Difference between revisions of "Toxalope"
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− | {{Biotech}}{{Stub|reason=General information}}{{See also|Boomalope}} | + | {{Biotech}}{{Stub|reason=General information, also combat power specifically}}{{See also|Boomalope}} |
{{infobox main|none| | {{infobox main|none| | ||
| name = Toxalope | | name = Toxalope | ||
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| description = A pollution-adapted cousin of the boomalope, the toxalope grows toxic pouches on its back. When it dies, the toxic material explodes and produces a deadly toxic cloud. Unlike the boomalope, the toxalope cannot be milked. | | description = A pollution-adapted cousin of the boomalope, the toxalope grows toxic pouches on its back. When it dies, the toxic material explodes and produces a deadly toxic cloud. Unlike the boomalope, the toxalope cannot be milked. | ||
| type = Animal | | type = Animal | ||
+ | | type2 = Pollution | ||
| movespeed = 3.4 | | movespeed = 3.4 | ||
| min comfortable temperature = -15 | | min comfortable temperature = -15 | ||
Line 57: | Line 58: | ||
| attack6chancefactor = 0.5 | | attack6chancefactor = 0.5 | ||
}} | }} | ||
− | + | '''Toxalope''', called '''toxalope calves''' as babies, are [[animal]]s added by the [[Biotech DLC]] that live in [[Pollution|polluted]] areas and explode into a [[tox gas]] cloud upon death. | |
== Summary == | == Summary == |
Latest revision as of 06:40, 9 November 2024
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: General information, also combat power specifically. |
Toxalope
A pollution-adapted cousin of the boomalope, the toxalope grows toxic pouches on its back. When it dies, the toxic material explodes and produces a deadly toxic cloud. Unlike the boomalope, the toxalope cannot be milked.
Base Stats
Pawn Stats
- Move Speed
- 3.4 c/s
- Health Scale
- 65% HP
- Body Size
- 1.4
- Mass - Baby
- 16.8 kg
- Mass - Juvenile
- 42 kg
- Mass - Adult
- 84 kg
- Carrying Capacity
- 105 kg
- Filth Rate
- 20
- Hunger Rate
- 0.86 Nutrition/Day
- Diet
- herbivorous
- Life Expectancy
- 10 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
- 140 toxalope meat
- Leather Yield
- 56 plainleather
- 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
- 2.74
- tradeTags
- AnimalFighter
Toxalope, called toxalope calves as babies, are animals added by the Biotech DLC that live in polluted areas and explode into a tox gas cloud upon death.
Summary[edit]
Toxalopes 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.
Toxalopes have 100% Toxic Environment Resistance, rendering them immune to environmental effects such as rot stink and toxic buildup from non-attack sources.
Creates a tox gas cloud upon death.
Analysis[edit]
Toxalopes are one of the few animals that can appear in polluted areas, and can be hunted for its meat in an emergency.
They do not produce any usable product beside meat and leather, unlike ordinary boomalopes.
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]
Version history[edit]
- Biotech DLC Release - Added.