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Fences also stop debris (weeds, rocks, branches) from spreading beyond them.
The stuff that animals eat is grass. Weeds are the ones you can't walk over, which can destroy objects and crops when they spread.
It's also worth noting that each tier of fences (wood - stone - iron - hardwood) lasts significantly longer than the one before it, so it can be worth investing in the best ones you can afford to craft.
It's also perfectly feasible to never use fences. There are just minor risks involved as I mentioned.
normal fences are resistant again debris, but not immun
there is no "automactic animal collector"...
that being said, fences not only contain animals, but decorate your farm well and can section of certain areas of your farm.
if your worried about durability then build hardwood fences, they last the longest (tho realistically stone or better yet, iron fences should be the longer lasting ones, but according to the game they dont, which makes no sense, but whatever..), also there is an end game item you can buy to stop them from decaying permanently.
And it actually does make some sense that hardwood is the strongest as iron can rust, and some types of stone can weather fairly quickly compared to a strong, properly treated wood.
not at all, stone and iron are going to outlast any wood type fencing, wood not only soaks up water, it rots, can be eaten by all types of bugs, among many other things that degrade wood, anything happening to stone or iron would take decades or more.
"If an animal has been trapped outside with the barn or coop doors closed, there is a chance they will be attacked by a wild animal during the night.
After the player goes to sleep, any events that will happen during the night (such as Bundle events) are calculated as normal. If no events are due to occur, there will be a 50% chance that the game will attempt to start a wild animal attack event. If this event proceeds, the game will go through all buildings to find a barn or coop that has their doors closed and has animals left outside.
For each building, the game takes a random number between 0 and 1 and compares it to 1/(the number of total farm buildings). If the random number is larger, the building is ignored. In other words, the more buildings the player has, the less likely that one will be attacked. For example, if the player has two farm buildings, each building has a 50% chance of being attacked, three buildings would give 33%, four would give 25% chance of being attacked, etc.
Once a building has been chosen, the event takes the first animal stuck outside from that building to be the target of the attack. The animal will be removed from the game and in the morning, all other animals will have a mood message saying "<animal name> looks stressed and paranoid today. It seems like something bad happened last night." Besides this message, the other animals are unaffected."
Selling hardwood is more profitable then selling the fences. Just saying.