
You can now have Pets in Ficterra!
Find animals you like, give them a name and take them home with you. Each pet has a different set of traits that set them apart. Animals now also have different fur styles and looks!

Deer now roam your worlds too! Try searching the Cherry Forest and Light Forest Hills biomes to find one.

Check out the full update notes below!
Updates
- You can now make animals Pets by naming them. Right click on an animal and enter a name. Pets will not despawn like other animals
- New icon for hovering the cursor over animals that can be pets
- Pets have their name displayed over them
- Animals can now be told to Follow you so long as they could be a Pet. They move slightly slower than players and can jump about the same height
- Deer have been added to the game. These are friendly animals that can be made Pets. They spawn in forested biomes
- Animals can now spawn with unique looks. Deer, Ibex, Crabs and Kittens have 4-5 unique look options each. These are random, try to find the look you like
- New movement system for Crabs and Kittens. Deer also use this new tech
- Pet Traits have been added to the game. These describe a personality trait of an animal. Each pet has 3 different traits out of 50 unique traits. Try finding pets with different trait combinations
- Many new icons have been added to the game for Pet Traits. These can also be used in modding
- Crabs, Kittens and Deer will not jump over walls made out of placeable objects, like fences. This can be used to build animal enclosures
- Animal spawn rates have been adjusted. Overall animals spawn more frequently. Butterflies spawn less.
- The maximum amount of animals that can naturally spawn has been increased
- The maximum amount of monsters that can naturally spawn has been decreased
- Cleaned up project to remove some old code and art
- Trigger Zones have been added to the game! Trigger zones are boxes that let you trigger code when entering them. They can be given like any other item and can be resized to fit the area you want. They are normally hidden from view, so use the command 'devView' to see them.
Fixes
