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− | {{ | + | {{TOCright}} |
− | + | <onlyinclude> | |
{{for|the skill of the same name|Skills#Animals{{!}}Skills}} | {{for|the skill of the same name|Skills#Animals{{!}}Skills}} | ||
{{for|a complete search|List of animals|}} | {{for|a complete search|List of animals|}} | ||
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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]]. | |
− | + | Raiders will target tamed animals as often as colonists. | |
− | + | Animal trainers receive 90 XP per training or taming attempt. When animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. | |
− | + | </onlyinclude> | |
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− | + | == Animals tab == | |
+ | The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|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. | ||
+ | * [[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. | ||
+ | ** Farm animals and some pack animals cannot be assigned zones, and are instead controlled by pawns with roping and pen settings. | ||
+ | * The <tt>[Manage areas...]</tt> button at the top of the tab opens a window to edit allowed areas. | ||
− | + | {{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 | ||
== Appearance == | == Appearance == | ||
− | Most | + | Most animals appear to have no limbs, just as colonists do. |
+ | |||
+ | Some animals have different appearances between males and females. | ||
== Behavior == | == Behavior == | ||
− | *'''Wandering:''' Animals will wander the | + | *'''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. |
− | + | *'''Roaming:''' Tame farm animals will occasionally attempt to leave the map if not in a pen or if a door is obstructed, with its frequency determined by the animal's roam interval [[stat]]. | |
− | *'''Roaming:''' Tame | + | *'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness. Farm animals tend to produce massive amounts of filth. This can be mitigated by the [[straw matting]] floor type, reducing filth by 95%. |
− | *''' | + | *'''Forbidden food:''' Hungry tame animals will eat forbidden food and non-farm animals may even leave their allowed area to eat food. |
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− | *''' | ||
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=== Mating === | === Mating === | ||
+ | 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> | ||
+ | More than one male can mate with the same female at once. | ||
− | + | Wild animals do not mate. | |
− | + | Incest has no effect on animal health. | |
− | + | === Fleeing === | |
+ | Passive animals will mostly flee when harmed. They will not flee if they are engaging in combat with an adversary. <br> | ||
+ | More aggressive animals have a chance to revenge and turn and attack instead of fleeing. | ||
+ | Be aware that packs of animals may seek revenge together, quickly overpowering a single colonist. | ||
− | + | If a member of a herd is harmed or killed, the rest of the herd will flee as well, scattering around. | |
+ | === Aggression === | ||
− | + | 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. | |
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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 after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them. | |
− | + | Manhunter chances are listed in the Wildlife tab of the map screen with a red lightning bolt next to their name, and also on the Info tab of each individual animal's information window. | |
[[File:Manhunter due to pet hunting.png|400px]] | [[File:Manhunter due to pet hunting.png|400px]] | ||
=== Predation === | === Predation === | ||
− | Most carnivores are predators | + | 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. |
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Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}. | Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}. | ||
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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. | If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife. | ||
− | 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 | + | 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. |
− | Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over | + | Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over. |
=== Body heat === | === Body heat === | ||
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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. |
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+ | == Breeding == | ||
Animals are born by live birth or by hatching from a fertilized egg. | Animals are born by live birth or by hatching from a fertilized egg. | ||
=== Live birth === | === Live birth === | ||
− | + | 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. | |
− | + | A pregnant animal suffering [[malnutrition]] or is injured may miscarry. Miscarriages are noted by an in-game message. | |
− | + | Live births produce amniotic fluid (see [[Filth]]). | |
− | {| | + | Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal. |
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+ | Animals can breed with their own family members without penalty, even for repeated generational incest, allowing a pair of 2 animals to eventually propagate into a packed room of the species of animal. | ||
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+ | {| style="border-style: solid; border-width: 0px; text-align:left;" | ||
+ | |+ style="text-align:left;" | Pregnancy progresses in stages. | ||
+ | ! scope="row" | Early stage (hidden) | ||
+ | |: Starts at 0%. This stage is not displayed but may be surmised by the vomiting it causes. | ||
|- | |- | ||
− | ! | + | ! scope="row" | Middle stage |
+ | |: Starts at 33%. At this stage [[Health#Moving|Moving]] is reduced by 15%. | ||
|- | |- | ||
− | | | + | ! scope="row" | Late stage |
− | + | |: Starts at 66%. At this stage [[Health#Moving|Moving]] is reduced by 30% and may include vomiting. | |
|- | |- | ||
− | | | + | ! scope="row" | Full term |
− | + | |: At 100%. At this point the female will give birth. Some species may have multiple offspring in a litter. | |
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|} | |} | ||
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=== Eggs === | === Eggs === | ||
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Fertilized eggs display their progress on the inspect pane and hatch when ready. | Fertilized eggs display their progress on the inspect pane and hatch when ready. | ||
− | Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{ | + | Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{temperature|1}} to {{temperature|49}}. |
− | : Eggs start to | + | : Eggs may start to overheat at/above {{temperature|50}}. |
− | : Eggs start to | + | : Eggs may start to freeze at/below {{temperature|0}}. |
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− | + | 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). | |
== Diet == | == Diet == | ||
− | + | While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s 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. <br> | |
+ | Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other plant-based foods. | ||
− | + | 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. | |
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== Health == | == Health == | ||
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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. | 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. | ||
− | A tamed animal that 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 | + | A tamed animal that 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. |
− | Animals have | + | Animals have half the [[Toxic Sensitivity]] of humans by default. |
== Hunting == | == Hunting == | ||
[[File:Hunt.png|42px]] | [[File:Hunt.png|42px]] | ||
− | Wild animals may be marked for hunting, done by [[ | + | 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. |
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. | 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. | ||
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* Fog (with or without rain): hit chance multiplier is 50%. | * Fog (with or without rain): hit chance multiplier is 50%. | ||
* Rain or snow: hit chance multiplier is 80%. | * Rain or snow: hit chance multiplier is 80%. | ||
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{{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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* 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. | * 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. | ||
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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. | * 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. | ||
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== Life stages == | == Life stages == | ||
− | Animals all have three different life stages | + | Animals all have three different life stages. The age at which they enter the juvenile and adult life stages is determined for each animal separately. Animals may 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. |
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+ | Babies have 40% of the hunger of adults, and juveniles have 75% of the hunger of adults. Babies have 20% of the body size of adults (other than baby birds, which have 10% of the body size), and juveniles have 50% of the body size of adults. This also determines their [[Property:Meat Yield| meat yield]] and [[Property:Leather Yield|leather yield]]. | ||
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== Needs == | == Needs == | ||
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== Animal husbandry == | == Animal husbandry == | ||
− | Animals can be tamed and put to use in the colony, providing several benefits | + | Animals can be tamed and put to use in the colony, providing several benefits. |
=== Taming === | === Taming === | ||
− | Wild animals can be tamed by a [[ | + | 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. |
− | Wild animals may be marked for taming using the Tame | + | Wild animals may be marked for taming using the Tame button. |
[[File:TameButton.png|52px|left|link=]]{{clear}} | [[File:TameButton.png|52px|left|link=]]{{clear}} | ||
− | An [[ | + | 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]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. 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 chance is shown on the Wildlife menu. 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. |
− | Tamed animals will | ||
==== Tame chances ==== | ==== Tame chances ==== | ||
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*An animal with 100% wildness cannot be tamed at all. | *An animal with 100% wildness cannot be tamed at all. | ||
− | Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%. | + | Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%. |
− | [[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. | + | [[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. |
==== Minimum skill ==== | ==== Minimum skill ==== | ||
− | + | 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... | |
− | * Animals that | + | * Animals that require no points (zero) to tame are: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier. |
− | An animal's | + | An animal's handling skill requirement is calculated as follows: |
− | '''Skill = 9 * (wildness - 0.3) / 0.7''' | + | '''Skill = 9 * (wildness - 0.3) / 0.7''' |
So animals with a wildness of 30% or less won't require any handling skill whatsoever. | So animals with a wildness of 30% or less won't require any handling skill whatsoever. | ||
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=== Bonding === | === Bonding === | ||
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− | + | Animals may also form bonds with their handlers, or doctors. | |
− | * When an animal has its wounds tended by a colonist, there is a constant 0.4% chance | + | |
− | * When tamed, an animal also has a 1% chance to bond with the tamer. | + | *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. |
− | + | *When tamed, an animal also has a 1% chance to bond with the tamer. | |
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− | Bonded animals | + | Bonded animals will provide a constant mood buff to their masters if bonded. They will also be easier to train (5x multiplier on chance). |
− | On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, | + | On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, and [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollable, similar to dazed humans. |
=== Interaction === | === Interaction === | ||
− | + | Tamed animals can be trained by colonists. With Guard trained, they will follow their master around if designated to do so. | |
− | Some | + | Some animals can be milked or sheared, which will be handled if necessary. Only adult animals can be milked. |
− | Occasionally, | + | Occasionally, animals can nuzzle colonists, giving the colonist a mood buff. Animals can nuzzle anyone regardless of handling skill. |
When injured, they will go to animal sleeping spots/ beds for rest and treatment. | When injured, they will go to animal sleeping spots/ beds for rest and treatment. | ||
=== Naming === | === Naming === | ||
− | Newly tamed | + | 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 form a bond with a colonist Names can be changed by the player from the "Training" Tab. |
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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). | ||
− | + | Names of tamed animals are not shown on the map unless the option is turned on. See Menu, Options, 'Show animal names'. | |
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. | 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. | ||
=== Training === | === Training === | ||
− | Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training | + | Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress. |
− | The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place | + | The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. |
− | Once Guard is trained, they can be assigned a master which they will follow. You can configure when the | + | 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. |
− | Many skills require multiple steps to fully train | + | Many skills require multiple steps to fully train. |
− | + | 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. | |
− | + | 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. | |
[[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3) | [[File:Obedience.png|link=]] '''Guard:''' (Training intelligence required: Simple, Steps: 3) | ||
: An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. 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. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals. | : An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. 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. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals. | ||
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[[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5) | [[File:Release.png|link=]] '''Attack:''' (Training intelligence required: Intermediate, Steps: 5) | ||
− | : Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the ' | + | : Using the 'attack' command, animals 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. |
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[[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2) | [[File:Rescue.png|link=]] '''Rescue:''' (Training intelligence required: Advanced, Steps: 2) | ||
− | : Animals trained in rescue will rescue its master as well as nearby colonists | + | : Animals trained in rescue will rescue its master as well as nearby colonists. Only species of sufficient size can rescue. |
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[[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7) | [[File:Haul_animal.png|link=]] '''Haul:''' (Training intelligence required: Advanced, Steps: 7) | ||
− | : 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 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. |
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=== Combat === | === Combat === | ||
− | 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. This is configurable and can be disabled by disabling follow during drafted. | + | 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>This is configurable and can be disabled by disabling follow during drafted. | ||
With Attack trained, animals can be released to attack threats from a distance. Even colonists incapable of Violence can send their assigned animals into battle. | With Attack trained, animals can be released to attack threats from a distance. Even colonists incapable of Violence can send their assigned animals into battle. | ||
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=== Products === | === Products === | ||
− | Certain tame animals produce milk, wool, or eggs. | + | Certain tame animals produce milk, wool, or eggs. Shearing sometimes fails, indicated with a brief "product wasted" message. |
==== [[Eggs]] ==== | ==== [[Eggs]] ==== | ||
− | [[File: | + | [[File:Eggs.png|32px|left|link=Eggs]] |
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{| {{STDT| sortable c_08 text-center}} | {| {{STDT| sortable c_08 text-center}} | ||
− | ! Animal !! | + | ! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average !! Can Lay Unfertilized Eggs |
|- | |- | ||
− | {{#ask: [[Egg Laying Interval::+]] | + | {{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]] |
− | + | | ?Eggs Per Clutch Average | |
− | + | | ?Egg Laying Interval | |
− | | | + | | ?Eggs Per Season Average |
− | | | + | | ?Can Lay Unfertilized Eggs |
− | | | + | | format = template |
− | | ?Can Lay Unfertilized Eggs | + | | template = Animals/EggProductsRow |
− | + | | link = subject}} | |
− | | format = | ||
− | | template = | ||
− | | link = | ||
− | }} | ||
|} | |} | ||
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==== [[Milk]] ==== | ==== [[Milk]] ==== | ||
[[File:Milk.png|32px|left|link=Milk]] | [[File:Milk.png|32px|left|link=Milk]] | ||
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{| {{STDT| sortable c_08 text-center}} | {| {{STDT| sortable c_08 text-center}} | ||
− | ! Animal !! Milk Amount !! Milking | + | ! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average |
|- | |- | ||
− | {{#ask: [[Concept:Production Animals]] [[Milk Amount::+ | + | {{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] |
| ?Milk Amount | | ?Milk Amount | ||
| ?Milking Interval Days | | ?Milking Interval Days | ||
| ?Daily Milk Average | | ?Daily Milk Average | ||
| format = template | | format = template | ||
− | | template = | + | | template = Animals/ProductsRow |
− | | link = | + | | link = subject}} |
|} | |} | ||
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==== [[Wool]] ==== | ==== [[Wool]] ==== | ||
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| ?Daily Wool Average | | ?Daily Wool Average | ||
| format = template | | format = template | ||
− | | template = | + | | template = Animals/ProductsRow |
− | | link = | + | | link = subject}} |
|} | |} | ||
− | ==== | + | === Slaughtering === |
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− | + | 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. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen. | |
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− | Animals killed through | + | Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]]. |
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. | 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. | ||
− | + | [[File:SlaughterButton.png|52px|left|link=]]{{clear|left}} | |
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− | {{ | ||
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=== Caravans === | === Caravans === | ||
− | {{ | + | {{see also|Pack animal}} |
− | These animals can graze | + | {| class="wikitable sortable" |
+ | |- | ||
+ | ! '''Animal''' | ||
+ | ! [[Property:Carrying Capacity|Pack Capacity]] | ||
+ | ! [[Property:Mass - Adult|Mass]] | ||
+ | ! [[Property:Riding Speed|Riding Speed]] | ||
+ | |-{{Animal Caravan Row|Alpaca}} | ||
+ | |-{{Animal Caravan Row|Bison}} | ||
+ | |-{{Animal Caravan Row|Donkey}} | ||
+ | |-{{Animal Caravan Row|Dromedary}} | ||
+ | |-{{Animal Caravan Row|Elephant}} | ||
+ | |-{{Animal Caravan Row|Horse}} | ||
+ | |-{{Animal Caravan Row|Muffalo}} | ||
+ | |-{{Animal Caravan Row|Thrumbo}} | ||
+ | |-{{Animal Caravan Row|Yak}} | ||
+ | |} | ||
+ | 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. | ||
=== Release to Wild === | === Release to Wild === | ||
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=== Social === | === Social === | ||
− | Each animal has a Social tab that lists that animal's | + | 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. |
+ | |||
+ | 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. | ||
=== Trade goods === | === Trade goods === | ||
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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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|- | |- | ||
− | ! <abbr title="Units of nutrition of meat produced per female per day when babies are slaughtered | + | ! rowspan=2 | Animal |
− | ! <abbr title="Units of nutrition consumed | + | ! rowspan=2 | Diet |
− | ! <abbr title="(Milk | + | ! rowspan=2 data-sort-type=number | Tameness Decay Interval |
− | ! <abbr title="Units of nutrition of meat produced per female per day when adults are slaughtered | + | ! rowspan=2 | Produces |
− | ! <abbr title="Units of nutrition consumed per day | + | ! rowspan=2 data-sort-type=number | Produce per day |
− | ! <abbr title="(Milk | + | ! rowspan=2 data-sort-type=number| Produced Nutrition per day |
− | {{ | + | ! colspan=3 | Baby Slaughter |
+ | ! colspan=3 | Adult Slaughter | ||
+ | |- | ||
+ | ! <abbr title="Units of nutrition of meat produced per female per day when babies are slaughtered">Meat Per Day</abbr> | ||
+ | ! <abbr title="Units of nutrition consumed by a single adult per day">Consumption Per Day</abbr> | ||
+ | ! <abbr title="(Milk + Meat)/Consumption">Overall Efficiency</abbr> | ||
+ | ! <abbr title="Units of nutrition of meat produced per female per day when adults are slaughtered">Meat Per Day</abbr> | ||
+ | ! <abbr title="Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood>Consumption Per Day</abbr> | ||
+ | ! <abbr title="(Milk + Meat)/Consumption">Overall Efficiency</abbr> | ||
+ | |- {{Animal Rearing Row|Alpaca}} | ||
+ | |- {{Animal Rearing Row|Alphabeaver}} | ||
+ | |- {{Animal Rearing Row|Arctic fox}} | ||
+ | |- {{Animal Rearing Row|Arctic wolf}} | ||
+ | |- {{Animal Rearing Row|Bison}} | ||
+ | |- {{Animal Rearing Row|Boomalope}} | ||
+ | |- {{Animal Rearing Row|Boomrat}} | ||
+ | |- {{Animal Rearing Row|Capybara}} | ||
+ | |- {{Animal Rearing Row|Caribou}} | ||
+ | |- {{Animal Rearing Row|Cassowary}} | ||
+ | |- {{Animal Rearing Row|Cat}} | ||
+ | |- {{Animal Rearing Row|Chicken}} | ||
+ | |- {{Animal Rearing Row|Chinchilla}} | ||
+ | |- {{Animal Rearing Row|Cobra}} | ||
+ | |- {{Animal Rearing Row|Cougar}} | ||
+ | |- {{Animal Rearing Row|Cow}} | ||
+ | |- {{Animal Rearing Row|Deer}} | ||
+ | |- {{Animal Rearing Row|Donkey}} | ||
+ | |- {{Animal Rearing Row|Dromedary}} | ||
+ | |- {{Animal Rearing Row|Duck}} | ||
+ | |- {{Animal Rearing Row|Elephant}} | ||
+ | |- {{Animal Rearing Row|Elk}} | ||
+ | |- {{Animal Rearing Row|Emu}} | ||
+ | |- {{Animal Rearing Row|Fennec fox}} | ||
+ | |- {{Animal Rearing Row|Gazelle}} | ||
+ | |- {{Animal Rearing Row|Goat}} | ||
+ | |- {{Animal Rearing Row|Goose}} | ||
+ | |- {{Animal Rearing Row|Grizzly bear}} | ||
+ | |- {{Animal Rearing Row|Guinea pig}} | ||
+ | |- {{Animal Rearing Row|Hare}} | ||
+ | |- {{Animal Rearing Row|Horse}} | ||
+ | |- {{Animal Rearing Row|Husky}} | ||
+ | |- {{Animal Rearing Row|Ibex}} | ||
+ | |- {{Animal Rearing Row|Iguana}} | ||
+ | |- {{Animal Rearing Row|Labrador retriever}} | ||
+ | |- {{Animal Rearing Row|Lynx}} | ||
+ | |- {{Animal Rearing Row|Megascarab}} | ||
+ | |- {{Animal Rearing Row|Megaspider}} | ||
+ | |- {{Animal Rearing Row|Megasloth}} | ||
+ | |- {{Animal Rearing Row|Monkey}} | ||
+ | |- {{Animal Rearing Row|Muffalo}} | ||
+ | |- {{Animal Rearing Row|Ostrich}} | ||
+ | |- {{Animal Rearing Row|Panther}} | ||
+ | |- {{Animal Rearing Row|Pig}} | ||
+ | |- {{Animal Rearing Row|Polar bear}} | ||
+ | |- {{Animal Rearing Row|Raccoon}} | ||
+ | |- {{Animal Rearing Row|Rat}} | ||
+ | |- {{Animal Rearing Row|Red fox}} | ||
+ | |- {{Animal Rearing Row|Rhinoceros}} | ||
+ | |- {{Animal Rearing Row|Sheep}} | ||
+ | |- {{Animal Rearing Row|Snowhare}} | ||
+ | |- {{Animal Rearing Row|Spelopede}} | ||
+ | |- {{Animal Rearing Row|Squirrel}} | ||
+ | |- {{Animal Rearing Row|Thrumbo}} | ||
+ | |- {{Animal Rearing Row|Timber wolf}} | ||
+ | |- {{Animal Rearing Row|Tortoise}} | ||
+ | |- {{Animal Rearing Row|Turkey}} | ||
+ | |- {{Animal Rearing Row|Warg}} | ||
+ | |- {{Animal Rearing Row|Wild boar}} | ||
+ | |- {{Animal Rearing Row|Yak}} | ||
+ | |- {{Animal Rearing Row|Yorkshire terrier}} | ||
|} | |} | ||
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==== Pens ==== | ==== Pens ==== | ||
{{main|pens}} | {{main|pens}} | ||
− | Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures. | + | Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker allows you to configure auto-slaughter orders and also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures. |
==== Corpse freezer ==== | ==== Corpse freezer ==== | ||
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* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in). | * Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in). | ||
* 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. | * 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. | ||
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Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through. | Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through. | ||
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== Version history == | == Version history == | ||
− | * [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. | + | * [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. nimals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies. |
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling. | * [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling. | ||
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added. | * [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added. | ||
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* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names). | * [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names). | ||
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild. | * [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild. | ||
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{{nav|animal}} | {{nav|animal}} | ||
− | [[Category: | + | [[Category:Animals]] |