Omnivore

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The origin of the boomrat has varied over time. In the initial release of the Revival Briefing, which is now considered non-canon, they were described as originating as a biological weapon that survived and bred after wars on the worlds they now inhabit. The current version of the Revival Briefing states that they, along with the boomalope, were originally engineered as a primitive renewable fuel source. While this holds true for boomalopes, boomrats cannot and could never be milked for chemfuel in-game. Meanwhile, their current in-game description also disagrees with the current briefing and supports the now-obsolete original version, stating that their explosive tendencies are either a result of deliberate weaponization or intended as a defense mechanism.

Iguana

Iguana

These large lizards normally feed on plant matter. However, when angered, their tough hide and sharp claws make them quite dangerous.
Resting iguanas hold their heads high, giving them an amusing 'proud' look. But they're not proud; they're just trying to see predators so they don't get eaten.

Base Stats

Type
Animal
Market Value
100 Silver
Flammability
70%

Pawn Stats

Combat Power
40
Move Speed
3 c/s
Health Scale
50% HP
Body Size
0.4
Mass - Baby
4.8 kg
Mass - Juvenile
12 kg
Mass - Adult
24 kg
Carrying Capacity
30 kg
Filth Rate
1
Hunger Rate
0.32 Nutrition/Day
Diet
omnivorous grazer
Life Expectancy
12 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
50%
Minimum Handling Skill
4
Mate Interval
12 hours
Maturity Age
0.222 years (13.3 days)
Juvenile Age
0.1 years (6 days)
Comfortable Temp Range
°C – 60 °C (32 °F – 140 °F)

Production

Meat Yield
56 Iguana meat iguana meat
Leather Yield
22 Lizardskin lizardskin
Eggs Per Clutch
1 to 2
Egg Laying Interval
5.661 days
Can Lay Unfertilized Eggs
false

Melee Combat

Attack 1
Front left claws
8 dmg (Scratch)
12 % AP
2 second cooldown
Attack 2
Front right claws
8 dmg (Scratch)
12 % AP
2 second cooldown
Attack 3
Teeth
10 dmg (Bite)
15 % AP
2.6 second cooldown
0.7 chance factor
Attack 4
Head
5 dmg (Blunt)
7 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.449
Technical
tradeTags
AnimalUncommon


Iguanas are solitary omnivorous lizards that live in the warm dry climates of the arid shrubland, desert, and extreme desert. Despite their small size, their scratch and bite attacks are twice that of the squirrel's.

Summary

Iguanas have 95% Toxic Environment Resistance rendering them highly resistant to environmental effects such as rot stink and toxic buildup from non-attack sources.

Analysis

Other than being a meager source of food for desert and extreme desert starts, iguanas have very little niche.

They are the only omnivore in the desert / extreme desert. They'll eat any food they have access to, which is usually your own, so think of iguanas as desert rats. Like rats, tamed iguanas have a small niche as they can eat and dispose of corpses.

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] Ex.png - Death
Tail 10 1 5% 5% Body Ex.png - -
Spine 25 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 20 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 15 1 3% 3% Body Check.png Blood Pumping
Death
Lung 15 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost
Kidney 15 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 20 1 3% 3% Body Check.png Digestion
Death
Neck 25 1 24% 6% Body Ex.png Eating
Talking
Breathing
Death
Head 25 1 75% 2.16% Neck Ex.png - Death
Skull 25 1 24% 1.296% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 10 1 70% 3.024% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 10 2 9% 1.62% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 12 2 8% 1.44% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Nose 10 1 10% 1.8% Head Ex.png - −15 Disfigured Social penalty
AnimalJaw 10 1 10% 1.8% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.[6]
Jowl 20 1 10% 1.8% Head Ex.png - -
Front Leg 30 2 6.5% 4.875% Body Ex.png Moving
−25% Moving. −50% if both lost
Front Claw 7 10 5% 0.325% Front Leg Ex.png Manipulation
Moving
−5% Moving. −50% if all lost.
If all lost, claw attack no longer available.[7]
Rear Leg 30 2 6.5% 4.875% Body Ex.png Moving
−25% Moving. −50% if both lost
Rear Claw 7 10 5% 0.325% Rear Leg Ex.png Moving
−5% Moving. −50% if all 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 Bite attack of Power 10, cooldown 2.6.
  7. A Scratch attack of Power 8, Cooldown 2.

Gallery

Version history

  • 0.12.906 - Can now lay eggs
  • 0.18/1.0 - Now provides the new lizardskin, which merged its previous leather type, iguana skin, with tortoise leather and cobraskin.

Megascarab

Megascarab

A large, genetically-engineered beetle. Once the worker caste of an artificial ecosystem of insectoids designed to fight mechanoid invasions, it is now often seen without its deadlier insectoid cousins. Still, its size and hard shell make it dangerous when it attacks. A eusocial creature, it cannot reproduce individually.

Base Stats

Type
AnimalInsectoid
Market Value
100 Silver
Flammability
70%

Armor

Armor - Sharp
72%
Armor - Blunt
18%

Pawn Stats

Combat Power
40
Move Speed
3.75 c/s
Health Scale
40% 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
omnivorous, animal products
Life Expectancy
10 years
Manhunter Chance
50%
Manhunter Chance (Taming)
0%
Trainable Intelligence
Intermediate
Wildness
20%
Minimum Handling Skill
1
Maturity Age
0.4 years (24 days)
Juvenile Age
0.03 years (1.8 days)
Toxic Resistance
100%
Toxic Environment Resistance
80%
Comfortable Temp Range
°C – 60 °C (32 °F – 140 °F)

Production

Meat Yield
31 Insect meat Insect meat

Melee Combat

Attack 1
Mandibles
5 dmg (Bite)
7 % AP
2 second cooldown
Attack 2
Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.1 chance factor
Average DPS
1.55
Technical
defName
Megascarab
tradeTags
AnimalInsect


Megascarabs are a type of Insectoid found in regular and extreme deserts, infestations or inside ancient shrines, including inside the caskets.

Summary

They are ground beetles of metallic color that posses elytra, a protective shell that provides some armor. Megascarabs are hazardous to hunt, for if they are injured by a human or a mechanoid, they will turn manhunter and attack any human or mechanoid on the map they can reach. If slain, they can be butchered for insect meat. Colonists dislike eating any insect meat, but meat-eating animals have no such problem.

All insectoids, including the omnivore, experience hypothermic slowdown instead of fatal hypothermia, have 100% Toxic Resistance, rendering them immune to toxic buildup from any source, and 80% Toxic Environment Resistance, rendering them resistant to environmental effects such as rot stink. They experience also pollution stimulus when in polluted terrain.Content added by the Biotech DLC See that page for full details.

Insectoids are incapable of sexual reproduction like other animals, due to their breeding type (EusocialInsect). Instead, wild insects reproduce via hives which create new insectoids periodically, up to a maximum value each hive can support. Tamed insectoids cannot reproduce at all. For more detail, see the Hive page.

Effect of its armor on melee damage

Analysis

Combat

Megascarabs are the smallest and fastest of the 3 insectoid types, and will often catch up to colonists and "lock" them into melee. It may be wiser to focus on bigger targets, like megaspiders, as they are stronger in combat.

Melee block tactics work well against infestations in general. In an open field, kiting works well, as even megascarabs are slower than a healthy human.

Taming

Megascarabs offer no real niche as a tamed pet, however they can be tamed. Unlike the larger insects, they can generate non-hostile, and are found naturally in deserts.

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
Shell 30 1 100% 28.0% N/A[4] Ex.png - -
Elytra 30 2 5% 5.0% Shell Ex.png - -
Stomach 20 1 5% 5.0% Shell Check.png Digestion
−50% Digestion
InsectHeart 20 1 3% 3.0% Shell Check.png Breathing
Blood Pumping
Blood Filtration
Digestion
Death
Pronotum 20 1 18% 6.3% Shell Ex.png Eating
Talking
Breathing
Death
InsectHead 30 1 65% 1.5% Pronotum Ex.png - Death
Brain 10 1 20% 2.3% InsectHead Check.png Consciousness
Death
Damage always results in scarring.
Eye 10 2 15% 1.8% InsectHead Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Antenna 10 2 10% 1.2% InsectHead Ex.png - -
InsectNostril 10 1 7% 0.82% InsectHead Ex.png - -
InsectMouth 10 1 10% 1.2% InsectHead Ex.png Eating
Manipulation
−100% Manipulation
−90% Eating[5]
InsectLeg 20 6 6% 6.0% Shell Ex.png Manipulation
Moving
−16.7% Moving[6]
  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. Note that eating won't go below 10%. See specific pages for details.
  6. If Moving drops below 16% a pawn cannot move.

Gallery

Version history

  • Beta 19/1.0 - All insects main attack cooldowns 2.5 -> 2.9
  • Some time between A6 and A13 - Sprite changed.
  • 1.3 - Revenge on tame fail decreased from 20% to 10% - revenge on harm increased from 35% to 50% - wildness decreased from 95% to 20%.
  • Biotech DLC release - Now gains pollution stimulus on polluted terrain.