Animals

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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.


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 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

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 Alpha 15 (August 28st, 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 Alpha 14 (July 15th, 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, Emu, 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.

Obedience.png 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.png 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.png 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 animal.png 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.

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 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.

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

Below is a list of all of the animals that currently exist. Wild animals can spawn in specific biomes, whereas almost any animal may be purchased from traders.

Animal Type Wildness Diet Average DPS Move Speed Hunger Rate Meat Yield[1] Leather Yield[2] Life Expectancy Maturity Age Min. Handling Skill Obedience Release Rescue Haul
Alpaca Farm 0% Plants 4.2 3.8 0.5 90 20 15 0.8+ 0 Check.png Check.png Ex.png Ex.png
Alphabeaver Wild 75% Wood 3.8 3.5 6.0 54 12 12 0.4+ 6 Check.png Check.png Ex.png Ex.png
Arctic fox Wild 75% Meat 4.03 5 0.12 54 12 9 0.5+ 6 Check.png Check.png Ex.png Check.png
Arctic wolf Wild 75% Meat 5.29 5.25 0.20 77 17 12 0.8+ 6 Check.png Check.png Check.png Check.png
Boomalope Wild 60% Plants 5.4 2.15 1.00 135 30 15 1+ 4 Check.png Check.png Ex.png Ex.png
Boomrat Wild 75% Meat Plants 3.2 5.5 0.35 18 4 8 0.35+ 6 Check.png Check.png Ex.png Ex.png
Capybara Wild 75% Plants 4.4 3.5 0.27 50 11 12 0.4+ 6 Check.png Check.png Ex.png Ex.png
Caribou Wild 75% Plants 4.4 4.84 0.95 171 38 18 1+ 6 Check.png Check.png Ex.png Ex.png
Cassowary Wild 80% Plants 4.58 4.5 0.3 81 18 45 2+ 6 Check.png Check.png Ex.png Ex.png
Cat Pet 20% 3.87 4.5 0.1 23 5 10 1+ 0 Ex.png Ex.png Ex.png Ex.png
Chicken Farm 0% Plants 1.8 2.1 0.25 23 - 6 0.3+ 0 Ex.png Ex.png Ex.png Ex.png
Chinchilla Wild 60% Plants 2.6 4.84 0.12 21 5 9 0.4+ 4 Check.png Check.png Ex.png Ex.png
Cobra Wild 75% Meat Eggs 6 4.84 0.07 23 5 20 0.8+ 6 Check.png Check.png Ex.png Ex.png
Cougar Wild 80% Meat Eggs 7.62 6.5 0.3 126 28 13 0.85+ 6 Check.png Check.png Ex.png Ex.png
Cow Farm 5% Plants 3.6 3.15 0.9 162 36 22 0.8+ 0 Check.png Check.png Ex.png Ex.png
Deer Wild 75% Plants 4.2 4.84 0.45 81 18 15 0.8+ 6 Check.png Check.png Ex.png Ex.png
Dromedary Wild 25% Plants 6.6 3.4 0.95 171 38 45 1.5+ 0 Check.png Check.png Ex.png Ex.png
Elephant Wild 75% Plants 9.52 3.8 2.0 360 80 50 4.0+ 6 Check.png Check.png Check.png Check.png
Elk Wild 75% Plants 6 4.84 0.95 171 38 18 1.0+ 6 Check.png Check.png Ex.png Ex.png
Emu Wild 95% Plants 4.88 5.1 0.3 90 20 45 2+ 8 Check.png Check.png Ex.png Ex.png
Fennec fox Wild 75% Meat 4.03 5 0.12 54 12 9 0.5+ 6 Check.png Check.png Ex.png Check.png
Gazelle Wild 75% Plants 3.6 6.2 0.35 63 14 12 0.7+ 6 Check.png Check.png Ex.png Ex.png
Grizzly bear Wild 80% Meat Eggs Plants 8.67 4.3 0.35 90 20 22 1.9+ 6 Check.png Check.png Check.png Check.png
Hare Wild 75% Plants 1.8 5.5 0.23 18 4 8 0.3+ 6 Check.png Check.png Ex.png Ex.png
Husky Pet 0% Meat Eggs Plants 5 5.2 0.5 90 20 12 0.8+ 0 Check.png Check.png Check.png Check.png
Ibex Wild 55% Plants 4.2 4.4 0.35 77 17 15 0.8+ 3 Check.png Check.png Ex.png Ex.png
Iguana Wild 50% Meat Plants 4.4 3.23 0.20 25 6 12 0.35+ 3 Check.png Check.png Ex.png Ex.png
Labrador retriever Pet 0% Meat Eggs Plants 4.6 5 0.5 90 20 12 0.8+ 0 Check.png Check.png Check.png Check.png
Lynx Wild 80% Meat Eggs 4.6 6.5 0.19 72 16 9 0.7+ 6 Check.png Check.png Ex.png Ex.png
Megascarab Insectoid 95% Meat Plants 3.82 3.7 0.1 18 - 10 0.4+ 8 Check.png Check.png Ex.png Ex.png
Megaspider Insectoid 95% Meat Plants 6.78 3.85 0.35 108 - 6 0.2+ 8 Check.png Check.png Ex.png Ex.png
Megasloth Wild 97% Plants 9.43 3.5 2.0 360 80 20 4+ 9 Check.png Check.png Check.png Check.png
Monkey Wild 60% Meat Plants 3 4.84 0.25 32 7 30 0.9+ 4 Check.png Check.png Ex.png Ex.png
Muffalo Wild 50% Plants 6 3.6 1 180 40 15 1+ 3 Check.png Check.png Ex.png Ex.png
Ostrich Wild 95% Plants 6.33 6 0.5 108 24 45 2+ 8 Check.png Check.png Ex.png Ex.png
Panther Wild 80% Meat Eggs 7.62 6.5 0.30 126 28 13 0.85+ 6 Check.png Check.png Ex.png Ex.png
Pig Farm 7% Meat Plants 4.2 3.6 0.4 72 16 12 0.5+ 0 Check.png Check.png Check.png Check.png
Polar bear Wild 85% Meat Eggs Plants 8.67 4.3 0.35 90 20 22 1.9+ 6 Check.png Check.png Check.png Check.png
Raccoon Wild 75% Meat Plants 3.2 4 0.35 18 4 20 0.5+ 6 Check.png Check.png Ex.png Ex.png
Rat Wild 50% Meat Plants 2.6 3.6 0.20 14 3 8 0.3+ 3 Check.png Check.png Ex.png Ex.png
Red fox Wild 75% Meat 4.03 5 0.12 54 12 9 0.5+ 6 Check.png Check.png Ex.png Check.png
Rhinoceros Wild 90% Plants 9.6 3.8 1.5 270 60 45 1.4+ 8 Check.png Check.png Ex.png Ex.png
Snowhare Wild 75% Plants 1.8 5.5 0.23 18 4 8 0.3+ 6 Check.png Check.png Ex.png Ex.png
Spelopede Insectoid 95% Meat Plants 4.7 2.5 0.25 72 - 6 0.2+ 8 Check.png Check.png Ex.png Ex.png
Squirrel Wild 75% Plants 2.12 6 0.15 14 3 8 0.22+ 6 Check.png Check.png Ex.png Ex.png
Thrumbo Wild 98.5% Plants Wood 12 5.25 4.5 140 70 220 25.0+ 9 Check.png Check.png Check.png Check.png
Timber wolf Wild 75% Meat 5.29 5.25 0.20 77 17 12 0.8+ 6 Check.png Check.png Check.png Check.png
Tortoise Wild 75% Meat Plants 2.84 1 0.3 45 10 180 0.8+ 6 Check.png Check.png Ex.png Ex.png
Turkey Farm 45% Plants 3.16 3.5 0.3 63 14 9 2+ 2 Check.png Check.png Ex.png Ex.png
Warg Wild 80% Meat 6.44 5 0.25 90 20 15 0.8+ 6 Check.png Check.png Check.png Check.png
Wild boar Wild 50% Meat Plants 5.4 5 0.35 63 14 12 0.5+ 3 Check.png Check.png Check.png Check.png
Yorkshire terrier Pet 0% Meat Eggs Plants 2 3.1 0.25 27 6 15 0.3+ 0 Check.png Check.png Ex.png Ex.png

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

Animal Products

Certain tame animals produce milk, wool, or eggs.

Milk

Milk.png
Animal Milk Amount Milking Interval Daily Milk Average
Caribou 6 2 3
Cow 8 1 8
Dromedary 6 2 3
Elk 6 2 3
Muffalo 6 2 3

Wool

Wool.png
Animal Wool Amount Shearing Interval Daily Wool Average
Alpaca 120 15 8
Dromedary 100 30 3.33
Megasloth 280 50 5.6
Muffalo 100 30 3.33

Eggs

Eggs.png
Animal Eggs Per Clutch Average Egg Laying Interval Eggs Per Season Average
Cassowary 1 20 0.75
Chicken 1 0.9 16.67
Cobra 4.5 15 4.5
Emu 1 18 0.83
Iguana 4 10 6
Ostrich 1 23 0.65
Tortoise 5 20 3.75
Turkey 2 11 2.73
  1. Amounts given are at 100% butchery efficiency
  2. Amounts given are at 100% butchery efficiency