Capybara

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Capybara

Capybara

The largest natural rodent, the capybara is well-adapted for steaming jungle environments.

Base Stats

Type
Animal
Market Value
150 Silver
Flammability
70%

Pawn Stats

Combat Power
45
Move Speed
3.9 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
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
-10 °C – 50 °C (14 °F – 122 °F)

Production

Meat Yield
105 Capybara meat capybara meat
Leather Yield
33 Lightleather lightleather
Gestation Period
5.661 days
Offspring Per Birth
1-2 (1.25 avg)

Melee Combat

Attack 1
Front left paw
8.4 dmg (Scratch)
13 % AP
2 second cooldown
Attack 2
Front right paw
8.4 dmg (Scratch)
13 % AP
2 second cooldown
Attack 3
Teeth
8.5 dmg (Bite)
13 % AP
2 second cooldown
0.7 chance factor
Attack 4
Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.27
Technical
tradeTags
AnimalUncommon


Capybaras are difficult to tame herbivores.

Obtaining

Capybaras can be found in tropical rainforests and tropical swamps only. They can either be tamed by a handler or self-tame in a random event.

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

Summary

Capybaras 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

Capybaras are one of many animals that exist to be hunted, or be manhunters, and not much else. They are otherwise outclassed by alpacas.

Nutrition

When slaughtered, a capybara 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 capybara consumes 0.36 nutrition per day, and creates up to 0.22 offspring per day.

  • When offspring are slaughtered as babies, a female capybara will produce 0.29 nutrition of meat per day, giving a nutrition efficiency of 79.7%.
  • If the offspring are allowed to grow to adulthood, they will consume an additional 0.86 nutrition per day, but will instead yield 1.16 nutrition per day as they are slaughtered, resulting in a nutrition efficiency of 95.1%.

When considering a population of equal numbers of males and females, these nutrition efficiencies fall to 39.9% for baby slaughter and 73.4% for adult slaughter.

Capybaras are strictly inferior for meat (per unit hunger) than both alpacas and chinchillas, both which can be found in tropical biomes. Alpacas can be sheared for wool and are pack animals, while chinchilla fur is a much more valuable trade good. Alpacas are easier to tame, and come in herds, meaning its easier to get a breeding pair of them.

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% 3.0% Body Check.png Moving
−100% Moving[5]
Stomach 14 1 3% 3.0% Body Check.png Digestion
−50% Digestion
Heart 10.5 1 3% 3.0% Body Check.png Blood Pumping
Death
Lung 10.5 2 3% 3.0% Body Check.png Breathing
−50% Breathing. Death if both lost
Kidney 10.5 2 3% 3.0% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 14 1 3% 3.0% Body Check.png Digestion
Death
Neck 17.5 1 22% 22% Body Ex.png Eating
Talking
Breathing
Death
Head 17.5 1 75% 9.9% 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% 0.495% 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% 0.33% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Nose 7 1 10% 0.4125% Head Ex.png - −15 Disfigured Social penalty
AnimalJaw 7 1 10% 0.4125% 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 paw attack[6]
Front Paw 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 Paw 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 Scratch attack that varies from animal to animal. Each front paw allows one attack.

Gallery

Version history