There are several Animals in One Hour One Life. These animals can provide players useful materials to craft food, clothing, tools, transport, weapons and medical supplies. Some animals are hostile and will attack and injure the player, requiring Medical Treatment, while others can be domesticated or ridden for speedy transport. Except for Rabbits and Cardinals, all animals will display one of three movement behaviors: "chase", "flee", or "random".
Rabbits are found in the Yellow Prairies in holes as a family or an individual. By using a snare (preferably on a Family Hole), you can harvest rabbits for fur and meat. Rabbits are an essential early-game crafting ingredient for many purposes including smithing, backpacks, clothing, pies, and medical supplies.
Canada Goose Ponds are found in the swamps. They provide water, feathers, eggs, and meat. They are used in smithing, making arrows, and cooking. If shot, geese do not return to the pond. Geese can be domesticated from their eggs to farm more eggs and meat.
Main article: Mouflon.
Sheep are domesticated versions of Mouflon and can be sheared for fleece, skinned and butchered for Sheep Skin and mutton, or fed to produce Sheep Dung. Products from sheep farming are used in clothes, medical supplies, cooking, compost and more. Sheep are friendly, and will tend to follow the player. If loose near a carrot farm, sheep will eat the carrots and ruin the crop.
Wolves are predators found roaming the badlands. An attacking wolf will result in a Bite Wound, which if not treated will result in death. They can be shot using a bow and arrow and skinned for wolf skin. Wolves can be domesticated into dogs.
Dogs are domesticated versions of wolves. They are friendly (except for Mean Pit Bulls), and will tend to follow the player. A dog can only breed once in its lifetime. Dogs cannot be killed (except for Mean Pit Bulls), but will eventually grow old and die. Dogs can be one of nine breeds, and can consistently be selected for a particular breed.
Main articles: Grizzly Bear.
Grizzly bears are predators found in the badlands inside Bear Caves. Bears will travel far from their cave to follow their prey. An attacking bear will result in a Bite Wound, which if not treated will result in death. Bears must be shot three times with a bow and arrow to kill a single bear. They can be skinned to get bear skin. Feeding a hungry grizzly with raw mutton will stop it from chasing players for a short time.
Horses spawn in the desert biome, and will run away when approached. A horse can be captured using a lasso, and tamed for riding. Horses can be used with carts, to make medicine, and to create the Oddity.
Rattlesnakes spawn in the desert. An attacking snake will result in a snake bite, which if not treated will result in death. Snakes will also kill riding horses, and tip horse-drawn carts. Snakes can be killed using a knife, yielding snake skin, or with a Crude Car to get roadkill.
Boars are found in the Swamp. An attacking boar will result in a hog cut, which if not treated will result in death. They can be shot using a bow and arrow and then butchered to yield pork. Boars can be domesticated into pigs to farm meat. Pigs are killed with a knife.
Bison are found in the Prairie and are docile. Bison can be killed using a bow and arrow. Two arrows are required to kill a single bison. Bison can be domesticated into cows. Cows are friendly, and will tend to follow the player. Cows produce milk, and can also be poisoned to get yellow pigment.
Mosquitoes are found in the jungle. If encountered, they will inflict the player with Yellow Fever which cannot be cured, but will disappear after 35 seconds. Yellow fever increases your temperature and reduces the hunger bar to 30% of its maximum. See the Medical Treatment page for strategies to survive yellow fever.
- v.213 - "Added step-back-onto rope transitions for animals so they don't eat the rope if there's no place for them to move. Also allows you to grab rope/lasso if this is the case."
- v.213 - "Animals no longer spawn outside their home biome along biome boundaries. Goodbye, arctic snakes and desert penguins."
- v.240 - The issue with animals and other movable items not respawning when nature reclaims an area has been fixed. Fixed so that empty tiles that used to contain a natural object are restored when map is culled back to natural state.
- v.240 - "Fixed calculation of distance for fleeing/chasing animal movement."
- v.247 - "Fixed so that several attacking animals, that also go through uses, produce wounds when they attack on their last use, and don't get stuck after attacking. The fix changes it so that they don't consume a use when attacking."
- Jason Rohrer, GitHub change log, retrieved 17 June 2019