Difference between revisions of "Raccoon"

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(Raccoon not racoon, other minor changes.)
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| marketvalue = 100
 
| marketvalue = 100
 
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| filth rate = 4
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| combatPower = 35
 
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== Health ==
 
== Health ==
{{Animal Health Table}}
+
{{Animal Health Table|QuadrupedAnimalWithPaws}}
  
 
== Gallery ==
 
== Gallery ==

Latest revision as of 01:29, 16 July 2024

Raccoon

Raccoon

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.

Base Stats

Type
Animal
Market Value
100 Silver
Flammability
70%

Pawn Stats

Combat Power
35
Move Speed
4.1 c/s
Health Scale
40% HP
Body Size
0.4
Mass - Baby
4.8 kg
Mass - Juvenile
12 kg
Mass - Adult
24 kg
Carrying Capacity
30 kg
Filth Rate
4
Hunger Rate
0.32 Nutrition/Day
Diet
omnivorous grazer
Life Expectancy
8 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
75%
Minimum Handling Skill
7
Mate Interval
8 hours
Maturity Age
0.222 years (13.3 days)
Juvenile Age
0.1 years (6 days)
Comfortable Temp Range
-30 °C – 40 °C (-22 °F – 104 °F)

Production

Meat Yield
56 Raccoon meat raccoon meat
Leather Yield
22 Lightleather lightleather
Gestation Period
5.661 days
Offspring Per Birth
1-2 (1.5 avg)

Melee Combat

Attack 1
Front left paw
6 dmg (Scratch)
9 % AP
2 second cooldown
Attack 2
Front right paw
6 dmg (Scratch)
9 % AP
2 second cooldown
Attack 3
Teeth
7 dmg (Bite)
10 % 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
1.71
Technical
tradeTags
AnimalCommon


The raccoon is a small ground mammal which scavenges for most of its food.

They can be found in temperate forests, temperate swamps, boreal forests, and cold bogs

Summary[edit]

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.

Analysis[edit]

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 Noble wimpContent added by the Royalty DLC quest. During the winter, raccoons will often eat any of your exposed food you have available.

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.

As tamed animals, raccoons offer practically no niche. They gestate slower and lose tameness faster than rats. 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.

Training[edit]

This animal can be trained as follows:

Guard:  Ex.png
Attack:  Ex.png
Rescue:  Ex.png
Haul:  Ex.png

*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 16 1 100% 26% N/A[4] Ex.png - Death
Spine 10 1 3% 3.0% Body Check.png Moving
−100% Moving[5]
Stomach 8 1 3% 3.0% Body Check.png Digestion
−50% Digestion
Heart 6 1 3% 3.0% Body Check.png Blood Pumping
Death
Lung 6 2 3% 3.0% Body Check.png Breathing
−50% Breathing. Death if both lost
Kidney 6 2 3% 3.0% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 8 1 3% 3.0% Body Check.png Digestion
Death
Neck 10 1 22% 22% Body Ex.png Eating
Talking
Breathing
Death
Head 10 1 75% 9.9% Neck Ex.png - Death
Skull 10 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 4 1 70% 2.8875% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 4 2 12% 0.495% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 4.8 2 8% 0.33% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Nose 4 1 10% 0.4125% Head Ex.png - −15 Disfigured Social penalty
AnimalJaw 4 1 10% 0.4125% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 12 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack[6]
Front Paw 4 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 12 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost
Rear Paw 4 2 15% 1.05% Rear Leg Ex.png Moving
−25% Moving. −50% if both lost
  1. 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.
  2. 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.
  3. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  4. This is the part that everything else connects to to be considered 'connected'.
  5. If Moving drops below 16% a pawn cannot move.
  6. A Scratch attack that varies from animal to animal. Each front paw allows one attack.

Gallery[edit]