
More aggressive animals have a chance to revenge and turn and attack instead of fleeing.īe aware that packs of animals may seek revenge together, quickly overpowering a single colonist. They will not flee if they are engaging in combat with an adversary. Passive animals will mostly flee when harmed. 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, and animals that can lay unfertilised eggs can similarly afford a higher female ratio. However, as the randomness involved with mating becomes more significant with smaller population sizes, slightly more males will be desired for smaller populations. As the proportion of time spent awake can be approximated to be about 2/3 for a rest effectiveness of 0.8, and mate_mtb is usually 12 hours, this can be simplified to 2/3×gestation_time or 4/3×egg_interval in most cases. If there was no randomness involved in mating, the female:male ratio that would achieve this is given by awake_proportion×gestation_time/(2×mate_mtb) for gestational animals, or awake_proportion×egg_interval/mate_mtb for egg-laying animals. In order to maximise the rate of offspring for a given population size of adults, the ideal is that the moment one female becomes pregnant or fertilised, another gives birth or lays an egg and becomes available to be mated. The female then has a 50% chance to become pregnant in the case of gestational animals, or a 100% chance to become fertilised in the case of egg-laying animals.

The female will stand there, allowing the male to mate with her. In rare cases, more than one male can mate with the same female at once. Female animals do not ever attempt to initiate mating themselves. Forbidden food: Hungry tame animals will eat forbidden food and non-farm animals may even leave their allowed area to eat food.įor each non-sterilised, 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-fertilised, non-sterilised, tamed, awake female of the same species within 30 tiles to initiate mating.This can be mitigated by the straw matting floor type, reducing filth by 95%. Farm animals tend to produce massive amounts of filth. The rate of producing filth is proportional to body size and wildness. Filth: While walking on constructed floors they can leave animal filth.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.Others will spread out alone across the map. When wandering, some species of animals will tend to stay together in a herd. Wandering: Animals will wander the area when they have nothing else to do, e.g.Some animals have different appearances between males and females. Most animals appear to have no limbs, just as colonists do. Checkbox columns for each trainable skill to allow easy training of many animals.A "Slaughter" checkbox column to allow easy slaughtering of multiple tamed animals at once.Gender and life stage informational columns.The button at the top of the tab opens a window to edit allowed areas.Īs of Alpha 14 (July 15th, 2016), several features have been added to the Animals tab:.Farm animals and some pack animals cannot be assigned zones, and are instead controlled by pawns with roping and pen settings.Each animal stays in its assigned area unless its master is drafted. Allowed areas are also listed here including Unrestricted, Home area, and animal areas.A button lists the animal's master, if it has one.Clicking an animal name will center the map to that animal. The Animals tab lists all the colony animals.The Animals tab is in the menu bar at the bottom of the screen. When animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. Raiders will target tamed animals as often as colonists.Īnimal trainers receive 90 XP per training or taming attempt.

Animals are an important source of food by the meat they provide once hunted and butchered. Growing food outdoors can sometimes attract animals to your base perimeter. These wild animals and tamed animals will wander and graze on vegetation, including player-grown plants, regardless of type.

Wild animals occasionally spawn on the map according to the biome and from random events. For a complete search, see List of animals.
