Difference between revisions of "Animals"

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Wild animals occasionally spawn on the map according to the [[biomes|biome]]. These wild animals will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw_food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].
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Wild animals occasionally spawn on the map according to the [[biomes|biome]] and from random events. These wild animals and tamed animals will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw_food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].
  
Sometimes an animal may be driven mad by a psychic wave and attack any humans not behind closed doors. If injured by a colonist, certain species of animals will become maddened into a manhunter state and will relentlessly seek out humans to attack. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood.
+
Sometimes an animal may be driven mad by a psychic wave and attack any humans not behind closed doors. If injured by a colonist, certain species of animals will become maddened into a manhunter state and will relentlessly seek out humans to attack. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood. {{asof|A14}} animals in manhunter state will attack doors if colonists try to go in and out of them.
  
 
Raiders will target pets as often as colonists.
 
Raiders will target pets as often as colonists.
  
{{asof|A14}} animal trainers receive 90 xp per training attempt, which is increased from 60 in Alpha 13. Taming an animal also grants 90 xp per attempt, which previously did not occur. When animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal.
+
{{asof|A14}} animal trainers receive 90 xp per training attempt, which is increased from 60 in Alpha 13. Taming an animal also grants 90 xp per attempt, which previously did not occur. When animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal.  
 
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* [[Zone/Area#Allowed_area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted.
 
* [[Zone/Area#Allowed_area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted.
 
* The <tt>[Manage areas...]</tt> button at the top of the tab opens a window to edit allowed areas.
 
* The <tt>[Manage areas...]</tt> button at the top of the tab opens a window to edit allowed areas.
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 +
{{asof|A14}} several features have been added to the Animals tab:
 +
* Gender and life stage informational columns
 +
* A "Slaughter" checkbox column to allow easy slaughtering of multiple tamed animals at once
 +
* Checkbox columns for each trainable skill to allow easy training of many animals
  
 
==Hunting==
 
==Hunting==
[[File:Hunt.png|42px|left|link=]] Wild animals may be marked for hunting. [[Menus#Hunt|Hunters]] will go out to hunt marked animals and will haul the carcass back to a [[stockpile zone]].
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[[File:Hunt.png|42px|left|link=]] Wild animals may be marked for hunting. [[Menus#Hunt|Hunters]] will go out to hunt marked animals and will haul the carcass back to a [[stockpile zone]]. A hunter will still haul an animal they've killed even if they're normally incapable of hauling, but will not start hauling it again if they're interrupted.
 
{{clear|left}}
 
{{clear|left}}
 
To mark animals to be hunted use one of the following methods:  
 
To mark animals to be hunted use one of the following methods:  
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When hunting animals close to your home area, it may be desirable to manually draft a colonist to kill the animal instead of using the hunt order. Because colonists attempt to keep at a range while hunting, it is very possible for other colonists to come between the hunter and the target and become injured from friendly fire.
 
When hunting animals close to your home area, it may be desirable to manually draft a colonist to kill the animal instead of using the hunt order. Because colonists attempt to keep at a range while hunting, it is very possible for other colonists to come between the hunter and the target and become injured from friendly fire.
 +
 +
Hunting may take longer during bad weather. While it is raining or snowing there's a shooting modifier that makes it more likely for a hunter's shots to miss.
 +
* Fog (with or without rain): shooting multiplier is 50%.
 +
* Rain or snow: shooting multiplier is 80%.
 +
 +
{{asof|A15}} hunters will no longer hunt without a ranged weapon.
  
 
==Taming==
 
==Taming==
 
Any wild animal can be tamed by an [[Menus#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.
 
Any wild animal can be tamed by an [[Menus#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.
[[File:Tame.png|52px|left|link=]]Wild animals may be marked for taming using the Tame button. An [[Menus#Handle|animal handler]] will attempt to tame marked animals. The chance to tame an animal depends on the animal's wildness and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], and [[Health#Talking|talking]]. When a handler fails to tame certain animals there's a small chance it will turn manhunter and start attacking the handler and others. When a handler fails to tame any animal there is a cooldown period before another attempt can be made. Tamed animals will remain in or near the colony or they may be assigned to animal areas to contain them. Setting animal areas is usually necessary to restrict them from eating food not intended for them.
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[[File:TameButton.png|52px|left|link=]]Wild animals may be marked for taming using the Tame button. An [[Menus#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], and [[Health#Talking|talking]]. When a handler fails to tame certain animals there's a small chance it will turn manhunter and start attacking the handler and others. When a handler fails to tame any animal there is a cooldown period before another attempt can be made. Tamed animals will remain in or near the colony or they may be assigned to animal areas to contain them. Setting animal areas is usually necessary to restrict them from eating food not intended for them.
 
<br>
 
<br>
 
{{clear|left}}
 
{{clear|left}}
[[File:Slaughter.png|52px|left|link=]]Tamed animals may be slaughtered using the Slaughter button. An animal marked in this way will be slaughtered by an animal handler. The handler needs not be equipped with a weapon.
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[[File:SlaughterButton.png|52px|left|link=]]Tamed animals may be slaughtered using the Slaughter button. An animal marked in this way will be slaughtered by an animal handler. The handler needs not be equipped with a weapon.
  
 
{{clear|left}}
 
{{clear|left}}
  
 
==Naming==
 
==Naming==
The game names certain animals when tamed. Other animals have a chance to be named when they nuzzle a colonist. Names are always generated by the game and cannot be changed by the player.  
+
The game names certain animals when tamed. Other animals have a chance to be named when they nuzzle a colonist. Names are always generated by the game and cannot be changed by the player. There are mods which allow the player to change animal names though.
  
 
==Breeding==
 
==Breeding==
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Female animals that give live birth become pregnant when a male animal approaches them and mates. Only tamed animals may breed. An animal's gestation period specifies how long a female's pregnancy will last.
 
Female animals that give live birth become pregnant when a male animal approaches them and mates. Only tamed animals may breed. An animal's gestation period specifies how long a female's pregnancy will last.
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 +
{{asof|A14}} animals will no longer engage in incest and breed with members of their own family.
  
 
{| style="border-style: solid; border-width: 0px; text-align:left;"
 
{| style="border-style: solid; border-width: 0px; text-align:left;"
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Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress.   
 
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress.   
  
'''Obedience:''' (Training intelligence required: Simple) - An animal trained in obedience follows its master and will attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. The assigned master can be changed to another colonist with sufficient animal skill for that animal. Multiple animals may be assigned to a single master.
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{{:List of animal skills}}
 
 
'''Release:''' (Training intelligence required: Intermediate) - When animals are released by their master, using the 'release animals' command, they may leave their master's immediate area to attack enemies. When the 'release animals' command is turned off, animals will guard their master and only attack enemies nearby.
 
 
 
'''Rescue:''' (Training intelligence required: Advanced) - Animals trained in rescue will rescue only its master. Only species of sufficient size can rescue.
 
 
 
'''Haul:''' (Training intelligence required: Advanced) - Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul.
 
  
 
==Needs==
 
==Needs==
 
Animals require food and sleep and will fulfill their needs on their own.
 
Animals require food and sleep and will fulfill their needs on their own.
  
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own.  
+
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. {{asof|A14}} flowers are no longer good animal food, due to reduced nutrition.
  
 
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.
 
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.
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==Predators==
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Certain carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a human corpse. But when a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them. Predators wisely avoid boomrats and boomalopes. Their attacks usually stun their prey, leaving them unable to fight back or flee.
 +
 +
Predators include {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.
  
 
==Trade==
 
==Trade==
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==Health==
 
==Health==
 
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them. They feel pain, and have all of the different health stats that human pawns possess. Needs to have an animal bed (or sleeping spot) to be healed.
 
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them. They feel pain, and have all of the different health stats that human pawns possess. Needs to have an animal bed (or sleeping spot) to be healed.
 +
 +
==Social==
 +
Each animal has a Social tab that lists that animal's bonds. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.
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Occasionally, tame animals will nuzzle your colonists. More pet-like animals such as Yorkshire Terriers and Cats will nuzzle often, whereas wilder animals such as Timber Wolves and Grizzly Bears can still nuzzle colonists, but this interaction will rare for them. In Alpha 16, animals will be able to nuzzle patients in bed.
  
 
==Life Stages==
 
==Life Stages==
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==Animals List==
 
==Animals List==
Below is a list of all of the animals currently in this version of the game.
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{| {{STDT| sortable c_08 text-center}}
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{{:List of animals}}
! Animal !! Type !! Wildness !! style="width:30px;" | Diet !! Hunger Rate !! Move Speed !! Damage Average<ref>Some animals have more than one attack, so the damage listed is the average damage of those attacks. See individual animal pages for more information.</ref> !! Meat Yield !! Leather Yield !! Life Expectancy || Maturity Age !! Min. Handling Skill !! Obedience !! Release !! Rescue !! Haul
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Note: While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses.
|-
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{{Animals/Row|Alpaca}}
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All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass.
|-
 
{{Animals/Row|Alphabeaver}}
 
|-
 
{{Animals/Row|Boar}}
 
|-
 
{{Animals/Row|Boomalope}}
 
|-
 
{{Animals/Row|Boomrat}}
 
|-
 
{{Animals/Row|Capybara}}
 
|-
 
{{Animals/Row|Cat}}
 
|-
 
{{Animals/Row|Chicken}}
 
|-
 
{{Animals/Row|Chinchilla}}
 
|-
 
{{Animals/Row|Cobra}}
 
|-
 
{{Animals/Row|Cougar}}
 
|-
 
{{Animals/Row|Cow}}
 
|-
 
{{Animals/Row|Deer}}
 
|-
 
{{Animals/Row|Dromedary}}
 
|-
 
{{Animals/Row|Elephant}}
 
|-
 
{{Animals/Row|Elk}}
 
|-
 
{{Animals/Row|Grizzly Bear}}
 
|-
 
{{Animals/Row|Hare}}
 
|-
 
{{Animals/Row|Husky}}
 
|-
 
{{Animals/Row|Iguana}}
 
|-
 
{{Animals/Row|Labrador retriever}}
 
|-
 
{{Animals/Row|Megascarab}}
 
|-
 
{{Animals/Row|Monkey}}
 
|-
 
{{Animals/Row|Muffalo}}
 
|-
 
{{Animals/Row|Pig}}
 
|-
 
{{Animals/Row|Rhinoceros}}
 
|-
 
{{Animals/Row|Squirrel}}
 
|-
 
{{Animals/Row|Thrumbo}}
 
|-
 
{{Animals/Row|Tortoise}}
 
|-
 
{{Animals/Row|Warg}}
 
|-
 
{{Animals/Row|Yorkshire terrier}}
 
|}
 
  
 
==Animal Products==
 
==Animal Products==
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[[File:Eggs.png|32px|left|link=Eggs]]
 
[[File:Eggs.png|32px|left|link=Eggs]]
 
{| {{STDT| sortable c_08 text-center}}
 
{| {{STDT| sortable c_08 text-center}}
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Month Average
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! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average
 
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]
 
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]
 
| ?Eggs Per Clutch Average
 
| ?Eggs Per Clutch Average
 
| ?Egg Laying Interval
 
| ?Egg Laying Interval
| ?Eggs Per Month Average
+
| ?Eggs Per Season Average
 
| format = template
 
| format = template
 
| template = Animals/ProductsRow
 
| template = Animals/ProductsRow

Revision as of 07:28, 22 January 2017

Template:NeedsPictures

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Types Colonists Animals Mechanoids Prisoners Raiders Visitors

Template:Tocright


Wild animals occasionally spawn on the map according to the biome and from random events. These wild animals and tamed animals will wander and graze on vegetation, including player-grown plants, regardless of type. Growing food outdoors can sometimes attract animals to your base perimeter. Animals are an important source of food by the meat they provide once hunted and butchered.

Sometimes an animal may be driven mad by a psychic wave and attack any humans not behind closed doors. If injured by a colonist, certain species of animals will become maddened into a manhunter state and will relentlessly seek out humans to attack. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood. As of version 0.14.1234 (15 July 2016) animals in manhunter state will attack doors if colonists try to go in and out of them.

Raiders will target pets as often as colonists.

As of version 0.14.1234 (15 July 2016) animal trainers receive 90 xp per training attempt, which is increased from 60 in Alpha 13. Taming an animal also grants 90 xp per attempt, which previously did not occur. When animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal.


Animals Tab

The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is F4.

  • The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal.
  • A button lists the animal's master, if it has one. Click the button to assign a new master.
  • Allowed areas are also listed here including Unrestricted, Home area, and animal areas. Each animal stays in its assigned area unless its master is drafted.
  • The [Manage areas...] button at the top of the tab opens a window to edit allowed areas.

As of version 0.14.1234 (15 July 2016) several features have been added to the Animals tab:

  • Gender and life stage informational columns
  • A "Slaughter" checkbox column to allow easy slaughtering of multiple tamed animals at once
  • Checkbox columns for each trainable skill to allow easy training of many animals

Hunting

Hunt.png

Wild animals may be marked for hunting. Hunters will go out to hunt marked animals and will haul the carcass back to a stockpile zone. A hunter will still haul an animal they've killed even if they're normally incapable of hauling, but will not start hauling it again if they're interrupted.

To mark animals to be hunted use one of the following methods:

  • Click Orders, Hunt, then click one or more individual animals.
  • Click Orders, Hunt, then click and drag a box to surround and select multiple animals.
  • Select one or more animals, click Hunt.

When hunting animals close to your home area, it may be desirable to manually draft a colonist to kill the animal instead of using the hunt order. Because colonists attempt to keep at a range while hunting, it is very possible for other colonists to come between the hunter and the target and become injured from friendly fire.

Hunting may take longer during bad weather. While it is raining or snowing there's a shooting modifier that makes it more likely for a hunter's shots to miss.

  • Fog (with or without rain): shooting multiplier is 50%.
  • Rain or snow: shooting multiplier is 80%.

As of version 0.15.1279 (29 August 2016) hunters will no longer hunt without a ranged weapon.

Taming

Any wild animal can be tamed by an animal handler with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.

TameButton.png

Wild animals may be marked for taming using the Tame button. An animal handler will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's animals skill, manipulation, and talking. When a handler fails to tame certain animals there's a small chance it will turn manhunter and start attacking the handler and others. When a handler fails to tame any animal there is a cooldown period before another attempt can be made. Tamed animals will remain in or near the colony or they may be assigned to animal areas to contain them. Setting animal areas is usually necessary to restrict them from eating food not intended for them.


SlaughterButton.png

Tamed animals may be slaughtered using the Slaughter button. An animal marked in this way will be slaughtered by an animal handler. The handler needs not be equipped with a weapon.


Naming

The game names certain animals when tamed. Other animals have a chance to be named when they nuzzle a colonist. Names are always generated by the game and cannot be changed by the player. There are mods which allow the player to change animal names though.

Breeding

Animals are born by live birth or by hatching from a fertilized egg.

Female animals that give live birth become pregnant when a male animal approaches them and mates. Only tamed animals may breed. An animal's gestation period specifies how long a female's pregnancy will last.

As of version 0.14.1234 (15 July 2016) animals will no longer engage in incest and breed with members of their own family.

Pregnancy progresses in stages.
Early stage (hidden) : Starts at 0%. This stage is not displayed but may be surmised by the vomiting it causes.
Middle stage : Starts at 33%. At this stage Moving is reduced by 15%.
Late stage : Starts at 66%. At this stage Moving is reduced by 30% and may include vomiting.
Full term : At 100%. At this point the female will give birth. Some species may have multiple offspring in a litter.

Egg-laying animals include Cassowary, Chicken, Cobra, Duck, Emu, Goose, Iguana, Ostrich, Tortoise, Turkey.

Training

Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress.

List of animal skills

Needs

Animals require food and sleep and will fulfill their needs on their own.

Food: Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. As of version 0.14.1234 (15 July 2016) flowers are no longer good animal food, due to reduced nutrition.

Rest: Animals will sleep as needed. Tamed animals will sleep in animal sleeping spots, animal sleeping boxes, or animal beds. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.

Predators

Certain carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a human corpse. But when a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them. Predators wisely avoid boomrats and boomalopes. Their attacks usually stun their prey, leaving them unable to fight back or flee.

Predators include Arctic fox, Arctic wolf, Cat, Cobra, Cougar, Fennec fox, Grizzly bear, Lynx, Panther, Polar bear, Red fox, Timber wolf, Warg.

Trade

Tamed animals may be sold to traders. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species.

Health

Animals have the same set-up as humans when it comes to health, minus the ability to operate on them. They feel pain, and have all of the different health stats that human pawns possess. Needs to have an animal bed (or sleeping spot) to be healed.

Social

Each animal has a Social tab that lists that animal's bonds. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.

Occasionally, tame animals will nuzzle your colonists. More pet-like animals such as Yorkshire Terriers and Cats will nuzzle often, whereas wilder animals such as Timber Wolves and Grizzly Bears can still nuzzle colonists, but this interaction will rare for them. In Alpha 16, animals will be able to nuzzle patients in bed.

Life Stages

Animals all have three different life stages. Animals start out as babies, and some animals may have a specific name for this stage (e.g chick). They then move on to juveniles (teenagers). Finally, they reach the final life stage which is adulthood.

Animals List

Wild animals can spawn in specific biomes, whereas almost any animal may be purchased from traders. The following animals: Alpaca, Bison, Donkey, Dromedary, Elephant, Horse, Muffalo, Yak, can carry items in Caravans (See Pack animal).

Animals which produce milk, eggs and wool when tamed are listed on the pages for those resources.

This table is only intended as an overview of the most important stats - for more, see List of animals/Additional.

Animal Min. Handling Skill Guard Attack Rescue Haul Diet Pens Hunger Rate[1] Offspring Per Year Meat Yield Leather Yield Average DPS Move Speed Health Scale Manhunter
(Hunt)
Manhunter
(Tame)
Nutrition Efficiency (Baby Slaughter) Nutrition Efficiency (Adult Slaughter)
Alpaca Alpaca 1 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.44 9 140 40 2.28 4.1 1 0% 0% 0.42 0.83
Alphabeaver Alphabeaver 7 Ex.png Ex.png Ex.png Ex.png Trees Ex.png 4.8 14.1 63 24 2.01 3.7 0.7 50% 10% 0.04 0.04
Arctic fox Arctic fox 7 Check.png Check.png Ex.png Ex.png Meat Ex.png 0.16 10.3 77 27 2.25 4.6 0.7 0% 0% 0.95 1.19
Arctic wolf Arctic wolf 8 Check.png Check.png Check.png Check.png Meat Ex.png 0.29 10.3 119 36 3.08 5 0.99 100% 30% 0.67 0.81
Barkskin Barkskin Content added by the Ideology DLC 0 Check.png Check.png Ex.png Ex.png - Ex.png - - 4 - 2.25 3.2 0.9 100% - - -
Berrymaker Berrymaker Content added by the Ideology DLC 0 Ex.png Ex.png Ex.png Ex.png - Ex.png - - 4 - 2.25 3 0.8 100% - - -
Bison Bison 5 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.86 9 336 96 3.12 4.7 1.75 10% 0% 0.47 1.09
Boomalope Boomalope 5 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.86 9 280 80 2.74 3.4 0.65 10% 10% 0.91 1.08
Boomrat Boomrat 7 Ex.png Ex.png Ex.png Ex.png Meat Plants Vegetables Ex.png 0.22 18.5 31 16 1.73 4.6 0.4 0% 0% 0.77 0.58
Capybara Capybara 7 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.36 13.2 105 33 2.27 3.9 0.7 0% 0% 0.64 0.89
Caribou Caribou 7 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.44 9 140 40 3.1 5 2 10% 0% 0.88 1.12
Carrier Carrier Content added by the Ideology DLC 0 Ex.png Ex.png Ex.png Check.png - Ex.png - - 4 - 2.25 2.4 0.8 100% - - -
Cassowary Cassowary 8 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.45 18 84 28 2.41 4.6 0.8 100% 10% 0.46 0.78
Cat Cat 0 Ex.png Ex.png Ex.png Ex.png Meat Eggs Ex.png 0.24 11.6 45 20 2.02 4.4 0.42 0% 0% 0.55 0.44
Chicken Chicken 0 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.22 60 42 - 0.72 2.1 0.35 0% 0% 2.14 1.21
Chinchilla Chinchilla 5 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.2 18.5 49 21 1.35 5 0.4 0% 0% 1.11 1.03
Clawer Clawer Content added by the Ideology DLC 0 Check.png Check.png Ex.png Ex.png - Ex.png - - 4 - 4.73 4 0.7 100% - - -
Cobra Cobra 7 Ex.png Ex.png Ex.png Ex.png Meat Eggs Ex.png 0.11 9 36 18 2.33 3.5 0.5 50% 10% 0.8 0.58
Cougar Cougar 8 Check.png Check.png Check.png Check.png Meat Eggs Ex.png 0.32 6 140 40 4.21 5 1.3 50% 30% 0.39 0.74
Cow Cow 0 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.86 9 336 96 2.36 3.2 1.5 0% 0% 1.12 1.31
Deer Deer 7 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.32 10.6 168 48 2.12 5.5 0.9 0% 0% 0.77 1.31
Donkey Donkey 0 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.52 9 196 56 2.39 5 1.45 0% 0% 0.45 1.04
Dromedary Dromedary 1 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.86 9 294 84 2.74 4.3 1.6 0% 0% 0.83 1.14
Duck Duck 0 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.28 60 42 - 1.1 2.1 0.35 0% 0% 1.71 0.97
Elephant Elephant 7 Check.png Check.png Check.png Check.png Vegetables Plants Ex.png 2.57 4.5 560 160 5.35 4.8 3.6 50% 0% 0.13 0.27
Elk Elk 7 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.86 9 294 84 3.1 5 1.9 0% 0% 0.93 1.12
Emu Emu 9 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.45 18 84 28 2.65 5.5 0.9 100% 100% 0.46 0.78
Fennec fox Fennec fox 7 Check.png Check.png Ex.png Ex.png Meat Ex.png 0.16 10.3 77 27 2.25 4.6 0.7 0% 0% 0.95 1.19
Gaumaker Gaumaker Content added by the Ideology DLC 0 Ex.png Ex.png Ex.png Ex.png - Ex.png - - 4 - 2.25 3 0.8 100% - - -
Gazelle Gazelle 7 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.24 10.6 98 31 2.24 6 0.7 0% 0% 0.74 1.36
Goat Goat 0 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.36 10.7 105 33 2.06 3.9 0.7 0% 0% 0.96 1.05
Goose Goose 5 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.45 30 84 26 1.27 2.3 0.4 0% 0% 0.76 1.04
Grizzly bear Grizzly bear 8 Check.png Check.png Check.png Check.png Meat Eggs Vegetables Ex.png 0.56 6 301 86 4.89 4.6 2.5 50% 30% 0.43 0.87
Guinea pig Guinea pig 5 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Ex.png 0.16 15.8 31 16 1.35 5 0.4 0% 0% 0.92 0.91
Hare Hare 7 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Ex.png 0.18 18.5 31 16 0.76 6 0.4 0% 0% 0.94 0.71
Horse Horse 1 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.68 9 336 96 2.06 5.8 1.75 0% 0% 0.59 1.37
Husky Husky 0 Check.png Check.png Check.png Check.png Meat Eggs Vegetables Ex.png 0.8 10.3 120 36 2.82 5 1.05 0% 0% 0.24 0.31
Ibex Ibex 5 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.32 10.6 140 40 2.46 4.6 0.85 0% 0% 0.68 1.46
Iguana Iguana 4 Ex.png Ex.png Ex.png Ex.png Meat Plants Vegetables Ex.png 0.32 15.9 56 22 2.22 3 0.5 0% 0% 0.63 0.69
Immature dryad Immature dryad Content added by the Ideology DLC 0 Ex.png Ex.png Ex.png Ex.png - Ex.png - - 4 - 2.25 3 0.8 100% - - -
Labrador retriever Labrador retriever 0 Check.png Check.png Check.png Check.png Meat Eggs Vegetables Ex.png 0.64 11.6 105 33 2.55 5 1 0% 0% 0.31 0.35
Lynx Lynx 8 Ex.png Ex.png Ex.png Ex.png Meat Eggs Ex.png 0.19 6 84 28 3.26 5 0.8 50% 20% 0.48 0.71
Medicinemaker Medicinemaker Content added by the Ideology DLC 0 Ex.png Ex.png Ex.png Ex.png - Ex.png - - 4 - 2.25 3 0.8 100% - - -
Megascarab Megascarab 1 Check.png Check.png Ex.png Ex.png Meat Animal products Vegetables Ex.png 0.16 - 31 - 1.4 3.75 0.4 50% 0% 0 0
Megasloth Megasloth 10 Check.png Check.png Check.png Check.png Vegetables Plants Ex.png 1.6 4.5 560 160 5.73 4.8 3.6 50% 30% 0.21 0.44
Megaspider Megaspider 1 Check.png Check.png Check.png Check.png Meat Animal products Vegetables Ex.png 0.56 - 168 - 2.52 3.6 2.5 50% 0% 0 0
Monkey Monkey 5 Check.png Check.png Ex.png Ex.png Meat Plants Vegetables Ex.png 0.2 9 49 21 1.21 4.3 0.45 0% 0% 0.54 0.76
Muffalo Muffalo 5 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.86 9 336 96 3.1 4.5 1.75 10% 0% 0.47 1.09
Ostrich Ostrich 9 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.67 18 140 40 3.27 6 1 100% 10% 0.38 0.86
Panther Panther 8 Check.png Check.png Check.png Check.png Meat Eggs Ex.png 0.32 6 140 40 4.21 5 1.3 50% 30% 0.39 0.74
Pig Pig 0 Ex.png Ex.png Ex.png Ex.png Meat Plants Vegetables Check.png 0.8 14 238 68 2.06 3.9 0.7 0% 0% 0.56 0.81
Polar bear Polar bear 8 Check.png Check.png Check.png Check.png Meat Eggs Vegetables Ex.png 0.56 6 301 86 4.89 4.6 2.5 50% 30% 0.43 0.87
Raccoon Raccoon 7 Ex.png Ex.png Ex.png Ex.png Meat Plants Vegetables Ex.png 0.32 15.9 56 22 1.71 4.1 0.4 0% 0% 0.63 0.69
Rat Rat 4 Ex.png Ex.png Ex.png Ex.png Meat Plants Vegetables Ex.png 0.16 17.1 31 16 1.36 4 0.29 0% 0% 1 0.79
Red fox Red fox 7 Check.png Check.png Ex.png Ex.png Meat Ex.png 0.16 10.3 77 27 2.25 4.6 0.7 0% 0% 0.95 1.19
Rhinoceros Rhinoceros 9 Check.png Check.png Ex.png Ex.png Vegetables Plants Ex.png 1.71 4.5 420 120 5.24 5 3.5 50% 30% 0.15 0.35
Sheep Sheep 0 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.36 14 105 33 2.15 4.8 0.7 0% 0% 0.67 0.96
Snowhare Snowhare 7 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Ex.png 0.18 18.5 31 16 0.76 6 0.4 0% 0% 0.94 0.71
Spelopede Spelopede 1 Check.png Check.png Check.png Check.png Meat Animal products Vegetables Ex.png 0.4 - 112 - 2.02 3.65 1.7 50% 0% 0 0
Squirrel Squirrel 7 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Ex.png 0.16 15.3 31 16 1.16 5.1 0.25 0% 0% 0.89 0.77
Thrumbo Thrumbo 10 Check.png Check.png Check.png Check.png Plants Vegetables Trees Ex.png 2.8 3 560 160 6.33 5.5 8 100% 0% 0.08 0.14
Timber wolf Timber wolf 8 Check.png Check.png Check.png Check.png Meat Ex.png 0.29 10.3 119 36 3.08 5 0.99 100% 30% 0.67 0.81
Tortoise Tortoise 7 Ex.png Ex.png Ex.png Ex.png Meat Plants Vegetables Ex.png 0.13 18 70 25 1.31 1 0.6 0% 0% 1.91 2.41
Toxalope Toxalope Content added by the Biotech DLC 5 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.86 9 140 56 2.74 3.4 0.65 10% 10% 0.27 0.43
Turkey Turkey 4 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.45 45 84 28 1.72 3.6 0.6 0% 0% 1.14 1.15
Warg Warg 5 Check.png Check.png Ex.png Ex.png Meat Corpses Ex.png 0.4 10.3 196 56 4.24 5 1.4 100% 40% 0.67 0.96
Waste rat Waste rat Content added by the Biotech DLC 5 Check.png Check.png Ex.png Ex.png Meat Plants Vegetables Ex.png 0.16 17.1 42 19 1.36 4 0.29 50% 20% 1.21 1.07
Wild boar Wild boar 4 Ex.png Ex.png Ex.png Ex.png Meat Plants Vegetables Check.png 0.48 13.2 119 36 2.55 4.6 0.7 0% 0% 0.52 0.67
Woodmaker Woodmaker Content added by the Ideology DLC 0 Ex.png Ex.png Ex.png Ex.png - Ex.png - - 4 - 2.25 3 0.8 100% - - -
Yak Yak 1 Ex.png Ex.png Ex.png Ex.png Vegetables Plants Check.png 0.86 9 294 84 2.47 3.2 1.5 0% 0% 0.93 1.12
Yorkshire terrier Yorkshire terrier 0 Check.png Check.png Ex.png Ex.png Meat Eggs Vegetables Ex.png 0.24 11.6 45 20 1.09 3.1 0.4 0% 0% 0.55 0.53

Note: While most carnivorous animals can eat raw meat, corpses, kibble, and meals, Wargs can only eat raw meat and corpses.

All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass.

Animal Products

Certain tame animals produce milk, wool, or eggs.

Milk

Milk.png
Animal Milk Amount Milking Interval Daily Milk Average
[[Boomalope|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  11 1 11
[[Caribou|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  10 2 5
[[Cow|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  14 1 14
[[Dromedary|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  18 2 9
[[Elk|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  11 1 11
[[Goat|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  12 3 4
[[Yak|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  11 1 11

Wool

Wool.png
Animal Wool Amount Shearing Interval Daily Wool Average
[[Alpaca|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  45 10 4.5
[[Bison|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  120 15 8
[[Megasloth|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  200 20 10
[[Muffalo|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  120 15 8
[[Sheep|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  45 10 4.5

Eggs

Eggs.png
Animal Eggs Per Clutch Average Egg Laying Interval Eggs Per Season Average
[[Cassowary|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  1 3.33 4.5
[[Chicken|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  1 1 15
[[Cobra|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  1.5 10 2.25
[[Duck|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  1 1 15
[[Emu|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  1 3.33 4.5
[[Goose|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  1 2 7.5
[[Iguana|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  1.5 5.661 3.97
[[Ostrich|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  1 3.33 4.5
[[Tortoise|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  2 6.66 4.5
[[Turkey|<ul><li>The symbol "[[" was used in a place where it is not useful.</li> <!--br--><li>The part "]]" of the query was not understood.Results might not be as expected.</li></ul>]]  1 1.333 11.25
  1. Nutrition lost per day.