Difference between revisions of "Boomrat"
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On death, boomrats explode, doing 10 [[Damage Types#Flame|Flame]] damage in a 1.9 tile raidus. 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. | On death, boomrats explode, doing 10 [[Damage Types#Flame|Flame]] damage in a 1.9 tile raidus. 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. | ||
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==Training== | ==Training== |
Revision as of 14:35, 12 January 2022
|name = Boomrat |image = Animal Boomrat side.png |description = Either by deliberate genetic weaponization, or as an unusual defense mechanism, these rodent-like creatures create a powerful fire-starting explosion when killed. |type = Animal |movespeed = 4.6 |min comfortable temperature = -15 |max comfortable temperature = 40 |flammability = 0.7 |marketvalue = 100 |bodysize = 0.2 |healthscale = 0.4 |hungerrate = 0.14 |diet = omnivorous grazer |leathername = lightleather |wildness = 0.75 |petness = 0.2 |manhuntertame = 0 |manhunter = 0 |trainable = none |gestation = 5.661 |offspring = 1-3 |avg offspring = 1.75 |mateMtb = 8 |lifespan = 8 |juvenileage = 0.1 |maturityage = 0.2222 |tradeTags = AnimalUncommon, AnimalFighter |attack1dmg = 5.4 |attack1type = Scratch |attack1cool = 1.5 |attack1part = front left paw |attack2dmg = 5.4 |attack2type = Scratch |attack2cool = 1.5 |attack2part = front right paw |attack3dmg = 4.9 |attack3type = Bite |attack3cool = 2 |attack3part = teeth |attack3chancefactor = 0.7 |attack4dmg = 3 |attack4type = Blunt |attack4cool = 2 |attack4part = head |attack4chancefactor = 0.2 |livesin_temperateforest = 0.4 |livesin_temperateswamp = 0.4 |livesin_aridshrubland = 0.5 }} Boomrats inhabit temperate forests, temperate swamps, and arid shrublands. They create a powerful fire-starting explosion when killed, including when they are slaughtered, so be careful of that.
Boomrats are best hunted while it is raining because the rain will extinguish the fire that they make when they die, saving the colonists the job of putting it out.
They will also eat your crops if given the chance.
Taming
Tamed Boomrats are useful Release animals in raids or certain events, although they should be kept away from the main base (particularly the flammable parts).
Summary
On death, boomrats explode, doing 10 Flame damage in a 1.9 tile raidus. This explosion does not itself set fires nor provide chemfuel puddles to burn but the Flame damage might ignite surrounding objects and pawns.
Training
This animal can be trained as follows:
Guard: | |
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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
Lore
The origin of the boomrat has varied over time. In the initial release of the Revival Briefing, which is now considered non-canon, they were described as originating as a biological weapon that survived and bred after wars on the worlds they now inhabit. The current version of the Revival Briefing states that they, along with the boomalope, were originally engineered as a primitive renewable fuel source. While this holds true for boomalopes, boomrats cannot and could never be milked for chemfuel like boomalopes in-game which seems to contradict this purpose. Meanwhile, their current in-game description also disagrees with the current briefing and supports the now-obsolete original version, stating that their explosive tendencies are either a result of deliberate weaponization or intended as a defense mechanism.