Flamingo

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Flamingo

Flamingo

A wading bird known for their vibrant pink plumage. Their long legs are well adapted to shallow waters.

Base Stats

Type
Animal
Market Value
120 Silver
Flammability
70%

Pawn Stats

Combat Power
40
Move Speed
3.4 c/s
Health Scale
60% HP
Body Size
0.6
Mass - Baby
2.16 kg
Mass - Juvenile
18 kg
Mass - Adult
36 kg
Carrying Capacity
45
Filth Rate
6
Hunger Rate
0.45 Nutrition/Day
Diet
omnivorous grazer
Life Expectancy
9 years
Coastal Animal
false
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
45%
Minimum Handling Skill
4
Mate Interval
12 hours
Maturity Age
0.2 years (12 days)
Toxic Resistance
50%
Toxic Environment Resistance
0%
Comfortable Temp Range
°C – 40 °C (32 °F – 104 °F)

Production

Meat Yield
Bird meat 84 bird meat
Leather Yield
Birdskin 28 birdskin
Eggs Per Clutch
1 to 1
Egg Laying Interval
2 days
Can Lay Unfertilized Eggs
false

Melee Combat

Attack 1
Feet
5 dmg (Scratch)
7 % AP
1.5 second cooldown
Attack 2
Beak
6 dmg (Bite)
9 % AP
2 second cooldown
Attack 3
Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.0026
Technical
tradeTags
AnimalUncommon


A Flamingo is an animal added by the Odyssey DLC.

Acquisition[edit]

Flamingos can be found in tropical swamps, and arid shrublands. They can either be tamed by a handler or self-tame in a random event.

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

Summary[edit]

A female flamingo produces 1 flamingo egg every 2 day when fertilized. Flamingo will not lay unfertilized eggs.

Analysis[edit]

?


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.

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 24 1 100% 19% N/A[4] Ex.png - Death
Tail 6 1 10% 10% Body Ex.png - -
Spine 15 1 5% 5% Body Check.png Moving
−100% Moving[5]
Stomach 12 1 4% 4% Body Check.png Digestion
−50% Digestion
Heart 9 1 3% 3% Body Check.png Blood Pumping
Death
Lung 9 2 4% 4% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 9 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 12 1 5% 5% Body Check.png Digestion
−50% Digestion
Neck 15 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 15 1 75% 3.1% Neck Ex.png - Death
Skull 15 1 30% 1.8% Head Check.png - Cannot be destroyed.
Increasing Pain based on damage.
Brain 6 1 60% 2.7% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 6 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.
Beak 12 1 25% 3.8% Head Ex.png Eating
Talking
Manipulation
−100% Manipulation
−90% Eating[6]
Leg 18 2 10% 5% Body Ex.png Moving
−50% Moving. −100% if both lost.
Foot 15 2 50% 5% Leg Ex.png Moving
−50% Moving. −100% 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. Note that eating won't go below 10%.

Gallery[edit]

Version history[edit]