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Wildlife Creature Profiles

Every creature has a feed recipe and, as it climbs, a gas (and for rarer ones, a liquid) requirement. Only one living colony of each species can exist. A colony can be housed at any outpost and later moved without losing progress when the destination Habitat has enough capacity.

Every feed builds on Forage: physical yield collected when a ready crop is harvested and its field cell is cleared. Keeping feed supplied therefore depends on continued seed production, planting, cultivation, harvesting, and replanting. Recipes use cross-biome combinations; across the 16 creatures they use all 30 life-forms, so every biome is worth harvesting. A creature’s biome tag does not affect placement or requirements.

  • Feed: complete the creature’s Biolab order to unlock its feed recipe, then build it at the Feed Maker, whose recipe lists the exact life-form ingredients.
  • Current gas / liquid: self.required_gas() / self.required_liquid() name the exact exotic and self.gas_band() / self.liquid_band() give its target window.
  • Next gas / liquid: self.next_required_gas() / self.next_required_liquid() and self.next_gas_band() / self.next_liquid_band() reveal the exact post-transition supply before the colony crosses its next threshold. Empty strings or lists mean that input will not be active.

How far a creature climbs is set by its rarity (read from the Biology Lab catalog):

  • Common: mostly feed-based; one common gas; no liquid.
  • Uncommon: one common gas; a liquid opens at Thriving.
  • Rare: its gas escalates to a refined gas and its liquid tightens.
  • Legendary: reaches the rarest exotics at the tightest bands.

The full stage-by-stage table lives on Wildlife Progression. The two legendaries are the hardest to keep in-band. Bring one to Abundant for the Apex Husbandry achievement, and revive, establish, and house all 16 for Nocturna Reborn.