Riga 88: |
Riga 88: |
| ===Farm animal birth=== | | ===Farm animal birth=== |
| :''See also: [[Animals#Animal Births|Animals]]'' | | :''See also: [[Animals#Animal Births|Animals]]'' |
− | There's a 50% chance the farm animal birth is selected. The event randomly chooses one upgraded [[Barn]] that isn't full (each with a chance equal to ''0.55% * number of animals inside'', e.g. 1.65% for three animals), then one random animal in that building. If no building is selected or the animal can't give birth (e.g. it's a baby or you disabled pregnancy for that animal), the event does nothing. | + | There's a 50% chance the farm animal birth is selected. The event randomly chooses one upgraded [[Barn]] that isn't full (each with a chance equal to ''0.55% * number of animals inside'', ''e.g.,'' 1.65% for three animals), then one random animal in that building. If no building is selected or the animal can't give birth (''e.g.,'' it's a baby or you disabled pregnancy for that animal), the event does nothing. |
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| The selected farm animal in the barn gives birth. A message is shown asking you to name them. | | The selected farm animal in the barn gives birth. A message is shown asking you to name them. |
Riga 94: |
Riga 94: |
| ===Wild animal attack=== | | ===Wild animal attack=== |
| :''See also: [[Animals#Wild Animal Attacks|Animals]]'' | | :''See also: [[Animals#Wild Animal Attacks|Animals]]'' |
− | This event is guaranteed to be chosen if no other event was, but has a 50% chance of doing nothing. The event randomly chooses one [[barn]] or [[coop]] whose door is open with some animals outdoors (each with a chance equal to ''1 / number of buildings'', e.g. 100% if you have one building and 50% for two). | + | This event is guaranteed to be chosen if no other event was, but has a 50% chance of doing nothing. The event randomly chooses one [[barn]] or [[coop]] whose door is open with some animals outdoors (each with a chance equal to ''1 / number of buildings'', ''e.g.,'' 100% if you have one building and 50% for two). |
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| A unique <samp>dogs</samp> sound plays, and one of the selected building's animals left outside disappears permanently. All other animals show a message indicating "something bad happened last night", but are otherwise unaffected. | | A unique <samp>dogs</samp> sound plays, and one of the selected building's animals left outside disappears permanently. All other animals show a message indicating "something bad happened last night", but are otherwise unaffected. |