https://rimworldwiki.com/api.php?action=feedcontributions&user=Specko&feedformat=atomRimWorld Wiki - User contributions [en]2024-03-28T15:38:05ZUser contributionsMediaWiki 1.35.8https://rimworldwiki.com/index.php?title=Animals&diff=72990Animals2020-07-10T11:41:36Z<p>Specko: beer kill animals</p>
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<onlyinclude><br />
<br />
{{for|a complete search|List of animals|}}<br />
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<br />
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]].<br />
<br />
Raiders will target tamed animals as often as colonists.<br />
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{{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. <br />
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</onlyinclude><br />
<br />
== Animals tab ==<br />
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}.<br />
* The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal. <br />
* A button lists the animal's master, if it has one. Click the button to assign a new master.<br />
* [[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.<br />
* The <tt>[Manage areas...]</tt> button at the top of the tab opens a window to edit allowed areas.<br />
<br />
{{asof|A14}} several features have been added to the Animals tab:<br />
* Gender and life stage informational columns<br />
* A "Slaughter" checkbox column to allow easy slaughtering of multiple tamed animals at once<br />
* Checkbox columns for each trainable skill to allow easy training of many animals<br />
<br />
== Appearance ==<br />
Most animals appear to have no limbs, just as colonists do.<br />
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Some animals have different appearances between males and females.<br />
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== Behavior ==<br />
*'''Wandering:''' Animals will wander the area when they have nothing else to do, e.g. eating or hunting. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.<br />
*'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness.<br />
*'''Forbidden food:''' Hungry tame animals will eat forbidden food and may even leave their allowed area.<br />
<br />
=== Mating ===<br />
Occasionally tamed males will approach a tamed female of the same species to initiate mating. The female will stand there, allowing males to mate with her. Afterwards the female can get pregnant.<br><br />
More than one male can mate with the same female at once.<br />
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Wild animals do not mate.<br />
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=== Fleeing ===<br />
Passive animals will mostly flee when harmed. They will not flee if they are engaging in combat with an adversary. <br><br />
More aggressive animals will turn and attack instead of fleeing.<br />
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If a member of a herd is harmed or killed, the rest of the herd will flee as well, scattering around.<br />
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=== Aggression ===<br />
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Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave, and attack any humans not behind closed doors. <br />
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If injured by a colonist or tamed pet, certain species of animals will become maddened into a manhunter state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood. Animals in manhunter state will attack doors if colonists try to go in and out of them.<br />
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Manhunter chances are listed in the Wildlife tab of the map screen, and also on the Info tab of each individual animal's information window.<br />
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[[File:Manhunter due to pet hunting.png|400px]]<br />
<br />
=== Predation ===<br />
Most 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, including your tamed animals or even your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to choose more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes. Their attacks usually stun their prey, leaving them unable to fight back or flee. A predator will focus all their attacks on their downed prey, so if they do down your colonists or livestock and you have a colonist nearby, then direct them to Rescue that downed pawn. It could mean the difference between life and death.<br />
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Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.<br />
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If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.<br />
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It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.<br />
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=== Body heat ===<br />
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Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.<br />
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== Breeding ==<br />
Animals are born by live birth or by hatching from a fertilized egg.<br />
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=== Live birth ===<br />
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.<br />
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A pregnant animal suffering [[malnutrition]] or is injured may miscarry. Miscarriages are noted by an in-game message.<br />
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Live births produce amniotic fluid (see [[Filth]]).<br />
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Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal.<br />
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Animals can breed with their own family members without penalty, even for repeated generational incest.<br />
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{| style="border-style: solid; border-width: 0px; text-align:left;"<br />
|+ style="text-align:left;" | Pregnancy progresses in stages.<br />
! scope="row" | Early stage (hidden) <br />
|: Starts at 0%. This stage is not displayed but may be surmised by the vomiting it causes.<br />
|-<br />
! scope="row" | Middle stage<br />
|: Starts at 33%. At this stage [[Health#Moving|Moving]] is reduced by 15%.<br />
|-<br />
! scope="row" | Late stage<br />
|: Starts at 66%. At this stage [[Health#Moving|Moving]] is reduced by 30% and may include vomiting.<br />
|-<br />
! scope="row" | Full term<br />
|: At 100%. At this point the female will give birth. Some species may have multiple offspring in a litter.<br />
|}<br />
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=== Eggs ===<br />
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s.<br />
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Fertilized eggs display their progress on the inspect pane and hatch when ready.<br />
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Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{temperature|1}} to {{temperature|49}}.<br />
: Eggs may start to overheat at/above {{temperature|50}}.<br />
: Eggs may start to freeze at/below {{temperature|0}}.<br />
<br />
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).<br />
<br />
== Diet ==<br />
While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. <br />
<br />
All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass. <br><br />
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other plant-based foods.<br />
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Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores or plants to carnivores if it is prepared first.<br />
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== Health ==<br />
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.<br />
Animals need to have an animal bed (or sleeping spot) in order to be healed.<br />
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Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.<br />
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A tamed animal which requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking.<br />
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== Hunting ==<br />
[[File:Hunt.png|42px]]<br />
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Wild animals may be marked for hunting, done by [[Menus#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.<br />
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Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.<br />
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Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.<br />
* Fog (with or without rain): hit chance multiplier is 50%.<br />
* Rain or snow: hit chance multiplier is 80%.<br />
<br />
{{clear|left}}<br />
To mark animals to be hunted use one of the following methods: <br />
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark<br />
*Click Orders, Hunt, then click one or more individual animals.<br />
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.<br />
*Select one or more animals, click Hunt.<br />
<br />
=== Hunting tips ===<br />
<br />
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals. This allows the killing of multiple animals in one session, or hunting from close range. Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.<br />
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* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.<br />
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.<br />
<br />
== Life stages ==<br />
Animals all have three different life stages. Animals have different graphics for different life stages, or may simply appear smaller. Animals start out as babies and their age is listed as minutes, hours, or months. Some animals have a specific name for this stage (e.g. chick). They then move on to juveniles (teenagers). Eventually, they reach the final life stage, adulthood. In the stages before adulthood, animals have lower stats (body size, health scale, mass, carrying capacity, move speed, hunger rate, meat amount, leather amount, market value) that normalize when they reach adulthood. Animals have different sounds (call, anger, wounded, death) for different life stages. Babies may simply make a higher pitched sound, or have a different sound altogether (such as chicks). Depending on the species, animals will need to reach the juvenile or adult stage before they can reproduce.<br />
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== Needs ==<br />
Animals require food and sleep and will fulfill their needs on their own.<br />
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'''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. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].<br />
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'''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.<br />
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== Animal husbandry ==<br />
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Animals can be tamed and put to use in the colony, providing several benefits.<br />
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=== Taming ===<br />
Wild animals can be tamed by a [[Menus#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.<br />
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Wild animals may be marked for taming using the Tame button. <br />
[[File:TameButton.png|52px|left|link=]]{{clear}}<br />
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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 (displayed on the info window) 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 an animal there is a cooldown period before another attempt can be made.There is also a chance it will turn manhunter and start attacking the handler and others. The revenge percentage is shown on the wild life menu in the second column(to the left of wildness percentage). After a while the handler may drop unused food. 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 />
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==== Tame chances ====<br />
Besides the animal handler's own skill, the wildness of the animals also counts.<br />
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Tame chances undergo a post-processing curve.<br />
*An animal with 0% wildness has a x2 taming chance.<br />
*An animal with 50% wildness has normal taming chance.<br />
*An animal with 100% wildness cannot be tamed at all.<br />
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Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.<br />
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[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% (shown on the wildlife tab) needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild. <br />
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==== Minimum skill ====<br />
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Some animals require a minimum skill before they can be handled. The game will prompt the player if no colonist has enough skill to handle the animal. In this case a colonist has only 1 point as an utter beginner and has learning ability, the easiest...<br />
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* Animals that require no points (zero) to tame are: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.<br />
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An animal's handling skill requirement is calculated as follows:<br />
<br />
'''Skill = 9 * (wildness - 0.3) / 0.7'''<br />
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So animals with a wildness of 30% or less won't require any handling skill whatsoever.<br />
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=== Bonding ===<br />
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Animals may also form bonds with their handlers, or doctors.<br />
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*When an animal has its wounds tended by a colonist, there is a constant 0.4% chance of the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.<br />
*When tamed, an animal also has a 1% chance to bond with the tamer.<br />
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Bonded animals will provide a constant mood buff to their masters if bonded. They will also be easier to train (5x multiplier on chance).<br />
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=== Interaction ===<br />
Tamed animals can be trained by colonists. With Guard trained, they will follow their master around if designated to do so.<br />
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Some animals can be milked or sheared, which will be handled if necessary. Only adult animals can be milked.<br />
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Occasionally, animals can nuzzle colonists, giving the colonist a mood buff and allowing the animal to be named. Animals can nuzzle anyone regardless of handling skill.<br />
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When injured, they will go to animal sleeping spots/ beds for rest and treatment.<br />
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=== Naming ===<br />
Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.). The game names certain animals when tamed or bought. Others are named when they nuzzle a colonist, or form a bond with them. Names can be changed by the player from the "Training" Tab.<br />
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Animals without a pet name may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, warg puppy), or even a gender/lifestage-specific name (cockerel).<br />
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Names of tamed animals are not shown on the map unless the option is turned on. See Menu, Options, 'Show animal names'.<br />
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It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like "Muffalo 2"), but will need to be tamed and trained again.<br />
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=== Training ===<br />
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress.<br />
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Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animals will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted.<br />
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Many skills require multiple steps to fully train.<br />
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After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.<br />
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Since Beta 19 skills now decay over time. The speed at which skills decay is dependent on wildness of the animal. For most animals their wildness is high enough such that their tameness decrease over time, such that they will eventually return to the wild if not maintained. For this reason, if you do not have enough skilled animal handlers to keep an animal's skills fresh, it is best to sell or slaughter it before it loses tameness.<br />
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{{:List of animal skills}}<br />
<br />
=== Combat ===<br />
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master.<br />
<br>This is configurable and can be disabled by disabling follow during drafted.<br />
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With Attack trained, animals can be released to attack threats from a distance.<br />
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Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.<br />
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=== Products ===<br />
Certain tame animals produce milk, wool, or eggs. Shearing sometimes fails, indicated with a brief "product wasted" message.<br />
<br />
==== [[Eggs]] ====<br />
[[File:Eggs.png|32px|left|link=Eggs]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average !! Can Lay Unfertilized Eggs<br />
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]<br />
| ?Eggs Per Clutch Average<br />
| ?Egg Laying Interval<br />
| ?Eggs Per Season Average<br />
| ?Can Lay Unfertilized Eggs<br />
| format = template<br />
| template = Animals/EggProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
==== [[Milk]] ====<br />
[[File:Milk.png|32px|left|link=Milk]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average<br />
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]]<br />
| ?Milk Amount<br />
| ?Milking Interval Days<br />
| ?Daily Milk Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
==== [[Wool]] ====<br />
[[File:Wool.png|32px|left|link=Wool]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average<br />
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]<br />
| ?Wool Amount<br />
| ?Shearing Interval Days<br />
| ?Daily Wool Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
=== Slaughtering ===<br />
<br />
Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon.<br />
<br />
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.<br />
[[File:SlaughterButton.png|52px|left|link=]]{{clear|left}}<br />
<br />
==== Pack animals ====<br />
{| {{STDT| sortable c_08 text-center}}<br />
{{#ask: [[Concept:Pack Animals]] [[Carrying Capacity::+]] [[Mass - Adult::+]]<br />
| ?Carrying Capacity<br />
| ?Mass - Adult<br />
| link = subject}}<br />
|}<br />
These animals can can graze meaning they don't usually require food during a caravan. When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.<br />
<br />
=== Social ===<br />
Each animal has a Social tab that lists that animal's bonds and relations. 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.<br />
<br />
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 rarely do so. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.<br />
<br />
=== Trade goods ===<br />
<br />
Tamed animals may be sold to [[trade]]rs. 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.<br />
<br />
=== Raising animals ===<br />
<br />
==== Growing haygrass ====<br />
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. <br />
<br />
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.<br />
<br />
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.15 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.<br />
<br />
==== Making kibble ====<br />
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat.<br />
<br />
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat. <br />
<br />
==== Bird coop ====<br />
<gallery widths="400px" heights="400px" class="center" mode="nolines"><br />
File:Chickens coop.png|An improvised chicken coop for chickens who just joined without "Taming".<br />
File:Chickens released from coop to feed.png|Turkeys released from coop to feed.<br />
</gallery><br />
Birds in general, migrate following weather, leaving the map when conditions are unsuitable. If you happen to have some in your colony, you will need to take care of them during winter as they are vulnerable to cold weather and may lose body parts to frostbite. Each according to their age will be more tolerant to cold. Construct a room with roof and a heater to keep them warm. They will need to be fed, either by creating an area to stock hay or free them during daytime so they can eat grass. They must be commanded to return before nightfall or risk being frozen (just returning to sleep isn't enough).<br />
<br />
Birds will eventually produce eggs, make sure your main freezer settings doesn't allow fertilized eggs if you intend to keep them reproducing. You can create another stockpile zone within the chicken coop so that the eggs remain where they were placed by the birds themselves.<br />
<br />
==== Corpse freezer ====<br />
<br />
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.<br />
<br />
==== Pet care ====<br />
<br />
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.<br />
<br />
These are a few tips to keep them safe:<br />
<br />
* Keep them indoors by creating a new animal zone within a room.<br />
* Keep them at the Home area after building a base wall.<br />
* Prey animals should not be left wandering around in unrestricted area.<br />
* Hunt their predators to prevent surprise attacks.<br />
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.<br />
<br />
<references/><br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]</div>Speckohttps://rimworldwiki.com/index.php?title=Food_production&diff=56447Food production2018-04-20T06:21:55Z<p>Specko: /* Simple meal */</p>
<hr />
<div>{{Stub}}<br />
{{Tocright}}<br />
The food production chain in RimWorld results in edible food to keep your colony sustained. There are multiple ways to obtain raw ingredients for refined food, and refined food itself.<br />
<br />
== Farming ==<br />
The most common way to produce food in RimWorld is to farm it. Vegetarian ingredients are obtained by growing crops, and meat ingredients are obtained by rearing livestock.<br />
<br />
=== Crops ===<br />
RimWorld has five main crop types: [[corn plant|corn]], [[haygrass]], [[potato plant|potatoes]], [[rice plant|rice]], and [[strawberry plant|strawberries]]. Each plant in turn has their own unique set of advantages and disadvantages, making them all distinguishable from one another.<br />
<br />
Each crop will be roughly summarized here, but each crops' own pages will go into more detail on that particular crop:<br />
<br />
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<br />
==== Corn ====<br />
[[File:Corn plant.png]]<br />
<br />
'''Advantages:'''<br />
* More health points than any other crop (150 vs 85)<br />
* Less labor-intensive, particularly for growers<br />
* Yields ''a lot'' of [[corn]] per harvest<br />
* Corn has a long shelf life<br />
* Grows well in rich soil<br />
<br />
'''Disadvantages:'''<br />
* Long time between harvests means that supply is less consistent<br />
* More risky when it comes to crop loss<br />
* Can't be sown in [[hydroponics basin]]s<br />
* Grows poorly in gravel<br />
<br />
'''Usage:'''<br />
* Supplement food supply alongside other more stable food sources.<br />
* Grow when short on growers or lack enough freezer capacity.<br />
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==== Haygrass ====<br />
[[File:Haygrass.png]]<br />
<br />
'''Advantages:'''<br />
* [[Hay]] stacks up to 200, compared to 75 for other raw foods.<br />
* Exceptionally good nutrition output<br />
* Hay has a long shelf life if covered by a roof.<br />
<br />
'''Disadvantages:'''<br />
* Can't be sown in hydroponics basins<br />
* Hay is only indirectly edible by humans by making it into [[kibble]]. Even then, they won't like it.<br />
<br />
'''Usage:'''<br />
* Supplement food for grazing animals when pastures are depleted.<br />
* Make kibble along with unwanted meats like insect or human meats.<br />
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==== Potatoes ====<br />
[[File:Potato plant.png]]<br />
<br />
'''Advantages:'''<br />
* Grows well in gravel<br />
<br />
'''Disadvantages:'''<br />
* [[Potatoes]] have a slightly shorter shelf life<br />
* Grows poorly in rich soil and hydroponics<br />
<br />
'''Usage:'''<br />
* Grow in areas lacking fertile soil such as deserts.<br />
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==== Rice ====<br />
[[File:Rice plant.png]]<br />
<br />
'''Advantages:'''<br />
* Grows quickly, so food supply is consistent<br />
* Grows well in rich soil and hydroponics<br />
<br />
'''Disadvantages:'''<br />
* Grows poorly in gravel<br />
* Yields little [[rice]] per harvest<br />
* Very labor-intensive<br />
<br />
'''Usage:'''<br />
* Start off your food production by growing this first.<br />
* Grow in hydroponics basins for rapid production.<br />
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====Strawberries====<br />
[[File:Strawberry plant.png]]<br />
<br />
'''Advantages:'''<br />
* [[Berries]] don't give any negative thoughts when eaten raw<br />
<br />
'''Disadvantages:'''<br />
* Inferior nutrition output compared to other crops<br />
* Berries have a short shelf life<br />
<br />
'''Usage:'''<br />
* Provide food for caravans taking medium-length trips.<br />
* Grow when short on cooks.<br />
<br />
== Animal products ==<br />
<br />
Though plant-based foods can sustain your colonists, you will usually need animal products if you're going to make better meals for your colonists.<br />
<br />
There are two kinds of food products that can be yielded from animals: milk and meat. <br />
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=== [[Meat]] ===<br />
<br />
[[File:MeatBig_cropped.png]]<br />
<br />
Meat is butchered from any freshly killed animal. The amount of meat obtained is dependent on each animal, and the butchery efficiency of the cook. In general, better cooks can make more out of each dead animal.<br />
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=== [[Milk]] ===<br />
<br />
[[File:Milk.png]]<br />
<br />
Milk can be obtained from some female tamed animals. It requires handlers to milk them occasionally.<br />
<br />
=== Livestock rearing ===<br />
<br />
Rearing livestock is a good choice for constantly providing these animal products for use. Milk in particular can only be obtained by milking livestock, outside of trading.<br />
<br />
There are two factors you will want to consider for livestock (solely for food production): nutrition efficiency and production rate.<br />
<br />
==== Nutrition efficiency ====<br />
<br />
This refers to how effectively the animal converts nutrition consumed to nutrition produced (either by milking or butchering). The grass on the map contains plenty of nutrition which in inaccessible to colonists, and requires you convert them to meat or milk before being consumable by colonists.<br />
<br />
For meat:<br />
*Megaspiders have the highest efficiency of all animals with 0.716 nutrition generated per unit input. However, colonists don't like insect meat, and megaspiders can't be farmed.<br />
*Foxes have the highest efficiency for regular meat with 0.561. They need to eat meat, thus there is significantly less food available.<br />
*Pigs or wild boars have the highest efficiency for herbivores with 0.246.<br />
<br />
==== Production rate ====<br />
<br />
This is pretty straightforward. It is affected by the reproduction and growth rate of meat-producing animals.<br />
<br />
== Other methods ==<br />
<br />
=== Foraging ===<br />
<br />
Early-game, you're not going to be able to set up a farm straight away; foraging is your best bet for keeping your colony sustained at this point. Forage for berries and agave, and hunt wild animals.<br />
<br />
You can also scavenge kills from predators, if they left anything behind, but be careful not to end up as prey yourself.<br />
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==== [[Biomes]] ====<br />
<br />
Different biomes have different foods available to foraging.<br />
<br />
*Temperate forests are good in terms of food; you will have a good number of animals to hunt and berries to forage.<br />
*Boreal forests have troves of raspberries waiting to be harvested and a decent number of animals during summer. Things get tougher during winter when animals leave and plants freeze over, making them inedible (though that doesn't stop you from harvesting berries).<br />
*Arid shrublands have large numbers of agave plants growing, providing lots of food (though agave fruit doesn't taste good raw), and large animals that yield lots of meat.<br />
*There's little to eat in a desert and even less in an extreme desert. Foraging is not a good choice there.<br />
*Ice sheets yield little food, with a lot of land being unable to grow plants. Hunting is usually the only choice and there's little to hunt.<br />
*There's nothing to see on sea ice.<br />
<br />
If you're lucky a herd of migrating animals will pass by, regardless of biome, providing valuable food especially in food deficient areas.<br />
<br />
=== Hunting ===<br />
<br />
Between growing enough food to be self-sufficient and taming enough animals to set up a sustainable meat/milk farm, you will most likely have to resort to hunting for meats and leather.<br />
<br />
=== Trade ===<br />
<br />
Trading gives lots of food instantly without much work from your colonists, but is more expensive marketwise than growing your own food.<br />
<br />
For colonies growing lots of food crops, trade can help obtain animal products such as meat in bulk for cooking quality meals in exchange for crop produce which is often in excess.<br />
<br />
== Processing food ==<br />
<br />
Eating raw food isn't really favorable to your colonists, usually netting them a -7 mood penalty. Besides, cooking food makes it easier to digest, allowing colonists and animals to obtain more nutrition from them.<br />
<br />
Raw food can be made into several varieties of cooked meals or processed foods.<br />
<br />
=== Simple meal ===<br />
<br />
As its name goes, it is a simple meal made with any ingredients.<br />
<br />
It provides 0.9 nutrition from 0.5 worth of ingredients, giving 180% efficiency.<br />
<br />
=== Fine meal ===<br />
<br />
Same as a simple meal with a mood buff. <br />
Its requires .25 animal meat , 0.25 vegetable/dairy ingredients and level 8 cooking skill to make.<br />
<br />
Providing 0.9 at an efficiency of 180%. It provides colonists with a +5 mood buff.<br />
<br />
=== Lavish meal ===<br />
<br />
The best tier of meal available, it provides a significant mood bonus at a cost.<br />
<br />
It provides 1 nutrition from 1 worth of ingredients at 100% efficiency, making it less efficient than preparing other meals, so this should be done if you have excess materials.<br />
<br />
=== Nutrient paste meal ===<br />
<br />
An extremely efficient way to make meals out of any raw ingredients.<br />
<br />
It provides 0.9 nutrition out of only 0.3 worth of ingredients, giving a massive 300% efficiency rating, but colonists generally dislike eating nutrient paste, so leave nutrient paste for food shortages.<br />
<br />
=== Pemmican ===<br />
<br />
A mixture of animal and plant ingredients makes this long-lasting food.<br />
<br />
It provides 0.8 nutrition from 0.5 worth of ingredients for a lackluster 160% efficiency. Its advantage lies in its long shelf life allowing it to be stored for long periods without using freezers, making it perfect for tribal starts or caravans.<br />
<br />
=== Packaged survival meal ===<br />
<br />
A packaged and sealed meal that never goes bad.<br />
<br />
It provides only 0.9 nutrition from 1 worth of ingredients, making it the least efficient with only 90%; nutritionwise it is even more efficient to directly eat the raw ingredients.<br />
<br />
While it gives a mood boost similar to that of fine meals, its poor efficiency makes it only suited for caravans going extremely long distances beyond the shelf life of pemmican.<br />
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== To-Do List) ==<br />
<br />
* Detail some of the best options for livestock to rear<br />
* Consider biomes for food foraging<br />
* Risks of hunting<br />
* Advantages and disadvantages of each means of production<br />
* Insect farming and cannibalism<br />
<br />
To ensure that no information added is outdated, data could be extracted from the following spreadsheets:<br><br />
Animals[https://docs.google.com/spreadsheets/d/1Tjsa_Rw_sDz0IOsFY5WMZ_DAs_sx0iAVS0EfgNOU3Ns/edit#gid=0]<br><br />
Plants[https://docs.google.com/spreadsheets/d/1VnLHxjYRPSBY_24kOhRq7snnR16QNVn9bLLmTzzxqNU/edit#gid=0]<br />
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{{nav/guides}}<br />
[[Category:Gameplay]]</div>Speckohttps://rimworldwiki.com/index.php?title=Megaspider&diff=54477Megaspider2017-11-25T09:45:41Z<p>Specko: caves in alpha</p>
<hr />
<div><onlyinclude><br />
{{infobox main|animal|<br />
|name = Megaspider<br />
|image = Megaspider.png<br />
|description = "Not actually a spider, the megaspider is a genetically-engineered giant insectoid the size of a bear. Designed for heavy work and combat, its thick chitinous armor makes it hard to kill, while its long deadly ripper-blades make it deadly."<br />
|type = Animals<br />
|type2 = Insectoids<br />
|bodysize = 1.2<br />
|healthscale = 2.5<br />
|hungerrate = 0.35<br />
|movespeed = 3.85<br />
|attack1dmg = 13<br />
|attack1type = cut<br />
|attack1part = head claw<br />
|attack1cool = 115<br />
|manhunter = 1<br />
|manhuntertame = 0.025<br />
|diet = omnivorous<br />
|trainable = intermediate<br />
|wildness = 0.95<br />
|handleskill = 8<br />
|gestation = 10<br />
|lifespan = 6<br />
|maturityage = 0.2+<br />
|armorblunt = 10<br />
|armorsharp = 15<br />
|marketvalue = 700<br />
|meatname = insect meat<br />
|massadult = 84<br />
}}</onlyinclude><br />
<br />
'''Megaspiders''' spawn in three circumstances; in caves, when opening an [[ancient structure]] or during an [[Events#Infestation|infestation]].<br />
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<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Insectoid]]</div>Specko