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I had a dog breeding farm when I was playing as a vampire that could do Animalism and summon a herd of animals, so the meat was coming out my ears
But it wasn't really worth all the hassle for the coin, I would just butcher them and make clothes/furniture for sale use usage.
If you have a colonist who is pro with animals they could make great attack dogs, which is cool for big raids, you can just send them in as the first wave since you don't mind them dying.
1) Manager Mod - This mod will let you set parameters for animals. For example, you could set it to have 8 female and 2 male dogs. If you go above that, you can have them automatically designated for butchering. Want the leater/meat? Change the option to only butcher once grown. Want the adults to be trained? Option for that too. This mod also is really useful for maintaining cut wood, steel, foragable food and other goodies.
2) Animal Logic Mod - This mod will let you personally set how useful hauling training is. I believe the default haul rate is 25% of the time or something like that. If you set it to 100%, a trained animal hauls like a pawn with less needs. This can be a little over powered though. You can also set the training degradation speed. With the newest change, animals need to be retrained over time, which I like, but I dislike the speed of it.
You NEED to train them. Dogs make wonderful dedicated haulers. They generate no filth like other animals, due to their 0% Wildness score.
But, you will have to bring yourself to eventually either slaughter them or sell off your overstock. If you can't bring yourself to do that, you'll be overrun.
Dogs are just plain awesome when fully trained. Do it, but just keep a handful and only train the one's you're going to keep. (You might want to limit interactions between dogs and trainers so that relationships don't develop that will be broken when you have to sell/slaughter the dog.)
Note: It's best just to feed them meals unless you can get enough corpses for them to eat. For corpse feeding, set up a room, forbid it for all but sociopaths and your dogs, for dead human corpses if you can get a good enough supply of them from failed raiders. Let the dogs eat those if you can't afford to feed them regular meals. (Trying to keep kibble stocked is far too much effort for little reward.)
PS - There are mods that give you the option of spay/neuter for animals. You might want to look into those if you find it too traumatizing to sell or slaughter dogs and puppies...
Plus you get some leather to make funky armchairs from.
Its quite elementary, really.
Keep female or two tucked away from harms way and train the males for whatever.
Or like with everything else and mentioned above, look into mods.
Oh... Yorkies... Well, they won't be doing much hauling then, I don't guess. :)
Retrievers are my favorite. Huskies are nice, too. Yorkshire Terriers aren't something I have much experience with in Rimworld. But, in general, you can make good use of all traditionally domesticated "dogs" in Rimworld because they have 0% Wildness and do not cause Filth.
A few trained Retrievers can take care of a lot of your Hauling needs. Huskies have a bit better DPS if you want your dogs fighting. Terriers can't haul or rescue and do less DPS than either, but only eat half as much food.
If you want a vanilla way to "release" your spare animals, make a one-colonist caravan with just the yorkies you want to "release," then once the caravan is on the World Map, pause, go into the caravan menu and "abandon" the yorkies by hitting the red "X" next to their name. Then immediately order your caravan to return to the colony, and it should jump back in instantly (since it hasn't fully moved to the next tile yet).
Pretend you're spawning an "Animals Join" event for a neighboring colony.
*Michael Vick intensifies*
Alternatively keep the males and females in separate areas and they can't bow their chicka wows.
Slaughter/sell the un-bonded and do one of the above.
At least the leather is nice if you like yellow.