Difference between revisions of "Alphabeaver"
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(→Summary: Very certain I remember alphabeavers eating harbringer trees.) |
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− | {{for|Alphabeavers event|Events#Beavers!}}{{infobox main|animal| | + | {{for|Alphabeavers event|Events#Beavers!{{!}}Events}}{{infobox main|animal| |
− | |page verified for version = A14D | + | | page verified for version = A14D |
− | |name = Alphabeaver | + | | name = Alphabeaver |
− | |image = AlphaBeaver.png | + | | image = AlphaBeaver.png |
− | |description = A large beaver-like creature genetically engineered to harvest wood with machine-like efficiency. In the absence of specialized feed, these animals will enter a manic state that compels them to eat trees whole, and are likely to attack if disturbed. | + | | description = A large beaver-like creature genetically engineered to harvest wood with machine-like efficiency. In the absence of specialized feed, these animals will enter a manic state that compels them to eat trees whole, and are likely to attack if disturbed. |
− | |type = Animal | + | | type = Animal |
− | |movespeed = 3.7 | + | | movespeed = 3.7 |
− | |min comfortable temperature = -40 | + | | min comfortable temperature = -40 |
− | |max comfortable temperature = 40 | + | | max comfortable temperature = 40 |
− | |flammability = 0.7 | + | | flammability = 0.7 |
− | |marketvalue = 250 | + | | marketvalue = 250 |
− | |filth rate = 8 | + | | filth rate = 8 |
− | |herdanimal = true | + | | herdanimal = true |
− | |bodysize = 0.45 | + | | combatPower = 40 |
− | |healthscale = 0.7 | + | | bodysize = 0.45 |
− | |hungerrate = 3 | + | | healthscale = 0.7 |
− | |diet = dendrovorous | + | | hungerrate = 3 |
− | |leathername = lightleather | + | | diet = dendrovorous |
− | |wildness = 0.75 | + | | leathername = lightleather |
− | |manhuntertame = 0.1 | + | | wildness = 0.75 |
− | |manhunter = 0.5 | + | | manhuntertame = 0.1 |
− | |trainable = none | + | | manhunter = 0.5 |
− | |mateMtb = 12 | + | | trainable = none |
− | |gestation = 8.5 | + | | mateMtb = 12 |
− | |offspring = 1-3 | + | | gestation = 8.5 |
− | |avg offspring = 2 | + | | offspring = 1-3 |
− | |lifespan = 12 | + | | avg offspring = 2 |
− | |juvenileage = 0.1 | + | | lifespan = 12 |
− | |maturityage = 0.3333 | + | | juvenileage = 0.1 |
− | |tradeTags = AnimalUncommon | + | | maturityage = 0.3333 |
− | |attack1dmg = 7.2 | + | | tradeTags = AnimalUncommon |
− | |attack1type = Scratch | + | | attack1dmg = 7.2 |
− | |attack1cool = 2 | + | | attack1type = Scratch |
− | |attack1part = front left paw | + | | attack1cool = 2 |
− | |attack2dmg = 7.2 | + | | attack1part = front left paw |
− | |attack2type = Scratch | + | | attack2dmg = 7.2 |
− | |attack2cool = 2 | + | | attack2type = Scratch |
− | |attack2part = front right paw | + | | attack2cool = 2 |
− | |attack3dmg = 8.5 | + | | attack2part = front right paw |
− | |attack3type = Bite | + | | attack3dmg = 8.5 |
− | |attack3cool = 2 | + | | attack3type = Bite |
− | |attack3part = teeth | + | | attack3cool = 2 |
− | |attack3chancefactor = 0.7 | + | | attack3part = teeth |
− | |attack4dmg = 3 | + | | attack3chancefactor = 0.7 |
− | |attack4type = Blunt | + | | attack4dmg = 3 |
− | |attack4cool = 2 | + | | attack4type = Blunt |
− | |attack4part = head | + | | attack4cool = 2 |
− | |attack4chancefactor = 0.2 | + | | attack4part = head |
+ | | attack4chancefactor = 0.2 | ||
}}{{info|Instead of silently spawning as other animals do, '''Alphabeavers''' appear in a group only when the [[Events#Beavers!|Alphabeavers event]] triggers. The event will only trigger in [[arid shrubland]] and [[tundra]].}} | }}{{info|Instead of silently spawning as other animals do, '''Alphabeavers''' appear in a group only when the [[Events#Beavers!|Alphabeavers event]] triggers. The event will only trigger in [[arid shrubland]] and [[tundra]].}} | ||
− | == | + | == Occurrence == |
− | Wild alphabeavers can only appear in the [[Events#Beavers!|Alphabeavers event]], which itself only appears in the [[arid shrubland]] and [[tundra]]. This event requires that the [[temperature]] be above the alphabeaver's [[minimum comfortable temperature]] of {{temperature|{{Q|Alphabeaver|Min Comfortable Temperature}}}} | + | Wild alphabeavers can only appear in the [[Events#Beavers!|Alphabeavers event]], which itself only appears in the [[arid shrubland]] and [[tundra]]. This event requires that the [[temperature]] be above the alphabeaver's [[minimum comfortable temperature]] of {{temperature|{{Q|Alphabeaver|Min Comfortable Temperature}}}}. The amount of beavers scales with a colony's [[raid points]]. |
− | In addition, alphabeavers can appear in any biome | + | In addition, alphabeavers can appear in [[manhunter pack]]s or in any biome in the possession of [[trader]]s. They will still eat any trees they can come across. They can also appear in [[Quests#hospitality|hospitality quests]]. |
− | ==Summary== | + | == Summary == |
− | Alphabeavers are dendrovores. As they hunger rapidly, alphabeavers will need to eat trees constantly. They will consume any trees that they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, | + | Alphabeavers are dendrovores. As they hunger rapidly, alphabeavers will need to eat trees constantly. They will consume any trees that they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, [[polux tree]]s{{BiotechIcon}}, and [[harbinger tree]]s{{AnomalyIcon}}. Alphabeavers will not and cannot eat the {{icon small|wood}} [[wood]] item, [[wood]]en buildings, or any other item made out of wood. |
− | The entire herd of alphabeavers can get angry if one is attacked. | + | They will not attack any player structure unless they go [[manhunter]]. The entire herd of alphabeavers can get angry if one is attacked. It is also possible for them to be driven [[manhunter|mad]] by a [[Events#Psychic wave|psychic wave]] or [[psychic drone]]. |
+ | == Analysis == | ||
If wood isn't required by a colony, then alphabeavers pose little or no threat. Any trees that you are growing can be protected by enclosing them in walls. It may be worthwhile to cover the anima and guaranlen trees with walls, despite the penalties for doing so. As the anima tree gives the {{--|6}} ''Anima tree scream'' [[mood]]let when destroyed, even colonies not reliant on one should protect it. Note that trees will automatically be cut down if a [[roof]] area is assigned to it, so use a [[remove roof area]] zone to prevent this. | If wood isn't required by a colony, then alphabeavers pose little or no threat. Any trees that you are growing can be protected by enclosing them in walls. It may be worthwhile to cover the anima and guaranlen trees with walls, despite the penalties for doing so. As the anima tree gives the {{--|6}} ''Anima tree scream'' [[mood]]let when destroyed, even colonies not reliant on one should protect it. Note that trees will automatically be cut down if a [[roof]] area is assigned to it, so use a [[remove roof area]] zone to prevent this. | ||
− | Alphabeavers are not a particularly common animal for traders to have, but | + | Alphabeavers are not a particularly common animal for traders to have, but trader alphabeavers have no special regard towards any of the "super" trees you may be relying on. The best protection is to create temporary walls around any important trees. |
− | ==Training== | + | There's no purpose to taming or buying an alphabeaver, beyond its novelty. While they can eat vegetable food and prepared meals, alphabeavers still have an enormous hunger rate. Their leather, [[lightleather]], is also yielded by many other animals that don't hunger as quickly. |
+ | |||
+ | However, as they are assigned to an [[allowed area]], not a [[pen]], they can be used to eliminate trees outside colony walls without effort, thus reducing opportunities for attackers to take [[cover]]. Nevertheless, they have to be moved inside in the event of a raid, as enemies will try to kill them. | ||
+ | |||
+ | == Training == | ||
{{TrainingTable}} | {{TrainingTable}} | ||
− | Contrary to | + | Contrary to their description, Alphabeavers can't be trained (at least yet) to harvest trees around the map for wood. They will simply devour any trees available without leaving any wood behind. |
− | ==Health== | + | == Health == |
{|class="wikitable" | {|class="wikitable" | ||
!Body part !!Health | !Body part !!Health | ||
Line 107: | Line 113: | ||
|} | |} | ||
<references/> | <references/> | ||
+ | |||
+ | == Gallery == | ||
+ | <gallery> | ||
+ | Beaver east.png|Alphabeaver facing east | ||
+ | Beaver north.png|Alphabeaver facing north | ||
+ | Beaver south.png|Alphabeaver facing south | ||
+ | Dessicated beaver east.png|Alphabeaver decaying | ||
+ | </gallery> | ||
== Version history == | == Version history == |
Latest revision as of 20:57, 22 July 2024
Alphabeaver
A large beaver-like creature genetically engineered to harvest wood with machine-like efficiency. In the absence of specialized feed, these animals will enter a manic state that compels them to eat trees whole, and are likely to attack if disturbed.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 40
- Move Speed
- 3.7 c/s
- Health Scale
- 70% HP
- Body Size
- 0.45
- Mass - Baby
- 5.4 kg
- Mass - Juvenile
- 13.5 kg
- Mass - Adult
- 27 kg
- Carrying Capacity
- 34 kg
- Filth Rate
- 8
- Hunger Rate
- 4.8 Nutrition/Day
- Diet
- dendrovorous
- Life Expectancy
- 12 years
- Manhunter Chance
- 50%
- Manhunter Chance (Taming)
- 10%
- Trainable Intelligence
- None
- Wildness
- 75%
- Minimum Handling Skill
- 7
- Mate Interval
- 12 hours
- Maturity Age
- 0.333 years (20 days)
- Juvenile Age
- 0.1 years (6 days)
- Comfortable Temp Range
- -40 °C – 40 °C (-40 °F – 104 °F)
Production
- Meat Yield
- 63 alphabeaver meat
- Leather Yield
- 24 lightleather
- Gestation Period
- 8.5 days
- Offspring Per Birth
- 1-3 (2 avg)
Melee Combat
- Attack 1
- Front left paw
7.2 dmg (Scratch)
11 % AP
2 second cooldown - Attack 2
- Front right paw
7.2 dmg (Scratch)
11 % AP
2 second cooldown - Attack 3
- Teeth
8.5 dmg (Bite)
13 % AP
2 second cooldown
0.7 chance factor - Attack 4
- Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 2.01
- tradeTags
- AnimalUncommon
Instead of silently spawning as other animals do, Alphabeavers appear in a group only when the Alphabeavers event triggers. The event will only trigger in arid shrubland and tundra.
Occurrence[edit]
Wild alphabeavers can only appear in the Alphabeavers event, which itself only appears in the arid shrubland and tundra. This event requires that the temperature be above the alphabeaver's minimum comfortable temperature of -40 °C (-40 °F). The amount of beavers scales with a colony's raid points.
In addition, alphabeavers can appear in manhunter packs or in any biome in the possession of traders. They will still eat any trees they can come across. They can also appear in hospitality quests.
Summary[edit]
Alphabeavers are dendrovores. As they hunger rapidly, alphabeavers will need to eat trees constantly. They will consume any trees that they can reach, including anima trees, gauranlen trees, polux trees, and harbinger trees. Alphabeavers will not and cannot eat the wood item, wooden buildings, or any other item made out of wood.
They will not attack any player structure unless they go manhunter. The entire herd of alphabeavers can get angry if one is attacked. It is also possible for them to be driven mad by a psychic wave or psychic drone.
Analysis[edit]
If wood isn't required by a colony, then alphabeavers pose little or no threat. Any trees that you are growing can be protected by enclosing them in walls. It may be worthwhile to cover the anima and guaranlen trees with walls, despite the penalties for doing so. As the anima tree gives the −6 Anima tree scream moodlet when destroyed, even colonies not reliant on one should protect it. Note that trees will automatically be cut down if a roof area is assigned to it, so use a remove roof area zone to prevent this.
Alphabeavers are not a particularly common animal for traders to have, but trader alphabeavers have no special regard towards any of the "super" trees you may be relying on. The best protection is to create temporary walls around any important trees.
There's no purpose to taming or buying an alphabeaver, beyond its novelty. While they can eat vegetable food and prepared meals, alphabeavers still have an enormous hunger rate. Their leather, lightleather, is also yielded by many other animals that don't hunger as quickly.
However, as they are assigned to an allowed area, not a pen, they can be used to eliminate trees outside colony walls without effort, thus reducing opportunities for attackers to take cover. Nevertheless, they have to be moved inside in the event of a raid, as enemies will try to kill them.
Training[edit]
This animal can be trained as follows:
Guard: | |
---|---|
Attack: | |
Rescue: | |
Haul: |
*As of version 1.1.2610, all animals can be tamed. The percentage of likelihood of success depends on factors such as the Animals Wildness Percentage, Pawn Handling Skill, and others. More information can be found on the animals page.
Contrary to their description, Alphabeavers can't be trained (at least yet) to harvest trees around the map for wood. They will simply devour any trees available without leaving any wood behind.
Health[edit]
Body part | Health |
---|---|
Head | 21 |
Skull | 21 |
Brain | 7 |
Nose | 7 |
Neck | 21 |
Jaw | 7 |
Eye [1] (left, right) |
7 |
Ear (left, right) |
7 |
Body | 28 |
Kidney[2] (left, right) |
14 |
Lung[2] (left, right) |
14 |
Liver[2] | 14 |
Heart[2] | 14 |
Spine[2] | 14 |
Stomach[2] | 18 |
Legs (left, right, rear, front) |
21 |
Tail | 7 |
Gallery[edit]
Version history[edit]
- 0.8.657 - Added
- Beta 19/1.0 - Alphabeavers incident now only occurs in biomes with sparse plants (arid shrubland and tundra), body size 0.6 -> 0.45
- 1.3.3066 - Alphabeaver event will only happen even if the outdoor temperature is above their minimum comfortable temperature.