Difference between revisions of "Boomalope"
Sahoutsukami (talk | contribs) m (Typo) |
(→Analysis: added selling them and separated disposal into another dedicated line under safety. will just note the list for animals doesn't consider market value but they are pretty much only surpassed by horses, while sharing their value with a couple animals. judging by division it would be around 13 silver per day with gestation and maturity factored with boomalopes but unsure how accurate that would be.) |
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{{infobox main|animal| | {{infobox main|animal| | ||
− | |name = Boomalope | + | | page verified for version = 1.3.3101 |
− | |image = Boomalope.png | + | | name = Boomalope |
− | |description = | + | | image = Boomalope east.png |
− | |type = | + | | description = Engineered for chemicals production, the boomalope grows a large sac of volatile chemicals on its back. Though it is weak and fragile for its size, other animals have learned to avoid it because of the huge explosion it produces when it dies. It can be milked to produce chemfuel - very carefully. |
− | | | + | | type = Animal |
− | |bodysize = | + | | movespeed = 3.4 |
− | |healthscale = 0.65 | + | | min comfortable temperature = -15 |
− | |hungerrate = 1. | + | | max comfortable temperature = 40 |
− | | | + | | flammability = 0.7 |
− | |attack1dmg = 7 | + | | marketvalue = 350 |
− | |attack1type = | + | | filth rate = 16 |
− | |attack1part = head | + | | milkname = chemfuel |
− | | | + | | milktime = 1 |
− | |attack2dmg = 9 | + | | milk = 11 |
− | |attack2type = | + | | herdanimal = true |
− | | | + | | bodysize = 2 |
− | | | + | | combatPower = 80 |
− | |attack3dmg = 9 | + | | healthscale = 0.65 |
− | |attack3type = | + | | hungerrate = 0.535 |
− | |attack3part = | + | | diet = herbivorous |
− | | | + | | leathername = plainleather |
− | | | + | | wildness = 0.6 |
− | | | + | | manhuntertame = 0.1 |
− | | | + | | manhunter = 0.1 |
− | | | + | | roamMtb = 2 |
− | | | + | | trainable = none |
− | | | + | | mateMtb = 12 |
− | | | + | | gestation = 6.66 |
− | | | + | | offspring = 1 |
− | | | + | | lifespan = 15 |
− | | | + | | juvenileage = 0.2 |
− | | | + | | maturityage = 0.3333 |
− | | | + | | tradeTags = AnimalUncommon, AnimalFighter |
− | | | + | | attack1dmg = 7 |
− | | | + | | attack1type = Blunt |
− | | | + | | attack1cool = 2 |
− | |livesin_tropicalrainforest = | + | | attack1part = head |
− | | | + | | attack1chancefactor = 0.2 |
− | }} | + | | attack2dmg = 9 |
− | Boomalopes are [[herbivore]]s with a high hunger rate. They produce chemfuel and explode | + | | attack2type = Blunt |
+ | | attack2cool = 2 | ||
+ | | attack2part = front left leg | ||
+ | | attack3dmg = 9 | ||
+ | | attack3type = Poke | ||
+ | | attack3cool = 2 | ||
+ | | attack3part = front left leg | ||
+ | | attack4dmg = 9 | ||
+ | | attack4type = Blunt | ||
+ | | attack4cool = 2 | ||
+ | | attack4part = front right leg | ||
+ | | attack5dmg = 9 | ||
+ | | attack5type = Poke | ||
+ | | attack5cool = 2 | ||
+ | | attack5part = front right leg | ||
+ | | attack6dmg = 10 | ||
+ | | attack6type = Bite | ||
+ | | attack6cool = 2 | ||
+ | | attack6part = teeth | ||
+ | | attack6chancefactor = 0.5 | ||
+ | | livesin_temperateforest = 0.4 | ||
+ | | livesin_temperateswamp = 0.4 | ||
+ | | livesin_aridshrubland = 0.5 | ||
+ | | livesin_desert = 0.6 | ||
+ | | livesin_tropicalrainforest = 0.5 | ||
+ | | livesin_tropicalswamp = 0.5 | ||
+ | }} | ||
+ | '''Boomalopes''', called '''boomalope calves''' when babies, are [[herbivore]]s with a high hunger rate. They produce {{#show:{{PAGENAME}}|?Daily Milk Average#}} [[chemfuel]] per day, and explode on death. | ||
− | == | + | == Acquisition == |
− | Boomalopes can be found in | + | Boomalopes can be found in {{Habitats}}. They can either be tamed by a [[Work#Handle|Handler]] or self-tame in a random [[events|event]]. |
Boomalopes can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Bulk goods trader 2|bulk goods traders]]. Boomalopes purchased from traders will be already tamed. | Boomalopes can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Bulk goods trader 2|bulk goods traders]]. Boomalopes purchased from traders will be already tamed. | ||
− | == | + | == Summary == |
− | + | {{Pen Animal Note|Boomalopes}} As pen animals, [[raider]]s will not attack boomalopes. | |
+ | |||
+ | Boomalopes (both male & female) can be milked for {{icon small|chemfuel}} {{#show:{{PAGENAME}}|?Daily Milk Average#}} [[chemfuel]] per day when fully fed. Production decreases as [[saturation]] drops. Production drops to half when the animal is hungry, one third when urgently hungry and completely stops when starving. | ||
+ | |||
+ | Boomalopes have 90% [[Toxic Environment Resistance]] rendering them highly resistant to environmental effects such as [[rot stink]] and [[toxic buildup]] from non-attack sources. | ||
+ | |||
+ | ==== Explosion ==== | ||
+ | On death, boomalopes explode, doing 10 [[Damage Types#Flame|flame]] damage in a radius that depends on the age stage of the animal. Baby boomalopes explode in a 1.9 tile radius, juveniles in a 2.9 tile radius, and adults in a 4.9 tile radius. This explosion does not itself set fires nor provide [[Filth#Chemfuel puddle|chemfuel puddles]] to burn but the flame damage might ignite surrounding objects and pawns. '''Note:''' This explosion will still occur if the boomalope is slaughtered or dies of natural causes. | ||
+ | |||
+ | [[Shambler]]{{AnomalyIcon}} boomalopes do not explode on death. | ||
+ | |||
+ | == Analysis == | ||
+ | Boomalopes are an efficient source of chemfuel, more efficient than a [[biofuel refinery]] in almost every way. It is naturally risky to handle boomalopes due to [[Mental break#Slaughterer|potential collateral damage]], but they can be a vital part of a colony's infrastructure. | ||
+ | |||
+ | === Chemfuel === | ||
+ | Each boomalope produces enough chemfuel to fuel ~{{#expr:{{#show:Boomalope|?Daily Milk Average#}}/4.5 round 2}} [[chemfuel powered generator]]s. | ||
+ | |||
+ | An adult boomalope consumes {{#expr:{{#show:{{PAGENAME}}|?Real Hunger Rate}}/0.05}} [[hay]] per day. In 100% fertility soil, this would require {{#expr:{{#show:{{PAGENAME}}|?Real Hunger Rate}}/0.05/{{#show:Haygrass|?Harvest Yield Per Day (100)}} round 1}} tiles of [[haygrass]] to grow. In order to produce the same {{icon small|Chemfuel}} {{#show:{{PAGENAME}}|?Daily Milk Average#}} chemfuel per day in a [[biofuel refinery]], {{#expr:{{#show:{{PAGENAME}}|?Daily Milk Average#}}/{{#show:Corn plant|?Harvest Yield Per Day (100)}}*70/35 round 1}} tiles of [[corn plant]] would be needed. | ||
+ | |||
+ | This advantage is further increased if the boomalope is allowed to graze instead of requiring pawn-grown crops. This can partially or totally negate the ongoing resource costs of boomalopes, which the refinery cannot replicate. | ||
+ | |||
+ | In addition, the process of milking tends to be faster than refining. It takes {{ticks|400}} of work for {{icon small|Chemfuel}} {{P|Daily Milk Average#}} units of chemfuel, or {{ticks|{{#expr:400/{{P|Daily Milk Average#}} round 1}}}} of work per chemfuel. A refinery would take {{ticks|2500}} for {{icon small|Chemfuel}} 35 units, or {{ticks|{{#expr:2500/35 round 1}}}} of work per chemfuel. Milking could be slower at low [[Skills#Animals|Animals skill]], as it relies on [[animal gather speed]] rather than [[general labor speed]]. So long as a pawn has a skill of 4 or more, they'll be faster at milking. And unlike refining, boomalope milking speed can be reduced even further at high Animals skill. | ||
+ | |||
+ | === Safety === | ||
+ | Wild boomalopes spawn in areas with long and year-round growing periods. If you really need to kill a boomalope, use ranged weapons to kill them, preferably during [[rain]]fall to prevent fires from spreading. [[Manhunter]] boomalopes can be devastating to a colony, but, as explosive animals, they are prone to chain reactions. | ||
+ | |||
+ | For tamed boomalopes, it is relatively safe to let them sleep outside. However, one should have [[animal sleeping spot]]s in a separate, fireproof safe area, to avoid bringing injured boomalopes inside your base. It may be a good idea to keep boomalope in a separate pen as other animals to minimize collateral damage in case of accidental death. It's generally better to limit the number kept in the same spot as multiple boomalopes can lead to a chain explosion. One option would be to disable boomalopes in the setting of your pen marker and to keep the animals exclusively tied to caravan markers outside your walls. If a large herd of boomalope get sick, it can be a good idea to move them to a caravan on the world map as boomalopes that die in caravans won't hurt each other. | ||
+ | |||
+ | For disposal since auto-slaughter is going to result in handlers getting harmed often leading to boomalopes overpopulating. you can make a fireproof room, put a [[pen marker]] in there, and shoot the boomalopes in there or use caravans to either banish them off the map or sell them for [[silver]], a decent cash animal to sell or gift for goodwill given how there is no automated way to get rid of them without starting fires. | ||
==Training== | ==Training== | ||
− | + | {{TrainingTable}} | |
+ | |||
+ | == Health == | ||
+ | {{Animal Health Table|QuadrupedAnimalWithHoovesAndHump}} | ||
+ | |||
+ | == Gallery == | ||
+ | === Normal === | ||
+ | <gallery> | ||
+ | Boomalope east.png|Facing east | ||
+ | Boomalope north.png|Facing north | ||
+ | Boomalope south.png|Facing south | ||
+ | </gallery> | ||
− | + | === Dead === | |
+ | <gallery> | ||
+ | Corpse Boomalope east.png|Fresh corpse | ||
+ | </gallery> | ||
− | == | + | === Dessicated === |
− | + | <gallery> | |
− | + | Dessicated boomalope east.png|Facing east | |
+ | Dessicated boomalope north.png|Facing north | ||
+ | Dessicated boomalope south.png|Facing south | ||
+ | </gallery> | ||
== Version history == | == Version history == | ||
− | + | * [[Version/0.12.906|0.12.906]] - Added | |
+ | * [[Version/0.18.1722|0.18.1722]] - Can now be milked for chemfuel, at a rate of 20 fuel per 2 days. | ||
+ | * Beta 19/1.0 - chemfuel production reduced by 40%, hunger rate 1.0 -> 1.3 | ||
+ | * [[Version/1.3.3066|1.3.3066]] - Trainable Intelligence reduced from Intermediate to None. Became [[pen animals]]. | ||
+ | * [[Version/1.4.3555|1.4.3555]] - Boomalopes given 90% [[Toxic Environment Resistance]], rendering them resistant to [[toxic fallout]] and other sources of toxins. | ||
{{nav|animal|wide}} | {{nav|animal|wide}} | ||
[[Category:Animals]] | [[Category:Animals]] | ||
− | [[Category:Wild]] | + | [[Category:Wild animal]] |
Latest revision as of 23:01, 22 September 2024
Boomalope
Engineered for chemicals production, the boomalope grows a large sac of volatile chemicals on its back. Though it is weak and fragile for its size, other animals have learned to avoid it because of the huge explosion it produces when it dies. It can be milked to produce chemfuel - very carefully.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 80
- Move Speed
- 3.4 c/s
- Health Scale
- 65% HP
- Body Size
- 2
- Mass - Baby
- 24 kg
- Mass - Juvenile
- 60 kg
- Mass - Adult
- 120 kg
- Carrying Capacity
- 150 kg
- Filth Rate
- 16
- Hunger Rate
- 0.86 Nutrition/Day
- Diet
- herbivorous
- Life Expectancy
- 15 years
- Manhunter Chance
- 10%
- Manhunter Chance (Taming)
- 10%
- Trainable Intelligence
- None
- Wildness
- 60%
- Minimum Handling Skill
- 5
- Roam Interval
- 2 days
- Mate Interval
- 12 hours
- Maturity Age
- 0.333 years (20 days)
- Juvenile Age
- 0.2 years (12 days)
- Comfortable Temp Range
- -15 °C – 40 °C (5 °F – 104 °F)
Production
- Meat Yield
- 280 boomalope meat
- Leather Yield
- 80 plainleather
- Milk Amount
- 11 chemfuel
- Milking Interval
- 1 days
- Gestation Period
- 6.66 days
- Offspring Per Birth
- 1
Melee Combat
- Attack 1
- Head
7 dmg (Blunt)
10 % AP
2 second cooldown
0.2 chance factor - Attack 2
- Front left leg
9 dmg (Blunt)
13 % AP
2 second cooldown - Attack 3
- Front left leg
9 dmg (Poke)
13 % AP
2 second cooldown - Attack 4
- Front right leg
9 dmg (Blunt)
13 % AP
2 second cooldown - Attack 5
- Front right leg
9 dmg (Poke)
13 % AP
2 second cooldown - Attack 6
- Teeth
10 dmg (Bite)
15 % AP
2 second cooldown
0.5 chance factor - Average DPS
- 2.8706
- tradeTags
- AnimalUncommon, AnimalFighter
Boomalopes, called boomalope calves when babies, are herbivores with a high hunger rate. They produce 11 chemfuel per day, and explode on death.
Acquisition[edit]
Boomalopes can be found in temperate forests, temperate swamps, tropical rainforests, tropical swamps, arid shrublands, and deserts. They can either be tamed by a Handler or self-tame in a random event.
Boomalopes can be bought and sold in other faction bases and from bulk goods traders. Boomalopes purchased from traders will be already tamed.
Summary[edit]
Boomalopes are pen animals. Once tamed, pen animals cannot and do not need to be trained any further. But if left outside of a pen or caravan hitching spot, pen animals will eventually roam outside your colony. Making a caravan is not required to tie animals to a caravan hitching spot. As pen animals, raiders will not attack boomalopes.
Boomalopes (both male & female) can be milked for 11 chemfuel per day when fully fed. Production decreases as saturation drops. Production drops to half when the animal is hungry, one third when urgently hungry and completely stops when starving.
Boomalopes have 90% Toxic Environment Resistance rendering them highly resistant to environmental effects such as rot stink and toxic buildup from non-attack sources.
Explosion[edit]
On death, boomalopes explode, doing 10 flame damage in a radius that depends on the age stage of the animal. Baby boomalopes explode in a 1.9 tile radius, juveniles in a 2.9 tile radius, and adults in a 4.9 tile radius. This explosion does not itself set fires nor provide chemfuel puddles to burn but the flame damage might ignite surrounding objects and pawns. Note: This explosion will still occur if the boomalope is slaughtered or dies of natural causes.
Shambler boomalopes do not explode on death.
Analysis[edit]
Boomalopes are an efficient source of chemfuel, more efficient than a biofuel refinery in almost every way. It is naturally risky to handle boomalopes due to potential collateral damage, but they can be a vital part of a colony's infrastructure.
Chemfuel[edit]
Each boomalope produces enough chemfuel to fuel ~2.44 chemfuel powered generators.
An adult boomalope consumes 17.2 hay per day. In 100% fertility soil, this would require 12.4 tiles of haygrass to grow. In order to produce the same 11 chemfuel per day in a biofuel refinery, 21 tiles of corn plant would be needed.
This advantage is further increased if the boomalope is allowed to graze instead of requiring pawn-grown crops. This can partially or totally negate the ongoing resource costs of boomalopes, which the refinery cannot replicate.
In addition, the process of milking tends to be faster than refining. It takes 400 ticks (6.67 secs) of work for 11 units of chemfuel, or 36.4 ticks (0.61 secs) of work per chemfuel. A refinery would take 2,500 ticks (41.67 secs) for 35 units, or 71.4 ticks (1.19 secs) of work per chemfuel. Milking could be slower at low Animals skill, as it relies on animal gather speed rather than general labor speed. So long as a pawn has a skill of 4 or more, they'll be faster at milking. And unlike refining, boomalope milking speed can be reduced even further at high Animals skill.
Safety[edit]
Wild boomalopes spawn in areas with long and year-round growing periods. If you really need to kill a boomalope, use ranged weapons to kill them, preferably during rainfall to prevent fires from spreading. Manhunter boomalopes can be devastating to a colony, but, as explosive animals, they are prone to chain reactions.
For tamed boomalopes, it is relatively safe to let them sleep outside. However, one should have animal sleeping spots in a separate, fireproof safe area, to avoid bringing injured boomalopes inside your base. It may be a good idea to keep boomalope in a separate pen as other animals to minimize collateral damage in case of accidental death. It's generally better to limit the number kept in the same spot as multiple boomalopes can lead to a chain explosion. One option would be to disable boomalopes in the setting of your pen marker and to keep the animals exclusively tied to caravan markers outside your walls. If a large herd of boomalope get sick, it can be a good idea to move them to a caravan on the world map as boomalopes that die in caravans won't hurt each other.
For disposal since auto-slaughter is going to result in handlers getting harmed often leading to boomalopes overpopulating. you can make a fireproof room, put a pen marker in there, and shoot the boomalopes in there or use caravans to either banish them off the map or sell them for silver, a decent cash animal to sell or gift for goodwill given how there is no automated way to get rid of them without starting fires.
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.
Health[edit]
Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|
Body | 26 | 1 | 100% | 22% | N/A[4] | - | Death | |
Spine | 16.25 | 1 | 3% | 3% | Body | Moving |
−100% Moving[5] | |
Stomach | 13 | 1 | 3% | 3% | Body | Digestion |
−50% Digestion | |
Heart | 9.75 | 1 | 3% | 3% | Body | Blood Pumping |
Death | |
Lung | 9.75 | 2 | 3% | 3% | Body | Breathing |
−50% Breathing. Death if both lost | |
Kidney | 9.75 | 2 | 3% | 3% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost | |
Liver | 13 | 1 | 3% | 3% | Body | Digestion |
Death | |
Hump | 13 | 1 | 10% | 10% | Body | - | - | |
Neck | 16.25 | 1 | 18% | 4.5% | Body | Eating Talking Breathing |
Death | |
Head | 16.25 | 1 | 75% | 2.025% | Neck | - | Death | |
Skull | 16.25 | 1 | 25% | 1.0125% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 6.5 | 1 | 70% | 2.3625% | Skull | Consciousness |
Death Damage always results in scarring. | |
Eye | 6.5 | 2 | 12% | 1.62% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
Ear | 7.8 | 2 | 8% | 1.08% | Head | Hearing |
−25% Hearing. −100% if both lost. | |
Nose | 6.5 | 1 | 10% | 1.35% | Head | - | - | |
AnimalJaw | 6.5 | 1 | 10% | 1.35% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
Front Leg | 19.5 | 2 | 6.5% | 5.525% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use Hoof Attack[6] | |
Front Hoof | 6.5 | 2 | 15% | 0.975% | Front Leg | Moving |
−25% Moving. −50% if both lost. | |
Rear Leg | 19.5 | 2 | 6.5% | 5.525% | Body | Moving |
−25% Moving. −50% if both lost. | |
Rear Hoof | 6.5 | 2 | 15% | 0.975% | Rear Leg | Moving |
−25% Moving. −50% if both lost. |
- ↑ Coverage determines the chance to hit this body part. It refers to the percentage of the super-part that this part covers, before its own sub-parts claim their own percentage. For example, if the base coverage of the super-part is 100%, and the coverage of the part is 20%, 20% of hits would hit the part, and 80% the super-part. If the part had its own sub-part with 50% coverage, the chances would be 10% sub-part, 10% part, 80% super part.
- ↑ Target Chance is the actual chance for each part to be be selected as the target when each part's coverage has been taken into account(I.E. Neck covers 7.5% of Torso but Head covers 80% of Neck so it actually has only a 1.5% chance to be selected). This is not pure hit chance, as different damage types propagate damage in different ways. See that page for details.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Blunt/Poke attack of Power 9. Cooldown 2s
Gallery[edit]
Normal[edit]
Dead[edit]
Dessicated[edit]
Version history[edit]
- 0.12.906 - Added
- 0.18.1722 - Can now be milked for chemfuel, at a rate of 20 fuel per 2 days.
- Beta 19/1.0 - chemfuel production reduced by 40%, hunger rate 1.0 -> 1.3
- 1.3.3066 - Trainable Intelligence reduced from Intermediate to None. Became pen animals.
- 1.4.3555 - Boomalopes given 90% Toxic Environment Resistance, rendering them resistant to toxic fallout and other sources of toxins.