Breeding is a feature of the game that lets players breed creatures using Dinosaur Eggs with Non-Mammals or by Pregnancy with Mammals.
Eggs will not have an owner until hatched, so it's possible to steal other player's eggs. Once hatched/born, dinos/mammals can simply be claimed and do not require the traditional violent taming.
Once hatched you must imprint on the dino and or mammal. This basically claims the animal. This must be done promptly, along with feeding it, as babies can die quickly from hunger.
- 1 Breeding Mechanics
- 2 Times for Breeding
- 3 Stats of the Offspring
- 4 References
Breeding Mechanics[edit | edit source]
Preparing Mating[edit | edit source]
The first step of breeding is having and penning two opposite sex creatures of the same species for mating.
If you do not want to build a pen, you can use the "Whistle Stop (All)" command (U on PC). This will halt all dinos within the area to stop moving, even ones that are enabled to wander. It's best to use the whistle every time the dino starts to move again, or to prevent the dinos from ever moving, whistle the command constantly. While this method doesn't need a pen, it does need you or a tribe member to stay there and constantly whistle. This may be more helpful if one person is constantly whistling not to move, and another member is going around enabling all the other dinos nearby to wander and mate. You can achieve mass breeding in an area without ever building a pen, or moving dinos.
All creatures are breedable except invertebrates.
Whistle both dinosaurs to follow you, then enable wandering. Then, disable following on both. This prevents them from walking around in the meantime.
Mating Steps[edit | edit source]
Next step is obtaining a fertilized egg/get a female pregnant. Players must first get two opposite-sex tamed creatures together and ensure that "Enable Wandering" to Mate is selected on both of them. Enable Wandering must be enabled on both creatures, neither may be burdened or following anything. Once they are close enough, a beating heart icon will appear over their heads, and a mating bar will appear on the female's HUD. The HUD will also indicate which creature they are mating with. Make sure they stay close together or the mating will stop. Once the mating bar is completed, the female will either drop a fertilized egg or start pregnancy by gestating.
Mating Wait Interval[edit | edit source]
The female won't be able to mate again until her mating wait interval has passed which for mammals appear after—not during—their pregnancy, which is indicated on her HUD. Males, however, can mate as often as needed. However mating a male with multiple females within certain amount of time gives each successive mated female a longer mating cooldown.
Incubation[edit | edit source]
- Main article: Incubation
The fertilized egg itself only begins Incubation when dropped, not in Inventory. When dropped, a Fertilized Egg won't spoil, but to incubate it must be kept at a certain temperature range depending on the species (this also factors in insulation). If outside of this temperature range, it won't make incubation progress, and it will lose "Fertilized Egg Health" over time and be destroyed if zero. This is all indicated on the HUD when looking at a fertilized Egg, and its description also tells you its Parents.
- Temperature gradients can be very extreme between regions, easily reaching 20 °C or more. Look if there is some region nearby where temperature drops closer to eggs' ideal point (usually in the biome that spawned the creature).
- Use a heat source to regulate the egg's temperature. Standing Torch, Torch or Campfire and industrial cooker works well. However they all have the downside of providing negative Heat Tolerance, making careful management necessary. It's best however, to use one or more Air Conditioner, Kairuku or Dimetrodon as they provide the necessary heat while not decreasing (or even increasing) Heat Tolerance. Six Air Conditioner should work for all eggs but eight is ideal for when there is a heat/cold storm. You might need up to 14 Air Conditioners for larger eggs such as the Giganotosaurus, or the Wyvern in Scorched Earth.
- Fertilized Eggs don't lose Egg Health while picked up, so you can keep them in your Inventory or in a preserving bin/refrigerator, if you are temporarily unable to achieve the appropriate temperature needed for Incubating. This can be very useful, if you settled in a region with extreme temperatures, it's especially difficult to cool an egg in a hot biome without an air conditioner, when it gets too hot.
- Incubation can be postponed by picking up the egg and placing it into a refrigerator or other container. The egg's health will not decrease while it is being stored.
Pregnancy[edit | edit source]
During the Gestation of Pregnancy keep the female constantly fed or the baby inside will die. During Gestation, females can consume up to twice the amount of food they would normally.
Claiming[edit | edit source]
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- As of 242.0, a non-imprinted creature states "Claiming Allowed In:". Presumably baby dinos will no longer begin to starve until that time, and "Claiming" a creature will skip the imprinting stage.
Babies are unclaimed initially, so a player must "claim" them immediately after birth, otherwise they can be claimed by other players.
Also, if offspring are not claimed and fed very promptly they can quickly perish.
Caring For Babies[edit | edit source]
After the creature has hatched, it will have extremely low health, carrying capacity and food, so players will need to carefully feed and take care of them in their first moments of life, or they'll soon die. The creature must be fed by adding food to their inventory. Once they reach 10% of their maturation, they can eat from a Feeding Trough to ensure the creature has a sufficient food supply. The maturation progress is shown when looking at the creature.
Babies dynamically gain more HP, food capacity, and carrying capacity as they mature over time. You will need lots of food because the babies will eat very quickly, so stock up while the mother is pregnant/the egg is hatching.
Babies are not mountable and will flee from fights.
Wandering will be enabled by default, so you should remember disabling it immediately or take care that you don't lose track of your newborn.
It takes a long time for babies to mature and should only be attempted if you or your tribe have the time. As the baby grows, you will be able to leave the baby alone for longer and longer periods of time. One good use of your time might be crafting kibble for imprinting. If you will be imprinting, the baby might request any of 15 different kibbles, so make sure you have them on hand.
At this stage the breeding of carnivores dinos is fairly prohibitive. Some may look at the above statement and agree they have the time. For carnivores, it takes a minimum of 48 real hours to mature them. A full stack of meat will spoil every 13.3 real hours (20 x 40 mins) in the feeding trough, therefore to make sure you adequately feed your breeding dinos you will have to check every 13 hours to top up the meat bin to continue their development. Failure to do so will result in a lengthy development phase because of missed feeding. With the addition of Fish Meat, this time is doubled to 26.6 hours, although Raw Fish Meat is only half as nutritious as Raw Meat, so baby dinos will need twice as much meat. Also, dinos eat food with the lowest food value first (see food table below), thus fish meat before raw meat, so mixing the two will result in the longer keeping fish meat being eaten first. After progression to juvenile phase, you do not need to make sure they are constantly fed however not doing so will extend their development time. It is not the same issue with herbivores because a stack of 100 berries (remember not to feed the babies with stim- or narcoberries because they don't eat it and will die) will last 66 real hours before spoiling, which is 2.7 days, a much more manageable time frame to have continuous development.
Always be prepared for having more than one baby dino to be born upon incubation/gestation (10% chance of twins, 2% chance of triplets).
Food Values[edit | edit source]
Carnivores will only eat meat, while herbivores will only eat berries. During the baby phase, you have to hand feed the baby until it reaches the juvenile stage. This can take quite a long time so be prepared and have time to sit around feeding a baby. Also, food value does not seem to affect the baby anymore, it's a certain time stamp for how long the baby will grow into a juvenile as of 4-18-2016.
|Preferred Kibble||80 (53.33**)|
|Kibble made from prime jerky (excluding turtle kibble)||90|
|Raw Prime Meat / Raw Meat||50|
|Cooked Prime Meat / Prime Meat Jerky||50|
|Cooked Meat / Cooked Meat Jerky||25|
|Raw Prime Fish Meat / Cooked Prime Fish Meat / Raw Fish Meat||25|
|Cooked Fish Meat||12|
Maturation Phases & Food Consumption[edit | edit source]
Food consumption by babies is very large and varies by the maturation progress dynamically
FoodPerSec = 2.7 - 2.6 * maturation%
Note: This formula is an estimation and may be not give exact numbers.
Some Perspective: For ONE baby Rex (remember you could have triplets) on an unmodified server, it will take roughly 450 stacks (10 full refrigerators) of raw meat to reach adult phase, so be sure to have plenty on hand before the baby is born!
Use a calculator to determine the needed food and time.
Notes[edit | edit source]
- The food consumption rate appears to change with each stage of the maturation progress (at least for wolves and Dodos).
Imprinting[edit | edit source]
Imprinting is a way to improve the stat-values of a bred creature. It requires one of three interactions (giving kibble, cuddling, going for a walk) every 3–4 hours. Only a single player can imprint a newborn baby (whoever claims it first). There is no penalty for not imprinting, and any imprinting done is permanent. Imprinting values will not be lost if you miss an imprint.
If this player manages to care for the baby during the entire maturation, the creature's base stats before modifications will be increased by 20% and, when ridden by the imprinter, it will also gain 30% increased damage and damage resistance.
Times for Breeding[edit | edit source]
|Species||Incubation Temperature||Maturation Time [h:m]|| Mating|
|Min (°C)||Max (°C)||Min (°F)||Max (°F)||Visual|| Time
|Maturation Time [h:m]|| Mating|
Stats of the Offspring[edit | edit source]
The spawn of two dinosaurs will inherit the "natural" stat levels of its parents. Natural stat levels are the levels in each stat after it has been tamed but before it gains any stats through leveling-up by a player. There is a 70% chance of inheriting the stronger stat of each parent. This means you have a certain percent chance of obtaining a 100% perfect (meaning with only the higher stats of both parents) dino from both parents quite fast.
The stat-values (not the stat-levels) of the offspring are calculated like for a creature that was just tamed with a 100% taming effectiveness with the taming effectiveness bonuses applied. This means that an offspring can have higher values as its parents in stats that gets a bonus depending on the taming effectiveness (for most creatures this is Melee Damage and sometimes Food). See also Creature Stats Calculation for how the values are calculated from the stats.
Example[edit | edit source]
To understand this better, here is an example. Let's only look at the melee damage of a pair of Raptors. Assume they were just tamed with a taming effectiveness of 70% and have both already 4 levels in melee damage. The value you can see as melee damage is according to the formula on Creature Stats Calculation, the newly added extra modifier (balancing update), and the stats of the raptors
Value = (BaseStat × ( 1 + LevelWild × IncreaseWild) + TamingBonusAdd × TamingBonusAddModifier) × (1 + TamingEffectiveness × TamingBonusMult × TamingBonusMultModifier) Value = (100% × ( 1 + 4 × 5%) + 50% × 15%) × (1 + 70% × 40% × 45%) Value = 127.5% × 112.6% Value = 143.6%
The offspring inherits the values of its parents. But they don't inherit the plain value, but the levels the parents spend in the stats before being leveled up by a player. So the offspring inherits 4 levels for its melee damage (as both parents have 4 levels in this case). To get the value of the melee damage of the offspring, we calculate it like before, but this time we use a taming effectiveness of 100% (this is the way the game gives you another bonus if you breed creatures).
Value = (BaseStat × ( 1 + LevelWild × IncreaseWild) + TamingBonusAdd × TamingBonusAddModifier) × (1 + TamingEffectiveness × TamingBonusMult × TamingBonusMultModifier) Value = (100% × ( 1 + 4 × 5%) + 50% × 15%) × (1 + 100% × 40% × 45%) Value = 127.5% × 118% Value = 150.5%
The offspring has like the parents 4 levels in melee damage, but with the higher taming-effectiveness-bonus its value is 150.5% instead of 143.6%. The bonus is not much, but is clearly noticeable.
Amount of higher stats and chance of obtaining them when hatching[edit | edit source]
|Number of desired Stats||Probability [%]|
Finding the Best Parents[edit | edit source]
To maximize the stats of the offspring, specialized parents with a good value in few stats are needed. The more specialized a creature is in one stat, the higher it can be. To get a really good breed you need 6 creatures, each with a high upleveled (only the wild-leveling counts here) different stat. After at least 3 generations a creature with the best of the stats can be bred.
Wild Stats Level-up
Type in values of a wild creature to see on which stats it's emphasized. Green values on a high-level creature are very good for breeding. If you have already tamed your creature you can try to recover the breeding-stats with an external tool.
Note that after the creature is tamed it gets bonuses on some stats depending on the taming effectiveness. This makes it hard to retrieve the levels on a tamed creature, so this tool is only for wild ones, but gives a first impression, how well the stats are distributed.
Level of the Offspring[edit | edit source]
The resulting level of the baby is the sum of wild level-points (i.e. level of the dino directly after taming) spent in the inherited stats by its parents. Assume for example, that one (highly unusual) parent has only leveled up in Health 40 levels and nothing else, while the other parent leveled up only in weight 30 levels. If the baby happens to inherit these higher stats, it inherits 70 levelups giving it level 71 with its starting level. Other possibilities are a level 41 Baby with only health leveled up, a level 31 baby with only weight leveled up or a baby with level 1 and nothing leveled up.
The (practically impossible to reach) maximum of levels a baby can get would be 223 levelups (149 natural + 74 by taming bonus (TE of nearly 100%)) in each stat, with 7 stats summing up to level 1562 (223 levelups in 7 stats plus the startinglevel: 223 x 7 + 1 = 1562).
One would need to find an average of 2.863×10^188 number of any dino to get all 223 wild stats put into any specific stat, assuming all levels have the same chance of spawning [1/((1/7)^223)].
Note that the levels a wild animal wastes in the movement stat is remembered and passed on during breeding. Thus two siblings with seemingly identical stats might have different levels if one of them inherited a higher movement stat than the other. This has one practical advantage: a higher torpor level.
Example[edit | edit source]
Here's an example of two parents and possible children they can get. Child1 inherited random stats, ChildMax only got the maximum values and ChildMin only got the lower values. You can see that the level of the offspring can be lower, inbetween or higher as the levels of the parents. The higher levelup is displayed in bold.
Displayed are only the wild levels (the ones that can be inherited). Levelups by the player have no influence on the stats of the offspring.
In this example the levels of Stamina are the same for both parents, so you cannot tell which one the offspring inherited.
| Level 154
| Level 150
| Level 166
| Level 130
| Level 142
To get to the creature's level, you add up the levels of the stats and add one, as all creatures start at level one.
References[edit | edit source]
|Building & Development||Building • Building Guides • Farming • Cooking • Electricity • Item Quality • Spoilage • Blueprints • Inventory • Tribes • Spawn Locations • Leveling|
|Environment||Game Modes • Game Persistence • Temperature • Weather|
|Exploring||The Island • The Center • Scorched Earth • Flying • Swimming • Obelisks • Beacons • Biomes • Caves • Artifacts • Boss Arenas • Explorer Notes|
|Character||Character||Levels • Engrams • Survivor Profile • Emotes • Whistling|
|Attributes||Health • Stamina • Oxygen • Food • Water • Weight • Melee Damage • Movement Speed • Fortitude • Crafting Speed • Torpor|
|Condition||Status Effects • Diseases|
|Creatures||Domestication||Taming • Domestication • Breeding • Mutations • Incubation • Imprinting • Mate Boost|
|Stats||Base Creature Statistics • Base Creature Speeds • Base Damage • Creature Stats Calculation|
|Data Lists||Carryable By • Immobilized by • Can Damage|
|Miscellaneous||Achievements • DLC • Weapon Mechanics • Stasis|