Pack animal

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Revision as of 02:18, 9 February 2023 by Hordes (talk | contribs) (go back on this AGAIN. It is intuitive to split animals and mechs. *animals* are what the readers should expect from an article called "pack animals". the ONLY things somebody would compare from animals v mechs is 1. how much they carry, 2. weight, and 3. carry cap / weight. This is still possible if the tables are split via subheader.)
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Pack animals refer to animals that you can bring along on a caravan to carry extra weight. The current pack animals in the game are Alpacas, Bison, Donkeys, Dromedaries, Elephants, Horses, Muffalo, and Yaks. Below you will see a table that will help you decide what will be the most appropriate pack animal for you.

Analysis

Horses offer the fastest riding speed, tie for 2nd best weight capacity (at 84 kg), and only have a 0.68 hunger rate. This arguably makes them the best pack animal, and always useful to have more of until you reach maximum riding speed (1 horse / colonist).

You need to take into account the distance you're going, whether you plan to stay (or might) and for how long, and the return trip's length, and bring food accordingly for your colonists and animals. However, take note of the following:

  • All of the pack animals currently in the game are herbivorous. As a result, provided the season and terrain allow, they can sustain themselves through grazing while in a caravan. They will not be able to graze outside of the growing season however. Be careful about bringing many animals or large animals, such as Elephants, during this time.
  • Colonists will forage for berries/agave fruit/etc proportional to their Foraged Food Amount stat, with Tribal pawns recieving a 170% bonus. This food can supplement both the pawn and the pack animals food needs.
  • Depending on the scenario, the traveling colonists can set up a temporary base and produce food (and other items), the same as at your home location. Time permitting, they can even construct buildings and workbenches, etc. This is only recommended for long-term stay.

The more weight you add to the caravan, the slower it'll move. A caravan at maximum weight capacity moves at half the speed of an unladen one. Adding carrying capacity thus makes a caravan move faster.

Comparison table

Note that Thrumbos will refuse to carry packs, making them not technically a "pack animal", but they can be ridden, providing a speed factor of 1.6 to their rider in a caravan on the world map. They are included for comparison's sake. friendly mechanoidsContent added by the Biotech DLC can also be used as pack "animals" and are included for the same reason. They won't use power so long as they are in the world map (e.g. no power outside of an ambush/attack).

Animal Type Carry Capacity Health Scale Hunger Rate Carry Capacity
/ Hunger rate
Mass[1]
(kg)
Carry Capacity
/ Mass
Wildness Riding
Speed
Move
Speed
Alpaca Alpaca Animal 35 kg 1 0.44 79.55 60 kg 0.58 0.25 - 4.1 c/s
Bison Bison Animal 84 kg 1.75 0.856 98.13 144 kg 0.58 0.6 - 4.7 c/s
Donkey Donkey Animal 49 kg 1.45 0.52 94.23 84 kg 0.58 0 1.3 5 c/s
Dromedary Dromedary Animal 73.5 kg 1.6 0.856 85.86 126 kg 0.58 0.25 1.3 4.3 c/s
Elephant Elephant Animal 140 kg 3.6 2.568 54.52 240 kg 0.58 0.75 1.3 4.8 c/s
Horse Horse Animal 84 kg 1.75 0.68 123.53 144 kg 0.58 0.35 1.6 5.8 c/s
Human Human Animal 35 kg 1 1.6 21.88 60 kg 0.58 0 - 4.6 c/s
Muffalo Muffalo Animal 84 kg 1.75 0.856 98.13 144 kg 0.58 0.6 - 4.5 c/s
Thrumbo Thrumbo Animal - 8 2.8 - 240 kg - 0.985 1.6 5.5 c/s
Yak Yak Animal 73.5 kg 1.5 0.856 85.86 126 kg 0.58 0.2 - 3.2 c/s
^1 While no one is going to carry a pack animal on their back, transport pods and shuttlesContent added by the Royalty DLC do have weight limits of 150 and 1000 kg respectively. Thus animal mass must be taken into account when planning caravans that involve them for one or more leg of the journey.

Mechanoid

Animal Type Carry Capacity Health Scale Hunger Rate Carry Capacity
/ Hunger rate
Mass[1]
(kg)
Carry Capacity
/ Mass
Wildness Riding
Speed
Move
Speed
Agrihand Agrihand Content added by the Biotech DLC Mechanoid 24.5 kg - - 42 kg 0.58 - - 3.4 c/s
Centipede blaster Centipede blaster Mechanoid 105 kg 4.32 - - 180 kg 0.58 - - 1.9 c/s
Centipede burner Centipede burner Mechanoid 105 kg 4.32 - - 180 kg 0.58 - - 1.9 c/s
Centipede gunner Centipede gunner Mechanoid 105 kg 4.32 - - 180 kg 0.58 - - 1.9 c/s
Centurion Centurion Content added by the Biotech DLC Mechanoid 126 kg 3 - - 216 kg 0.58 - - 1.6 c/s
Cleansweeper Cleansweeper Content added by the Biotech DLC Mechanoid 10.5 kg - - 18 kg 0.58 - - 3.4 c/s
Constructoid Constructoid Content added by the Biotech DLC Mechanoid 24.5 kg - - 42 kg 0.58 - - 3.4 c/s
Diabolus Diabolus Content added by the Biotech DLC Mechanoid 140 kg 4.5 - - 240 kg 0.58 - - 2.4 c/s
Fabricor Fabricor Content added by the Biotech DLC Mechanoid 24.5 kg - - 42 kg 0.58 - - 3.4 c/s
Lancer Lancer Mechanoid 35 kg 0.72 - - 60 kg 0.58 - - 4.7 c/s
Legionary Legionary Content added by the Biotech DLC Mechanoid 35 kg 0.72 - - 60 kg 0.58 - - 4.3 c/s
Lifter Lifter Content added by the Biotech DLC Mechanoid 24.5 kg - - 42 kg 0.58 - - 2.8 c/s
Militor Militor Content added by the Biotech DLC Mechanoid 24.5 kg - - 42 kg 0.58 - - 3.8 c/s
Paramedic Paramedic Content added by the Biotech DLC Mechanoid 24.5 kg - - 42 kg 0.58 - - 3.8 c/s
Pikeman Pikeman Mechanoid 35 kg 0.85 - - 60 kg 0.58 - - 2.5 c/s
Scorcher Scorcher Content added by the Biotech DLC Mechanoid 35 kg 0.7 - - 60 kg 0.58 - - 4.5 c/s
Scyther Scyther Mechanoid 35 kg 1.32 - - 60 kg 0.58 - - 4.7 c/s
Tesseron Tesseron Content added by the Biotech DLC Mechanoid 35 kg 0.72 - - 60 kg 0.58 - - 4.7 c/s
Tunneler Tunneler Content added by the Biotech DLC Mechanoid 122.5 kg 1.5 - - 210 kg 0.58 - - 1.9 c/s
War queen War queen Content added by the Biotech DLC Mechanoid 140 kg 5.2 - - 240 kg 0.58 - - 1.6 c/s
War urchin War urchin Content added by the Biotech DLC Mechanoid 24.5 kg 1.3 - - 42 kg 0.58 - - 4.2 c/s