Difference between revisions of "Donkey"

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'''Donkeys''' are tameable [[herbivore]]s that can be both ridden in caravans and act as a [[pack animal]].
 
'''Donkeys''' are tameable [[herbivore]]s that can be both ridden in caravans and act as a [[pack animal]].
  
== Obtaining ==
+
== Acquisition ==
 
Donkeys can be found in {{Habitats}}. They can either be tamed by a [[Work#Handle|handler]] or self-tame in a random event.  
 
Donkeys can be found in {{Habitats}}. They can either be tamed by a [[Work#Handle|handler]] or self-tame in a random event.  
  
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== Health ==
 
== Health ==
{{Animal Health Table}}
+
{{Animal Health Table|QuadrupedAnimalWithHooves}}
  
 
== Trivia ==
 
== Trivia ==

Latest revision as of 02:50, 16 July 2024

Donkey

Donkey

A small relative of the horse, domesticated in ancient times for farm work. Its goofy call is simultaneously annoying and endearing.
When in a caravan, people can ride donkeys to increase the caravan's speed.

Base Stats

Type
Animal
Market Value
320 Silver
Flammability
70%

Pawn Stats

Combat Power
80
Move Speed
5 c/s
Health Scale
145% HP
Body Size
1.4
Mass - Baby
16.8 kg
Mass - Juvenile
42 kg
Mass - Adult
84 kg
Pack Capacity
49 kg
Carrying Capacity
105 kg
Riding Speed
1.3
Filth Rate
16
Hunger Rate
0.52 Nutrition/Day
Diet
herbivorous
Life Expectancy
24 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
0%
Roam Interval
3 days
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.25 years (15 days)
Comfortable Temp Range
-25 °C – 45 °C (-13 °F – 113 °F)

Production

Meat Yield
196 donkey meat
Leather Yield
56 plainleather
Gestation Period
6.66 days
Offspring Per Birth
1

Melee Combat

Attack 1
Head
12 dmg (Blunt)
18 % AP
2.9 second cooldown
Attack 2
Front left leg
8 dmg (Blunt)
12 % AP
2 second cooldown
Attack 3
Front left leg
8 dmg (Poke)
12 % AP
2 second cooldown
Attack 4
Front right leg
8 dmg (Blunt)
12 % AP
2 second cooldown
Attack 5
Front right leg
8 dmg (Poke)
12 % AP
2 second cooldown
Attack 6
Teeth
6 dmg (Bite)
9 % AP
2 second cooldown
0.5 chance factor
Average DPS
2.39
Technical
tradeTags
AnimalUncommon, AnimalFarm


Donkeys are tameable herbivores that can be both ridden in caravans and act as a pack animal.

Acquisition[edit]

Donkeys can be found in temperate forests, arid shrublands, deserts, and extreme deserts. They can either be tamed by a handler or self-tame in a random event.

Donkeys can be bought and sold in other faction bases and from bulk goods traders. Donkeys purchased from traders will be already tamed.

Summary[edit]

Donkeys 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.

Donkeys are also pack animals, and will carry up to 49 kg of weight in a caravan. They can additionally be ridden for up to 130% caravan speed.

Analysis[edit]

Compared to horses, donkeys have lower caravan capacity and lower caravan speed bonus when being ridden. However, they are easier to tame, consume somewhat less food, and reach maturity faster.

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 58 1 100% 26% N/A[4] Ex.png - Death
Spine 36.25 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 29 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 21.75 1 3% 3% Body Check.png Blood Pumping
Death
Lung 21.75 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 21.75 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 29 1 3% 3% Body Check.png Digestion
Death
Neck 36.25 1 22% 5.5% Body Ex.png Eating
Talking
Breathing
Death
Head 36.25 1 75% 2.475% Neck Ex.png - Death
Skull 36.25 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 14.5 1 70% 2.8875% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 14.5 2 12% 1.98% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 17.4 2 8% 1.32% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 14.5 1 10% 1.65% Head Ex.png - -
AnimalJaw 14.5 1 10% 1.65% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 43.5 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use Hoof attack.[6]
Front Hoof 14.5 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 43.5 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 14.5 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 Blunt/Poke attack with cooldown of 2s. The actual Hoof is unrelated

Trivia[edit]

Prior to 1.3, donkeys were the only pack animal with a low Wildness rating, arguably making them the best as they did not require periodic retaming by handlers.

Gallery[edit]

Version history[edit]

  • 1.1.0 - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.
  • 1.1.2559 - Decrease minimum comfortable temperature
  • 1.2 - Pack capacity reduced from 70kg to 52.5kg.
  • 1.3.3066 - No longer trainable. Riding speed statistic added.