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− | {{ | + | {{Move|reason=Suggest split entire [[Animals#Animal_husbandry|Animal Husbandry]] subsection to its own article, to reduce the WoT factor on this page. See [[Talk:Animals|Discussion page]].}} |
{{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}<onlyinclude> | {{Stub|reason=Missing information on the autoslaughter system added in 1.3.3066}}<onlyinclude> | ||
{{for|the skill of the same name|Skills#Animals{{!}}Skills}} | {{for|the skill of the same name|Skills#Animals{{!}}Skills}} | ||
{{for|a complete search|List of animals|}} | {{for|a complete search|List of animals|}} | ||
− | {{imagemargin|[[File:animals_preview.png|190px|right]]|30px}} | + | {{imagemargin|[[File:animals_preview.png|190px|right]]|30px}}Wild '''animals''' spawn on the map according to the [[biomes|biome]] and from random events. Unlike animals on, say, Earth, animals on RimWorld are all potentially '''dangerous'''. With just a little luck, a [[rat]] or [[squirrel]], and certainly something as vicious as a [[tortoise]] or a wild [[turkey]], can often [[downed|take down]] and even kill a casually armored colonist, or at best leave them wishing they had never met the horrible beast. At least until you have some first-hand experience with them, '''do not underestimate wild animals!''' |
− | ''' | + | {{TOCright}} |
+ | These wild animals, and their tamed counterparts, will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]]. | ||
− | + | Raiders will target tamed animals as often as colonists. | |
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− | + | Animal trainers receive 90 XP per training or taming attempt. When tamed "[[cute]]" animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. | |
[[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.</onlyinclude> | [[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.</onlyinclude> | ||
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== Animals tab == | == Animals tab == | ||
− | The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}. The Animals tab lists all the colony animals. | + | The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}. |
− | + | * The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal. | |
− | + | * A button lists the animal's master, if it has one. Click the button to assign a new master. | |
− | + | * [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted. | |
− | * A button lists the animal's master, if it has one. Click the button to assign a new master. | + | * Gender and life stage informational columns |
− | + | * A "Slaughter" checkbox column to allow easy slaughtering of multiple tamed animals at once | |
− | * A "Slaughter" checkbox column | + | * Checkbox columns for each trainable skill to allow easy training of many animals |
− | * Checkbox columns for each trainable skill | + | === Allowed area === |
− | + | One of the best ways to control animals is to assign them an [[allowed area]]. This prevents them from wandering into danger. Be certain to include their [[sleeping spot]] and their [[food]]. Livestock cannot be assigned an area and must instead be assigned to a [[pen]]. You can use these to rescue animal(s) with high [[Ailments#Toxic_buildup|toxic buildup]] to stop from going outside during toxic fallout. | |
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− | === Allowed | ||
− | One of the best ways to control animals is to assign them an [[allowed area]]. | ||
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== Appearance == | == Appearance == | ||
− | Most | + | Most animals appear to have no limbs, just as colonists do. Some animals have different appearances between males and females. |
== Behavior == | == Behavior == | ||
− | *'''Wandering:''' Animals will wander the | + | *'''Wandering:''' Animals will wander the area when they have nothing else to do, e.g. eating or hunting. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map. |
− | + | *'''Roaming:''' Tame farm animals will occasionally attempt to leave the map if not in a pen or if a door is obstructed, with its frequency determined by the animal's roam interval [[stat]]. | |
− | *'''Roaming:''' Tame | + | *'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness. Farm animals tend to produce massive amounts of filth. This can be mitigated by the [[straw matting]] floor type, reducing filth by 95%, or by simply keeping them outside. |
− | *''' | + | *'''Forbidden food:''' Hungry tame animals will eat forbidden food and non-farm animals may even leave their allowed area to eat food. |
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=== Mating === | === Mating === | ||
+ | For each non-[[sterilized]], tamed, awake male, once per hour, there is either a 1/12 or 1/8 (depending on species) chance that the male will search for a non-pregnant/non-fertilized, non-sterilized, tamed, awake female of the same species within 30 tiles to initiate mating. Female animals do not ever attempt to initiate mating themselves. In rare cases, more than one male can mate with the same female at once. The female will stand there, allowing the male to mate with her. The female then has a 50% chance to become [[pregnant]] in the case of gestational animals, or a 100% chance to become fertilized in the case of egg-laying animals. | ||
− | + | In order to maximize the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilized, another gives birth or lays an egg and becomes available to be mated. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by <code>awake_proportion×gestation_time/(2×mate_mtb)</code> for gestational animals, or <code>awake_proportion×egg_interval/mate_mtb</code> for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about <code>2/3</code> for a rest effectiveness of 0.8, and <code>mate_mtb</code> is usually 12 hours, this can be simplified to <code>2/3×gestation_time</code> or <code>4/3×egg_interval</code> in most cases. | |
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− | + | However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. On the contrary, animals that can be milked will want more females than this ratio suggests, as the gains from milk will offset the losses from time spent not pregnant. Animals that can lay unfertilized eggs can similarly afford a higher female ratio. | |
− | + | Wild animals do not mate. Incest is common and has no effect on animal health. | |
+ | === Fleeing === | ||
+ | Passive animals will mostly flee when harmed. They will not flee if they are engaging in melee combat with an adversary. <br> | ||
+ | More aggressive animals have a '''revenge chance on tame fail''' stat and may retaliate instead of fleeing. | ||
+ | Be aware that packs of animals may seek revenge together, quickly overpowering a single colonist. | ||
− | + | Animals that have not turned manhunter will flee from gunfire, and will leave their herd and even the map if their path intersects with the map edge.{{Check Tag|Detail needed}} | |
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=== Aggression === | === Aggression === | ||
− | + | Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave [[event]], and attack any humans not behind closed doors. | |
− | + | If injured by a colonist or tamed pet, certain species of animals will become maddened into a [[Mental break#Manhunter|manhunter]] state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood after sleeping. Animals in manhunter state will attack doors if colonists try to go in and out of them. | |
− | + | Manhunter chances are listed in the Wildlife tab of the map screen with a red lightning bolt next to their name, and also on the Info tab of each individual animal's information window. | |
[[File:Manhunter due to pet hunting.png|400px]] | [[File:Manhunter due to pet hunting.png|400px]] | ||
=== Predation === | === Predation === | ||
− | Most carnivores are predators | + | Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a fresh human corpse. |
− | When a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals and your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a | + | When a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals and your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to prefer more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes. |
− | Predator attacks usually | + | Predator attacks usually '''stun''' their prey, leaving the victim unable to fight back. A predator will focus all attacks on their prey, so if they do down your colonist or livestock, immediately order the nearest comrade to rescue the downed pawn. It's the difference between life and death. |
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}. | Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}. | ||
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If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife. | If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife. | ||
− | It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and | + | It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead. |
− | Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over | + | Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all pawns except for farm animals, meaning that predators can leap over. |
=== Body heat === | === Body heat === | ||
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− | Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time | + | Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter. |
== Reproduction == | == Reproduction == | ||
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== Diet == | == Diet == | ||
− | + | While most carnivorous and omnivorous animals (such as pigs and boars) can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. | |
− | + | All herbivorous and omnivorous animals can eat live plants (except trees and agave), vegetables, liquor, drugs, meals, and haygrass. <br> | |
+ | Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other herbivorous foods. | ||
− | + | Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores and plants to carnivores if it is prepared first. | |
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== Health == | == Health == | ||
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Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive. | Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive. | ||
− | A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking | + | A tamed animal that requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it can die of starvation even if there is food nearby and it is capable of walking. |
Animals have a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%. | Animals have a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%. | ||
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[[File:TameButton.png|52px|left|link=]]{{clear}} | [[File:TameButton.png|52px|left|link=]]{{clear}} | ||
− | An [[Work#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. | + | An [[Work#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], [[Health#Talking|talking]], and [[Health#Hearing|hearing]]. When a handler fails to tame an animal there is a cooldown period of {{ticks|30000}}, or {{#expr:30000/2500}} in-game [[Time|hours]], before another attempt can be made. There is also a chance it will turn [[manhunter]] and start attacking the handler and others. The revenge chance is shown on the [[Menu#Wildlife|Wildlife]] menu. After a while the handler may drop unused food. <br> |
Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]]. | Tamed animals will wander around the map until they are lead to a pen with a [[pen marker]], for pen animals, or restricted to a designated [[area]], for all other animals. Restricting non-pen animal movement using areas is usually necessary to prevent unwanted food consumption and animal [[filth]]. | ||
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=== Bonding === | === Bonding === | ||
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− | + | Animals may '''bond''' with their handlers or doctors, and starting "pets" (see previous) have a chance to start the game bonded with a random starting colonist. A bond gives a +5 mood bonus to the animal's "owner", and the animal may follow the owner around. If separated for an extended period, that changes to a -3 penalty, and if the animal dies there is a -8 mood penalty for 20(!) days. | |
− | * When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness. | + | |
− | * When tamed, an animal also has a 1% chance to bond with the tamer | + | *When an animal has its wounds tended by a colonist, there is a constant 0.4% chance that the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness. |
− | + | *When tamed, an animal also has a 1% chance to bond with the tamer. | |
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* For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs). Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded. | * For starting animals, the % to start bonded with an owner appears to be related to the innate [[Property:Wildness|wildness]] (i.e. horses and camels will start bonded more often than cobras or wargs). Domestic animals (wildness 0 - dogs, cats, some farm animals) will always start bonded. | ||
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− | Bonded animals are also easier to train (5x multiplier on chance). | + | Bonded animals are also easier to train (5x multiplier on chance). Animals are given a unique name upon bonding. |
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollably, similar to dazed humans. | On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[Mental break#Manhunter|manhunter]], in which it will attack all nearby entities, or [[Mental break#Confusion|confusion]], in which it will wander around, uncontrollably, similar to dazed humans. | ||
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==== [[Eggs]] ==== | ==== [[Eggs]] ==== | ||
[[File:Egg small b.png|32px|left|link=Eggs]] | [[File:Egg small b.png|32px|left|link=Eggs]] | ||
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{| {{STDT| sortable c_08 text-center}} | {| {{STDT| sortable c_08 text-center}} | ||
− | ! Animal !! | + | ! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average !! Can Lay Unfertilized Eggs |
|- | |- | ||
− | {{#ask: [[Egg Laying Interval::+]] | + | {{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]] |
− | + | | ?Eggs Per Clutch Average | |
− | + | | ?Egg Laying Interval | |
− | | | + | | ?Eggs Per Season Average |
− | | | + | | ?Can Lay Unfertilized Eggs |
− | | | + | | format = template |
− | | ?Can Lay Unfertilized Eggs | + | | template = Animals/EggProductsRow |
− | + | | link = subject}} | |
− | | format = | ||
− | | template = | ||
− | | link = | ||
− | }} | ||
|} | |} | ||
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==== [[Milk]] ==== | ==== [[Milk]] ==== | ||
[[File:Milk.png|32px|left|link=Milk]] | [[File:Milk.png|32px|left|link=Milk]] | ||
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{| {{STDT| sortable c_08 text-center}} | {| {{STDT| sortable c_08 text-center}} | ||
− | ! Animal !! Milk Amount !! Milking | + | ! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average |
|- | |- | ||
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]] | {{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]] | ||
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| link = none}} | | link = none}} | ||
|} | |} | ||
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==== [[Wool]] ==== | ==== [[Wool]] ==== | ||
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=== Slaughtering === | === Slaughtering === | ||
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− | + | Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon. You can also set up an auto-slaughter order in the animals tab, configurable to limit the amount of male, female, and pregnant animals in a pen. | |
− | + | Animals killed through means other than slaughtering (hunting, combat, etc) suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]]. | |
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− | + | Ordering a [[Doctoring|surgeon]] to perform a "euthanize by cut" operation on an animal counts as carefully slaughtering them. | |
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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. | |
+ | [[File:SlaughterButton.png|52px|left|link=]]{{clear|left}} | ||
=== Caravans === | === Caravans === | ||
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=== Social === | === Social === | ||
− | Each animal has a Social tab that lists that animal's | + | Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses. |
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+ | Certain tame animals, will nuzzle your colonists. Animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day. | ||
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+ | The following animals can nuzzle: [[cat]], [[guinea pig]], [[husky]], [[labrador retriever]], [[monkey]], and [[yorkshire terrier]]. | ||
=== Trade goods === | === Trade goods === | ||
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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
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|- | |- | ||
− | ! <abbr title="Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.">Meat | + | ! rowspan=2 | Animal |
− | ! <abbr title="Units of nutrition consumed per day | + | ! rowspan=2 | Diet |
− | ! <abbr title="(Milk | + | ! rowspan=2 data-sort-type=number | Tameness Decay Interval |
− | ! <abbr title="Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.">Meat | + | ! rowspan=2 | Produces |
− | ! <abbr title="Units of nutrition consumed per day | + | ! rowspan=2 data-sort-type=number | Produce per day |
− | ! <abbr title="(Milk | + | ! rowspan=2 data-sort-type=number| Produced Nutrition per day |
− | {{ | + | ! colspan=3 | Baby Slaughter |
+ | ! colspan=3 | Adult Slaughter | ||
+ | |- | ||
+ | ! <abbr title="Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.">Meat Per Day</abbr> | ||
+ | ! <abbr title="Units of nutrition consumed by a single adult per day. Note that this does not include the nutrition consumption of the father.">Consumption Per Day</abbr> | ||
+ | ! <abbr title="(Milk + Meat)/Consumption">Overall Efficiency</abbr> | ||
+ | ! <abbr title="Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.">Meat Per Day</abbr> | ||
+ | ! <abbr title="Units of nutrition consumed per female per day, including the offspring's consumption up to adulthood. Note that this does not include the nutrition consumption the father.>Consumption Per Day</abbr> | ||
+ | ! <abbr title="(Milk + Meat)/Consumption">Overall Efficiency</abbr> | ||
+ | |- {{Animal Rearing Row|Alpaca}} | ||
+ | |- {{Animal Rearing Row|Alphabeaver}} | ||
+ | |- {{Animal Rearing Row|Arctic fox}} | ||
+ | |- {{Animal Rearing Row|Arctic wolf}} | ||
+ | |- {{Animal Rearing Row|Bison}} | ||
+ | |- {{Animal Rearing Row|Boomalope}} | ||
+ | |- {{Animal Rearing Row|Boomrat}} | ||
+ | |- {{Animal Rearing Row|Capybara}} | ||
+ | |- {{Animal Rearing Row|Caribou}} | ||
+ | |- {{Animal Rearing Row|Cassowary}} | ||
+ | |- {{Animal Rearing Row|Cat}} | ||
+ | |- {{Animal Rearing Row|Chicken}} | ||
+ | |- {{Animal Rearing Row|Chinchilla}} | ||
+ | |- {{Animal Rearing Row|Cobra}} | ||
+ | |- {{Animal Rearing Row|Cougar}} | ||
+ | |- {{Animal Rearing Row|Cow}} | ||
+ | |- {{Animal Rearing Row|Deer}} | ||
+ | |- {{Animal Rearing Row|Donkey}} | ||
+ | |- {{Animal Rearing Row|Dromedary}} | ||
+ | |- {{Animal Rearing Row|Duck}} | ||
+ | |- {{Animal Rearing Row|Elephant}} | ||
+ | |- {{Animal Rearing Row|Elk}} | ||
+ | |- {{Animal Rearing Row|Emu}} | ||
+ | |- {{Animal Rearing Row|Fennec fox}} | ||
+ | |- {{Animal Rearing Row|Gazelle}} | ||
+ | |- {{Animal Rearing Row|Goat}} | ||
+ | |- {{Animal Rearing Row|Goose}} | ||
+ | |- {{Animal Rearing Row|Grizzly bear}} | ||
+ | |- {{Animal Rearing Row|Guinea pig}} | ||
+ | |- {{Animal Rearing Row|Hare}} | ||
+ | |- {{Animal Rearing Row|Horse}} | ||
+ | |- {{Animal Rearing Row|Husky}} | ||
+ | |- {{Animal Rearing Row|Ibex}} | ||
+ | |- {{Animal Rearing Row|Iguana}} | ||
+ | |- {{Animal Rearing Row|Labrador retriever}} | ||
+ | |- {{Animal Rearing Row|Lynx}} | ||
+ | |- {{Animal Rearing Row|Megascarab}} | ||
+ | |- {{Animal Rearing Row|Megaspider}} | ||
+ | |- {{Animal Rearing Row|Megasloth}} | ||
+ | |- {{Animal Rearing Row|Monkey}} | ||
+ | |- {{Animal Rearing Row|Muffalo}} | ||
+ | |- {{Animal Rearing Row|Ostrich}} | ||
+ | |- {{Animal Rearing Row|Panther}} | ||
+ | |- {{Animal Rearing Row|Pig}} | ||
+ | |- {{Animal Rearing Row|Polar bear}} | ||
+ | |- {{Animal Rearing Row|Raccoon}} | ||
+ | |- {{Animal Rearing Row|Rat}} | ||
+ | |- {{Animal Rearing Row|Red fox}} | ||
+ | |- {{Animal Rearing Row|Rhinoceros}} | ||
+ | |- {{Animal Rearing Row|Sheep}} | ||
+ | |- {{Animal Rearing Row|Snowhare}} | ||
+ | |- {{Animal Rearing Row|Spelopede}} | ||
+ | |- {{Animal Rearing Row|Squirrel}} | ||
+ | |- {{Animal Rearing Row|Thrumbo}} | ||
+ | |- {{Animal Rearing Row|Timber wolf}} | ||
+ | |- {{Animal Rearing Row|Tortoise}} | ||
+ | |- {{Animal Rearing Row|Turkey}} | ||
+ | |- {{Animal Rearing Row|Warg}} | ||
+ | |- {{Animal Rearing Row|Wild boar}} | ||
+ | |- {{Animal Rearing Row|Yak}} | ||
+ | |- {{Animal Rearing Row|Yorkshire terrier}} | ||
|} | |} | ||
Line 599: | Line 585: | ||
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in). | * Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in). | ||
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence. | * Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence. | ||
− | |||
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through. | Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through. |