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		<id>https://rimworldwiki.com/index.php?title=Animal_husbandry&amp;diff=180513</id>
		<title>Animal husbandry</title>
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		<updated>2026-05-17T13:23:04Z</updated>

		<summary type="html">&lt;p&gt;Winterous: /* Training */ Added info about how training loss works.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|a more general overview|Animals}}&lt;br /&gt;
All [[animals]] in Rimworld can be tamed, providing certain benefits to the colony. Some animals can be trained, others require enclosed spaces ([[pen]]) to remain in the colony, and yet others can lose its tame state if left alone for too long.&lt;br /&gt;
&lt;br /&gt;
Any animal that requires a [[pen]] to remain on the colony is considered a farm animal and can't be trained&amp;lt;ref&amp;gt;This is not an intrinsic property, just so happens that every currently implemented pen animal lacks the ability to be trained.&amp;lt;/ref&amp;gt;. Farm animals don't lose tameness due to wildness.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
There are five options to obtain tamed animals. Having them as starting pet's, taming wild animals, buying them from traders and getting them from events.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Work#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
[[File:TameButton.png|64px|left|link=]]&lt;br /&gt;
Wild animals may be marked for taming using the Tame order.&lt;br /&gt;
&lt;br /&gt;
An [[Work#Handle|animal handler]] will attempt to tame marked animals using non-meal, non-drug 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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
{{for|the calculation details|Tame Animal Chance}}&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
The net effect of the curve above is the expression &amp;lt;code&amp;gt;2*(1-wildness)&amp;lt;/code&amp;gt;. The minimum value it can take is '''0''' at 100% wildness while the max is '''2'''(duplicates chance) at 0% wildness.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[alpha thrumbo]].{{OdysseyIcon}} Assuming 20 [[Skill#Animal skill|Animal skill]], the base taming chance is 1.28%.&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. If wildness is above 0% (shown on the wildlife tab), the animals requires maintenance to not revert into its wild state. Farm animals will remain tamed regardless of wildness.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
{{for|the calculation details|Minimum Handling Skill}}&lt;br /&gt;
Most animal species have a '''Minimum handling skill''' stat which determines the Animal [[skill]] necessary of a handler pawn. The game will briefly produce a warning message if no colonist has enough skill to handle the animal.&lt;br /&gt;
&lt;br /&gt;
Any animal with 0% wildness can be handled even with 0 skill. This list includes but is not limited to: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
The highest minimum skill required by any animal in Core is 10, which is required by both the [[Megasloth]] (97% wildness) and [[Thrumbo]] (98.5% wildness). This increases to 14 with the [[DLC]] enabled, such as the [[alpha thrumbo]].{{OdysseyIcon}}&lt;br /&gt;
&lt;br /&gt;
=== Starting pets ===&lt;br /&gt;
For most [[Scenario system|scenarios]], new colonies will include a random pet that is already tamed. These pets will have a random name and are always bonded with a pawn. The animals available are determined by the handling skills of the starting pawn(s), as the game will not provide a pet that cannot be handled by the colony. This rule is broken when all colonists have animal handling disabled, as the game will still provide animals that require periodic taming.&lt;br /&gt;
&lt;br /&gt;
The chance of getting an animal is influenced by the &amp;quot;petness&amp;quot; stat, with a higher value resulting in a higher chance. The selection of animals also influences the chances, for example a Husky has a {{#expr: {{#show:Husky|?Petness}}/({{#ask: [[Minimum Handling Skill::0]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }}) * 100 round 2}}% chance of being selected with the highest handling skill at 0, while at level 10+ the chance is only {{#expr: {{#show:Husky|?Petness}}/({{#ask: [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }}) * 100 round 2}}% (assuming all DLCs are active). Hares, snowhares, capybaras and cobras are all under 1% chance due to the petness being so low and the animal handling being so high.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum0|{{#expr:{{#ask: [[Minimum Handling Skill::0]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum2|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;2]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum3|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;3]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum4|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;4]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum5|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;5]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum6|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;6]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum8|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;8]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSum9|{{#expr:{{#ask: [[Minimum Handling Skill::&amp;lt;9]] [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{#vardefine:petnessSumMax|{{#expr:{{#ask: [[Petness::&amp;gt;&amp;gt;0]] | ?Petness = | mainlabel=- | sep=+ }} }} }}&amp;lt;includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
{{!}} {{{?Minimum Handling Skill}}}&lt;br /&gt;
{{!}} {{{?Petness}}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} = 0 | {{#expr: {{{?Petness}}} / {{#var:petnessSum0}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 3 | {{#expr: {{{?Petness}}} / {{#var:petnessSum2}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 4 | {{#expr: {{{?Petness}}} / {{#var:petnessSum3}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 5 | {{#expr: {{{?Petness}}} / {{#var:petnessSum4}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 6 | {{#expr: {{{?Petness}}} / {{#var:petnessSum5}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 7 | {{#expr: {{{?Petness}}} / {{#var:petnessSum6}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 9 | {{#expr: {{{?Petness}}} / {{#var:petnessSum8}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#ifexpr: {{{?Minimum Handling Skill}}} &amp;lt; 10 | {{#expr: {{{?Petness}}} / {{#var:petnessSum9}} * 100 round 2 }} % |-}}&lt;br /&gt;
{{!}} {{#expr: {{{?Petness}}} / {{#var:petnessSumMax}} * 100 round 2 }} %&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Handling skill&amp;lt;br/&amp;gt;required&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Petness&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Chance with max handling skill:&lt;br /&gt;
|- {{#vardefine:style|style=&amp;quot;background-color:#52a76f; border-color:#428659&amp;quot;}}&lt;br /&gt;
! {{#var:style}} | 0 !! {{#var:style}} | 2 !! {{#var:style}} | 3 !! {{#var:style}} | 4 !! {{#var:style}} | 5 !! {{#var:style}} | 6 !! {{#var:style}} | 8 !! {{#var:style}} | 9 !! {{#var:style}} | Max&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Petness::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | ?Name = ?Name&lt;br /&gt;
 | ?Minimum Handling Skill = ?Minimum Handling Skill&lt;br /&gt;
 | ?Petness = ?Petness&lt;br /&gt;
 | named args = yes&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = :Animal husbandry&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Buying ===&lt;br /&gt;
{{Main|Trade}}&lt;br /&gt;
Animals bought from [[trader]]s are always tamed. Different types of traders have different kinds of animals in stock.&lt;br /&gt;
&lt;br /&gt;
=== Events ===&lt;br /&gt;
{{Main|Events}}&lt;br /&gt;
The events [[Events#Animal self-tamed|animals join]] and [[animal self-tamed]] give your colony tamed animals.&lt;br /&gt;
&lt;br /&gt;
== Interactions ==&lt;br /&gt;
Some animal species can be trained by colonists. With Guard trained, they will follow their master around if designated to do so. &lt;br /&gt;
&lt;br /&gt;
Some species may be harvested to produce [[milk]], [[chemfuel]], or [[wool]]. Still others passively lay frequent eggs.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed or purchased animals are distinguished by numerical designations(“Muffalo 1”, “Muffalo 2”, etc.). When an animal forms a bond with a colonist, it is given a unique name. Names can be changed by the player from the &amp;quot;Training&amp;quot; tab in the inspect pawn pane. Names of tamed animals are not shown on the map unless the option is turned on, via Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
Animals may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Nuzzling ===&lt;br /&gt;
Occasionally, some animals can nuzzle colonists, giving the colonist {{Thought|desc=A cute animal nuzzled me|label=Nuzzled|value=+4|multi=0.5|stack=3|duration=1}} or {{Thought|desc=It is so cute, and supportive, and loving... I feel fulfilled and refreshed.|label=Nuzzled|value=+6|multi=0.5|stack=3|duration=1}} {{Check Tag|test|How do these two stages interact?}}. Animals can nuzzle anyone regardless of handling skill unless they are a [[psychopath]] or [[inhumanized]] {{AnomalyIcon}}.&lt;br /&gt;
&lt;br /&gt;
The following animals can nuzzle:&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Nuzzle {{MTB}} in hours&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Nuzzle Mtb Hours::&amp;gt;&amp;gt;0]]&lt;br /&gt;
 | ?Nuzzle Mtb Hours&lt;br /&gt;
 | format = template&lt;br /&gt;
 | template = Ask Table Formatter&lt;br /&gt;
 | link = none&lt;br /&gt;
 | sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
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 the following [[mood]] effects to non-[[psychopath]]ic or [[inhumanized]]{{AnomalyIcon}} pawns. All moodlets stack with each other.&lt;br /&gt;
* {{Thought|desc=Being together with my bonded animal makes me feel better.|label=Bonded animal's [[#Training|master]]|value=+5|stack=1}}&lt;br /&gt;
* {{Thought|desc=I should be together with my bonded animals.|label=Not bonded animal's master|value=-3|stack=1}}&lt;br /&gt;
* {{Thought|desc=My special bonded animal was given away!|label=Bonded animal given away|value=-10|stack=10|duration=60}}. This will also inflict &amp;lt;abbr title=&amp;quot;Stacking 10 times for a maximum of -100 or 2 times for a maximum of -20 for the same other pawn&amp;quot;&amp;gt;{{--|10}}&amp;lt;/abbr&amp;gt; [[opinion]] of the pawns that performed the action for 60 days.&lt;br /&gt;
* {{Thought|desc=Such a tender, unique animal. This universe is evil!|label=Bonded animal died|value=-8|stack=5|duration=20}}. This will also inflict &amp;lt;abbr title=&amp;quot;Stacking 300 times for a maximum of -3000 or 10 times for a maximum of -100 for the same other pawn&amp;quot;&amp;gt;{{--|10}}&amp;lt;/abbr&amp;gt; [[opinion]] of the pawns that performed the action for 60 days.&lt;br /&gt;
* {{Thought|desc=Such a tender, unique animal. This universe is evil!|label=Bonded animal lost|value=-8|stack=5|duration=20}}&lt;br /&gt;
* {{Thought|desc=My bonded animal was banished!|label=Bonded animal banished|value=-6|stack=5|duration=6}}&lt;br /&gt;
* {{Thought|desc=Such a tender, unique animal. Why did it have to go?|label=Bonded animal released|value=-5|stack=5|duration=15}}&lt;br /&gt;
&lt;br /&gt;
Bonds can occur when:&lt;br /&gt;
* 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.&lt;br /&gt;
* When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
* When successfully trained, an animal has a 0.7% chance to bond with the trainer.&lt;br /&gt;
* Every {{Ticks|2500}}, if an animal is within 12 tiles and has line of sight to their master, there is a 0.1% chance to bond.&lt;br /&gt;
* 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.&lt;br /&gt;
Pawns with the [[Ideoligion#Animal connection|Animal connection: Strong]] precept in their [[ideoligion]]{{IdeologyIcon}} have a ×2 [[Bond Chance Factor|multiplier on bonding chance]]. &lt;br /&gt;
Pawns with the [[Ideoligion#Bonding|Bonding: Disapproved]] precept in their [[ideoligion]]{{IdeologyIcon}} cannot be bonded with, but they will not lose existing bonds, nor their mood effects, if the precept is added via a fluid ideoligion's reformation. Pawns converted into a non-bonding ideoligion will renounce all their bonds at the moment of conversion.&lt;br /&gt;
&lt;br /&gt;
Bonded animals are also easier for their master to train (5x multiplier on chance). Animals are given a unique name upon bonding.&lt;br /&gt;
&lt;br /&gt;
On the death of the pawn an animal is bonded with, it can go into one of two animal mental breaks; [[manhunter]], in which it will attack all nearby entities, or [[confusion]], in which it will wander around, uncontrollably, similar to dazed humans.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
{{Stub|section=1|reason=Odyssey training options and effects}}&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training targets and view progress.&lt;br /&gt;
&lt;br /&gt;
The stats of the training pawn, including Animals skill or [[Global Work Speed]], have no effect on how fast each training session is completed. Instead, increased skill improves a pawn's [[Train Animal Chance]], resulting in the animal requiring fewer training attempts in the first place. After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Once Guard is trained, they can be assigned a master which they will follow. You can configure when the animal will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted, from the Animals menu.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train. Guard has three steps, rescue and attack have two, and haul has 5. An animal also has five stages of tameness to maintain.&lt;br /&gt;
&lt;br /&gt;
Animal skills decay over time. The speed at which skills decay is dependent on wildness of the animal. For many species, their wildness is high enough such that their tameness decreases over time and they may eventually return to the wild. For this reason, if you do not have handlers meeting the animal's minimum handling skill, it is best to sell or slaughter before your animal returns to the wild. Animals requiring a [[pen]] will never lose tameness.&lt;br /&gt;
When an animal skill decays, one point of training is subtracted from one of the 'outermost' skills at random, ie: skills with no trained dependents. 'Guard' will always remain trained until all its dependent skills have fully decayed, and only after Guard is decayed can an animal lose tameness.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ '''Orders Table'''&lt;br /&gt;
!colspan=2 | Orders !! Training &amp;lt;br/&amp;gt;intelligence&amp;lt;br/&amp;gt; required || Steps || Description&lt;br /&gt;
|- id=&amp;quot;Guard&amp;quot;&lt;br /&gt;
! Guard !! [[File:Obedience.png|link=]]&lt;br /&gt;
| Simple || 3 || style=&amp;quot;text-align: left;&amp;quot;| An animal trained in guard will follow its master and attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. Multiple animals may be assigned to a single master. &amp;lt;br/&amp;gt;Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent {{+|5}} moodlet, and if a bonded animal is ''not'' assigned to its bonded pawn, that pawn gets a permanent {{--|3}} moodlet. Mood effects stack with multiple bonded animals, and one pawn can have both the positive and negative moodlets from two bonded animals&lt;br /&gt;
|- id=&amp;quot;Attack&amp;quot;&lt;br /&gt;
! Attack !! [[File:Release.png|link=]] &lt;br /&gt;
| Intermediate || 5 || style=&amp;quot;text-align: left;&amp;quot;| Using the 'attack' command, animals may leave their master's immediate area to attack enemies. When the 'Animals Attack' command is turned off, animals will guard their master and only attack enemies nearby.&lt;br /&gt;
|- id=&amp;quot;Rescue&amp;quot;&lt;br /&gt;
! Rescue !! [[File:Rescue.png|link=]]&lt;br /&gt;
| Advanced || 2 || style=&amp;quot;text-align: left;&amp;quot;| Animals trained in rescue will rescue its master as well as nearby colonists in a radius of 75. Only species of sufficient size can rescue.&amp;lt;!-- On vanilla, a Labrador's 0.75 body size is the lowest it goes.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Haul&amp;quot;&lt;br /&gt;
! Haul !! [[File:Haul_animal.png|link=]]&lt;br /&gt;
| Advanced || 7 || style=&amp;quot;text-align: left;&amp;quot;| Animals trained in hauling will [[haul]] just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but this requirement is lesser than for rescuing. &amp;lt;br/&amp;gt;Animals will perform hauling intermittently with an &amp;lt;abbr title=&amp;quot;mean time between&amp;quot;&amp;gt;MTB&amp;lt;/abbr&amp;gt; of 1.5 hours. Apart from being able to move, animals also need an intact jaw in order to haul.  Animals will only haul within their allowed area if they are assigned to one.&amp;lt;!-- On vanilla, a carrier's 0.667 body size is the lowest it goes.--&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center mw-collapsible mw-collapsed}}&lt;br /&gt;
! Animal !! &amp;lt;abbr title=c/s&amp;gt;Move Speed&amp;lt;/abbr&amp;gt; !! Carrying Capacity !! &amp;lt;abbr title=c*i/s&amp;gt;Haul Throughput&amp;lt;/abbr&amp;gt; !! Wildness !! &amp;lt;abbr title=Nutrition lost per day&amp;gt;Hunger Rate&amp;lt;/abbr&amp;gt; !! Filth Rate !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Juvenile Age&amp;lt;/abbr&amp;gt; !! data-sort-type=number|&amp;lt;abbr title=days&amp;gt;Maturity Age&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Min Temperature&amp;lt;/abbr&amp;gt; !! &amp;lt;abbr title=°C&amp;gt;Max Temperature&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Can Train Haul::True]] [[Carrying Capacity::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/Haul Row&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
|- id=&amp;quot;Forage&amp;quot;&lt;br /&gt;
! Forage {{OdysseyIcon}} !! [[File:Forage.png|link=]]&lt;br /&gt;
| ? || ?&lt;br /&gt;
| style=&amp;quot;text-align: left;&amp;quot; | {{See also|Foraging}}&lt;br /&gt;
The following animals can be trained to forage: {{#ask: [[Category:Animals]] [[Can Train Forage::true]] | format = template | template = DLC Icons | link = none | sep=&amp;lt;nowiki&amp;gt;, &amp;lt;/nowiki&amp;gt; | sort = from DLC, Name}}&lt;br /&gt;
{{Quote|&amp;quot;The animal will occasionally find berries, mushrooms, or food. Animals will find more food in biomes with higher forageability. Foraging can only be done on fertile terrain.&amp;quot;|Foraging description}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Guard is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master. This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Attack trained, animals can be released to attack threats from a distance.  Even colonists incapable of Violence can send their assigned animals into battle.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
{{Stub|section=1|reason=This section is included in the [[RimWorld_Wiki:To-do#Butchery project|Butchery project]] - there are a number of factors that are in need of verification and potentially addition to this section. See that page for details}}&lt;br /&gt;
&lt;br /&gt;
[[File:SlaughterButton.png|64px|left|link=]] 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 but must be [[incapable|capable of violence]]. This job takes ???{{Check Tag|How long?}} to perform and instantly kills the animal - the animal will not resist, flee, or fight. 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.&lt;br /&gt;
&lt;br /&gt;
Animals killed through damage suffer a 66% multiplier to [[Meat Amount]] and [[Leather Amount]]. Slaughtering, throat slitting a downed-but-not-injured animal as a hunting task, the &amp;quot;euthanize by cut&amp;quot; [[operation]], and the [[Rituals#Animal sacrifice|Animal Sacrifice]] ritual{{IdeologyIcon}} all result in a careful slaughter and avoid the 66% modifier.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
==== Auto-Slaughter ====&lt;br /&gt;
[[File:Autoslaughter.png|thumb|left|200px|Auto-slaughter menu]]&lt;br /&gt;
Via the Animals button on the bottom bar is a &amp;quot;Manage auto-slaughter..&amp;quot; option. Auto-slaughter allows the player to automatically cull animals above a defined threshold. &lt;br /&gt;
&lt;br /&gt;
Total Animals, Male/Female Adults, Male/Female Young are all definable amounts that the player can set. If the current animal count exceeds any of the defined amounts in any of these columns the eldest allowed animal of that exceeded type is slaughtered. These 5 left-most columns function as OR operators. The two rightmost columns allow the player to allow the slaughtering of pregnant or bonded animals if desired.&lt;br /&gt;
&lt;br /&gt;
=== Other Interactions ===&lt;br /&gt;
==== Caravans ====&lt;br /&gt;
{{Main|Pack animal}}&lt;br /&gt;
These animals can graze, meaning they don't usually require food during a [[caravan]]. (This may not be true when traveling across cold or inhospitable [[biome]]s, like tundra or deserts, or in winter in general.) When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
==== Release to Wild ====&lt;br /&gt;
Unwanted animals can be released to the wild using a command next to the slaughter button. Releasing bonded animals also causes a mood debuff to master of the animal.&lt;br /&gt;
&lt;br /&gt;
==== Social ====&lt;br /&gt;
Each animal has a Social tab that lists that animal's human [[bond]]s and familial relations. Clicking an entry jumps to that bond's counterpart on the map. Animals, even wild ones, have a small chance of bonding with a colonist everytime they interact. Bonded animals are given a unique name by their Master. Animals assigned to Guard a bonded human will give their master a permanent +5 mood thought. Humans who are not the master of their bonded animal receive a -5 &amp;quot;Not bonded animal's master&amp;quot; thought. Animals do not have a mood meter. Humans may have more than one bonded animal, but animals may only have one human bond.&lt;br /&gt;
&lt;br /&gt;
==== Trade goods ====&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. 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. Traders offering animals will attempt to at least carry a breeding pair of a core farm animal.&lt;br /&gt;
&lt;br /&gt;
== Products ==&lt;br /&gt;
Certain tame animals produce {{Icon Small|eggs}} [[eggs]], {{Icon Small|milk}} [[milk]], {{Icon Small|wool}} [[wool]], or {{Icon Small|chemfuel}} [[chemfuel]]. Milking (including chemfuel) and shearing sometimes fails, which is indicated with a brief &amp;quot;product wasted&amp;quot; message. This and the amount of wool, milk or chemfuel respectively is dependent on the [[Animal Gather Yield]] stat of the pawn.&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
{{Main|Eggs}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Fert. Egg !! Unfert. Egg !! Can lay&amp;lt;br&amp;gt;unfertilized !! Nutrition&amp;lt;br/&amp;gt;per Egg !! Avg Eggs&amp;lt;br/&amp;gt;per Clutch !! Laying&amp;lt;br/&amp;gt;Interval !! Avg Eggs&amp;lt;br/&amp;gt;per Day !! Egg Nutrition&amp;lt;br/&amp;gt;per Day !! &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Needed&amp;lt;br/&amp;gt;Males / Female&amp;lt;/abbr&amp;gt; !! Daily Hunger&amp;lt;br/&amp;gt;Rate !! Daily Egg Nutrition&amp;lt;br/&amp;gt;per Hunger&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Egg Laying Interval::+]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name = ?Name&lt;br /&gt;
| ?Eggs Per Clutch Average = ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval = ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average = ?Eggs Per Season Average&lt;br /&gt;
| ?Can Lay Unfertilized Eggs = ?Can Lay Unfertilized Eggs&lt;br /&gt;
| ?Real Hunger Rate = ?Real Hunger Rate&lt;br /&gt;
| format = Template&lt;br /&gt;
| template = Egg Table Row&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Milk ===&lt;br /&gt;
{{Main|Milk}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;{{#vardefine:formatterNumeratorVariable1|Daily Milk Average}}{{#vardefine:formatterDenominatorVariable1|Real Hunger Rate}}{{#vardefine:formatterNumeratorVariable2|Daily Milk Average}}{{#vardefine:formatterDenominatorVariable2|Real Hunger Rate}}{{#vardefine:formatterFactorVariable2|0.05}}&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking&amp;lt;br/&amp;gt;Interval !! Milk/Day&amp;lt;br/&amp;gt;(Average) !! Milk / food consumed&amp;lt;br/&amp;gt;per day !! Nutrition / food consumed&amp;lt;br/&amp;gt;per day&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]] [[Milk Name::Milk]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;{{#vardefine:formatterNumeratorVariable1}}{{#vardefine:formatterDenominatorVariable1}}{{#vardefine:formatterNumeratorVariable2}}{{#vardefine:formatterDenominatorVariable2}}{{#vardefine:formatterFactorVariable2}}&lt;br /&gt;
&lt;br /&gt;
=== Wool ===&lt;br /&gt;
{{Main|Wool}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Name !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Name&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none&lt;br /&gt;
| sort = From DLC, Name}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chemfuel ===&lt;br /&gt;
{{Main|Chemfuel}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Chemfuel Amount !! Milking Interval !! Daily Chemfuel Average&lt;br /&gt;
|-&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Name::Chemfuel]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Ask Table Formatter&lt;br /&gt;
| link = none}}&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Feeding ==&lt;br /&gt;
=== Grazing wild plants ===&lt;br /&gt;
Letting your animals graze is one of the easiest way to feed your [[herbivorous]], omnivorous grazer and dendrovorous animals. While the later can only &amp;quot;graze&amp;quot; live [[tree]]s, the former two can eat all other living [[plant]]s. Depending on the animals in the colony it might therefore be beneficial to cut all trees or other plants respectively in the grazing area.&lt;br /&gt;
&lt;br /&gt;
The simplest way to feed non-strictly-carnivorous animals is to create a large [[Pens|pen]] where animals can graze on the wild grass and brambles. The [[pen marker]] will show the number of animals the wild plants can sustain (measured in [[cow]]s, [[goat]]s, and [[chicken]]s. When the weather is too cold or too hot though, plants grow slower or even stop growing. Furthermore, plants become totally inedible when the temperature drops below {{Temperature|-10}}, because they all are considered leafless, grass as well as trees. This mechanic is not explained in-game, and is quite puzzling to unaware players. It looks like animals starve on top of good-looking grass. See [[Plants#Temperature|Plants]] for more info.&lt;br /&gt;
&lt;br /&gt;
While grazing might need the least amount of work, it can also be highly inefficient for smaller animals. Most wild plants have 0.5 nutrition (except the rather uncommon {{#ask: [[Category:Plants]] [[Type2::Wild]] [[Nutrition::&amp;lt;&amp;lt;0.5]] | format = template | template = DLC Icons | sort = From DLC, Name | sep = ,&amp;amp;nbsp; | link = none}}). The amount of nutrition an animal can hold is dependent on its [[body size]] and its life stage. They will start eating as soon as they hold less than 25 % of the maximum nutrition they can hold (see [[saturation]] for more info). This means all adult animals with a body size below {{#expr: 2/3 round 2}} will start eating before they can fit the full 0.5 nutrition of most plants, with the excess getting wasted. This is even more pronounced for baby and juvenile animals since they are smaller. Only species that have an adult body size of at least {{#expr: 2/3/0.75 round 2}} will not be overeating when juvenile and with an adult body size of at least {{#expr: 2/3/0.6 round 2}} as babies as well.&lt;br /&gt;
&lt;br /&gt;
=== Growing haygrass ===&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.5 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
=== Making kibble ===&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat. Producing kibble at a [[butcher table]] costs 1 nutrition of vegetables or hay and 1 nutrition of meat or animal products, and produces 2.5 nutrition of kibble. &lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat.&lt;br /&gt;
&lt;br /&gt;
When you feed a population of herbivorous or omnivorous animals kibble made from their own meat or milk, the formula for their nutrition efficiency can be calculated as:&lt;br /&gt;
&lt;br /&gt;
{{math|''nutritionEfficiency(kibble)'' {{=}} 2.5&amp;amp;times;''nutritionEfficiency(raw vegetables)'' - 1}}&lt;br /&gt;
In effect, this means that for any animal population that has a nutrition efficiency of at least 0.667, it is more efficient to feed them kibble rather than hay. It is worth noting, however, that this will increase the amount of butchering and cooking labour needed to support the higher animal population required.&lt;br /&gt;
&lt;br /&gt;
=== Corpse freezer ===&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
== Raising ==&lt;br /&gt;
=== Pens ===&lt;br /&gt;
{{main|Pens}}&lt;br /&gt;
Pens are areas which farm animals are assigned to. These [[pen animals]] will be passive, meaning that hostiles will not attack these animals, and vice versa. Tamed pen animals must be put in a pen, or they will occasionally attempt to leave the map, meaning they disappear forever. Colonists will automatically rope roaming farm animals and place them in the pen. The borders of pens can be marked with: solid [[wall]]s, [[door]]s, [[fence]]s, [[fence gate]]s, and [[animal flap]]s. To mark an enclosed area as a pen, place a pen marker inside. The pen marker also tells you the amount of animals that can be sustained in a pen with wild plants, measured in [[cow]]s, [[goat]]s, and [[chicken]]s. An attached, roofed, and heated/cooled coop can be built with an [[animal flap]] as a door instead of a regular [[door]] for animals to stay warm or cool down during extreme temperatures.&lt;br /&gt;
&lt;br /&gt;
=== Pet care ===&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room. &lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey pets should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks (or just wall the base in to prevent predators from coming in).&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Diet&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | &amp;lt;abbr title=&amp;quot;The tameness of animals that are blocked by fences or that have low enough wildness does not decay&amp;quot;&amp;gt;Tameness Decay Interval (Days)&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Produces&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Produce / Day&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Produced Nutrition / Day&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;Males / Female&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Baby Slaughter&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Adult Slaughter&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when babies are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Nutrition / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female.&amp;quot;&amp;gt;Consumption / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Meat Nutrition/Consumption&amp;quot;&amp;gt;Meat Nutrition Efficiency&amp;lt;/abbr&amp;gt;&amp;lt;ref name=&amp;quot;Milking&amp;quot;&amp;gt;For a list that does include milking see [[List of animals]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition of meat produced per female per day when adults are slaughtered, assuming constant pregnancy.&amp;quot;&amp;gt;Meat Nutrition / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Units of nutrition consumed per day by one adult plus the nutrition consumed by the required males per female, including the offspring's consumption up to adulthood.&amp;gt;Consumption / Day&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Meat Nutrition/Consumption&amp;quot;&amp;gt;Meat Nutrition Efficiency&amp;lt;/abbr&amp;gt;&amp;lt;ref name=&amp;quot;Milking&amp;quot;/&amp;gt;&lt;br /&gt;
{{#ask: [[Type::Animal]] [[Mate Mtb Hours::+]] | format = template | template = Animal Rearing Row | named args = true | ?Name = animal | sort = From DLC, Name | limit = 500}} &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;a)&amp;lt;/sup&amp;gt; Babies will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;b)&amp;lt;/sup&amp;gt; Babies and juveniles will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;c)&amp;lt;/sup&amp;gt; Babies, juveniles and adults will overeat when grazing most wild plants. See [[Animal_husbandry#Grazing wild plants|above]] or [[saturation]] for more info.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Berserk_pulse&amp;diff=179090</id>
		<title>Berserk pulse</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Berserk_pulse&amp;diff=179090"/>
		<updated>2026-04-05T13:22:54Z</updated>

		<summary type="html">&lt;p&gt;Winterous: Corrected duration from 10 ticks to 10 seconds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Stub|reason=General - insufficient mechanical detail, and analysis is currently just a Copy-paste of minor tactics previously on [[Psycasts]] - needs verification, rewriting, formatting, and expansion}}&lt;br /&gt;
{{Infobox main|psycast&lt;br /&gt;
| name = Berserk pulse&lt;br /&gt;
| image = BerserkPulse.png&lt;br /&gt;
| type = Psycast&lt;br /&gt;
| description = Generate an overwhelming rush of undirected rage in everyone near the target point.&lt;br /&gt;
| psylink level = 6&lt;br /&gt;
| casting time = 60&lt;br /&gt;
| ability range = 14.9&lt;br /&gt;
| psyfocus cost = 0.06&lt;br /&gt;
| neural heat gain = 65&lt;br /&gt;
| effect radius = 2.9&lt;br /&gt;
| duration = 600&lt;br /&gt;
| duration multiplier = Psychic Sensitivity&lt;br /&gt;
| goodwill impact = -75&lt;br /&gt;
}}&lt;br /&gt;
'''Berserk pulse''' is a level {{P|Psylink Level}} [[psycast]] that drives pawns [[Mental break#Berserk|violently insane]] in its area of effect. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[File:Berserk pulse radius.png|thumb|left|The area of effect of the pulse when targeted on the middle tile.]]&lt;br /&gt;
All creatures within a 5-tile-by-5-tile square go [[Mental break#Berserk|berserk]], attacking the nearest creature regardless of previous affiliation.&lt;br /&gt;
&lt;br /&gt;
Duration scales with target's [[Psychic Sensitivity]]. Pawns with 0% [[psychic sensitivity]], such as those with the [[psychically deaf]] trait, are immune. The three [[mechanoid commander]]s{{BiotechIcon}}{{Check Tag|Dreadmeld?}} &amp;lt;!--and the [[dreadmeld]]{{AnomalyIcon}} --&amp;gt;are also immune to the pulse. [[Manhunter]] animals cannot be berserked either.&lt;br /&gt;
&lt;br /&gt;
The targeted area must be inside the [[line of sight]] of the psycaster, but the area of effect goes through impassable objects like [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
If used on a non-hostile [[faction]]'s pawn, it will decrease [[goodwill]] with that faction by {{--|75}} points.&lt;br /&gt;
&lt;br /&gt;
== Analysis == &lt;br /&gt;
Berserk Pulse causes a dangerous increase in [[neural heat]] on all but the most well-equipped of psycasters, but is capable of defeating entire raids using only this psycast. By default, a psycaster can only cast this once before entering [[Psycasts#Psychic_breakdown|heat overflow]], although [[psychic sensitivity]] modifiers can boost it.&lt;br /&gt;
&lt;br /&gt;
Extremely powerful against tanky enemies, who can continue fighting other enemies for an extended period of time. This not only distracts enemies for longer, it weakens or kills the most dangerous enemies while they deal maximal damage to their allies.&lt;br /&gt;
&lt;br /&gt;
Works through walls! The target cell must be within line-of-sight (but can be cast on the wall itself), but the effect also applies to targets in range on the other side of the wall.  This can be used to great effect by funneling enemies into a U-shaped pathway around another (unconnected or blocked-by-door) hallway with your caster in it.  Berserk Pulse can be targeted at the end of the hallway your pawn is in and hit 13 cells in the U-shaped hallway surrounding it.  Since enemies do not have collision with each other until they enter combat, this can potentially catch a very large number of hostiles in the area.  Best use is alternating sandbags or stone chunks in that section of the U-shaped hallway to slow down the invading army specifically at that point, causing them to bunch up even more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
U_bend_hallway.png||U-bend hallway maze that can lead any other sort of killbox or trap hallway&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Royalty DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.1.2571|1.1.2571]] - Cost increased from 60 to 65, range reduced from 25 to 15, duration reduced from 60 to 15.&lt;br /&gt;
* [[Version/1.1.2618|1.1.2618]] - Reduce duration of berserk pulse from 15 seconds to 11 seconds.&lt;br /&gt;
* [[Version/1.5.4083|1.5.4083]] - Fix: Berserk pulse working on mech bosses.&lt;br /&gt;
&lt;br /&gt;
{{Nav|psycasts|wide}}&lt;br /&gt;
[[Category: Psycasts]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cassowary_egg_(fert.)&amp;diff=179049</id>
		<title>Cassowary egg (fert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cassowary_egg_(fert.)&amp;diff=179049"/>
		<updated>2026-04-05T10:48:24Z</updated>

		<summary type="html">&lt;p&gt;Winterous: /* Summary */ Hatch time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Cassowary egg (fert.)&lt;br /&gt;
| image = Cassowary egg (fert.) b.png&lt;br /&gt;
| description = Fertilized cassowary egg. If all goes well, it should hatch into a baby cassowary. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 19&lt;br /&gt;
| mass base = 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| min safe temperature = 0&lt;br /&gt;
| max safe temperature = 50&lt;br /&gt;
| spoiling rate per degree per tick = 0.00003&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggChickenFertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
| verified for version = A14D&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (245,245,245)&lt;br /&gt;
| default color = (245,245,245)&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cassowary eggs''' are a type of [[Eggs|egg]] laid by female [[Cassowary|cassowaries]].&lt;br /&gt;
&lt;br /&gt;
Only [[Eggs#Fertilization|fertilized]] cassowary eggs are laid, so all cassowary eggs are displayed &amp;quot;Cassowary egg (fert.)&amp;quot;. Fertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[animals]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
Cassowary eggs take 7 days to hatch.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Cassowary egg (fert.) a.png|One cassowary egg (fert.)&lt;br /&gt;
Cassowary egg (fert.) b.png|Stack of cassowary eggs (fert.)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Turkey_egg_(fert.)&amp;diff=179048</id>
		<title>Turkey egg (fert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Turkey_egg_(fert.)&amp;diff=179048"/>
		<updated>2026-04-05T10:48:07Z</updated>

		<summary type="html">&lt;p&gt;Winterous: /* Summary */ Hatch time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Turkey egg (fert.)&lt;br /&gt;
| image = Turkey egg (fert.) b.png&lt;br /&gt;
| description = Fertilized turkey egg. If all goes well, it should hatch into a baby turkey. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 11&lt;br /&gt;
| mass base = 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| min safe temperature = 0&lt;br /&gt;
| max safe temperature = 50&lt;br /&gt;
| spoiling rate per degree per tick = 0.00003&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggTurkeyFertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
| verified for version = A14D&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (245,245,245)&lt;br /&gt;
| default color = (245,245,245)&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Turkey eggs''' are a type of [[Eggs|egg]] laid by female [[turkey]]s.&lt;br /&gt;
&lt;br /&gt;
Only [[Eggs#Fertilization|fertilized]] turkey eggs are laid, so all turkey eggs are displayed &amp;quot;Turkey egg (fert.)&amp;quot;. Fertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[animals]].&lt;br /&gt;
&lt;br /&gt;
It hatches in 5.0 days, at room temperature indoors.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
Turkey eggs take 5 days to hatch.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Turkey egg (fert.) a.png|One turkey egg (fert.)&lt;br /&gt;
Turkey egg (fert.) b.png|Stack of turkey eggs (fert.)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Tortoise_egg_(fert.)&amp;diff=179047</id>
		<title>Tortoise egg (fert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Tortoise_egg_(fert.)&amp;diff=179047"/>
		<updated>2026-04-05T10:47:49Z</updated>

		<summary type="html">&lt;p&gt;Winterous: /* Summary */ Hatch time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Tortoise egg (fert.)&lt;br /&gt;
| image = Tortoise egg (fert.) b.png&lt;br /&gt;
| description = Fertilized tortoise egg. If all goes well, it should hatch into a baby tortoise. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 23&lt;br /&gt;
| mass base = 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| min safe temperature = 0&lt;br /&gt;
| max safe temperature = 50&lt;br /&gt;
| spoiling rate per degree per tick = 0.00003&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.25&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggChickenFertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
| verified for version = A14D&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (245,245,245)&lt;br /&gt;
| default color = (245,245,245)&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Tortoise eggs''' are a type of [[Eggs|egg]] laid by female [[tortoise]]s.&lt;br /&gt;
&lt;br /&gt;
Only [[Eggs#Fertilization|fertilized]] tortoise eggs are laid, so all tortoise eggs are displayed &amp;quot;Tortoise egg (fert.)&amp;quot;. Fertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[animals]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
Tortoise eggs take 3.5 days to hatch.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tortoise egg (fert.) a.png|One tortoise egg&lt;br /&gt;
Tortoise egg (fert.) b.png|Stack of tortoise eggs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ostrich_egg_(fert.)&amp;diff=179046</id>
		<title>Ostrich egg (fert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ostrich_egg_(fert.)&amp;diff=179046"/>
		<updated>2026-04-05T10:47:25Z</updated>

		<summary type="html">&lt;p&gt;Winterous: /* Summary */ Hatch time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Ostrich egg (fert.)&lt;br /&gt;
| image = Egg small b.png&lt;br /&gt;
| description = Fertilized ostrich egg. If all goes well, it should hatch into a baby ostrich. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 23&lt;br /&gt;
| mass base = 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| min safe temperature = 0&lt;br /&gt;
| max safe temperature = 50&lt;br /&gt;
| spoiling rate per degree per tick = 0.00003&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.6&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggOstrichFertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
| verified for version =&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (245,245,245)&lt;br /&gt;
| default color = (245,245,245)&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall&lt;br /&gt;
}}&lt;br /&gt;
'''Ostrich eggs''' are a type of [[Eggs|egg]] laid by female [[ostrich]]es.&lt;br /&gt;
&lt;br /&gt;
Only [[Eggs#Fertilization|fertilized]] ostrich eggs are laid, so all ostrich eggs are displayed &amp;quot;Ostrich egg (fert.)&amp;quot;. Fertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[animals]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
Ostrich eggs take 8 days to hatch.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Egg small a.png|One ostrich egg (fert.)&lt;br /&gt;
Egg small b.png|Stack of ostrich eggs (fert.)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Iguana_egg_(fert.)&amp;diff=179045</id>
		<title>Iguana egg (fert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Iguana_egg_(fert.)&amp;diff=179045"/>
		<updated>2026-04-05T10:46:49Z</updated>

		<summary type="html">&lt;p&gt;Winterous: /* Summary */ Hatch time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Iguana egg (fert.)&lt;br /&gt;
| image = Egg oval b.png&lt;br /&gt;
| description = Fertilized iguana egg. If all goes well, it should hatch into a baby iguana. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 25&lt;br /&gt;
| mass base = 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| min safe temperature = 0&lt;br /&gt;
| max safe temperature = 50&lt;br /&gt;
| spoiling rate per degree per tick = 0.00003&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.25&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggIguanaFertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
| verified for version = A14D&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (245,245,245)&lt;br /&gt;
| default color = (245,245,245)&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Iguana eggs''' are a type of [[Eggs|egg]] laid by female [[iguana]]s.&lt;br /&gt;
&lt;br /&gt;
Only [[Eggs#Fertilization|fertilized]] iguana eggs are laid, so all iguana eggs are displayed &amp;quot;Iguana egg (fert.)&amp;quot;. Fertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[animals]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
Iguana eggs take 3.5 days to hatch.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Egg oval a.png|One iguana egg&lt;br /&gt;
Egg oval b.png|Stack of iguana eggs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Goose_egg_(fert.)&amp;diff=179044</id>
		<title>Goose egg (fert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Goose_egg_(fert.)&amp;diff=179044"/>
		<updated>2026-04-05T10:46:23Z</updated>

		<summary type="html">&lt;p&gt;Winterous: /* Summary */ Hatch time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Goose egg (fert.)&lt;br /&gt;
| image = Egg small b.png&lt;br /&gt;
| description = Fertilized goose egg. If all goes well, it should hatch into a goose. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 11&lt;br /&gt;
| mass base= 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| min safe temperature = 0&lt;br /&gt;
| max safe temperature = 50&lt;br /&gt;
| spoiling rate per degree per tick = 0.00003&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggGooseFertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (245,245,245)&lt;br /&gt;
| default color = (245,245,245)&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall&lt;br /&gt;
}}&lt;br /&gt;
'''Goose eggs''' are a type of [[Eggs|egg]] laid by female [[geese]].&lt;br /&gt;
&lt;br /&gt;
[[Eggs#Fertilization|Unfertilized]] goose eggs are displayed as &amp;quot;[[Goose egg (unfert.)]]&amp;quot;, while fertilized chicken eggs are displayed &amp;quot;Goose egg (fert.)&amp;quot;. Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[animals]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
Goose eggs take 6.5 days to hatch.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Egg small a.png|One goose egg (fert.)&lt;br /&gt;
Egg small b.png|Stack of goose eggs (fert.)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Emu_egg_(fert.)&amp;diff=179043</id>
		<title>Emu egg (fert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Emu_egg_(fert.)&amp;diff=179043"/>
		<updated>2026-04-05T10:45:57Z</updated>

		<summary type="html">&lt;p&gt;Winterous: /* Summary */ Hatch time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Emu egg (fert.)&lt;br /&gt;
| image = Emu egg (fert.) b.png&lt;br /&gt;
| description = Fertilized emu egg. If all goes well, it should hatch into a baby emu. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 18&lt;br /&gt;
| mass base = 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| min safe temperature = 0&lt;br /&gt;
| max safe temperature = 50&lt;br /&gt;
| spoiling rate per degree per tick = 0.00003&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.5&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggEmuFertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
| verified for version = A14D&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (245,245,245)&lt;br /&gt;
| default color = (245,245,245)&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Emu eggs''' are a type of [[Eggs|egg]] laid by female [[emu]]s.&lt;br /&gt;
&lt;br /&gt;
Only [[Eggs#Fertilization|fertilized]] emu eggs are laid, so all emu eggs are displayed &amp;quot;Emu egg (fert.)&amp;quot;. Fertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[animals]]. Will not hatch if exposed to low temperatures for a long period of time.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
Emu eggs take 6 days to hatch.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Emu egg (fert.) a.png|One emu egg (fert.)&lt;br /&gt;
Emu egg (fert.) b.png|Stack of emu eggs (fert.)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Duck_egg_(fert.)&amp;diff=179042</id>
		<title>Duck egg (fert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Duck_egg_(fert.)&amp;diff=179042"/>
		<updated>2026-04-05T10:45:34Z</updated>

		<summary type="html">&lt;p&gt;Winterous: Hatch time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Duck egg (fert.)&lt;br /&gt;
| image = Duck egg (fert.) b.png&lt;br /&gt;
| description = Fertilized duck egg. If all goes well, it should hatch into a duckling. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 7&lt;br /&gt;
| mass base = 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| min safe temperature = 0&lt;br /&gt;
| max safe temperature = 50&lt;br /&gt;
| spoiling rate per degree per tick = 0.00003&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.25&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggDuckFertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (214,231,186)&lt;br /&gt;
| default color = (214,231,186)&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Duck eggs''' are a type of [[Eggs|egg]] laid by female [[duck]]s.&lt;br /&gt;
&lt;br /&gt;
[[Eggs#Fertilization|Unfertilized]] duck eggs are displayed as &amp;quot;[[Duck egg (unfert.)]]&amp;quot;, while fertilized duck eggs are displayed &amp;quot;Duck egg (fert.)&amp;quot;. Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[animals]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
Duck eggs take 3.5 days to hatch.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Duck egg (fert.) a.png|One duck egg (fert.)&lt;br /&gt;
Duck egg (fert.) b.png|Stack of duck eggs (fert.)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=179041</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=179041"/>
		<updated>2026-04-05T11:15:34Z</updated>

		<summary type="html">&lt;p&gt;Winterous: /* Life stages */ Added info about hunger reducing growth rate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
:{{for|the skill of the same name|Skills#Animals{{!}}Skills}}&lt;br /&gt;
:{{for|a complete list of all animals with images|List of animals|}}&lt;br /&gt;
{{imagemargin|[[File:animals_preview.png|190px|right]]|30px}} &lt;br /&gt;
'''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. &lt;br /&gt;
&lt;br /&gt;
Animals usually wander the map aimlessly and feed when hungry, even eating player-grown [[plants]]. Like humans, animals don't require water and generate [[filth]]. All animals will fight back if melee combat is initiated. With just a little luck, even a small [[rat]] or [[squirrel]] can [[downed|take down]] and even kill a casually armored colonist. The most dangerous species regularly hunt humans or can immediately turn [[manhunter]] out of revenge. Some animals can be [[Animal_husbandry#Training|trained]] to guard your colonists and attack enemies. [[Combat#Friendly_fire|Friendly fire]] can happen with domesticated animals.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] or slaughtered, and subsequently [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Colonists assigned to [[Work#Handle|handle]] receive 90 XP towards their [[Skills#Animals|animals skill]] per training or taming attempt. When tamed &amp;quot;[[cute]]&amp;quot; animals nuzzle a colonist, the non-[[psychopath]] colonist receives a {{Thought|label=nuzzled|desc=A cute animal nuzzled me.|value=+4|stack=3|multi=0.5|duration=1}}. Animals can also [[Animal_husbandry#Bonding|form bonds]] with colonists, providing a permanent {{Thought|label=[Bonded animal]'s master|desc=Being together with my bonded animal makes me feel better.|value=+5|stack=1}} as long as said colonist is assigned as a bonded animal's master, or a {{Thought|label=not [Bonded animal]'s master|desc=I should be together with my bonded animal.|value=-3|stack=1}} otherwise. These moods don't apply to [[psychopath]] colonists.&lt;br /&gt;
&lt;br /&gt;
Sometimes, [[human]]s act like animals in a specific encounter [[Events#Wild_.28wo.29man_wanders_in|event]] or unfortunate [[Mental_break#Run_wild|mental break]], but revert to normal colonist behavior if successfully (re)tamed.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Animals tab ==&lt;br /&gt;
&lt;br /&gt;
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. From left to right, displayed information is as follows:&lt;br /&gt;
* Double-clicking an animal's name will center the map to that animal. &lt;br /&gt;
*Gender, Age, and Life Stage are displayed&lt;br /&gt;
*Pregnant or Sterilized&lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master. Bonded status is also displayed.&lt;br /&gt;
*If the animal is designated to follow its master when drafted or doing field work.&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column allows easy slaughtering of multiple tamed animals at once.&lt;br /&gt;
* Checkbox columns for each trainable skill: '''Tame, Guard, Rescue, Attack,''' and '''Haul''' for the management of animal training.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are listed here. Animals stay in their assigned areas unless designated to follow their master.&lt;br /&gt;
&lt;br /&gt;
Most of the above information is also displayed in the animal's inspect pane.&lt;br /&gt;
&lt;br /&gt;
=== Allowed areas ===&lt;br /&gt;
One of the best ways to control animals is to assign them an [[allowed area]]. Allowed areas are created via the Expand allowed area function in the Architect&amp;gt;Zone menu.&lt;br /&gt;
Zoning prevents animals from wandering into danger and eating things they shouldn't be. Be certain to designate them an [[animal sleeping spot]] and ensure they have access to a [[food]] source. Some species (most ungulates) cannot be assigned an area and must instead be roped by a colonist into a [[pen]].&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animal sprites do not show limbs, just like human sprites. Some animals have different appearances between males and females. Some animals have a different sprite for infant and adult life stages, like the [[chicken]]. &lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the accessible map, their [[pen]], or their assigned [[zone]] when their needs are satisfied, e.g. hunger and sleep. Some wild animals tend to stay together in a herd. Tamed animals may cross [[door]]s and [[fence]]s in their assigned area, unlike [[pen]] animals. Wild animals can cross fences but not doors. &lt;br /&gt;
While walking on constructed floors, some animals produce animal [[filth]]. The Filth rate stat is proportional to the body size and wildness stats. Farm animals tend to produce massive amounts of filth. This can be mitigated by [[straw matting]] floors or by simply keeping animals outdoors on natural terrain.&lt;br /&gt;
*'''Roaming:''' Tame pen animals will occasionally attempt to leave the map if not in a pen or if a pen door is left open. Their escape frequency is determined by the [[stat]] roam interval.&lt;br /&gt;
*'''Moving''': the animal is moving into its assigned area.&lt;br /&gt;
*Consuming food: animals attempt to eat a nearby [[food]] source when hungry. Herbivores move to find mature plants and carnivores [[animals#predation|hunt]]. Animals will keep searching for food until their hunger bar reaches satiation.&lt;br /&gt;
*[[Animals#Mating|Mating]]: male and female adults of the same species occasionally mate, which may result in a female pregnancy.&lt;br /&gt;
*'''[[Sleep]]ing''': when tired or wounded, tamed animals prefer to sleep in an [[animal bed]] or animal sleeping spot.&lt;br /&gt;
*Attacking: All animals can only melee attack. They will defend themselves in melee combat, and some animals can turn [[manhunter]] and chase your colonists. A text warning pops up on the screen when a colonist is ordered to interact with a potentially dangerous wild animal.&lt;br /&gt;
*Fleeing: all animals have a chance of erratically fleeing from ranged attacks hitting a target in their immediate vicinity. Animals do not flee predators or melee attacks. Animals do not leave their pen or assigned area when fleeing.&lt;br /&gt;
*Hauling: some animals, like the [[husky]], can be [[animals#training|trained]] to haul items, similar to how colonists haul items.&lt;br /&gt;
*Following master: some animals, like the [[elephant]], can be trained to follow their master when drafted or doing field work (mining or hunting).&lt;br /&gt;
* Nuzzling: Certain tame animals will occasionally nuzzle your colonists. Animals can even nuzzle patients in bed. A colonist who is nuzzled receives a {{Thought|label=nuzzled|desc=A cute animal nuzzled me.|value=4|stack=3|multi=0.5|duration=1}}. The following animals can nuzzle: [[cat]], [[guinea pig]], [[husky]], [[labrador retriever]], [[monkey]], and [[yorkshire terrier]].&lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
&lt;br /&gt;
Female animals do not ever attempt to initiate mating themselves. Males will only mate with females in the same assigned area. Wild animals do not mate. Incest is common and has no effect on animal health. &lt;br /&gt;
&lt;br /&gt;
There is either a 1/12 or 1/8 (depending on species) chance per hour that an awake, non-sterilized male will search for a non-pregnant/non-fertilized, non-sterilized, awake female of the same species within 30 tiles to initiate mating. 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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;code&amp;gt;awake_proportion × gestation_time / (2 × mate_mtb)&amp;lt;/code&amp;gt; for gestational animals, or &amp;lt;code&amp;gt;awake_proportion × egg_interval / mate_mtb&amp;lt;/code&amp;gt; for egg-laying animals. As the proportion of [[Rest|time spent awake]] can be approximated to be about &amp;lt;code&amp;gt;2/3&amp;lt;/code&amp;gt; for a rest effectiveness of 0.8, and &amp;lt;code&amp;gt;mate_mtb&amp;lt;/code&amp;gt; is usually 12 hours, this can be simplified to &amp;lt;code&amp;gt;2/3 × gestation_time&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;4/3 × egg_interval&amp;lt;/code&amp;gt; in most cases. &lt;br /&gt;
&lt;br /&gt;
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 like the [[chicken]] can similarly afford a higher female ratio.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
Most animals in Rimworld are dangerous to [[hunt]] or [[tame]]. A warning message will pop-up when a colonist is ordered to interact with a dangerous wild animal.&lt;br /&gt;
&lt;br /&gt;
The Revenge chance on harm stat is the chance an animal will turn [[manhunter]] when harmed by a member of your colony. It is three times higher for close-ranged attacks, like that of a [[machine pistol]]. For an animal like an [[ostrich]] with a 100% revenge chance, it will always turn manhunter after being hurt. Most animals also have a [[animals#revenge chance on tame fail|revenge chance on tame fail]] stat which dictates how likely the animal is to attack after a failed taming attempt.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the entire herd of wild animals will take revenge on your colonists. They may all get turned [[manhunter]] by a psychic wave [[event]] and attack any humans they can reach. Manhunters may even pick fights with your tamed animals.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
[[File:Predator wildlife column icon.png|right]]&lt;br /&gt;
Most carnivores are predators who will hunt smaller species (except domestic dogs who never hunt). When hungry, a predator will prefer an easy meal. They'll first attempt to eat meals, meat, and other food types within their diet. Otherwise they will feed upon downed animals or fresh corpses. &lt;br /&gt;
&lt;br /&gt;
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 (and certainly [[children]]{{BiotechIcon}}). This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a [[polar bear]] wanders in. Predators always avoid [[boomrat]]s and [[boomalope]]s. &lt;br /&gt;
&lt;br /&gt;
Predator attacks usually blind or stun their prey, leaving the victim unable to fight back. Unlike most other enemies, predators continue attacking after their prey is downed to finish off their target. 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]].&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
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 leftover food. 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.&lt;br /&gt;
&lt;br /&gt;
Remember that [[fence]]s and [[fence gate]]s do not count as impassable for all animals, some predators can climb fences.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
{{Main|Body heat}}&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time, except in enclosed, densely-packed  barns. The heat can become a problem in warm weather or hot biomes but a benefit in cold biomes or during winter. For detailed information, see [[Body heat]].&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live birth ===&lt;br /&gt;
:{{See also|Pregnancy}}&lt;br /&gt;
&lt;br /&gt;
Female Animals which give live birth (e.g. mammals) have a chance of becoming [[pregnant]] after mating with a male. The '''gestation time''' stat specifies how many days a species' pregnancy will last. A pregnant animal suffering from [[malnutrition]] or injuries may miscarry, but spontaneous abortions are not possible in game. Miscarriages are noted by an in-game message and loss of the baby, but the mother is otherwise unharmed and may reproduce normally again. Pregnancies may also be aborted through [[surgery]].&lt;br /&gt;
&lt;br /&gt;
For the first {{ticks|600}} the pregnancy condition will be invisible, after which point a message will come up mentioning the pregnancy and the following hediffs become visible.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stage !! Begins at !! Symptoms&lt;br /&gt;
|-&lt;br /&gt;
| '''Early-stage''' || &amp;gt;0 Severity ||&lt;br /&gt;
* Vomiting (''MTB of 2.5 days'')&lt;br /&gt;
|-&lt;br /&gt;
| '''Middle-stage''' || &amp;gt;0.333 Severity ||&lt;br /&gt;
* -15% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Late-stage''' || &amp;gt;0.666 Severity||&lt;br /&gt;
* Vomiting (''MTB of 5 days'')&lt;br /&gt;
* -30% [[Moving]]&lt;br /&gt;
|-&lt;br /&gt;
| '''''Birth''''' || 1.0 Severity||&lt;br /&gt;
* Symptoms end&lt;br /&gt;
* Offspring is born&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Live births occur at the end of the gestation time. They produce [[filth]] in the form of amniotic fluid, but no blood loss or damage occurs to the mother or baby. A species' '''litter size''' is a probability curve of the number of offspring possible from one pregnancy&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}} as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s, [[duck]]s, and [[goose|geese]].&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&amp;lt;!-- These temperatures are the same for all eggs. I just picked the most common one --&amp;gt;&lt;br /&gt;
: Eggs start to freeze below {{Temperature|{{Q|Chicken egg (fert.)|Min Safe Temperature}}}}.&lt;br /&gt;
: Eggs start to overheat above {{Temperature|{{Q|Chicken egg (fert.)|Max Safe Temperature}}}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Chicken egg (fert.)|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
=== Sterilization ===&lt;br /&gt;
:{{Main|Sterilization}}&lt;br /&gt;
&lt;br /&gt;
Animals can be sterilized by way of an operation to prevent them even attempting to breed with another animal. As such they will never reproduce, although existing pregnancies will not be terminated by the procedure.&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
Because all animals except [[warg]]s can eat [[meals]], [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores and plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
Note that some animals have multiple diets.&lt;br /&gt;
Note some meat eating animals can fish for food when hungry if they have access to at least one fishable water tile.&lt;br /&gt;
Animals that can fish for food:  Bears (Grizzly &amp;amp; Polar), Walrus, SeaLion, Seal, Otter, Flamingo, Heron, Penguin&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Diet !! Allowed food !! Animals&lt;br /&gt;
|-&lt;br /&gt;
! omnivorous (human)&lt;br /&gt;
| vegetables, [[meat|raw meat]], [[corpse]]s, seeds, animal products, [[meals]], processed foods, [[beer|liquor]], [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::omnivorous (human)]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! omnivorous grazer&lt;br /&gt;
| vegetables, [[meat|raw meat]], [[corpse]]s, seeds, live plants, [[meals]], processed foods, [[beer|liquor]], [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::omnivorous grazer]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! omnivorous&lt;br /&gt;
| vegetables, [[meat|raw meat]], [[corpse]]s, seeds, [[meals]], processed foods, [[beer|liquor]], [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::omnivorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! herbivorous&lt;br /&gt;
| vegetables, seeds, live plants, [[meals]], processed foods, [[beer|liquor]], [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::herbivorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! dendrovorous&lt;br /&gt;
| vegetables, seeds, live trees, processed foods, [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::dendrovorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! carnivorous&lt;br /&gt;
| [[meat|raw meat]], [[corpse]]s, [[meals]], processed foods, [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::carnivorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! raw meat and corpses&lt;br /&gt;
| [[meat|raw meat]], [[corpse]]s&lt;br /&gt;
| {{#ask: [[Diet::raw meat and corpses]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! ovivorous&lt;br /&gt;
| animal products, [[meals]], processed foods, [[kibble]]&lt;br /&gt;
| {{#ask: [[Diet::ovivorous]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! animal products&lt;br /&gt;
| animal products&lt;br /&gt;
| {{#ask: [[Diet::animal products]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|-&lt;br /&gt;
! none&lt;br /&gt;
| none&lt;br /&gt;
| {{#ask: [[Diet::none]] | template = DLC Icons | link = none | sep = ,&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt; | sort = From DLC, Name}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Animals can become addicted to beer, and they suffer the same negative health alcohol effects as humans. Keep them away from alcohol.&lt;br /&gt;
Animals need to have an animal bed (or sleeping spot) in order to be healed.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 human 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.  The animal can be forced to stand up by removing the medical designation from any medical animal beds in the animal's allowed area or pen.&lt;br /&gt;
&lt;br /&gt;
Animals have a [[Toxic Resistance]] of 50% by default, compared to the [[human]] default of 0%.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
:{{See also|Hunt}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Work#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they 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.&lt;br /&gt;
&lt;br /&gt;
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. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* Wounded animals (either hit with arrows/bullets or cut in particular) tend to bleed. Heavily bleeding animals die after a certain period of time if left untended. Thus it is possible to wound a target and wait until it bleeds to death or drops unconscious due to blood loss. This way you can avoid unnecessary damage to the corpse (and avoid being caught in the explosion left by boomalopes and boomrats). Keep in mind that a wounded but mobile animal can wander away. Unconscious animals can be &amp;quot;saved&amp;quot; - essentially transported to sleeping spots assigned as medical - but without medical treatment they will still die. A valid, if hardly humane, way to hunt.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life stages ==&lt;br /&gt;
Animals all have three different life stages - baby, juvenile and adult. The growth at which they enter the juvenile and adult life stages is determined by each species' '''growth time''' stat. Animals may have different graphics for different life stages (e.g. [[deer]]) or may simply appear smaller. Some animals have a specific name for this stage (e.g. chick or puppy). Animals have different sounds (call, anger, wounded, death) for different life stages, too. Babies may simply make a higher pitched sound or have a different sound altogether (such as chicks).&lt;br /&gt;
&lt;br /&gt;
The rate at which growth increases is influenced by [[saturation]]: If saturation is below the first 'hunger mark' ie: hungry, then growth rate is halved. If saturation is below the second 'hunger mark' ie: ravenously hungry, then growth rate is quartered. If saturation is at 0 ie: starving, then growth is completely halted. [[Malnutrition]] itself has no impact on growth rate at all.&lt;br /&gt;
&lt;br /&gt;
Eventually, they reach their final body size and fertility in the final life stage, adulthood.  Only upon reaching adulthood can animals produce wool or milk. Eggs may be laid by juveniles.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Baby Bird !! Baby !! Juvenile !! Adult&lt;br /&gt;
|-&lt;br /&gt;
| '''Body Size''' || 10% || 20% || 50% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hunger''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Max Food''' || 60% || 60% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Health Scale''' || 25% || 25% || 60% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Market Value''' || 40% || 40% || 75% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Move Speed''' || 50% || 50% || 90% || 100%&lt;br /&gt;
|-&lt;br /&gt;
| '''Melee Damage''' || 50% || 50% || 75% || 100%&lt;br /&gt;
|}&lt;br /&gt;
The reduction in Body Size of babies and juveniles also affects several other stats, such as [[Meat Amount|Meat]] and [[Leather Amount]]&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfil their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''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. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''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.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
:{{Main|Animal husbandry}}&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits. Some species can be [[Animal husbandry#Training|trained]] to perform one or possibly more tasks, and will wander about your colony freely. Other species, which can loosely be considered &amp;quot;farm animals&amp;quot;, can only be tamed and then put in a [[pen]]. This second category can never be trained.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Animals can now be tamed and trained. Animals now sleep. Animals can be pregnant and give birth. Animals can be named when tamed or when nuzzling. Animals produce animal filth. Animals have “life stages” related to their ages. Eggs, Milk and Wool production added. Nuzzling added. Animals have life expectancies.&lt;br /&gt;
* [[Version/0.12.910|0.12.910]] - Rebalanced animal hunger rate and animal hauling.&lt;br /&gt;
* [[Version/0.13.1135|0.13.1135]] - Added new animals, some of which will hunt people. Some animals are now predators, including colony pets (e.g. cats catch squirrels). Animals can gnaw corpses apart directly now. Animal bonding added.&lt;br /&gt;
* Beta 19/1.0 Update - Obedience training steps 1 -&amp;gt; 3. Nuzzle target search distance 15 -&amp;gt; 40. Nuzzled memory duration 0.5 days-&amp;gt;1 day, stacked effect multiplier 0.95-&amp;gt;0.5, stack limit 10&lt;br /&gt;
* [[Version/1.1.0|1.1.0]] - Changed animal rescue radius from 30 to 75. Fix: Jawless animals can still haul. Fix: No mood penalty for giving bonded animal as a gift if sent by transport pod.&lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Removed naming animals through nuzzling. Animals only get names by bonding, or if given names by the player (so you can implicitly tell which animals are bonded by seeing which have names).&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Major overhaul to animals: added multiple animal-related buildings, added pens, decreased trainability of [[boomalope]] to none, added sterilization, added release to wild.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Cobra_egg_(fert.)&amp;diff=179040</id>
		<title>Cobra egg (fert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Cobra_egg_(fert.)&amp;diff=179040"/>
		<updated>2026-04-05T10:49:30Z</updated>

		<summary type="html">&lt;p&gt;Winterous: /* Summary */ Hatch time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Cobra egg (fert.)&lt;br /&gt;
| image = Egg oval b.png&lt;br /&gt;
| description = Fertilized cobra egg. If all goes well, it should hatch into a baby cobra. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 40&lt;br /&gt;
| mass base = 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| min safe temperature = 0&lt;br /&gt;
| max safe temperature = 50&lt;br /&gt;
| spoiling rate per degree per tick = 0.00003&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.25&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggCobraFertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
| verified for version = A14D&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (245,245,245)&lt;br /&gt;
| default color = (245,245,245)&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cobra eggs''' are a type of [[Eggs|egg]] laid by female [[cobra]]s.&lt;br /&gt;
&lt;br /&gt;
Only [[Eggs#Fertilization|fertilized]] cobra eggs are laid, unfertilized cobra eggs are obtained by allowing normal cobra eggs to become ruined. Fertilized and ruined cobra eggs are both edible to colonists and [[Ovivore|ovivorous]] [[animals]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
Cobra eggs take 4.5 days to hatch.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Egg oval a.png|One cobra egg&lt;br /&gt;
Egg oval b.png|Stack of cobra eggs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Fertilized eggs now turn into unfertilized eggs upon being ruined. Added unfertilized versions of all eggs.&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Chicken_egg_(fert.)&amp;diff=179039</id>
		<title>Chicken egg (fert.)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Chicken_egg_(fert.)&amp;diff=179039"/>
		<updated>2026-04-05T10:48:58Z</updated>

		<summary type="html">&lt;p&gt;Winterous: /* Summary */ Just reworded the hatching time to be consistent with my other edits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|food&lt;br /&gt;
| name = Chicken egg (fert.)&lt;br /&gt;
| image = Egg small b.png&lt;br /&gt;
| description = Fertilized chicken egg. If all goes well, it should hatch into a chick. It can be eaten raw, but it's much better cooked.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Food&lt;br /&gt;
| type2 = Raw food&lt;br /&gt;
| hp = 20&lt;br /&gt;
| deterioration = 2&lt;br /&gt;
| marketvalue = 7&lt;br /&gt;
| mass base = 0.15&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| min safe temperature = 0&lt;br /&gt;
| max safe temperature = 50&lt;br /&gt;
| spoiling rate per degree per tick = 0.00003&lt;br /&gt;
&amp;lt;!-- Ingestion --&amp;gt;&lt;br /&gt;
| taste = raw&lt;br /&gt;
| food poison chance = 0.02&lt;br /&gt;
| nutrition = 0.25&lt;br /&gt;
| days to rot = 15&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = EggChickenFertilized&lt;br /&gt;
| preferability = desperate&lt;br /&gt;
| verified for version =&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| color = (245,245,245)&lt;br /&gt;
| default color = (245,245,245)&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Item/Resource/AnimalProductRaw/EggBirdSmall&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Chicken eggs''' are a type of [[Eggs|egg]] laid by female [[chicken]]s (hens).&lt;br /&gt;
&lt;br /&gt;
[[Eggs#Fertilization|Unfertilized]] chicken eggs are displayed as &amp;quot;[[Chicken egg (unfert.)]]&amp;quot;, while fertilized chicken eggs are displayed &amp;quot;Chicken egg (fert.)&amp;quot;. Both fertilized and unfertilized eggs are edible to colonists and [[Ovivore|ovivorous]] [[animals]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
As a [[raw food]], eggs can be be eaten raw, with a flat {{Bad|2%}} chance of giving [[food poisoning]], or cooked into a [[meal]] with a food poisoning chance dependent on the skill of the cook and the [[cleanliness]] of the kitchen. [[Animals]] are immune to food poisoning from raw food but not from meals. When used in food recipes that require specific types of [[nutrition]], such as [[fine meal]]s, eggs are classified as an animal product.&lt;br /&gt;
&lt;br /&gt;
As with most raw food, eating eggs directly results in a {{Thought|desc=I had to eat raw food. We should be cooking that kind of food before eating it. We're not animals.|label=ate raw food|stack=1|value=-7|duration=1}}. This mood penalty is negated if the pawn has the [[ascetic]] trait or the [[robust digestion]] {{BiotechIcon}} gene.&lt;br /&gt;
&lt;br /&gt;
Chicken eggs take 3.5 days to hatch.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Egg small a.png|One chicken egg (fert.)&lt;br /&gt;
Egg small b.png|Stack of chicken eggs (fert.)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|Food|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]] [[Category:Raw Food]] [[Category:Animal Products]] [[Category:Egg]] [[Category:Egg (fert.)]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Combat&amp;diff=178920</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Combat&amp;diff=178920"/>
		<updated>2026-04-03T23:36:49Z</updated>

		<summary type="html">&lt;p&gt;Winterous: /* Ranged */ Added a bit more info to interception&lt;/p&gt;
&lt;hr /&gt;
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{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Rewrite|reason=Tone too guidelike and missing actual detail about combat not explained well elsewhere. melee verbs, damage types, etc should be explained conceptually here, and then further detail linked where appropriate.}}&lt;br /&gt;
RimWorld's combat system may seem a little daunting to new players at first, however a few simple guidelines will have you ready to repel attacks and hold ground like a pro.&lt;br /&gt;
&lt;br /&gt;
In every gunfight there is one very important lifesaving rule to remember:&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Always use whatever [[cover]] is available!'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat basics ==&lt;br /&gt;
[[Draft]] pawns to have them enter combat. While drafted, pawns with a ranged weapon will automatically fire at enemies they see. [[Wall]]s and other impassible objects will block line of fire. When adjacent to an enemy, pawns will always fight in melee - even if they are holding a gun. You can assign specific targets for both melee and ranged attackers.&lt;br /&gt;
&lt;br /&gt;
There are several other key mechanics in the combat system of the game:&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
{{main|Cover}}&lt;br /&gt;
Using the strongest [[cover]] available is key to winning a firefight. Pawns will automatically use cover, like [[sandbag]]s and stone [[chunk]]s, that they are adjacent to.  If you have the time and resources to spare, you can make multi-layer defenses, with rows of cover you can fall back to if you're being overwhelmed. The drawback is that, if enemies advance, they can use your defensive lines as cover.&lt;br /&gt;
&lt;br /&gt;
[[Wall]]s are the best possible cover, shielding colonists from 75% of bullets. While they cannot be fired through, pawns will &amp;quot;lean&amp;quot; out from a wall and fire from its side. A row of 1-tile wide walls, interspersed with [[barricade]]s or [[sandbag]]s, are the strongest formation of cover. &lt;br /&gt;
&lt;br /&gt;
Cover can also be used by your enemies. [[Chunk]]s of stone and steel slag are much more effective than [[tree]]s, and should be cleared out. Conversely, if assaulting a [[siege]] or [[mech cluster]] ,{{RoyaltyIcon}} you should use any preexisting cover, such as chunks, [[ruins]], or [[mountain]]s.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
{{Main|Defense tactics}}&lt;br /&gt;
Sometimes you will have to use more clever tactics to defeat your incoming enemies, such as when you're outnumbered, or you don't have suitable ways to cope with the incoming raiders.&lt;br /&gt;
&lt;br /&gt;
===Logistics===&lt;br /&gt;
During battle, it's often handy to keep colonists with [[firefighting]] duties nearby in case a [[fire]] breaks out. Pawns lit on fire will run around wildly, unable to attack. [[Firefoam pop pack]]s will extinguish colonists while preventing future fires. Even if someone is incapable of violence, they can help end fires nearby and rescue people in need.&lt;br /&gt;
&lt;br /&gt;
After battle, you'll likely need to clean up and repair any damage done to your base. Undraft colonists so that they can start on work. Build [[grave]]s, set up a dumping stockpile accepting corpses, or use an [[electric crematorium]] to dispose of bodies, in order to avoid the mood penalty for seeing [[corpse]]s.&lt;br /&gt;
&lt;br /&gt;
=== Pause frequently! ===&lt;br /&gt;
The most important combat tip is saved for last. Use the pause feature! The tide of battle changes very quickly with a smoking turret or thrown grenade in the middle of your colonists. Take advantage of the space bar to freeze the action and give your colonists new orders.&lt;br /&gt;
&lt;br /&gt;
==Colonist management==&lt;br /&gt;
Ultimately, colonists are beings with [[mood]], [[need]]s, and [[injuries]] to take care of. A tired, hungry colonist will become progressively more upset, while [[pain]] isn't a particularly pleasant experience. [[Mental break]]s are absolutely ''lethal'' in combat, as the pawn will refuse to shoot or follow orders. To prevent this, you should ideally care for colonists ''before'' combat starts. &lt;br /&gt;
&lt;br /&gt;
A pleasant base - great dining, recreation, and bedrooms specifically - will keep soldiers' spirits high. Alternatively, you can assign colonists to carry [[drug]]s at all times (Assign tab -&amp;gt; Drug policy). Order colonists to take the drug as combat begins. [[Go-juice]], while inherently addictive, confers major combat-related boosts.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
As pawns can only hold one weapon at a time, colonists that are great at one combat stat (Shooting or Melee) are better than one decent at both. Shooting skill has a greater impact the further away a colonist is shooting from, so assign longer range weapons to skilled colonists. Give your best melee fighters the best melee weapons.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should keep your best doctors away from direct combat. In practice, having an extra shooter is more valuable - just don't be overly risky with them.&lt;br /&gt;
&lt;br /&gt;
===Triage===&lt;br /&gt;
Tending to wounded colonists is important to save them from dying. Drafted colonists can immediately tend to others on the field, with or without medicine. Prioritize those who are bleeding out the most. While medicine does not staunch the flow of bleeding of a specific wound any faster, it can stop multiple wounds at the same time.&lt;br /&gt;
&lt;br /&gt;
If a colonist starts to sustain too many injuries, you can use your less combat-skilled colonists to take over while they retreat. If need be, have your injured colonist drop their weapon and undraft them, then have your reserves pick up the weapon and fight in their place. If a pawn takes on too much damage, they may become [[downed]] and require rescue.&lt;br /&gt;
&lt;br /&gt;
== Ranged ==&lt;br /&gt;
{{stub|section=1|reason= melee preventing ranged fire snd player exception}}&lt;br /&gt;
Ranged combat involves the use of weapons from a distance. Pawns wielding ranged weapons will shoot at enemies, because what else did you expect them to do?&lt;br /&gt;
&lt;br /&gt;
Note that RimWorld does not have any ammo mechanics, even for items that visually appear to be finite, like [[pila]] and [[grenades]]. [[Doomsday rocket launcher]]s and [[triple rocket launcher]]s are consumed on use, while every other held weapon is infinite. Weapons will not be damaged so long as they are wielded, and weapon damage has no impact on their combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Weapon stats===&lt;br /&gt;
Ranged weapons consist of many attributes:&lt;br /&gt;
*'''Damage:''' How much health each bullet can do. For reference, the brain has 10 HP, the heart has 15 HP, and the torso (general body) has 40 HP.&lt;br /&gt;
*'''Armor penetration:''' The ability to ignore [[armor]]. AP directly subtracts from armor rating; if a weapon's AP &amp;gt; the armor %, then armor is completely ignored.&lt;br /&gt;
*'''Stopping power:''' The ability to stagger, or slow, pawns with a body size equal to or less than the stopping power. A stopping power of 1 can stagger humans, as they have a body size of 1. When staggered, a pawn is reduced to 1/6th of their normal speed for {{ticks|95}}.&lt;br /&gt;
*'''Burst count:''' How many bullets are fired at a time. If a weapon fires multiple shots, there will be a short delay between bullets.&lt;br /&gt;
*'''Aim time''' and '''Cooldown time''': How long it takes between each burst. Aim time happens before shooting, cooldown happens after.&lt;br /&gt;
*'''Range:''' How far a weapon can shoot.&lt;br /&gt;
*'''Accuracy:''' A weapon's own modifier to accuracy. Shooting skill and other factors also determine accuracy.&lt;br /&gt;
** Each weapon has specific accuracy values at Touch (3), short (12), medium (25) and long (40) ranges. Linear interpolation is used for any values in between. (e.g. accuracy at 17.5 tiles is equal to the average of the short and medium accuracy)&lt;br /&gt;
&lt;br /&gt;
There are two summary stats of how a weapon will actually perform:&lt;br /&gt;
*'''Optimal DPS:''' How much damage a weapon can do, per second, if every shot hits an unarmored target.&lt;br /&gt;
*'''DPS (Range):''' How much damage a weapon can do, per second, factoring in weapon accuracy at a specific range. (Before the shooter's accuracy, armor, etc.)&lt;br /&gt;
DPS is a measure of how fast a weapon can deal out [[pain]]. [[Pain shock]] is the primary way of disabling pawns in combat; hurt them enough, and they will be [[downed]]. Note that enemies downed from pain have a chance to [[death|die]], anyways. Other factors like range, stopping power, and aiming/cooldown time can all impact how you use a weapon in battle, but damage is a stat to be prioritized first.&lt;br /&gt;
&lt;br /&gt;
===Effective accuracy===&lt;br /&gt;
Conventional (non-explosive) ranged weapon accuracy follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy = ([[Shooting Accuracy]]&amp;lt;sup&amp;gt;Range&amp;lt;/sup&amp;gt; &amp;amp;times; Weapon Accuracy &amp;amp;times; Other factors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In simpler terms:&lt;br /&gt;
*[[Shooting Accuracy]] is the stat of the shooter. A shooter's accuracy becomes exponentially more important the further a shot is fired. Higher Shooting skill, [[manipulation]], a [[gunlink]],{{RoyaltyIcon}} etc. all improve this stat.&lt;br /&gt;
*Weapon accuracy is the stat of the weapon. Each weapon has specific accuracy values for shooting at specific ranges. This is a factor applied after shooting accuracy.&lt;br /&gt;
*Factors like [[cover]], [[smoke]], [[weather]], and body size are all multipliers or offsets to the &amp;quot;final&amp;quot; accuracy. See [[Weapons#Accuracy]] for the full list.&lt;br /&gt;
&lt;br /&gt;
If a ranged weapon is calculated to hit, it will hit, regardless of where the bullet visually lands or any defender movement. If the bullet misses, then it can impact other tiles.&lt;br /&gt;
&lt;br /&gt;
===Miss mechanics===&lt;br /&gt;
Whenever a regular ranged weapon misses, the projectile will land within a random distance from the original target depending on the actual accuracy of the shot based on the weapon and the shooter. Stray shots have a 50% chance of hitting nothing, and a 50% chance of hitting another target on the alternative cell it happens to land on. Projectiles can also hit other things that are between the target and the shooter, such as stray animals. Accuracy to maximum miss distances are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Accuracy !! Max Miss Distance !! Area (cells)&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 1.0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22% || 2.0 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 11% || 4.0 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 7% || 6.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 4% || 8.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 2% || 10.0 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are special mechanics in regards to [[friendly fire]], or hitting a pawn from the same faction.&lt;br /&gt;
&lt;br /&gt;
===Forced miss===&lt;br /&gt;
{{Rewrite|section=1|reason=Added in 2018, verify this still works like this and if so then integrate with existing FMR weapon pages}}&lt;br /&gt;
Many weapons (mostly explosives) have a Forced Miss Radius stat. Forced miss is modified with distance:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Distance (cells) !! Radius Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 8 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 9 - 24 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 48 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| 49+ || 1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons with this stat will ''always'' land within their forced miss radius, ignoring every factor to accuracy. There is a small chance to use standard accuracy instead, more likely with a small radius.&lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
{{stub|section=1|reason= what circumstances does a wild shot get intercepted? not when it targets the floor? does friendly fire setting work on allies, enemies, guests, or only colonists? also are some weapons exempt like rockets}}&lt;br /&gt;
Living pawns, human or animal, can intercept projectiles on their way to their target if that shot is a hit, or with unknown conditions if it goes wild. The chance of an interception is based on four factors:&lt;br /&gt;
# The [[Body Size]] of the pawn, specifically a 40% multiplied by body size, with a minimum of 0.1 (4%) and maximum of 2.0 (80%)&lt;br /&gt;
# The distance between the shooter and the prospective interceptor, interception is impossible at a distance of 5 or fewer tiles, and the chance scales up to the body size factor at a distance of 12 or more.&lt;br /&gt;
# If the interceptor is downed the chance is reduced.&lt;br /&gt;
# The Friendly Fire difficulty setting of the storyteller; the above chances are directly multiplied by this setting if both the shooter and interceptor are colonists.&lt;br /&gt;
&lt;br /&gt;
There appears to be no, or a very high limit, to the number of pawns per tile which are checked for interception; densely packing large animals using zones can form a nigh-impenetrable bullet sponge.&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
[[File:Melee_test_eleplants_block.png|thumb|200px|left|A very basic melee block, available in any doorway.]]&lt;br /&gt;
Melee involves hand-to-hand combat, with or without the use of weapons. Accuracy is determined with the [[Melee Hit Chance]] stat.&lt;br /&gt;
&lt;br /&gt;
Pawns will usually not stack into a cell with other melee attackers. For enemies, only one pawn per cell can attack the same target. Undrafted colony brawlers will not always have collision, so it is possible for them to stack if the [[Threat response|threat response setting]] is set to attack.&lt;br /&gt;
&lt;br /&gt;
Melee combat has strengths and weaknesses. While a pawn can bash with a gun barrel in melee, a fighter with a dedicated melee weapon remains much more effective. However, a brawler may get shot down during their approach. The [[shield belt]] was designed to solve that problem. A colony might develop a [[Defense tactics#Melee sortie|small strike team of brawlers]] that can swiftly eliminate threats in close quarters, especially those that have infiltrated the colony.&lt;br /&gt;
&lt;br /&gt;
One of the most common tactics is the ''[[Defense_tactics#Melee_blocking|melee block]]'' (see left). Stand 3 colonists just outside a hallway or door entrance. This ensures that you only fight 1 enemy at a time, reducing their relative damage output. Other colonists can fire behind the melee blockers, though enemy raiders can fire behind each other too. Effective against [[infestation]]s and melee rushes.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Other mechanics===&lt;br /&gt;
{{Stub|section=1|reason=kick in eyes detail. how often is it selected, how dooes it interact with the verb system, cooldown timme - booth beforenit can benused again and if replacong an attack melee cooldown, inter linking - [[terrain]] table, terrain pages, hediff pages, [[sight]] etc}}&lt;br /&gt;
* Skilled melee pawns have the ability to evade melee attacks when fighting. When the melee blow is dodged, it will always miss, regardless of whether or not it is supposed to hit.&lt;br /&gt;
* Blunt melee attacks don't cause bleeding (unless a body part is destroyed), but they have a chance to stun enemies for a short time on hit. In addition, most pieces of [[armor]] will protect poorly against blunt attacks.&lt;br /&gt;
* Pawns that engage in melee combat while standing on dirt may 'kick dirt' or 'water' in their target's eyes, effectively blinding them for a short time (-80% [[sight]] for dirt, and -50% sight for water).&lt;br /&gt;
&lt;br /&gt;
== Friendly fire ==&lt;br /&gt;
{{stub|section=1|reason=this is two of the quoted several subsidiary mechanics, more detail is needed}}&lt;br /&gt;
[[File:Friendly Fire Radii.png|thumb|right|Friendly fire safety radii:&amp;lt;br&amp;gt;Central pawn will not hit any friendly pawn on or within the gold radius&amp;lt;br&amp;gt;Any pawn on a sterile tile will not hit any other friendly pawn on a sterile tile.]]&lt;br /&gt;
Friendly fire is a mechanic in which ranged attacks that missed their target have chance to hit nearby targets, including allies. As such it is important to be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well. &lt;br /&gt;
&lt;br /&gt;
There are several subsidiary mechanics in this process. &lt;br /&gt;
&lt;br /&gt;
First, there is a safe zone around the shooter in which allies cannot be hit by friendly fire at all. Colonists can always shoot over the shoulders of allies up to 5 tiles away from them, but any further and allies may be hit. This range is represented by the gold and sterile tiles in the image to the right. The inner radius of sterile tiles defines an area in which a group of pawns cannot friendly fire each other. The safe zone applies even if the target is within the zone.&lt;br /&gt;
&lt;br /&gt;
Second is the [[AI_Storytellers#General|Friendly Fire Difficulty Setting]]. This acts as chance multiplier on the existing chance of friendly fire, ranging between 0% and 100% to pawns in the red area of the image or beyond. Note that 100% will not result in all misses causing friendly fire, it only adds an additional scalar to the existing chance.&lt;br /&gt;
&lt;br /&gt;
== Combat log ==&lt;br /&gt;
The game keeps track of all combat actions done by a pawn. This can be accessed through the 'Log' tab for a character, and lets you review combat after the battle has finished or in the heat of it.&lt;br /&gt;
&lt;br /&gt;
Each action is accompanied by some flavor text.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Defense tactics]] for a more in-depth guide about countering hostile events&lt;br /&gt;
*[[Defense structures]] for building defenses in your colony&lt;br /&gt;
*[[Offense tactics]] for assaults on hostiles outside your colony&lt;br /&gt;
*[[Weapon Guide]] for ways to use or counter different kinds of weapon&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Combat&amp;diff=178348</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Combat&amp;diff=178348"/>
		<updated>2026-03-30T12:52:41Z</updated>

		<summary type="html">&lt;p&gt;Winterous: /* Ranged */ Added info about shot interception (taking cover behind pawns); got info from this reddit thread and did a bit of testing, definitely incomplete. https://old.reddit.com/r/RimWorld/comments/blnumr/interception_tanking_how_to_achieve_99_effecti&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Gameplay_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
{{Rewrite|reason=Tone too guidelike and missing actual detail about combat not explained well elsewhere. melee verbs, damage types, etc should be explained conceptually here, and then further detail linked where appropriate.}}&lt;br /&gt;
RimWorld's combat system may seem a little daunting to new players at first, however a few simple guidelines will have you ready to repel attacks and hold ground like a pro.&lt;br /&gt;
&lt;br /&gt;
In every gunfight there is one very important lifesaving rule to remember:&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Always use whatever [[cover]] is available!'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat basics ==&lt;br /&gt;
[[Draft]] pawns to have them enter combat. While drafted, pawns with a ranged weapon will automatically fire at enemies they see. [[Wall]]s and other impassible objects will block line of fire. When adjacent to an enemy, pawns will always fight in melee - even if they are holding a gun. You can assign specific targets for both melee and ranged attackers.&lt;br /&gt;
&lt;br /&gt;
There are several other key mechanics in the combat system of the game:&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
{{main|Cover}}&lt;br /&gt;
Using the strongest [[cover]] available is key to winning a firefight. Pawns will automatically use cover, like [[sandbag]]s and stone [[chunk]]s, that they are adjacent to.  If you have the time and resources to spare, you can make multi-layer defenses, with rows of cover you can fall back to if you're being overwhelmed. The drawback is that, if enemies advance, they can use your defensive lines as cover.&lt;br /&gt;
&lt;br /&gt;
[[Wall]]s are the best possible cover, shielding colonists from 75% of bullets. While they cannot be fired through, pawns will &amp;quot;lean&amp;quot; out from a wall and fire from its side. A row of 1-tile wide walls, interspersed with [[barricade]]s or [[sandbag]]s, are the strongest formation of cover. &lt;br /&gt;
&lt;br /&gt;
Cover can also be used by your enemies. [[Chunk]]s of stone and steel slag are much more effective than [[tree]]s, and should be cleared out. Conversely, if assaulting a [[siege]] or [[mech cluster]] {{RoyaltyIcon}}, you should use any preexisting cover, such as chunks, [[ruins]], or [[mountain]]s.&lt;br /&gt;
&lt;br /&gt;
=== Tactics ===&lt;br /&gt;
{{Main|Defense tactics}}&lt;br /&gt;
Sometimes you will have to use more clever tactics to defeat your incoming enemies, such as when you're outnumbered, or you don't have suitable ways to cope with the incoming raiders.&lt;br /&gt;
&lt;br /&gt;
===Logistics===&lt;br /&gt;
During battle, it's often handy to keep colonists with [[firefighting]] duties nearby in case a [[fire]] breaks out. Pawns lit on fire will run around wildly, unable to attack. [[Firefoam pop pack]]s will extinguish colonists while preventing future fires. Even if someone is incapable of violence, they can help end fires nearby and rescue people in need.&lt;br /&gt;
&lt;br /&gt;
After battle, you'll likely need to clean up and repair any damage done to your base. Undraft colonists so that they can start on work. Build [[grave]]s, set up a dumping stockpile accepting corpses, or use an [[electric crematorium]] to dispose of bodies, in order to avoid the mood penalty for seeing [[corpse]]s.&lt;br /&gt;
&lt;br /&gt;
=== Pause frequently! ===&lt;br /&gt;
The most important combat tip is saved for last. Use the pause feature! The tide of battle changes very quickly with a smoking turret or thrown grenade in the middle of your colonists. Take advantage of the space bar to freeze the action and give your colonists new orders.&lt;br /&gt;
&lt;br /&gt;
==Colonist management==&lt;br /&gt;
Ultimately, colonists are beings with [[mood]], [[need]]s, and [[injuries]] to take care of. A tired, hungry colonist will become progressively more upset, while [[pain]] isn't a particularly pleasant experience. [[Mental break]]s are absolutely ''lethal'' in combat, as the pawn will refuse to shoot or follow orders. To prevent this, you should ideally care for colonists ''before'' combat starts. &lt;br /&gt;
&lt;br /&gt;
A pleasant base - great dining, recreation, and bedrooms specifically - will keep soldiers' spirits high. Alternatively, you can assign colonists to carry [[drug]]s at all times (Assign tab -&amp;gt; Drug policy). Order colonists to take the drug as combat begins. [[Go-juice]], while inherently addictive, confers major combat-related boosts.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
As pawns can only hold one weapon at a time, colonists that are great at one combat stat (Shooting or Melee) are better than one decent at both. Shooting skill has a greater impact the further away a colonist is shooting from, so assign longer range weapons to skilled colonists. Give your best melee fighters the best melee weapons.&lt;br /&gt;
&lt;br /&gt;
Ideally, you should keep your best doctors away from direct combat. In practice, having an extra shooter is more valuable - just don't be overly risky with them.&lt;br /&gt;
&lt;br /&gt;
===Triage===&lt;br /&gt;
Tending to wounded colonists is important to save them from dying. Drafted colonists can immediately tend to others on the field, with or without medicine. Prioritize those who are bleeding out the most. While medicine does not staunch the flow of bleeding of a specific wound any faster, it can stop multiple wounds at the same time.&lt;br /&gt;
&lt;br /&gt;
If a colonist starts to sustain too many injuries, you can use your less combat-skilled colonists to take over while they retreat. If need be, have your injured colonist drop their weapon and undraft them, then have your reserves pick up the weapon and fight in their place. If a pawn takes on too much damage, they may become [[downed]] and require rescue.&lt;br /&gt;
&lt;br /&gt;
== Ranged ==&lt;br /&gt;
{{stub|section=1|reason= melee preventing ranged fire snd player exception}}&lt;br /&gt;
Ranged combat involves the use of weapons from a distance. Pawns wielding ranged weapons will shoot at enemies, because what else did you expect them to do?&lt;br /&gt;
&lt;br /&gt;
Note that RimWorld does not have any ammo mechanics, even for items that visually appear to be finite, like [[pila]] and [[grenades]]. [[Doomsday rocket launcher]]s and [[triple rocket launcher]]s are consumed on use, while every other held weapon is infinite. Weapons will not be damaged so long as they are wielded, and weapon damage has no impact on their combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
===Weapon stats===&lt;br /&gt;
Ranged weapons consist of many attributes:&lt;br /&gt;
*'''Damage:''' How much health each bullet can do. For reference, the brain has 10 HP, the heart has 15 HP, and the torso (general body) has 40 HP.&lt;br /&gt;
*'''Armor penetration:''' The ability to ignore [[armor]]. AP directly subtracts from armor rating; if a weapon's AP &amp;gt; the armor %, then armor is completely ignored.&lt;br /&gt;
*'''Stopping power:''' The ability to stagger, or slow, pawns with a body size equal to or less than the stopping power. A stopping power of 1 can stagger humans, as they have a body size of 1. When staggered, a pawn is reduced to 1/6th of their normal speed for {{ticks|95}}.&lt;br /&gt;
*'''Burst count:''' How many bullets are fired at a time. If a weapon fires multiple shots, there will be a short delay between bullets.&lt;br /&gt;
*'''Aim time''' and '''Cooldown time''': How long it takes between each burst. Aim time happens before shooting, cooldown happens after.&lt;br /&gt;
*'''Range:''' How far a weapon can shoot.&lt;br /&gt;
*'''Accuracy:''' A weapon's own modifier to accuracy. Shooting skill and other factors also determine accuracy.&lt;br /&gt;
** Each weapon has specific accuracy values at Touch (3), short (12), medium (25) and long (40) ranges. Linear interpolation is used for any values in between. (e.g. accuracy at 17.5 tiles is equal to the average of the short and medium accuracy)&lt;br /&gt;
&lt;br /&gt;
There are two summary stats of how a weapon will actually perform:&lt;br /&gt;
*'''Optimal DPS:''' How much damage a weapon can do, per second, if every shot hits an unarmored target.&lt;br /&gt;
*'''DPS (Range):''' How much damage a weapon can do, per second, factoring in weapon accuracy at a specific range. (Before the shooter's accuracy, armor, etc.)&lt;br /&gt;
DPS is a measure of how fast a weapon can deal out [[pain]]. [[Pain shock]] is the primary way of disabling pawns in combat; hurt them enough, and they will be [[downed]]. Note that enemies downed from pain have a chance to [[death|die]], anyways. Other factors like range, stopping power, and aiming/cooldown time can all impact how you use a weapon in battle, but damage is a stat to be prioritized first.&lt;br /&gt;
&lt;br /&gt;
===Effective accuracy===&lt;br /&gt;
Conventional (non-explosive) ranged weapon accuracy follows the following equation:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy = ([[Shooting Accuracy]]&amp;lt;sup&amp;gt;Range&amp;lt;/sup&amp;gt; &amp;amp;times; Weapon Accuracy &amp;amp;times; Other factors&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In simpler terms:&lt;br /&gt;
*[[Shooting Accuracy]] is the stat of the shooter. A shooter's accuracy becomes exponentially more important the further a shot is fired. Higher Shooting skill, [[manipulation]], a [[gunlink]]{{RoyaltyIcon}}, etc. all improve this stat.&lt;br /&gt;
*Weapon accuracy is the stat of the weapon. Each weapon has specific accuracy values for shooting at specific ranges. This is a factor applied after shooting accuracy.&lt;br /&gt;
*Factors like [[cover]], [[smoke]], [[weather]], and body size are all multipliers or offsets to the &amp;quot;final&amp;quot; accuracy. See [[Weapons#Accuracy]] for the full list.&lt;br /&gt;
&lt;br /&gt;
If a ranged weapon is calculated to hit, it will hit, regardless of where the bullet visually lands or any defender movement. If the bullet misses, then it can impact other tiles.&lt;br /&gt;
&lt;br /&gt;
===Miss mechanics===&lt;br /&gt;
Whenever a regular ranged weapon misses, the projectile will land within a random distance from the original target depending on the actual accuracy of the shot based on the weapon and the shooter. Stray shots have a 50% chance of hitting nothing, and a 50% chance of hitting another target on the alternative cell it happens to land on. Projectiles can also hit other things that are between the target and the shooter, such as stray animals. Accuracy to maximum miss distances are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Accuracy !! Max Miss Distance !! Area (cells)&lt;br /&gt;
|-&lt;br /&gt;
| 100% || 1.0 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 22% || 2.0 || 13&lt;br /&gt;
|-&lt;br /&gt;
| 11% || 4.0 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 7% || 6.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 4% || 8.0 || -&lt;br /&gt;
|-&lt;br /&gt;
| 2% || 10.0 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are special mechanics in regards to [[friendly fire]], or hitting a pawn from the same faction.&lt;br /&gt;
&lt;br /&gt;
===Forced miss===&lt;br /&gt;
{{Rewrite|section=1|reason=Added in 2018, verify this still works like this and if so then integrate with existing FMR weapon pages}}&lt;br /&gt;
Many weapons (mostly explosives) have a Forced Miss Radius stat. Forced miss is modified with distance:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Distance (cells) !! Radius Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 8 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 9 - 24 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 48 || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| 49+ || 1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Weapons with this stat will ''always'' land within their forced miss radius, ignoring every factor to accuracy. There is a small chance to use standard accuracy instead, more likely with a small radius.&lt;br /&gt;
&lt;br /&gt;
===Interception===&lt;br /&gt;
{{stub|section=1|reason= minimum body size factor, specific distance scaling, does friendly fire work on allies, enemies, guests, or only colonists; also are some weapons exempt like rockets}}&lt;br /&gt;
Living pawns, human or animal, can intercept projectiles on their way to their target, regardless of whether that shot is a hit or a miss. The chance of an interception is based on four factors:&lt;br /&gt;
1. The [[Body Size]] of the pawn, specifically a 40% chance at size 1, and scaling up to a maximum of 80% at size 2+.&lt;br /&gt;
2. The distance between the shooter and the prospective interceptor, interception is impossible at a distance of 5 or fewer tiles, and the chance scales up to the body size factor at a distance of 12 or more.&lt;br /&gt;
3. If the interceptor is downed the chance is reduced.&lt;br /&gt;
4. The Friendly Fire difficulty setting of the storyteller; the above chances are directly multiplied by this setting if both the shooter and interceptor are colonists.&lt;br /&gt;
&lt;br /&gt;
== Melee ==&lt;br /&gt;
[[File:Melee_test_eleplants_block.png|thumb|200px|left|A very basic melee block, available in any doorway.]]&lt;br /&gt;
Melee involves hand-to-hand combat, with or without the use of weapons. Accuracy is determined with the [[Melee Hit Chance]] stat.&lt;br /&gt;
&lt;br /&gt;
Pawns will usually not stack into a cell with other melee attackers. For enemies, only one pawn per cell can attack the same target. Undrafted colony brawlers will not always have collision, so it is possible for them to stack if the [[Threat response|threat response setting]] is set to attack.&lt;br /&gt;
&lt;br /&gt;
Melee combat has strengths and weaknesses. While a pawn can bash with a gun barrel in melee, a fighter with a dedicated melee weapon remains much more effective. However, a brawler may get shot down during their approach. The [[shield belt]] was designed to solve that problem. A colony might develop a [[Defense tactics#Melee sortie|small strike team of brawlers]] that can swiftly eliminate threats in close quarters, especially those that have infiltrated the colony.&lt;br /&gt;
&lt;br /&gt;
One of the most common tactics is the ''[[Defense_tactics#Melee_blocking|melee block]]'' (see left). Stand 3 colonists just outside a hallway or door entrance. This ensures that you only fight 1 enemy at a time, reducing their relative damage output. Other colonists can fire behind the melee blockers, though enemy raiders can fire behind each other too. Effective against [[infestation]]s and melee rushes.&lt;br /&gt;
{{clear}}&lt;br /&gt;
===Other mechanics===&lt;br /&gt;
{{Stub|section=1|reason=kick in eyes detail. how often is it selected, how dooes it interact with the verb system, cooldown timme - booth beforenit can benused again and if replacong an attack melee cooldown, inter linking - [[terrain]] table, terrain pages, hediff pages, [[sight]] etc}}&lt;br /&gt;
* Skilled melee pawns have the ability to evade melee attacks when fighting. When the melee blow is dodged, it will always miss, regardless of whether or not it is supposed to hit.&lt;br /&gt;
* Blunt melee attacks don't cause bleeding (unless a body part is destroyed), but they have a chance to stun enemies for a short time on hit. In addition, most pieces of [[armor]] will protect poorly against blunt attacks.&lt;br /&gt;
* Pawns that engage in melee combat while standing on dirt may 'kick dirt' or 'water' in their target's eyes, effectively blinding them for a short time (-80% [[sight]] for dirt, and -50% sight for water).&lt;br /&gt;
&lt;br /&gt;
== Friendly fire ==&lt;br /&gt;
{{stub|section=1|reason=this is two of the quoted several subsidiary mechanics, more detail is needed}}&lt;br /&gt;
[[File:Friendly Fire Radii.png|thumb|right|Friendly fire safety radii:&amp;lt;br&amp;gt;Central pawn will not hit any friendly pawn on or within the gold radius&amp;lt;br&amp;gt;Any pawn on a sterile tile will not hit any other friendly pawn on a sterile tile.]]&lt;br /&gt;
Friendly fire is a mechanic in which ranged attacks that missed their target have chance to hit nearby targets, including allies. As such it is important to be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well. &lt;br /&gt;
&lt;br /&gt;
There are several subsidiary mechanics in this process. &lt;br /&gt;
&lt;br /&gt;
First, there is a safe zone around the shooter in which allies cannot be hit by friendly fire at all. Colonists can always shoot over the shoulders of allies up to 5 tiles away from them, but any further and allies may be hit. This range is represented by the gold and sterile tiles in the image to the right. The inner radius of sterile tiles defines an area in which a group of pawns cannot friendly fire each other. The safe zone applies even if the target is within the zone.&lt;br /&gt;
&lt;br /&gt;
Second is the [[AI_Storytellers#General|Friendly Fire Difficulty Setting]]. This acts as chance multiplier on the existing chance of friendly fire, ranging between 0% and 100% to pawns in the red area of the image or beyond. Note that 100% will not result in all misses causing friendly fire, it only adds an additional scalar to the existing chance.&lt;br /&gt;
&lt;br /&gt;
== Combat log ==&lt;br /&gt;
The game keeps track of all combat actions done by a pawn. This can be accessed through the 'Log' tab for a character, and lets you review combat after the battle has finished or in the heat of it.&lt;br /&gt;
&lt;br /&gt;
Each action is accompanied by some flavor text.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Defense tactics]] for a more in-depth guide about countering hostile events&lt;br /&gt;
*[[Defense structures]] for building defenses in your colony&lt;br /&gt;
*[[Offense tactics]] for assaults on hostiles outside your colony&lt;br /&gt;
*[[Weapon Guide]] for ways to use or counter different kinds of weapon&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.18.1722|0.18.1722]] - Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Zarm1e1a6w55lvt0&amp;topic_postId=zarm1e1a7037tzr8&amp;topic_revId=zarm1e1a7037tzr8&amp;action=single-view</id>
		<title>Topic:Zarm1e1a6w55lvt0</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Zarm1e1a6w55lvt0&amp;topic_postId=zarm1e1a7037tzr8&amp;topic_revId=zarm1e1a7037tzr8&amp;action=single-view"/>
		<updated>2026-03-24T13:04:45Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Winterous&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Winterous (page does not exist)&quot;&gt;&lt;bdi&gt;Winterous&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Winterous&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Winterous (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Winterous&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Winterous&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Zarm1e1a6w55lvt0&amp;amp;topic_showPostId=zarm1e1a7037tzr8#flow-post-zarm1e1a7037tzr8&quot;&gt;commented&lt;/a&gt; on &quot;Repair speed&quot; (&lt;em&gt;I dunno how to put this on the page but I did a test regarding the rate at which you repair things; it seems to scale linearly with this...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=177361</id>
		<title>Anima tree</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Anima_tree&amp;diff=177361"/>
		<updated>2026-03-12T19:33:10Z</updated>

		<summary type="html">&lt;p&gt;Winterous: Removed the mention of a larger, unmarked 34.9 tile radius for anima grass growth hindrance; a simple test proved it's not true, at least not anymore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{Infobox main|plant&lt;br /&gt;
| name = Anima tree&lt;br /&gt;
| image = Anima tree a.png&lt;br /&gt;
| description = A rare tree with warm, skin-smooth bark and long iridescent leaves. Infused with bioluminescent micro-organisms, anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes.&amp;lt;br/&amp;gt;If a person (psycaster or not) meditates near an anima tree, it will grow anima grass around its base. Once enough grass is grown, it becomes possible to carry out a psychic linking ritual with the tree and upgrade a person's psychic powers. Only tribal peoples know the secret of this ritual. Tribal psycasters are also able to draw psyfocus from anima trees while meditating to them.&amp;lt;br/&amp;gt;Anima trees' psychic properties are weakened if artificial structures are placed nearby. They refuse to be caged or studied, and must remain part of nature.&amp;lt;br/&amp;gt;Most tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Tree&lt;br /&gt;
| path cost = 42&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| blockswind = true&lt;br /&gt;
| cover = 0.25&lt;br /&gt;
| minifiable = false&lt;br /&gt;
| hp = 400&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| beauty = 5&lt;br /&gt;
| beauty outdoors = 1&lt;br /&gt;
| grow days = 25&lt;br /&gt;
| glowradius = 3.75&lt;br /&gt;
| glowcolor = (110, 116, 125)&lt;br /&gt;
| lifespanDaysPerGrowDays = 0&lt;br /&gt;
| harvest work = 800&lt;br /&gt;
| product = wood&lt;br /&gt;
| yield = 25&lt;br /&gt;
| min fertility = 0.02&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| nutrition = 2&lt;br /&gt;
| immune to blight = true&lt;br /&gt;
| livesin_temperateforest = 0&lt;br /&gt;
| livesin_temperateswamp = 0&lt;br /&gt;
| livesin_tropicalrainforest = 0&lt;br /&gt;
| livesin_tropicalswamp = 0&lt;br /&gt;
| livesin_aridshrubland = 0&lt;br /&gt;
| livesin_desert = 0&lt;br /&gt;
| livesin_borealforest = 0&lt;br /&gt;
| livesin_coldbog = 0&lt;br /&gt;
| livesin_tundra = 0&lt;br /&gt;
}}&lt;br /&gt;
The '''anima tree''' is a tree added by the [[Royalty DLC]]. It acts as a meditation focus and source of [[psylink]]s for pawns with the [[Psyfocus#Natural|Natural]] focus type, but is sensitive to artifical structures around it.&lt;br /&gt;
&lt;br /&gt;
== Growth ==&lt;br /&gt;
One anima tree spawns on most [[World generation#Landing site|landing site]] maps. On larger map sizes, up to two may spawn. The Extreme Desert, Ice Sheet, Sea Ice, and Glacial Plains [[biome]]s are too inhospitable for anima trees to spawn. [[Glowforest]]s{{OdysseyIcon}} will not have an Anima Tree at first, but an Anima Tree will eventually spawn.&lt;br /&gt;
&lt;br /&gt;
Anima trees are immune to [[fire]], [[toxic fallout]], can survive up to {{Temperature|-50}}, and will survive in the [[sun blocker|absence of light]]. [[Thrumbo]]s will not eat anima trees, but [[alphabeaver]]s can. It is also susceptible to both [[defoliator]]s and [[defoliator ship]]s. [[Anima grass]] is vulnerable to fire, and will rot if left without light, but will not be eaten by grazing animals. Note that while the anima tree has no lifespan, any anima grass only lives for {{Q|Anima grass|Lifespan}} [[time|days]].&lt;br /&gt;
&lt;br /&gt;
=== Regrowth ===&lt;br /&gt;
Destruction of the anima tree causes the {{Thought|desc=Such a pain in my head when the tree died. And it keeps echoing...|label=Anima scream|value=-6|stack=3|duration=5}}. The mood effect scales with [[Psychic Sensitivity]].&lt;br /&gt;
&lt;br /&gt;
After roughly 30 days, it will grow back in a [[Events#Anima tree sprout|random event]] at a random location away from artificial buildings. This can be used to move a tree from an inopportune location at the cost of mood.&lt;br /&gt;
&lt;br /&gt;
=== Archonexus Quest ===&lt;br /&gt;
{{Ideology|section=1}}&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| '''This section contains spoilers for the Archonexus {{IdeologyIcon}} quest. If you wish to enjoy this quest first hand, you probably shouldn't read this section.'''&lt;br /&gt;
|-&lt;br /&gt;
| The first two archonexus structures, the [[major archotech structure]] and [[grand archotech structure]], spawn anima grass continuously, up to a cap of 35. {{Check Tag|Verify cap for both}}{{Check Tag|Can this grass be used for linking rituals?}}&lt;br /&gt;
The final structure, the [[archonexus core]], spawns full anima trees, as well as grass, sometimes as many as 200 trees on a single map.{{Check Tag|Cap?}} However this is unlikely to be useful, as the game can ended as soon as the archonexus core is discovered.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Meditation mechanics ==&lt;br /&gt;
Meditating at an anima tree requires a [[Psyfocus#Natural|Natural]] [[meditation focus]], which a pawn can only gain from their childhood [[background]]. Only Tribal backstories can have the focus type, and several of them do not provide it. Pawns do not need to have psylink levels to meditate. [[Schedule]] meditation and place a [[meditation spot]] so that your colonists will actively meditate near the tree.&lt;br /&gt;
&lt;br /&gt;
Meditation at the tree serves three purposes; firstly, it grows anima grass for the granting of psylink. Secondly, it acts as the second best meditation focus, after [[animus stone]]s, for Natural meditation, increasing the rate at which psycasters meditating to the tree gain psyfocus. Thirdly, it is a form of solitary recreation which grants joy at the default rate (0.0144% per tick, calculated before recreation tolerance).&lt;br /&gt;
&lt;br /&gt;
=== Anima grass ===&lt;br /&gt;
Meditating near an anima tree creates '''anima grass''' around the base of the tree. Once at least 20 grass has been grown, a level of psylink can be granted to a pawn with the Natural meditation focus type. &lt;br /&gt;
&lt;br /&gt;
Anima grass is created proportional to the pawn-hours spent meditating to it. Multiple pawns can meditate at the same time to speed up the spawning of the anima grass. At 100% effectiveness, one pawn-hour of meditation grows approximately 16% of one anima grass patch. After 12 pawn-hours of cumulative meditation time, grass growth slows by 50% to 8% of growth per pawn-hour. After 24 pawn-hours of meditation time, it slows to 25%, or 4% of growth per pawn-hour. Finally, it drops to 15% of the normal growth rate after 48 pawn-hours of meditation time. This counts all pawns that have meditated during a 24 hour period. This rate is also affected by the [[#Artificial buildings|artificial buildings]] surrounding the tree, up to a -30% of the growth. A full -30% penalty does not stop growth after 24 pawn-hours, suggesting that factor is applied multiplicatively. If there are multiple trees on a map, each will have its own anima grass and threshold, allowing more grass to be grown before hitting diminishing returns.&lt;br /&gt;
&lt;br /&gt;
The pawn must have Natural meditation available in order to grow anima grass. However, the health, psylink level, and [[psychic sensitivity]] of the meditating pawns has no effect on the amount of grass generated, even if they are psychically deaf.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pawn-Hours&amp;lt;br&amp;gt;/Day &lt;br /&gt;
! Grass grown&amp;lt;br&amp;gt;/Day&lt;br /&gt;
! Graph&lt;br /&gt;
|-&lt;br /&gt;
! 12 hours &lt;br /&gt;
| {{#expr: (12/5)}}&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| {{Graph:Chart&lt;br /&gt;
| width = 200&lt;br /&gt;
| height = 200&lt;br /&gt;
| type = line&lt;br /&gt;
| x = 0,  12,  24,  48,  60, 100&lt;br /&gt;
| y = 0, 2.4, 3.6, 4.8, 5.16, 6.36&lt;br /&gt;
| xAxisTitle = Pawn-Hours/Day&lt;br /&gt;
| yAxisTitle = Grass grown/Day&lt;br /&gt;
| yAxisMin = 0&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
! 24 hours &lt;br /&gt;
| {{#expr: (12/5) + (12/5)*0.5 + (0/5)*0.25 + (0/5)*0.15}}&lt;br /&gt;
|-&lt;br /&gt;
! 36 Hours &lt;br /&gt;
| {{#expr: (12/5) + (12/5)*0.5 + (12/5)*0.25 + (0/5)*0.15}}&lt;br /&gt;
|-&lt;br /&gt;
! 48 Hours &lt;br /&gt;
| {{#expr: (12/5) + (12/5)*0.5 + (24/5)*0.25 + (0/5)*0.15}}&lt;br /&gt;
|-&lt;br /&gt;
! 60 Hours &lt;br /&gt;
| {{#expr: (12/5) + (12/5)*0.5 + (24/5)*0.25 + (12/5)*0.15}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Linking ritual ===&lt;br /&gt;
The linking ritual takes approximately 5 hours and requires 20 anima grass.&lt;br /&gt;
&lt;br /&gt;
This ritual can grant a psylink to a pawn without one or improve the level of an existing psylink; even one granted using a [[psylink neuroformer]] or through an Empire [[Titles|bestowing ceremony]]. This only works on pawns with the Natural meditation type and a non-zero [[psychic sensitivity]]. [[Children]]{{BiotechIcon}} cannot link to the anima tree but can participate in the ritual otherwise. Once the ritual is complete, 20 anima grass will die, and some amount of anima grass will be restored based on the number of participants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Additional Participants &lt;br /&gt;
! Grass restored&lt;br /&gt;
|-&lt;br /&gt;
! 0 &lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
! 1-2&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
! 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! 6&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! 7+&lt;br /&gt;
| 8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Any remaining or regrown grass can then be used for future linking rituals, however note that the grass has a limited lifespan of {{Q|Anima grass|Lifespan}} [[time|days]].&lt;br /&gt;
&lt;br /&gt;
=== Meditation focus ===&lt;br /&gt;
Psycasters regain psyfocus at a base rate of {{+|50%}} psyfocus per day spent meditating. Foci in range of the psycaster's [[meditation spot]] and of a focus type they share increase this rate additively. Anima trees have a base meditation focus strength of {{+|28%}} psyfocus per day. Each [[animus stone]] within 9.9 tiles increases the meditation effectiveness by {{+|2%}}, while each [[small nature shrine|small]] or [[large nature shrine]] within 9.9 tiles increases it by {{+|1%}}. Up to four buildings can affect the tree, for a maximum bonus of {{+|8%}} from 4 animus stones. This rate is also affected by the [[#Artificial buildings|artificial buildings]] surrounding the tree.&lt;br /&gt;
&lt;br /&gt;
However, the anima tree will still grow grass with 5 animus stones in the vicinity. With five animus stones, a psycaster will gain psyfocus at a rate of 92% per day without interference from buildings while also being able to grow anima grass. Similarly, in practice an anima tree with 4 animus stones will recharge psyfocus at a rate of 90% per day, {{+|40%}}, assuming all objects are within range of each other. They will technically be meditating at the animus stone and not the anima tree. The anima tree is ignored for psyfocus gain but not for anima grass growing. &lt;br /&gt;
&lt;br /&gt;
The maximum meditation focus strength is thus {{+|42%}} for an anima tree with no artificial buildings within 27.9 tiles and surrounded by five animus stones.&lt;br /&gt;
&lt;br /&gt;
=== Artificial buildings ===&lt;br /&gt;
Building an artificial building within a 27.9 tile build radius will reduce the anima grass growth rate and meditation strength (the 27.9 tile radius is displayed in red while the anima tree is selected). The reduction is set by the following curve:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| c_07 text-center}}&lt;br /&gt;
! Artificial items&amp;lt;br&amp;gt;in range !! Strength&amp;lt;br&amp;gt;offset !! Graph&lt;br /&gt;
|-&lt;br /&gt;
|  0 || '''0%'''&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | {{Graph:Chart&lt;br /&gt;
 | width = 200 | height = 200 | type = line | xAxisTitle = Artificial items in range | yAxisTitle = Strength offset&lt;br /&gt;
 | x = 0,  5,  10,  50&lt;br /&gt;
 | y = 0, -8, -15, -30&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
|  5 || {{--| 8%}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{--|15%}}&lt;br /&gt;
|-&lt;br /&gt;
| 50 || {{--|30%}}&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a pawn will preferentially meditate at the highest rate natural building, so two animus stones next to an anima tree will give +4% (+28%-28%+2%+2%) but two animus stones on their own will only give +2% (+34%-34%+2%). Without the artificial building penalty, both situations would be equivalent +36% (+34%+2%) as a pawn would always meditate at the animus stone and the anima tree would be ignored, though grass still grows. &lt;br /&gt;
&lt;br /&gt;
The following buildings are not considered artificial for this purpose:&lt;br /&gt;
&amp;lt;div class=&amp;quot;ul-column-width-200&amp;quot;&amp;gt;&lt;br /&gt;
* [[Snowman]]&lt;br /&gt;
* [[Torch lamp]]&lt;br /&gt;
* [[Horseshoe pin]]&lt;br /&gt;
* [[Hoopstone ring]]&lt;br /&gt;
* [[Grave]]&lt;br /&gt;
* [[Campfire]]&lt;br /&gt;
* [[Small nature shrine]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Large nature shrine]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Animus stone]] {{RoyaltyIcon}}&lt;br /&gt;
* [[Shard beacon]] {{AnomalyIcon}}&lt;br /&gt;
* [[Fleshmass heart]] {{AnomalyIcon}} and all related structures&lt;br /&gt;
* All [[spot]]s&lt;br /&gt;
* All [[floor]]ing&lt;br /&gt;
* All types of smoothed stone walls&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ruins]] also do not have any penalty '''so long as the ruins remain unclaimed;''' claiming the ruins will cause them to apply the usual penalty. Despite their similarity to other exempted objects, [[monument marker]]s {{RoyaltyIcon}} are considered artificial.&lt;br /&gt;
&lt;br /&gt;
Selecting the tree displays two circles around the tree:&lt;br /&gt;
* The smaller (9.9 tiles radius), green circle is the range at which animus stones and nature shrines can link to the tree.&lt;br /&gt;
* The larger (27.9 tiles radius), red circle indicates where artificial structures will disrupt the tree. The &amp;quot;Build radius warning&amp;quot; option, turned on by default, will create a red line whenever you try to place a building within the radius.&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The anima tree is an infinitely grindable source of psycast levels, making it a very powerful tool for Tribal starts or if you recruit tribal pawns that are good psycaster candidates. Compared to any other source of psylink, the anima tree is available at the start of the game, has a short recharge time, and has no resource cost.&lt;br /&gt;
*Royal [[title]]s can be farmed with sufficient [[prisoner]]s and/or [[gold]], but this costs resources, and the desired room/food also costs resources and boosts [[wealth]]. Late game colonies could sufficiently farm honor, but early game colonies won't.&lt;br /&gt;
*The [[psylink neuroformer]] item is only offered every 45 days at minimum.&lt;br /&gt;
*The [[Blindsight]]{{IdeologyIcon}} blinding ritual can be farmed for psylink levels by installing [[bionic eye]]s, but this requires the blindsight meme and potentially multiple bionic eyes per psycast level. &lt;br /&gt;
&lt;br /&gt;
The downside is the anima tree's random placement that can't be manually moved, which can cause long travel times and thus pose some risk to colonist safety. It is possible to build near the anima tree at the cost of the artificial building penalty (although if it is near at the edge of the map, that is a risk of its own).&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
There are two philosophies for building near the anima tree:&lt;br /&gt;
* Option 1: Leaving the anima tree clear from artificial structures. You can still install attractive [[floor]]s and plant flowers (where grass won't spawn) to keep the area [[beauty|beautiful]] and meditators happy without affecting the tree. A bed and dining room just outside of the radius can help lower travel time. This method is ideal if you dedicate a colonist's entire workday to meditation. Psycasters can gain psyfocus at the maximum rate of 92% per day, or 3.83% per hour. &lt;br /&gt;
&lt;br /&gt;
* Option 2: Ignoring the artificial penalty entirely. Create your entire base right next to the anima tree, and surround the tree with [[wall]]s. This makes the travel time much shorter, and keeps your pawns safer against raids during meditation. In [[biome]]s where the [[Events#Beavers!|Beavers!]] event can happen (arid shrubland, tundra), it also keeps the ''tree'' safe. &lt;br /&gt;
** Make sure not to build a [[roof]] or floor over the tree, or where grass can spawn. Use the [[remove roof area]] tool in the Zoning tab so that your builders don't cut down the tree.&lt;br /&gt;
** While building close to the tree impacts the rate at which you gain psyfocus, the psyfocus gain provided by the tree is an &amp;quot;offset&amp;quot; on top of a pawn's base psyfocus gain of 50%/day. With 50 buildable items in the vicinity, the anima tree will not provide any bonus to meditation but any items providing bonuses will still provide the benefit. The lowest possible psyfocus gain is 50% per day while the maximum amount lost is -34% per day, if a single animus stone is used. A pawn will actually meditate at the animus stone over the anima tree but anima trees do not provide a bonus to animus stones, 2 animus stones are needed to see any bonus beyond 50% psyfocus gain per day. This will generate psyfocus at a rate of 2.08% per hour. With 5 animus stones, the rate will be 58% per day, or 2.42% per hour. &lt;br /&gt;
In either case, a ring of flooring around the tree and grass spawning area can be useful to prevent [[fire|wildfires]] destroying the grass.&lt;br /&gt;
&lt;br /&gt;
Psycasters lose psyfocus at a maximum rate of 7.5% per day. The least a psycaster will need to meditate using option 1 is for 1.95 hours with 5 animus stones. The least a psycaster will need to meditate using option 2 with 5 animus stones is for 3.10 hours. During that additional 1.15 hours or 2875 ticks, a pawn with default movement speed of 4.6 cells per second, or 0.077 cells per tick, could walk 221 cells. Since a return trip is required, anima trees outside of 110 cells from the likely point of travel experience a time penalty greater or equal than the penalty caused by artificial buildings. &lt;br /&gt;
&lt;br /&gt;
If only using small nature shrines (as 5 animus stones are expensive and difficult to acquire, especially at the stage of game when anima grass is most desired) the times to meditate become 3.42%/hr vs. 2.17%/hr (note that the addition of shrines allows the full -30% penalty). During that additional 1.26 hours or 3150 ticks, a pawn with default movement speed of 4.6 cells per second, or 0.077 cells per tick, could walk 242 cells. Since a return trip is required, anima trees outside of 121 cells from the likely point of travel experience a time penalty greater or equal than the penalty caused by artificial buildings.&lt;br /&gt;
&lt;br /&gt;
On the default map size of 250x250, the furthest point from the center is 125 to 176 cells depending on direction. However, trees on the far edge of the map should probably be chopped in hopes of a better location as those locations will likely not be built around anyways. An anima tree in a central location should left building free, with likely starting locations such as dining halls and bedrooms placed within 86 cells of the edge of the build radius warning. &lt;br /&gt;
&lt;br /&gt;
With longer meditation times, the travel time becomes less significant but the building penalty still applies to anima grass growth. It becomes difficult to see any advantage to a tree being enclosed by buildings for the purposes of creating psycasters or using high cost psycasts. It is also easier to make a pawn move faster than it is to place an anima tree for a slow pawn. Colonist risk far from safety is still a factor. &lt;br /&gt;
&lt;br /&gt;
=== Pawns ===&lt;br /&gt;
For maximum growth, [[schedule]] one or more colonists to just meditation, only stopping to eat or sleep. This also reduces travel time, useful if you have built away from the anima tree. Meditating will provide some [[recreation]]; while they will rapidly become [[Recreation#Recreation tolerance|bored]] with it, it will still keep the bar full if done all day. If a ruin or natural wall is within 6 tiles, consider [[roof]]ing over their meditation spot to keep them out of the [[weather|rain]] and [[toxic fallout]]. &lt;br /&gt;
&lt;br /&gt;
If the anima tree is very nearby to the colony, then you can also schedule meditation for all tribal colonists in place of recreation. Meditation does fill up the recreation meter, even if colonists will get bored of it. If a large portion of colonists are set to meditation, then you will quickly hit the soft limit for grass growth.&lt;br /&gt;
&lt;br /&gt;
While the grass does not grow faster when meditated at by a psycaster, they are still ideal choices. The psyfocus gain from meditation not only replaces their need to meditate elsewhere; it also all but guarantees that they will be consistently at 100% psyfocus. This especially synergizes with high-psyfocus-cost, non-combat psycasts such as [[word of trust]] or [[word of inspiration]], and is valuable for keeping casters combat-ready as well.&lt;br /&gt;
&lt;br /&gt;
Temporary pawns from quests with a natural meditation focus can meditate at the tree even if they are incapable of working. &lt;br /&gt;
&lt;br /&gt;
Prisoners with a psylink will meditate a few hours per day to maintain their psyfocus. Building a prison barrack around the tree with natural meditation focus psycaster prisoners will slowly generate anima grass.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Anima tree a.png|Anima tree variant A&lt;br /&gt;
Anima tree b.png|Anima tree variant B&lt;br /&gt;
Anima tree c.png|Anima tree variant C&lt;br /&gt;
Anima tree d.png|Anima tree variant D&lt;br /&gt;
Anima tree e.png|Anima tree variant E&lt;br /&gt;
Stump chopped anima a.png|[[Chopped anima stump]] variant A&lt;br /&gt;
Stump chopped anima b.png|[[Chopped anima stump]] variant B&lt;br /&gt;
Stump smashed anima a.png|[[Smashed anima stump]] variant A&lt;br /&gt;
Stump smashed anima b.png|[[Smashed anima stump]] variant B&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/1.1.2647|1.1.2647]] - Added.&lt;br /&gt;
* [[Version/1.1.2654|1.1.2654]] - Regrowth check cycle: 40 days -&amp;gt; 30 days. Added warning message when designating an anima tree for cutting and using it to give a psychically dull or deaf pawn psylink. Now sends a letter when enough anima grass is available for linking. &lt;br /&gt;
* [[Version/1.2.2719|1.2.2719]] - Anima trees are enhanced by nearby animus stones. Will no longer be destroyed by meteors, crashed ship parts, or shuttles. Anima grass progress rate now reduces after they're heavily used within a single day. All Psylink levels now take 20 anima grass instead of 18 for levels 1 and 2, 20 for 3 and 4, and 22 for 5 and 6. Soften anima tree glow. Remove anima grass glow. Fix: Anima tree doesn't heal properly. Fix: Just claimed artificial structures don't affect nature focus objects.&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Fix: Anima trees can display negative meditation values. Fix: No feedback on anima tree right click if pawn cannot use natural focus or already is max level.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Anima grass growth rate is now slowed, like the psyfocus penalty, when the tree is near artificial buildings. Fix: Typo on anima tree linking ritual.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating anima trees.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Description updated.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fix: Psychically deaf pawns get anima linking alert and can start the ceremony.&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]] [[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Injury&amp;diff=177090</id>
		<title>Injury</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Injury&amp;diff=177090"/>
		<updated>2026-03-08T07:58:18Z</updated>

		<summary type="html">&lt;p&gt;Winterous: /* Healing */  Added a note that heal rate seems to be multiplied by health scale.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Health_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End Nav --&amp;gt;&lt;br /&gt;
{{About|physical damage|chronic health conditions|Ailments|treatable illnesses|Disease}}&lt;br /&gt;
&lt;br /&gt;
{{imagemargin|[[File:injury_preview_anim.gif|right]]|10px}}'''Injuries''' are physical damage to a living being. [[Human]]oids, [[animal]]s, and [[mechanoid]]s can sustain injuries from many sources, which each have their own [[Damage Types|Damage Type]].&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Injury types ==&lt;br /&gt;
{{main|Health Difficulties}}&lt;br /&gt;
Different weapons cause different types of injuries.  For example, a [[mace]] will crush, a [[longsword]] will cut, and [[fire]] will burn.  The type of injury impacts the amount of [[pain]] it causes, the rate of bleeding, and the chance of [[infection]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Injuries reduce a body part's health, its efficiency, and causes pain to the pawn.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
Every body part has a health value, which is lowered every time it takes damage. When it reaches 0, the part is completely destroyed. &lt;br /&gt;
&lt;br /&gt;
Any damage will lower a body part's efficiency, proportional to its health remaining. For example, if an arm has 15/30 health, then that arm performs 50% worse. As each arm is responsible for 50% [[Manipulation]], this results in the pawn having -25% Manipulation until the injury is healed. Some parts, like the torso, are not responsible for any pawn [[stat]], but still take damage and cause pain.&lt;br /&gt;
&lt;br /&gt;
Some damage can be permanent. See [[#Scarring|Scarring]] for more details.&lt;br /&gt;
===Pain===&lt;br /&gt;
{{Main|Pain}}&lt;br /&gt;
The greater the damage, the greater the [[pain]]. Pain is equal to &amp;lt;code&amp;gt;pain = (damage) * [[Health Difficulties|damage_type_factor]]&amp;lt;/code&amp;gt;. Most injuries have a damage type factor of 1.25, or 1.25% pain per 1 HP damage. This is then scaled for the pawn's health, so a [[thrumbo]] feels less pain than a human for the same damage attack. &lt;br /&gt;
&lt;br /&gt;
Pain reduces [[Consciousness]] directly, which reduces most pawn capabilities. It also gives a rapidly increasing [[mood]] penalty, unless the pawn is a [[masochist]] or follows an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Pain|Pain: Idealized]] precept.&lt;br /&gt;
&lt;br /&gt;
Excessive pain causes [[pain shock]], the most common way to [[downed|down]] pawns in combat, which prevents them from fighting. Most pawns have a [[Pain Shock Threshold]] of 80%. Note that enemies have a chance to immediately die when downed from pain shock, but not from other means, like [[blood loss]] or [[heat stroke]]. &lt;br /&gt;
&lt;br /&gt;
[[Mechanoid]]s are machines, and are immune to pain. In humans, pain can be completely eliminated with a [[painstopper]], or reduced for a short time with [[go-juice]] or the [[Painblock]] psycast{{RoyaltyIcon}}.&lt;br /&gt;
&lt;br /&gt;
=== Bleeding ===&lt;br /&gt;
{{Stub|section=1|reason=How is blood loss rate calculated from damage?}}&lt;br /&gt;
Bleeding is a common occurrence from certain damage types. While an injury is bleeding, pawns will gain [[blood loss]], scaling with the wound and amount of wounds. Total blood loss is listed under whole body, with a tooltip showing the percent and time until death. If blood loss reaches 100%, the pawn will die. Bleeding pawns will also leave [[Filth#Blood|blood]] on the ground, making the area [[cleanliness|dirty]]. &lt;br /&gt;
&lt;br /&gt;
Bleeding always stops immediately with tending, regardless of the tend quality or medicine used. Higher quality medicine can cover more wounds at once, which can stop a pawn from bleeding out faster. Injuries will also heal on their own, though a lost limb will always continue to bleed until tended to.&lt;br /&gt;
&lt;br /&gt;
The [[coagulator]] {{RoyaltyIcon}} implant halves the rate of blood loss, while the [[Superclotting]] gene{{BiotechIcon}} rapidly tends bleeding wounds. A human carrying the [[Coagulate]] gene{{BiotechIcon}} or [[unnatural healing]]{{AnomalyIcon}} ability can also immediately tend all bleeding wounds.&lt;br /&gt;
&lt;br /&gt;
Amount of bleeding equal to &amp;lt;code&amp;gt;Bleeding = damage * body_size_factor&amp;lt;/code&amp;gt;%. Body_size_factor for humans shown in the graph below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Dependence of bleeding factor on damage for humans  &lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart&lt;br /&gt;
 | width = 300&lt;br /&gt;
 | height = 300&lt;br /&gt;
 | type = line&lt;br /&gt;
 | xAxisTitle = Body size&lt;br /&gt;
 | yAxisTitle = Bleeding factor&lt;br /&gt;
 | x =  0.2,  0.35,  0.58,  0.8,  1.0&lt;br /&gt;
 | y = 30, 12, 8.5, 6.6, 6&lt;br /&gt;
 | yAxisFormat = 1&lt;br /&gt;
 | xGrid = 0.1&lt;br /&gt;
 | yGrid = 2&lt;br /&gt;
 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For animals, althrough, these factors may differ, but usually not much. For example, [[rat]] with bodysize 0.2 has body_size_factor approximately equal to 20, which is 67% of human's baby with the same size. Between animals this factor also may differ, for example [[thrumbo]] has this factor near 2 times lower, than [[megasloth]].&lt;br /&gt;
&lt;br /&gt;
Also there are some additional factors. Damaged heart bleeds x5 times more and neck x4 times more than other limbs. Also, if part of body is completely lost, then damage for bleeding calculation equals max hp of bodypart x2.&lt;br /&gt;
&lt;br /&gt;
== Related ==&lt;br /&gt;
=== Infection ===&lt;br /&gt;
{{Main|Infection#Mechanics}}&lt;br /&gt;
[[Infection]]s can occur whenever a pawn is hurt by a bite, burn, frostbite, or any damage type that causes bleeding. A completely destroyed body part cannot become infected. Once a pawn recieves these injuries, the game starts a random timer between {{ticks|15000}} to {{ticks|45000}}, per injury before checking for infection. The chance of infection depends on:&lt;br /&gt;
* Damage type. Bite, burn or frostbite wounds have a 25% chance, other bleeding wounds have a 10% to infect.&lt;br /&gt;
* Tend quality. The multiplier is 85% at 0% tend quality, linearly decreasing to 5% at 100% tend quality.&lt;br /&gt;
* Location. The higher the [[Cleanliness]], the lower the chance for infection (50% at 0 Cleanliness).&lt;br /&gt;
&lt;br /&gt;
[[Animal]]s are 20% as likely to receive an infection. [[Mechanoid]]s can't get diseases.&lt;br /&gt;
&lt;br /&gt;
=== Scarring ===&lt;br /&gt;
Scars are lasting markers of injuries. When an injury scars, it ''permanently'' lowers the health of the scarred body part, reducing its efficiency. A scar may also cause pain.&lt;br /&gt;
&lt;br /&gt;
==== Efficiency loss ====&lt;br /&gt;
Efficiency is merely the fraction of the HP remaining in a body part. For example, an arm normally has 30 HP. If a scar causes the arm to have only 25 HP, the arm's efficiency will be 25/30 = ~83% efficiency (with rounding errors in RimWorld's displayed numbers).&lt;br /&gt;
&lt;br /&gt;
==== Pain ====&lt;br /&gt;
When a scar is created, it is randomly assigned a pain category: Painless 50%, Low Pain 20%, Medium Pain 20%, High Pain 10%. The scar will be called &amp;quot;painful&amp;quot; in the High pain category, &amp;quot;aching&amp;quot; in the Medium pain category, and &amp;quot;itchy&amp;quot; in the Low pain category. Pain causes a [[Mood]] malus in non-Masochistic pawns.&lt;br /&gt;
&lt;br /&gt;
==== Pre-existing scars ====&lt;br /&gt;
In addition to injury, pawns may start with scars on them. When you hover your mouse over such a scar, there will be no &amp;quot;cause&amp;quot; of the scar in the tooltip.&lt;br /&gt;
&lt;br /&gt;
==== Scarring mechanics in depth ====&lt;br /&gt;
Scars are randomly created at the moment of injury. They are revealed after the wound heals to the scarred HP. The odds of scarring are a function of the number of HP lost from the injury, and whether the body part is &amp;quot;delicate&amp;quot;. Eyes are delicate and more likely to scar. Brain damage will always scar. Bruises will never cause a scar. [[Artificial body part]]s never scar. Bone cracks will very rarely cause a scar (a &amp;quot;permanent crack&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Taking an additional blow to a highly injured body part does '''not''' increase the odds of scarring. Scars are rolled merely as a function of HP lost by a particular injury.&lt;br /&gt;
&lt;br /&gt;
Injuries causing less than 5 HP of damage have 0% chance of scarring. Injuries causing 5 HP or more damage linearly scale up the odds of scarring, capping at 14 HP or more damage with 2% chance of scarring. The formula for a non-delicate body part:&lt;br /&gt;
 odds_of_scarring = 2% * clamp( (hp_lost-4)/10, 0, 1)&lt;br /&gt;
&lt;br /&gt;
Odds that a new injury becomes a permanent scar (non‑delicate parts):&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Lost HP !! Odds of scarring&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt; 5 HP || 0%&lt;br /&gt;
|-&lt;br /&gt;
| 5 HP || 0.2%&lt;br /&gt;
|-&lt;br /&gt;
| 8 HP || 0.8%&lt;br /&gt;
|-&lt;br /&gt;
| 12 HP || 1.6%&lt;br /&gt;
|-&lt;br /&gt;
| 14 HP || 2.0% (cap reached)&lt;br /&gt;
|-&lt;br /&gt;
| 50 HP || 2.0% (capped)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The severity of the scar is a value between 1 and half of the damage of the injury. If the injury was -10 HP, the worst possible scar would be -5 HP.&lt;br /&gt;
&lt;br /&gt;
For example, if an arm is reduced to 6/30 HP by a -24 HP gun shot:&lt;br /&gt;
* It will have a 2% chance of scarring (exceeding the cap of -14 HP of damage).&lt;br /&gt;
* If the injury rolls a scar, the scar will have a severity between 1 HP and 12 HP (half of the -24 HP from the shot).&lt;br /&gt;
* If the scar rolls 7 HP severity, it will be revealed when the arm heals to 23 HP.&lt;br /&gt;
* The scar will also roll a pain category: Painless 50%, Low 20%, Medium 20%, High 10%.&lt;br /&gt;
&lt;br /&gt;
If a body part receives multiple injuries, a scar is independently rolled for each injury. &lt;br /&gt;
&lt;br /&gt;
There are many myths surrounding scars. Examples of things that '''do not''' affect the odds of scars forming:&lt;br /&gt;
* Quickly tending a wound.&lt;br /&gt;
* Tending a wound with Glitterworld medicine.&lt;br /&gt;
* Resting in a Legendary hospital bed in a clean room.&lt;br /&gt;
None of these will help. A scar is created at the moment of injury. Once a scar has been rolled, tending or rest will not stop the scar from eventually being revealed.&lt;br /&gt;
&lt;br /&gt;
==== Reducing the odds of scarring ====&lt;br /&gt;
If a body part can't be made bionic, and if a pawn doesn't have the Scarless gene, your only option is maximizing armor strength and coverage with [[Apparel]], and to use a skin hardening implant like a [[Stoneskin gland]]. The less HP that is lost from each injury, the less the chance of scarring. &amp;lt;5 HP lost will have no chance of scarring on non-delicate body parts.&lt;br /&gt;
&lt;br /&gt;
==== Healing scars ====&lt;br /&gt;
Your options to heal a scar in a human:&lt;br /&gt;
* If the part has a [[bionic]] counterpart, or if it can be extracted from a donor, you can simply replace the scarred part.&lt;br /&gt;
* [[Luciferium]] and the [[Scarless]] [[gene]]{{BiotechIcon}} heal 1 scar every 15-30 days.&lt;br /&gt;
* A [[biosculpter pod]]{{IdeologyIcon}} can remove scars with [[Biosculpter_pod#Bioregeneration|Bioregeneration]], which costs {{Icon Small|glitterworld medicine}} 2 [[glitterworld medicine]] and takes time to complete.&lt;br /&gt;
* A [[Creepjoiner]]{{AnomalyIcon}} with the [[File:UnnaturalHealing.png|16px]]Unnatural healing ability can heal scars.&lt;br /&gt;
* A [[healer mech serum]] can heal scars.&lt;br /&gt;
* The [[Chronophagy]]{{AnomalyIcon}} ritual will cure 1-2 scars on the ritual's initiator. This comes at the cost of 20 [[bioferrite]], and inflicting psychic brain scarring, increased age and potentially immediate [[Events/Incidental#Birthday|birthday]] [[Ailments#Chronic|surprises]] on the victim.&lt;br /&gt;
&lt;br /&gt;
Your options to heal a scar in an animal:&lt;br /&gt;
* A [[healer mech serum]] is an effective, if rare, option.&lt;br /&gt;
* [[Creepjoiner]]s{{AnomalyIcon}} with the [[File:UnnaturalHealing.png|16px]] Unnatural healing ability. Unlike when used on human, it will never trigger a [[flesh tentacle]] mutation.&lt;br /&gt;
* [[Luciferium]] can be administered, but you'll have to either forevermore micro the animal's treatment, or trust the animal to eat future doses when needed and to not snack on Luciferium too frequently.&lt;br /&gt;
&lt;br /&gt;
=== Trauma savant ===&lt;br /&gt;
{{Main|Trauma savant}}&lt;br /&gt;
[[File:Trauma savant.png|400px|thumb|right|Being shot in the brain can cause the trauma savant condition.]]&lt;br /&gt;
If a pawn receives physical damage to the brain, they have a 2 to 12% chance of receiving trauma savant, depending on part damage taken. 12% change is a maximum value for 10 damage, but since brain only has 10 hit points, it will be instantly destroyed, so the actual maximum change of receiving the condition is a little higher than 10% for 9 points of brain damage. This [[ailment]] causes the following effects:&lt;br /&gt;
&lt;br /&gt;
* A {{Bad|x0%}} multiplier to [[Talking]] and [[Hearing]], making the pawn unable to socialize.&lt;br /&gt;
* {{Good|+50%}} to [[Manipulation]], increasing effectiveness in many tasks.&lt;br /&gt;
* Brain scarring no longer has any impact on brain functionality.&lt;br /&gt;
&lt;br /&gt;
Trauma savant can be cured with a [[healer mech serum]]. However, healer mech serum will always cure scars before trauma savant. As this ailment always occurs with a brain scar, you'll need multiple serums, or a serum with another way of curing scars (such as luciferium).&lt;br /&gt;
&lt;br /&gt;
It can also be cured with a [[resurrector mech serum]]. If a pawn dies, and their [[corpse]] doesn't have a head or brain, then using a resurrector serum will restore usual brain function. With the [[Ideology DLC]], you can use the 'extract skull' option to always remove a human corpse's head. In Core RimWorld, you can eat the corpse, though this risks eating the entire corpse. [[Subcore ripscanner]]s {{BiotechIcon}} can offer an easy method of frying a brain as well.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
{{Stub|section=1|reason=Verification via C#, [[Preach health]], [[Healing enhancer]], with full math equation showing how the factors stack (both the different stats, which are likely multiplicative with each other, and the individual changes to those stats.}}&lt;br /&gt;
Injured colonists will recover from their wounds over time. [[Doctoring|Tending]] to a wound and resting in bed speeds up recovery.&lt;br /&gt;
&lt;br /&gt;
=== Healing Rate ===&lt;br /&gt;
A pawn's heal rate is the amount of damage the pawn can heal from non-permanent wounds in one day, given in hit points. Every {{ticks|600}}, &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''''heal rate'' &amp;amp;times; 0.01'''&amp;lt;/font&amp;gt; points of damage are healed from a randomly selected (non-permanent) wound. This healing reduces the severity of the injury, until the body part is fully recovered. In the event that a pawn has more than one wound, the selection of which wound heals first is random.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The exact heal rate is determined by first adding together the following bonuses to HP gain:&lt;br /&gt;
&lt;br /&gt;
* '''Default healing rate:''' All pawns have a base heal rate of {{Good|8}} HP per day. This seems to be multiplied by the health scale of the pawn; so a [[caribou]] (health scale 200%) will have a base heal rate of {{Good|16}} HP per day.&lt;br /&gt;
* '''[[Healing enhancer]]{{RoyaltyIcon}}:''' Adds {{Good|+4}} HP per day.&lt;br /&gt;
* '''If the pawn is lying down or in a bed:''' &lt;br /&gt;
** {{+|4}} HP per day for resting on a [[sleeping spot]] or the ground&lt;br /&gt;
** {{+|8}} HP per day for resting on a [[bed]] / [[double bed]] / [[bedroll]] / [[double bedroll]]&lt;br /&gt;
** {{+|14}} HP per day for resting on a [[hospital bed]].&lt;br /&gt;
It does not matter if the bed is marked for Medical use or not, the bonuses it provides are the same.&lt;br /&gt;
* '''If the wound is tended:''' {{+|4}} for 0% [[tend quality]] and {{+|0.08}} per percentage of quality, up to {{+|12}} at 100% tend quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next, multiply the HP gain by the pawn's [[Injury Healing Factor]] to get the total healing rate. Injury Healing Factor is determined by:&lt;br /&gt;
&lt;br /&gt;
'''Offsets'''&lt;br /&gt;
&lt;br /&gt;
Offsets are added before factors.&lt;br /&gt;
* [[Hediffs]]&lt;br /&gt;
** {{IdeologyIcon}}[[Hediffs#Preach health|Preach health]]&amp;lt;Ref&amp;gt;Applied by the [[Preach health]] ability available to the [[Moral guide]] [[Role]]&amp;lt;/Ref&amp;gt;: {{+|25%}}&lt;br /&gt;
&amp;lt;References /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Factors'''&lt;br /&gt;
&lt;br /&gt;
* [[Hediffs]]&lt;br /&gt;
** {{AnomalyIcon}}[[Hediffs#Juggernaut serum|Juggernaut serum]]: {{Good|×200%}}&lt;br /&gt;
&lt;br /&gt;
* [[Genes]]{{BiotechIcon}}&lt;br /&gt;
** [[Slow wound healing]]: {{Bad|×50%}}&lt;br /&gt;
** [[Fast wound healing]]: {{Good|×200%}}&lt;br /&gt;
** [[Superfast wound healing]]: {{Good|×400%}}&lt;br /&gt;
&lt;br /&gt;
* [[Injury Healing Factor|Injury Healing Factor Stat Parts]]&lt;br /&gt;
** {{BiotechIcon}}[[Hediffs#Deathresting|Deathresting]]: {{Good|x500%}}&lt;br /&gt;
&lt;br /&gt;
Because the effects of Injury Healing Factor on Healing rate are multiplicative, it is possible to achieve a maximum Injury Healing Factor of 5000% when Preach Health, Juggernaut Serum, and Superfast Wound Healing are stacked while actively Deathresting. This allows a pawn to heal as much as 38 * 5000% = 1900 hit points of regeneration per day.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
To put this in perspective, consider a colonist who has taken 20hp of damage to various body parts, given different recovery scenarios:&lt;br /&gt;
* '''Do nothing''': With no tending or rest, they get the base heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''8'''&amp;lt;/font&amp;gt;, so it will take &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;(20 &amp;amp;times; 60,000) / 8 = 150,000&amp;lt;/font&amp;gt; ticks (2.5 in-game days) to fully heal.&lt;br /&gt;
* '''Basic tend and resting''': With a 40% tend quality (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+7.2'''&amp;lt;/font&amp;gt;) and rest in a non-hospital bed (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+8'''&amp;lt;/font&amp;gt;), they'll have a heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;8 + 7.2 + 8 = '''23.2'''&amp;lt;/font&amp;gt;, so it will take 51,724 ticks to heal (approximately 21 in-game hours)&lt;br /&gt;
* '''Best quality care''': With 100% tend quality (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+12'''&amp;lt;/font&amp;gt;) and rest in a hospital bed (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+14'''&amp;lt;/font&amp;gt;), they'll have a heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;8 + 12 + 14 = '''34'''&amp;lt;/font&amp;gt;, so it will take 35,294 ticks to heal (approximately 14 hours in game)&lt;br /&gt;
* '''Best quality care with [[Healing enhancer]] [[Genes|Superfast Wound Healing]], [[Serums]], and [[Preach health|Preach Health]]''': With a Healing enhancer (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+4'''&amp;lt;/font&amp;gt;) 100% tend quality (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+12'''&amp;lt;/font&amp;gt;) and rest in a hospital bed (&amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;'''+14'''&amp;lt;/font&amp;gt;), they'll have a heal rate of &amp;lt;font color=&amp;quot;#390&amp;quot;&amp;gt;(8 + 4 + 12 + 14) * ((100% + 25%) * 200% * 400%) = '''380'''&amp;lt;/font&amp;gt;, so it will take 3,157 ticks to heal (approximately 1.5 hours in game)&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
Medicine does not ''directly'' cause healing, but it increases the average [[tend quality]]. When a wound is tended, the quality is in part determined by the medicine given:&lt;br /&gt;
{| {{#if:{{{1|}}}|{{{1|}}}|class=&amp;quot;wikitable&amp;quot;}}&lt;br /&gt;
|-&lt;br /&gt;
! Medicine !! Potency !! Maximum Tend Quality&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Doctor care but no medicine.png|16px]] None || 0.30 || 70%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Herbal medicine}} [[Herbal medicine]] || 0.60 || 70%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Medicine}} [[Medicine]] || 1.00 || 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{Icon Small|Glitterworld medicine}} [[Glitterworld medicine]] || 1.60 || 130% &lt;br /&gt;
|}&lt;br /&gt;
Each type of medicine has a cap on its tend quality, improving the type available improves outcomes if all other factors are equal. Even so, better medicines are often precious to hold onto and the effectiveness of herbal medicine in a regular [[bed]] reaching its 70% maximum can (mostly) suffice.&lt;br /&gt;
&lt;br /&gt;
While bleeding wounds can be stopped by any quality of treatment, herbal or better medicines can treat multiple small wounds in a single &amp;quot;batch&amp;quot; of tending. For patients with many bleeding wounds where the best treatment is usually &amp;quot;as much as soon as possible&amp;quot;, the difference can easily be life or death.&lt;br /&gt;
&lt;br /&gt;
Medicine is also useful for treating [[disease]], where tend quality is more impactful, and performing [[surgery]], which is boosted greatly by medicine.&lt;br /&gt;
&lt;br /&gt;
== Disfigured == &lt;br /&gt;
[[File:Disfigured.jpg|400px|thumb|right|Damage to the nose caused Hairy to become disfigured]]&lt;br /&gt;
Disfigurement is caused by damage or destruction to any beauty related part. These include the nose, eyes, ears, jaw, and, since version [[Version/1.3.3101]], tongue. Destruction of the parent of any of the previously mentioned parts also cause this malus (ex: a missing jaw also counts as missing a tongue). It adds the &amp;quot;'''Disfigured {{--|15}}'''&amp;quot; opinion modifier. Disfigurement can be treated by healing/replacing the injured/destroyed body part. Since [[Version/1.5.4062]], replacing the parent part also removes this opinion penalty (ex: [[Denture]]s and [[Bionic jaw]]s prevents the penalty from a missing tongue).&lt;br /&gt;
&lt;br /&gt;
While disfigurement does not have a direct impact on a pawn's [[Beauty (Pawn)|beauty]], it does disable the positive opinion for positive beauty, while stacking with negative beauty.&lt;br /&gt;
&lt;br /&gt;
Even while Disfigured, the opinion modifier won't apply to pawns that are either:&lt;br /&gt;
* Blind&lt;br /&gt;
* [[Kind]]&lt;br /&gt;
* [[Inhumanized]]{{AnomalyIcon}}&lt;br /&gt;
* Belongs to an ideoligion{{IdeologyIcon}} with the [[Scarification]] precept AND the affected part is a scarification.&lt;br /&gt;
* Belongs to an ideoligion{{IdeologyIcon}} with the [[Blindsight]] meme AND the affected part is an eye.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Brain injuries in Rimworld cause large amounts of pain (20% or higher for a 5 hp wound), which can render a pawn permanently comatose in certain cases.  This is a result of the reduction in Consciousness from the pain being added on top of the direct reduction in Consciousness from the brain injury itself due to the reduced part efficiency. However, in real life the human brain has no pain receptors.  Despite their perceived location, headaches are usually caused by receptors triggering elsewhere in the head or neck, not by receptors in the brain.  Certain types of headaches are due to irritation or swelling in the meninges, which is the membrane enveloping the brain and which ''does'' have pain receptors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Health]]&lt;/div&gt;</summary>
		<author><name>Winterous</name></author>
	</entry>
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