![]() ![]() Tamed animals may cross doors and fences in their assigned area, unlike pen animals. Some wild animals tend to stay together in a herd. Wandering: Animals will wander the accessible map, their pen, or their assigned zone when their needs are satisfied, e.g.Some animals have a different sprite for infant and adult life stages, like the chicken. Some animals have different appearances between males and females. Most animal sprites do not show limbs, just like human sprites. Some species (most ungulates) cannot be assigned an area and must instead be roped by a colonist into a pen. Be certain to designate them an animal sleeping spot and ensure they have access to a food source. Zoning prevents animals from wandering into danger and eating things they shouldn't be. Allowed areas are created via the Expand allowed area function in the Architect>Zone menu. One of the best ways to control animals is to assign them an allowed area. Most of the above information is also displayed in the animal's inspect pane. ![]() Animals stay in their assigned areas unless designated to follow their master. Checkbox columns for each trainable skill: Tame, Guard, Rescue, Attack, and Haul for the management of animal training.A "Slaughter" checkbox column allows easy slaughtering of multiple tamed animals at once.If the animal is designated to follow its master when drafted or doing field work.A button lists the animal's master, if it has one.Gender, Age, and Life Stage are displayed.Double-clicking an animal's name will center the map to that animal.From left to right, displayed information is as follows: The Animals tab lists all the colony animals. The Animals tab is in the menu bar at the bottom of the screen. Animals can also form bonds with colonists, providing a permanent +5 thought.įriendly fire can happen with domesticated animals. When tamed " cute" animals nuzzle a colonist, the colonist receives a +3 mood thought for 16 hours. Share and let me know what you think.Animals are an important source of food by the meat they provide once hunted and butchered.Ĭolonists assigned to Handle receive 90 XP towards their Animals skill per training or taming attempt. I play lost tribe, weapons are an issue early on and this can counteract that handicap in early game, mid game they earn their keep as farmhands as well.Īny animal strategies others have figured out? I see a few exotic pets, and the cobras have always caught the eye, but i never indulged yet. The best part to this, these animals are nothing less of tanks in the battlefield, i keep them on one master so a simple one time release and all hell breaks loose! To counter act a possible toxic fallout event i have been freezing thousands of pemmican piles. They eat twice as much as my colonists, but since they work the farm better than the people my food base has skyrocketted. Added bonus to these animals, they are omnivores, so unlike cougars which need fresh meat to maintain these big animals only need raw corn or rice. Now my colonists mostly plant and harvest crops and wood, while an army of eager elephants and bears come to haul. The elephans and bears turned out to really bridge the gap from small colony to large since i trained them to haul. I would grow and havest plenty of crops, but only half would make it to the storehouse/kitchen. Turns out as my colony was getting bigger and i farmed large tracks of land hauling became an issue. ![]() I have 13 elephants, 13 polar bears and 4 grizzlies, and 4 muffalo for caravans when i need them, but really nothing else. Currently in my colony i am running now i took a dramatically different approach to what type of animals i tame. All those colonies are in ashes as well now. ![]() A few cows, chickens, some muffalo, milk, eggs, fur, blah blah all boring. I have a few colonies in my past were i took a very conventional approach to animal husbandry. ![]()
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