
2:24:24 pm
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2:24:24 pm
UCT
64
online
Show off the outstanding chooks of your coop! You can now set customisable username flair (this link can also be found under your username dropdown). Select up to 5 chickens who have earned flair to display next to your name on your profile, forum posts, and comments. Take a look at the Flair page to see what flair you have available and which chickens are eligible.
Additionally supporters (people who have bought eggs) will also get the option to add an emoji-based flair badge to their names!
Other recent changes:
Try it in Chickrew | Buy splicer at the Eggschange
EDIT: there is now also a blush accessory! It is a very low opacity version of the blush gene. Try it in the Dressing Room | Buy at the Eggschange
Try them on in the Dressing Room | Buy them at the Eggschange
Other updates
Roosts, a.k.a. coop tabs, are here! This update adds the Roosts feature - these are tabs that you can organise chickens into! I have been working on this for a few days so I wanted to get it out of the way before addressing the other bugs. You can create roosts at https://chicken.pet/coop/roosts/create and then sort your chickens into them at the new and improved coop sorter.
This is a hefty and pretty complex update, so because of that and the fact that there have been a lot of puzzling bugs cropping up recently, I will now be taking about 5 days to attend to existing bugs before I resume adding any features - thanks for your patience.
I will now be taking about 5 days to attend to existing bugs before I resume adding any features - thanks for your patience!
A filter that makes the chicken appear as a chick.
Try it at the Dressing Room | Buy it at the Eggschange
This filter has mechanical effects besides altering the chicken's appearance:
As an aside, I have also changed the pullet pool and farmhouse to generate new chicks at 1am and 1pm (and half as many each time) instead of all at 1am.
Welcome all! We now have 100 members on ChickenPet
You may have noticed that the Eggspedition maps have gotten...really crowded. So I've introduced a few changes:
This feature was popular in voting, so I've finally added it: Internests, a way for two users to breed their chickens with each other's.
How do they work? One user selects the two chickens to be bred—one of their own, and one from another user. The other user must first accept the request, and if all prerequisites are met (same as normal nests), each user receives one Internest egg in their nest boxes! The egg's hatch time is 6 days, and each user receives one chick from the nest.
It's a fairly complex system, so if anything goes wrong, do get in touch via the ticket form! Check out this page for a more detailed rundown of this new mechanic. Happy hatching!
Introducing...chicken pet. (Title drop.)
You can now pet chickens by clicking them on their profile! Petting the chicken will play a sound effect and produce heart particles. You also have a chance of giving the chicken's owner (not yourself) some seed every time you pet them.
Other recent changes:
Try on at the Dressing Room | Buy at the Eggschange for 50 eggs
Modulate Peep has also been lowered to 50 eggs to match!
Hello all, and thank you for playing ChickenPet! We've just opened up the site to 50 new members—a warm welcome to all who have just joined us.
To answer a question I've been asked many times: When will the next slot open be? I'd like to monitor the website for at least 2 weeks to ensure all bugs revealed by the new influx of players have been addressed. If all goes well, I would like to open 25 more slots on 28 September.
Too often have I witnessed cautionary tales where a website grew much faster than its developers anticipated, leading to skyrocketing server costs and frequent site crashes, and much of the userbase being left unhappy.
I would much rather create a high-quality experience for a small number of players than a buggy, poorly-maintained one for more players. But I have also decided not to push cash purchases on players (the option to buy eggs for real money exists, but I don't want to create any paywalls). So this means that I don't currently have the resources to lease server space on the same scale as, say, Flight Rising.
The trade-off I've settled on, for the time being, is to allow new users in at a linear rate. It lets me catch issues in regular cycles, and only accept new users once I'm satisfied that they're resolved. This may change in the future, if the site proves unexpectedly successful. As a person I am given to a "less is more" philosophy, so I am happy for the site to grow slower than it could, if it means existing players have a better time on it!
First of several, probably. This update responds mostly to recent player feedback.
Thank you to all who submitted their suggestions and bug reports!
Three requested features have been added!
Other recent changes (lots of QOL and management stuff):
I think that's that. The base site is ready, minus any debugging for the newest features (particularly family trees and wheel of hue). See you on 15 September!
I've been busy getting the last few "nice to have but not crucial" features finished up in preparation of the big open day!
[poll=ID]
. Someone help me come up with a "pollo"/"poll" punLaunch should be going ahead with the 15 September date! This will be based on my time zone, so it could be opening slightly earlier for you. If everyone on the pinglist joins, we're going to fill 50 slots easily 😳 I may have to open more...once I'm sure that the site won't crash under the load!
Thanks for your patience around the site's brief downtime. This evening, I pushed out two pretty major changes: Added achievements, and added live previews of splicer and modulator effects in the "Use" panel (thanks @phytodragon for the suggestion!) Some achievements have been issued based on the current state of each user's coop, and more may be added later.
Quick explainer about the downtime: To make the achievements work, I had to completely rework how filters are stored in the backend (I know, it doesn't sound related, but it is). Migrating the database...did not go the way it did in my dev environment, and I had to fix a few entries in the DB by hand.
It should all run smoothly now; the back-end should structure all future database entries correctly. But if you're noticing anything weird with your chickens' filters (and very importantly, if any of your filters don't reappear in your inventory after you remove them from your chicken), please send a bug report and I will make sure you get the item back.
This change might have introduced new bugs, but it should be the last big thing I do before the open beta launch!