https://rimworldwiki.com/api.php?action=feedcontributions&user=Louisthebadassrimworlder&feedformat=atomRimWorld Wiki - User contributions [en]2024-03-19T05:31:46ZUser contributionsMediaWiki 1.35.8https://rimworldwiki.com/index.php?title=Animals&diff=53885Animals2017-10-28T12:45:10Z<p>Louisthebadassrimworlder: </p>
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{{Tocright}}<br />
<onlyinclude><br />
<br />
{{for|a complete search|List of animals|}}<br />
<br />
<br />
Wild animals occasionally spawn on the map according to the [[biomes|biome]] and from random events. These wild animals and tamed animals will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw_food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].<br />
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Raiders will target tamed animals as often as colonists.<br />
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{{asof|A14}} animal trainers receive 90 XP per training attempt, which is increased from 60 in Alpha 13. Taming an animal also grants 90 XP per attempt, which previously did not occur. When animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. <br />
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</onlyinclude><br />
<br />
== Animals Tab ==<br />
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}.<br />
* The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal. <br />
* A button lists the animal's master, if it has one. Click the button to assign a new master.<br />
* [[Zone/Area#Allowed_area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted.<br />
* The <tt>[Manage areas...]</tt> button at the top of the tab opens a window to edit allowed areas.<br />
<br />
{{asof|A14}} several features have been added to the Animals tab:<br />
* Gender and life stage informational columns<br />
* A "Slaughter" checkbox column to allow easy slaughtering of multiple tamed animals at once<br />
* Checkbox columns for each trainable skill to allow easy training of many animals<br />
<br />
== Appearance ==<br />
Most animals appear to have no limbs, just as colonists do.<br />
<br />
Some animals have different appearances between males and females.<br />
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== Behavior ==<br />
Animals will wander the area when they have nothing else to do, e.g. eating or hunting.<br />
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When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.<br />
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While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness.<br />
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=== Mating ===<br />
Occasionally tamed males will approach a tamed female of the same species to initiate mating. The female will stand there, allowing males to mate with her. Afterwards the female can get pregnant.<br><br />
More than one male can mate with the same female at once.<br />
<br />
Wild animals do not mate.<br />
<br />
=== Fleeing ===<br />
Passive animals will mostly flee when harmed. They will not flee if they are engaging in combat with an adversary. <br><br />
More aggressive animals will turn and attack instead of fleeing.<br />
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If a member of a herd is harmed or killed, the rest of the herd will flee as well, scattering around.<br />
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=== Aggression ===<br />
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Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave, and attack any humans not behind closed doors. <br />
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If injured by a colonist or tamed pet, certain species of animals will become maddened into a manhunter state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood. Animals in manhunter state will attack doors if colonists try to go in and out of them.<br />
<br />
[[File:Manhunter due to pet hunting.png|400px]]<br />
<br />
=== Predation ===<br />
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a human corpse. But when a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them. 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.<br />
<br />
Predators include {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.<br />
<br />
== Breeding ==<br />
Animals are born by live birth or by hatching from a fertilized egg.<br />
<br />
=== Live Birth ===<br />
Female animals that give live birth become pregnant when a male animal approaches them and mates. Only tamed animals may breed. An animal's gestation period specifies how long a female's pregnancy will last.<br />
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A pregnant animal suffering [[malnutrition]] or is injured may miscarry. Miscarriages are noted by an in-game message.<br />
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Live births produce amniotic fluid (see [[Filth]]).<br />
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Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal.<br />
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{{asof|A17}} animals can breed with their own family members again.<br />
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{| style="border-style: solid; border-width: 0px; text-align:left;"<br />
|+ style="text-align:left;" | Pregnancy progresses in stages.<br />
! scope="row" | Early stage (hidden) <br />
|: Starts at 0%. This stage is not displayed but may be surmised by the vomiting it causes.<br />
|-<br />
! scope="row" | Middle stage<br />
|: Starts at 33%. At this stage [[Health#Moving|Moving]] is reduced by 15%.<br />
|-<br />
! scope="row" | Late stage<br />
|: Starts at 66%. At this stage [[Health#Moving|Moving]] is reduced by 30% and may include vomiting.<br />
|-<br />
! scope="row" | Full term<br />
|: At 100%. At this point the female will give birth. Some species may have multiple offspring in a litter.<br />
|}<br />
<br />
=== Eggs ===<br />
Egg-laying animals include {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}}. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s.<br />
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Fertilized eggs display their progress on the inspect pane and hatch when ready.<br />
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Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{temperature|1}} to {{temperature|49}}.<br />
: Eggs may start to overheat at/above {{temperature|50}}.<br />
: Eggs may start to freeze at/below {{temperature|0}}.<br />
<br />
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).<br />
<br />
== Diet ==<br />
While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. <br />
<br />
All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass. <br><br />
Dendrovorous animals such as the [[alphabeaver]] and the [[thrumbo]] can eat trees, in addition to other plant-based foods.<br />
<br />
Due to meal ingredient tags not being recorded for animal diets, it's possible to feed a carnivore some potatoes and a herbivore, well, the meat from another member of it's species, just make sure to cook the food in question before making an animal disobey it's diet..<br />
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== Health ==<br />
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia). They feel pain, and have all of the different health stats that human pawns possess. Needs to have an animal bed (or sleeping spot) to be healed.<br />
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Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game.<br />
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== Hunting ==<br />
[[File:Hunt.png|42px]]<br />
<br />
Wild animals may be marked for hunting, done by [[Menus#Hunt|hunters]] with ranged weapons. After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.<br />
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Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.<br />
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Hunting may take longer during bad weather since there's a shooting modifier while it`s raining or snowing that makes it more likely for shots to miss.<br />
* Fog (with or without rain): hit chance multiplier is 50%.<br />
* Rain or snow: hit chance multiplier is 80%.<br />
<br />
{{clear|left}}<br />
To mark animals to be hunted use one of the following methods: <br />
*Click Orders, Hunt, then click one or more individual animals.<br />
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.<br />
*Select one or more animals, click Hunt.<br />
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=== Hunting tips ===<br />
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* When hunting close to your home area, it's safer to manually draft a colonist closer to the animal instead of just using the hunt order. Since hunters attempt to keep distance from targets, it is very likely other colonists will walk through the firing range and get injured from friendly fire.<br />
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* In the occasion of a full horde revenge due to manhunting, early stage colonies may easily become overrun, getting all colonist downed by their attacks. But down is not out. While all colonists are downed, players may instantly think of loading the latest autosave and re-try (aka. save-scumming), but that`s unnecessary and unchallenging. Eventually, one or more of your colonists may recover from incapacitation. With luck on favor, this miracle may take place at nightfall, when wildlife sleeps (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter revenge status of the horde will dissipate overnight.<br />
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== Life Stages ==<br />
Animals all have three different life stages. Animals have different graphics for different life stages, or may simply appear smaller. Animals start out as babies and their age is listed as minutes, hours, or months. Some animals have a specific name for this stage (e.g chick). They then move on to juveniles (teenagers). Eventually, they reach the final life stage, adulthood. In the stages before adulthood, animals have lower stats (body size, health scale, mass, carrying capacity, move speed, hunger rate, meat amount, leather amount, market value) that normalize when they reach adulthood. Animals have different sounds (call, anger, wounded, death) for different life stages. Babies may simply make a higher pitched sound, or have a different sound altogether (such as chicks). Depending on the species, animals will need to reach the juvenile or adult stage before they can reproduce.<br />
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== Needs ==<br />
Animals require food and sleep and will fulfill their needs on their own.<br />
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'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. {{asof|A14}} flowers are no longer good animal food, due to reduced nutrition.<br />
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'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.<br />
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== Animal husbandry ==<br />
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Animals can be tamed and put to use in the colony, providing several benefits.<br />
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=== Taming ===<br />
Wild animals can be tamed by a [[Menus#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.<br />
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Wild animals may be marked for taming using the Tame button. <br />
[[File:TameButton.png|52px|left|link=]]{{clear}}<br />
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An [[Menus#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], and [[Health#Talking|talking]]. When a handler fails to tame an animal there is a cooldown period before another attempt can be made and there's a small chance it will turn manhunter and start attacking the handler and others. After a while the handler may drop unused food. Tamed animals will remain in or near the colony or they may be assigned to animal areas to contain them. Setting animal areas is usually necessary to restrict them from eating food not intended for them.<br />
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==== Tame chances ====<br />
Besides the animal handler's own skill, the wildness of the animals also counts.<br />
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Tame chances undergo a post-processing curve.<br />
*An animal with 0% wildness has a x2 taming chance.<br />
*An animal with 50% wildness has normal taming chance.<br />
*An animal with 100% wildness cannot be tamed at all.<br />
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Currently the hardest to tame animal is the Thrumbo with a post-processed taming chance of 3%.<br />
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==== Minimum skill ====<br />
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Some animals require a minimum skill before they can be handled. The game will prompt the player if no colonist has enough skill to handle the animal. In the case a colonist has only 1 point as an utter beginner and has learning ability, the easiest...<br />
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* Animals that require no points (zero) to tame are: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.<br />
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An animal's handling skill requirement is calculated as follows:<br />
<br />
'''Skill = 9 * (wildness - 0.3) / 0.7'''<br />
<br />
So animals with a wildness of 30% or less won't require any handling skill whatsoever.<br />
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=== Interaction ===<br />
Tamed animals can be trained by colonists. With Obedience trained, they will follow their master around if designated to do so.<br />
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Some animals can be milked or sheared, which will be handled if necessary. Only adult animals can be milked.<br />
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Occasionally, animals can nuzzle colonists, giving the colonist a mood buff and allowing the animal to be named. Animals can nuzzle anyone regardless of handling skill.<br />
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When injured, they will go to animal sleeping spots/ beds for rest and treatment.<br />
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=== Naming ===<br />
Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.). The game names certain animals when tamed or bought. Others are named when they nuzzle a colonist, or form a bond with them. Names are always generated by the game and cannot be changed by the player.<br />
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Animals without a pet name may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, warg puppy), or even a gender/lifestage-specific name (cockerel).<br />
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Names of tamed animals are not shown on the map unless the option is turned on. See Menu, Options, 'Show animal names'.<br />
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=== Training ===<br />
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress.<br />
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Once Obedience is trained, they can be assigned a master which they will follow. You can configure when the animals will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted.<br />
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Many skills require multiple steps to fully train.<br />
<br />
{{:List of animal skills}}<br />
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=== Combat ===<br />
Once Obedience is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master.<br />
<br>This is configurable and can be disabled by disabling follow during drafted.<br />
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With Release trained, animals can be released to attack threats from a distance.<br />
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Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.<br />
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=== Products ===<br />
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Certain tame animals produce milk, wool, or eggs. Shearing may some times fail and a "product wasted" message will show while performing the action, banishes in a few seconds.<br />
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==== [[Eggs]] ====<br />
[[File:Eggs.png|32px|left|link=Eggs]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average<br />
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]<br />
| ?Eggs Per Clutch Average<br />
| ?Egg Laying Interval<br />
| ?Eggs Per Season Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
==== [[Milk]] ====<br />
[[File:Milk.png|32px|left|link=Milk]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average<br />
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]]<br />
| ?Milk Amount<br />
| ?Milking Interval Days<br />
| ?Daily Milk Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
==== [[Wool]] ====<br />
[[File:Wool.png|32px|left|link=Wool]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average<br />
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]<br />
| ?Wool Amount<br />
| ?Shearing Interval Days<br />
| ?Daily Wool Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
=== Slaughtering ===<br />
<br />
Tamed animals may be slaughtered using the Slaughter button. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon.<br />
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If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.<br />
[[File:SlaughterButton.png|52px|left|link=]]{{clear|left}}<br />
<br />
=== Pack animals ===<br />
Three animals, the [[Muffalo]], [[Dromedary]] and [[Alpaca]] can be used as pack animals and will carry items in [[caravan]]s even though they cannot haul. They have a capacity of 73.5 kg, 70 kg and 35 kg respectively, and can graze meaning they don't usually require food.<br />
<br />
When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.<br />
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=== Social ===<br />
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.<br />
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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. Since Alpha 16, animals can nuzzle patients in bed.<br />
<br />
=== Trade goods ===<br />
<br />
Tamed animals may be sold to [[Trade|traders]]. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species.<br />
<br />
=== Raising animals ===<br />
<br />
==== Growing haygrass ====<br />
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. If you need to raise a lot of animals at once, e.g. an exponentially growing group of [[chicken]]s, you will need to grow haygrass to sustain them all.<br />
<br />
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.15 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.<br />
<br />
==== Making kibble ====<br />
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat.<br />
<br />
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat. <br />
<br />
==== Bird coop ====<br />
<gallery widths="400px" heights="400px" class="center" mode="nolines"><br />
File:Chickens coop.png|An improvised chicken coop for chickens who just joined without "Taming".<br />
File:Chickens released from coop to feed.png|Turkeys released from coop to feed.<br />
</gallery><br />
Birds in general, migrate following weather, leaving the map when conditions are unsuitable. If you happen to have some in your colony, you will need to take care of them during winter as they are vulnerable to cold weather and may lose body parts to frostbite. Each according to their age will be more tolerant to cold. Construct a room with roof and a heater to keep them warm. They will need to be fed, either by creating an area to stock hay or free them during daytime so they can eat grass. They must be commanded to return before nightfall or risk being frozen (just returning to sleep isn't enough).<br />
<br />
Birds will eventually produce eggs, make sure your main freezer settings doesn't allow fertilized eggs if you intend to keep them reproducing. You can create another stockpile zone within the chicken coop so that the eggs remain where they were placed by the birds themselves.<br />
<br />
==== Pet care ====<br />
<br />
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed. This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.<br />
<br />
These are a few tips to keep them safe:<br />
<br />
* Keep them indoors by creating a new animal zone within a room.<br />
* Keep them at the Home area after building a base wall.<br />
* Prey animals should not be left wandering around in unrestricted area.<br />
* Hunt their predators to prevent surprise attacks.<br />
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.<br />
<br />
<references/><br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=File:Bearskin.png&diff=38665File:Bearskin.png2016-05-22T08:49:07Z<p>Louisthebadassrimworlder: Louisthebadassrimworlder uploaded a new version of &quot;File:Bearskin.png&quot;</p>
<hr />
<div></div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=File:Bearskin.png&diff=38664File:Bearskin.png2016-05-22T08:48:47Z<p>Louisthebadassrimworlder: </p>
<hr />
<div></div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Bearskin&diff=38663Bearskin2016-05-22T08:47:16Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{Define|Leather<br />
|always haulable = true<br />
|color = (90,72,14)<br />
|def name = Bear_Leather<br />
|default color = (90,72,14)<br />
|default color two = (90,72,14)<br />
|description = Leather made from the skin of a grizzly bear<br />
|draw gui overlay = true<br />
|graphic class = Graphic_Single<br />
|graphic path = Things/Item/Resource/Cloth<br />
|label = bearskin<br />
|path cost = 15<br />
|resource readout priority = Middle<br />
|rotatable = false<br />
|selectable = true<br />
|stack limit = 75<br />
|thing class = ThingWithComponents<br />
|armor - blunt factor = 1.5<br />
|armor - electric factor = 4<br />
|armor - heat factor = 1.7<br />
|armor - sharp factor = 1.5<br />
|beauty base = -30<br />
|insulation - cold factor = 145<br />
|insulation - heat factor = 145<br />
|market value base - 3.5<br />
|market value factor - 1.40<br />
|max hit points base = 100<br />
}}<br />
<br />
{{Info|'''Bearskin''' is produced when a [[Overview#cook|cook]] butchers a [[Grizzly Bear]] at a [[butcher table]].}}</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Bearskin&diff=38662Bearskin2016-05-22T08:46:25Z<p>Louisthebadassrimworlder: I don't know how to get this into the stat box...</p>
<hr />
<div>{{Define|Leather<br />
|always haulable = true<br />
|color = (90,72,14)<br />
|def name = Bear_Leather<br />
|default color = (90,72,14)<br />
|default color two = (90,72,14)<br />
|description = Leather made from the skin of a grizzly bear<br />
|draw gui overlay = true<br />
|graphic class = Graphic_Single<br />
|graphic path = Things/Item/Resource/Cloth<br />
|label = bearskin<br />
|path cost = 15<br />
|resource readout priority = Middle<br />
|rotatable = false<br />
|selectable = true<br />
|stack limit = 75<br />
|thing class = ThingWithComponents<br />
|armor - blunt factor = 1.5<br />
|armor - electric factor = 4<br />
|armor - heat factor = 1.7<br />
|armor - sharp factor = 1.5<br />
|beauty base = -30<br />
|insulation - cold factor = 145<br />
|insulation - heat factor = 145<br />
|market value base - 3.5<br />
|market value factor - 1.4<br />
|max hit points base = 100<br />
}}<br />
<br />
{{Info|'''Bearskin''' is produced when a [[Overview#cook|cook]] butchers a [[Grizzly Bear]] at a [[butcher table]].}}</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Grizzly_bear&diff=38661Grizzly bear2016-05-21T20:53:32Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{Stub}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Grizzly Bear<br />
|image = GrizzlyBear.png<br />
|description = Huge omnivorous mammals adapted for cold climates. Their thick blubber and fur keep them warm in winter. While there usual diet consists of fish, berries, honey and scavenged meat, the grizzly is capable of using its massive strength and deadly claws to kill live prey. They are startlingly quick for such lumbering creatures.<br />
|type = animals <br />
|type2 = wild<br />
|bodysize = 1<br />
|healthscale = 1<br />
|movespeed = 4.30<br />
|mobdamage = 8.5<br />
|damagetype = Sharp, Blunt<br />
|mobdamageaverage = 8<br />
|leathername = Bearskin<br />
|diet = omnivorous<br />
|trainable = Advanced<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 90<br />
|lifespan = 22<br />
|offspring = 1<br />
|maturityage = 3+<br />
|marketvalue = 700<br />
|livesin_tundra = true<br />
|livesin_borealforest = true<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Grizzlies can be tamed wild, randomly join your colony in an event, or be bought pre-tamed from a trader<br />
<br />
===Training===<br />
Grizzlies can be trained in all four aspects: Obedience, Release, Rescue and Haul.</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Grizzly_bear&diff=38660Grizzly bear2016-05-21T20:53:07Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{Stub}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Grizzly Bear<br />
|image = [[File:GrizzlyBear.png]]<br />
|description = Huge omnivorous mammals adapted for cold climates. Their thick blubber and fur keep them warm in winter. While there usual diet consists of fish, berries, honey and scavenged meat, the grizzly is capable of using its massive strength and deadly claws to kill live prey. They are startlingly quick for such lumbering creatures.<br />
|type = animals <br />
|type2 = wild<br />
|bodysize = 1<br />
|healthscale = 1<br />
|movespeed = 4.30<br />
|mobdamage = 8.5<br />
|damagetype = Sharp, Blunt<br />
|mobdamageaverage = 8<br />
|leathername = Bearskin<br />
|diet = omnivorous<br />
|trainable = Advanced<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 90<br />
|lifespan = 22<br />
|offspring = 1<br />
|maturityage = 3+<br />
|marketvalue = 700<br />
|livesin_tundra = true<br />
|livesin_borealforest = true<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Grizzlies can be tamed wild, randomly join your colony in an event, or be bought pre-tamed from a trader<br />
<br />
===Training===<br />
Grizzlies can be trained in all four aspects: Obedience, Release, Rescue and Haul.</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=File:GrizzlyBear.png&diff=38659File:GrizzlyBear.png2016-05-21T20:51:38Z<p>Louisthebadassrimworlder: </p>
<hr />
<div></div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Grizzly_bear&diff=38658Grizzly bear2016-05-21T20:45:58Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{Stub}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Grizzly Bear<br />
|image = N.A<br />
|description = Huge omnivorous mammals adapted for cold climates. Their thick blubber and fur keep them warm in winter. While there usual diet consists of fish, berries, honey and scavenged meat, the grizzly is capable of using its massive strength and deadly claws to kill live prey. They are startlingly quick for such lumbering creatures.<br />
|type = animals <br />
|type2 = wild<br />
|bodysize = 1<br />
|healthscale = 1<br />
|movespeed = 4.30<br />
|mobdamage = 8.5<br />
|damagetype = Sharp, Blunt<br />
|mobdamageaverage = 8<br />
|leathername = Bearskin<br />
|diet = omnivorous<br />
|trainable = Advanced<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 90<br />
|lifespan = 22<br />
|offspring = 1<br />
|maturityage = 3+<br />
|marketvalue = 700<br />
|livesin_tundra = true<br />
|livesin_borealforest = true<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Grizzlies can be tamed wild, randomly join your colony in an event, or be bought pre-tamed from a trader<br />
<br />
===Training===<br />
Grizzlies can be trained in all four aspects: Obedience, Release, Rescue and Haul.</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Grizzly_bear&diff=38657Grizzly bear2016-05-21T20:45:28Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{Stub}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Grizzly Bear<br />
|image = N.A<br />
|description = Huge omnivorous mammals adapted for cold climates. Their thick blubber and fur keep them warm in winter. While there usual diet consists of fish, berries, honey and scavenged meat, the grizzly is capable of using its massive strength and deadly claws to kill live prey. They are startlingly quick for such lumbering creatures.<br />
|type = animals <br />
|type2 = wild<br />
|bodysize = 1<br />
|healthscale = 1<br />
|movespeed = 4.30<br />
|mobdamage = 8.5<br />
|damagetype = Sharp, Blunt<br />
|mobdamageaverage = 8<br />
|leathername = Bearskin<br />
|diet = omnivorous<br />
|trainable = Advanced<br />
|wildness = 75<br />
|handleskill = 6<br />
|gestation = 90<br />
|lifespan = 22<br />
|offspring = 1<br />
|maturityage = 3+<br />
|marketvalue = 700<br />
|livesin_tundra = true<br />
|livesin_borealforest = true<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Grizzlies can be tamed wild, randomly join your colony in an event, or be bought pre-tamed from a trader<br />
<br />
===Training===<br />
Grizzlies can be trained in all four aspects: Obedience, Release, Rescue and Haul.</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Grizzly_bear&diff=38656Grizzly bear2016-05-21T20:44:57Z<p>Louisthebadassrimworlder: Created page with "{{Stub}} <onlyinclude> {{infobox main|animal| |name = File: |image = N.A |description = Huge omnivorous mammals adapted for cold climates. Their thick blubber and fur keep..."</p>
<hr />
<div>{{Stub}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = [[File:]]<br />
|image = N.A<br />
|description = Huge omnivorous mammals adapted for cold climates. Their thick blubber and fur keep them warm in winter. While there usual diet consists of fish, berries, honey and scavenged meat, the grizzly is capable of using its massive strength and deadly claws to kill live prey. They are startlingly quick for such lumbering creatures.<br />
|type = animals <br />
|type2 = wild<br />
|bodysize = 1<br />
|healthscale = 1<br />
|movespeed = 4.30<br />
|mobdamage = 8.5<br />
|damagetype = Sharp, Blunt<br />
|mobdamageaverage = 8<br />
|leathername = Bearskin<br />
|diet = omnivorous<br />
|trainable = Advanced<br />
|wildness = 75<br />
|handleskill = 6<br />
|gestation = 90<br />
|lifespan = 22<br />
|offspring = 1<br />
|maturityage = 3+<br />
|marketvalue = 700<br />
|livesin_tundra = true<br />
|livesin_borealforest = true<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
Grizzlies can be tamed wild, randomly join your colony in an event, or be bought pre-tamed from a trader<br />
<br />
===Training===<br />
Grizzlies can be trained in all four aspects: Obedience, Release, Rescue and Haul.</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Tool_cabinet&diff=38208Tool cabinet2015-10-29T18:39:27Z<p>Louisthebadassrimworlder: Created page with "A tool cabinet is a item found in the crafting menu which gives a boost to the effectiveness of any Electric Smelter,Tailor Bench,Stonecutter's Table,Sculptor's ..."</p>
<hr />
<div>A tool cabinet is a item found in the crafting menu which gives a boost to the effectiveness of any [[Electric Smelter]],[[Tailor Bench]],[[Stonecutter's Table]],[[Sculptor's Bench]],[[Smithing Bench]] or [[Machining Bench]] in its vicinity.</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Meal&diff=38207Meal2015-10-29T18:33:52Z<p>Louisthebadassrimworlder: New page! Hooray!</p>
<hr />
<div>Meals<br />
<br />
Meals are food items that have been processed in some way (Cooked, Brewed etc.) and compacted into a single item which a colonist can eat. Meal types include:<br />
<br />
[[Nutrient Paste Meal]] - A meal made with 10 raw food, dispensed into a hopper connected to a Nutrient paste dispenser which makes meals on demand. <br />
[[Simple Meal]] - The cheapest meal made using a cook stove, with 10 raw food placed in the center of the cook stove and made into a meal by a cook.<br />
[[Fine Meal]] - The second best meal, made using 5 meats and 5 vegetables on a cook stove by a cook.<br />
[[Lavish Meal]] - The tastiest meal of the lot, made using 10 vegetables and 10 units of meat on a cook stove by a cook.<br />
[[Packaged Survival Meal]] - A high-quality meal, carried by raiders and visitors, found on the floor of the map and the meal that your colonists land with. It is unknown what is needed to create a PSM, as they cannot technically be cooked.<br />
[[Beer]] - Beer is a joy-boosting meal made with 5 [[hops]]. [[Hops]] can be grown, and then 25 are placed on the brewing table and turned into beer by a cook. That gives 5 units of beer, which can then be consumed by colonists. It is important to note that while the 'Do until you have (x) amount' slider can be used on this bill, it will only produce a fixed rate of 5 per 25 hops used. This cannot be altered (i.e 10 hops = 2 beer). Also note that beer gives different levels of inebriation depending on the amount consumed. <br />
[[Chocolate]] - Again, an uncookable meal found only on trade ships. Gives a joy boost.</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Meal&diff=38206Meal2015-10-29T18:24:57Z<p>Louisthebadassrimworlder: Created page with "Meals Meals are food items that have been processed in some way (Cooked, Brewed etc.) and compacted into a single item which a colonist can eat. Meal types include: Nutrie..."</p>
<hr />
<div>Meals<br />
<br />
Meals are food items that have been processed in some way (Cooked, Brewed etc.) and compacted into a single item which a colonist can eat. Meal types include:<br />
<br />
[[Nutrient Paste Meal]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Dumping_zone&diff=38205Dumping zone2015-10-29T18:21:18Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>__NOTOC__<br />
{{TNT|rewrite}}<br />
<br/><br />
<onlyinclude>{{{{TNTN|infobox main}}|area|<br />
|name = <br />
Dumping zone<br />
|image = Zone1.png|<br />
Dumping zone<br />
|info = <br />
Used for dump<br />
|type = Zones{{!}}<br />
Zones <br />
|placeable = y<br />
|size = 1|1 +<br />
}}</onlyinclude><div class="pull-left" style="margin-right:15px"><span>[[File:Zone2b.png]]</span>{{clr}}<span>[[File:Zone2a.png]]</span></div> Your colonists will dump debris, bodies and animal corpses in dumping zones. <br />
<br />
A dumping zone can be emptied for continuous use or easily expanded, its unclear if the emptying of an area is relying on a bug or an intended feature (needs confirmation), but a dumping area can be used in even more ways than just an area to dump garbage at.<br />
<br />
==How to clear a dumping area==<br />
A dumping area can be cleared by using any form of damage such as explosions, gunfire or even regular fire (fire doesn't work on rocks).<br />
* The cheapest and fastest way is to have a '''[[Soldier|soldier]]''' with '''[[Frag Grenades|frag grenades]]''' target and attack the dumping area.<br />
* '''[[Molotov cocktails|Molotov cocktails]]''' can be used in the same way, but they can't destroy rocks (they can actually damage rocks with the explosion on impact, but not with the resulting fire), only dead bodies, and they will start a fire that can get out of control.<br />
* '''[[Blasting charges|Blasting charges]]''' can be used like frag grenades, by first selling the dumping area and then build the charges and explode them so the bodies are caught in the explosion, 2 explosions are required to remove a body and several more for rocks (rocks need testing).<br />
<br />
==Used as defense== <br />
A dumping area easily be used for some free extra defense for your turrets. <br />
* Build a turret<br />
* Designate a dumping zone around the turret<br />
* Haul enough rocks to fill the dumping area (make sure they don't haul the rocks to some other dumping zone)<br />
<br />
<br />
==Used as "burial place"==<br />
Each separate dumping area can be assigned to be able to receive colonists' bodies, strangers' bodies and animal corpses or not.<br />
Each placed debris/body/corpse takes one space and will eventually fill it up.<br />
some elaborate ways of removing "waste" are available '''[[Dumping area#How to clear a dumping_area|here]]'''.<br />
<br />
==Current version ==<br />
<br />
==Previous versions==<br />
<br />
'''Continue rewriting from this point downwards'''<br />
<br />
{{v|0.0.254b}} As of this version a method of removal of debris (commonly generated from destroyed structures, orbital drops etc) exists similar to corpse removal from graves by the use of explosive charges (research option). Collecting dumpable material via Dumping area designation, then removing one of the middle debris to another dump (after selling the existing Dumping area designation) allows placing the explosive charges inside the former dumping area. Each time the explosive charge is detonated it will cause damage to surrounding material. When the dumped material reaches 0 HP it will be permanently removed from the game. <br />
<br />
'''NOTE:''' non-organic dumpable material has a high HP count and requires multiple detonations to remove. See below section on pirate defense.<br />
<br />
<br />
{{v|0.0.254b}} Using the Dumping zone designation one can build a row of refuse at a convenient location in your defensive line of fire. The current AI of incoming pirate raiders favors the use of refuse as a cover mechanism, thus allowing the player some limited control of the raider pathing. When a small wall of refuse is placed for this purpose it is also useful to plant an explosive charge next to it for use if/when the raiders are becoming problematic for your defenses. In this way, you can slowly wear down unwanted garbage refuse while still maintaining the defensive usefulness of the explosive charges during defense.<br />
<br />
<br />
{{v|0.0.254b}} Refuse in a dumping area slows the movement speed of any creature or person moving across the tile. Using this mechanic it is possible to use refuse as a snare to slow the approach of hostiles before they reach firing range. Note that this tactic only works on those creatures not within firing range or line of sight to a valid target so is best used when your defense members are equipped with long range weapons. If the hostiles are equipped with the same long range guns this tactic is less useful - however since the number of hostiles with maximum range weapons (M-24 Sniper Rifle - range 45) is usually limited this tactic can be quite useful when employed between the 33 to 45 square radius of your defenses, allowing your snipers more time to shoot at incoming hostiles. It is unclear if the cover mechanic protects hostiles even when moving, or if only when stationary behind cover.<br />
<br />
{{{{TNTN|nav}}|zone}}<br />
[[Category:Zones]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Table_(2x4)&diff=38204Table (2x4)2015-10-29T18:18:34Z<p>Louisthebadassrimworlder: Just adding in a new Alpha 11/12 feature.</p>
<hr />
<div><onlyinclude><br />
{{infobox main|furniture||<br />
|name = Table (long)<br />
|image = WoodTableLong.png<br />
|info = People eat off tables when chairs are placed facing them.<br />
|type = Furniture{{!}}Furniture<br />
|placeable = y<br />
|size = 4|2<br />
|hp = Varies<br />
|buy = Varies<br />
|sell = Varies}}<br />
</onlyinclude><br />
<br />
Tables provide a place for colonists to eat that is preferred to eating on the ground. Tables require adjacent chairs to be used. Tables can be made from various materials, each with their own strengths and weaknesses. The quality of the table also affects the beauty of the surrounding area, and contributes to the colonist's overall joy and environment.<br />
<br />
{|class="wikitable"<br />
!Type<br />
!Cost<br />
!Beauty<br />
!Flamability<br />
!Market value<br />
!Max health<br />
!Work to make<br />
|-<br />
|Silver ||{{icon|silver|700}}<br />
|54 ||20% ||$724.00 ||105 ||33<br />
|-<br />
|Steel ||{{icon|metal|35}}<br />
|12 ||20% ||$94.00 ||150 ||33<br />
|-<br />
|Wood ||{{icon|wood|35}}<br />
|21 ||100% ||$75 ||75 ||23<br />
|-<br />
|Uranium ||{{icon|uranium|700}}<br />
|5 ||0% ||$3524.00 ||375 ||117<br />
|}<br />
<br />
==Gallery==<br />
{{stub}}<br />
<gallery><br />
SilverTableLong.png<br />
SteelTableLong.png<br />
UraniumTableLong.png<br />
</gallery><br />
<br />
{{nav|furniture|wide}}<br />
[[Category:Furniture]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Teak_tree&diff=37556Teak tree2015-09-26T14:29:53Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{Delete}}{{Define|Plant<br />
| harvest yield max = 60<br />
| harvest yield min = 10<br />
| visual size max = 2.4<br />
| visual size min = 1.3<br />
| wild cluster size max = 30<br />
| wild cluster size min = 8<br />
| altitude layer = BuildingTall<br />
| block adjacent sow = true<br />
| def name = PlantTreeTeak<br />
| description = A very strong hardwood tree, used in ancient times to build sailing ships.<br />
| drawer type = MapMeshOnly<br />
| fertility factor growth rate = 0.5<br />
| fertility min = 0.3<br />
| fill percent = 0.35<br />
| graphic class = Graphic_Random<br />
| graphic path = Things/Plant/TreeTeak<br />
| graphic shader type = CutoutPlant<br />
| grow days = 65<br />
| harvest destroys = true<br />
| harvest min growth = 0.40<br />
| harvest tag = Wood<br />
| harvest work = 1200<br />
| harvested thing def = WoodLog<br />
| label = teak tree<br />
| leafless graphic path = Things/Plant/TreeOak_Leafless<br />
| never multi select = True<br />
| nutrition = 0.50<br />
| parent name = TreeBase<br />
| passability = PassThroughOnly<br />
| path cost = 130<br />
| preferability = Plant<br />
| selectable = true<br />
| sound harvest finish = Harvest_Tree_Finish<br />
| sound harvesting = Harvest_Tree<br />
| sow work = 150<br />
| ticker type = Rare<br />
| top wind exposure = 0.25<br />
| use hit points = True<br />
| wild cluster radius = 8<br />
| sow tag decorative = false<br />
| sow tag ground = false<br />
| sow tag hydroponic = false<br />
| beauty base = 5<br />
| flammability base = 0.8<br />
| max hit points base = 300<br />
}}<br />
<onlyinclude><br />
{{Plant<br />
| name = Teak Tree<br />
| image = Teak Tree.png<br />
| description = A very strong hardwood tree, used in ancient times to build ships.<br />
| information =<br />
| time = 65<br />
| type = Wild<br />
| hp = 300<br />
| wood = 10-60<br />
}}<br />
</onlyinclude><br />
<br />
{{infobox main|plant|<br />
|name = Teak Tree<br />
|image = TeakTree.png|Teak tree<br />
|info = A very strong hardwood tree, used in ancient times to build ships.<br />
|type = Plants{{!}}Plants<br />
|type2 = Wild plants{{!}}Wild<br />
|placeable = <br />
|hp = 300<br />
|time = 65<br />
|yield = 60<br />
}}<br />
A large tree, native to the rain forests that will produce a great deal of wood. However, it takes a long time to grow.<br />
<br />
Planted in the [[growing area|growing area]] or found growing on it's own in the wild.<br />
<br />
{{nav|plant|wide}}<br />
[[Category:Plants]]<br />
[[Category:Domesticated plants]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Equipment&diff=37555Equipment2015-09-26T14:27:55Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>Equipment, currently consisting only of [[weapons]], are items gained either by killing raiders or passing visitors. The only other method is conducting trade with passing ships.<br />
<br />
Equipment can be assigned to a [[colonist]] by clicking with the right-mousebutton on the item while a colonist is selected. An equipped item can be dropped by using the right-mousebutton again on the colonist carrying it and selecting "Drop (item name, ie.R4 Charge Rifle)"<br />
<br />
[[Category:Equipment]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Animals&diff=37307Animals2015-09-08T16:49:05Z<p>Louisthebadassrimworlder: </p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
! {{MainSection_Nav}}<br />
|}<br />
{| align=center<br />
| {{Characters_Nav}}<br />
|}<br />
<hr><br />
<!-- End of Nav --><br />
{{Tocright}}<br />
<onlyinclude><br />
<br />
Wild animals occasionally spawn on the map according to the [[biomes|biome]]. These wild animals will wander and graze on vegetation. Growing [[Resources#Raw_food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].<br />
<br />
Sometimes an animal may be driven mad by a psychic wave and attack any humans not behind closed doors. If injured by a colonist, certain species of animals will become maddened into a manhunter state and will relentlessly seek out humans to attack. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood.<br />
</onlyinclude><br />
<br />
==Taming==<br />
Any wild animal can be tamed by an [[Overview#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.<br />
[[File:Tame.png|52px|left|link=]]Wild animals may be tamed using the Tame button. An animal marked in this way will be tamed by an animal handler. The chance to tame an animal depends on the animal's wildness and the handler's animal skill. Tamed animals will remain in or near the colony or they may be assigned to animal areas to contain them. Setting animal areas is usually necessary to restrict them from eating food not intended for them.<br />
<br><br />
{{clear|left}}<br />
[[File:Slaughter.png|52px|left|link=]]Tamed animals may be slaughtered using the Slaughter button. An animal marked in this way will be slaughtered by an animal handler. The handler needs not be equipped with a weapon.<br />
<br />
{{clear|left}}<br />
==Naming==<br />
The game names certain animals when tamed. Other animals have a chance to be named when they nuzzle a colonist. Names are always generated by the game and cannot be changed by the player. <br />
<br />
==Breeding==<br />
Only tamed animals may breed.<br />
<br />
==Training==<br />
Tamed animals may be trained depending on their trainable intelligence. Access training <br />
<br />
'''Obedience:''' (Training intelligence required: Simple) - An animal trained in obedience follows its master and will attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. The assigned master can be changed to another colonist with sufficient animal skill for that animal. Multiple animals may be assigned to a single master.<br />
<br />
'''Release:''' (Training intelligence required: Intermediate) - Text here<br />
<br />
'''Rescue:''' (Training intelligence required: Advanced) - Text here<br />
<br />
'''Haul:''' (Training intelligence required: Advanced) - Text here<br />
<br />
==Needs==<br />
Animals require food and sleep and will fulfill their needs on their own.<br />
<br />
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. <br />
<br />
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.<br />
<br />
==Trade==<br />
Tamed animals may be sold to traders. Animals purchased from traders will be already tamed.<br />
<br />
==Health==<br />
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them. They feel pain, and have all of the different health stats that human pawns possess.<br />
<br />
==Life Stages==<br />
Animals all have three different life stages. Animals start out as babies, and some animals may have a specific name for this stage (e.g chick). They then move on to juveniles (teenagers). Finally, they reach the final life stage which is adulthood.<br />
<br />
==Animals List==<br />
Below is a list of all of the animals currently in this version of the game. <br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Type !! Wildness !! style="width:30px;" | Diet !! Hunger Rate !! Move Speed !! Damage Average<ref>Some animals have more than one attack, so the damage listed is the average damage of those attacks. See individual animal pages for more information.</ref> !! Meat Yield !! Leather Yield !! Life Expectancy !! Min. Handling Skill !! Obedience !! Release !! Rescue !! Haul<br />
|-<br />
{{Animals/Row|Alpaca}}<br />
|-<br />
{{Animals/Row|Alphabeaver}}<br />
|-<br />
{{Animals/Row|Boar}}<br />
|-<br />
{{Animals/Row|Boomalope}}<br />
|-<br />
{{Animals/Row|Boomrat}}<br />
|-<br />
{{Animals/Row|Capybara}}<br />
|-<br />
{{Animals/Row|Chicken}}<br />
|-<br />
{{Animals/Row|Chinchilla}}<br />
|-<br />
{{Animals/Row|Cobra}}<br />
|-<br />
{{Animals/Row|Cow}}<br />
|-<br />
{{Animals/Row|Deer}}<br />
|-<br />
{{Animals/Row|Dromedary}}<br />
|-<br />
{{Animals/Row|Elephant}}<br />
|-<br />
{{Animals/Row|Elk}}<br />
|-<br />
{{Animals/Row|Hare}}<br />
|-<br />
{{Animals/Row|Husky}}<br />
|-<br />
{{Animals/Row|Iguana}}<br />
|-<br />
{{Animals/Row|Labrador retriever}}<br />
|-<br />
{{Animals/Row|Megascarab}}<br />
|-<br />
{{Animals/Row|Monkey}}<br />
|-<br />
{{Animals/Row|Muffalo}}<br />
|-<br />
{{Animals/Row|Pig}}<br />
|-<br />
{{Animals/Row|Rhinoceros}}<br />
|-<br />
{{Animals/Row|Squirrel}}<br />
|-<br />
{{Animals/Row|Thrumbo}}<br />
|-<br />
{{Animals/Row|Tortoise}}<br />
|-<br />
{{Animals/Row|Warg}}<br />
|-<br />
{{Animals/Row|Yorkshire terrier}}<br />
|}<br />
<br />
==Animal Products==<br />
Certain tame animals produce milk, wool, or eggs.<br />
<br />
===Milk===<br />
[[File:Milk.png|32px|left|link=Milk]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average<br />
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]]<br />
| ?Milk Amount<br />
| ?Milking Interval Days<br />
| ?Daily Milk Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
===Wool===<br />
[[File:Wool.png|32px|left|link=Wool]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average<br />
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]<br />
| ?Wool Amount<br />
| ?Shearing Interval Days<br />
| ?Daily Wool Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
===Eggs===<br />
[[File:Eggs.png|32px|left|link=Eggs]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Month Average<br />
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]<br />
| ?Eggs Per Clutch Average<br />
| ?Egg Laying Interval<br />
| ?Eggs Per Month Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
<references/><br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Animals&diff=37306Animals2015-09-08T16:48:41Z<p>Louisthebadassrimworlder: </p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
! {{MainSection_Nav}}<br />
|}<br />
{| align=center<br />
| {{Characters_Nav}}<br />
|}<br />
<hr><br />
<!-- End of Nav --><br />
{{Tocright}}<br />
<onlyinclude><br />
animalsleepingspot.png<br />
Wild animals occasionally spawn on the map according to the [[biomes|biome]]. These wild animals will wander and graze on vegetation. Growing [[Resources#Raw_food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].<br />
<br />
Sometimes an animal may be driven mad by a psychic wave and attack any humans not behind closed doors. If injured by a colonist, certain species of animals will become maddened into a manhunter state and will relentlessly seek out humans to attack. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood.<br />
</onlyinclude><br />
<br />
==Taming==<br />
Any wild animal can be tamed by an [[Overview#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.<br />
[[File:Tame.png|52px|left|link=]]Wild animals may be tamed using the Tame button. An animal marked in this way will be tamed by an animal handler. The chance to tame an animal depends on the animal's wildness and the handler's animal skill. Tamed animals will remain in or near the colony or they may be assigned to animal areas to contain them. Setting animal areas is usually necessary to restrict them from eating food not intended for them.<br />
<br><br />
{{clear|left}}<br />
[[File:Slaughter.png|52px|left|link=]]Tamed animals may be slaughtered using the Slaughter button. An animal marked in this way will be slaughtered by an animal handler. The handler needs not be equipped with a weapon.<br />
<br />
{{clear|left}}<br />
==Naming==<br />
The game names certain animals when tamed. Other animals have a chance to be named when they nuzzle a colonist. Names are always generated by the game and cannot be changed by the player. <br />
<br />
==Breeding==<br />
Only tamed animals may breed.<br />
<br />
==Training==<br />
Tamed animals may be trained depending on their trainable intelligence. Access training <br />
<br />
'''Obedience:''' (Training intelligence required: Simple) - An animal trained in obedience follows its master and will attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. The assigned master can be changed to another colonist with sufficient animal skill for that animal. Multiple animals may be assigned to a single master.<br />
<br />
'''Release:''' (Training intelligence required: Intermediate) - Text here<br />
<br />
'''Rescue:''' (Training intelligence required: Advanced) - Text here<br />
<br />
'''Haul:''' (Training intelligence required: Advanced) - Text here<br />
<br />
==Needs==<br />
Animals require food and sleep and will fulfill their needs on their own.<br />
<br />
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. <br />
<br />
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.<br />
<br />
==Trade==<br />
Tamed animals may be sold to traders. Animals purchased from traders will be already tamed.<br />
<br />
==Health==<br />
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them. They feel pain, and have all of the different health stats that human pawns possess.<br />
<br />
==Life Stages==<br />
Animals all have three different life stages. Animals start out as babies, and some animals may have a specific name for this stage (e.g chick). They then move on to juveniles (teenagers). Finally, they reach the final life stage which is adulthood.<br />
<br />
==Animals List==<br />
Below is a list of all of the animals currently in this version of the game. <br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Type !! Wildness !! style="width:30px;" | Diet !! Hunger Rate !! Move Speed !! Damage Average<ref>Some animals have more than one attack, so the damage listed is the average damage of those attacks. See individual animal pages for more information.</ref> !! Meat Yield !! Leather Yield !! Life Expectancy !! Min. Handling Skill !! Obedience !! Release !! Rescue !! Haul<br />
|-<br />
{{Animals/Row|Alpaca}}<br />
|-<br />
{{Animals/Row|Alphabeaver}}<br />
|-<br />
{{Animals/Row|Boar}}<br />
|-<br />
{{Animals/Row|Boomalope}}<br />
|-<br />
{{Animals/Row|Boomrat}}<br />
|-<br />
{{Animals/Row|Capybara}}<br />
|-<br />
{{Animals/Row|Chicken}}<br />
|-<br />
{{Animals/Row|Chinchilla}}<br />
|-<br />
{{Animals/Row|Cobra}}<br />
|-<br />
{{Animals/Row|Cow}}<br />
|-<br />
{{Animals/Row|Deer}}<br />
|-<br />
{{Animals/Row|Dromedary}}<br />
|-<br />
{{Animals/Row|Elephant}}<br />
|-<br />
{{Animals/Row|Elk}}<br />
|-<br />
{{Animals/Row|Hare}}<br />
|-<br />
{{Animals/Row|Husky}}<br />
|-<br />
{{Animals/Row|Iguana}}<br />
|-<br />
{{Animals/Row|Labrador retriever}}<br />
|-<br />
{{Animals/Row|Megascarab}}<br />
|-<br />
{{Animals/Row|Monkey}}<br />
|-<br />
{{Animals/Row|Muffalo}}<br />
|-<br />
{{Animals/Row|Pig}}<br />
|-<br />
{{Animals/Row|Rhinoceros}}<br />
|-<br />
{{Animals/Row|Squirrel}}<br />
|-<br />
{{Animals/Row|Thrumbo}}<br />
|-<br />
{{Animals/Row|Tortoise}}<br />
|-<br />
{{Animals/Row|Warg}}<br />
|-<br />
{{Animals/Row|Yorkshire terrier}}<br />
|}<br />
<br />
==Animal Products==<br />
Certain tame animals produce milk, wool, or eggs.<br />
<br />
===Milk===<br />
[[File:Milk.png|32px|left|link=Milk]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average<br />
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]]<br />
| ?Milk Amount<br />
| ?Milking Interval Days<br />
| ?Daily Milk Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
===Wool===<br />
[[File:Wool.png|32px|left|link=Wool]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average<br />
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]<br />
| ?Wool Amount<br />
| ?Shearing Interval Days<br />
| ?Daily Wool Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
===Eggs===<br />
[[File:Eggs.png|32px|left|link=Eggs]]<br />
{| {{STDT| sortable c_08 text-center}}<br />
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Month Average<br />
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]<br />
| ?Eggs Per Clutch Average<br />
| ?Egg Laying Interval<br />
| ?Eggs Per Month Average<br />
| format = template<br />
| template = Animals/ProductsRow<br />
| link = subject}}<br />
|}<br />
<br />
<references/><br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Megascarab&diff=37305Megascarab2015-09-08T16:46:38Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{UC}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Megascarab<br />
|image = |Megascarab<br />
|description = "A large, genetically-engineered beetle."<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.2<br />
|healthscale = 0.4<br />
|movespeed = 3.7<br />
|mobdamage = 7<br />
|mobdamagetype = bite<br />
|mobdamageaverage = 7<br />
|armorblunt = 0.1<br />
|armorsharp = 0.4<br />
|manhunter = 1<br />
|manhuntertame = 0.01<br />
|hungerrate = 0.2<br />
|manhunter = .0125<br />
|diet = omnivorous<br />
|trainable = intermediate<br />
|wildness = 0.95<br />
|handleskill = 8<br />
|gestation = Cannot Reproduce<br />
|lifespan = 10<br />
|livesin_desert = true<br />
|offspring = Cannot Reproduce<br />
|maturityage = 1+<br />
|marketvalue = 65<br />
}}</onlyinclude><br />
<br />
{{Info|A '''megascarab''' is a large, genetically-engineered beetle found only in the desert. Once the worker caste of an artificial ecosystem of insectoids designed to fight mechanoid invasions, it is now usually seen without its deadlier insectoid cousins. Its hard shell protects it from blunt damage by 10% and sharp damage by 40%. Megascarabs are hazardous to hunt, for if they are injured, even accidentally, by a human or a mechanoid, they will turn manhunter and attack any human or mechanoid on the map they can reach. If slain, they can be butchered for 18 scarab meat.}}<ref>Amount given is at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Megascarabs can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<references/><br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Cobra&diff=37304Cobra2015-09-08T16:33:11Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{UC}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Cobra<br />
|image = Cobra.png<br />
|description = A large snake. Cobras can be highly aggressive if provoked - it's better to stay away from these creatures.<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.25<br />
|healthscale = 0.45<br />
|movespeed = 4.84<br />
|mobdamage = 10<br />
|mobdamagetype = bite<br />
|mobdamageaverage = 10<br />
|leathername = cobraskin<br />
|eggsmin = 3<br />
|eggsmax = 6<br />
|eggs_avg = 4.5<br />
|eggtime = 15<br />
|eggs_avg10 = 3<br />
|manhunter = 1<br />
|manhuntertame = 0.01<br />
|hungerrate = 0.125<br />
|diet = omnivorous<br />
|trainable = intermediate<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 35<br />
|lifespan = 20<br />
|livesin_tropicalrainforest = true<br />
|offspring = 1-3<br />
|maturityage = 1+<br />
|marketvalue = 400<br />
}}</onlyinclude><br />
<br />
{{Info|Cobras are an omnivorous species of snake found only in tropical rainforests. Cobras are hazardous to hunt, for if they are injured, even accidentally, by a human or a mechanoid, they will turn manhunter and attack any human or mechanoid on the map they can reach. If slain, they can be butchered for 18 cobraflesh and 4 [[cobraskin]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Cobras can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<references/><br />
<br />
==Health==<br />
{|class="wikitable"<br />
!Body part !!Health<br />
|-<br />
|Head ||<br />
|-<br />
|Body ||24<br />
|-<br />
|Kidney<ref name="Body">Located inside of Body.</ref><br>(left, right) ||16<br />
|-<br />
|Liver<ref name="Body"/> ||16<br />
|-<br />
|Stomach<ref name="Body"/> ||24<br />
|}<br />
<references/><br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Tortoise&diff=37303Tortoise2015-09-08T16:31:59Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{UC}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Tortoise<br />
|image = Tortoise.png<br />
|description = This heavily armored land-dwelling reptile is known for its slow moving speed and surprisingly vicious bite.<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.5<br />
|healthscale = 0.6<br />
|hungerrate = 0.3<br />
|diet = omnivorous<br />
|movespeed = 1.00<br />
|mobdamage = 10<br />
|mobdamagetype = bite<br />
|mobdamageaverage = 10<br />
|armorblunt = .3<br />
|armorsharp = .5<br />
|leathername = tortoise leather<br />
|eggsmin = 5<br />
|eggsmax = 10<br />
|eggs_avg = 7.5<br />
|eggtime = 40<br />
|eggs_avg10 = 2<br />
|manhunter = .0125<br />
|trainable = intermediate<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 45<br />
|lifespan = 180<br />
|livesin_temperateforest = true<br />
|livesin_tropicalrainforest = true<br />
|offspring = 3-4<br />
|maturityage = 24+ approx.<br />
|marketvalue = 200<br />
}}</onlyinclude><br />
<br />
{{info|These crawling omnivores prefers to live in the moderate climates of the temperate forest and the tropical rainforest. It's shell gives it 30% blunt damage resistance and 50% sharp damage resistance. Their small target size, built-in armor, and moderate health means that a hunter will need several shots to take one down. If slain, they can be butchered for 54 tortoise meat and 12 [[Tortoise Leather|tortoise leather]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br><small>See also: [[Hare]]</small><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Tortoises can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<references/><br />
<br />
{{nav|animal}}<br />
<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Iguana&diff=37302Iguana2015-09-08T16:30:49Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{UC}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Iguana<br />
|image = |Iguana<br />
|description = "These large lizards normally feed on plant matter. However, when angered, their tough hide and sharp claws make them quite dangerous.″<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.28<br />
|healthscale = 0.5<br />
|movespeed = 3.23<br />
|mobdamage = 8<br />
|mobdamagetype = scratch<br />
|mobdamage2 = 6<br />
|mobdamagetype2 = bite<br />
|mobdamageaverage = 7.33<br />
|leathername = iguana skin<br />
|eggsmin = 5<br />
|eggsmax = 7<br />
|eggs_avg = 6<br />
|eggtime = 20<br />
|eggs_avg10 = 3<br />
|manhunter = .0125<br />
|hungerrate = 0.2<br />
|diet = omnivorous<br />
|trainable = intermediate<br />
|wildness = 0.75<br />
|handleskill = 3<br />
|gestation = 28<br />
|lifespan = 12<br />
|livesin_aridshrubland = true<br />
|livesin_desert = true<br />
|offspring = 4-5<br />
|maturityage = 1+<br />
|marketvalue = 100<br />
}}</onlyinclude><br />
<br />
{{Info|Iguanas are solitary omnivorous lizards that live in the warm dry climates of the arid shrubland and the desert. Despite their small size, their scratch and bite attacks are twice that of the [[squirrel]]'s. If slain, they can be butchered for 18 iguana meat and 4 [[Iguana Skin|iguana skin]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Iguanas can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<references/><br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Yorkshire_terrier&diff=37265Yorkshire terrier2015-09-07T17:39:21Z<p>Louisthebadassrimworlder: FINITO!</p>
<hr />
<div>{{stub}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Yorkshire terrier<br />
|image = Yorkshire terrier.png<br />
|description = A small, even-tempered dog. Originally bred to hunt rats, it later became a show and companionship animal.<br />
|type = Animals<br />
|type2 = Pet<br />
|bodysize = 0.3<br />
|healthscale = 0.4<br />
|movespeed = 3.1<br />
|mobdamage = 3<br />
|mobdamagetype = scratch<br />
|mobdamage2 = 4<br />
|mobdamagetype2 = bite<br />
|mobdamageaverage = 3.33<br />
|leathername = yorkieskin<br />
|manhunter = 0.0125<br />
|hungerrate = 0.15<br />
|diet = omnivorous<br />
|trainable = advanced<br />
|wildness = 0<br />
|handleskill = 0<br />
|gestation = 60<br />
|lifespan = 15<br />
|offspring = 2-3<br />
|maturityage = 1+<br />
|marketvalue = 200<br />
}}</onlyinclude><br />
<br />
{{info|If slain, they can be butchered for yorkie meat and [[yorkieskin]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Yorkshire terriers can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<references/><br />
<br />
{{nav|animal}}<br />
<br />
[[Category:Animals]]<br />
[[Category:Pet]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Warg&diff=37264Warg2015-09-07T17:35:32Z<p>Louisthebadassrimworlder: </p>
<hr />
<div><onlyinclude><br />
{{infobox main|animal|<br />
|name = Warg<br />
|image = Warg.png<br />
|description = "Heavily-muscled wolf-like creatures. Scientists say wargs are the descendants of weaponized military animals created for population suppression. The superstitious see them as the tools of an angry god.″<br />
|type = Animals<br />
|type2 = Pet<br />
|bodysize = 1.0<br />
|healthscale = 1.15<br />
|movespeed = 5.00<br />
|mobdamage = 10<br />
|mobdamagetype = scratch<br />
|mobdamage2 = 12<br />
|mobdamagetype2 = bite<br />
|mobdamageaverage = 10.66<br />
|leathername = warg fur<br />
|manhunter = 0.0125<br />
|manhuntertame = 0.005<br />
|hungerrate = 0.6<br />
|diet = carnivorous<br />
|trainable = advanced<br />
|wildness = 0.80<br />
|handleskill = 6<br />
|gestation = 45<br />
|lifespan = 15<br />
|offspring = 1-2<br />
|maturityage = 1+<br />
|marketvalue = 450<br />
<br />
}}</onlyinclude><br />
<br />
{{Info|Wargs are cold-loving, wolf-like carnivores that roam through temperate forests, boreal forests, and tundra. If slain, they can be butchered for 90 warg meat and 20 [[warg fur]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br />
==Manhunter Pack==<br />
Wargs can appear naturally on the map but may also appear when triggered by the [[Events#Manhunter pack|manhunter pack]] event. Any warg that appears during the event will arrive in a mood state of Broken: Manhunter which drives them to seek out and attack your colonists and any other human not indoors. They won't try to break doors but will instead linger near them, waiting to ambush anyone that exits. <br />
<br />
==Taming and Training==<br />
<br />
Wargs can be tamed by a handler with at least a 6 in animal skill. Warg can also be purchased pre-tamed from bulk goods traders or one can be spawned at the start of a game as the starting pet. Wargs are among the hardest animals to train, with a wildness of 80%, with only the rhinoceros, thrumbo and megascarabs being harder to train/tame. Wargs can learn any skill in the game, with adults being of sufficient size and intelligence to learn all 4.<br />
<br />
<br />
Wargs can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<references/><br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Pet]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Squirrel&diff=37263Squirrel2015-09-07T17:33:36Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{UC}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Squirrel<br />
|image = Squirrel.png|Squirrel<br />
|description = "One of the many hardy, versatile rodent species that follows humankind everywhere it spreads."<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.15<br />
|healthscale = 0.25<br />
|movespeed = 6.00<br />
|mobdamage = 4<br />
|mobdamagetype = scratch<br />
|mobdamage2 = 4<br />
|mobdamagetype2 = bite<br />
|mobdamageaverage = 4<br />
|leathername = squirrelskin<br />
|manhunter = .025<br />
|hungerrate = 0.15<br />
|diet = herbivorous<br />
|trainable = intermediate<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 20<br />
|lifespan = 8<br />
|offspring = 4-5<br />
|maturityage = 1+<br />
|marketvalue = 50<br />
}}</onlyinclude><br />
<br />
{{Info|The smallest and generally most harmless animal of the game. <br />
Very often the storytellers (unless you play Randy Random) make this foe your first encounter by driving one mad and sending it to attack your colonists.<br />
<br />
With very low health and a low melee damage, one might think this critter to be harmless but due to it's very fast attack rate your colonists will suffer many bleeding wounds very quickly. Their small size also makes them hard to shoot. This becomes especially dangerous when a psychic drone sends 5 or more of them your way. If slain, they can be butchered for 9 squirrel meat and 2 [[squirrelskin]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Squirrels can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<references/><br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Rhinoceros&diff=37262Rhinoceros2015-09-07T17:32:02Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{UC}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Rhinoceros<br />
|image = Rhinoceros.png<br />
|description = This large land mammal is typically quite peaceful, but it will not hesitate to charge with its horn to fend off trespassers.<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 3.0<br />
|healthscale = 3.5<br />
|movespeed = 3.8<br />
|mobdamage = 15<br />
|mobdamagetype = scratch<br />
|mobdamage2 = 17<br />
|mobdamagetype2 = blunt<br />
|mobdamageaverage = 16<br />
|leathername = rhinohide<br />
|manhunter = 1<br />
|manhuntertame = 0.02<br />
|hungerrate = 1.5<br />
|diet = herbivorous<br />
|trainable = intermediate<br />
|wildness = 0.90<br />
|handleskill = 8<br />
|gestation = 90<br />
|offspring = 1<br />
|maturityage = 3+<br />
|marketvalue = 1000<br />
|lifespan = 45<br />
}}</onlyinclude><br />
<br />
{{info|Rhinoceroses are a species of herbivore that tend to travel alone. They are only found in arid shrubland. Rhinoceroses are hazardous to hunt, for if they are injured, even accidentally, by a human or a mechanoid, they will turn manhunter and attack any human or mechanoid on the map they can reach. An enraged rhinoceros can be a serious threat due to it's high hit points and strong attack. If slain, they can be butchered for 120 rhinoceros meat and 27 [[rhinohide]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Rhinoceroses can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<references/><br />
<br />
{{nav|animal}}<br />
<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Pig&diff=37261Pig2015-09-07T17:30:36Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{UC}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Pig<br />
|image = Pig.png<br />
|description = The pig was one of the first animals domesticated by humans. It is commonly raised for meat and leather, and is easy to feed because of its omnivorous diet.<br />
|type = Animals<br />
|type2 = Farm<br />
|bodysize = 0.8<br />
|healthscale = 0.95<br />
|movespeed = 3.6<br />
|mobdamage = 7<br />
|mobdamagetype = bite<br />
|mobdamageaverage = 7<br />
|leathername = pigskin<br />
|manhunter = 0.0125<br />
|hungerrate = 0.4<br />
|diet = omnivorous<br />
|trainable = advanced<br />
|wildness = 0.07<br />
|handleskill = 0<br />
|gestation = 26<br />
|lifespan = 12<br />
|offspring = 3<br />
|maturityage = 1+<br />
|marketvalue = 280<br />
}}</onlyinclude><br />
<br />
{{Info|}}<br />
<br />
===Taming===<br />
<br />
===Training===<br />
Pigs can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Farm]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Muffalo&diff=37260Muffalo2015-09-07T16:36:44Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{UC}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Muffalo<br />
|image = Animal Muffalo side.png|200px{{!}}Muffalo<br />
|description = "A large herding herbivore descended from buffalo and adapted for some exotic environment. Peaceful unless disturbed."<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 2.0<br />
|healthscale = 1.75<br />
|movespeed = 3.6<br />
|mobdamage = 10<br />
|mobdamagetype = blunt<br />
|mobdamageaverage = 10<br />
|leathername = muffalo leather<br />
|woolname = muffalo wool<br />
|wool = 100<br />
|sheartime = 60<br />
|milk = 6<br />
|milktime = 4<br />
|manhunter = 0.0125<br />
|hungerrate =<br />
|diet = herbivorous<br />
|trainable = intermediate<br />
|wildness = 0.5<br />
|handleskill = 3<br />
|gestation = 60<br />
|lifespan = 15<br />
|offspring = 1<br />
|maturityage = 3+<br />
|marketvalue = 500<br />
}}</onlyinclude><br />
<br />
{{Info|Slow-moving, grass-grazing quadrupeds analogous to Buffalo.<br />
When enraged, they can melee and can become a threat to colonists due to their high health. They provide a large quantity of leather compared to other creatures that spawn in the same biomes, which means a herd of muffalo can be a lifesaver in extremely cold biomes; two or three muffalo usually provide leather to make a parka, as well as a gratuitous amount of meat. Their leather is a dark blue color. If slain, they can be butchered for 162 muffalo meat and 36 [[Muffalo Leather|muffalo leather]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br />
As of A12 tamed Muffalo produce milk (females only) and fur. This is then harvested by handlers. It is worth noting however that both of these are not particularly fast and other animals may provide a faster source of these materials.<br />
<br />
<br />
<br />
===Taming===<br />
<br />
===Training===<br />
Muffalos can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<references/><br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Monkey&diff=37259Monkey2015-09-07T16:35:36Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{UC}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Monkey<br />
|image = Monkey.png<br />
|description = "This monkey can use its curly tail to grab on to branches, leaving its hands free to do other things."<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.35<br />
|healthscale = 0.45<br />
|movespeed = 4.84<br />
|mobdamage = 4<br />
|mobdamagetype = blunt<br />
|mobdamageaverage = 4<br />
|leathername = monkeyhide<br />
|manhunter = .0125<br />
|hungerrate = 0.25<br />
|diet = omnivorous<br />
|trainable = advanced<br />
|wildness = 0.60<br />
|handleskill = 4<br />
|gestation = 32<br />
|lifespan = 30<br />
|offspring = 2<br />
|maturityage = 3+<br />
|marketvalue = 300<br />
}}</onlyinclude><br />
<br />
{{Info|'''Monkeys''' are omnivorous primates which live in the tropical rainforest. If slain, they can be butchered for 72 monkey meat and 16 [[monkeyhide]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Monkeys can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<references/><br />
==Health==<br />
{|class="wikitable"<br />
!Body part<br />
!Health<br />
|-<br />
|Head ||<br />
|-<br />
|Torso ||32<br />
|-<br />
|Heart<ref name="torso">Located inside of Torso.</ref> ||16<br />
|-<br />
|Kidney<ref name="torso"/><br>(left, right) ||16<br />
|-<br />
|Lung<ref name="torso"/><br>(left, right) ||16<br />
|-<br />
|Arm<br>(left, right) ||24<br />
|-<br />
|Leg<br>(left, right) ||<br />
|-<br />
|Tail ||8<br />
|}<br />
<references/><br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Labrador_retriever&diff=37258Labrador retriever2015-09-07T16:34:19Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{stub}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Labrador retriever<br />
|image = Labrador_retriever.png<br />
|description = A very versatile, medium-sized dog. Originally bred to retrieve birds shot on the hunt, the lab is also an excellent guard dog, play pal, and family friend.<br />
|type = Animals<br />
|type2 = Pet<br />
|bodysize = 1.0<br />
|healthscale = 1.00<br />
|hungerrate = 0.5<br />
|movespeed = 5.00<br />
|mobdamage = 7<br />
|mobdamagetype = scratch<br />
|mobdamage2 = 9<br />
|mobdamagetype2 = bite<br />
|mobdamageaverage = 7.66<br />
|leathername = labrador fur<br />
|diet = omnivorous<br />
|trainable = advanced<br />
|wildness = 0<br />
|handleskill = 0<br />
|gestation = 45<br />
|lifespan = 12<br />
|offspring = 2<br />
|maturityage = 1+<br />
|marketvalue = 300<br />
}}</onlyinclude><br />
<br />
{{Info|'''Labrador retrievers''' are a species of highly trainable breed of canine. If slain, they can be butchered for 90 labrador retriever meat and 20 [[labrador fur]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Labrador retrievers can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<references/><br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Pet]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Husky&diff=37257Husky2015-09-07T16:33:13Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{stub}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Husky<br />
|image = Husky.png<br />
|description = A large, energetic dog with a thick fur coat for remaining comfortable in arctic environments. Can be a starting pet.<br />
|type = Animals<br />
|type2 = Pet<br />
|bodysize = 1.0<br />
|healthscale = 1.05<br />
|movespeed = 5.2 <br />
|mobdamage = 8<br />
|mobdamagetype = scratch<br />
|mobdamage2 = 9<br />
|mobdamagetype2 = bite<br />
|mobdamageaverage = 8.33<br />
|leathername = husky fur<br />
|manhunter = 0.0125<br />
|manhuntertame = 0.02<br />
|hungerrate = 1.5<br />
|diet = omnivorous<br />
|trainable = advanced<br />
|wildness = 0<br />
|handleskill = 0<br />
|gestation = 45<br />
|lifespan = 12<br />
|offspring = 2<br />
|maturityage = 1+<br />
|marketvalue = 300<br />
}}</onlyinclude><br />
<br />
{{info|If slain, they can be butchered for husky meat and [[husky fur]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Huskies can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<references/><br />
<br />
{{nav|animal}}<br />
<br />
[[Category:Animals]]<br />
[[Category:Pet]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Hare&diff=37256Hare2015-09-07T16:31:34Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{UC}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Hare<br />
|image = Hare.png<br />
|description = This small, solitary herbivore can swiftly hop away from danger.<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.2<br />
|healthscale = 0.4<br />
|movespeed = 5.5<br />
|mobdamage = 3<br />
|mobdamagetype = bite<br />
|mobdamageaverage = 3<br />
|leathername = hare leather<br />
|manhunter = 0.0125<br />
|hungerrate = 0.12<br />
|diet = herbivorous<br />
|trainable = intermediate<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 17<br />
|lifespan = 8<br />
|offspring = 4+<br />
|maturityage = 1+<br />
|marketvalue = 40<br />
}}</onlyinclude><br />
<br />
{{info|Hares are a fast-moving cold-loving species found in the boreal forests and tundra. Not being a social creature they are seen foraging for plants alone. Their small bodies with limited health means that they are easily killed with one shot by a [[Lee-Enfield|survival rifle]] (formerly known as the Lee-Enfield). If slain, they can be butchered for 18 hare meat and 4 [[Hare Leather|hare leather]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br><small>See also:[[Tortoise]]</small><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Hares can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<references/><br />
<br />
{{nav|animal}}<br />
<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Elk&diff=37255Elk2015-09-07T16:30:13Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{UC}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Elk<br />
|image = Elk.png<br />
|description = A large member of the deer family, well-adapted to life in cold climates.<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 1.9<br />
|healthscale = 1.9<br />
|hungerrate = 0.95<br />
|movespeed = 4.84<br />
|mobdamage = 12<br />
|mobdamagetype = blunt<br />
|mobdamageaverage = 12<br />
|leathername = elkhide<br />
|milk = 6<br />
|milktime = 4<br />
|manhunter = 0.0125<br />
|diet = herbivorous<br />
|trainable = intermediate<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 50<br />
|lifespan = 18<br />
|offspring = 1<br />
|maturityage = 3+<br />
|marketvalue = 550<br />
}}</onlyinclude><br />
<br />
{{info|Elk are a large species of herbivore that appear in herds. They have a muffalo's tolerance to subzero temperatures so they are quite comfortable living in the cold biomes of the boreal forest and tundra. If slain, they can be butchered for 108 venison and 24 [[elkhide]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Elk can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<references/><br />
<br />
{{nav|animal}}<br />
<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Elephant&diff=37254Elephant2015-09-07T16:29:01Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{stub}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Elephant<br />
|image = Elephant.png|180px<br />
|description = The largest unmodified land animal. It can use its tusks as tools for moving objects - or as deadly weapons.<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 4.0<br />
|healthscale = 3.6<br />
|movespeed = 3.8<br />
|mobdamage = 18<br />
|mobdamagetype = scratch<br />
|mobdamageaverage = 18<br />
|leathername = elephant skin<br />
|manhunter = 0.0125<br />
|manhuntertame = 0.005<br />
|hungerrate = 2.0<br />
|diet = herbivorous<br />
|trainable = advanced<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 120<br />
|lifespan = 17<br />
|offspring = 1<br />
|maturity age = 3+<br />
|marketvalue = 1100<br />
}}</onlyinclude><br />
<br />
{{info|If slain, they can be butchered for elephant meat and [[elephant skin]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Elephants can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
<references/><br />
<br />
{{nav|animal}}<br />
<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Dromedary&diff=37253Dromedary2015-09-07T16:27:50Z<p>Louisthebadassrimworlder: </p>
<hr />
<div><onlyinclude><br />
{{infobox main|animal|<br />
|name = Dromedary<br />
|image = <br />
|description = Adapted to survival in arid environments, this distant cousin of the horse can go weeks without water.<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 1.9<br />
|healthscale = 1.6<br />
|movespeed = 3.4<br />
|mobdamage = 8<br />
|mobdamagetype = blunt<br />
|mobdamageaverage = 8<br />
|leathername = dromedary leather<br />
|milk = 6<br />
|milktime = 4<br />
|woolname = camelhair<br />
|wool = 100<br />
|sheartime = 60<br />
|manhunter = 0.0125<br />
|hungerrate = 0.95<br />
|diet = herbivorous<br />
|trainable = intermediate<br />
|wildness = 0.25<br />
|handleskill = 0<br />
|gestation = 60<br />
|lifespan = 45<br />
|offspring = 1<br />
|maturityage = 5+<br />
|marketvalue = 450<br />
}}</onlyinclude><br />
<br />
{{Info|Desert-dwelling, shrub-eating quadrupeds, dromedaries are one-humped camels. They can often be found in small herds. When enraged, they can melee and can become somewhat dangerous, comparable to [[deer]].<br />
<br />
These creatures can be hunted and butchered by colonists for a plentiful supply of meat. This is especially valuable, considering the scarcity of food in their native desert environment.<br />
<br />
They also provide a large quantity of leather compared to other creatures that spawn in the same biomes, making them useful for a crafting-based economy. Their leather is a sandy brown color.<br />
<br />
They can also be sheared for [[camel hair]] and the females can be [[milk]]ed.<br />
<br />
If slain, they can be butchered for 99 dromedary meat and 22 dromedary leather.}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Dromedaries can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
{{clr}}<br />
<references/><br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Deer&diff=37252Deer2015-09-07T16:26:23Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{UC}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Deer<br />
|image = |Deer<br />
|description = "A medium-sized herding herbivore. Generally peaceful unless disturbed.″<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.9<br />
|healthscale = 0.9<br />
|movespeed = 4.84<br />
|mobdamage = 7<br />
|mobdamagetype = blunt<br />
|mobdamageaverage = 7<br />
|leathername = deerhide<br />
|manhunter = .0125<br />
|hungerrate = 0.45<br />
|diet = herbivorous<br />
|trainable = intermediate<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 45<br />
|lifespan = 15<br />
|offspring = 1<br />
|maturityage = 1+<br />
|marketvalue = 200<br />
}}</onlyinclude><br />
<br />
{{Info|Deer are herding herbivores that are only found in the temperate forest. If slain, they can be butchered for 81 venison and 18 [[deerhide]].}}<ref>Amounts given are at 100% [[Butchery Efficiency|butchery efficiency]].</ref><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Deer can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
<references/><br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Chinchilla&diff=37251Chinchilla2015-09-07T16:24:18Z<p>Louisthebadassrimworlder: Adding in three new categories which I suggested Jim create a template for.</p>
<hr />
<div>{{stub}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Chinchilla<br />
|image = Chinchilla.png<br />
|description = A small but quick rodent famous for its exceptionally soft fur.<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.23<br />
|healthscale = 0.4<br />
|movespeed = 4.84<br />
|mobdamage = 4<br />
|mobdamagetype = scratch<br />
|mobdamage2 = 5<br />
|mobdamagetype2 = bite<br />
|mobdamageaverage = 4.33<br />
|leathername = chinchilla fur<br />
|manhunter = 0.0125<br />
|hungerrate = 0.12<br />
|diet = herbivorous<br />
|trainable = intermediate<br />
|wildness = 0.60<br />
|handleskill = 4<br />
|gestation = 16<br />
|lifespan = 9<br />
|offspring = 1-2<br />
|maturityage = 1+<br />
|marketvalue = 120<br />
}}</onlyinclude><br />
<br />
{{info|If slain, they can be butchered for chinchilla meat and [[chinchilla fur]].}}<br />
<br />
===Taming===<br />
<br />
===Training===<br />
Chinchillas can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Chicken&diff=37250Chicken2015-09-07T16:22:01Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{stub}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Chicken<br />
|image = Chicken.png<br />
|description = The most traditional farm bird, the chicken is raised for its eggs and meat.<br />
|type = Animals<br />
|type2 = Farm<br />
|bodysize = 0.25<br />
|healthscale = 0.35<br />
|movespeed = 2.1<br />
|mobdamage = 3<br />
|mobdamagetype = bite<br />
|mobdamageaverage = 3<br />
|leathername =<br />
|eggsmin = 1<br />
|eggsmax = 1<br />
|eggs_avg = 1<br />
|eggtime = 1.9<br />
|eggs_avg10 = 5<br />
|manhunter = 0.005<br />
|hungerrate = 0.125<br />
|diet = herbivorous<br />
|trainable = none<br />
|wildness = 0<br />
|handleskill = 0<br />
|gestation = 60<br />
|lifespan = 6<br />
|offspring = (See 'Eggs Average' Above)<br />
|maturityage = 8 months +<br />
|marketvalue = 95<br />
}}</onlyinclude><br />
<br />
{{Info|}}<br />
<br />
===Taming===<br />
<br />
===Training===<br />
Chickens lack intelligence for training:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Farm]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Capybara&diff=37249Capybara2015-09-07T16:19:50Z<p>Louisthebadassrimworlder: </p>
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<div>{{stub}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Capybara<br />
|image = Capybara.png<br />
|description = The largest natural rodent, the capybara is well-adapted for the steaming jungle.<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.55<br />
|healthscale = 0.7<br />
|hungerrate = 0.27<br />
|movespeed = 2.15<br />
|mobdamage = 7<br />
|mobdamagetype = scratch<br />
|mobdamage2 = 8<br />
|mobdamagetype2 = bite<br />
|mobdamageaverage = 7.33<br />
|leathername = capybaraskin<br />
|manhunter = 0.0125<br />
|diet = herbivorous<br />
|trainable = intermediate<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 28<br />
|lifespan = 12<br />
|offspring = 2-3<br />
|maturityage = 1+<br />
|marketvalue = 97.50<br />
}}</onlyinclude><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Capybaras can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Boomrat&diff=37248Boomrat2015-09-07T16:05:54Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{UC}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Boomrat<br />
|image = Animal Boomrat side.png|Boomrat<br />
|description = ″Makes a kaboom if killed..″<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 0.2<br />
|healthscale = 0.4<br />
|movespeed = 5.5<br />
|mobdamage = 6<br />
|mobdamagetype = scratch<br />
|mobdamage2 = 4<br />
|mobdamagetype2 = bite<br />
|mobdamageaverage = 5.33<br />
|leathername = boomrat leather<br />
|manhunter = .0125<br />
|manhuntertame =<br />
|hungerrate = 0.35<br />
|diet = omnivorous<br />
|trainable = intermediate<br />
|wildness = 0.75<br />
|handleskill = 6<br />
|gestation = 25<br />
|lifespan = 8<br />
|offspring = 1-3<br />
|maturityage = 1+<br />
|marketvalue = 130<br />
}}</onlyinclude><br />
<br />
{{Info|'''Boomrats''' inhabit arid shrublands and temperate forests. Either by deliberate genetic weaponization, or as an unusual defense mechanism, these rodent-like creatures create a powerful fire-starting explosion when killed. <br />
<br />
Boomrats are best hunted while it is raining because the rain will extinguish the fire that boomrats make when they die, saving the colonists the job of putting it out.<br />
<br />
They will also eat your crops if given the chance.}}<br />
<br />
===Taming===<br />
<br />
===Training===<br />
Boomrats can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{clr}}<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Boomalope&diff=37247Boomalope2015-09-07T16:02:12Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{stub}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Boomalope<br />
|image = Boomalope.png<br />
|description = Engineered for chemicals production, the boomalope grows a large sac of volatile chemicals on its back. Though it is weak and fragile for its size, other animals have learned to avoid it because of the huge explosion it produces when it dies.<br />
|type = Animals<br />
|type2 = Wild<br />
|bodysize = 1.5<br />
|healthscale = 0.65<br />
|hungerrate = 1<br />
|movespeed = 2.15<br />
|mobdamage = 9<br />
|mobdamagetype = blunt<br />
|mobdamageaverage = 9<br />
|leathername = boomalope leather<br />
|manhunter = 0.0125<br />
|diet = herbivorous<br />
|trainable = intermediate<br />
|wildness = 0.6<br />
|handleskill = 4<br />
|gestation = 60<br />
|lifespan = 15<br />
|offspring = 1<br />
|maturityage = 1+<br />
|marketvalue = 290 <br />
}}</onlyinclude><br />
<br />
===Taming===<br />
<br />
===Training===<br />
Boomalopes can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Wild]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=User_talk:Jimyoda/New_Features/reply_(4)&diff=37246User talk:Jimyoda/New Features/reply (4)2015-09-07T16:00:28Z<p>Louisthebadassrimworlder: Reply to New Features</p>
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<div>Thanks bud!</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Cow&diff=37217Cow2015-09-06T21:13:20Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{stub}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Cow<br />
|image = Cow.png<br />
|description = A very common domestic animal. It can produce large amounts of milk, or be slaughtered for delicious food.<br />
|type = Animals<br />
|type2 = Farm<br />
|bodysize = 1.8<br />
|healthscale = 1.5<br />
|movespeed = 3.15<br />
|mobdamage = 6<br />
|mobdamagetype = bite<br />
|mobdamageaverage = 6<br />
|leathername = cowskin<br />
|milk = 8<br />
|milktime = 1<br />
|manhunter = 0.0125<br />
|hungerrate = 0.9<br />
|diet = herbivorous<br />
|trainable = intermediate<br />
|wildness = 0.05<br />
|handleskill = 0<br />
|gestation = 100<br />
|lifespan = 22<br />
|Maturity Age = 1<br />
}}</onlyinclude><br />
<br />
{{Info|}}<br />
<br />
===Taming===<br />
<br />
===Training===<br />
Cows can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Farm]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Cow&diff=37216Cow2015-09-06T21:12:23Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>{{stub}}<br />
<onlyinclude><br />
{{infobox main|animal|<br />
|name = Cow<br />
|image = Cow.png<br />
|description = A very common domestic animal. It can produce large amounts of milk, or be slaughtered for delicious food.<br />
|type = Animals<br />
|type2 = Farm<br />
|bodysize = 1.8<br />
|healthscale = 1.5<br />
|movespeed = 3.15<br />
|mobdamage = 6<br />
|mobdamagetype = bite<br />
|mobdamageaverage = 6<br />
|leathername = cowskin<br />
|milk = 8<br />
|milktime = 1<br />
|manhunter = 0.0125<br />
|hungerrate = 0.9<br />
|diet = herbivorous<br />
|trainable = intermediate<br />
|wildness = 0.05<br />
|handleskill = 0<br />
|gestation = 100<br />
|lifespan = 22<br />
lollage<br />
}}</onlyinclude><br />
<br />
{{Info|}}<br />
<br />
===Taming===<br />
<br />
===Training===<br />
Cows can be trained as follows:<br />
<br />
{{TrainingTable}}<br />
<br />
<br />
{{nav|animal}}<br />
[[Category:Animals]]<br />
[[Category:Farm]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Cut_plants&diff=37215Cut plants2015-09-06T21:10:28Z<p>Louisthebadassrimworlder: </p>
<hr />
<div><noinclude><br />
{{stub}}<br />
''Main Article: [[Orders]]''<br />
</noinclude><br />
Orders your colonists to take cut and remove '''[[Plants|plants]]'''. This will harvest any resources possible from the plant before destroying it.<br />
<br />
<noinclude><br />
{{nav|order|wide}}<br />
[[Category:Orders|*]]<br />
[[Category:Game mechanics]]<br />
</noinclude></div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Mine&diff=37214Mine2015-09-06T20:44:23Z<p>Louisthebadassrimworlder: </p>
<hr />
<div><noinclude><br />
{{stub}}<br />
''Main Article: [[Orders]]''<br />
</noinclude><br />
<br />
Designates areas of '''[[Resources|rock]]''' or '''[[Resources|mineral]]''' to be mined out. This can generate 35 pieces of a certain resource, depending which ore is mined. (e.g [[Resources|gold]]) Mining regular rocks yields nothing, apart from sporadic rock chunks which can be made into [[Resources|Stone blocks]] by a crafter at a [[Production|stonecutter's table]].<br />
<br />
<noinclude><br />
{{nav|order|wide}}<br />
[[Category:Orders|*]]<br />
[[Category:Game mechanics]]<br />
</noinclude></div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Animal_sleeping_spot&diff=37213Animal sleeping spot2015-09-06T17:30:33Z<p>Louisthebadassrimworlder: </p>
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<div>Animal sleeping spots are much like colonists sleeping spots: They can be instantly placed and deconstructed, require no materials and fit any animal. The downsides are not as bad as colonist sleeping spots, though, as animals do not mind sleeping on the ground as they have no thoughts. They do, however, get a prolonged sleep time as the rest effectiveness is noticeably worse using these than it is using a real sleeping bed/box.<br />
<br />
[[File:RimworldAnimalSleepingSpotWiki.Image.png]]</div>Louisthebadassrimworlderhttps://rimworldwiki.com/index.php?title=Animal_sleeping_spot&diff=37212Animal sleeping spot2015-09-06T17:29:45Z<p>Louisthebadassrimworlder: </p>
<hr />
<div>Animal sleeping spots are much like colonists sleeping spots: They can be instantly placed and deconstructed, require no materials and fit any animal. The downsides are not as bad as colonist sleeping spots, though, as animals do not mind sleeping on the ground as they have no thoughts. They do, however, get a prolonged sleep time as the rest effectiveness is noticeably worse using these than it is using a real sleeping bed/box.<br />
<br />
|image = RimworldAnimalSleepingSpotWiki.Image.png|</div>Louisthebadassrimworlder