Herbivore
Muffalo
A large herding herbivore descended from buffalo and adapted for both cold and warm environments. While enraged muffalo are deadly, tamed muffalo are quite docile and can be used as pack animals.
Nobody is quite sure why they're blue - it might even be some early genetic modification test that just never got changed.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 100
- Move Speed
- 4.5 c/s
- Health Scale
- 175% HP
- Body Size
- 2.4
- Mass - Baby
- 28.8 kg
- Mass - Juvenile
- 72 kg
- Mass - Adult
- 144 kg
- Pack Capacity
- 84 kg
- Carrying Capacity
- 180 kg
- Filth Rate
- 16
- Hunger Rate
- 0.86 Nutrition/Day
- Diet
- herbivorous
- Life Expectancy
- 15 years
- Manhunter Chance
- 10%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- None
- Wildness
- 60%
- Minimum Handling Skill
- 5
- Roam Interval
- 2 days
- Mate Interval
- 12 hours
- Maturity Age
- 0.333 years (20 days)
- Juvenile Age
- 0.25 years (15 days)
- Comfortable Temp Range
- -55 °C – 45 °C (-67 °F – 113 °F)
Production
- Meat Yield
- 336 muffalo meat
- Leather Yield
- 96 bluefur
- Wool Amount
- 120 muffalo wool
- Shearing Interval
- 15 days
- Gestation Period
- 6.66 days
- Offspring Per Birth
- 1
Melee Combat
- Attack 1
- Head
13 dmg (Blunt)
19 % AP
2.6 second cooldown - Attack 2
- Front left leg
10 dmg (Blunt)
15 % AP
2 second cooldown - Attack 3
- Front left leg
10 dmg (Poke)
15 % AP
2 second cooldown - Attack 4
- Front right leg
10 dmg (Blunt)
15 % AP
2 second cooldown - Attack 5
- Front right leg
10 dmg (Poke)
15 % AP
2 second cooldown - Attack 6
- Teeth
10 dmg (Bite)
15 % AP
2 second cooldown
0.5 chance factor - Average DPS
- 3.1
- tradeTags
- AnimalFarm, AnimalCommon
Muffalo are slow-moving, grass-grazing quadrupeds analogous to buffalo.
Taming
Muffalo can be found in . They can either be tamed by a handler or self-tame in a random event.
Muffalo can be bought and sold in other faction bases and from bulk goods traders. Muffalo purchased from traders will be already tamed.
Summary
Muffalo 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.
Muffalo can be sheared for muffalo wool ( 324) every 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.
Muffalo are also pack animals, and will carry up to kg of weight in a caravan. They cannot be ridden.
Analysis
Muffalo arrive in large packs; a herd of muffalo can be a lifesaver in colder biomes. Two or three muffalo usually provide enough leather (or wool if you are willing to tame them) to make a parka as well as a generous amount of meat. But, if enraged, a herd can be a large threat to colonists.
As tamed animals, muffalo are a wool-producing pack animal, which can be found in colder biomes. In a tundra or ice sheet, the only pack animal available is the muffalo. They can survive cold temperatures that would kill most other pack animals. Their wool and leather is also great for cold insulation.
- As a pack animal, horses carry the same weight, but eat less. Horses can also be ridden. However, horses do not live in cold biomes (nor do they produce wool). Without considering horses, muffalo are otherwise great pack animals, holding more weight per food than any other alternative.
- As a wool-producing animal, alpaca and sheep produce more wool per day. Like horses, both alpaca and sheep do not live in cold biomes.
They are almost identical to bison, the main differences being comfortable temperature, leather type, and wool type. Muffalo are also slower than both bison and baseline humans. This makes muffalo safer to hunt, though as muffalo are only 0.1 c/s slower than humans, you should still take care while hunting.
Training
This animal can be trained as follows:
Guard: | |
---|---|
Attack: | |
Rescue: | |
Haul: |
*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 | 40 | 1 | 100% | 26% | N/A[4] | - | Death | |
Spine | 25 | 1 | 3% | 3% | Body | Moving |
−100% Moving[5] | |
Stomach | 20 | 1 | 3% | 3% | Body | Digestion |
−50% Digestion | |
Heart | 15 | 1 | 3% | 3% | Body | Blood Pumping |
Death | |
Lung | 15 | 2 | 3% | 3% | Body | Breathing |
−50% Breathing. Death if both lost. | |
Kidney | 15 | 2 | 3% | 3% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost. | |
Liver | 20 | 1 | 3% | 3% | Body | Digestion |
Death | |
Neck | 25 | 1 | 22% | 5.5% | Body | Eating Talking Breathing |
Death | |
Head | 25 | 1 | 75% | 2.475% | Neck | - | Death | |
Skull | 25 | 1 | 25% | 1.2375% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 10 | 1 | 70% | 2.8875% | Skull | Consciousness |
Death Damage always results in scarring. | |
Eye | 10 | 2 | 12% | 1.98% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
Ear | 12 | 2 | 8% | 1.32% | Head | Hearing |
−25% Hearing. −100% if both lost. | |
Nose | 10 | 1 | 10% | 1.65% | Head | - | - | |
AnimalJaw | 10 | 1 | 10% | 1.65% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
Front Leg | 30 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use Hoof attack.[6] | |
Front Hoof | 10 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. | |
Rear Leg | 30 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. | |
Rear Hoof | 10 | 2 | 15% | 1.05% | Rear Leg | Moving |
−25% Moving. −50% if both lost. |
- ↑ 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.
- ↑ 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.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Blunt/Poke attack with cooldown of 2s. The actual Hoof is unrelated
Trivia
The original texture was created by Tynan Sylvester himself in 2013, dating it to A2 or earlier and making it one of the oldest textures still in use.[1]
Gallery
Version history
- 0.12.906 - Can now be shorn for wool and milked
- 1.1 (or earlier?) - They can no longer produce milk. Prior to this tamed females could be milked once every 2 days for 16 milk.
Deer
A medium-sized herding herbivore which prefers to live in mixed forests and plains. Deer are very quick.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 50
- Move Speed
- 5.5 c/s
- Health Scale
- 90% HP
- Body Size
- 1.2
- Mass - Baby
- 14.4 kg
- Mass - Juvenile
- 36 kg
- Mass - Adult
- 72 kg
- Carrying Capacity
- 90 kg
- Filth Rate
- 16
- Hunger Rate
- 0.32 Nutrition/Day
- Diet
- herbivorous
- Life Expectancy
- 15 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
- 0.1 years (6 days)
- Comfortable Temp Range
- -30 °C – 40 °C (-22 °F – 104 °F)
Production
- Meat Yield
- 168 venison
- Leather Yield
- 48 plainleather
- Gestation Period
- 5.661 days
- Offspring Per Birth
- 1
Melee Combat
- Attack 1
- Front left leg
7 dmg (Blunt)
10 % AP
2 second cooldown - Attack 2
- Front left leg
7 dmg (Poke)
10 % AP
2 second cooldown - Attack 3
- Front right leg
7 dmg (Blunt)
10 % AP
2 second cooldown - Attack 4
- Front right leg
7 dmg (Poke)
10 % AP
2 second cooldown - Attack 5
- Teeth
8 dmg (Bite)
12 % AP
2 second cooldown
0.5 chance factor - Attack 6
- Head
5 dmg (Blunt)
7 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 2.12
- tradeTags
- AnimalCommon
Deer are herding herbivorous animals that are found in . Males of the species are called Bucks and can be distinguished by the presense of antlers and larger visual size, while females are called Does and are visually smaller and lack antlers. Young deer of both genders are light colored and spotted. Despite the visual differences, adult deer of both genders have the same stats and attacks.
Summary
Deer 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
Other than being an animal to be hunted, deer don't have much of a purpose.
Ibex are more efficient ranch animals, are easier to tame, and they can be found in all biomes that deer populate. Deer are better to hunt than ibex, as deer are larger targets (which won't revenge when hunted).
Nutrition
When slaughtered, a deer yields Expression error: Unexpected < operator. meat and Expression error: Unexpected < operator. leather as a baby; Expression error: Unexpected < operator. meat and Expression error: Unexpected < operator. as a juvenile; or Expression error: Unexpected < operator. meat and Expression error: Unexpected < operator. leather as an adult. 1 meat is equal to 0.05 nutrition.
An adult deer consumes nutrition per day, and a doe creates up to Expression error: Unexpected round operator. offspring per day.
- When offspring are slaughtered as babies, a doe will produce Expression error: Unexpected < operator. nutrition of meat per day, giving an optimal nutrition efficiency of Expression error: Unexpected < operator.%.
- If the offspring are allowed to grow to adulthood, they will consume an additional Expression error: Unexpected < operator. nutrition per day, but will instead yield Expression error: Unexpected < operator. nutrition per day as they are slaughtered, resulting in an optimal nutrition efficiency of Expression error: Unexpected < operator.%.
When considering a population of equal numbers of males and females, these nutrition efficiencies fall to Expression error: Unexpected < operator.% for baby slaughter and Expression error: Unexpected < operator.% for adult slaughter.
As mentioned above, ibex, as well as horses, are superior for nutrition. Horses are also pack animals.
Training
This animal can be trained as follows:
Guard: | |
---|---|
Attack: | |
Rescue: | |
Haul: |
*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[2] | Target Chance[3] | Subpart of | Internal | Capacity[4] | Effect if Destroyed/Removed |
---|---|---|---|---|---|---|---|---|
Body | 40 | 1 | 100% | 26% | N/A[5] | - | Death | |
Spine | 25 | 1 | 3% | 3% | Body | Moving |
−100% Moving[6] | |
Stomach | 20 | 1 | 3% | 3% | Body | Digestion |
−50% Digestion | |
Heart | 15 | 1 | 3% | 3% | Body | Blood Pumping |
Death | |
Lung | 15 | 2 | 3% | 3% | Body | Breathing |
−50% Breathing. Death if both lost. | |
Kidney | 15 | 2 | 3% | 3% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost. | |
Liver | 20 | 1 | 3% | 3% | Body | Digestion |
Death | |
Neck | 25 | 1 | 22% | 5.5% | Body | Eating Talking Breathing |
Death | |
Head | 25 | 1 | 75% | 2.475% | Neck | - | Death | |
Skull | 25 | 1 | 25% | 1.2375% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 10 | 1 | 70% | 2.8875% | Skull | Consciousness |
Death Damage always results in scarring. | |
Eye | 10 | 2 | 12% | 1.98% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
Ear | 12 | 2 | 8% | 1.32% | Head | Hearing |
−25% Hearing. −100% if both lost. | |
Nose | 10 | 1 | 10% | 1.65% | Head | - | - | |
AnimalJaw | 10 | 1 | 10% | 1.65% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
Front Leg | 30 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use Hoof attack.[7] | |
Front Hoof | 10 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. | |
Rear Leg | 30 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. | |
Rear Hoof | 10 | 2 | 15% | 1.05% | Rear Leg | Moving |
−25% Moving. −50% if both lost. |
- ↑ "It's a pair of ellipses I dragged out in Photoshop in 2013, cut in half using the box-select tool. It filled its purpose, that's what matters!" - Tynan Sylvester, WTF is the Muffalo's Face on Reddit.
- ↑ 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.
- ↑ 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.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Blunt/Poke attack with cooldown of 2s. The actual Hoof is unrelated
Gallery
Squirrel
One of the many hardy rodent species that follows humankind everywhere it spreads. Squirrels are distinguished by their bushy tails, which they use as umbrellas in bad weather.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 33
- Move Speed
- 5.1 c/s
- Health Scale
- 25% HP
- Body Size
- 0.2
- Mass - Baby
- 2.4 kg
- Mass - Juvenile
- 6 kg
- Mass - Adult
- 12 kg
- Carrying Capacity
- 15 kg
- Filth Rate
- 1
- Hunger Rate
- 0.16 Nutrition/Day
- Diet
- herbivorous
- Life Expectancy
- 8 years
- Manhunter Chance
- 0%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- None
- Wildness
- 75%
- Minimum Handling Skill
- 7
- Mate Interval
- 12 hours
- Maturity Age
- 0.222 years (13.3 days)
- Juvenile Age
- 0.11 years (6.6 days)
- Comfortable Temp Range
- -35 °C – 40 °C (-31 °F – 104 °F)
Production
- Meat Yield
- 31 squirrel meat
- Leather Yield
- 16 lightleather
- Gestation Period
- 5.661 days
- Offspring Per Birth
- 1-2 (1.444 avg)
Melee Combat
- Attack 1
- Front left paw
4 dmg (Scratch)
6 % AP
2 second cooldown - Attack 2
- Front right paw
4 dmg (Scratch)
6 % AP
2 second cooldown - Attack 3
- Teeth
5 dmg (Bite)
7 % AP
2 second cooldown
0.7 chance factor - Attack 4
- Head
2 dmg (Blunt)
3 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 1.45
- tradeTags
- AnimalCommon
Squirrels are one of the smallest and generally mostly harmless animals on rimworlds. Storytellers often make this the target of your first maddened animal encounter, sending it to attack your colonists.
Squirrels can be found in .
Analysis
With very low health and a low melee damage, one might think this critter to be harmless. But due to its fast speed and very fast attack rate, your colonists may suffer many bleeding wounds very quickly, adding up to a potentially lethal threat. Their small size makes them hard to shoot, and a large group of squirrels turned manhunter can be especially dangerous.
Otherwise, squirrels offer a tiny amount of food when hunted, equal to that of the rat. They have no particular use as tamed animals, not valuable for meat. Even as "bait" animals, rats and hares are better at the task. Hares are faster and just as difficult to tame, while rats are omnivores and easier to tame. Both can be found in all biomes that squirrels reside in.
Training
This animal can be trained as follows:
Guard: | |
---|---|
Attack: | |
Rescue: | |
Haul: |
*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 | 40 | 1 | 100% | 21% | N/A[4] | - | Death | |
Tail | 10 | 1 | 7% | 7% | Body | - | - | |
Spine | 25 | 1 | 3% | 3% | Body | Moving |
−100% Moving[5] | |
Stomach | 20 | 1 | 3% | 3% | Body | Digestion |
−50% Digestion | |
Heart | 15 | 1 | 3% | 3% | Body | Blood Pumping |
Death | |
Lung | 15 | 2 | 3% | 3% | Body | Breathing |
−50% Breathing. Death if both lost. | |
Kidney | 15 | 2 | 3% | 3% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost. | |
Liver | 20 | 1 | 3% | 3% | Body | Digestion |
Death | |
Neck | 25 | 1 | 20% | 5% | Body | Eating Talking Breathing |
Death | |
Head | 25 | 1 | 75% | 2.25% | Neck | - | Death | |
Skull | 25 | 1 | 25% | 1.125% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 10 | 1 | 70% | 2.625% | Skull | Consciousness |
Death Damage always results in scarring. | |
Eye | 10 | 2 | 12% | 1.8% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
Ear | 12 | 2 | 8% | 1.2% | Head | Hearing |
−25% Hearing. −100% if both lost. | |
Nose | 10 | 1 | 10% | 1.5% | Head | - | - | |
AnimalJaw | 10 | 1 | 10% | 1.5% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
Front Leg | 30 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack.[6] | |
Front Paw | 10 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack. | |
Rear Leg | 30 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. | |
Rear Paw | 10 | 2 | 15% | 1.05% | Rear Leg | Moving |
−25% Moving. −50% if both lost. |
- ↑ 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.
- ↑ 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.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ A Scratch attack that varies from animal to animal. Each front paw allows one attack.
Gallery
This section could use some more or updated images. You can help RimWorld Wiki by uploading images to make this section better. Note: Colored version of north and south. |
Version history
- 0.12.906 - Sprite changed