Difference between revisions of "Bison"
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− | '''Bison''' are large, grazing [[herbivore]]s that provide [[bison wool|wool]] and act as [[pack animal]]s. | + | '''Bison''', called '''bison calves''' as babies, are large, grazing [[herbivore]]s that provide [[bison wool|wool]] and act as [[pack animal]]s. |
== Taming == | == Taming == |
Latest revision as of 06:18, 9 November 2024
Bison
A large plant eating mammal appearing in the savannah wilderness. Tamed are quite docile, but enraged are fast and dangerous.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 100
- Move Speed
- 4.7 c/s
- Health Scale
- 175% HP
- Body Size
- 2.4
- Mass - Baby
- 28.8 kg
- Mass - Juvenile
- 72 kg
- Mass - Adult
- 144 kg
- Pack Capacity
- 84 kg
- Carrying Capacity
- 180 kg
- Filth Rate
- 16
- Hunger Rate
- 0.86 Nutrition/Day
- Diet
- herbivorous
- Life Expectancy
- 15 years
- Manhunter Chance
- 10%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- None
- Wildness
- 60%
- Minimum Handling Skill
- 5
- Roam Interval
- 2 days
- Mate Interval
- 12 hours
- Maturity Age
- 0.333 years (20 days)
- Juvenile Age
- 0.25 years (15 days)
- Comfortable Temp Range
- -55 °C – 45 °C (-67 °F – 113 °F)
Production
- Meat Yield
- 336 bison meat
- Leather Yield
- 96 plainleather
- Wool Amount
- 120 bison wool
- Shearing Interval
- 15 days
- Gestation Period
- 6.66 days
- Offspring Per Birth
- 1
Melee Combat
- Attack 1
- Head
15 dmg (Blunt)
22 % AP
2.9 second cooldown - Attack 2
- Front left leg
10 dmg (Blunt)
15 % AP
2 second cooldown - Attack 3
- Front left leg
10 dmg (Poke)
15 % AP
2 second cooldown - Attack 4
- Front right leg
10 dmg (Blunt)
15 % AP
2 second cooldown - Attack 5
- Front right leg
10 dmg (Poke)
15 % AP
2 second cooldown - Attack 6
- Teeth
10 dmg (Bite)
15 % AP
2 second cooldown
0.5 chance factor - Average DPS
- 3.12
- tradeTags
- AnimalFarm, AnimalCommon
Bison, called bison calves as babies, are large, grazing herbivores that provide wool and act as pack animals.
Taming[edit]
Bison can be found in temperate forests and arid shrublands. They can either be tamed by a Handler or self-tame in a random event.
Bison can be bought and sold in other faction bases and from bulk goods traders. Bison purchased from traders will be already tamed.
This animal can be trained as follows:
Guard: | |
---|---|
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.
Summary[edit]
Bison 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.
Bison can be sheared for 120 bison wool ( 324) every 15 days for 1,700 ticks (28.33 secs) of work. Note that yield and shearing time are modified by the shearer's Animal Gather Yield and Animal Gather Speed respectively.
Bison are also pack animals, and will carry up to 84 kg of weight in a caravan. They cannot be ridden.
Analysis[edit]
They provide a large quantity of leather compared to other creatures that spawn in the same biomes. Killing two or three bison usually provides enough leather to make a parka as well as a generous amount of meat. When enraged, they can melee and can become a threat to colonists due to their high health. Unlike muffalo, bison are faster than a baseline human.
Bison are excellent pack animals. While worse than horses as they consume more food and cannot be ridden, a bison does its job well.
Bison stats are essentially equivalent to muffalo except they have a slightly higher market value and movement speed, and give plainleather instead of bluefur. When tamed they give bison wool instead of muffalo wool, which is largely the same but has an inferior cold insulation - offering an insulation factor of +26 °C (46.8 °F) instead of +28 °C (50.4 °F). See Textile Comparison Table for further details.
Health[edit]
Part Name | Health | Quantity | Coverage[1] | Target Chance[2] | Subpart of | Internal | Capacity[3] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|
Body | 70 | 1 | 100% | 26% | N/A[4] | - | Death | |
Spine | 43.75 | 1 | 3% | 3% | Body | Moving |
−100% Moving[5] | |
Stomach | 35 | 1 | 3% | 3% | Body | Digestion |
−50% Digestion | |
Heart | 26.25 | 1 | 3% | 3% | Body | Blood Pumping |
Death | |
Lung | 26.25 | 2 | 3% | 3% | Body | Breathing |
−50% Breathing. Death if both lost. | |
Kidney | 26.25 | 2 | 3% | 3% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost. | |
Liver | 35 | 1 | 3% | 3% | Body | Digestion |
Death | |
Neck | 43.75 | 1 | 22% | 5.5% | Body | Eating Talking Breathing |
Death | |
Head | 43.75 | 1 | 75% | 2.475% | Neck | - | Death | |
Skull | 43.75 | 1 | 25% | 1.2375% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 17.5 | 1 | 70% | 2.8875% | Skull | Consciousness |
Death Damage always results in scarring. | |
Eye | 17.5 | 2 | 12% | 1.98% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
Ear | 21 | 2 | 8% | 1.32% | Head | Hearing |
−25% Hearing. −100% if both lost. | |
Nose | 17.5 | 1 | 10% | 1.65% | Head | - | - | |
AnimalJaw | 17.5 | 1 | 10% | 1.65% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
Front Leg | 52.5 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use Hoof attack.[6] | |
Front Hoof | 17.5 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. | |
Rear Leg | 52.5 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. | |
Rear Hoof | 17.5 | 2 | 15% | 1.05% | Rear Leg | Moving |
−25% Moving. −50% if both lost. |
- ↑ 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.
- ↑ 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.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Blunt/Poke attack with cooldown of 2s. The actual Hoof is unrelated
Gallery[edit]
Normal[edit]
Dessicated[edit]
Pack[edit]
Version history[edit]
- 1.1.0 - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.
- Version 1.3 - Animal Overhaul