Difference between revisions of "Squirrel"

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#REDIRECT [[Animals#Squirrel]]
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{{infobox main|animal|
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|page verified for version = A14D
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|name = Squirrel
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|image = Squirrel.png|Squirrel
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|description = One of the many hardy rodent species that follows humankind everywhere it spreads. Squirrels are distinguished by their bushy tails, which they use as umbrellas in bad weather.
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|type = Animal
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|movespeed = 5.1
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|min comfortable temperature = -35
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|max comfortable temperature = 40
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|flammability = 0.7
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|marketvalue = 35
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| combatPower = 33
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|bodysize = 0.2
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|healthscale = 0.25
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|hungerrate = 0.1
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|diet = herbivorous
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|leathername = lightleather
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|wildness = 0.75
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|manhuntertame = 0
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|manhunter = 0
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|trainable = none
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|gestation = 5.661
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|offspring = 1-2
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|avg offspring = 1.444
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|mateMtb = 12
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|lifespan = 8
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|juvenileage = 0.11
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|maturityage = 0.2222
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|tradeTags = AnimalCommon
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|attack1dmg = 4
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|attack1type = Scratch
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|attack1cool = 2
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|attack1part = front left paw
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|attack2dmg = 4
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|attack2type = Scratch
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|attack2cool = 2
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|attack2part = front right paw
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|attack3dmg = 5
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|attack3type = Bite
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|attack3cool = 2
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|attack3part = teeth
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|attack3chancefactor = 0.7
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|attack4dmg = 2
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|attack4type = Blunt
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|attack4cool = 2
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|attack4part = head
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|attack4chancefactor = 0.2
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|livesin_temperateforest = 1
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|livesin_temperateswamp = 1
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|livesin_borealforest = 1
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|livesin_coldbog = 1
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}}
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{{Info|'''Squirrels''' are one of the smallest and generally mostly harmless animals on rimworlds. Storytellers often make this the target of your first maddened animal encounter, sending it to attack your colonists.}}
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Squirrels can be found in {{Habitats}}.
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==Analysis==
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With very low health and a low melee damage, one might think this critter to be harmless. But due to its fast speed and very fast attack rate, your colonists may suffer many bleeding wounds very quickly, adding up to a potentially lethal threat. Their small size makes them hard to shoot, and a large group of squirrels turned [[Mental break#Manhunter|manhunter]] can be especially dangerous.
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Otherwise, squirrels offer a tiny amount of food when hunted, equal to that of the [[rat]]. They have no particular use as tamed animals, not valuable for meat. Even as "bait" animals, rats and [[hare]]s are better at the task. Hares are faster and just as difficult to tame, while rats are omnivores and easier to tame. Both can be found in all biomes that squirrels reside in.
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==Training==
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{{TrainingTable}}
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==Health==
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{{Animal Health Table|QuadrupedAnimalWithPawsAndTail}}
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== Gallery ==
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{{Image wanted|section=1|reason=Colored version of north and south}}
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<gallery>
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Squirrel.png|Squirrel facing east
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Squirrel north.png|Squirrel facing north
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Squirrel south.png|Squirrel facing south
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Dessicated squirrel east.png|Squirrel decaying
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</gallery>
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== Version history ==
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* [[Version/0.12.906|0.12.906]] - Sprite changed
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<gallery>
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Animal Squirrel side.png|Original <s>ant</s> squirrel sprite.
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</gallery>
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{{nav|animal}}
 
[[Category:Animals]]
 
[[Category:Animals]]
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[[Category:Wild animal]]

Latest revision as of 00:40, 16 July 2024

Squirrel

Squirrel

One of the many hardy rodent species that follows humankind everywhere it spreads. Squirrels are distinguished by their bushy tails, which they use as umbrellas in bad weather.

Base Stats

Type
Animal
Market Value
35 Silver
Flammability
70%

Pawn Stats

Combat Power
33
Move Speed
5.1 c/s
Health Scale
25% HP
Body Size
0.2
Mass - Baby
2.4 kg
Mass - Juvenile
6 kg
Mass - Adult
12 kg
Carrying Capacity
15 kg
Filth Rate
1
Hunger Rate
0.16 Nutrition/Day
Diet
herbivorous
Life Expectancy
8 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
75%
Minimum Handling Skill
7
Mate Interval
12 hours
Maturity Age
0.222 years (13.3 days)
Juvenile Age
0.11 years (6.6 days)
Comfortable Temp Range
-35 °C – 40 °C (-31 °F – 104 °F)

Production

Meat Yield
31 Squirrel meat squirrel meat
Leather Yield
16 Lightleather lightleather
Gestation Period
5.661 days
Offspring Per Birth
1-2 (1.444 avg)

Melee Combat

Attack 1
Front left paw
4 dmg (Scratch)
6 % AP
2 second cooldown
Attack 2
Front right paw
4 dmg (Scratch)
6 % AP
2 second cooldown
Attack 3
Teeth
5 dmg (Bite)
7 % AP
2 second cooldown
0.7 chance factor
Attack 4
Head
2 dmg (Blunt)
3 % AP
2 second cooldown
0.2 chance factor
Average DPS
1.16
Technical
tradeTags
AnimalCommon


Squirrels are one of the smallest and generally mostly harmless animals on rimworlds. Storytellers often make this the target of your first maddened animal encounter, sending it to attack your colonists.

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

Analysis[edit]

With very low health and a low melee damage, one might think this critter to be harmless. But due to its fast speed and very fast attack rate, your colonists may suffer many bleeding wounds very quickly, adding up to a potentially lethal threat. Their small size makes them hard to shoot, and a large group of squirrels turned manhunter can be especially dangerous.

Otherwise, squirrels offer a tiny amount of food when hunted, equal to that of the rat. They have no particular use as tamed animals, not valuable for meat. Even as "bait" animals, rats and hares are better at the task. Hares are faster and just as difficult to tame, while rats are omnivores and easier to tame. Both can be found in all biomes that squirrels reside in.

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 10 1 100% 21% N/A[4] Ex.png - Death
Tail 2.5 1 7% 7% Body Ex.png - -
Spine 6.25 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 5 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 3.75 1 3% 3% Body Check.png Blood Pumping
Death
Lung 3.75 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 3.75 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 5 1 3% 3% Body Check.png Digestion
Death
Neck 6.25 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 6.25 1 75% 2.25% Neck Ex.png - Death
Skull 6.25 1 25% 1.125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 2.5 1 70% 2.625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 2.5 2 12% 1.8% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 3 2 8% 1.2% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 2.5 1 10% 1.5% Head Ex.png - -
AnimalJaw 2.5 1 10% 1.5% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 7.5 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.[6]
Front Paw 2.5 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.
Rear Leg 7.5 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Paw 2.5 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 Scratch attack that varies from animal to animal. Each front paw allows one attack.

Gallery[edit]

Version history[edit]