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Naturally curious about the world, goats are among the friendliest domesticated creature bred by mankind.

Base Stats

Market Value
200 Silver

Pawn Stats

Combat Power
Move Speed
3.9 c/s
Health Scale
Body Size
Mass - Baby
9 kg
Mass - Juvenile
22.5 kg
Mass - Adult
45 kg
Carrying Capacity
56 kg
Filth Rate
Hunger Rate
0.36 Nutrition/Day
Life Expectancy
12 years
Manhunter Chance
Manhunter Chance (Taming)
Trainable Intelligence
Roam Interval
7 days
Mate Interval
12 hours
Maturity Age
0.266 years (16 days)
Juvenile Age
0.1 years (6 days)
Comfortable Temp Range
-20 °C – 40 °C (-4 °F – 104 °F)


Meat Yield
105 goat meat
Leather Yield
33 plainleather
Milk Amount
12 milk
Milking Interval
3 days
Gestation Period
5.61 days
Offspring Per Birth

Melee Combat

Attack 1
7.3 dmg (Bite)
11 % AP
2 second cooldown
0.7 chance factor
Attack 2
6 dmg (Blunt)
9 % AP
2 second cooldown
0.2 chance factor
Average DPS
AnimalFarm, AnimalCommon

Goats, called Goat does if female, are tameable herbivores with a medium movement speed. Males of the species can be distinguished by their dark accents and horns, while females lack horns and have a more consistent coat color.


Goats can be found in Arid Shrubland, Temperate Forest and Tropical Rainforest. They can either be tamed by a handler or self-tame in a random event.

Goats can be bought and sold in other faction bases and from bulk goods traders. Goats purchased from traders will be already tamed.


Goats are pen animals. Once tamed, pen animals cannot and do not need to be trained any further. But if left outside of a pen or caravan hitching spot, pen animals will eventually roam outside your colony. Making a caravan is not required to tie animals to a caravan hitching spot.

A female goat can be milked for up to Milk 12 units of milk every 3 days (depending on your pawn's Animal Gather Yield).



Goats provide the lowest per-animal milk of all milk-producing animals, though they also have the lowest hunger rate.

Female goats produce Milk 4 per day, or 0.2 nutrition in milk per day. A goat consumes 0.36 nutrition per day. This results in a nutrition efficiency of 55.6% from milk alone (or Milk 11.11 per day per 1 nutrition consumed). Goats are superior to dromedaries but worse than other milk animals.


This animal can be trained as follows:

Guard:  Ex.png
Attack:  Ex.png
Rescue:  Ex.png
Haul:  Ex.png

*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 28 1 100% 26% N/A[4] Ex.png - Death
Spine 17.5 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 14 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 10.5 1 3% 3% Body Check.png Blood Pumping
Lung 10.5 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 10.5 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 14 1 3% 3% Body Check.png Digestion
Neck 17.5 1 22% 5.5% Body Ex.png Eating
Head 17.5 1 75% 2.475% Neck Ex.png - Death
Skull 17.5 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 7 1 70% 2.8875% Skull Check.png Consciousness
Damage always results in scarring.
Eye 7 2 12% 1.98% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 8.4 2 8% 1.32% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 7 1 10% 1.65% Head Ex.png - -
AnimalJaw 7 1 10% 1.65% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 21 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use Hoof attack.[6]
Front Hoof 7 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 21 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 7 2 15% 1.05% Rear Leg Ex.png Moving
−25% Moving. −50% if both lost.
  1. Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
  2. Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
  3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  4. This is the part that everything else connects to to be considered 'connected'.
  5. If Moving drops below 16% a pawn cannot move.
  6. A Blunt/Poke attack with cooldown of 2s. The actual Hoof is unrelated

Version history[edit]

  • 1.1.0 - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.
  • 1.1.2559 - Decrease minimum comfortable temperature