Alphabeaver

From RimWorld Wiki
Jump to navigation Jump to search

Alphabeaver

Alphabeaver

A large beaver-like creature genetically engineered to harvest wood with machine-like efficiency. In the absence of specialized feed, these animals will enter a manic state that compels them to eat trees whole, and are likely to attack if disturbed.

Base Stats

Type
Animal
Market Value
250 Silver
Flammability
70%

Pawn Stats

Combat Power
40
Move Speed
3.7 c/s
Health Scale
70% HP
Body Size
0.45
Mass - Baby
5.4 kg
Mass - Juvenile
13.5 kg
Mass - Adult
27 kg
Carrying Capacity
34
Filth Rate
8
Hunger Rate
4.8 Nutrition/Day
Diet
dendrovorous
Life Expectancy
12 years
Coastal Animal
false
Manhunter Chance
50%
Manhunter Chance (Taming)
10%
Trainable Intelligence
None
Wildness
75%
Minimum Handling Skill
8
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.1 years (6 days)
Toxic Resistance
50%
Toxic Environment Resistance
0%
Comfortable Temp Range
-40 °C – 40 °C (-40 °F – 104 °F)

Production

Meat Yield
Alphabeaver meat 63 alphabeaver meat
Leather Yield
Lightleather 24 lightleather
Gestation Period
8.5 days
Offspring Per Birth
1-3 (2 avg)

Melee Combat

Attack 1
Front left paw
7.2 dmg (Scratch)
11 % AP
2 second cooldown
Attack 2
Front right paw
7.2 dmg (Scratch)
11 % AP
2 second cooldown
Attack 3
Teeth
8.5 dmg (Bite)
13 % AP
2 second cooldown
0.7 chance factor
Attack 4
Head
3 dmg (Blunt)
4 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.3312
Technical
tradeTags
AnimalUncommon


Instead of silently spawning as other animals do, Alphabeavers appear in a group only when the Alphabeavers event triggers. The event will only trigger in arid shrubland and tundra.

Acquisition[edit]

Wild alphabeavers can only appear in the Alphabeavers event, which itself only appears in the arid shrubland and tundra. This event requires that the temperature be above the alphabeaver's minimum comfortable temperature of -40 °C (-40 °F). The amount of beavers scales with a colony's raid points.

In addition, alphabeavers can appear in manhunter packs or in any biome in the possession of traders. They will still eat any trees they can come across. They can also appear in hospitality quests.

Summary[edit]

Alphabeavers are dendrovores. As they hunger rapidly, alphabeavers will need to eat trees constantly. They will consume any trees that they can reach, including anima,Content added by the Royalty DLC gauranlen,Content added by the Ideology DLC polux,Content added by the Biotech DLC harbinger,Content added by the Anomaly DLC and archean trees.Content added by the Odyssey DLC Alphabeavers will not and cannot eat the Wood wood item, wooden buildings, or any other item made out of wood.

They will not attack any player structure unless they go manhunter. The entire herd of alphabeavers can get angry if one is attacked. It is also possible for them to be driven mad by a psychic wave or psychic drone.

Analysis[edit]

If wood isn't required by a colony, then alphabeavers pose little or no threat. Any trees that you are growing can be protected by enclosing them in walls. It may be worthwhile to cover the anima and guaranlen trees with walls, despite the penalties for doing so. As the anima tree gives the −6 Anima tree scream moodlet when destroyed, even colonies not reliant on one should protect it. ​Note that trees will automatically be cut down if a roof area is assigned to it, so use a remove roof area zone to prevent this.

Alphabeavers are not a particularly common animal for traders to have, but trader alphabeavers have no special regard towards any of the "super" trees you may be relying on. The best protection is to create temporary walls around any important trees.

There's no purpose to taming or buying an alphabeaver, beyond its novelty. While they can eat vegetable food and prepared meals, alphabeavers still have an enormous hunger rate. Their leather, lightleather, is also yielded by many other animals that don't hunger as quickly.

However, as they are assigned to an allowed area, not a pen, they can be used to eliminate trees outside colony walls without effort, thus reducing opportunities for attackers to take cover. Nevertheless, they have to be moved inside in the event of a raid, as enemies will try to kill them.

Training[edit]

This animal can be trained as follows:

Obedience.png Guard:  Ex.png
Release.png Attack:  Ex.png
Rescue.png Rescue:  Ex.png
Haul animal.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.

Contrary to their description, Alphabeavers can't be trained (at least yet) to harvest trees around the map for wood. They will simply devour any trees available without leaving any wood behind.

Health[edit]

The body part table is collapsed due to length. Expand to view.

Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 28 1 100% 21% N/A[4] Ex.png - Death
Tail 7 1 7% 7% Body Ex.png - -
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 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 17.5 1 75% 2.25% Neck Ex.png - Death
Skull 17.5 1 25% 1.125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 7 1 70% 2.625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 7 2 12% 1.8% 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% 1.2% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 7 1 10% 1.5% Head Ex.png - -
AnimalJaw 7 1 10% 1.5% 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 paw attack.[6]
Front Paw 7 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.
Rear Leg 21 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Paw 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 Scratch attack that varies from animal to animal. Each front paw allows one attack.

Attack table

  • Alphabeaver Alphabeaver
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 3.76
    (2.33)
    - - 11.5% -
    Front left paw
    (Scratch)
    3.6
    (2.23)
    7.2 2s 11% 37.5%
    Front right paw
    (Scratch)
    3.6
    (2.23)
    7.2 2s 11% 37.5%
    Teeth
    (Bite)
    4.25
    (2.64)
    8.5 2s 13% 25%
    Head
    (Blunt)
    1.5
    (0.93)
    3 2s 4% 0%
    1. Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the pawn.
    2. Assuming a melee hit chance of 62%
    3. Chance for attack to be selected. It may change depending on the melee verbs available to the pawn.

    Gallery[edit]

    Version history[edit]

    • 0.8.657 - Added
    • Beta 19/1.0 - Alphabeavers incident now only occurs in biomes with sparse plants (arid shrubland and tundra), body size 0.6 -> 0.45
    • 1.3.3066 - Alphabeaver event will only happen even if the outdoor temperature is above their minimum comfortable temperature.