Editing Animals

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 5: Line 5:
 
----
 
----
 
<!-- End of Nav -->
 
<!-- End of Nav -->
{{Split|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}}
+
{{Move|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}}
 
{{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}<onlyinclude>
 
{{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}<onlyinclude>
 
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}
 
{{for|the skill of the same name|Skills#Animals{{!}}Skills}}
Line 16: Line 16:
 
Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].
 
Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].
  
Colonists assigned to [[Work#Handle|Handle]] receive 90 XP towards their [[Skills#Animals|Animals skill]] per training or taming attempt. When tamed "[[cute]]" animals nuzzle a colonist, the colonist receives a +3 mood [[thought]] for 16 hours. Animals can also form bonds with colonists, providing a permanent +5 thought.  
+
Colonists assigned to [[Work#Tame]] receive 90 XP towards their [[Skills#Animals]] per training or taming attempt. When tamed "[[cute]]" animals nuzzle a colonist, the colonist receives a +3 mood [[thought]] for 16 hours. Animals can also form bonds with colonists, providing a permanent +5 thought.  
  
 
[[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.</onlyinclude>
 
[[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.</onlyinclude>
Line 42: Line 42:
  
 
== Behavior ==
 
== Behavior ==
*'''Wandering:''' Animals will wander the accessible map, their [[pen]], or their assigned [[zone]] when their needs are satisfied, e.g. hunger and sleep. Some wild animals tend to stay together in a herd. Tamed animals may cross [[door]]s and [[fence]]s in their assigned area, unlike [[pen]] animals. Wild animals can cross fences but not doors.  
+
*'''Wandering:''' Animals will wander the area when their needs are satisfied, e.g. hunger and sleep. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.
While walking on constructed floors, some animals produce animal [[filth]]. The Filth rate stat is proportional to the body size and wildness stats. Farm animals tend to produce massive amounts of filth. This can be mitigated by [[straw matting]] floors or by simply keeping animals outdoors on natural terrain.
+
*'''Roaming:''' Tame pen animals will occasionally attempt to leave the map if not in a pen or if a pen door is left open, with escape frequency determined by the animal's roam interval [[stat]].
*'''Roaming:''' Tame pen animals will occasionally attempt to leave the map if not in a pen or if a pen door is left open. Their escape frequency is determined by the [[stat]] roam interval.
+
*'''Filth:''' While walking on constructed floors, some animals produce animal filth. The rate of producing filth is proportional to body size and wildness stats. Farm animals tend to produce massive amounts of filth. This can be mitigated by [[straw matting]] floors or by simply keeping animals on dirt.
 
*'''Moving''': the animal is moving into its assigned area.
 
*'''Moving''': the animal is moving into its assigned area.
*Consuming food: animals attempt to eat a nearby [[food]] source when hungry. Herbivores move to find mature plants and carnivores [[animals#predation|hunt]]. Animals will keep searching for food until their hunger bar reaches satiation.
+
*Feeding: animals attempt to eat the nearest food source when hungry. Herbivores move to find mature plants and carnivores hunt. Animals will keep eating until their hunger bar reaches satiation.
*[[Animals#Mating|Mating]]: male and female adults of the same species occasionally mate, which may result in a female pregnancy.
+
*Mating: male and female adults of the same species occasionally mate, which may result in a female [[pregnancy]].
*'''[[Sleep]]ing''': when tired or wounded, tamed animals prefer to sleep in an [[animal bed]] or animal sleeping spot.
+
*'''Sleeping''': when tired or wounded, tamed animals prefer to sleep in an [[animal bed]] or animal sleeping spot.
*Attacking: All animals can only melee attack. They will defend themselves in melee combat, and some animals can turn [[manhunter]] and chase your colonists. A text warning pops up on the screen when a colonist is ordered to interact with a potentially dangerous wild animal.
+
*Combat: All animals can only melee attack. They will defend themselves in melee combat, and some animals can turn [[manhunter]] and chase your colonists, based on their Revenge Tame fail stat. A text warning pops up on the screen when a colonist is ordered to interact with a potentially dangerous animal.
*Fleeing: all animals have a chance of erratically fleeing from ranged attacks hitting a target in their immediate vicinity. Animals do not flee predators or melee attacks. Animals do not leave their pen or assigned area when fleeing.
+
*Fleeing: most wild animals and all tamed animals will erratically flee from ranged attacks in their immediate vicinity.
*Hauling: some animals, like the [[husky]], can be [[animals#training|trained]] to haul items, similar to how colonists haul items.
+
*Hauling: some animals, like the [[husky]], can be trained to haul items. Inside their assigned area, they will haul items into designated storage spots, similar to how colonists haul items.
*Following master: some animals, like the [[elephant]], can be trained to follow their master when drafted or doing field work (mining or hunting).
+
*Following master: some animals, like [[elephants]], can be trained to follow their master when drafted or doing field work (mining or hunting). This turns the animal into a guardian for your colonist, and the beast will attack nearby enemies for you.
* Nuzzling: Certain tame animals will occasionally nuzzle your colonists. Animals can even nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day. The following animals can nuzzle: [[cat]], [[guinea pig]], [[husky]], [[labrador retriever]], [[monkey]], and [[yorkshire terrier]].
 
  
 
=== Mating ===
 
=== Mating ===
 +
For each non-[[sterilized]], tamed, awake male, once per hour, there is either a 1/12 or 1/8 (depending on species) chance that the male will search for a non-pregnant/non-fertilized, non-sterilized, tamed, awake female of the same species within 30 tiles to initiate mating. Female animals do not ever attempt to initiate mating themselves. In rare cases, more than one male can mate with the same female at once. The female will stand there, allowing the male to mate with her. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals, or a 100% chance to become fertilized in the case of egg-laying animals.
  
Female animals do not ever attempt to initiate mating themselves. Males will only mate with females in the same assigned area. Wild animals do not mate. Incest is common and has no effect on animal health.  
+
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by <code>awake_proportion×gestation_time/(2×mate_mtb)</code> for gestational animals, or <code>awake_proportion×egg_interval/mate_mtb</code> for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about <code>2/3</code> for a rest effectiveness of 0.8, and <code>mate_mtb</code> is usually 12 hours, this can be simplified to <code>2/3×gestation_time</code> or <code>4/3×egg_interval</code> in most cases.  
  
There is either a 1/12 or 1/8 (depending on species) chance per hour that an awake, non-sterilized male will search for a non-pregnant/non-fertilized, non-sterilized, awake female of the same species within 30 tiles to initiate mating. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals or a 100% chance to become fertilized in the case of [[egg]]-laying animals.
+
However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant. Animals that can lay unfertilized eggs can similarly afford a higher female ratio.
 
 
In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by <code>awake_proportion×gestation_time/(2×mate_mtb)</code> for gestational animals, or <code>awake_proportion×egg_interval/mate_mtb</code> for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about <code>2/3</code> for a rest effectiveness of 0.8, and <code>mate_mtb</code> is usually 12 hours, this can be simplified to <code>2/3×gestation_time</code> or <code>4/3×egg_interval</code> in most cases.  
 
  
However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant. Animals that can lay unfertilized eggs like the [[chicken]] can similarly afford a higher female ratio.
+
Wild animals do not mate. Incest is common and has no effect on animal health.
  
 +
=== Fleeing ===
 +
Passive animals will flee when harmed by a ranged attack, running erratically around the map. They will not flee and instead fight back if hit by a  melee attack. <br>
 +
More aggressive animals have a '''revenge chance on tame fail''' stat and may retaliate instead of fleeing after taking damage.
 +
Packs of animals, like [[elephant|elephants]] may seek revenge together, quickly overpowering a single colonist.
  
=== Hunting ===
+
Passive animals will sometimes flee from nearby ranged attacks, leaving their herd and even the map if their path intersects with the map edge.{{Check Tag|Detail needed}}
[[Hunt]]ing is an important [[work]] type where your colonists use ranged weapons to take down wild animals for their [[meat]] and [[leather]].
 
Passive animals like [[deer]] will flee when harmed by a ranged attack, running erratically around the map. They will not flee and instead fight back if hit by a melee attack from a predator. More aggressive animals have a Revenge chance on harm stat and may turn manhunter instead of fleeing. {{Check Tag|Detail needed}}
 
  
 
=== Aggression ===
 
=== Aggression ===
Most animals in Rimworld are dangerous to [[hunt]] or [[tame]]. A warning message will pop-up when a colonist is ordered to interact with a dangerous wild animal.
+
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave [[event]], and attack any humans not behind closed doors.  
  
The Revenge chance on harm stat is the chance an animal will turn [[manhunter]] when harmed by a member of your colony. It is three times higher for close-ranged attacks, like that of a [[machine pistol]]. For an animal like an [[ostrich]] with a 100% revenge chance, it will always turn manhunter after being hurt. Most animals also have a [[animals#revenge chance on tame fail|revenge chance on tame fail]] stat which dictates how likely the animal is to attack after a failed taming attempt.
+
If injured by a colonist or tamed pet, certain species of animals will become maddened into a [[Mental break#Manhunter|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.
  
Sometimes, the entire herd of wild animals will take revenge on your colonists. They may all get turned [[manhunter]] by a psychic wave [[event]] and attack any humans they can reach. Manhunters may even pick fights with your tamed animals.
+
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 who will hunt smaller species (except domestic dogs who never hunt). When hungry, a predator will prefer an easy meal. They'll first attempt to eat meals, meat, and other food types within their diet. Otherwise they will feed upon downed animals or fresh corpses.  
+
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 fresh human corpse.  
  
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 and 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. Predators always avoid [[boomrat]]s and boomalopes.  
+
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 and 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 prefer more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes.
  
Predator attacks usually blind or stun their prey, leaving the victim unable to fight back. Unlike most other enemies, predators continue attacking after their prey is downed and finish off their target. If they do down your colonist or livestock, immediately order the nearest comrade to rescue the downed pawn. It's the difference between life and death.
+
Predator attacks usually '''stun''' their prey, leaving the victim unable to fight back. A predator will focus all attacks on their prey, so if they do down your colonist or livestock, immediately order the nearest comrade to rescue the downed pawn. It's the difference between life and death.
 
   
 
   
 
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.
 
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.
Line 90: Line 90:
 
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 leftover food. 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.
+
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 fences.
+
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 ===
 
{{Stub|section=1|reason=How much heat, how is calculated, does it vary etc? Anecdotal reports of it scaling with [[body size]]}}
 
{{Stub|section=1|reason=How much heat, how is calculated, does it vary etc? Anecdotal reports of it scaling with [[body size]]}}
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time, except in enclosed, densely-packed  barns. The heat can become a problem in warm weather or hot biomes but a benefit in cold biomes or during winter.
+
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.
  
 
== Reproduction ==
 
== Reproduction ==
Line 146: Line 146:
  
 
== Diet ==
 
== Diet ==
Because all animals except [[warg]]s can eat [[meals]], [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores and plants to carnivores if it is prepared first.
+
While most carnivorous and omnivorous animals (such as pigs and boars) can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses.  
  
Note that some animals have multiple diets.
+
All herbivorous and omnivorous animals can eat live plants (except trees and agave), vegetables, liquor, drugs, meals, and haygrass. <br>
 +
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other herbivorous foods.
  
{| {{STDT| sortable c_08 text-center}}
+
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores and plants to carnivores if it is prepared first.
! Diet !! Allowed food !! Animals
 
|-
 
! omnivorous (human)
 
| vegetables, [[meat|raw meat]], [[corpse]]s, seeds, animal products, [[meals]], processed foods, [[beer|liquor]], [[kibble]]
 
| {{#ask: [[Diet::omnivorous (human)]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}
 
|-
 
! omnivorous grazer
 
| vegetables, [[meat|raw meat]], [[corpse]]s, seeds, live plants, [[meals]], processed foods, [[beer|liquor]], [[kibble]]
 
| {{#ask: [[Diet::omnivorous grazer]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}
 
|-
 
! omnivorous
 
| vegetables, [[meat|raw meat]], [[corpse]]s, seeds, [[meals]], processed foods, [[beer|liquor]], [[kibble]]
 
| {{#ask: [[Diet::omnivorous]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}
 
|-
 
! herbivorous
 
| vegetables, seeds, live plants, [[meals]], processed foods, [[beer|liquor]], [[kibble]]
 
| {{#ask: [[Diet::herbivorous]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}
 
|-
 
! dendrovorous
 
| vegetables, seeds, live trees, processed foods, [[kibble]]
 
| {{#ask: [[Diet::dendrovorous]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}
 
|-
 
! carnivorous
 
| [[meat|raw meat]], [[corpse]]s, [[meals]], processed foods, [[kibble]]
 
| {{#ask: [[Diet::carnivorous]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}
 
|-
 
! raw meat and corpses
 
| [[meat|raw meat]], [[corpse]]s
 
| {{#ask: [[Diet::raw meat and corpses]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}
 
|-
 
! ovivorous
 
| animal products, [[meals]], processed foods, [[kibble]]
 
| {{#ask: [[Diet::ovivorous]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}
 
|-
 
! animal products
 
| animal products
 
| {{#ask: [[Diet::animal products]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}
 
|-
 
! none
 
| none
 
| {{#ask: [[Diet::none]] | template = DLC Icons | link = none | sep = ,<nowiki> </nowiki> | sort = From DLC, Name}}
 
|}
 
  
 
== Health ==
 
== Health ==
Line 200: Line 159:
 
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.  The animal can be forced to stand up by removing the medical designation from any medical animal beds in the animal's allowed area or pen.
+
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 a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%.
 
Animals have a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%.
Line 271: Line 230:
 
[[File:TameButton.png|52px|left|link=]]{{clear}}
 
[[File:TameButton.png|52px|left|link=]]{{clear}}
  
An [[Work#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 of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. For animals with high revenge chance, shown on the [[Menu#Wildlife|Wildlife]] menu, it can be a good idea to have a drafted colonist near your handler while an attempt is being made. A large number of animals that go manhunter from taming are predators, and they will be directly next to your handler when they seek revenge. After a while the handler may drop unused food. <br>
+
An [[Work#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 of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], 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 [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food. <br>
 
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]].
 
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]].
  
Line 367: Line 326:
 
* When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that 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 an animal has its wounds tended by a colonist, there is a constant 0.4% chance that 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.
 
* When tamed, an animal also has a 1% chance to bond with the tamer.
* When successfully trained, an animal has a 0.7% chance to bond with the trainer.
 
* Every {{Ticks|2500}}, if an animal is within 12 tiles and has line of sight to their master, there is a 0.1% chance to bond.
 
 
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.
 
* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs).  Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded.
 
Pawns with the [[Ideoligion#Animal connection|Animal connection: Strong]] precept in their [[ideoligion]]{{IdeologyIcon}} have a ×2 multiplier on bonding chance.  
 
Pawns with the [[Ideoligion#Animal connection|Animal connection: Strong]] precept in their [[ideoligion]]{{IdeologyIcon}} have a ×2 multiplier on bonding chance.  
Pawns with the [[Ideoligion#Bonding|Bonding: Disapproved]] precept in their [[ideoligion]]{{IdeologyIcon}} cannot be bonded with, but they will not lose existing bonds, nor their mood effects, if the precept is added via a fluid ideoligion's reformation.{{Check Tag|Conversion?|What about converting a bonded pawn into a no bonding ideoligion}}
+
Pawns with the [[Ideoligion#Bonding|Bonding: Disapproved]] precept in their [[ideoligion]]{{IdeologyIcon}} cannot be bonded with, but they will not lose existing bonds, nor their mood effects, if the the precept is added via a fluid ideoligion's reformation.{{Check Tag|Conversion?|What about converting a bonded pawn into a no bonding ideoligion}}
  
 
Bonded animals are also easier to train (5x multiplier on chance).{{Check Tag|By Master or by all?}} Animals are given a unique name upon bonding.
 
Bonded animals are also easier to train (5x multiplier on chance).{{Check Tag|By Master or by all?}} Animals are given a unique name upon bonding.
Line 447: Line 404:
 
==== [[Eggs]] ====
 
==== [[Eggs]] ====
 
[[File:Egg small b.png|32px|left|link=Eggs]]
 
[[File:Egg small b.png|32px|left|link=Eggs]]
<div><li style="display: inline-table;">
 
 
{| {{STDT| sortable c_08 text-center}}
 
{| {{STDT| sortable c_08 text-center}}
! Animal !! Lays<br/>Unfert.!! Nutrition<br/>per Egg !! Avg Eggs<br/>per Clutch !! Laying<br/>Interval !! Avg Eggs<br/>per Day !! Egg Nutrition<br/>per Day !! <abbr title="Assuming they sleep on the ground and mate as soon as possible.">Needed<br/>Males / Female</abbr> !! Daily Hunger<br/>Rate !! Daily Egg Nutrition<br/>per Hunger
+
! Animal !! Lays<br>Unfert.!! Nutrition<br>per Egg !! Avg Eggs<br>per Clutch !! Laying<br>Interval !! Avg Eggs<br>per Day !! Egg Nutrition<br>per Day !! Daily Hunger<br>Rate !! Daily Egg Nutrition<br>per Hunger{{ref label|Males|A}}
 
|-
 
|-
 
{{#ask: [[Egg Laying Interval::+]]
 
{{#ask: [[Egg Laying Interval::+]]
Line 464: Line 420:
 
}}
 
}}
 
|}
 
|}
</li></div>
+
:{{note|Males|A}} '''Note:''' This value only accounts for the female - any males required to fertilize the egg are not considered.
  
 
==== [[Milk]] ====
 
==== [[Milk]] ====
 
[[File:Milk.png|32px|left|link=Milk]]
 
[[File:Milk.png|32px|left|link=Milk]]
<div><li style="display: inline-table;">{{#vardefine:formatterNumeratorVariable1|Daily Milk Average}}{{#vardefine:formatterDenominatorVariable1|Real Hunger Rate}}{{#vardefine:formatterNumeratorVariable2|Daily Milk Average}}{{#vardefine:formatterDenominatorVariable2|Real Hunger Rate}}{{#vardefine:formatterFactorVariable2|0.05}}
 
 
{| {{STDT| sortable c_08 text-center}}
 
{| {{STDT| sortable c_08 text-center}}
! Animal !! Milk Amount !! Milking<br/>Interval !! Milk/Day<br/>(Average) !! Milk / food consumed<br/>per day !! Nutrition / food consumed<br/>per day
+
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average
 
|-
 
|-
 
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]]
 
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]]
Line 480: Line 435:
 
| link = none}}
 
| link = none}}
 
|}
 
|}
</li></div>{{#vardefine:formatterNumeratorVariable1}}{{#vardefine:formatterDenominatorVariable1}}{{#vardefine:formatterNumeratorVariable2}}{{#vardefine:formatterDenominatorVariable2}}{{#vardefine:formatterFactorVariable2}}
 
  
 
==== [[Wool]] ====
 
==== [[Wool]] ====
Line 512: Line 466:
 
=== Slaughtering ===
 
=== Slaughtering ===
 
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}
 
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}
[[File:SlaughterButton.png|52px|left]] 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 but must be [[incapable|capable of violence]]. This job takes ???{{Check Tag|How long?}} to perform and instantly kills the animal - the animal will not resist, flee, or fight. 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.
+
[[File:SlaughterButton.png|52px|left]] 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.
 +
 
 +
Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]]. 
  
Animals killed through damage suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]]. Slaughtering, throat slitting a downed-but-not-injured animal as a hunting task, the "euthanize by cut" [[operation]], and the [[Rituals#Animal sacrifice|Animal Sacrifice]] ritual{{IdeologyIcon}} all result in a careful slaughter and avoid the 66% modifier.
+
The "euthanize by cut" [[operation]], performed by a [[Doctoring|surgeon]], and the [[Rituals#Animal sacrifice|Animal Sacrifice]] ritual{{IdeologyIcon}} will also result in a careful slaughter and avoid the 66% modifier.
  
 
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.
 
{{clear|left}}
 
{{clear|left}}
 
=== Auto-Slaughter ===
 
{{Image wanted|section=1|reason= Clean Screenshot of menu}}
 
Via the Animals button on the bottom bar is a "Manage auto-slaughter.." option. Auto-slaughter allows the player to automatically cull animals above a defined threshold.
 
 
Total Animals, Male/Female Adults, Male/Female Young are all definable amounts that the player can set. If the current animal count exceeds any of the defined amounts in any of these columns the eldest allowed animal of that exceeded type is slaughtered. These 5 left-most columns function as OR operators. The two rightmost columns allow the player to allow the slaughtering of pregnant or bonded animals if desired.
 
  
 
=== Caravans ===
 
=== Caravans ===
Line 533: Line 483:
  
 
=== Social ===
 
=== Social ===
Each animal has a Social tab that lists that animal's human [[bond]]s and familial relations. Clicking an entry jumps to that bond's counterpart on the map. Animals, even wild ones, have a small chance of bonding with a colonist everytime they interact. Bonded animals are given a unique name by their Master. Animals assigned to Guard a bonded human will give their master a permanent +5 mood thought. Humans who are not the master of their bonded animal receive a -5 "Not bonded animal's master" thought. Animals do not have a mood meter. Humans may have more than one bonded animal, but animals may only have one human bond.
+
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.
 +
 
 +
Certain tame animals, will nuzzle your colonists. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.
 +
 
 +
The following animals can nuzzle: [[cat]], [[guinea pig]], [[husky]], [[labrador retriever]], [[monkey]], and [[yorkshire terrier]].
  
 
=== Trade goods ===
 
=== Trade goods ===
Line 544: Line 498:
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! rowspan="2" | Animal
 
! rowspan="2" | Diet
 
! rowspan="2" data-sort-type="number" | <abbr title="The tameness of animals that are blocked by fences or that have low enough wildness does not decay">Tameness Decay Interval (Days)</abbr>
 
! rowspan="2" | Produces
 
! rowspan="2" data-sort-type="number" | Produce / Day
 
! rowspan="2" data-sort-type="number" | Produced Nutrition / Day
 
! rowspan="2" | <abbr title="Assuming they sleep on the ground and mate as soon as possible.">Males / Female</abbr>
 
! colspan="3" | Baby Slaughter
 
! colspan="3" | Adult Slaughter
 
 
|-
 
|-
! <abbr title="Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.">Meat Nutrition / Day</abbr>
+
! rowspan=2 | Animal
! <abbr title="Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female.">Consumption / Day</abbr>
+
! rowspan=2 | Diet
! <abbr title="(Milk Nutrition + Meat Nutrition)/Consumption">Overall Nutrition Efficiency</abbr>
+
! 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, assuming constant pregnancy.">Meat Nutrition / Day</abbr>
+
! rowspan=2 | Produces
! <abbr title="Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female, including the offspring's consumption up to adulthood.>Consumption / Day</abbr>
+
! rowspan=2 data-sort-type=number | Produce per day
! <abbr title="(Milk Nutrition + Meat Nutrition)/Consumption">Overall Nutrition Efficiency</abbr>
+
! rowspan=2 data-sort-type=number| Produced Nutrition per day
{{#ask: [[Type::Animal]] [[Diet::!none]] [[Name::!Human]] [[Name::!Megascarab]] [[Name::!Megaspider]] [[Name::!Spelopede]] | format = template | template = Animal Rearing Row | named args = true | ?Name = animal | limit = 100}}
+
! colspan=3 | Baby Slaughter
 +
! colspan=3 | Adult Slaughter
 +
|-
 +
! <abbr title="Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.">Meat Per Day</abbr>
 +
! <abbr title="Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.">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, assuming constant pregnancy.">Meat Per Day</abbr>
 +
! <abbr title="Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.>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}}
 
|}
 
|}
  
Line 599: Line 613:
 
* 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.
* Animals can get into drugs, store them in specialized storage areas and use a zone to prevent them from accessing it, depending on size they may be prone to overdose or getting blackout from alcohol, being more dangerous with [[Boomrat|Boomrats]] which can set fire to the storage area. Pen Animals should also be kept away from storage areas for this reason.
 
  
 
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.

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: