<?xml version="1.0"?>
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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maduyn</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Maduyn"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Maduyn"/>
	<updated>2026-04-05T21:15:38Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Dandelions&amp;diff=177868</id>
		<title>Dandelions</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Dandelions&amp;diff=177868"/>
		<updated>2026-03-19T15:04:12Z</updated>

		<summary type="html">&lt;p&gt;Maduyn: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|plant&lt;br /&gt;
| name = Dandelions&lt;br /&gt;
| image = Dandelion a.png&lt;br /&gt;
| description = A tiny yellow flower which grows in large clusters. Though it is often considered a weed, dandelions in bloom are quite beautiful.&lt;br /&gt;
| type = Plant&lt;br /&gt;
| type2 = Decorative&lt;br /&gt;
| hp = 85&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| beauty = 4&lt;br /&gt;
| beauty outdoors = 4&lt;br /&gt;
| grow days = 2.5&lt;br /&gt;
| lifespanDaysPerGrowDays = 8&lt;br /&gt;
| sow work = 170&lt;br /&gt;
| harvest work = 200&lt;br /&gt;
| min fertility = 0.05&lt;br /&gt;
| fertility sensitivity = 0&lt;br /&gt;
| nutrition = 0.25&lt;br /&gt;
| immune to blight = yes&lt;br /&gt;
| sowTags = Ground&lt;br /&gt;
| livesin_temperateforest = 0.5&lt;br /&gt;
| livesin_tundra = 0.1&lt;br /&gt;
| livesin_aridshrubland = 0.8&lt;br /&gt;
| livesin_desert = 0.5&lt;br /&gt;
| livesin_grassland = 0.3&lt;br /&gt;
| livesin_lavafield = 0.2&lt;br /&gt;
| livesin_scarlands = 0.5&lt;br /&gt;
}}&lt;br /&gt;
'''Dandelions''' are a common [[beauty|beautiful]] flower that can be sown but also grows naturally in {{Habitats}}. &lt;br /&gt;
&lt;br /&gt;
== Acquisition == &lt;br /&gt;
Dandelions can be sown by [[Work#Grow|growers]] in [[growing zone]]s. Sowing requires {{Ticks|{{P|Sow Work}}}} of work. Unlike [[rose]]s and [[daylilies]] they cannot be planted in [[plant pot]]s. &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
{{Stub|section=1|reason= 1) How long do they live without proper light? 2) Given the staying power of the misconception that its worthwhile growing them as animal feed, a more detailed analysis with numbers is required}}&lt;br /&gt;
Dandelions are modestly beautiful. While they provide comparatively little beauty per plant, each dandelion lasts for 20 days, which cuts down on work. If you have a big room with a dirt floor and open roof, they can be viable for raising the rooms beauty. In smaller rooms, the higher beauty per tile of roses or daylilies will be preferred.&lt;br /&gt;
&lt;br /&gt;
Dandelions can also be used as quick-growing feed for grazing animals. However, unless food is urgently needed, growing and harvesting crop plants such as [[corn plant|corn]] and [[haygrass]] are far more work efficient.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| c_24 text-center sortable}}&lt;br /&gt;
|-&lt;br /&gt;
! Plant !! Lifespan&amp;lt;br&amp;gt;(Days) !! Sowing&amp;lt;br&amp;gt;Work !! Min Light !! Beauty&amp;lt;br&amp;gt;/Tile !! Beauty-Days&amp;lt;br&amp;gt;/Work &lt;br /&gt;
|-&lt;br /&gt;
! Dandelions &lt;br /&gt;
| {{Q|Dandelions|Lifespan}} || {{Ticks|{{Q|Dandelions|Sow Work}}}} || {{%|{{Q|Dandelions|Min Grow Light}}}} || {{Q|Dandelions|Beauty Base}} || {{#expr:({{Q|Dandelions|Lifespan}} * {{Q|Dandelions|Beauty Base}})/{{Q|Dandelions|Sow Work}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Rose]]&lt;br /&gt;
| {{Q|Rose|Lifespan}} || {{Ticks|{{Q|Rose|Sow Work}}}} || {{%|{{Q|Rose|Min Grow Light}}}} || {{Q|Rose|Beauty Base}} || {{#expr:({{Q|Rose|Lifespan}} * {{Q|Rose|Beauty Base}})/{{Q|Rose|Sow Work}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Daylily]] &lt;br /&gt;
| {{Q|Daylily|Lifespan}} || {{Ticks|{{Q|Daylily|Sow Work}}}} || {{%|{{Q|Daylily|Min Grow Light}}}} || {{Q|Daylily|Beauty Base}} || {{#expr:({{Q|Daylily|Lifespan}} * {{Q|Daylily|Beauty Base}})/{{Q|Daylily|Sow Work}} round 2}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Bonsai tree]]{{IdeologyIcon}}&lt;br /&gt;
| {{Q|Bonsai tree|Lifespan}} || {{Ticks|{{Q|Bonsai tree|Sow Work}}}} || {{%|{{Q|Bonsai tree|Min Grow Light}}}} || {{Q|Bonsai tree|Beauty Base}} || {{#expr:({{Q|Bonsai tree|Lifespan}} * {{Q|Bonsai tree|Beauty Base}})/{{Q|Bonsai tree|Sow Work}} round 2}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dandelion a.png| Dandelion variant A&lt;br /&gt;
Dandelion b.png| Dandelion variant B&lt;br /&gt;
Dandelion c.png| Dandelion variant C&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|plant|wide}}&lt;br /&gt;
[[Category:Plants]][[Category:Decorative plants]]&lt;/div&gt;</summary>
		<author><name>Maduyn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Red_fox&amp;diff=170431</id>
		<title>Red fox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Red_fox&amp;diff=170431"/>
		<updated>2025-09-24T15:42:35Z</updated>

		<summary type="html">&lt;p&gt;Maduyn: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal&lt;br /&gt;
| page verified for version = A14C&lt;br /&gt;
| name = Red fox&lt;br /&gt;
| image = Red_fox.png&lt;br /&gt;
| description = A small solitary canine evolved for hunting small prey in temperate climates. Chicken farmers hate foxes because of their ability to destroy a whole coop in minutes.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| min comfortable temperature = -35&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 200&lt;br /&gt;
| predator = true&lt;br /&gt;
| combatPower = 45&lt;br /&gt;
| bodysize = 0.55&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| hungerrate = 0.1&lt;br /&gt;
| diet = carnivorous&lt;br /&gt;
| leathername = foxfur&lt;br /&gt;
| wildness = 0.75&lt;br /&gt;
| petness = 0.1&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| trainable = intermediate&lt;br /&gt;
| meatname = fox meat&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| offspring = 1-3&lt;br /&gt;
| avg offspring = 1.721&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| lifespan = 9&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalCommon&lt;br /&gt;
| attack1dmg = 8&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 9&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.9&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack4dmg = 4&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_temperateforest = 0.07&lt;br /&gt;
| livesin_temperateswamp = 0.07&lt;br /&gt;
| livesin_borealforest = 0.07&lt;br /&gt;
| livesin_coldbog = 0.07&lt;br /&gt;
| livesin_glacialplain = 0.07&lt;br /&gt;
| livesin_grassland = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Red foxes''', called '''red fox puppies''' as babies, are small, carnivorous [[animals]]. They are one of several different types of [[fox]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
With a body size of 0.55 they are just large enough to avoid being staggered by weapons with a stopping power of 0.5, such as the [[charge rifle]] and [[assault rifle]].&lt;br /&gt;
Foxes compared to all other animals add the most DPS per Raid Points of any animal. Foxes closest competition is the [[bog hound]], [[monkey]], [[colossus toad]], [[arctic wolf]]/[[timber wolf]].&lt;br /&gt;
Foxes have the second highest wildness after wolves.&lt;br /&gt;
Foxes have the second lowest health after monkeys.&lt;br /&gt;
Foxes are unable to graze unlike monkeys and toads.&lt;br /&gt;
Foxes are not immune to tox gas like the boghound. &lt;br /&gt;
Foxes are third fastest after boghounds and wolves.&lt;br /&gt;
Foxes do eat the lowest amount of food compared to these other animals.&lt;br /&gt;
&lt;br /&gt;
The main niche for foxes as combat animals is situations where food is scarce and/or labor intensive.&lt;br /&gt;
&lt;br /&gt;
=== Attacks ===&lt;br /&gt;
Red foxes have two attacks: scratch (paw) and bite (teeth). In addition to the base damage, both attacks apply a stun for {{ticks|20}}.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPawsAndTail}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Fox red east.png|Facing east&lt;br /&gt;
Fox red north.png|Facing north&lt;br /&gt;
Fox red south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&amp;lt;!-- Uses the same sprites as the Fennec and Arctic, with different source names-&amp;gt;&lt;br /&gt;
Dessicated fox red east.png|Dessicated facing east&lt;br /&gt;
Dessicated Fox Red north.png|Dessicated facing north&lt;br /&gt;
Dessicated Fox Red south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Maduyn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Arctic_fox&amp;diff=170430</id>
		<title>Arctic fox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Arctic_fox&amp;diff=170430"/>
		<updated>2025-09-24T15:42:05Z</updated>

		<summary type="html">&lt;p&gt;Maduyn: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal&lt;br /&gt;
| page verified for version = A14C&lt;br /&gt;
| name = Arctic fox&lt;br /&gt;
| image = Fox arctic east.png&lt;br /&gt;
| description = A small predator adapted for cold climates. It usually hunts small game like mice and voles, sometimes burrowing through a meter of snow to reach its prey.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| min comfortable temperature = -50&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 200&lt;br /&gt;
| predator = true&lt;br /&gt;
| combatPower = 45&lt;br /&gt;
| bodysize = 0.55&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| hungerrate = 0.1&lt;br /&gt;
| diet = carnivorous&lt;br /&gt;
| leathername = foxfur&lt;br /&gt;
| wildness = 0.75&lt;br /&gt;
| petness = 0.1&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| trainable = intermediate&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| meatname = fox meat&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| offspring = 1-3&lt;br /&gt;
| avg offspring = 1.721&lt;br /&gt;
| lifespan = 9&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalCommon&lt;br /&gt;
| attack1dmg = 8&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 9&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.9&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack4dmg = 4&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_borealforest = 0.07&lt;br /&gt;
| livesin_tundra = 0.07&lt;br /&gt;
| livesin_coldbog = 0.07&lt;br /&gt;
| livesin_icesheet = 0.1&lt;br /&gt;
| livesin_seaice = 0.1&lt;br /&gt;
}}&lt;br /&gt;
'''Arctic foxes''', called '''arctic fox puppies''' as babies, are small, carnivorous [[animals]]. They are one of several different types of [[fox]]. &lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Arctic foxes can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
With a body size of 0.55 they are just large enough to avoid being staggered by weapons with a stopping power of 0.5, such as the [[charge rifle]] and [[assault rifle]].&lt;br /&gt;
Foxes compared to all other animals add the most DPS per Raid Points of any animal. Foxes closest competition is the [[bog hound]], [[monkey]], [[colossus toad]], [[arctic wolf]]/[[timber wolf]].&lt;br /&gt;
Foxes have the second highest wildness after wolves.&lt;br /&gt;
Foxes have the second lowest health after monkeys.&lt;br /&gt;
Foxes are unable to graze unlike monkeys and toads.&lt;br /&gt;
Foxes are not immune to tox gas like the boghound. &lt;br /&gt;
Foxes are third fastest after boghounds and wolves.&lt;br /&gt;
Foxes do eat the lowest amount of food compared to these other animals.&lt;br /&gt;
&lt;br /&gt;
The main niche for foxes as combat animals is situations where food is scarce and/or labor intensive.&lt;br /&gt;
=== Attacks ===&lt;br /&gt;
Arctic foxes have three types of attack: scratch (either forepaw), bite (teeth), and a blunt attack (head). In addition to the base damage, scratches and bites apply a stun for {{ticks|280}}.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPawsAndTail}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Fox arctic east.png|Facing east&lt;br /&gt;
Fox arctic north.png|Facing north&lt;br /&gt;
Fox arctic south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&amp;lt;!-- Uses the same sprites as the Red and Fennec, with different source names-&amp;gt;&lt;br /&gt;
Dessicated fox arctic east.png|Dessicated facing east&lt;br /&gt;
Dessicated Fox Arctic north.png|Dessicated facing north&lt;br /&gt;
Dessicated Fox Arctic south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Maduyn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Fennec_fox&amp;diff=170429</id>
		<title>Fennec fox</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Fennec_fox&amp;diff=170429"/>
		<updated>2025-09-24T15:42:18Z</updated>

		<summary type="html">&lt;p&gt;Maduyn: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal&lt;br /&gt;
| page verified for version = A14C&lt;br /&gt;
| name = Fennec fox&lt;br /&gt;
| image = Fox fennec east.png&lt;br /&gt;
| description = A small fox originally from the northern part of Earth's Africa continent. It hunts small creatures and has very large ears for cooling itself in the heat.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| min comfortable temperature = -30&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 200&lt;br /&gt;
| predator = true&lt;br /&gt;
| combatPower = 45&lt;br /&gt;
| bodysize = 0.55&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| hungerrate = 0.1&lt;br /&gt;
| diet = carnivorous&lt;br /&gt;
| leathername = foxfur&lt;br /&gt;
| wildness = 0.75&lt;br /&gt;
| petness = 0.1&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| trainable = intermediate&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| meatname = fox meat&lt;br /&gt;
| gestation = 10&lt;br /&gt;
| offspring = 1-3&lt;br /&gt;
| avg offspring = 1.721&lt;br /&gt;
| lifespan = 9&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalCommon&lt;br /&gt;
| attack1dmg = 8&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack1stun = 14&lt;br /&gt;
| attack2dmg = 8&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack2stun = 14&lt;br /&gt;
| attack3dmg = 9&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.9&lt;br /&gt;
| attack3stun = 14&lt;br /&gt;
| attack4dmg = 4&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_aridshrubland = 0.15&lt;br /&gt;
| livesin_desert = 0.07&lt;br /&gt;
| livesin_extremedesert = 0.1&lt;br /&gt;
| livesin_glowforest = 0.15&lt;br /&gt;
| livesin_lavafield = 0.15&lt;br /&gt;
}}&lt;br /&gt;
'''Fennec foxes''', called '''fennec fox puppies''' as babies, are small, carnivorous [[animals]]. They are one of several different types of [[fox]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
With a body size of 0.55 they are just large enough to avoid being staggered by weapons with a stopping power of 0.5, such as the [[charge rifle]] and [[assault rifle]].&lt;br /&gt;
Foxes compared to all other animals add the most DPS per Raid Points of any animal. Foxes closest competition is the [[bog hound]], [[monkey]], [[colossus toad]], [[arctic wolf]]/[[timber wolf]].&lt;br /&gt;
Foxes have the second highest wildness after wolves.&lt;br /&gt;
Foxes have the second lowest health after monkeys.&lt;br /&gt;
Foxes are unable to graze unlike monkeys and toads.&lt;br /&gt;
Foxes are not immune to tox gas like the boghound. &lt;br /&gt;
Foxes are third fastest after boghounds and wolves.&lt;br /&gt;
Foxes do eat the lowest amount of food compared to these other animals.&lt;br /&gt;
&lt;br /&gt;
The main niche for foxes as combat animals is situations where food is scarce and/or labor intensive.&lt;br /&gt;
=== Attacks ===&lt;br /&gt;
Fennec foxes have two attacks: scratch (paw) and bite (teeth). In addition to the base damage, both attacks apply a stun for {{ticks|20}}.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPawsAndTail}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Fox fennec east.png|Facing east&lt;br /&gt;
Fox fennec north.png|Facing north&lt;br /&gt;
Fox fennec south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&amp;lt;!-- Uses the same sprites as the Red and Arctic, with different source names-&amp;gt;&lt;br /&gt;
Dessicated fox fennec east.png|Dessicated facing east&lt;br /&gt;
Dessicated Fox Fennec north.png|Dessicated facing north&lt;br /&gt;
Dessicated Fox Fennec south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Maduyn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=170231</id>
		<title>Unique weapons</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Unique_weapons&amp;diff=170231"/>
		<updated>2025-09-22T17:32:11Z</updated>

		<summary type="html">&lt;p&gt;Maduyn: Added more specifics about how to get unique weapons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub|reason=See [[Persona weapons]]}}&lt;br /&gt;
{{Distinguish|Persona weapons|Relic}}&lt;br /&gt;
'''Unique weapons''' are variants of ranged [[weapons]] added by the [[Odyssey DLC]] with traits that add effects to the weapon, including statistical bonuses and different attacks.&lt;br /&gt;
&lt;br /&gt;
There are currently 13 types of unique weapons, each a variant of another ranged weapon:&lt;br /&gt;
&lt;br /&gt;
{{Icon List|Assault rifle}}&lt;br /&gt;
{{Icon List|Beam repeater}}&lt;br /&gt;
{{Icon List|Bolt-action rifle}}&lt;br /&gt;
{{Icon List|Chain shotgun}}&lt;br /&gt;
{{Icon List|Charge lance}}&lt;br /&gt;
{{Icon List|Charge rifle}}&lt;br /&gt;
{{Icon List|Greatbow}}&lt;br /&gt;
{{Icon List|Heavy SMG}}&lt;br /&gt;
{{Icon List|Hellcat rifle}}&lt;br /&gt;
{{Icon List|LMG}}&lt;br /&gt;
{{Icon List|Minigun}}&lt;br /&gt;
{{Icon List|Revolver}}&lt;br /&gt;
{{Icon List|Sniper rifle}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Unique weapons can be obtained through quests, found in loot boxes like [[sealed crate]]s, [[sealed container|container]]s or [[ancient safe]]s, found while fishing, or gifted by visitors. Unique weapons can also rarely be dropped by raiders.&lt;br /&gt;
Ancient Mercenary and Orbital Item Stash quests will always contain at least one Unique Weapon, typically masterwork or legendary quality.&lt;br /&gt;
&lt;br /&gt;
Weapons Depot and Ancient Garrison Map features do NOT contain Unique Weapons. Ancient Dangers do not contain Unique weapons.&lt;br /&gt;
== Farming Strategy ==&lt;br /&gt;
Maps can generate with an &amp;quot;Ancient Mercenaries&amp;quot; Quest &lt;br /&gt;
Books with &amp;quot;Generate Quest&amp;quot; give a ~30% chance to an &amp;quot;Ancient Mercenaries&amp;quot; Quest:&lt;br /&gt;
      Tomes generate with a quest 15% of the time.&lt;br /&gt;
      Novels generate with a quest 5% of the time.&lt;br /&gt;
      Textbooks generate with a quest 1% of the time.&lt;br /&gt;
      Schematics cannot generate quests.&lt;br /&gt;
Fishing Has a Chance to generate a Rare Catch which itself contains a chance to give a Map or a much smaller chance to get a Unique weapon outright. &lt;br /&gt;
The Infested Settlement Landmarks has a high likelihood of [[sealed crate]]s and can spawn an infested cavern which can contain more.&lt;br /&gt;
The Ruins Landmarks can contain [[ancient safe]]s which have a high likelihood of having a Map or a much smaller chance to get a Unique weapon outright.&lt;br /&gt;
Any Glacial Plain tile has a chance to have a [[sealed crate]] or [[ancient safe]] buried in the ice.&lt;br /&gt;
Any Scarlands Tile has chance to have a [[sealed crate]].&lt;br /&gt;
The Ancient Uplink or Orbital Scanner have a chance to generate:&lt;br /&gt;
Orbital Item Stash, which always has a Unique Weapon&lt;br /&gt;
Satellite, which contains [[sealed container|container]] which has a ~30% chance for a Unique Weapon&lt;br /&gt;
Mechanoid Platform, which contains [[sealed crate]]s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Unique weapon traits}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trait analysis ==&lt;br /&gt;
{{Rewrite|section =1|reason= Section is for analysis, it doesn't need to rote replicate the effects, thatd what the table is for. Should only replicate where it goes into more depth than is possible in the table or where it facilitates analysis}}&lt;br /&gt;
&lt;br /&gt;
=== Aim assistance ===&lt;br /&gt;
This trait increases accuracy at all ranges by 20%, and also allows the wielder to ignore all penalties from environmental conditions, including [[blind smoke]]. This makes it a generally desirable trait for any weapon, except perhaps those that already are approaching 100% accuracy due to quality. This trait works well with [[smokepop pack]] or [[smoke launcher]].&lt;br /&gt;
&lt;br /&gt;
=== Custom grip ===&lt;br /&gt;
Increases beauty by +2 and slightly increases market value ($15) for a minor upgrade to close and short range accuracy (x110%), generally a very mediocre perk, but not actively harmful.&lt;br /&gt;
&lt;br /&gt;
=== Stabilizer brace ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Tactical sight ===&lt;br /&gt;
Increases accuracy&lt;br /&gt;
Medium X120% &lt;br /&gt;
Long X120%&lt;br /&gt;
&lt;br /&gt;
=== Shoddy sights ===&lt;br /&gt;
This trait is purely negative, worsening a weapon's accuracy at all ranges. The market value of the weapon is also slightly reduced.&lt;br /&gt;
&lt;br /&gt;
=== Tracking scope ===&lt;br /&gt;
This trait reduces aiming time by 25%. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle. Since sniper rifles have a relatively long aiming time, this trait can significantly increase DPS.&lt;br /&gt;
&lt;br /&gt;
=== Rangefinder scope ===&lt;br /&gt;
This trait increases a weapon's maximum range by 10%. This trait is useful, but not as impactful as an extended barrel. This trait is mutually exclusive with other sights, and only appears on scoped weapons such as the sniper rifle.&lt;br /&gt;
&lt;br /&gt;
This trait stacks with the extended barrel trait, which offers 20% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.&lt;br /&gt;
&lt;br /&gt;
=== Pulse charger ===&lt;br /&gt;
This trait can only be found on pistols (revolvers). It reduces accuracy at all ranges by 20%, but increases damage by a whopping 60%, and armor penetration by 30%. While the revolver is not a great weapon by any measure, a revolver with this trait can at least compete with other high powered weapons at low ranges. The accuracy penalty can be offset by giving these weapons to colonists with a high [[shooting]] skill, [[bionic eye]]s or [[archotech eye]]s, or by using [[gunlink]]s. However, even with a pulse charger, revolvers are not competitive weapons in the late game. &lt;br /&gt;
&lt;br /&gt;
=== Tox rounds ===&lt;br /&gt;
Tox rounds add a small amount of toxic buildup to targets on a hit. Some enemies (such as mechanoids) are immune to toxic buildup. Humanlike enemies, such as raiders, will often be killed simply from shooting them before the toxic buildup can incapacitate them. This trait is also undesirable for hunters, as animals with toxic buildup have a chance to immediately rot when killed. Tox rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Piercing rounds ===&lt;br /&gt;
Piercing rounds increase the armor penetration of the weapon's attacks by 20%. This effect stacks with the increased AP offered by masterwork or legendary weapons. Piercing rounds are ideal on ballistic weapons which struggle against armored enemies or [[centipedes]], such as the [[assault rifle]] or [[chain shotgun]]. Since most enemies in the game have some form of armor, piercing rounds are generally a quite versatile and useful trait. Piercing rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Incendiary rounds ===&lt;br /&gt;
Incendiary rounds have a chance to ignite targets when struck, similar to the [[plasmasword]]. Burning enemies stop firing and run around, ignoring collision; this can be beneficial or harmful, depending on the situation. Mechanoids are immune to flame damage. Incendiary rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== EMP rounds ===&lt;br /&gt;
EMP rounds briefly stun mechanoid, turret, or drone targets when hit. However, these enemies will quickly adapt to the effects of the EMP rounds and are typically staggered for only 1 or 2 bursts. Still, this stun can be enough to briefly incapacitate a dangerous enemy, such as a [[centipede]], [[hunter drone]], or [[diabolus]]. EMP rounds will also break [[shield belt]]s. Animals and humanlikes (other than those wearing a shield belt) are unaffected. EMP rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Heavy rounds ===&lt;br /&gt;
Heavy rounds add a flat +2 to a weapon's stopping power, as well as increasing damage by 10%. Stopping power affects what kinds of targets a weapon will stagger. Stopping power equal to or greater than a creature's body size is required to stagger. All weapons with this trait will have a stopping power value of at least 2.5, enough to stagger any enemy the same size or smaller than a [[moose]] or [[muffalo]]; this includes all humanlikes, most animals, all insectoids (except the [[hive queen]]), and combat mechanoids smaller than a centipede. This trait is generally quite desirable compared to other ammo types, as it offers a wide degree of utility against almost every enemy in the game. &lt;br /&gt;
&lt;br /&gt;
Weapons like the sniper rifle, charge lance, or bolt action rifle (which have a base stopping power of 1.5), will be able to stagger every enemy in the game with the exception of the [[alpha thrumbo]] and [[dreadmeld]].  &lt;br /&gt;
&lt;br /&gt;
Heavy rounds are mutually exclusive with all other kinds of ammo traits.&lt;br /&gt;
&lt;br /&gt;
=== Hollow point rounds ===&lt;br /&gt;
Hollow point rounds increase the damage of a weapon by 20%. This effect stacks with the increased damage offered by masterwork or legendary weapons. All weapons benefit from 20% more damage, so this is desirable on any weapon. The increased damage is still subject to armor penalties on heavily-armored targets, so in some situations, piercing rounds are superior. Hollow point rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== High power rounds ===&lt;br /&gt;
High power rounds increase damage by 30%, and armor penetration by 15%, but reduce accuracy at all range values to 90% of the weapon's expected accuracy. The damage and armor penetration bonuses stack with increases to these stats offered by masterwork or legendary weapons. Despite the negative effects on accuracy, the increased damage and armor penetration makes this a universally desirable trait on all weapons. Increases to both damage and armor penetration are useful on all weapons, and unlike many other types of ammo traits, are effective bonuses against essentially every kind of enemy in the game. The reduced accuracy of high power weapons can be offset by giving these weapons to colonists with a high [[shooting]] skill, [[bionic eye]]s or [[archotech eye]]s, or by using [[gunlink]]s. High power rounds are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Charge capacitor ===&lt;br /&gt;
This trait can only be found on charge weapons, and it is essentially an enhanced version of high power rounds. Weapons with this trait have 35% more damage and 20% more armor penetration with no downsides. This trait is highly desirable on any charge weapon. &lt;br /&gt;
&lt;br /&gt;
=== Frequency amplifier ===&lt;br /&gt;
This trait can only be found on the [[beam repeater]]. It offers a massive 50% increase in damage, and a 30% increase in range, but increases the weapon's ranged cooldown by 50%. Beam repeaters are mostly useful against heavily armored humanlike targets, and an increase in both range and damage is quite useful in most combat situations.  &lt;br /&gt;
&lt;br /&gt;
=== Tox pellets ===&lt;br /&gt;
Tox pellets are essentially identical to toxic rounds; they are found on shotguns. Tox pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Incendiary pellets ===&lt;br /&gt;
Incendiary pellets are essentially identical to incendiary rounds; they are found on shotguns. Incendiary pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Birdshot pellets ===&lt;br /&gt;
Birdshot pellets increase accuracy at close and very close range, but reduce accuracy at medium or long range. Additionally, birdshot pellets lose a significant amount (25%) of the weapon's armor penetration value. This can result in a significant loss in damage against armored enemies and mechanoids. Against heavily armored raiders or centipedes, this trait is actively worse than a non-unique weapon of the same quality. Birdshot pellets are mutually exclusive with all other kinds of ammo traits. &lt;br /&gt;
&lt;br /&gt;
=== Piercing arrows ===&lt;br /&gt;
Armor penetration multipler +30%, market value +40$&lt;br /&gt;
&lt;br /&gt;
=== Paralytic arrows ===&lt;br /&gt;
Stuns enemies, market value +80$&lt;br /&gt;
&lt;br /&gt;
=== Broadhead arrows ===&lt;br /&gt;
Damage multipler +30%, market value +60$&lt;br /&gt;
&lt;br /&gt;
=== Lightweight arrows ===&lt;br /&gt;
Lightweight Arrows offer increased range in exchange for a slightly lower damage. Damage decreases by 10%, but in return, you gain 30% range, market value +30$&lt;br /&gt;
&lt;br /&gt;
=== Reinforced bow limbs ===&lt;br /&gt;
Range multipler +15%, market value +30$&lt;br /&gt;
&lt;br /&gt;
=== Extended barrel ===&lt;br /&gt;
Extended barrel increases a weapon's maximum range by 20%. This trait is generally useful on all weapons, particularly those which suffer from limited range, as well as sniper rifles. This trait extends the range of [[charge rifle]]s to 33 cells, [[assault rifle]]s to 37 cells, [[bolt-action rifle]]s to 44 cells, and [[sniper rifle]]s to 54 cells. Increasing the engagement range can help keep colonists safe from counterattack, and allow pawns to fire at enemies before they get in range. This trait is mutually exclusive with the shortened barrel trait.&lt;br /&gt;
&lt;br /&gt;
This trait also stacks with the rangefinder trait, which offers 10% additional range. A sniper rifle with both traits would have a maximum range of 58 cells.&lt;br /&gt;
&lt;br /&gt;
=== Shortened barrel ===&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
=== Quick reload ===&lt;br /&gt;
This trait reduces ranged cooldown by 20%, resulting in an increase in the weapon's DPS. It is most impactful on weapons with long ranged cooldowns, such as the [[beam repeater]] or [[charge lance]]. &lt;br /&gt;
&lt;br /&gt;
=== Rapid fire ===&lt;br /&gt;
This trait significantly increases a weapon's rate of fire. Note that this does not affect either the ranged cooldown or the aiming time stats of the weapon; this trait shortens the delay between each bullet within the same burst being fired. This trait is most useful for weapons such as the [[LMG]] or [[minigun]], which fire a large amount of shots per burst. This trait is also valuable on weapons which have the extended magazine modifier, which adds more rounds to each burst. &lt;br /&gt;
&lt;br /&gt;
=== Extended magazine ===&lt;br /&gt;
This trait increases the amount of rounds per burst by 50%. This trait is highly desirable for any weapon. For weapons which fire a 3 round burst, such as the assault rifle, charge rifle, heavy SMG, or chain shotgun, this trait increases the burst to 5 rounds, a 60% increase in the amount of shots fired. This is a significant increase in DPS, especially if the weapon also has an ammo trait. Weapons which fire large bursts with a long firing delay, such as miniguns or LMGs, also benefit enormously from this trait. &lt;br /&gt;
&lt;br /&gt;
If combined with the rapid fire trait, weapons with an extended magazine can fire more rounds at roughly the same rate as a normal weapon.&lt;br /&gt;
&lt;br /&gt;
=== Lightweight ===&lt;br /&gt;
Lightweight weapons have 20% less aiming time and weigh only 75% as much as an ordinary weapon. This moderately increases DPS, especially for weapons with a long aiming time. &lt;br /&gt;
&lt;br /&gt;
=== Cumbersome ===&lt;br /&gt;
This trait is purely negative. Cumbersome weapons weigh more and take longer to aim. The market value of the weapon is also slightly reduced.&lt;br /&gt;
&lt;br /&gt;
=== Ornamental ===&lt;br /&gt;
this trait causes a weapon to have a -15% damage multiplier and a +5 beauty stat, as beauty has no effect if on a shelf, in an inventory or being held this does not all that influential. the trait also adds a +$40 in market value. due to the combination of a lower damage and higher wealth this can be considered a negative trait.  This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== Ugly ===&lt;br /&gt;
This trait reduces the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. The reduction in market value can be slightly beneficial if you are trying to min-max wealth. This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== Gold inlay ===&lt;br /&gt;
This trait increases the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. Gold-inlaid weapons often feature gold panels or parts on the weapon in game. Gold-inlaid weapons are worth twice as much as an ordinary weapon; however, they are still subject to the 80% value reduction from selling weapons. This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== Jade inlay ===&lt;br /&gt;
This trait increases the beauty and market value of a weapon. Since an item's beauty stat has no effect if the item is held, in a pawn's inventory, or in a shelf, this trait has very little impact on a weapon. Jade-inlaid weapons often feature jade panels or parts on the weapon in game. Jade-inlaid weapons are worth one and a half times as much as an ordinary weapon; however, they are still subject to the 80% value reduction from selling weapons. This trait is mutually exclusive with all other appearance traits.&lt;br /&gt;
&lt;br /&gt;
=== EMP pulser ===&lt;br /&gt;
This weapon ability is an attachment that is only found on charge weapons. When triggered, it produces an EMP similar in size to an EMP grenade, centered on the user. The pulse takes several hours to recharge, and can only be activated once before recharging. The EMP burst will stun mechanoids, humanlikes with certain implants (including friendly pawns), drones, and turrets, as well as breaking the shield of any shield belts caught in the blast. &lt;br /&gt;
&lt;br /&gt;
=== Grenade launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a grenade launcher with one charge, capable of firing a grenade with a range of 12.9 tiles. The grenade launched is identical to a single [[frag grenade]]. The launcher must be reloaded with 25 steel after each use. A single frag grenade is often of limited utility, but can be useful against bunched-up enemies or against hostile structures such as turrets. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
=== EMP launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds an EMP launcher with two charges, capable of firing an EMP shell with a range of 23.9 tiles. The shell launched is identical to that of a normal quality [[EMP launcher]]. Note that the shells launched by this ability (and by the EMP launcher) have a significantly smaller blast radius than [[EMP grenades]]. The launcher must be reloaded with 15 steel after a shell is fired. This attachment is primarily useful against mechanoids. Mechanoids will adapt to the EMP blast, but an EMP stun can give enough time to move fighters out of danger or destroy the target entirely. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
=== Smoke launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a smoke launcher with two charges, capable of firing a smoke shell with a range of 23.9 tiles. The shell launched is identical to that of a [[smoke launcher]]. The launcher must be reloaded with 15 steel after a shell is fired. The blind smoke created on impact obscures targets; this makes it harder to hit enemies in the smoke, but it also significantly reduces the accuracy of targets in the smoke. Turrets with a smoke field intersecting their line of sight to potential targets cannot fire. This attachment is mostly useful against turrets, particularly those found in [[mech cluster]]s, which can be dangerous if not smoked out. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
=== Incendiary launcher ===&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds an incendiary launcher with one charge, capable of firing an incendiary shell with a range of 23.9 tiles. The shell launched is identical to that of an [[incendiary launcher]]. The launcher must be reloaded with 15 chemfuel after a shell is fired. The small blast radius of the incendiary launcher limits its utility. Still, it can be useful as a way to temporarily disable a small group of enemies or to light flammable structures on fire. This ability also serves as a convenient (and relatively cheap) way to start a small fire without having to re-equip pawns with a flame-based weapon (such as a [[molotov cocktail]] or [[incinerator]]). Note that some enemies, namely mechanoids, are immune to flame damage; additoinally, starting fires in confined spaces can be dangerous as the air will quickly superheat. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
=== Bioferrite burner ===&lt;br /&gt;
{{ Anomaly | section=1 }}&lt;br /&gt;
This weapon ability is an attachment that can be found on assault rifles, charge rifles, heavy SMGs, LMGs, and chain shotguns. It adds a short-ranged flamethrower with one charge and a range of 9 tiles. This attachment functions identically to the ability on the [[hellcat rifle]], generating a cone of flame 9 tiles long. This cone expands to 3 tiles wide at the far end of the cone. It must be reloaded with 10 bioferrite after use. This attachment can stun and ignite a small group of enemies in close range; since burning enemies will stop fighting while they try to extinguish themselves, this is effectively a short stun with some damage inflicted. Note that some enemies, namely mechanoids, are immune to flame damage; additionally, starting fires in confined spaces can be dangerous as the air will quickly superheat. This attachment is mutually exclusive with all other attachments.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Fix: White fringing on unique weapons.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Fix: Paralytic arrows weapon trait not working if Anomaly is not active.&lt;/div&gt;</summary>
		<author><name>Maduyn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Wild_boar&amp;diff=169654</id>
		<title>Wild boar</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Wild_boar&amp;diff=169654"/>
		<updated>2025-09-15T16:15:15Z</updated>

		<summary type="html">&lt;p&gt;Maduyn: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{for|the farm animal|Pig}}&lt;br /&gt;
{{infobox main|animal&lt;br /&gt;
| page verified for version = A14D&lt;br /&gt;
| name = Wild boar&lt;br /&gt;
| image = Boar.png&lt;br /&gt;
| description = This hairy omnivore is descended from escaped pigs and evolved for living in the wild.&amp;lt;br&amp;gt;Its tusks make it a better fighter than its domesticated pig cousins. Unfortunately, it is too unruly to be trained in the most complex tasks.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.6&lt;br /&gt;
| min comfortable temperature = -23&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 200&lt;br /&gt;
| filth rate = 16&lt;br /&gt;
| herdanimal = true&lt;br /&gt;
| combatPower = 55&lt;br /&gt;
| bodysize = 0.85&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| hungerrate = 0.3&lt;br /&gt;
| diet = omnivorous grazer&lt;br /&gt;
| leathername = pigskin&lt;br /&gt;
| wildness = 0.5&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| roamMtb = 2&lt;br /&gt;
| trainable = none&lt;br /&gt;
| meatname = pork&lt;br /&gt;
| gestation = 5.661&lt;br /&gt;
| offspring = 1-2&lt;br /&gt;
| avg offspring = 1.25&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| lifespan = 12&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalCommon&lt;br /&gt;
| attack1dmg = 9.7&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = tusk&lt;br /&gt;
| attack2dmg = 9.7&lt;br /&gt;
| attack2type = Stab&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = tusk&lt;br /&gt;
| attack3dmg = 8.5&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.6&lt;br /&gt;
| attack4dmg = 5&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_temperateforest = 0.5&lt;br /&gt;
| livesin_temperateswamp = 0.5&lt;br /&gt;
| livesin_borealforest = 0.5&lt;br /&gt;
| livesin_coldbog = 0.5&lt;br /&gt;
| livesin_tropicalrainforest = 0.5&lt;br /&gt;
| livesin_tropicalswamp = 0.5&lt;br /&gt;
| livesin_glowforest = 0.5&lt;br /&gt;
| livesin_grassland = 0.5&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Boars''' are omnivorous wild pigs. They are quite pervasive, being found in {{Habitats}}. If slain, they can be butchered for {{P|Meat Yield}} [[meat|pork]] and {{P|Leather Yield}} [[pigskin]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Pen Animal Note|Wild boars}}&lt;br /&gt;
&lt;br /&gt;
Wild boars can appear in raids alongside [[yttakin pirates]]. ​{{BiotechIcon}} Note that &amp;quot;raider&amp;quot; boars are still unable to travel through [[fence]]s and [[barricade]]s. This can alter their pathing. If the animal raider cannot reach a better target because of fences/walls, it will start bashing at structures randomly.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Boars are one of many animals that exist primarily to be hunted.&lt;br /&gt;
&lt;br /&gt;
As tamed animals, boars are worse for meat/leather than [[pig]]s. While boars can be found in the wild, they are generally outclassed for meat by at least 1 animal, regardless of what [[biome]] you've settled on.&lt;br /&gt;
&lt;br /&gt;
=== Nutrition ===&lt;br /&gt;
When slaughtered, a boar yields {{#vardefineecho:baby_meat|{{Meat Leather Curve|{{#expr:{{P|Body Size}}*0.2*140}}}}}} meat and {{Meat Leather Curve|{{#expr:{{P|Body Size}}*0.2*40}}}} leather as a baby; {{Meat Leather Curve|{{#expr:{{P|Body Size}}*0.5*140}}}} meat and {{Meat Leather Curve|{{#expr:{{P|Body Size}}*0.5*40}}}} as a juvenile; or {{Meat Leather Curve|{{#expr:{{P|Body Size}}*140}}}} meat and {{Meat Leather Curve|{{#expr:{{P|Body Size}}*40}}}} leather as an adult. 1 meat is equal to 0.05 nutrition.&lt;br /&gt;
&lt;br /&gt;
An adult boar consumes {{P|Real Hunger Rate}} nutrition per day, and creates up to {{#expr: {{P|Average Offspring Per Birth}}/{{P|Gestation Period Days}} round 2}} offspring per day.&lt;br /&gt;
* When offspring are slaughtered as babies, a female boar will produce {{#expr:{{Meat Production|{{PAGENAME}}|baby}} round 2}} nutrition of meat per day, giving a nutrition efficiency of {{%|{{Meat Production|{{PAGENAME}}|baby}}/{{P|Real Hunger Rate}} round 3}}.&lt;br /&gt;
* If the offspring are allowed to grow to adulthood, they will consume an additional {{#expr:{{Nutrition Consumption|{{PAGENAME}}|adult}} - {{P|Real Hunger Rate}} round 2}} nutrition per day, but will instead yield {{#expr:{{Meat Production|{{PAGENAME}}|adult}} round 2}} nutrition per day as they are slaughtered, resulting in a nutrition efficiency of {{%|{{Meat Production|{{PAGENAME}}|adult}}/{{Nutrition Consumption|{{PAGENAME}}|adult}} round 3}}.&lt;br /&gt;
When considering a population of equal numbers of males and females, these nutrition efficiencies fall to {{%|{{Meat Production|{{PAGENAME}}|baby|1|1}}/{{Nutrition Consumption|{{PAGENAME}}|baby|1|1}} round 3}} for baby slaughter and {{%|{{Meat Production|{{PAGENAME}}|adult|1|1}}/{{Nutrition Consumption|{{PAGENAME}}|adult|1|1}} round 3}} for adult slaughter.&lt;br /&gt;
&lt;br /&gt;
Boars are inferior to [[pig]]s, [[chinchilla]]s, [[ibex]], and [[horse]]s for meat / nutrition consumption. Pigs and horses take less slaughtering work, too. One of the few advantages of boars is that they are omnivorous, able to eat leftover human [[corpse]]s, but pigs are also omnivores. If pigs are unavailable, then boars are the best for this task.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Boars are surprisingly powerful for their size, though boars will rarely fight. They won't revenge when hunted. As pen animals, they will never be attacked by raiders. But when they ''do'' attack, such as in [[manhunter]] packs, boars are threatening. &lt;br /&gt;
&lt;br /&gt;
They have a damage output higher than that of a [[megaspider]], with a movement speed equivalent to that of an unarmored human. Boars tend to be able to put up a good fight against predators such as [[timber wolf|timber wolves]] and [[Warg]]s, often severely injuring, occasionally downing, or even outright killing them on rare occasions.&lt;br /&gt;
&lt;br /&gt;
=== Foraging ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Forager !! Forage Nutrition per day&lt;br /&gt;
|-&lt;br /&gt;
| Raccoon || .24&lt;br /&gt;
|-&lt;br /&gt;
| Pig  || 1.02&lt;br /&gt;
|-&lt;br /&gt;
| Wild Boar || .51&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 10 Plants Skill Pawn || 0.9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Forage': “The animal will occasionally find [[berries]], mushrooms, or food. Animals will find more food in biomes with higher forageability. Foraging can only be done on fertile terrain.”&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithHoovesAndTusks}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Wildboar east.png|Facing east&lt;br /&gt;
Wildboar north.png|Facing north&lt;br /&gt;
Wildboar south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated wildboar east.png|Dessicated facing east&lt;br /&gt;
Dessicated WildBoar north.png|Dessicated facing north&lt;br /&gt;
Dessicated WildBoar south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.7.581|0.7.581]] - Added&lt;br /&gt;
* Beta 19 - trainable intelligence Advanced -&amp;gt; Intermediate, tusk damage 9 -&amp;gt; 8, speed 5 -&amp;gt; 4.2, min comfy temperature -20 -&amp;gt; -15&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Trainability changed from intermediate to none, boars now are predominantly a pen animal. Removed manhunter chances.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Maduyn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Gorilla&amp;diff=169653</id>
		<title>Gorilla</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Gorilla&amp;diff=169653"/>
		<updated>2025-09-15T16:14:51Z</updated>

		<summary type="html">&lt;p&gt;Maduyn: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Infobox main|animal&lt;br /&gt;
| name = Gorilla&lt;br /&gt;
| image = Gorilla east.png&lt;br /&gt;
| description = A massive and intelligent great ape. While generally peaceful, gorillas are terrifying when enraged.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.7&lt;br /&gt;
| min comfortable temperature = -10&lt;br /&gt;
| max comfortable temperature = 50&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 600&lt;br /&gt;
| filth rate = 4&lt;br /&gt;
| wildness = 0.60&lt;br /&gt;
| combatPower = 160&lt;br /&gt;
| bodysize = 2&lt;br /&gt;
| healthscale = 2&lt;br /&gt;
| hungerrate = 0.54&lt;br /&gt;
| diet = omnivorous grazer&lt;br /&gt;
| leathername = Lightleather&lt;br /&gt;
| manhuntertame = 0.1&lt;br /&gt;
| manhunter = 0.5&lt;br /&gt;
| trainable = advanced&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| gestation = 6.66&lt;br /&gt;
| lifespan = 40&lt;br /&gt;
| specialtrainables = Forage&lt;br /&gt;
| juvenileage = 0.2&lt;br /&gt;
| maturityage = 0.266&lt;br /&gt;
| tradeTags = AnimalUncommon&lt;br /&gt;
| offspring = 1&lt;br /&gt;
| attack1dmg = 14&lt;br /&gt;
| attack1type = Blunt&lt;br /&gt;
| attack1cool = 1.5&lt;br /&gt;
| attack1part = left fist&lt;br /&gt;
| attack2dmg = 14&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 1.5&lt;br /&gt;
| attack2part = right fist&lt;br /&gt;
| attack3dmg = 10&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = Teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 6&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_tropicalrainforest = 0.05&lt;br /&gt;
| livesin_tropicalswamp = 0.02&lt;br /&gt;
}}&lt;br /&gt;
A '''gorilla''' is an [[animal]] added by the [[Odyssey DLC]].&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}}s can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Exotic goods trader 2|exotic goods traders]]. {{PAGENAME}}s purchased from traders will be already tamed.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
?&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
?&lt;br /&gt;
=== Foraging ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Forager !! Forage Nutrition per day&lt;br /&gt;
|-&lt;br /&gt;
| Raccoon || .24&lt;br /&gt;
|-&lt;br /&gt;
| Pig  || 1.02&lt;br /&gt;
|-&lt;br /&gt;
| Wild Boar || .51&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 10 Plants Skill Pawn || 0.9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Training == &lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Forage': “The animal will occasionally find [[berries]], mushrooms, or food. Animals will find more food in biomes with higher forageability. Foraging can only be done on fertile terrain.”&lt;br /&gt;
&lt;br /&gt;
== Health == &lt;br /&gt;
{{Animal Health Table|Monkey}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Gorillas in RimWorld have tails, unlike their real world counterparts.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Gorilla east.png|Facing east&lt;br /&gt;
Gorilla north.png|Facing north &lt;br /&gt;
Gorilla south.png|Facing south &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dessicated Gorilla east.png|Desiccated facing east&lt;br /&gt;
File:Dessicated Gorilla north.png|Desiccated facing north&lt;br /&gt;
File:Dessicated Gorilla south.png|Desiccated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added. &lt;br /&gt;
&lt;br /&gt;
{{Nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Maduyn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Raccoon&amp;diff=169652</id>
		<title>Raccoon</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Raccoon&amp;diff=169652"/>
		<updated>2025-09-15T16:14:38Z</updated>

		<summary type="html">&lt;p&gt;Maduyn: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite|reason=Odyssey adds foraging}}{{infobox main|animal|&lt;br /&gt;
| page verified for version = A14C&lt;br /&gt;
| name = Raccoon&lt;br /&gt;
| image = Raccoon.png&lt;br /&gt;
| description = A small, hardy animal that ranges wide across forests and shrubland. It is happy to break into your garbage container, or your kitchen, to eat almost anything.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 4.1&lt;br /&gt;
| min comfortable temperature = -30&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0.8&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 100&lt;br /&gt;
| filth rate = 4&lt;br /&gt;
| combatPower = 35&lt;br /&gt;
| bodysize = 0.4&lt;br /&gt;
| healthscale = 0.4&lt;br /&gt;
| hungerrate = 0.2&lt;br /&gt;
| diet = omnivorous grazer&lt;br /&gt;
| leathername = lightleather&lt;br /&gt;
| wildness = 0.75&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| trainable = none&lt;br /&gt;
| gestation = 5.661&lt;br /&gt;
| offspring = 1-2&lt;br /&gt;
| avg offspring = 1.5&lt;br /&gt;
| mateMtb = 8&lt;br /&gt;
| lifespan = 8&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.2222&lt;br /&gt;
| tradeTags = AnimalCommon&lt;br /&gt;
| attack1dmg = 6&lt;br /&gt;
| attack1type = Scratch&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = front left paw&lt;br /&gt;
| attack2dmg = 6&lt;br /&gt;
| attack2type = Scratch&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = front right paw&lt;br /&gt;
| attack3dmg = 7&lt;br /&gt;
| attack3type = Bite&lt;br /&gt;
| attack3cool = 2&lt;br /&gt;
| attack3part = teeth&lt;br /&gt;
| attack3chancefactor = 0.7&lt;br /&gt;
| attack4dmg = 3&lt;br /&gt;
| attack4type = Blunt&lt;br /&gt;
| attack4cool = 2&lt;br /&gt;
| attack4part = head&lt;br /&gt;
| attack4chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_temperateforest = 0.5&lt;br /&gt;
| livesin_temperateforest_polluted = 0.25&lt;br /&gt;
| livesin_temperateswamp = 0.5&lt;br /&gt;
| livesin_temperateswamp_polluted = 0.25&lt;br /&gt;
| livesin_tropicalrainforest_polluted = 0.5&lt;br /&gt;
| livesin_tropicalswamp_polluted = 0.5&lt;br /&gt;
| livesin_borealforest = 0.5&lt;br /&gt;
| livesin_borealforest_polluted = 0.25&lt;br /&gt;
| livesin_coldbog = 0.5&lt;br /&gt;
| livesin_coldbog_polluted = 0.25&lt;br /&gt;
| livesin_glacialplain = 0.5&lt;br /&gt;
| livesin_glacialplain_polluted = 0.25&lt;br /&gt;
| livesin_glowforest = 0.5&lt;br /&gt;
| livesin_glowforest_polluted = 0.5&lt;br /&gt;
| livesin_grassland = 0.5&lt;br /&gt;
| livesin_grassland_polluted = 0.5&lt;br /&gt;
| livesin_scarlands = 0.5&lt;br /&gt;
| livesin_scarlands_polluted = 0.5&lt;br /&gt;
}}{{info|The '''raccoon''' is a small ground mammal which scavenges for most of its food.}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{PAGENAME}}s can be found in {{Habitats}}. They can either be tamed by a [[Work #Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Raccoons have 80% [[Toxic Environment Resistance]] rendering them highly resistant to environmental effects such as [[rot stink]], as well as [[toxic buildup]] from non-attack sources.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Raccoons are mostly there as small [[manhunter]] threats for your small manhunter events. For the first manhunter event in the game, raccoons are about the largest animal you'll get. They can also appear in the low end of [[caravan]] ambushes, or in the [[Quests#Noble wimp|Noble wimp]]{{RoyaltyIcon}} quest. During the winter, raccoons will often eat any of your exposed food you have available.&lt;br /&gt;
&lt;br /&gt;
As hunting game, they yield about 50% more meat and leather than the smallest RimWorld animals (the [[hare]], [[squirrel]], and [[rat]]), but they still offer meager amounts of both. Prioritize other animals unless have nothing else to hunt or want a relatively safe target for [[training]] [[Shooting]] skill.&lt;br /&gt;
&lt;br /&gt;
As tamed animals, raccoons offer practically no niche. They gestate slower and lose tameness faster than [[rat]]s. Rats are also omnivorous grazers. You can find rats in every [[biome]] that raccoons appear in, and rats are more common than raccoons. As bait animals, rats are harder to hit due to their smaller body size, reproduce faster, and eat less.&lt;br /&gt;
&lt;br /&gt;
=== Foraging ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Forager !! Forage Nutrition per day&lt;br /&gt;
|-&lt;br /&gt;
| Raccoon || .24&lt;br /&gt;
|-&lt;br /&gt;
| Pig  || 1.02&lt;br /&gt;
|-&lt;br /&gt;
| Wild Boar || .51&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 10 Plants Skill Pawn || 0.9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Forage': “The animal will occasionally find [[berries]], mushrooms, or food. Animals will find more food in biomes with higher forageability. Foraging can only be done on fertile terrain.”&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithPaws}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Raccoon east.png|Facing east&lt;br /&gt;
Raccoon north.png|Facing north&lt;br /&gt;
Raccoon south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated raccoon east.png|Dessicated facing east&lt;br /&gt;
Dessicated Raccoon north.png|Dessicated facing north&lt;br /&gt;
Dessicated Raccoon south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild animal]]&lt;/div&gt;</summary>
		<author><name>Maduyn</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Pig&amp;diff=169651</id>
		<title>Pig</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Pig&amp;diff=169651"/>
		<updated>2025-09-15T16:15:30Z</updated>

		<summary type="html">&lt;p&gt;Maduyn: /* Analysis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{See also|altphrase='''Sow''' redirects here. For the sowing of plants, see|Growing zone|Plants}}&lt;br /&gt;
{{infobox main|animal|&lt;br /&gt;
| page verified for version = A14D&lt;br /&gt;
| name = Pig&lt;br /&gt;
| image = Pig.png&lt;br /&gt;
| description = Pigs were one of the first animals domesticated by humans. They are an efficient source of meat, and are easy to feed because they will eat almost anything.&lt;br /&gt;
| type = Animal&lt;br /&gt;
| movespeed = 3.9&lt;br /&gt;
| min comfortable temperature = -5&lt;br /&gt;
| max comfortable temperature = 40&lt;br /&gt;
| toxic resistance = 0.5&lt;br /&gt;
| toxic environment resistance = 0&lt;br /&gt;
| flammability = 0.7&lt;br /&gt;
| marketvalue = 200&lt;br /&gt;
| filth rate = 16&lt;br /&gt;
| combatPower = 45&lt;br /&gt;
| bodysize = 1.7&lt;br /&gt;
| healthscale = 0.7&lt;br /&gt;
| hungerrate = 0.5&lt;br /&gt;
| diet = omnivorous grazer&lt;br /&gt;
| leathername = pigskin&lt;br /&gt;
| wildness = 0&lt;br /&gt;
| manhuntertame = 0&lt;br /&gt;
| manhunter = 0&lt;br /&gt;
| roamMtb = 3&lt;br /&gt;
| trainable = none&lt;br /&gt;
| mateMtb = 12&lt;br /&gt;
| meatname = pork&lt;br /&gt;
| gestation = 5.661&lt;br /&gt;
| offspring = 1-2&lt;br /&gt;
| avg offspring = 1.318&lt;br /&gt;
| lifespan = 12&lt;br /&gt;
| juvenileage = 0.1&lt;br /&gt;
| maturityage = 0.3333&lt;br /&gt;
| tradeTags = AnimalFarm, AnimalCommon&lt;br /&gt;
| attack1dmg = 7.3&lt;br /&gt;
| attack1type = Bite&lt;br /&gt;
| attack1cool = 2&lt;br /&gt;
| attack1part = teeth&lt;br /&gt;
| attack1chancefactor = 0.7&lt;br /&gt;
| attack2dmg = 6&lt;br /&gt;
| attack2type = Blunt&lt;br /&gt;
| attack2cool = 2&lt;br /&gt;
| attack2part = head&lt;br /&gt;
| attack2chancefactor = 0.2&lt;br /&gt;
| isCoastal = false&lt;br /&gt;
| livesin_scarlands = 0.07&lt;br /&gt;
}}&lt;br /&gt;
'''Pigs''', called '''sows''' if female and '''piglets''' as babies, are domesticated [[animal]]s, obtainable from both land and space traders. Pigs are omnivorous, making them easy to feed. They will eat live [[plants]] and so should be kept away from the [[growing zone]]s.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
Pigs only spawn as wild animals in {{Habitats}}. In all other biomes they must be [[Trade|purchased]] from a trader of a [[faction base]], or join the colony in an [[Events#Animals join|Animals join]] events.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
{{Pen Animal Note|Pigs}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Pigs are worse for food : grass than a variety of other grazers, from [[cow]]s and [[chicken]]s, to [[horse]]s, [[ibex]], and [[alpaca]]s. Even [[chinchilla]]s are better. The pig's niche is as the most nutritionally efficient ''omnivore'', that does not require taming upkeep. By locking them into a corpse freezer full of dead raiders, this permits the conversion of long pork into pork pork as long as temperature can be maintained between {{Temperature|0}} and their minimum comfortable temperature of {{Temperature|-5}}. Large numbers of pigs will also make maintaining temperature more difficult, as [[cooler]]s will need to work against their collective [[Temperature#Body heat|body heat]] warming the freezer.&lt;br /&gt;
&lt;br /&gt;
[[Wild boar]]s are the next most efficient omnivore (without training upkeep). Boars are worse for nutrition, but are better at surviving cold temperatures (and can be found in the wild), allowing a freezer to operate at lower temperatures to delay spoilage during outages.&lt;br /&gt;
&lt;br /&gt;
Many carnivores, such as [[fox]]es, are even more nutrient efficient than pigs if they are exclusively being fed corpses. However, most also require taming upkeep, cutting into colonist time.&lt;br /&gt;
&lt;br /&gt;
=== Nutrition ===&lt;br /&gt;
When slaughtered, a pig yields {{#vardefineecho:baby_meat|{{Meat Leather Curve|{{#expr:{{P|Body Size}}*0.2*140}}}}}} meat and {{Meat Leather Curve|{{#expr:{{P|Body Size}}*0.2*40}}}} leather as a piglet; {{Meat Leather Curve|{{#expr:{{P|Body Size}}*0.5*140}}}} meat and {{Meat Leather Curve|{{#expr:{{P|Body Size}}*0.5*40}}}} leather as a juvenile; or {{Meat Leather Curve|{{#expr:{{P|Body Size}}*140}}}} meat and {{Meat Leather Curve|{{#expr:{{P|Body Size}}*40}}}} leather as an adult. 1 meat is equal to 0.05 nutrition.&lt;br /&gt;
&lt;br /&gt;
An adult pig consumes {{P|Real Hunger Rate}} nutrition per day, and a female creates up to {{#expr: {{P|Average Offspring Per Birth}}/{{P|Gestation Period Days}} round 2}} offspring per day.&lt;br /&gt;
* When offspring are slaughtered as babies, a female pig will produce {{#expr:{{Meat Production|{{PAGENAME}}|baby}} round 2}} nutrition of meat per day, giving a potential nutrition efficiency of {{%|{{Meat Production|{{PAGENAME}}|baby}}/{{P|Real Hunger Rate}} round 3}} (not counting males).&lt;br /&gt;
* If the offspring are allowed to grow to adulthood, they will consume an additional {{#expr:{{Nutrition Consumption|{{PAGENAME}}|adult}} - {{P|Real Hunger Rate}} round 2}} nutrition per day, but will instead yield {{#expr:{{Meat Production|{{PAGENAME}}|adult}} round 2}} nutrition per day as they are slaughtered, resulting in a potential nutrition efficiency of {{%|{{Meat Production|{{PAGENAME}}|adult}}/{{Nutrition Consumption|{{PAGENAME}}|adult}} round 3}}.&lt;br /&gt;
When considering a population of equal numbers of males and females, these nutrition efficiencies fall to {{%|{{Meat Production|{{PAGENAME}}|baby|1|1}}/{{Nutrition Consumption|{{PAGENAME}}|baby|1|1}} round 3}} for baby slaughter and {{%|{{Meat Production|{{PAGENAME}}|adult|1|1}}/{{Nutrition Consumption|{{PAGENAME}}|adult|1|1}} round 3}} for adult slaughter.&lt;br /&gt;
&lt;br /&gt;
The next best pen-omnivore, the wild boar, has an potential nutrition efficiency of {{%|{{Meat Production|Wild boar|adult|1|0}}/{{Nutrition Consumption|Wild boar|adult|1|0}} round 3}} (or {{%|{{Meat Production|Wild boar|adult|1|1}}/{{Nutrition Consumption|Wild boar|adult|1|1}} round 3}} nutrient efficient with 1:1 female:male). For comparison, a horse has a base nutrient efficiency of {{%|{{Meat Production|Horse|adult|1|0}}/{{Nutrition Consumption|Horse|adult|1|0}} round 3}}, much higher than a pig or wild boar. Chickens, ibex, and deer reach similar numbers.&lt;br /&gt;
&lt;br /&gt;
=== Foraging ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Forager !! Forage Nutrition per day&lt;br /&gt;
|-&lt;br /&gt;
| Raccoon || .24&lt;br /&gt;
|-&lt;br /&gt;
| Pig  || 1.02&lt;br /&gt;
|-&lt;br /&gt;
| Wild Boar || .51&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| 10 Plants Skill Pawn || 0.9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
{{OdysseyIcon}} In addition, a {{PAGENAME}} can be trained to perform 'Forage': “The animal will occasionally find [[berries]], mushrooms, or food. Animals will find more food in biomes with higher forageability. Foraging can only be done on fertile terrain.”&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
{{Animal Health Table|QuadrupedAnimalWithHooves}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Pig east.png|Facing east&lt;br /&gt;
Pig north.png|Facing north&lt;br /&gt;
Pig south.png|Facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dessicated pig east.png|Dessicated facing east&lt;br /&gt;
Dessicated Pig north.png|Dessicated facing north&lt;br /&gt;
Dessicated Pig south.png|Dessicated facing south&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Version/0.12.906|0.12.906]] - Added&lt;br /&gt;
* [[Version/1.3.3066|1.3.3066]] - Trainability changed from advanced to none, pigs now are predominantly a pen animal.&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Farm animal]]&lt;/div&gt;</summary>
		<author><name>Maduyn</name></author>
	</entry>
</feed>