Flamingo
This article relates to content added by Odyssey (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Flamingo
A wading bird known for their vibrant pink plumage. Their long legs are well adapted to shallow waters.
Base Stats
- Type
- Animal
- 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
- 0 °C – 40 °C (32 °F – 104 °F)
Production
- Meat Yield
84 bird meat
- Leather Yield
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
- 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:
![]() |
![]() |
---|---|
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
*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] | ![]() |
- | Death |
Tail | 6 | 1 | 10% | 10% | Body | ![]() |
- | - |
Spine | 15 | 1 | 5% | 5% | Body | ![]() |
Moving |
−100% Moving[5] |
Stomach | 12 | 1 | 4% | 4% | Body | ![]() |
Digestion |
−50% Digestion |
Heart | 9 | 1 | 3% | 3% | Body | ![]() |
Blood Pumping |
Death |
Lung | 9 | 2 | 4% | 4% | Body | ![]() |
Breathing |
−50% Breathing. Death if both lost. |
Kidney | 9 | 2 | 3% | 3% | Body | ![]() |
Blood Filtration | −50% Blood Filtration. Death if both lost. |
Liver | 12 | 1 | 5% | 5% | Body | ![]() |
Digestion |
−50% Digestion |
Neck | 15 | 1 | 20% | 5% | Body | ![]() |
Eating Talking Breathing |
Death |
Head | 15 | 1 | 75% | 3.1% | Neck | ![]() |
- | Death |
Skull | 15 | 1 | 30% | 1.8% | Head | ![]() |
- | Cannot be destroyed. Increasing Pain based on damage. |
Brain | 6 | 1 | 60% | 2.7% | Skull | ![]() |
Consciousness |
Death Damage always results in scarring. |
Eye | 6 | 2 | 12% | 1.8% | Head | ![]() |
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 | ![]() |
Eating Talking Manipulation |
−100% Manipulation −90% Eating[6] |
Leg | 18 | 2 | 10% | 5% | Body | ![]() |
Moving |
−50% Moving. −100% if both lost. |
Foot | 15 | 2 | 50% | 5% | Leg | ![]() |
Moving |
−50% Moving. −100% if both lost. |
- ↑ 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.
- ↑ 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.
- ↑ Note that capacities can affect other capacities in turn. Only the primary effect is listed. See specific pages for details.
- ↑ This is the part that everything else connects to to be considered 'connected'.
- ↑ If Moving drops below 16% a pawn cannot move.
- ↑ Note that eating won't go below 10%.
Gallery[edit]
Version history[edit]
- Odyssey DLC Release - Added.