Boomalope

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Revision as of 00:00, 25 September 2021 by Aazard (talk | contribs) (Boom animals go, well boom, on death)
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Boomalope

Boomalope

"Engineered for chemicals production, the boomalope grows a large sac of volatile chemicals on its back. Though it is weak and fragile for its size, other animals have learned to avoid it because of the huge explosion it produces when it dies. It can be milked to produce chemfuel - very carefully."

Base Stats

Type
AnimalsWild
Market Value
350 Silver

Pawn Stats

Move Speed
3.4 c/s
Health Scale
65% HP
Body Size
2
Mass - Baby
24 kg
Mass - Juvenile
60 kg
Mass - Adult
120 kg
Carrying Capacity
150 kg
Filth Rate
16
Hunger Rate
0.86 Nutrition/Day
Diet
herbivorous
Life Expectancy
15 years
Manhunter Chance
10%
Manhunter Chance (Taming)
10%
Trainable Intelligence
None
Wildness
60%
Minimum Handling Skill
5
Roam Interval
2 days
Maturity Age
0.333 years (20 days)
Juvenile Age
0.2 years (12 days)
Comfortable Temp Range
-15 °C – 40 °C (5 °F – 104 °F)

Production

Meat Yield
280 Boomalope meat boomalope meat
Leather Yield
80 Plainleather plainleather
Milk Amount
11 Chemfuel chemfuel
Milking Interval
1 days
Gestation Period
6.66 days
Offspring Per Birth
1

Melee Combat

Attack 1
Head
7 dmg (Blunt)
10 % AP
2 second cooldown
"Blunt/poke" is not in the list (Cut, Crush, Blunt, Poke, Demolish, Stab, Scratch, Toxic scratch, Bite, Toxic bite) of allowed values for the "Attack 2 Type" property.
Attack 2
Left hoof
9 dmg (Blunt/poke)
13 % AP
2 second cooldown
"Blunt/poke" is not in the list (Cut, Crush, Blunt, Poke, Demolish, Stab, Scratch, Toxic scratch, Bite, Toxic bite) of allowed values for the "Attack 3 Type" property.
Attack 3
Right hoof
9 dmg (Blunt/poke)
13 % AP
2 second cooldown
Attack 4
Teeth
10 dmg (Bite)
15 % AP
2 second cooldown
Average DPS
2.71

Boomalopes are herbivores with a high hunger rate. They produce 11 chemfuel per day, and explode on death.

Acquisition

Boomalopes can be found in Arid Shrubland, Desert, Temperate Forest and Tropical Rainforest. They can either be tamed by a Handler or self-tame in a random event.

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

IT CAN NOT BE OVERSTATED THAT ALL "BOOM" ANIMALS WILL EXPLODE ON DEATH, FROM ANY SOURCE. Be that from predation (never seen by me), age, or slaughter. This includes ALL wild and tame "Boom" animals of all life cycle stages.

Summary

They produce Chemfuel 11 chemfuel per day when fed, but production decreases as saturation drops. Production drops to half when the animal is hungry, one third when urgently hungry and completely stopped when starving.

On death, boomalopes explode, doing 10 Flame damage in a radius that depends on the age stage of the animal. Baby boomalopes explode in a 1.9 tile raidus, juveniles in a 2.9 tile radius, and adults in a 4.9 tile radius. This explosion does not itself set fires nor provide chemfuel puddles to burn but the Flame damage might ignite surrounding objects and pawns.

Analysis

An adult boomalope consumes 17.2 hay per day. In 100% fertility soil, this would require 12.4 tiles of haygrass to grow. In order to produce the same Chemfuel 11 chemfuel per day in a biofuel refinery, 21 tiles of corn plant would be needed.

This advantage is further increased if the boomalope is allowed to graze instead of requring pawn-grown crops. This can partially or totally negate the ongoing resource costs of boomalopes, which the refinery cannot replicate.

Lastly, milking at its base value requires 400 ticks (6.67 secs) of work for Chemfuel 11 units of chemfuel, or 36.4 ticks (0.61 secs) of work per chemfuel, while the refinery requires 2,500 ticks (41.67 secs) for Chemfuel 35 units, or 71.4 ticks (1.19 secs) of work per chemfuel. Milking time is dependent on the animal gather speed of the pawn, while refining time is dependent on their general labor speed. Notably, both stats have the same factors except that of the Animals skill of animal gather speed - thus, milking is more work efficient than refining for any pawn with a Animals skill of 4 or above and has a much greater potential for further reduction at higher skill levels.

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


Body part Health
Head 16
Skull 16
Brain 7
Nose 7
Neck 16
Jaw 13
Eye [1]
(left, right)
7
Ear
(left, right)
7
Body 26
Kidney[2]
(left, right)
10
Lung[2]
(left, right)
10
Liver[2] 13
Heart[2] 10
Spine[2] 16
Stomach[2] 13
Limbs
(left, right, fore, hind)
20
Appendage
(left, right, fore, hind)
13
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Tactics

While relatively weak, when dying they cause a large fiery explosion, igniting nearby flammables. Killing them using ranged weapons is recommended, especially during rainfall to prevent fires from devastating the area. While it may be dangerous to handle them as tamed animals due to potential collateral damage, they are extremely useful as sacrificial release animals against tribal raids. It is useful to have them contained to a small area of the colony to ensure that they do not cause any damage if they die. While boomalopes will sleep outside, one should also have separate animal sleeping spots in a nearby safe area to avoid bringing an injured boomalope to your other tamed animals or inside your base. Killing a tamed boomalope will still explode, but they can be butchered afterward without issue. Boomalopes spawn in areas with long and year-round growing periods. A herd of man hunting boomalopes can destroy a base, but they are susceptible to chain explosions.

Version history

  • 0.12.906 - Added
  • Beta 18 - gained the ability to produce chemfuel, at a rate of 20 fuel per 2 days.
  • Beta 19/1.0 - chemfuel production reduced by 40%, hunger rate 1.0 -> 1.3
  • 1.3.3066 - Trainable Intelligence reduced from Intermediate to None.