Sheep

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Sheep

Sheep

Sheep husbandry is practised throughout the majority of the inhabited worlds, however only recently it has been introduced to the rimworlds. Domestic sheep are relatively small herbivores, usually with yellowish wool and medium sized horns.

Base Stats

Type
Animal
Market Value
210 Silver
Flammability
70%

Pawn Stats

Combat Power
55
Move Speed
4.8 c/s
Health Scale
70% HP
Body Size
0.75
Mass - Baby
9 kg
Mass - Juvenile
22.5 kg
Mass - Adult
45 kg
Carrying Capacity
56 kg
Filth Rate
8
Hunger Rate
0.36 Nutrition/Day
Diet
herbivorous
Life Expectancy
12 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
0%
Roam Interval
5 days
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.25 years (15 days)
Comfortable Temp Range
-20 °C – 45 °C (-4 °F – 113 °F)

Production

Meat Yield
105 Sheep meat sheep meat
Leather Yield
33 Plainleather plainleather
Wool Amount
45 Sheep wool sheep wool
Shearing Interval
10 days
Gestation Period
5.661 days
Offspring Per Birth
1-2 (1.318 avg)

Melee Combat

Attack 1
Head
14 dmg (Blunt)
21 % AP
2.9 second cooldown
Attack 2
Front left leg
6 dmg (Blunt)
9 % AP
2 second cooldown
Attack 3
Front left leg
6 dmg (Poke)
9 % AP
2 second cooldown
Attack 4
Front right leg
6 dmg (Blunt)
9 % AP
2 second cooldown
Attack 5
Front right leg
6 dmg (Poke)
9 % AP
2 second cooldown
Attack 6
Teeth
8 dmg (Bite)
12 % AP
2 second cooldown
0.5 chance factor
Average DPS
2.15
Technical
tradeTags
AnimalFarm, AnimalCommon


Sheep are easily tameable herbivores with a medium movement speed. Males of the species are referred to as Rams and can be distinguished by their rounded horns, while females are referred to as Ewes and lack horns. Babies of either gender appear identical to ewes and are referred to as Lambs.

Obtaining

Sheep can join the player in a random event, or bought from faction bases and from bulk goods traders. Sheep purchased from traders will be already tamed.

Summary

Sheep 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.

Sheep can be sheared for Sheep wool 45 sheep wool (Silver 121.5) every 10 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.

Analysis

Wool

Sheep have the highest wool / nutrition ratio of all animals. Sheep produce as much wool as alpacas, but have a lower hunger rate.

An adult sheep eats 7.2 hay per day, which would require 5.2 tiles of haygrass to sustain. Sheep produce Sheep wool 4.5 wool per day. The same 5.2 tiles of cotton plant would produce Cloth 3.54 units of cloth per day. Sheep wool is 80% more valuable per unit, making wool more profitable. This becomes further profitable if sheep are allowed to graze.

However, textile supply usually isn't a problem. Cotton can be grown as long as its warm outside and there's soil around. Sheep are more efficient, but you'll have to buy (or otherwise get) sheep, which is an opportunity cost on its own. In the early game, cloth is usually "good enough" for all your textile needs. Sheep must also be sheared by an Animals handler, while cloth can be sown normally. If you don't have anyone good at Animals, sheep produce much less wool.

Nutrition

When slaughtered, a sheep yields 26 meat and 15 leather as a baby; 53 meat and 21 as a juvenile; or 105 meat and 33 leather as an adult. 1 meat is equal to 0.05 nutrition.

An adult sheep consumes 0.36 nutrition per day, and creates up to 0.23 offspring per day.

  • When offspring are slaughtered as babies, a female sheep will produce 0.3 nutrition of meat per day, giving a nutrition efficiency of 84.1%.
  • If the offspring are allowed to grow to adulthood, offspring will consume an additional 0.82 nutrition per day, but will instead yield 1.22 nutrition per day as they are slaughtered, resulting in a nutrition efficiency of 103.8%.

When considering a population of equal numbers of males and females, these nutrition efficiencies fall to 42% for baby slaughter and 79.5% for adult slaughter.

Training

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.

Health


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 28 1 100% 26% N/A[4] Ex.png - Death
Spine 17.5 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 14 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 10.5 1 3% 3% Body Check.png Blood Pumping
Death
Lung 10.5 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 10.5 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 14 1 3% 3% Body Check.png Digestion
Death
Neck 17.5 1 22% 5.5% Body Ex.png Eating
Talking
Breathing
Death
Head 17.5 1 75% 2.475% Neck Ex.png - Death
Skull 17.5 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 7 1 70% 2.8875% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 7 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 8.4 2 8% 1.32% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 7 1 10% 1.65% Head Ex.png - -
AnimalJaw 7 1 10% 1.65% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 21 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use Hoof attack.[6]
Front Hoof 7 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 21 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 7 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

Version history

  • 1.1.0 - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.