The Funnypigs game rules (Level 1, Level 2, Level 3, Level 4, Level 5)

IN THE BEGINNING...

  1. FAQ & configuration requirements
  2. Funnypigs? What's that all about?
  3. How to become the proud owner of a pig - registration
  4. Where do I start?

ALL LEVELS

  1. Strikes
  2. Weather conditions and weather forecast
  3. The barn
  4. Bonuses, what is their use?
  5. Events, taxes and grants
  6. The market
  7. The Keko, Funnypigs' currency
  8. My account details
  9. How to get to the next level
  10. How to bring back to life a dead pig/sow/litter
  11. The Alley, the dealer and the attacks (weevils, crows, corn borers, rats, health and safety inspections, wild boars)
  12. Taxes: all you need to know
  13. The Town Caretaker - going on holidays without letting your pig die
  14. Farmer ranking system and points
  15. Monitoring your farmer friends
  16. The Café and the Forum
  17. Funnypigs' internal e-mail service: Funny-Mail
  18. Manure
  19. The wolf
  20. The top 10 farmers & the top 10 profits
  21. The warehouse
  22. The wild boar
  23. Funnypigs' manufacturing workshops

LEVEL 1

  1. How to care for your pig
  2. Funnypigs V2
  3. The field at Level 1

LEVEL 2

  1. How to care for your pig
  2. Funnypigs V2
  3. Machinery (Level 2, 3, 4 and 5)
  4. The fields at Level 2
  5. The farmers' cooperative

LEVEL 3

  1. General remarks on Level 3
  2. Farmers' assignments, selling pigs from your farm & getting to Level 4
  3. Silos
  4. Fortified food: weight and fat gain. Producing your own fortified food
  5. Sows - different breeds and specific characteristics
  6. Breeding boar semen - different breeds and specific characteristics
  7. Inseminating a sow and interbreeding
  8. Litters of piglets
  9. Filling troughs, cleaning and caring for litters
  10. The different types of slurry pits
  11. The fields at Level 3 and 4
  12. Machinery (Level 2, 3, 4 and 5)
  13. Vitamin boxes and vet boxes
  14. Funnypigs Electricity Board (FEB), wind turbines and batteries
  15. The farmers' cooperative

LEVEL 4

  1. General remarks on Level 4
  2. Assembly instructions
  3. Machines and parts. Breakdowns
  4. Producing carcasses, lard and blood sausage
  5. Buying pigs at the Official Market
  6. Selling half-carcasses, lard and blood sausage
  7. Funnypigs Electricity Board (FEB), wind turbines and batteries
  8. The farmers' cooperative

  9. All the other Level 4 characteristics are identical to those at Level 3.

LEVEL 5

  1. General remarks on Level 5
  2. Boar breeders
  3. Growers
  4. Funnypigs Electricity Board (FEB), wind turbines and batteries

    47. Funnypigs Electricity Board (FEB), wind turbines and batteries - Funnypigs Electricity Board (FEB), wind turbines and batteries


    From 7pm to 7am GMT, it's nightime in Funnypigs, which means you have to switch on the light to be able to see inside your livestock buildings.
    Switching the light on or off is simple: just click on the ON/OFF button situated in all of your buildings.

    the light is on
    the light is off


    Remember to switch off the light when you leave your buildings as electricity's expensive and you might break the bank!


    The following require electricity:
    - The building where the sow is kept.
    - The building where litters are kept.
    - The barn.
    - The building where breeding boars are kept at Level 5.
    - The slurry pit (it's emptied with an electrical pump).
    - The slurry machine.
    - Producing manure (the slurry pump is used to mix the slurry and the straw).
    - The slaughterhouse machines at Level 4.

    There are two sources of electricity in Funnypigs:

    - Source 1: the Funnypigs Electricity Board (FEB)
    Its electricity is generated by Funnypigs's various dams. Its price is fairly high but there's hardly ever a power cut and there's no particular constraints.

    - FEB consumption per building/machine:
    The barn and all breeding buildings 900 Kekos an hour, that's 15 Kekos per minute for a 10-sq.m. surface*.
    Emptying the slurry pit (powering the slurry pump) 2 Kekos per litre.
    Producing bags of slurry (slurry machine) 5 Kekos per bag.
    Producing manure 2 Kekos per kg.
    The slaughterhouse machines 40 Kekos per processing/machine.

    * If you have no litters, the default surface of all your breeding buildings (sow and boars) and your barn is 10 sq.m.

    - Source 2: the wind turbines and the batteries
    This energy source is called "autonomous", because it's actually you who generate your own electricity - with a little help from the wind of course!!
    At the top of each page (underneath the browsing menu), the red and white windsock indicates the wind speed. It can go from Force 1 to Force 3. The stronger the wind is, the quicker your batteries are full.

    Force 1: light wind

    Force 2: moderate wind

    Force 3: strong wind


    Buying a wind turbine:
    You can find wind turbines on the official market like any other products. You can own only one wind turbine (for now).
    The flatpack wind turbine is delivered straight to your barn in a wooden box.


    The base price for one wind turbine and two batteries is 2,000 Kekos.

    To buy extra batteries, you MUST have a wind turbine installed. The base price for a battery is
    100 Kekos.

    Installing a wind turbine:
    You have to set it up in one of your fields. Go to your "Fields" page and if you own a turbine, a small logo appears below the fields that lie fallow.


    Select the field where you want to install your wind turbine and click on "Action". From the moment it's installed, you can no longer cultivate this field (no sowing, no harvesting).
    If you wish, you can take down your turbine. But you must first sell all the extra batteries you bought (you keep the ones that were delivered with the wind turbine).

    How to use the wind turbine and its batteries:
    The wind turbine is delivered with two batteries, one that's fully-charged and one that's flat. The flat one is automatically connected to your wind turbine and starts charging immediately. The fully-charged one is automatically connected to your buildings and machines.

    From this point on, the electricity you use is no longer supplied by the FEB but by your own batteries. So beware of your consumption!
    You can monitor your battery level and see how full it is or when it'll be fully charged on the "Machines" page (Fields -> Machines).

    - Charging a battery
    The charging speed entirely depends on wind speed. Indeed the turbine blades, which produce the energy, rotate much more quickly if there's a strong wind, whereas a light wind will make the blades turn slower i.e. will produce less energy. Note that you can charge several batteries at the same time.
    Wind force 1: charging complete in 16 hours.
    Wind force 2: charging complete in 10 hours.
    Wind force 3: charging complete in 5 hours.

    - A full battery (100%) has about a 5-hour life. The more electricity the battery supplies, the quicker it gets flat. To supply energy, a battery needs to be at least 10% full (that's about 30 minutes worth of electricity).

    - Battery consumption per building/machine
    The barn and all breeding buildings 60 seconds worth of battery power per minute of electrity for a 10-sq.m. surface*.
    Emptying the slurry pit (powering the slurry pump) 25 seconds worth of battery power per litre.
    Producing bags of slurry (slurry machine) 30 seconds worth of battery power per bag.
    Producing manure 25 seconds worth of battery power per kg.
    The slaughterhouse machines 75 seconds worth of battery power per processing/machine.

    * If you have no litters, the default surface of all your breeding buildings (sow and boars) and your barn is 10 sq.m.

    All the electricity you use to power your different buildings and machines is then added up. Example: you switch on your buildings (100 sq.m.) for one minute (60s), you empty 50 litres of slurry from your pit and produce 100 bags of slurry. Your total consumption is: (60s x 10) + (25s x 50 litres) + (30s x 100 bags)... 4850 seconds worth of battery power - that's about 1 hour and 35 minutes.

    WARNING: If your batteries are flat, when you switch on the lights or operate a machine, you'll automatically revert to using FEB's electricity!

    If you exit the game without turning the lights off first, when you come back a few hours or days later, the programme switches them off for you, sends you the bill and take the money automatically from your account.
    But we don't want to penalize too much our forgetful members (we've had a player who ended up with a 30,000-Keko electricity bill!!), so we decided to cap the electricity bill should you forget to switch off the lights. For Level 3 farmers, the cap is set to 1,000 Kekos. For Level 4 and 5 farmers, it's set to 5,000 Kekos. These caps don't apply if you don't log off.

    WEAR RATE:
    A battery, like everything else in life, wears out. Every time you connect it to your machines and buildings, it wears out by 1%. When it reaches 100%, you must scrap it and buy a new one on the market. (Note that the battery doesn't wear out when you connect it to your wind turbine to charge.)

    Close

  5. The farmers' cooperative

MISCELLANEOUS

  1. The Funnypigs Gazette
  2. Excluding a farmer & deleting an account
  3. Why are there advertisements on Funnypigs?
  4. Funnypigs' Charter (terms and conditions)

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