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Latest revision as of 05:28, 5 August 2024

Pig
Pig
(Item)


Wild Pigs

Individual pigs spawn in grassy areas.

A player with an equipped knife and an available focus stat can attempt to slaughter a pig. If successful, the bacon, ham, and/or fat, are placed in the player's inventory. If you are not successful, the main will display You failed to kill the {Boar¦Sow} and as you tried it ran away! and the pig will disappear. If you don't have an available focus stat, the main will display Ow! You accidentally stab yourself instead of the {Boar¦Sow}, your focus is all over the place.

Any player can lead the pig by dropping dried wheat within 7 coordinates. Roasted wheat will also work.

  • I found that a wild pig became unresponsive to additional wheat after consuming 40 dropped wheat. -Donk79 (observed in Tale 8 on Year 3, Peret IV 28, in Arsinoe)
  • Moved a wild pig >1,000 coords at T9. Took me >25 mins real time. -Catote

Breeds

There are twelve known breeds of pig. The data for bacon, ham and fat is from pigs slaughtered in the wild. Those killed in a swinery produce more, at the expense of the survivors' happiness.

Pig rarity can be sorted into three categories: Common, Uncommon, and Rare. Common pigs are more likely to be found in the wild, have broader feeding ranges, reproduce more often, are less likely to cause fence damage, and search in a smaller range when asked to hunt for clay.

Don't stress out too much trying to figure out which pigs are "common" and which are "uncommon". The pig system was written by more than one developer, and they used two different systems to classify the pigs. For Tale 8, "how common a pig is" is not the most important thing to know. It may be more important in future tales. When it comes to finding a wild pig the rarest ones may be Bubastian, Letolian, Naqadish, and Silenian.

Breed Appearance Bacon
Wild (Sty)
Ham
Wild (Sty)
Fat
Wild (Sty)
Akorisinian Akorisinian.png? (8) ? (4) ? (4) ?
Athrinbyan Athrinbyan.png? (4) (8) (4)
Bubastian Bubastian.png? 1(4) ? 1(4) ? 1(4) ?
Ikenial IkenialSow.jpg? (12) (12) (0)
Koptish NrkKoptish.png? (8) ? (4) ? (0) ?
Letolian LetolianSow.png? 0 ? 3 ? 0 ?
Mendeshian Settenuen.png 2 (8) ? 2 (8) ? 8 (8) ?
Naqadish NaqadishBoar.jpg 1 (4) 4 (16) 1 (4)
Qusian Qusian.png? 4 ? 1 ? 0 ?
Settenuen Settenuen.png? 9 (36) ? 3 (12) ? 0 (0) ?
Silenian Silenian.PNG? (0) ? (8) ? (4) ?
Windsnyer Windsnyer.JPG? (8) ? (8) ? ? (0) ?


Wild slaughter Bacon, Ham, Fat outside parentheses. In-Sty slaughter is inside parentheses.

Domestic Pigs

A player with a lasso in their inventory and ranching level 2 can put a pig into a Swinery, as long as there are fewer than 15 pigs in residence. If there are multiple swineries nearby, the pig will go into the one closest to the player. Once a pig is installed in a swinery, it can be named, and anyone with access to the swinery and a lasso in inventory can remove a pig as a pet.

Note: A guilded swinery can have permissions set to "Useable by Anyone" to have a non-guild member put a pig into a swinery, but there will be no options for guild members to Remove the Pig, Take the Pig as a Pet, or Slaughter the Pig at that level of permissions. Setting permissions to "Useable by Initiate" will allow guild members to see that menu on the pigs. - KayGee - Oct. 6, 2021

Swineries

Raising pigs is not for the casual Egyptian! Pigs' dietary needs are specific, they vary by breed, and improperly fed pigs can cause serious problems. Refer to the section on Happiness.

Food and Water Trough

Full Trough.png

A swinery needs two troughs, one for food and the other for water. They are both accessed by clicking anywhere on the swinery. The Water portion begins with a capacity of 500 and can be upgraded to twice that size. The Food portion has a capacity of 10,000 units of feed, divided in three sections, one for each feed type.

  • 1 db spoiled food = 13 units
  • 1 db wheat = 5 units
  • 1 db sour milk = 7 units

The trough can be connected to a Water Well using Pipe Segments. If the water trough is empty, hungry pigs may escape sooner. More testing is needed.

Every three server hours, or if you prefer, every 9 game hours on the in-game clock (refer to time), pigs will check the trough for food to see if the ratio of ingredients is within their preferred range. If so, there is a 50% chance they will consume a random ingredient; then a 50% chance they will consume a second, different ingredient; then a 50% chance they will consume the third, remaining ingredient. Each pig (of that breed) will consume 1-3 units of each ingredient chosen. Note that these are units of the original food ingredient, not the feed number, so a pig eating 1 unit of spoiled food will reduce feed by 13.

Pigs eat in a predetermined sequence according to breed. Efforts to determine that sequence (in Tale 8) are here.

When housed together in T9, Koptish ate before Ikenial, and Akorisinian ate before Athrinbyan.

In T10, pigs housed together eat in the following order (add more as you determine order):

  • Akorisinian eat before Koptish

Feed ratio tests

To read and update T11 tests of food preferences, see Pig_T11_Feed_ratio_tests

Summary

Please go to this link to edit the information below: https://docs.google.com/spreadsheets/d/1xCQBrxakuVXzJd9VXin4iWGmTzj-cNQcpIJa8gCQHig/edit?usp=sharing

https://docs.google.com/spreadsheets/d/e/2PACX-1vQEi5to3pUd9TBiFXP4EiMkY78u486wTQkP6h2uE5CzXylHjvtXJqbCIaKyac-zqDnPzIuS-uIrWraK/pubhtml?gid=0&single=true


Additional fine print on pigs that will eat with one feed type at 0%:

  • First, the pig looks at the ratio of all three feed types. Some breeds will accept a trough that has a feed type at 0%.
  • Second, if the ratio is acceptable, the pig decides which foods it will eat. It will decide yes/no for each of the three types.
    • If the pig chooses "yes" for a food at 0%, it will be marked as "hungry" and may damage fences, even though all three feed types are within its tolerance.
  • Then each pig of that breed will eat 1-3 units of the foods chosen.

Fence Condition

If the ratio of feed types in the trough is not within a pig's tolerance, the pigs of that breed will be "hungry" and will damage the fence as they attempt to escape and find food. This mechanic has not been thoroughly tested, as no players have reported what happens when they are brave enough to stand aside and let their pigs starve, escape, and raid their nearby warehouses, chests, boxes, grain silos, storage barrels, aging racks, herb stash, and any other places to store items that are edible and can be cooked with.

A fence that is undamaged will have a full green status bar. A moderately damaged fence will have crosspieces at a diagonal. If the fence condition drops below 50%, the status bar turns red, and sections of fence will be missing. Rare pigs should damage a fence faster than common pigs. Piglets do not cause damage, but will still mature into fence-destroying adults, even if not fed.

"Repair Fence" will be visible in the menu of a swinery with a damaged fence. Materials needed have included wood, boards, rope, and nails.

Breeding and Crossbreeding

When a male and a female of any breed are in the same swinery, they will reproduce, as long as 1) both parents are properly fed 2) there is water in the trough and, 3) there are 15 or fewer pigs in residence. The breed of the offspring usually follows the sow, but occasionally, piglets will be the boar's breed. Unfortunately, two pigs of different breeds will not crossbreed to produce a third breed, but more pigs of both parents' breed can eventually be produced.

A swinery with 15 or fewer pigs, and both sexes, will produce one more litter of piglets, and this can result in a swinery with over 30 pigs. Once there are 16 or more pigs, they do stop reproducing.

Common pigs will produce piglets faster than rare pigs. The fertility rate is linked to the breed of the sow.

Pigs can be prevented from breeding. Don't water them. A swinery containing 15 properly fed and watered adult pigs (7 boars, 8 sows) has simultaneously produced 14 piglets.

Pig Health

Hungry Pig.png

  • Thirsty - When the water trough is empty, all pigs in the swinery will be labelled as "Thirsty". Pigs should not die in a swinery as long as there is water in their trough, but they will attempt to escape before starving to death. A swinery with 28 pigs has emptied out its water trough within 24 hours.
  • Hungry - Pigs attempt to feed every 3 server hours (every 9 in-game hours). If the feed ratios in the trough are not aligned with that breed's preferences, clicking on any pig of that breed will display "Hungry" until the next successful feeding cycle.
  • Starving! - A pig that is "Hungry" for an undetermined number of feeding cycles will also display "Starving!". These pigs will damage the fence and eventually escape the swinery and raid nearby storage containers for anything edible. This has not been fully tested, but it assumed that either the owner of the storage unit or the owner of the swinery will be notified in some manner. Any player should be able to slaughter a roaming, starving pig, but the pig should not otherwise despawn until its need for food is satisfied.

Even under negative living conditions, piglets will mature into adults. Hunger and Thirst do not seem to negatively affect any pig's happiness at this time.

Happiness Meter

Wild.png
Clicking on an individual pig will bring up a menu that includes a "Happiness" status bar. All wild pigs should have a bar at "neutral" with a thin black line at the midpoint, zero. Each time a domestic pig eats, it should gain happiness. Positive happiness reveals a blue bar, and negative happiness shows a red bar. Happiness of +100 and the meter is green.

Each time a pig living in a swinery is slaughtered, all the remaining pigs which live there have a happiness reduction of 20. A pig not living in that swinery does not seem to notice the event.

Asking a pet pig to hunt reduces its happiness slightly each time. Once the happiness drops below neutral, there is an increasing risk that the pig will "run away" (despawn) with each work request. Pigs with happiness at -100 (full red) have been taken out as pets and have not spontaneously despawned.

Happiness does not seem to affect or be affected by:

  • reproduction
  • piglets growing into adults
  • fence damaging
  • being thirsty, hungry, or starving (except that eating from the trough does increase happiness)
  • taking a pig as a pet

Pet Pigs

Any adult pig in a Swinery can be taken as a pet if you have a lasso and it will then follow you like a cat until you either put it in a swinery, release it through its utility menu, or it despawns from being overworked. Asking a pig to "work" (currently, hunting for clay) will gradually reduce its happiness. Once its happiness is "in the red" there is an increasing risk that it will despawn each time you ask it to work.

From Malard on 31 Oct 2018 (that makes it official, right?): "okay, so i am going to publish the actual mechanic here, because i dont want this to be black box

   if (Pig.Happiness < 0) {
       var runawayChance = TRTwister(0, 100); --Roll between 0 and 100
       if (Pig.Happiness + runawayChance < 0) {
           return (1); --Runs Away
       }
   }
   return (0); --Stays

basically you have a swing, -100 to +100
once the pigs happy goes below 0, then each time you do an action (i.e. search for clay or mushrooms [in the future]) then it will run this bit of code
essentially the lower the unhappy the more likely the pig will run away. its very simple"

(Logging off with a pet pig will not cause issues, but if that pet it a sow, it will appear to be a boar from that time forward. Use caution if you house your pigs by gender!) This bug was fixed in Tale 8. Please file a dev call if it is observed again.

Getting your pet pig to leave the swinery can be a challenge. Be patient. Eventually it will follow you instead of wandering around its happy home. They have a very strong attachment to their food source!

Soft Clay Patches

Oddly, pigs are pretty good at finding hidden patches of Soft Clay that are not visible from the ground, as Scientists have been unable to devise suitable stable mechanisms for building on Clay. Soft Clay patches are needed to find suitable locations for building Raeli ovens. Some pigs will find patches other breeds cannot find. They prospect for patches that are suitable for building an oven on. So its a good way to basically work out what a patch of ground can spawn.

Searching: Results show up in Main, but the player needs to locate the pig when it finds clay. The pig has dug a hole that has the same appearance as a hole that you'd dig for stones. It disappears after around 10 seconds, then the pig rejoins you. As there is a delay on pigs following you already, this can be missed as you might think the pig is just taking a while to catch up.

Each breed of pig may discover a different type of clay. Raeli ovens built on different types of clay will not interfere with each other, but similar types will. In other words, an oven built on Koptish pig clay will interfere with an oven on another nearby Koptish clay patch. An oven on Koptish clay can be built directly next to an oven on Mendeshian clay, however. The game will allow you to build two Raeli Oven Structures very close to one another, even if the soft clay patches were identified by the same breed of pig. However, when attempting to install the dredging mechanism, you will receive the message: "As you inspect the ground below, you notice another dredging system from a nearby oven that will make it impossible to Install a dredge here." Tearing down the preexisting oven resolves this conflict.

Each breed of pig has a different search radius. According to Malard, the smallest range is 352 feet, and the largest is 704 feet. (A coordinate is 16 feet.) Players have reported that some pigs can find clay patches farther away than their handler can see them.

Tale 8 Data:

Breed Range to find Clay Patch, T11 T10 T8 and 9
Windsnyer 22 coords
Qusian 24 coords
Silenian at least 25.6 coords
Koptish 28 coords
Letolian 30 coords
32 coords
Akorisinian 34 coords
Naqadish 36 coords
Ikenial 38 coords
Athrinbyan 40 coords
Mendeshian 42 coords
Settenuen 44 coords


Tale 8 Data: Comments and Additional Observations

All reports of piglets have been same breed as the parent sow. There's no reason to believe that cross-breeding is implemented or working yet or, given that they're not eating yet and they're supposed to be fed/happy to breed, that the sows weren't already pregnant at time of capture. I wouldn't trust any breeding or food requirement data until they're eating and other things pigs are supposed to do are working. - Ashen (11 Oct 2018)

I have had piglets from that are the breed of the boar. Eugenius(18 Oct 2018)

Slaughtering does not seem to be an effective means of birth control yet. (Not sure if emotions are "working") 6 boars killed Peret IV-23, Leaving 1 boar, 2 sows. On next check of the swinery on Peret IV-25, there were 7 piglets.

Slaughtering a pig in a pen gives the same output, regardless of whether it is a sow or a boar.

When feeding, if the initial ratio % is within their accepted range, a herd of pigs can eat the remaining % of an ingredient in their trough, leaving it at 0%. The pigs may be labelled as "Hungry" even though they did feed. I am assuming that there was an insufficient quantity of the desired ingredient, so they ate what was left. (Peacefulness 25 Oct 2018)

Regardless of whether it eats, a pig seems to drink 2 units of water each time it checks the trough for its preferred foods. (This is incorrect. Water is consumed approximately once per hour (2 per pig) and the food cycle happens every (3rd? 4th? please confirm) water cycle. -Idris)

The food cycle occurs every three server hours, which should be every 9 hours on the in-game clock. (Peacefulness 28 Oct 2018)

  • Ikenials have fed at a trough where the truncated sour milk value is 0. They have consumed sour milk in the past, so it is assumed that there is still some in the trough, but they are not labelled as "hungry" because milk was not chosen at their most recent feeding. (Peacefulness, 24 Oct 2018)
  • Pigs can choose not to eat even if foods are in their required range, per Malard in regards to a pig that hadn't touched the food very long time but still wasn't hungry. They seem to remain or return to not-hungry just as if they ate even if they choose not to. (Ashen, 31 Oct 2018)

Unless you're trying to crossbreed pigs for rare breeds (Pigs cannot be crossbred for rare pig types), allowing pigs to breed may be a bad thing. Consider that:

  • Piglets eat as much as adults
  • Hungry piglets damage fences as quickly as adults Per Malard, piglets do not damage fences. However, an error in the code (now corrected) was causing fences to be damaged more rapidly than intended.
  • Piglets cannot be moved
  • Killing the excess pigs will anger other pigs

They're a big liability, and with limited use for the meat products, there don't seem to be any positives outside crossbreeding. Spatulus 11:04, 26 October 2018 (UTC)

A swinery with 28 pigs will empty out its water trough in fewer than 24 hours. They did have an adequate quantity of food, so even though they were marked "Thirsty" they were not yet hungry. No fence damage this time. (Peacefulness 01 Nov 2018)

A pet pig can be released. This gives the message "Your Boar ran away, you try to give chase, but it's too late!" There is an "Are you sure?" confirmation dialog box.