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{{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}}  
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'''Animals''' are a type of nonplayable, nonhuman pawn in Rimworld with their own [[needs]], [[stats]], [[capacities]], and actions. They come in dozens of species, all of which can be wild or [[Taming|tamed]]. Wild animals occasionally spawn at the map edges according to the [[biomes|biome]] and sometimes from random events.  
 
'''Animals''' are a type of nonplayable, nonhuman pawn in Rimworld with their own [[needs]], [[stats]], [[capacities]], and actions. They come in dozens of species, all of which can be wild or [[Taming|tamed]]. Wild animals occasionally spawn at the map edges according to the [[biomes|biome]] and sometimes from random events.  
  
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=== Bonding ===
 
=== Bonding ===
Animals may '''bond''' with their handlers or doctors, and [[#Starting pets|starting pets]] have a chance to start the game bonded with a random starting colonist.  A bond gives a [[mood]] effects to non-[[psychopath]]ic pawns. These include:
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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 [[mood]] effects to non-[[psychopath]]ic pawns. These include:
 
* A {{+|5}} mood bonus while assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.
 
* A {{+|5}} mood bonus while assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.
 
* A {{--|3}} mood malus while not assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.
 
* A {{--|3}} mood malus while not assigned as a bonded animal's [[#Training|master]]. Note that this does not scale with the number of bonded animals.
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* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).
 
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).
 
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.
 
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.
* Animals can get into drugs, store them in specialized storage areas and use a zone to prevent them from accessing it, depending on size they may be prone to overdose or getting blackout from alcohol, being more dangerous with [[Boomrat|Boomrats]] which can set fire to the storage area. Pen Animals should also be kept away from storage areas for this reason.
 
  
 
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.
 
Note: The first three of these tips only apply to pet animals. Farm animals are passive while in pens, though if the pen is built with [[fence]]s, predators can still pass through.

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