Pig

From RimWorld Wiki
Revision as of 02:54, 10 September 2024 by 142.186.71.235 (talk) (A bit of a narrow range in case of solar flares, or anything else.)
Jump to navigation Jump to search

Pig

Pig

Pigs were one of the first animals domesticated by humans. They are an efficient source of meat, and are easy to feed because they will eat almost anything.

Base Stats

Type
Animal
Market Value
200 Silver
Flammability
70%

Pawn Stats

Combat Power
45
Move Speed
3.9 c/s
Health Scale
70% HP
Body Size
1.7
Mass - Baby
20.4 kg
Mass - Juvenile
51 kg
Mass - Adult
102 kg
Carrying Capacity
128 kg
Filth Rate
16
Hunger Rate
0.8 Nutrition/Day
Diet
omnivorous grazer
Life Expectancy
12 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
0%
Roam Interval
3 days
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.1 years (6 days)
Comfortable Temp Range
-5 °C – 40 °C (23 °F – 104 °F)

Production

Meat Yield
238 Pork pork
Leather Yield
68 Pigskin pigskin
Gestation Period
5.661 days
Offspring Per Birth
1-2 (1.318 avg)

Melee Combat

Attack 1
Teeth
7.3 dmg (Bite)
11 % AP
2 second cooldown
0.7 chance factor
Attack 2
Head
6 dmg (Blunt)
9 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.06
Technical
tradeTags
AnimalFarm, AnimalCommon


Pigs, called sows if female, are a domesticated animal, obtainable from both land and space traders. Pigs are omnivorous, making them easy to feed. They will eat live plants and so should be kept away from the growing zones.

Summary

Pigs 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

Pigs are worse for food : grass than a variety of other grazers, from cows and chickens, to horses, ibex, and alpacas. Even chinchillas are better. The pig's niche is as the most nutritionally efficient omnivore, that does not require taming upkeep. By locking them into a corpse freezer full of dead raiders, this permits the conversion of long pork into pork pork as long as temperature can be maintained between 0 °C (32 °F) and their minimum comfortable temperature of -5 °C (23 °F).

Wild boars are the next most efficient omnivore (without training upkeep). Boars are worse for nutrition, but are better at surviving cold temperatures (and can be found in the wild), allowing a freezer to operate at lower temperatures to delay spoilage during outages.

Nutrition

When slaughtered, a pig yields 48 meat and 20 leather as a piglet; 119 meat and 36 leather as a juvenile; or 238 meat and 68 leather as an adult. 1 meat is equal to 0.05 nutrition.

An adult pig consumes 0.8 nutrition per day, and a female creates up to 0.23 offspring per day.

  • When offspring are slaughtered as babies, a female pig will produce 0.56 nutrition of meat per day, giving a potential nutrition efficiency of 69.8% (not counting males).
  • If the offspring are allowed to grow to adulthood, they will consume an additional 2.4 nutrition per day, but will instead yield 2.77 nutrition per day as they are slaughtered, resulting in a potential nutrition efficiency of 86.5%.

When considering a population of equal numbers of males and females, these nutrition efficiencies fall to 34.9% for baby slaughter and 69.2% for adult slaughter.

The next best pen-omnivore, the wild boar, has an potential nutrition efficiency of 71.1% (or 56.5% nutrient efficient with 1:1 female:male). For comparison, a horse has a base nutrient efficiency of 150.6%, much higher than a pig or wild boar. Chickens, ibex, and deer reach similar numbers.

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

  • 0.12.906 - Added
  • 1.3.3066 - Trainability changed from advanced to none, pigs now are predominantly a pen animal.