который определяется случайно в момент их создания. Каждое животное имеет свой модификатор размера, который определяет его рост. Размер животного в настоящее время не влияет на количество выпадаемых предметов. Животные также имеют шкалу голода, которая медленно истощается с течением времени. Животные будут пытаться охотиться или есть траву, чтобы пополнить её. Если шкала голода больше 90%, они будут медленно регенерировать своё здоровье. Плотоядные животные, такие, как медведи и волки, будут есть мясо с земли, если такое имеется в определённом радиусе. Стандартно, время беременности животного около 120 дней, что приближённо равно четырём игровым месяцам, после чего родится детеныш. Чтобы принять полный размер, ему потребуется 90 дней, что равно трём игровым месяцам.
Gender
Animals (excluding squid) have different genders (male or female), which is determined randomly at the time that the animals spawns. Other than bears, horses and wolves, these animals have visual cues to easily determine the gender such as antlers, horns, tusks, udders and different feather colors. For mobs that do not have visual cues, the player can be Right Click on the animal for a chat message stating the gender.
Animal | Male Traits | Female Traits | |
---|---|---|---|
Bear¹ | N/A | ||
Chicken | Red Feathers, Stands Upright | White Feathers, Vanilla Posture | |
Cow | Long Horns, No Udder | Shorter Horns, Udder | |
Deer¹ | Long Antlers | No Antlers | |
Horse | N/A | ||
Pheasant¹ | Brightly Colored Feathers | Brownish Colored Feathers | |
Pig | Long Tusks | No Tusks | |
Sheep | Large Horns | No Horns | |
Wolf/Dog | N/A |
¹While Bears, Deer, and Pheasants have different genders, they cannot be bred.
Familiarization
All animals have a familiarity value which needs to be increased in order to interact in certain ways such as milking cows, shearing sheep, riding horses, breeding animals, and naming animals. The specific values for each of these interactions varies from species to species, with some requiring more work than others. Familiarity can be increased by performing a particular action once every 24 in-game hours. For animals that are familiarized through feeding, the player must offer the food while sneaking (Default: ⇧ Shift ) as to not spook the animal.
Animal | Action | ||
---|---|---|---|
Bear | Feed Fish | ||
Chicken | Feed Grain | ||
Cow | Milk (Female Only) or Feed Grain | ||
Deer | Feed Salt | ||
Horse | Feed Grain until ridable, then ride for at least 30 seconds. | ||
Pig | Feed Grain | ||
Sheep | Shear or Feed Grain | ||
Wolf/Dog | Feed Bones until claimed, then right click while sneaking to pet | ⇧ Shift + Right Click |
Familiarity will decrease slightly each day if it hasn't reached at least 30% and the animal hasn't been interacted with in the past 24 hours. Adult animals have a limit of how tame they can become through familiarization, with only baby animals having the ability to become fully domesticated, gaining familiarity much faster than adults. Baby animals retain 50% of their mother’s familiarity when born, unless she is close to maximum familiarity, in which case they will retain 90% of it.
Familiarity Indicator
Sneaking and looking directly at an animal will display a familiarity indicator. The indicator will fill with red as familiarity increases, turning gold when it has reached either the cap for the adult animal, or 100%. A white border around the indicator means that the animal has reached at least 30%, and that the familiarity will no longer decrease if the animal is not periodically familiarized.
Spawning
Different animals will spawn in the wild based on the Region.
Note: Many of these regional animal variants exist in name only at this time and the generic version of the animal is used as a stand-in until the new animals are developed.
Region | Pigs | Cattle | Sheep | Goat File:Grid Goat.jpg | Bears | Canines | Birds | Deer | Horses | Fish |
---|---|---|---|---|---|---|---|---|---|---|
Americas | Peccary | Bison | Big Horn Sheep | Brown Bear Black Bear | Wolf | White Tailed Deer Elk Caribou | Wild Horse | Bass Trout Wahoo Pollock | ||
Europe | Wild Boar | Aurochs Bison | Mouflon | Brown Bear | Wolf | Caribou Red Deer | Wild Horse | Bass Trout Wahoo Pollock | ||
Asia | Wild Boar | Aurochs Buffalo Bison | Mouflon | Brown Bear Black Bear | Wolf | Pheasant Chicken | Red Deer Caribou | Wild Horse | Bass Trout Wahoo Pollock | |
Africa | Warthog | Buffalo | Mouflon | Wolf | Zebra Ass | Bass Trout Wahoo Pollock |
Изменения
Размер головы детеныша соотносится с размером его тела, но всё ещё больше его. Детеныши животных следят за своими родителями, или, если они не нашли их, выбирают в толпе любую пару животных в качестве родителей. Если детеныш слишком рано потеряет маму, он будет голодать, так как она не сможет его вскармливать. Хотя животные и должны спариваться в дикой природе, но этого пока что не наблюдалось.
Wild Animals
Bear, Deer, and Pheasants are wild, and cannot be bred. Wild animals will respawn and despawn in the world, with the exception of animals that have been named, or roped at least once, which won't despawn.
Как приручить волка в терра фирма крафт
The Wolf is a passive mob in TFC. It behaves similarly to vanilla minecraft wolves. They deal slashing damage.
They can be familiarized by giving them bones until hearts start to appear. At this point it will follow the player, but not obey commands to sit or stand, and will still hunt livestock when hungry. They must be pet by shift-right clicking on them to further familiarize, and at high enough level a collar will appear, and then they will be obedient dogs. Disobedient dogs can still be forced to sit by leashing them onto a fence. Leashing will also calm the animal if it has been angered.
To feed wolves/dogs, feed them any meat except calamari. Feeding is used for breeding and to regenerate health.
Breeding
All breedable animals with the exception of jungle fowl are bred by bringing two of the same familiarized animal of opposite genders relatively close together, and feeding both of them until they are full, and heart particles start appearing. The animals will consume 5 ounces of food each time they are fed. If both animals have heart particles, they will move to be close together for a few seconds, before the particles disappear. A successful breeding can be confirmed with a Right Click on the female animal, which will result in a chat message stating, "Pregnant".
Jungle Fowl
Jungle Fowl are bred through the use of a Nest Box. Hens will lay eggs once a every 1.5 days if there is a nest box, and if there's a rooster within 5 blocks of the nest box the egg will be fertilized. A fertilized egg is noted with a "Fertilized" tool-tip on the item. Removing the fertilized egg from the nest box will remove the fertilized state and it will only be food then.
Pregnancy and Babies
For all breedable animals other than jungle fowl, the female will become pregnant directly after breeding. Once a female animal has become pregnant, the gestation time must pass before she is able to give birth. Note: This calculation is based on months, not days. So a world with a longer yearLength configuration will result in longer pregnancies, because there are more days in each month.
When the pregnancy time is complete, the female will give birth. The gestation time, age until adulthood, and the number of offspring that are born is dependent on the type of animal.
Animal | Gestation Time | Babies | Adult Age | |
---|---|---|---|---|
Jungle Fowl | 0.75 Months | 1 | 4.14 Months | |
Aurochs | 9 Months | 1 | 36 Months | |
File:Grid Goat.jpg | Ibex | |||
Wild Horse/Wild Ass | 11.17 Months | 1 | 30 Months | |
Wild Boar/Pig | 3.7 Months | 8 to 12 | 15 Months | |
Mouflon/Sheep | 5 Months | 1 to 3 | 12 Months | |
Wolf | 2.25 Months | 1 to 2 | 9 Months |
Baby Chicks
After a fertilized egg has been sitting in a nest box for 3/4th of a month, the egg will hatch into a baby chick. Note: This calculation is based on months, not days. So a world with a longer yearLength configuration will result in longer incubation, because there are more days in each month.
Genetic Traits
All genetic traits are inheritable, and when two animals mate the resulting offspring will have a value for the trait that is an average of the trait of both parents, plus a third randomly chosen value (except for the jump height of bred horses/asses/mules which is currently set at 3.0 blocks). In other words, breeding two animals with a high value for a specific trait will produce babies that have a statistically higher average value, and could possibly be a value that is not found in animals that spawned in the wild naturally.
Genetic traits include modifiers for size, strength, aggression and obedience. The size of an animal determines how large the animal actually is, as well as how much meat and the size of the hide that is dropped on death. The obedience and aggression of an animal determines how much familiarity it will gain with each interaction. The aggression and strength of a hostile animal, such as bears and wolves, determines how much damage the animal will deal when attacking other entities.
Familiarization
All animals have a familiarity value which needs to be increased in order to interact in certain ways such as milking aurochs/cows and ibex/goats, shearing mouflon/sheep, riding horses/asses/mules, breeding animals, and naming animals. The specific values for each of these interactions varies from species to species, with some requiring more work than others. Familiarity can be increased by performing a particular action once every in-game day, resetting at 6 AM (except for milking which resets every 24 in-game hours). For animals that are familiarized through feeding, the player must offer the food while sneaking (Default: ⇧ Shift ) as to not spook the animal. If an animal has been familiarized in the last 24 hours, the heart shown above their head will have a pinker background.
Animal | Action | ||
---|---|---|---|
Bear | Feed Raw Fish until maxed out above 80%. | ||
Jungle Fowl | Feed Grain until maxed out above 30% for adults or 100% for babies. | ||
Pheasant | Feed Grain until maxed out above 25%. | ||
Aurochs | Feed Grain until maxed out above 30% for adults or 100% for babies. | ||
File:Grid Goat.jpg | Ibex | Feed Grain until maxed out above 30% for adults or 100% for babies. | |
Deer | Feed Salt until maxed out above 70%. | ||
Wild Horse/Wild Ass | Feed Grain until maxed out above 30% for adults or 100% for babies. | ||
Wild Boar | Feed root vegetables until maxed out above 30% for adults or 100% for babies | ||
Pigs | Feed any food until maxed out above 30% for adults or 100% for babies | anything edible | |
Mouflon/Sheep | Shear or Feed Grain until maxed out above 30% for adults or 100% for babies. | ||
Wolf | Feed Bones until claimed, then right click while sneaking to pet until maxed out above 30% for adults or 100% for babies. | ⇧ Shift + Right Click |
Familiarity will decrease slightly each day if it hasn't reached at least 30% and the animal hasn't been interacted with in the past day. Adult animals have a limit of how tame they can become through familiarization, and cannot be fully familiarized.
Baby animals have the ability to become fully familiarized. They retain 50% of their mother’s familiarity when born, unless she is close to maximum familiarity, in which case they will retain 90% of it. They also familiarize faster based on how far they are from maturity. A newborn animal gets +100% bonus familiarity per interaction and will familiarize twice as fast. An animal halfway to maturity gets +50% bonus familiarity per interaction and will familiarize 1.5x as fast.
Familiarity Indicator
Sneaking and looking directly at an animal will display a familiarity indicator. The indicator will fill with red as familiarity increases, turning gold when it has reached either the cap for the adult animal, or 100%. A white border around the indicator means that the animal has reached at least 30%, and that the familiarity will no longer decrease if the animal is not periodically familiarized.
Приручение
Вы пытаетесь подоить корову, или оседлать коня, но в ответ получаете "животное не даст вам это сделать". В чем дело? С версии 79 животные изначально не доверяют игроку, для того, что бы взаимодействовать с ними, их нужно "задобрить". Для этого нужно, удерживая клавишу shift, покормить их пшеницей или ячменём при помощи ПКМ. Это немного увеличит индикатор дружелюбия, который можно увидеть, так же зажав shift, и наведя курсор на животное. После нескольких кормежек животное будет доверять игроку больше. В случае с лошадью, нужно делать то же самое, но для того, что бы оседлать лошадь, кроме как седла понадобится и джутовая веревка. Пробежка на лошади сохраняет текущий уровень дружелюбия, и не дает ему уменьшатся. Шаблон:TFC
Animal Husbandry
Chickens, Cows, Goats, Horses, Pigs and Sheep are all livestock. Their wild variants are Jungle Fowl, Aurochs, Ibex/Mountain Goat, Wild Horses/Wild Asses, Wild Boars, and Mouflon respectively. Currently only Horses, Goats, Pigs and Sheep ever domesticate, the jungle fowl and aurochs are always the wild version.
Barley | Maize | Oat | Rice | Rye | Wheat |
Jungle Fowl, Aurochs, Wild Horses/Wild Asses, and Mouflon/Sheep will follow and accept when sneaking any type of refined grain, as well as maize ears in a similar way that vanilla animals will follow wheat, carrots and seeds.
Cut Brown Mushroom | Carrot | Garlic | Onion | Potato |
Wild Boars will follow and accept when sneaking root vegetables and cut brown mushrooms. When domesticated into Pigs they will eat any food (even Cut Red Mushroom which is poison to yourself when uncooked).
Rope also behaves the same way as the vanilla leads in wrangling up livestock.
Wolves are initially familiarized and claimed through the vanilla method of giving bones until heart particles appear, then they are familiarized further by right-clicking them with an empty hand to pet them daily. After initial familiarization, the animal will recognize the player as its owner and follow it around, but it is not completely tamed (gold heart familiarity indicator) and not obedient, and therefore will not accept commands to sit or stand, and will continue to kill livestock when it is hungry. Disobedient wolves can be forced to sit by tying them to a Fence using Rope, and forced to stand by tying them to a player. It is important to note however that wolves tied to a fence will still stand up to attack animals that are within close range. Currently, wolves that become angry (growling with red eyes) never calm down. If the fence that the wolf is tied to is broken, the wolf will remain sitting until it gets up to attack something nearby. When a wolf has reached full familiarization level through petting (this must be done before adulthood), it will become fully tame and obedient, signified by the addition of a collar.
Raw Beef | Raw Fish | Raw Horse Meat | Raw Mutton | Raw Pork | Raw Poultry | Raw Venison |
Wolf food is only used for breeding, and fulfilling the animal's hunger so that it can regenerate health. Wolves will not follow non-owner players who are holding food.
Ownership
Ownership of wolves can be transferred to another player using the command /transfer <username> when the player is near a tamed wolf. If no characters are entered after the command (i.e. /transfer verbatim), the wolf will be set free. Players cannot transfer wolves to themselves, transfer wolves they do not own, or if they have more than one transferrable wolf within range.
Запланированные и существующие мобы
По мере развития TFC будут добавлены новые монстры и животные. Все мобы будут получать графические обновления, а животные получать поведение, и станут взаимодействовать с игроком. Обычные животные Minecraft, станут более дикими, и, возможно, даже атаковать игрока, если он их спровоцирует. Список планируемых животных:
- Слоны
- Крысы
- Различные рыбы
- Различные птицы
Список текущих животных:
- Собаки
- Кошки
- Овцы
- Коровы и Быки
- Курицы и Петухи
- Свиньи
- Медведи
- Спруты
- Олени
- Фазаны
- Пресноводный окунь
Wild Animals
Bear, Deer, and Pheasants are wild, and cannot be bred. Wild animals will respawn and despawn in the world, with the exception of animals that have been named, or roped at least once, which won't despawn.
Animal Husbandry
Livestock will follow any type of refined grain, as well as maize ears in a similar way that vanilla animals will follow wheat, carrots and seeds. Rope also behaves the same way as the vanilla leads in wrangling up livestock.
Wolves are initially familiarized and claimed through the vanilla method of giving bones until heart particles appear. After initial familiarization, the animal will recognize the player as its owner and follow it around, but it is not completely obedient, and therefore will not accept commands to sit or stand, and will continue to kill livestock when it is hungry. Disobedient dogs can be forced to sit by tying them to a fence using rope, and forced to stand by tying them to a player. It is important to note however that dogs tied to a fence will still stand up to attack animals that are within close range. Once the dog is no longer angry, it will return to sitting as long as it is tied to the fence. If the fence that the dog is tied to is broken, the dog will remain sitting until it gets up to attack something nearby. If a dog is angry, the owner can calm it through leashing with a rope to themselves. When a dog has reached a high enough familiarization level through petting, it will become fully tame and obedient, signified by the addition of a collar.
Beef | Fish | Horse Meat | Mutton | Pork | Poultry | Venison |
Dog food is only used for breeding, and fulfilling the animal's hunger so that it can regenerate health. Wolves and dogs will not follow non-owner players who are holding food.
Ownership
Ownership of dogs can be transferred to another player using the command /transfer <username> when the player is near a tamed dog. If no characters are entered after the command (i.e. /transfer verbatim), the dog will be set free. Players cannot transfer dogs to themselves, transfer dogs they do not own, or if they have more than one transferrable dog within range.
Gender
Animals (excluding squid) have different genders (male or female), which is determined randomly at the time that the animals spawns. Other than bears, horses and wolves, these animals have visual cues to easily determine the gender such as antlers, horns, tusks, udders and different feather colors. For mobs that do not have visual cues, the player can Right Click on the animal for a chat message stating the gender.
Animal | Male Traits | Female Traits | |
---|---|---|---|
Bear¹ | N/A | ||
Jungle Fowl | Red Feathers, Stands Upright | White Feathers, Vanilla Posture | |
Aurochs | Long Horns, No Udder | Shorter Horns, Udder | |
File:Grid Goat.jpg | Ibex | ||
Deer¹ | Long Antlers | No Antlers | |
Wild Horse/Wild Ass | N/A | ||
Pheasant¹ | Brightly Colored Feathers | Brownish Colored Feathers | |
Wild Boar/Pig | Long Tusks | No Tusks | |
Mouflon/Sheep | Large Horns | No Horns | |
Wolf | N/A |
¹While Bears, Deer, and Pheasants have different genders, they cannot be bred.
Breeding
All breedable animals with the exception of chickens are bred by bringing two of the same familiarized animal of opposite genders relatively close together, and feeding both of them until they are full, and heart particles start appearing. The animals will consume 5 ounces of grain each time they are fed. If both animals have heart particles, they will move to be close together for a few seconds, before the particles disappear. A successful breeding can be confirmed with a Right Click on the female animal, which will result in a chat message stating, "Pregnant".
Chickens
Chickens are bred through the use of a Nest Box. Hens will lay eggs once a day if they are sitting in the nest box, and if there's a rooster within 5 blocks of the nest box, the egg will be fertilized. A fertilized egg is noted with a "Fertilized" tool-tip on the item.
Pregnancy and Babies
For all breedable animals other than chickens, the female will become pregnant directly after breeding. Once a female animal has become pregnant, the gestation time must pass before she is able to give birth. Note: This calculation is based on months, not days. So a world with a longer yearLength configuration will result in longer pregnancies, because there are more days in each month.
When the pregnancy time is complete, the female will give birth. The gestation time, age until adulthood, and the number of offspring that are born is dependent on the type of animal.
Animal | Gestation Time | Babies | Adult Age | |
---|---|---|---|---|
Chicken | 0.75 Months | 1 | 4.14 Months | |
Cow | 9 Months | 1 | 36 Months | |
Horse | 11.17 Months | 1 | 30 Months | |
Pig | 3.7 Months | 8 to 12 | 15 Months | |
Sheep | 5 Months | 1 to 3 | 12 Months | |
Wolf/Dog | 2.25 Months | 1 to 2 | 9 Months |
Baby Chicks
After a fertilized egg has been sitting in a nest box for 3/4th of a month, the egg will hatch into a baby chick. Note: This calculation is based on months, not days. So a world with a longer yearLength configuration will result in longer incubation, because there are more days in each month.
Genetic Traits
All genetic traits are inheritable, and when two animals mate the resulting offspring will have a value for the trait that is an average of the trait of both parents, plus a third randomly chosen value. In other words, breeding two animals with a high value for a specific trait will produce babies that have a statistically higher average value, and could possibly be a value that is not found in animals that spawned in the wild naturally.
Genetic traits include modifiers for size, strength, aggression and obedience. The size of an animal determines how large the animal actually is, as well as how much meat and the size of the hide that is dropped on death. The obedience and aggression of an animal determines how much familiarity it will gain with each interaction. The aggression and strength of a hostile animal, such as bears and wolves, determines how much damage the animal will deal when attacking other entities.
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