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Designating zones is the answer, though I'm a bit laissez-faire about it. It's a rough world for the animals too, and it's not like I have a shortage of the stuff.
https://steamcommunity.com/app/294100/discussions/0/1738841319813458722/
https://www.youtube.com/watch?v=rkI8JKI4qAo
Never happened to me. Maybe you should check your areas. In fact areas work so well, that my animals don't even consume food which is adjasent to an allowed area tile and starve to death before they touch it.
Some people like cosmetic animals. Maybe he has a mod that makes cats useful.
TLDR because I enjoy the memory. Lesson's learned at the bottom, for quicker reference. :)
I recently revisited a playthrough and was having a great time. Already, Rimworld players are hearing a Morgan Freeman voice in their head saying "But, what he didn't know was that he wasn't really having a great time..."
A trader showed up and I was expecting to sell a bunch of stockpiled beer. But, there was no stockpiled beer...
"He had forgotten something - "
I wasn't particularly too worried, but I checked my production chain and everything was going just fine. Beer was getting made, pawns were storing it, stuff was getting done and the stockpile was growing in front of my eyes. So, everything was OK.
"It wasn't OK."
It's a pretty efficient and clean base. I have plenty of pawns cleaning up stuffs and everyone gets enough to eat. All my carnivores (Retrievers) eat meals and there's no shortages. Grazers graze, pawns enjoy The Good Life and play pool, watch TV, go out and watch the stars at night while listening to the quiet rattle of turrets popping the heads off invaders in the distances... What could go wrong?
"Something did go wrong."
Then, I saw the vomit-covered floor in the Dog Dormitory... See, I have a room in my base that was built during an emergency, but was really never used for anything after that. So, I put a bunch of animal beds in there and since all my Retrievers end up being trained as haulers, thus being allowed indoors, they sleep there. It's a big fun dog and puppy show in there. It keeps them safe and comfortable at night and is a few tiles away from where colonists make beer...
"By a simple and innocent error of judgement, he had turned all his new Retriever puppies into raging alcoholics."
And, that's when I noticed a heavily intoxicated puppy vomiting up its guts and then stumbling towards the beer cooler to indulge itself, yet again, with huge quantities of alcoholic spirits. And another... and another. It seems my new crop of puppies had all gotten into the sauce. They were raging alcoholics.
Being a fan of Rimworld's emergent qualities, I watched their behavior for awhile. They'd drink up a bunch of beer, waddle off to their sleeping area, get sick and vomit all over the place, colonists would clean it up (pretty quickly, which is why I hadn't noticed it earlier), and then the puppies would sleep it off and wake up hungry... and immediately waddle off to go get another beer and start the whole sad process up again.
A little congo-line of stupifyingly drunk puppies, waddling the short distance from their sleeping beds, where they had just recovered from a binge, back to the Beer Cooler for yet another round.
"Faced with such a dilemma, our hero turns to logic to gain understanding."
So, "wat do?" I have three puppies hopelessly addicted and a host of other Retrievers thinking it might be a good idea to try some beer, since it's what all the cool kids are doing these days... Several adults had evidence of beer consumption, too, with minor/major tolerance levels. Forget Raids and Centipedes and harsh weather - My "Retriever Colony" thought the whole thing was one big Frat Party. Only the most steadfast, oldest, Retrievers didn't show any serious signs of intoxication or having partaken of the Devil's Juice. I can only assume they found themselves more often closer to real food items, since they were very good haulers and had frequent access and opportunity to eat real Meals. It was the youngsters that were problematic, since they didn't have that training and weren't frequently near where meals were being stored. They weren't far-afield hauling corpses, thus getting an easy opportunity to nibble on nearby remains. They got hungry, were always near that area anyway, and had access because they were eventually expected to "Haul." So... beer.
Hundreds of bottles of beer had likely been consumed by all of my Retrievers over several days or weeks, with the most problematically addicted ones being all the new puppies. That's why I never had any extra beer to sell to any Traders.
"There are few dire circumstances the disastrous results of which aren't actually due to Operator Error."
So, yeah. I had forgotten how out of control animal-alcoholism can be. I had started with a small group of Retrievers and had trained them up to be very efficient haulers. I didn't mind them breeding and raising up some more Haulers is always rewarding. By allowing them full access to everything, Hauling tasks were being taken care of very quickly. I had plenty of food, so no problem, right?
"Wrong."
Despite my efforts during earlier visits to this playthrough, I had failed to micromanage the access of younger pups. They shouldn't have been given the same free reign of the map that older, hauling, Retrievers got and that's where I screwed up. When hungry, they were usually closer to beer storage than any regular food source.
"Still, even in the darkest times, a light can come shining through."
Faced with a hearbreaking mass-slaughter of Retriever pups, I was gifted by Rimworld with a visiting Trader who was willing to take all those alcoholic puppies off my hands... And, that's where they went. They went to a Puppy Rehab Shelter so their addictions could be cured and then they could each find a wonderful Forever Home where they could romp and play all day and get treats and belly scritches and watch Animal Planet on a big-screen TV...
THEY DID NOT GET SOLD TO A KILL SHELTER!
They did not... It wasn't a PETA rep. It was a kindly old lady that rehabs puppies and finds them loving Forever Homes. They didn't get stuffed into a grinder somewhere. They didn't... They went off to a nice farm or something like that. That's what happened. Really.
"Just be sure that light isn't an Orbital Bombardment Laser."
Lessons Learned:
Youngsters being trained up to haul don't have as frequent access to all areas that haulers do, simply because they're not hauling yet. So, if they have all the same permissions, they can get into a bit more trouble "wandering." And, if they sleep near where Beer/drugs are, that's going to be higher on their list of places to investigate than it may be for animals currently busy Hauling and doing other sorts of Jobs. They'll wake up and, not having any tasks or Jobs to do, simply walk right over to the beer and start drinking, especially if that's closer to them than a regular sort of food source. (Treats given to them while training aren't enough nutrition to feed them for a day.)
And, don't give animals access to any areas they should probably not get access to... no matter how useful they are. :) When you find yourself unexpectedly short of Beer stock to sell, look to your animals...
All my dangerous drugs go behind several locked doors and are in totally forbidden areas that are not on a path to anything at all. I always, since Day 1 play, micromanage hauling for those when needed, so animals getting into them would be very rare/unheard of.
;)