Pets
Pets are placeable cosmetic animals, including cats and dogs. They have pet interactions and can be renamed. Farm livestock, animal products and Husbandry levels are covered separately under Husbandry.
Acquisition and storage
The Pet Shop sells cosmetic pets through Henrietta's stock. The shop's maintained stock tables list the available pets and their prices. Particular requests and progression notices can expand the available selection.
When a pet grant finds the carried bag full, its overflow handling can send the pet to the Kennel. The Kennel is a pet-storage container at the Pet Shop with unlimited configured capacity. It is separate from Primary Storage and from the Pet House furnishing.
Placement
A pet possession can be used to place the corresponding pet as a world object, subject to its placement restrictions. A placed pet has its own position and interaction. It does not occupy an inventory stack while remaining placed in the world.
The pet interaction provides the animal's ordinary response and additional actions. Pet naming is stored for the placed pet, so different placed pets can retain different names.
Renaming
The pet's Rename action opens the name-entry interface. Pet names can contain up to 16 characters. Renaming changes the displayed name used by that placed pet; it does not change the underlying item family.
Pickup
The pickup action returns the pet to the carried bag and removes the placed object. This interaction checks bag space first. When the player is too overburdened to carry the pet, pickup is refused and the pet remains placed.
This differs from the Kennel overflow used when acquiring a pet: the pickup interaction does not automatically send an existing placed pet to the Kennel.
Pet houses and livestock
The Pet House is a decorative object, rather than a replacement for the Kennel storage interface. Cosmetic pet interactions do not use the farm-animal product-quality progression. Feeding, livestock products and their quality effects are described under Husbandry.
