Boomalope

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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
Animal
Market Value
350 Silver
Flammability
70%

Pawn Stats

Combat Power
80
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
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
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
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
AnimalUncommon, AnimalFighter


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

Acquisition[edit]

Boomalopes can be found in temperate forests, temperate swamps, tropical rainforests, tropical swamps, arid shrublands, and deserts. 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.

Summary[edit]

Boomalopes 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. As pen animals, raiders will not attack boomalopes.

Boomalopes (both male & female) can be milked for Chemfuel 11 chemfuel per day when fully fed. Production decreases as saturation drops. Production drops to half when the animal is hungry, one third when urgently hungry and completely stops when starving.

Boomalopes have 90% Toxic Environment Resistance rendering them highly resistant to environmental effects such as rot stink and toxic buildup from non-attack sources.

Explosion[edit]

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 radius, 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. Note: This explosion will still occur if the boomalope is slaughtered or dies of natural causes.

ShamblerContent added by the Anomaly DLC boomalopes do not explode on death.

Analysis[edit]

Boomalopes are an efficient source of chemfuel, more efficient than a biofuel refinery in almost every way. It is naturally risky to handle boomalopes due to potential collateral damage, but they can be a vital part of a colony's infrastructure.

Chemfuel[edit]

Each boomalope produces enough chemfuel to fuel ~2.44 chemfuel powered generators.

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 requiring pawn-grown crops. This can partially or totally negate the ongoing resource costs of boomalopes, which the refinery cannot replicate.

In addition, the process of milking tends to be faster than refining. It takes 400 ticks (6.67 secs) of work for Chemfuel 11 units of chemfuel, or 36.4 ticks (0.61 secs) of work per chemfuel. A refinery would take 2,500 ticks (41.67 secs) for Chemfuel 35 units, or 71.4 ticks (1.19 secs) of work per chemfuel. Milking could be slower at low Animals skill, as it relies on animal gather speed rather than general labor speed. So long as a pawn has a skill of 4 or more, they'll be faster at milking. And unlike refining, boomalope milking speed can be reduced even further at high Animals skill.

Safety[edit]

Wild boomalopes spawn in areas with long and year-round growing periods. If you really need to kill a boomalope, use ranged weapons to kill them, preferably during rainfall to prevent fires from spreading. Manhunter boomalopes can be devastating to a colony, but, as explosive animals, they are prone to chain reactions.

For tamed boomalopes, it is relatively safe to let them sleep outside. However, one should have animal sleeping spots in a separate, fireproof safe area, to avoid bringing injured boomalopes inside your base. It may be a good idea to keep boomalope in a separate pen as other animals to minimize collateral damage in case of accidental death. It's generally better to limit the number kept in the same spot as multiple boomalopes can lead to a chain explosion. One option would be to disable boomalopes in the setting of your pen marker and to keep the animals exclusively tied to caravan markers outside your walls. If a large herd of boomalope get sick, it can be a good idea to move them to a caravan on the world map as boomalopes that die in caravans won't hurt each other.

For disposal since auto-slaughter is going to result in handlers getting harmed often leading to boomalopes overpopulating. you can make a fireproof room, put a pen marker in there, and shoot the boomalopes in there or use caravans to either banish them off the map or sell them for silver, a decent cash animal to sell or gift for goodwill given how there is no automated way to get rid of them without starting fires.

Training[edit]

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[edit]


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[edit]

Normal[edit]

Dead[edit]

Dessicated[edit]

Version history[edit]