Toxalope

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Toxalope

Toxalope

A pollution-adapted cousin of the boomalope, the toxalope grows toxic pouches on its back. When it dies, the toxic material explodes and produces a deadly toxic cloud. Unlike the boomalope, the toxalope cannot be milked.

Base Stats

Type
Animal
Market Value
350 Silver
Flammability
70%

Pawn Stats

Move Speed
3.4 c/s
Health Scale
65% HP
Body Size
1.4
Mass - Baby
16.8 kg
Mass - Juvenile
42 kg
Mass - Adult
84 kg
Carrying Capacity
105 kg
Filth Rate
20
Hunger Rate
0.86 Nutrition/Day
Diet
herbivorous
Life Expectancy
10 years
Manhunter Chance
10%
Manhunter Chance (Taming)
10%
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
0.2 years (12 days)
Comfortable Temp Range
-15 °C – 40 °C (5 °F – 104 °F)

Production

Meat Yield
140 Toxalope meat toxalope meat
Leather Yield
56 Plainleather plainleather
Gestation Period
6.66 days
Offspring Per Birth
1

Melee Combat

Attack 1
Head
7 dmg (Blunt)
10 % AP
2 second cooldown
0.2 chance factor
Attack 2
Front left leg
9 dmg (Blunt)
13 % AP
2 second cooldown
Attack 3
Front left leg
9 dmg (Poke)
13 % AP
2 second cooldown
Attack 4
Front right leg
9 dmg (Blunt)
13 % AP
2 second cooldown
Attack 5
Front right leg
9 dmg (Poke)
13 % AP
2 second cooldown
Attack 6
Teeth
10 dmg (Bite)
15 % AP
2 second cooldown
0.5 chance factor
Average DPS
2.74
Technical
tradeTags
AnimalFighter


A toxalope is an animal added by the Biotech DLC.

Summary

Toxalopes 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.

Toxalopes have 100% Toxic Environment Resistance, rendering them immune to environmental effects such as rot stink and toxic buildup from non-attack sources.

Creates a tox gas cloud upon death.

Analysis

Toxalopes are one of the few animals that can appear in polluted areas, and can be hunted for its meat in an emergency.

They do not produce any usable product beside meat and leather, unlike ordinary boomalopes.

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 26 1 100% 22% N/A[4] Ex.png - Death
Spine 16.25 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 13 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 9.75 1 3% 3% Body Check.png Blood Pumping
Death
Lung 9.75 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost
Kidney 9.75 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 13 1 3% 3% Body Check.png Digestion
Death
Hump 13 1 10% 10% Body Ex.png - -
Neck 16.25 1 18% 4.5% Body Ex.png Eating
Talking
Breathing
Death
Head 16.25 1 75% 2.025% Neck Ex.png - Death
Skull 16.25 1 25% 1.0125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 6.5 1 70% 2.3625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 6.5 2 12% 1.62% Head Ex.png Sight
−25% Sight. −100% if both lost.
Damage always results in scarring.
0% Hit Chance against Blunt damage.
Ear 7.8 2 8% 1.08% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 6.5 1 10% 1.35% Head Ex.png - -
AnimalJaw 6.5 1 10% 1.35% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 19.5 2 6.5% 5.525% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use Hoof Attack[6]
Front Hoof 6.5 2 15% 0.975% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 19.5 2 6.5% 5.525% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Hoof 6.5 2 15% 0.975% 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 of Power 9. Cooldown 2s

Gallery

Version history