Editing Animals
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+ | {{NeedsPictures}} <!-- Life Stages could use some example pictures, trade could use some caravan animal pictures, etc --> | ||
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− | {{ | + | {{Tocright}} |
− | + | <onlyinclude> | |
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− | + | Click here to see the full [[List of animals]]. | |
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− | + | 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]]. | |
− | + | 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. {{asof|A14}} animals in manhunter state will attack doors if colonists try to go in and out of them. | |
− | + | Raiders will target pets as often as colonists. | |
− | + | {{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. | |
− | + | </onlyinclude> | |
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− | + | == 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. 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. | ||
+ | * The <tt>[Manage areas...]</tt> button at the top of the tab opens a window to edit allowed areas. | ||
− | + | {{asof|A14}} several features have been added to the Animals tab: | |
− | + | * Gender and life stage informational columns | |
− | + | * A "Slaughter" checkbox column to allow easy slaughtering of multiple tamed animals at once | |
+ | * Checkbox columns for each trainable skill to allow easy training of many animals | ||
− | == | + | == Breeding == |
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Animals are born by live birth or by hatching from a fertilized egg. | Animals are born by live birth or by hatching from a fertilized egg. | ||
− | + | 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. | |
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− | + | {{asof|A14}} animals will no longer engage in incest and breed with members of their own family. | |
− | + | {| style="border-style: solid; border-width: 0px; text-align:left;" | |
− | + | |+ style="text-align:left;" | Pregnancy progresses in stages. | |
− | + | ! scope="row" | Early stage (hidden) | |
+ | |: Starts at 0%. This stage is not displayed but may be surmised by the vomiting it causes. | ||
|- | |- | ||
− | ! | + | ! scope="row" | Middle stage |
+ | |: Starts at 33%. At this stage [[Health#Moving|Moving]] is reduced by 15%. | ||
|- | |- | ||
− | | | + | ! scope="row" | Late stage |
− | + | |: Starts at 66%. At this stage [[Health#Moving|Moving]] is reduced by 30% and may include vomiting. | |
|- | |- | ||
− | | | + | ! scope="row" | Full term |
− | + | |: At 100%. At this point the female will give birth. Some species may have multiple offspring in a litter. | |
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|} | |} | ||
− | + | Egg-laying animals include {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}}. | |
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− | Egg-laying animals include | ||
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== Diet == | == Diet == | ||
− | + | While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass. | |
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== Health == | == Health == | ||
− | Animals have the same set-up as humans when it comes to health, minus the ability to operate on them | + | 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. Needs to have an animal bed (or sleeping spot) to be healed. |
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== Hunting == | == Hunting == | ||
[[File:Hunt.png|42px]] | [[File:Hunt.png|42px]] | ||
− | Wild animals may be marked for hunting, | + | Wild animals may be marked for hunting. After killing their target, [[Menus#Hunt|hunters]] 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. |
− | 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. | + | 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. |
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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. | ||
+ | * Fog (with or without rain): shooting multiplier is 50%. | ||
+ | * Rain or snow: shooting multiplier is 80%. | ||
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{{clear|left}} | {{clear|left}} | ||
To mark animals to be hunted use one of the following methods: | To mark animals to be hunted use one of the following methods: | ||
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*Click Orders, Hunt, then click one or more individual animals. | *Click Orders, Hunt, then click one or more individual animals. | ||
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals. | *Click Orders, Hunt, then click and drag a box to surround and select multiple animals. | ||
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=== Hunting tips === | === Hunting tips === | ||
− | * | + | * 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. |
− | * | + | * 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 colonist may be downed, players may instantly think of loading the latest autosave and re-try, but that`s unnecessary and unchallenging. Eventually, one or more of your colonists may recover from walking incapacitation. With luck on favor, this miracle may take place at nightfall, when wild life sleeps (except for the most enraged beasts among those), opening a chance to rescue everybody else. The manhunt revenge status of the horde will dissipate overnight. |
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− | + | {{asof|A15}} hunters will no longer hunt without a ranged weapon. | |
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− | Eventually, they reach | + | == Life Stages == |
− | + | 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. Depending on the species, animals will need to reach the juvenile or adult stage before they can reproduce. | |
− | | | + | ==Taming== |
− | + | Any wild animal can be tamed by an [[Menus#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed. | |
− | | | + | [[File:TameButton.png|52px|left|link=]]Wild animals may be marked for taming using the Tame button. 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 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 certain animals there's a small chance it will turn manhunter and start attacking the handler and others. When a handler fails to tame any animal there is a cooldown period before another attempt can be made. 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. |
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− | + | {{clear|left}} | |
− | + | [[File:SlaughterButton.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. | |
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− | + | {{clear|left}} | |
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− | + | == Naming == | |
+ | 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. There are mods which allow the player to change animal names though. | ||
+ | ==Training== | ||
+ | Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress. | ||
− | + | {{:List of animal skills}} | |
− | == | + | == Needs == |
+ | Animals require food and sleep and will fulfill their needs on their own. | ||
− | Animals | + | '''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. |
− | + | '''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. | |
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− | + | == Predators == | |
− | [[ | + | Certain 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 wisely avoid boomrats and boomalopes. Their attacks usually stun their prey, leaving them unable to fight back or flee. |
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+ | Predators include {{#ask: [[Category:Animals]] [[Is Predator::true]]}}. | ||
− | + | == Products == | |
− | + | Certain tame animals produce milk, wool, or eggs. | |
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+ | === Eggs === | ||
+ | [[File:Eggs.png|32px|left|link=Eggs]] | ||
{| {{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 |
− | + | {{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]] | |
− | {{#ask:[[ | + | | ?Eggs Per Clutch Average |
− | | | + | | ?Egg Laying Interval |
− | | ? | + | | ?Eggs Per Season Average |
| format = template | | format = template | ||
− | | template = Animals/ | + | | template = Animals/ProductsRow |
− | + | | link = subject}} | |
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− | }} | ||
|} | |} | ||
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− | === | + | === 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::+]] | |
− | {{#ask: [[Concept:Production Animals]] [[Milk Amount::+ | ||
| ?Milk Amount | | ?Milk Amount | ||
| ?Milking Interval Days | | ?Milking Interval Days | ||
| ?Daily Milk Average | | ?Daily Milk Average | ||
| format = template | | format = template | ||
− | | template = | + | | template = Animals/ProductsRow |
− | | link = | + | | link = subject}} |
|} | |} | ||
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− | === | + | === Wool === |
[[File:Wool.png|32px|left|link=Wool]] | [[File:Wool.png|32px|left|link=Wool]] | ||
{| {{STDT| sortable c_08 text-center}} | {| {{STDT| sortable c_08 text-center}} | ||
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average | ! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average | ||
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{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]] | {{#ask: [[Concept:Production Animals]] [[Wool Amount::+]] | ||
| ?Wool Amount | | ?Wool Amount | ||
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| ?Daily Wool Average | | ?Daily Wool Average | ||
| format = template | | format = template | ||
− | | template = | + | | template = Animals/ProductsRow |
− | + | | link = subject}} | |
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|} | |} | ||
− | == | + | == Social == |
− | + | Each animal has a Social tab that lists that animal's bonds. 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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− | + | 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 this interaction will rare for them. In Alpha 16, animals will be able to nuzzle patients in bed. | |
+ | == Trade == | ||
+ | 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. | ||
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<references/> | <references/> | ||
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{{nav|animal}} | {{nav|animal}} | ||
− | [[Category: | + | [[Category:Animals]] |
+ | [[Category:Wild]] |