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{{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]].}}
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{{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}}
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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#Handle]] 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>
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== 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 ==
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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.  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%.
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[[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]].
  
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* 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.
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==== [[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::+]]
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}}
 
}}
 
|}
 
|}
</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]]
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| link = none}}
 
| link = none}}
 
|}
 
|}
</li></div>{{#vardefine:formatterNumeratorVariable1}}{{#vardefine:formatterDenominatorVariable1}}{{#vardefine:formatterNumeratorVariable2}}{{#vardefine:formatterDenominatorVariable2}}{{#vardefine:formatterFactorVariable2}}
 
  
 
==== [[Wool]] ====
 
==== [[Wool]] ====
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=== 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 ===
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{| 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}}
 
|}
 
|}
  
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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.
* 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.

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