Difference between revisions of "Cow"

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(→‎Feeding and Nutrition Efficiency: previous edits: Removed outdated/incorrect info about only needing 14 tiles of haygrass to feed a cow, expanded on the topic of turning veggies into protein using cows. Current edit: added quick sentence about calves effect on nutrition efficiency)
 
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{{Verified|A14D}}<onlyinclude><!--
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{{infobox main|animal|
-->{{infobox main|animal|
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| page verified for version = 1.3.3101
|name = Cow
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| name = Cow
|image = Cow.png
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| image = Cow.png
|description = "A very common domestic animal. It can produce large amounts of milk, or be slaughtered for delicious food."
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| description = A large domesticated ungulate, cows have been bred for millennia to produce huge amounts of milk, meat, and leather. They are exceptionally gentle creatures and will never seek revenge, no matter how many times they are harmed. Most of them are so adapted to farm life that they cannot survive in the wild.
|type = Animals
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| type = Animal
|type2 = Farm
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| movespeed = 3.2
|bodysize = 2.0
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| min comfortable temperature = -10
|healthscale = 1.5
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| max comfortable temperature = 40
|movespeed = 3.20
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| flammability = 0.7
|attack1dmg = 6
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| marketvalue = 300
|attack1type = bite
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| filth rate = 16
|attack1part = teeth
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| milktime = 1
|attack1cool = 100
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| milk = 14
|leathername = plainleather
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| herdanimal = true
|leatheryield = 60
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| combatPower = 75
|milk = 15
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| bodysize = 2.4
|milktime = 1
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| healthscale = 1.5
|manhunter = 0
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| hungerrate = 0.535
|hungerrate = 0.85
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| diet = herbivorous
|diet = herbivorous
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| leathername = plainleather
|trainable = simple
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| wildness = 0
|wildness = 0.05
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| manhuntertame = 0
|handleskill = 0
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| manhunter = 0
|gestation = 20
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| roamMtb = 2
|lifespan = 22
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| trainable = none
|offspring = 1-3
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| mateMtb = 12
|maturityage = 0.45+
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| meatname = beef
|marketvalue = 300
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| gestation = 6.66
|meatname = beef
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| offspring = 1
|massadult = 140
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| lifespan = 22
}}</onlyinclude>
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| juvenileage = 0.2
 +
| maturityage = 0.3333
 +
| tradeTags = AnimalFarm, AnimalCommon
 +
| attack1dmg = 8.8
 +
| attack1type = Bite
 +
| attack1cool = 2.6
 +
| attack1part = teeth
 +
| attack1chancefactor = 0.7
 +
| attack2dmg = 7
 +
| attack2type = Blunt
 +
| attack2cool = 2
 +
| attack2part = head
 +
| attack2chancefactor = 0.2
 +
| attack3dmg = 8
 +
| attack3type = Blunt
 +
| attack3cool = 2
 +
| attack3part = front left leg
 +
| attack4dmg = 8
 +
| attack4type = Poke
 +
| attack4cool = 2
 +
| attack4part = front left leg
 +
| attack5dmg = 8
 +
| attack5type = Blunt
 +
| attack5cool = 2
 +
| attack5part = front right leg
 +
| attack6dmg = 8
 +
| attack6type = Poke
 +
| attack6cool = 2
 +
| attack6part = front right leg
 +
}}
 +
{{Info|The '''cow''' is a large herbivore best known for its [[milk]] and tasty meat. Males of the species are referred to as '''Bulls''' and can be distinguished by their horns and lack of udders, while females are referred to as '''Cows''' and have the opposite features. Babies of either gender are referred to as '''Calves''' and have the features of adults of their gender.}}
  
{{Info|The '''cow''' is a large herbivore best known for its milk and tasty meat.}}
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==Obtaining==
 +
Cows don't spawn in the wild and thus cannot be tamed. They can only be obtained via trading or received through the animal self-taming event.
  
==Taming==
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== Summary ==
Cows don't spawn in the wild and thus cannot be tamed. They can only be obtained via trading or received through the animal self-taming event. A cow can be milked for up to 15 units of milk per day (depending on your [[Characters|pawns]] animals skill) which means that a single cow can provide enough nutrition for one and a half meals a day if [[Meals|cooked]] into a simple meal, or three meals if cooked into a fine meal. This can be quite important, as it means that as long as you have enough food (either natural grass or [[haygrass]]) to keep your cattle fed, you can create a settlement that is entirely self sufficient for food even if your food crops become ruined or get destroyed.
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{{Pen Animal Note|Cows}}
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 +
A female cow can be milked for up to {{P|Milk Amount}} units of milk {{#ifeq:{{P|Milking Interval Days}}|1|per day|every {{P|Milking Interval Days}} days}} (depending on your pawn's [[Animal Gather Yield]]).
 +
 
 +
==Analysis==
 +
Cows are reasonably efficient animals that produce milk, which can be used as a meat substitute for [[fine meal]]s and [[lavish meal]]s. 
 +
 
 +
While they are worse for vegetarian food than [[chicken]]s, cows can be friendlier to your computer (lots of chickens can create lag).
 +
 
 +
===Nutrition===
 +
When slaughtered, a cow yields {{Meat Leather Curve|{{#expr:{{P|Body Size}}*0.2*140}}}} meat and {{Meat Leather Curve|{{#expr:{{P|Body Size}}*0.2*40}}}} leather as a calf; {{Meat Leather Curve|{{#expr:{{P|Body Size}}*0.5*140}}}} meat and {{Meat Leather Curve|{{#expr:{{P|Body Size}}*0.5*40}}}} as a juvenile; or {{Meat Leather Curve|{{#expr:{{P|Body Size}}*140}}}} meat and {{Meat Leather Curve|{{#expr:{{P|Body Size}}*40}}}} leather as an adult.
 +
 
 +
*'''Milking'''
 +
Female cows produce {{icon small|milk}} {{P|Daily Milk Average}} per day, or {{#vardefineecho:milk_nutr_per_day|{{#expr:{{P|Daily Milk Average}}*0.05}}}} [[nutrition]] in milk per day. A cow consumes {{P|Real Hunger Rate}} nutrition per day. This results in a nutrition efficiency of {{%|{{#var:milk_nutr_per_day}}/{{P|Real Hunger Rate}} round 3}} from milk alone ({{icon small|milk}} {{#expr: {{P|Daily Milk Average}}/{{P|Real Hunger Rate}} round 2}} per day per 1 nutrition consumed).
 +
 
 +
Cows produce {{#expr: (({{P|Daily Milk Average}}/{{Q|Yak|Daily Milk Average}})-1)*100 round 0}}% more milk than the next best producer, the [[yak]]. However, yaks are also pack animals.
 +
 
 +
*'''Slaughtering + Milking'''
 +
Slaughtered as calves, and including the production of milk, the nutrition efficiency of a population of cows varies from {{%|({{Meat Production|{{PAGENAME}}|baby|1|1}} + {{#var:milk_nutr_per_day}})/{{Nutrition Consumption|{{PAGENAME}}|baby|1|1}} round 3}} to {{%|({{Meat Production|{{PAGENAME}}|baby|1|0}} + {{#var:milk_nutr_per_day}})/{{Nutrition Consumption|{{PAGENAME}}|baby|1|0}} round 3}} depending on how many more female cows there are than bulls.
 +
 
 +
If the calves are allows to grow to adulthood before they are slaughtered, this changes to {{%|({{Meat Production|{{PAGENAME}}|baby|1|1}} + {{#var:milk_nutr_per_day}})/{{Nutrition Consumption|{{PAGENAME}}|adult|1|1}} round 3}}-{{%|({{Meat Production|{{PAGENAME}}|adult|1|0}} + {{#var:milk_nutr_per_day}})/{{Nutrition Consumption|{{PAGENAME}}|adult|1|0}} round 3}}.
 +
 
 +
Cows are reasonably nutritionally efficient, but they are slightly less so than [[Horse]]s and [[Ibex]]s. The increased work required to milk the cows every day further places them behind such competition. As a result, the cow shines best in colonies with the Animal Personhood [[meme]], that want to create fine or lavish meals without slaughtering animals. Even in this regard, cows are inferior to [[chicken]]s in every respect other than lag-friendliness.
 +
 
 +
=== Nutrition in a closed system ===
 +
Cows can eat [[simple meal]]s and [[nutrient paste meal]]s, even out of their own milk. By converting milk into simple meals, cows create {{#expr:{{P|Daily Milk Average}}*0.05*1.8}} nutrition per day, assuming you have a sufficiently skilled Animals handler. This results in a nutrition efficiency of {{%| ({{P|Daily Milk Average}} *0.05 * 1.8) /{{P|Real Hunger Rate}} round 2}}; a female cow can sustain itself on its own milk so long as cook can constantly produce it meals.
 +
 
 +
Using nutrient paste, an efficiency of {{%|({{P|Daily Milk Average}} *0.05 * 3) /{{P|Real Hunger Rate}} round 2}} is reached, enough to feed a cow and bull. However, nutrient paste must be [[Nutrient paste dispenser#Manually producing meals|dispensed manually]].
  
 
==Training==
 
==Training==
Cows can be trained as follows:
 
 
 
{{TrainingTable}}
 
{{TrainingTable}}
  
<!-- Set the Declaration of Variables for the Animal Training Template-->
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== Health ==
{{#set: Can_Train_Guard=false}}
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{{Animal Health Table|QuadrupedAnimalWithHooves}}
{{#set: Can_Train_Attack=false}}
 
{{#set: Can_Train_Rescue=false}}
 
{{#set: Can_Train_Haul=false}}
 
 
 
===Feeding and Nutrition Efficiency===
 
A cow requires 1.36 nutrition per day to survive, while producing 0.75 nutrition of milk per day (depending on your pawn's animals skill) which can be cooked into 1.35 nutrition worth of simple or fine meals. So even if there's little natural grass to be had, you can efficiently convert vegetable nutrition into animal product nutrition by feeding cows vegetarian simple meals. Nutrition efficiency is lost by raising calves and keeping a bull for breeding, and gained by slaughtering dead cows and unnecessary calves.
 
  
Note that kibble requires meat or animal products to make and is significantly less nutritionally efficient than simple meals (125% v 180% of ingredients), unless using human or insect meat that would otherwise go to waste. It's also useful if labour, not farmland, is your bottleneck. Nutrition can be traded for labour further by feeding your cows raw haygrass (115% nutrition/tile of corn) or corn (239% nutrition/work of haygrass).
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== Version history ==
 +
* [[Version/0.12.906|0.12.906]] - Added
  
 +
== Gallery ==
 +
<gallery>
 +
Bull east.png|Bull facing east
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Bull north.png|Bull facing north
 +
Bull south.png|Bull facing south
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Dessicated bull east.png|Decaying bull
 +
</gallery>
 +
<gallery>
 +
Cow east.png|Cow facing east
 +
Cow north.png|Cow facing north
 +
Cow south.png|Cow facing south
 +
Dessicated cow east.png|Decaying cow
 +
</gallery>
 
{{nav|animal}}
 
{{nav|animal}}
 
[[Category:Animals]]
 
[[Category:Animals]]
[[Category:Farm]]
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[[Category:Farm animal]]

Latest revision as of 01:11, 16 July 2024

Cow

Cow

A large domesticated ungulate, cows have been bred for millennia to produce huge amounts of milk, meat, and leather. They are exceptionally gentle creatures and will never seek revenge, no matter how many times they are harmed. Most of them are so adapted to farm life that they cannot survive in the wild.

Base Stats

Type
Animal
Market Value
300 Silver
Flammability
70%

Pawn Stats

Combat Power
75
Move Speed
3.2 c/s
Health Scale
150% HP
Body Size
2.4
Mass - Baby
28.8 kg
Mass - Juvenile
72 kg
Mass - Adult
144 kg
Carrying Capacity
180 kg
Filth Rate
16
Hunger Rate
0.86 Nutrition/Day
Diet
herbivorous
Life Expectancy
22 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
0%
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
-10 °C – 40 °C (14 °F – 104 °F)

Production

Meat Yield
336 Beef beef
Leather Yield
96 Plainleather plainleather
Milk Amount
14 Milk milk
Milking Interval
1 days
Gestation Period
6.66 days
Offspring Per Birth
1

Melee Combat

Attack 1
Teeth
8.8 dmg (Bite)
13 % AP
2.6 second cooldown
0.7 chance factor
Attack 2
Head
7 dmg (Blunt)
10 % AP
2 second cooldown
0.2 chance factor
Attack 3
Front left leg
8 dmg (Blunt)
12 % AP
2 second cooldown
Attack 4
Front left leg
8 dmg (Poke)
12 % AP
2 second cooldown
Attack 5
Front right leg
8 dmg (Blunt)
12 % AP
2 second cooldown
Attack 6
Front right leg
8 dmg (Poke)
12 % AP
2 second cooldown
Average DPS
2.36
Technical
tradeTags
AnimalFarm, AnimalCommon


The cow is a large herbivore best known for its milk and tasty meat. Males of the species are referred to as Bulls and can be distinguished by their horns and lack of udders, while females are referred to as Cows and have the opposite features. Babies of either gender are referred to as Calves and have the features of adults of their gender.

Obtaining[edit]

Cows don't spawn in the wild and thus cannot be tamed. They can only be obtained via trading or received through the animal self-taming event.

Summary[edit]

Cows 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.

A female cow can be milked for up to 14 units of milk per day (depending on your pawn's Animal Gather Yield).

Analysis[edit]

Cows are reasonably efficient animals that produce milk, which can be used as a meat substitute for fine meals and lavish meals.

While they are worse for vegetarian food than chickens, cows can be friendlier to your computer (lots of chickens can create lag).

Nutrition[edit]

When slaughtered, a cow yields 67 meat and 25 leather as a calf; 168 meat and 48 as a juvenile; or 336 meat and 96 leather as an adult.

  • Milking

Female cows produce Milk 14 per day, or 0.7 nutrition in milk per day. A cow consumes 0.86 nutrition per day. This results in a nutrition efficiency of 81.4% from milk alone (Milk 16.28 per day per 1 nutrition consumed).

Cows produce 27% more milk than the next best producer, the yak. However, yaks are also pack animals.

  • Slaughtering + Milking

Slaughtered as calves, and including the production of milk, the nutrition efficiency of a population of cows varies from 70.3% to 140.5% depending on how many more female cows there are than bulls.

If the calves are allows to grow to adulthood before they are slaughtered, this changes to 38.8%-143.6%.

Cows are reasonably nutritionally efficient, but they are slightly less so than Horses and Ibexs. The increased work required to milk the cows every day further places them behind such competition. As a result, the cow shines best in colonies with the Animal Personhood meme, that want to create fine or lavish meals without slaughtering animals. Even in this regard, cows are inferior to chickens in every respect other than lag-friendliness.

Nutrition in a closed system[edit]

Cows can eat simple meals and nutrient paste meals, even out of their own milk. By converting milk into simple meals, cows create 1.26 nutrition per day, assuming you have a sufficiently skilled Animals handler. This results in a nutrition efficiency of 147%; a female cow can sustain itself on its own milk so long as cook can constantly produce it meals.

Using nutrient paste, an efficiency of 244% is reached, enough to feed a cow and bull. However, nutrient paste must be dispensed manually.

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 60 1 100% 26% N/A[4] Ex.png - Death
Spine 37.5 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 30 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 22.5 1 3% 3% Body Check.png Blood Pumping
Death
Lung 22.5 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 22.5 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 30 1 3% 3% Body Check.png Digestion
Death
Neck 37.5 1 22% 5.5% Body Ex.png Eating
Talking
Breathing
Death
Head 37.5 1 75% 2.475% Neck Ex.png - Death
Skull 37.5 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 15 1 70% 2.8875% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 15 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 18 2 8% 1.32% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 15 1 10% 1.65% Head Ex.png - -
AnimalJaw 15 1 10% 1.65% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 45 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use Hoof attack.[6]
Front Hoof 15 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 45 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 15 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

Version history[edit]

Gallery[edit]