Difference between revisions of "Animals"

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In '''RimWorld''', animals roam the world free, minding their own business, eating [[plants]] and pacing back and forth. They don't provide anything else than a threat of becoming mad and attacking any [[characters|people]] on sight.
  
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Growing [[Resources#Raw_food|food]] outdoors can sometimes attract animals inside your base perimeter.
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As of (Build 212), these are the animals implemented in '''RimWorld''':
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[[Category:Main]]
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{|
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|- style="vertical-align: top;"
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|{{:Boomrat}}
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|{{:Muffalo}}
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|{{:Squirrel}}
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|}
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Revision as of 19:57, 3 November 2013

In RimWorld, animals roam the world free, minding their own business, eating plants and pacing back and forth. They don't provide anything else than a threat of becoming mad and attacking any people on sight.

Growing food outdoors can sometimes attract animals inside your base perimeter.


As of (Build 212), these are the animals implemented in RimWorld:

The origin of the boomrat has varied over time. In the initial release of the Revival Briefing, which is now considered non-canon, they were described as originating as a biological weapon that survived and bred after wars on the worlds they now inhabit. The current version of the Revival Briefing states that they, along with the boomalope, were originally engineered as a primitive renewable fuel source. While this holds true for boomalopes, boomrats cannot and could never be milked for chemfuel in-game. Meanwhile, their current in-game description also disagrees with the current briefing and supports the now-obsolete original version, stating that their explosive tendencies are either a result of deliberate weaponization or intended as a defense mechanism.

Muffalo

Muffalo

A large herding herbivore descended from buffalo and adapted for both cold and warm environments. While enraged muffalo are deadly, tamed muffalo are quite docile and can be used as pack animals.
Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed.

Base Stats

Type
Animal
Market Value
300 Silver
Flammability
70%

Pawn Stats

Combat Power
100
Move Speed
4.5 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 Muffalo meat muffalo meat
Leather Yield
96 Bluefur bluefur
Wool Amount
120 Muffalo wool muffalo wool
Shearing Interval
15 days
Gestation Period
6.66 days
Offspring Per Birth
1

Melee Combat

Attack 1
Head
13 dmg (Blunt)
19 % AP
2.6 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
3.1
Technical
tradeTags
AnimalFarm, AnimalCommon


Muffalo are slow-moving, grass-grazing quadrupeds analogous to buffalo.

Taming

Muffalo can be found in . They can either be tamed by a handler or self-tame in a random event.

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

Summary

Muffalo 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.

Muffalo can be sheared for Muffalo wool muffalo wool (Silver 324) every 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.

Muffalo are also pack animals, and will carry up to kg of weight in a caravan. They cannot be ridden.

Analysis

Muffalo arrive in large packs; a herd of muffalo can be a lifesaver in colder biomes. Two or three muffalo usually provide enough leather (or wool if you are willing to tame them) to make a parka as well as a generous amount of meat. But, if enraged, a herd can be a large threat to colonists.

As tamed animals, muffalo are a wool-producing pack animal, which can be found in colder biomes. In a tundra or ice sheet, the only pack animal available is the muffalo. They can survive cold temperatures that would kill most other pack animals. Their wool and leather is also great for cold insulation.

  • As a pack animal, horses carry the same weight, but eat less. Horses can also be ridden. However, horses do not live in cold biomes (nor do they produce wool). Without considering horses, muffalo are otherwise great pack animals, holding more weight per food than any other alternative.
  • As a wool-producing animal, alpaca and sheep produce more wool per day. Like horses, both alpaca and sheep do not live in cold biomes.

They are almost identical to bison, the main differences being comfortable temperature, leather type, and wool type. Muffalo are also slower than both bison and baseline humans. This makes muffalo safer to hunt, though as muffalo are only 0.1 c/s slower than humans, you should still take care while hunting.

Training

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.

Health


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 40 1 100% 26% N/A[4] Ex.png - Death
Spine 25 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 20 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 15 1 3% 3% Body Check.png Blood Pumping
Death
Lung 15 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 15 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 20 1 3% 3% Body Check.png Digestion
Death
Neck 25 1 22% 5.5% Body Ex.png Eating
Talking
Breathing
Death
Head 25 1 75% 2.475% Neck Ex.png - Death
Skull 25 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 10 1 70% 2.8875% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 10 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 12 2 8% 1.32% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 10 1 10% 1.65% Head Ex.png - -
AnimalJaw 10 1 10% 1.65% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 30 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use Hoof attack.[6]
Front Hoof 10 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 30 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 10 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

The original texture was created by Tynan Sylvester himself in 2013, dating it to A2 or earlier and making it one of the oldest textures still in use.[1]

Gallery

Version history

  • 0.12.906 - Can now be shorn for wool and milked
  • 1.1 (or earlier?) - They can no longer produce milk. Prior to this tamed females could be milked once every 2 days for 16 milk.

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
1.81
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 .

Analysis

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

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.

Health


Part Name Health Quantity Coverage[2] Target Chance[3] Subpart of Internal Capacity[4] Effect if Destroyed/Removed
Body 40 1 100% 21% N/A[5] Ex.png - Death
Tail 10 1 7% 7% Body Ex.png - -
Spine 25 1 3% 3% Body Check.png Moving
−100% Moving[6]
Stomach 20 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 15 1 3% 3% Body Check.png Blood Pumping
Death
Lung 15 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 15 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 20 1 3% 3% Body Check.png Digestion
Death
Neck 25 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 25 1 75% 2.25% Neck Ex.png - Death
Skull 25 1 25% 1.125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 10 1 70% 2.625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 10 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 12 2 8% 1.2% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 10 1 10% 1.5% Head Ex.png - -
AnimalJaw 10 1 10% 1.5% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 30 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.[7]
Front Paw 10 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.
Rear Leg 30 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Paw 10 2 15% 1.05% Rear Leg Ex.png Moving
−25% Moving. −50% if both lost.
  1. "It's a pair of ellipses I dragged out in Photoshop in 2013, cut in half using the box-select tool. It filled its purpose, that's what matters!" - Tynan Sylvester, WTF is the Muffalo's Face on Reddit.
  2. 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.
  3. 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.
  4. Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
  5. This is the part that everything else connects to to be considered 'connected'.
  6. If Moving drops below 16% a pawn cannot move.
  7. A Scratch attack that varies from animal to animal. Each front paw allows one attack.

Gallery

Version history