Difference between revisions of "Talk:Feeding Goats"

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I'm imagining the goats as sort of a black box, with an input (items from your inventory), an output (cashmere and other new items), and two "meters" (mood and hungriness). The "hungriness" is either "mostly hungry" (before being fed for the day) or "inexplicably still hungry" (after being fed one or more items for the day). I suspect the goats' hungriness is just displayed for atmosphere, and doesn't affect the output. However, I think the goats' mood is significant. Here's my hypothesis: after being fed a certain number of calories, the goats' mood changes, and the goats' mood affects the output. That would explain the results above, as well as today when I fed the (playful) goats some villainous items and only got cashmere. When their mood was jittery, feeding them badly bent knives yielded goat horns and marbles, and their mood changed to playful. [[User:Sanjuro|Sanjuro]] ([[User talk:Sanjuro|talk]]) 22:15, 4 July 2013 (PDT)
 
I'm imagining the goats as sort of a black box, with an input (items from your inventory), an output (cashmere and other new items), and two "meters" (mood and hungriness). The "hungriness" is either "mostly hungry" (before being fed for the day) or "inexplicably still hungry" (after being fed one or more items for the day). I suspect the goats' hungriness is just displayed for atmosphere, and doesn't affect the output. However, I think the goats' mood is significant. Here's my hypothesis: after being fed a certain number of calories, the goats' mood changes, and the goats' mood affects the output. That would explain the results above, as well as today when I fed the (playful) goats some villainous items and only got cashmere. When their mood was jittery, feeding them badly bent knives yielded goat horns and marbles, and their mood changed to playful. [[User:Sanjuro|Sanjuro]] ([[User talk:Sanjuro|talk]]) 22:15, 4 July 2013 (PDT)
 
:Oh, and here's the moods I've seen so far: angry, jittery, playful, sacchrine[sic]. [[User:Sanjuro|Sanjuro]] ([[User talk:Sanjuro|talk]]) 22:15, 4 July 2013 (PDT)
 
:Oh, and here's the moods I've seen so far: angry, jittery, playful, sacchrine[sic]. [[User:Sanjuro|Sanjuro]] ([[User talk:Sanjuro|talk]]) 22:15, 4 July 2013 (PDT)
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*Extra items are tuned by the type of item fed to them, caffeine(late), sugar(mint), weapons(horns), combat items(eye), clothy stuff (unsure here, give bezoar) and items with high autosell/valuable(fleece).
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*Their mood reflects the special item associated with these types they're closer to get, saccharine for sugar, angry for weapons, playful for combat items, jittery for caffeine, curious for the cloth items I guess and haughty for high autosell/valuable items.
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* Each of these special items need a different amount of calories from that type to produce, I know the eyes only need 200 calories, the fleece seems to be around 600 but will need to check all the others.
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* Stuff with green on the name have their calorie value doubled.[[User:Patojonas|Patojonas]]  17:42, 5 July 2013 (PDT)

Revision as of 16:42, 5 July 2013

5 slime's snuggie = 1 bezoar

4 unspeakable cloche = 1 bezoar

bezoar can be catalyzed into bezoar juice

2-3 cardinal's rulers also yields a golden fleece

sugar = mint goat milk

caffeine = goat latte

I don't think it's necessarily villainous combat items that trigger marbles. Besides the cashmere, 81 wraps of bubble yielded 2 goat's eye marbles, and 80 boxes of combat paperclips yielded 60 marbles. Sanjuro (talk) 21:58, 1 July 2013 (PDT) I forgot to write down what I fed to the goats and the results, but here's what I remember. The first thing I did was feed the goats some alluring business suits. I got some bezoars in addition to the cashmere. A few items later, the description of the goats changed to "They look jittery and inexplicably still hungry". Other descriptions I've seen are "They look sacchrine[sic] and inexplicably still hungry." and "They look angry and inexplicably still hungry." It looks like the first few extra items for the day are bezoars, regardless of the goats' diet. After the bezoars are issued, feeding the goats equipment yields goat horns, and feeding them combat usable items yields marbles. Also, I noticed the same thing as the poster above, about caffeine and sugar. Sanjuro (talk) 02:03, 2 July 2013 (PDT)

I've gotten horns and lattes without getting bezoars. Cristiona (talk) 19:53, 2 July 2013 (PDT)
Ok, so 500 badly bent knives yielded 2 wads of cashmere, goat horns, and 2 marbles. The goats' description went from "angry" to "playful". Sanjuro (talk) 21:53, 2 July 2013 (PDT)

I fed a bezoar juice to the goats and got a golden cashmere fleece. Also, "Man, they really seem to love green tea mochi balls!" No special reaction to red bean mochi balls, miso soup, ginseng supplement, or powdered ginkgo. Sanjuro (talk) 21:25, 2 July 2013 (PDT)

"Green" calories are like digital items in the digitizer, and only require 120cal or so for a wad of cashmere. All of the yuggothium equipment yields bezoars after 3-4 items.--Isladar (talk) 11:53, 3 July 2013 (PDT)
They shouldn't drink bezoar juice. Sorry about that. --Kinak (talk) 17:02, 3 July 2013 (PDT)

I'm imagining the goats as sort of a black box, with an input (items from your inventory), an output (cashmere and other new items), and two "meters" (mood and hungriness). The "hungriness" is either "mostly hungry" (before being fed for the day) or "inexplicably still hungry" (after being fed one or more items for the day). I suspect the goats' hungriness is just displayed for atmosphere, and doesn't affect the output. However, I think the goats' mood is significant. Here's my hypothesis: after being fed a certain number of calories, the goats' mood changes, and the goats' mood affects the output. That would explain the results above, as well as today when I fed the (playful) goats some villainous items and only got cashmere. When their mood was jittery, feeding them badly bent knives yielded goat horns and marbles, and their mood changed to playful. Sanjuro (talk) 22:15, 4 July 2013 (PDT)

Oh, and here's the moods I've seen so far: angry, jittery, playful, sacchrine[sic]. Sanjuro (talk) 22:15, 4 July 2013 (PDT)

  • Extra items are tuned by the type of item fed to them, caffeine(late), sugar(mint), weapons(horns), combat items(eye), clothy stuff (unsure here, give bezoar) and items with high autosell/valuable(fleece).
  • Their mood reflects the special item associated with these types they're closer to get, saccharine for sugar, angry for weapons, playful for combat items, jittery for caffeine, curious for the cloth items I guess and haughty for high autosell/valuable items.
  • Each of these special items need a different amount of calories from that type to produce, I know the eyes only need 200 calories, the fleece seems to be around 600 but will need to check all the others.
  • Stuff with green on the name have their calorie value doubled.Patojonas 17:42, 5 July 2013 (PDT)