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== 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.
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*'''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. Their escape frequency is determined by the [[stat]] roam interval.
 
*'''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.
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*'''[[Filth]]:''' 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 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.
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*Consuming: animals attempt to eat a nearby food source when hungry. Herbivores move to find mature plants and carnivores hunt. Animals will keep searching for food 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.
 
*[[Animals#Mating|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.
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*'''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.
 
*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.
*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.
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*[[Animals#fleeing|Fleeing]]: all animals have a chance of erratically fleeing 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.
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*Hauling: some animals, like the [[husky]], can be [[train]]ed 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).
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*Following master: some animals, like [[elephants]], can be trained to follow their master when drafted or doing field work (mining or hunting).
* 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 ===
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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. Males will only mate with females in the same assigned area. 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.  
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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.
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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.  
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Wild animals do not mate. Incest is common and has no effect on animal health.
  
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.
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=== Fleeing ===
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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. <br>
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More aggressive animals have a '''[[animals#revenge chance on tame fail|revenge chance on tame fail]]''' stat and may retaliate instead of fleeing after taking damage.
  
 
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All animals will sometimes flee from ranged attacks that hit targets in their immediate vicinity. They will flee their herd and even the map if their path intersects with the map edge. Tamed animals do not leave their pen or assigned area when fleeing. {{Check Tag|Detail needed}}
=== Hunting ===
 
[[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.
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There are various levels of animal aggression in Rimworld. The most dangerous are the large predators like the [[cougar]] or [[wolf]] which readily hunt colonists when hungry. Smaller predators like the [[lynx]] will hunt colony pets like [[yorkshire terrier]]s. See [[animals#predation]].
  
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.
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Even herbivores can be dangerous to [[hunt]] or [[tame]]. The Revenge chance on harm stat is the chance an animal will attack when harmed. 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 [[revenge chance on tame fail]] stat which dictates how likely the animal is to attack after a failed taming attempt. A warning message will pop-up when a colonist is ordered to interact with a dangerous wild animal.
 
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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.
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Sometimes a whole herd may get turned [[manhunter]] by a psychic wave [[event]] and attack any humans not behind closed doors. 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.
  
 
[[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.  
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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.  
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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.
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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]]}}.
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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 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.
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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.
  
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.
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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.
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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.
  
 
== Reproduction ==
 
== Reproduction ==

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