Goose

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Goose

Goose

A domesticated bird kept by humans as poultry for it's eggs and meat. Lays eggs very often, however they take a long time to hatch.

Base Stats

Type
Animal
Market Value
90 Silver
Flammability
70%

Pawn Stats

Combat Power
35
Move Speed
2.3 c/s
Health Scale
40% HP
Body Size
0.6
Mass - Baby
3.6 kg
Mass - Juvenile
18 kg
Mass - Adult
36 kg
Carrying Capacity
45 kg
Filth Rate
6
Hunger Rate
0.45 Nutrition/Day
Diet
herbivorous
Life Expectancy
8 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
60%
Minimum Handling Skill
5
Roam Interval
7 days
Mate Interval
8 hours
Maturity Age
0.2 years (12 days)
Juvenile Age
0.12 years (7.2 days)
Comfortable Temp Range
-10 °C – 40 °C (14 °F – 104 °F)

Production

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

Melee Combat

Attack 1
Feet
3 dmg (Scratch)
4 % AP
1.5 second cooldown
Attack 2
Beak
5.6 dmg (Bite)
8 % AP
2 second cooldown
Attack 3
Head
2 dmg (Blunt)
3 % AP
1.5 second cooldown
0.2 chance factor
Average DPS
1.27
Technical
tradeTags
AnimalFarm, AnimalCommon


A Goose is a domesticated, medium-sized waterfowl, known for its large eggs and belligerent nature. Like all farm animals geese cannot be found in the wild, and must be purchased from traders.

Summary[edit]

Geese 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.

A female goose produces 1 eggs every 2 days. Geese can lay both unfertilized and fertilized eggs, depending on if it has mated with a male goose.

Analysis[edit]

Eggs[edit]

An adult goose consumes 0.45 nutrition per day, and produces 0.25 nutrition of eggs each day, resulting in a nutrition efficiency of 55.8% when unfertilized eggs are eaten.

When eating eggs raw, geese are inferior to chickens. Chickens produce 2 half-size chicken eggs for 1 goose egg. As 2 hens consume less food than 1 goose, chickens are a better egg-layer. When eggs are allowed to hatch and are slaughtered as babies, chickens become even better for meat.

Note that geese produce birdskin if slaughtered as goslings, but chickens don't produce any leather.

Meat[edit]

When slaughtered, a goose yields 17 bird meat as a gosling; 42 as a juvenile; or 84 as an adult.

By slaughtering the geese rather than eating the unhatched fertilized egg, more nutrition is gained (0.85 rather than 0.5). When new-born goslings are slaughtered, an always-fertilized female goose produces 0.43 nutrition per day, resulting in a nutrition efficiency of 94.9% for the female goose alone. A 4:1 female:male ratio reaches an optimal fertilization rate. With this ratio of geese, you reach a nutrition efficiency of 75.9%.

A goose takes 7.2 days to become a juvenile, and a total of 12 days to reach adulthood. As a gosling grows into adulthood it will consume 2.9 nutrition in total, and will yield 3.35 more nutrition when slaughtered than it would as a baby. When slaughtered as adults, geese have a true nutrition efficiency of 104.4% (with a 4:1 female:male ratio).

Leather[edit]

In addition to meat, a goose yields 6 leather as a gosling; 18 as a juvenile; or 26 as an adult.

Birdskin isn't a particularly great leather, but it can be sold for some cash if you happen to be using geese in your colony.

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 16 1 100% 19% N/A[4] Ex.png - Death
Tail 4 1 10% 10% Body Ex.png - -
Spine 10 1 5% 5% Body Check.png Moving
−100% Moving[5]
Stomach 8 1 4% 4% Body Check.png Digestion
−50% Digestion
Heart 6 1 3% 3% Body Check.png Blood Pumping
Death
Lung 6 2 4% 4% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 6 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 8 1 5% 5% Body Check.png Digestion
−50% Digestion
Neck 10 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 10 1 75% 3.1% Neck Ex.png - Death
Skull 10 1 30% 1.8% Head Check.png - Cannot be destroyed.
Increasing Pain based on damage.
Brain 4 1 60% 2.7% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 4 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 8 1 25% 3.8% Head Ex.png Eating
Talking
Manipulation
−100% Manipulation
−90% Eating[6]
Leg 12 2 10% 5% Body Ex.png Moving
−50% Moving. −100% if both lost.
Foot 10 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]

  • 1.1.0 - Added as part of the integration of the Vanilla Animals Expanded - Livestock mod into the basegame.