|This this page could use some pictures! You can help RimWorld Wiki by uploading images to make this article better.|
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 Alpha 14 (July 15th, 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 Alpha 14 (July 15th, 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.
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is.
- 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 Alpha 14 (July 15th, 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
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 Alpha 15 (August 28st, 2016), hunters will no longer hunt without a ranged weapon.
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.
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.
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 Alpha 14 (July 15th, 2016), animals will no longer engage in incest and breed with members of their own family.
|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.|
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. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is not assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. This effect does not stack with multiple bonded animals, however one pawn can have both the positive and negative moodlets from two bonded animals.
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 its master as well as nearby colonists. 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, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently.
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 Alpha 14 (July 15th, 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.
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.
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.
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.
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.
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.
|Animal||Type||Wildness||Diet||Average DPS||Move Speed||Hunger Rate||Meat Yield||Leather Yield||Life Expectancy||Maturity Age||Gestation Period||Min. Handling Skill||Obedience||Release||Rescue||Haul|
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.
Certain tame animals produce milk, wool, or eggs.
|Animal||Milk Amount||Milking Interval||Daily Milk Average|
|Animal||Wool Amount||Shearing Interval||Daily Wool Average|
|Animal||Eggs Per Clutch Average||Egg Laying Interval||Eggs Per Season Average|
- Amounts given are at 100% butchery efficiency
- Amounts given are at 100% butchery efficiency