Difference between revisions of "Herbivore"

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Herbivores are creatures that usually eat only [[plants]]. They usually rely on wild plants for sustenance but will eat any non-meat [[food]] items left lying about like vegetables, prepared [[meals]], [[chocolate]], and [[beer]].
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<div class="pull-left">{{:Boar}}</div>
 
<div class="pull-left">{{:Boar}}</div>

Revision as of 02:28, 5 June 2015

Herbivores are creatures that usually eat only plants. They usually rely on wild plants for sustenance but will eat any non-meat food items left lying about like vegetables, prepared meals, chocolate, and beer.

Wild boar

Wild boar

This hairy omnivore is descended from escaped pigs and evolved for living in the wild.
Its tusks make it a better fighter than its domesticated pig cousins. Unfortunately, it is too unruly to be trained in the most complex tasks.

Base Stats

Type
Animal
Market Value
200 Silver
Flammability
70%

Pawn Stats

Combat Power
55
Move Speed
4.6 c/s
Health Scale
70% HP
Body Size
0.85
Mass - Baby
10.2 kg
Mass - Juvenile
25.5 kg
Mass - Adult
51 kg
Carrying Capacity
64 kg
Filth Rate
16
Hunger Rate
0.48 Nutrition/Day
Diet
omnivorous grazer
Life Expectancy
12 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
50%
Minimum Handling Skill
4
Roam Interval
2 days
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.1 years (6 days)
Comfortable Temp Range
-23 °C – 40 °C (-9.4 °F – 104 °F)

Production

Meat Yield
119 Pork pork
Leather Yield
36 Pigskin pigskin
Gestation Period
5.661 days
Offspring Per Birth
1-2 (1.25 avg)

Melee Combat

Attack 1
Tusk
9.7 dmg (Scratch)
15 % AP
2 second cooldown
Attack 2
Tusk
9.7 dmg (Stab)
15 % AP
2 second cooldown
Attack 3
Teeth
8.5 dmg (Bite)
13 % AP
2 second cooldown
0.6 chance factor
Attack 4
Head
5 dmg (Blunt)
7 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.55
Technical
tradeTags
AnimalCommon


Boars are omnivorous wild pigs. They are quite pervasive, being found in . If slain, they can be butchered for pork and pigskin.

Summary

Wild boars 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.

Wild boars can appear in raids alongside yttakin pirates. ​Content added by the Biotech DLC Note that "raider" boars are still unable to travel through fences and barricades. This can alter their pathing. If the animal raider cannot reach a better target because of fences/walls, it will start bashing at structures randomly.

Analysis

Boars are one of many animals that exist primarily to be hunted.

As tamed animals, boars are worse for meat/leather than pigs. While boars can be found in the wild, they are generally outclassed for meat by at least 1 animal, regardless of what biome you've settled on.

Nutrition

When slaughtered, a boar yields Expression error: Unexpected < operator. meat and Expression error: Unexpected < operator. leather as a baby; Expression error: Unexpected < operator. meat and Expression error: Unexpected < operator. as a juvenile; or Expression error: Unexpected < operator. meat and Expression error: Unexpected < operator. leather as an adult. 1 meat is equal to 0.05 nutrition.

An adult boar consumes nutrition per day, and creates up to Expression error: Unexpected / operator. offspring per day.

  • When offspring are slaughtered as babies, a female boar will produce Expression error: Unexpected < operator. nutrition of meat per day, giving a nutrition efficiency of Expression error: Unexpected < operator.%.
  • If the offspring are allowed to grow to adulthood, they will consume an additional Expression error: Unexpected < operator. nutrition per day, but will instead yield Expression error: Unexpected < operator. nutrition per day as they are slaughtered, resulting in a nutrition efficiency of Expression error: Unexpected < operator.%.

When considering a population of equal numbers of males and females, these nutrition efficiencies fall to Expression error: Unexpected < operator.% for baby slaughter and Expression error: Unexpected < operator.% for adult slaughter.

Boars are inferior to pigs, chinchillas, ibex, and horses for meat / nutrition consumption. Pigs and horses take less slaughtering work, too. One of the few advantages of boars is that they are omnivorous, able to eat leftover human corpses, but pigs are also omnivores. If pigs are unavailable, then boars are the best for this task.

Combat

Boars are surprisingly powerful for their size, though boars will rarely fight. They won't revenge when hunted. As pen animals, they will never be attacked by raiders. But when they do attack, such as in manhunter packs, boars are threatening.

They have a damage output higher than that of a megaspider, with a movement speed equivalent to that of an unarmored human. Boars tend to be able to put up a good fight against predators such as timber wolves and Wargs, often severely injuring, occasionally downing, or even outright killing them on rare occasions.

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% 24% 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 26% 5.2% Body Ex.png Eating
Talking
Breathing
Death
Head 25 1 80% 2.912% Neck Ex.png - Death
Skull 25 1 20% 1.248% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 10 1 70% 2.912% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 10 2 9% 1.872% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 12 2 6% 1.248% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 10 1 6% 1.248% Head Ex.png - -
AnimalJaw 10 1 30% 1.248% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack nor Tusk attack.
Tusk 20 2 40% 2.496% AnimalJaw Ex.png - Can no longer use Tusk Attack.[6]
Front Leg 30 2 6.5% 5.525% Body Ex.png Moving
−25% Moving. −50% if both lost.[7]
Front Hoof 10 2 15% 0.975% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 30 2 6.5% 5.525% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 10 2 15% 0.975% 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/Stab attack. The power and cooldown vary between animals with this body.
  7. While there is an associated group, it remains unused. The front/rear format was retained for consistency between Quadruped Animal's Health Templates.

Gallery

Version history

  • 0.7.581 - Added
  • Beta 19 - trainable intelligence Advanced -> Intermediate, tusk damage 9 -> 8, speed 5 -> 4.2, min comfy temperature -20 -> -15
  • 1.3.3066 - Trainability changed from intermediate to none, boars now are predominantly a pen animal. Removed manhunter chances.

Deer

Deer

A medium-sized herding herbivore which prefers to live in mixed forests and plains. Deer are very quick.

Base Stats

Type
Animal
Market Value
250 Silver
Flammability
70%

Pawn Stats

Combat Power
50
Move Speed
5.5 c/s
Health Scale
90% HP
Body Size
1.2
Mass - Baby
14.4 kg
Mass - Juvenile
36 kg
Mass - Adult
72 kg
Carrying Capacity
90 kg
Filth Rate
16
Hunger Rate
0.32 Nutrition/Day
Diet
herbivorous
Life Expectancy
15 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
75%
Minimum Handling Skill
7
Roam Interval
2 days
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.1 years (6 days)
Comfortable Temp Range
-30 °C – 40 °C (-22 °F – 104 °F)

Production

Meat Yield
168 Venison venison
Leather Yield
48 Plainleather plainleather
Gestation Period
5.661 days
Offspring Per Birth
1

Melee Combat

Attack 1
Front left leg
7 dmg (Blunt)
10 % AP
2 second cooldown
Attack 2
Front left leg
7 dmg (Poke)
10 % AP
2 second cooldown
Attack 3
Front right leg
7 dmg (Blunt)
10 % AP
2 second cooldown
Attack 4
Front right leg
7 dmg (Poke)
10 % AP
2 second cooldown
Attack 5
Teeth
8 dmg (Bite)
12 % AP
2 second cooldown
0.5 chance factor
Attack 6
Head
5 dmg (Blunt)
7 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.12
Technical
tradeTags
AnimalCommon


Deer are herding herbivorous animals that are found in . Males of the species are called Bucks and can be distinguished by the presense of antlers and larger visual size, while females are called Does and are visually smaller and lack antlers. Young deer of both genders are light colored and spotted. Despite the visual differences, adult deer of both genders have the same stats and attacks.

Summary

Deer 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.

Analysis

Other than being an animal to be hunted, deer don't have much of a purpose.

Ibex are more efficient ranch animals, are easier to tame, and they can be found in all biomes that deer populate. Deer are better to hunt than ibex, as deer are larger targets (which won't revenge when hunted).

Nutrition

When slaughtered, a deer yields Expression error: Unexpected < operator. meat and Expression error: Unexpected < operator. leather as a baby; Expression error: Unexpected < operator. meat and Expression error: Unexpected < operator. as a juvenile; or Expression error: Unexpected < operator. meat and Expression error: Unexpected < operator. leather as an adult. 1 meat is equal to 0.05 nutrition.

An adult deer consumes nutrition per day, and a doe creates up to Expression error: Unexpected round operator. offspring per day.

  • When offspring are slaughtered as babies, a doe will produce Expression error: Unexpected < operator. nutrition of meat per day, giving an optimal nutrition efficiency of Expression error: Unexpected < operator.%.
  • If the offspring are allowed to grow to adulthood, they will consume an additional Expression error: Unexpected < operator. nutrition per day, but will instead yield Expression error: Unexpected < operator. nutrition per day as they are slaughtered, resulting in an optimal nutrition efficiency of Expression error: Unexpected < operator.%.

When considering a population of equal numbers of males and females, these nutrition efficiencies fall to Expression error: Unexpected < operator.% for baby slaughter and Expression error: Unexpected < operator.% for adult slaughter.

As mentioned above, ibex, as well as horses, are superior for nutrition. Horses are also pack animals.

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

Gallery


Dromedary

Dromedary

A large land mammal adapted to arid environments. Domesticated since ancient times, its wool and leather are both exceptionally good at insulating against the desert heat, and its milk is quite nourishing. It can be used as a pack animal and mount, but its bouncing gait makes it slower to ride than a horse.
By storing water in its large humps and reclaiming moisture from its breath as it exhales, it can go weeks without drinking.
When in a caravan, people can ride dromedaries to increase the caravan's speed.

Base Stats

Type
Animal
Market Value
300 Silver
Flammability
70%

Pawn Stats

Combat Power
90
Move Speed
4.3 c/s
Health Scale
160% HP
Body Size
2.1
Mass - Baby
25.2 kg
Mass - Juvenile
63 kg
Mass - Adult
126 kg
Pack Capacity
73.5 kg
Carrying Capacity
158 kg
Riding Speed
1.3
Filth Rate
16
Hunger Rate
0.86 Nutrition/Day
Diet
herbivorous
Life Expectancy
45 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
25%
Minimum Handling Skill
1
Roam Interval
3 days
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.25 years (15 days)
Comfortable Temp Range
-22 °C – 60 °C (-7.6 °F – 140 °F)

Production

Meat Yield
294 Dromedary meat dromedary meat
Leather Yield
84 Camelhide camelhide
Milk Amount
18 Milk milk
Milking Interval
2 days
Gestation Period
6.66 days
Offspring Per Birth
1

Melee Combat

Attack 1
Front left leg
9 dmg (Blunt)
13 % AP
2 second cooldown
Attack 2
Front left leg
9 dmg (Poke)
13 % AP
2 second cooldown
Attack 3
Front right leg
9 dmg (Blunt)
13 % AP
2 second cooldown
Attack 4
Front right leg
9 dmg (Poke)
13 % AP
2 second cooldown
Attack 5
Teeth
10 dmg (Bite)
15 % AP
2 second cooldown
0.7 chance factor
Attack 6
Head
7 dmg (Blunt)
10 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.74
Technical
tradeTags
AnimalFarm, AnimalCommon


Dromedaries, called dromedary calves as babies, are desert-dwelling herbivores that provide milk and act as pack animals.

Taming

Dromedaries are notable for requiring no minimum skill level to tame. They can be found in .

Summary

Dromedaries 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 dromedary can be milked for up to Milk units of milk every days (depending on your pawn's Animal Gather Yield).

Dromedaries are also pack animals. They will carry up to 73.5kg of weight in a caravan. They can be ridden by pawns to speed caravan speed by up to 130%.

Analysis

Dromedaries are an "all-in-one" animal, well suited for arid environments. Dromedaries produce milk, are pack animals, and are ridable, a combo entirely unique to dromedaries. In a desert or extreme desert, dromedaries are the only native animal to produce milk, and the only native animal that is a pack animal. Camelhide is also a great textile for heat insulation.

Dromedaries are much larger than most other animals found in a desert and extreme desert.

Milking

Female dromedaries produce Milk per day, or Expression error: Unexpected * operator. nutrition in milk per day. A dromedary consumes nutrition per day. This results in a nutrition efficiency of Expression error: Unexpected < operator.% from females' milk alone (or Milk Expression error: Unexpected / operator. per day per 1 nutrition consumed). Dromedaries provide the least milk of all animals.

Yaks are competitive with dromedaries, and choosing between them is more of a matter of preference. They are both pack animals that produce milk, but yaks produce Expression error: Missing operand for /.% more milk on average, while dromedaries allow riders to speed up caravans. They are otherwise very similar - carrying the same load and eating the same amount. Dromedaries can be found in deserts, while yaks can be found in cooler biomes.

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% 22% 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
Hump 20 1 10% 10% Body Ex.png - -
Neck 25 1 18% 4.5% Body Ex.png Eating
Talking
Breathing
Death
Head 25 1 75% 2.025% Neck Ex.png - Death
Skull 25 1 25% 1.0125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 10 1 70% 2.3625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 10 2 12% 1.62% 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% 1.08% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 10 1 10% 1.35% Head Ex.png - -
AnimalJaw 10 1 10% 1.35% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 30 2 6.5% 5.525% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use Hoof Attack[6]
Front Hoof 10 2 15% 0.975% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 30 2 6.5% 5.525% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 10 2 15% 0.975% 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 of Power 9. Cooldown 2s

Gallery

Sounds

Version history

  • 0.7.581 - Added as Camel
  • 0.12.906 - Can now be shorn for a new wool type: Camelhair, and milked for milk.
  • Beta 19/1.0 - Leg damage 11 -> 8
  • 1.1 - Dromedaries no longer produce wool in the form of camelhair.
  • 1.3.3067 - Fix: Dromedary description mentions it is not rideable, but it is. Description changed from "[...] but its bouncing gait makes it too uncomfortable to ride for any distance. [...]" changed to "[...] but its bouncing gait makes it slower to ride than a horse. [...]".

Elk

Elk

A large member of the deer family, well-adapted to life in cold climates. Domesticated elk can be milked, but refuse to carry packs.

Base Stats

Type
Animal
Market Value
300 Silver
Flammability
70%

Pawn Stats

Combat Power
110
Move Speed
5 c/s
Health Scale
190% HP
Body Size
2.1
Mass - Baby
25.2 kg
Mass - Juvenile
63 kg
Mass - Adult
126 kg
Carrying Capacity
158 kg
Filth Rate
16
Hunger Rate
0.86 Nutrition/Day
Diet
herbivorous
Life Expectancy
18 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
75%
Minimum Handling Skill
7
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
-50 °C – 40 °C (-58 °F – 104 °F)

Production

Meat Yield
294 Elk meat elk meat
Leather Yield
84 Plainleather plainleather
Milk Amount
11 Milk milk
Milking Interval
1 days
Gestation Period
6.66 days
Offspring Per Birth
1

Melee Combat

Attack 1
Front left leg
10 dmg (Blunt)
15 % AP
2 second cooldown
Attack 2
Front left leg
10 dmg (Poke)
15 % AP
2 second cooldown
Attack 3
Front right leg
10 dmg (Blunt)
15 % AP
2 second cooldown
Attack 4
Front right leg
10 dmg (Poke)
15 % AP
2 second cooldown
Attack 5
Teeth
10 dmg (Bite)
15 % AP
2 second cooldown
0.5 chance factor
Attack 6
Head
13 dmg (Blunt)
19 % AP
2.6 second cooldown
Average DPS
3.1
Technical
tradeTags
AnimalFarm, AnimalCommon


Elk, called elk calves as babies, are a large species of herbivore that appear in herds. They have a muffalo's tolerance to subzero temperatures so they are quite comfortable living in the cold boreal forest, tundra, and cold bog biomes. Male and female elk can be distinguished by the presence or lack of antlers, respectively.

Production

Female elk can be milked once every 1 days, producing Milk 11 milk.

Summary

Elk 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 elk can be milked for up to Milk units of milk every days (depending on your pawn's Animal Gather Yield).

Analysis

Elk's meat, leather, and milk yields and their hunger rate are identical to that of the yak. However, compared to the yak, elk are wilder and cannot carry cargo, making them strictly inferior to yaks as tamable animals. If you don't need to caravan out, they are mostly identical if tamed.

Milking

Female elk produce Milk per day, or Expression error: Unexpected * operator. nutrition in milk per day. A elk consumes nutrition per day. This results in a nutrition efficiency of Expression error: Unexpected < operator.% from milk alone (or Milk Expression error: Unexpected / operator. per day per 1 nutrition consumed). They are better for milk than dromedaries or caribou.

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

Version history

Gallery


Hare

Hare

This small, solitary herbivore can swiftly hop away from danger.

Base Stats

Type
Animal
Market Value
50 Silver
Flammability
70%

Pawn Stats

Combat Power
33
Move Speed
6 c/s
Health Scale
40% 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
0.18 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
8 hours
Maturity Age
0.222 years (13.3 days)
Juvenile Age
0.1 years (6 days)
Comfortable Temp Range
-30 °C – 40 °C (-22 °F – 104 °F)

Production

Meat Yield
31 Hare meat hare meat
Leather Yield
16 Lightleather lightleather
Gestation Period
5.661 days
Offspring Per Birth
1-2 (1.75 avg)

Melee Combat

Attack 1
Teeth
3.4 dmg (Bite)
5 % AP
2 second cooldown
Attack 2
Head
1.5 dmg (Blunt)
2 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.32
Technical
tradeTags
AnimalCommon


Hares are a fast-moving cold-loving species found in . Not being a social creature they are seen foraging for plants alone. Their small bodies with limited health means that they are easily killed with one shot from a bolt-action rifle.

They are effectively identical to the snowhare, only differing in habitat, comfortable temperature range, and color.

Analysis

Although typically a "real world" hare is larger than a rabbit, RimWorld hares produce the same amount of meat and lightleather as squirrels and rats. Further, despite any real-world expectations of "rabbit fur" parkas, slaughtering hares produces only lightleather, which has poor beauty and value, and no particular insulation benefits. It is also one of the least protective textiles in the game, making a hare farm a poor prospect.

However, hares make great cannon fodder. They move quickly, reproduce rapidly, can graze on grass or other vegetables, and are not pen animals. You can't train rabbits to attack, but you can set an allowed area in the general direction of raiders. In comparison, rats are easier to tame, are worth less, and can dispose of corpses, but are slower and have slightly less health.

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% 21% N/A[4] Ex.png - Death
Tail 10 1 7% 7% Body Ex.png - -
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 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.[6]
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. 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

Trivia

Prior to the 1.3 changes to caravan speed calculation, large numbers of tamed hares could be used to increase the speed of any caravan they were a part of, as caravan speed was based on the average speed in the caravan. Being herbivores, they could freely graze while caravanning.

Version history

  • 0.8.657 - Added
  • Beta 19/ 1.0 - Nuzzle interval 120 -> 72

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.

Rhinoceros

Rhinoceros

Despite being herbivorous, this large mammal is very easy to enrage. Once angered, its massive strength and sharp horn make it a brutal opponent. It has more muscle in one leg than most humans do in their whole body.

Base Stats

Type
Animal
Market Value
700 Silver
Flammability
70%

Pawn Stats

Combat Power
270
Move Speed
5 c/s
Health Scale
350% HP
Body Size
3
Mass - Baby
36 kg
Mass - Juvenile
90 kg
Mass - Adult
180 kg
Carrying Capacity
225 kg
Filth Rate
20
Hunger Rate
1.71 Nutrition/Day
Diet
herbivorous
Life Expectancy
45 years
Manhunter Chance
50%
Manhunter Chance (Taming)
30%
Trainable Intelligence
Intermediate
Wildness
90%
Minimum Handling Skill
9
Mate Interval
12 hours
Maturity Age
0.55 years (33 days)
Juvenile Age
0.3 years (18 days)
Comfortable Temp Range
-8 °C – 40 °C (17.6 °F – 104 °F)

Production

Meat Yield
420 Rhinoceros meat rhinoceros meat
Leather Yield
120 Rhinoceros leather rhinoceros leather
Gestation Period
13.32 days
Offspring Per Birth
1

Melee Combat

Attack 1
Horn
19 dmg (Scratch)
28 % AP
2 second cooldown
Attack 2
Horn
19 dmg (Blunt)
28 % AP
2 second cooldown
Attack 3
Teeth
19 dmg (Bite)
28 % AP
2.6 second cooldown
0.7 chance factor
Attack 4
Head
15 dmg (Blunt)
22 % AP
2 second cooldown
0.2 chance factor
Average DPS
4.53
Technical
tradeTags
AnimalUncommon, AnimalFighter


Rhinoceros are a large species of herbivore that tend to travel alone or in small packs.

Rhinoceroses can be found in .

Analysis

Rinoceroses are easy to anger, whether you hunt or tame them. Their [[]] is highly protective, the fourth most protective textile in the game. This can make rhinos worthwhile to hunt early on, assuming you can take down a pack. It generally isn't worth to breed rhinoceroses for meat or leather, however, due to their slow reproduction and difficulty to tame. Devilstrand is a stronger material, and often easier to produce than rhinoceros leather.

Rhinoceroses are decent attack animals, possessing a fast movement speed combined with a tanky ability to take damage and strong damage. Unlike the others in this table, however, they cannot be trained to haul.

Animal Health Scale DPS Move Speed Hunger rate Training Decay
Thrumbo 8 6.33 5.5 2.8 6.1
Megasloth 3.6 5.73 4.8 1.6 6.2
Elephant 3.6 5.35 4.8 2.57 7.5
Rhinoceros 3.5 5.24 5 1.71 6.6
Grizzly/Polar bear 2.5 4.89 4.6 0.56 7.2

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% 22% N/A[5] Ex.png - Death
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 28% 7% Body Ex.png Eating
Talking
Breathing
Death
Head 25 1 75% 2.1% Neck Ex.png - Death
Skull 25 1 15% 0.945% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 10 1 70% 2.205% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 10 2 9% 1.89% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 12 2 6% 1.26% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Nose 10 1 35% 1.1025% Head Ex.png - −15 Disfigured Social penalty
Horn 20 1 85% 6.2475% Nose Ex.png - It can no longer use Horn Attack.[7]
AnimalJaw 10 1 10% 2.1% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 30 2 6.5% 5.525% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use foot attack[8]
Front Hoof 10 2 15% 0.975% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 30 2 6.5% 5.525% Body Ex.png Moving
−25% Moving. −50% if both lost
Rear Hoof 10 2 15% 0.975% 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. Powerful (+19) attack of Cooldown 2s.
  8. Only avaiable to Thrumbo. Power 19, cooldown 2s.

Gallery

Version history


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[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 40 1 100% 21% N/A[4] Ex.png - Death
Tail 10 1 7% 7% Body Ex.png - -
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 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.[6]
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. 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

Version history