Cat

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Cat

Cat

One of mankind's first pets, the cat is a small mammal which hunts vermin. Known for their aloofness, cats are nevertheless popular companions because of their independence, calm disposition, and fine, pettable fur.

Base Stats

Type
Animal
Market Value
100 Silver
Flammability
70%

Pawn Stats

Combat Power
35
Move Speed
4.4 c/s
Health Scale
42% HP
Body Size
0.32
Mass - Baby
3.84 kg
Mass - Juvenile
9.6 kg
Mass - Adult
19.2 kg
Carrying Capacity
24 kg
Filth Rate
1
Hunger Rate
0.24 Nutrition/Day
Diet
carnivorous, ovivorous
Life Expectancy
10 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
0%
Nuzzle Interval
12 hours
Mate Interval
12 hours
Maturity Age
0.4 years (24 days)
Juvenile Age
0.15 years (9 days)
Comfortable Temp Range
-25 °C – 40 °C (-13 °F – 104 °F)

Production

Meat Yield
45 Cat meat cat meat
Leather Yield
20 Lightleather lightleather
Gestation Period
10 days
Offspring Per Birth
1-3 (1.937 avg)

Melee Combat

Attack 1
Front left paw
6 dmg (Scratch)
9 % AP
1.5 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Front right paw
6 dmg (Scratch)
9 % AP
1.5 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
Teeth
7 dmg (Bite)
10 % AP
2 second cooldown
0.7 chance factor
Stun for 280 ticks (4.67 secs) on first strike
Attack 4
Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.02
Technical
tradeTags
AnimalPet, AnimalCommon


Cats, called kittens as babies, are small carnivorous animals. Unsurprisingly, you can't get them to do anything. On the upside, they don't eat much, and cheer up your colonists with their nuzzles.

Analysis

Cats often start bonded with your colonists as a random pet at the start of the game. Cats are one of the few animals that can nuzzle colonists, giving a +4 Nuzzled moodlet to colonists.

Other than their nuzzles, these cats are more of a nuisance than anything. If you don't have meat, they can feed off meals (vegetarian or not), corpses, and are also able to hunt small game like rats and squirrels.

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 16.8 1 100% 21% N/A[4] Ex.png - Death
Tail 4.2 1 7% 7% Body Ex.png - -
Spine 10.5 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 8.4 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 6.3 1 3% 3% Body Check.png Blood Pumping
Death
Lung 6.3 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 6.3 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 8.4 1 3% 3% Body Check.png Digestion
Death
Neck 10.5 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 10.5 1 75% 2.25% Neck Ex.png - Death
Skull 10.5 1 25% 1.125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 4.2 1 70% 2.625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 4.2 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 5.04 2 8% 1.2% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 4.2 1 10% 1.5% Head Ex.png - -
AnimalJaw 4.2 1 10% 1.5% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 12.6 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.[6]
Front Paw 4.2 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.
Rear Leg 12.6 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Paw 4.2 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