Difference between revisions of "Bison"

From RimWorld Wiki
Jump to navigation Jump to search
 
Line 62: Line 62:
 
| livesin_aridshrubland = 0.1
 
| livesin_aridshrubland = 0.1
 
}}
 
}}
'''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

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
Market Value
350 Silver
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 bison meat
Leather Yield
96 Plainleather plainleather
Wool Amount
120 Bison wool 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
Technical
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:  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.

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 Bison wool 120 bison wool (Silver 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] Ex.png - Death
Spine 43.75 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 35 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 26.25 1 3% 3% Body Check.png Blood Pumping
Death
Lung 26.25 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 26.25 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 35 1 3% 3% Body Check.png Digestion
Death
Neck 43.75 1 22% 5.5% Body Ex.png Eating
Talking
Breathing
Death
Head 43.75 1 75% 2.475% Neck Ex.png - Death
Skull 43.75 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 17.5 1 70% 2.8875% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 17.5 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 21 2 8% 1.32% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 17.5 1 10% 1.65% Head Ex.png - -
AnimalJaw 17.5 1 10% 1.65% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 52.5 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use Hoof attack.[6]
Front Hoof 17.5 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 52.5 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 17.5 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

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