Megasloth

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Megasloth

Megasloth

A giant, solitary herbivore with two giant claws for warding off threats. Long extinct after being wiped out by the natives of Earth's American continent, the megasloth was later brought back using advanced cloning and artificial gestators. Its thick hide is exceptionally strong and insulating, and makes a great leather for cold-weather clothing. It is peaceful if left alone, but will shred anyone who disturbs it with its giant claws.

Base Stats

Type
Animal
Market Value
700 Silver
Flammability
70%

Pawn Stats

Combat Power
280
Move Speed
4.8 c/s
Health Scale
360% HP
Body Size
4
Mass - Baby
48 kg
Mass - Juvenile
120 kg
Mass - Adult
240 kg
Carrying Capacity
300 kg
Filth Rate
24
Hunger Rate
1.6 Nutrition/Day
Diet
herbivorous
Life Expectancy
20 years
Manhunter Chance
50%
Manhunter Chance (Taming)
30%
Trainable Intelligence
Advanced
Wildness
97%
Minimum Handling Skill
10
Mate Interval
12 hours
Maturity Age
0.667 years (40 days)
Juvenile Age
0.333 years (20 days)
Comfortable Temp Range
-55 °C – 40 °C (-67 °F – 104 °F)

Production

Meat Yield
560 megasloth meat
Leather Yield
160 heavy fur
Wool Amount
200 megasloth wool
Shearing Interval
20 days
Gestation Period
13.32 days
Offspring Per Birth
1

Melee Combat

Attack 1
Front left paw
21 dmg (Scratch)
31 % AP
2 second cooldown
Attack 2
Front right paw
21 dmg (Scratch)
31 % AP
2 second cooldown
Attack 3
Teeth
22 dmg (Bite)
33 % AP
2.6 second cooldown
0.7 chance factor
Attack 4
Head
15 dmg (Blunt)
22 % AP
2 second cooldown
0.2 chance factor
Average DPS
5.73
Technical
tradeTags
AnimalUncommon, AnimalFighter


The megasloth is a giant, ancient sloth. Megasloths can be found in temperate forests, temperate swamps, arid shrublands, boreal forests, cold bogs, tundra, and ice sheets

Summary[edit]

Tamed megasloth can be sheared for Megasloth wool 200 Megasloth wool (Silver 324) every 20 days for 1,700 ticks (28.33 secs) of work. Note that yield and shearing time are modified by the shearer's Animal Gather Yield and Animal Gather Speed respectively.

Analysis[edit]

Although being a "sloth", it actually has a slightly faster movement speed than a human. Attacking one is quite dangerous and taming one will require both high skill and considerable risk. It is the second hardest animal after the Thrumbo to tame, and with most skill levels, the manhunter chance is higher than the taming chance. Wounding then saving the megasloth, or waiting for an inspiration is the recommended way to tame one.

Early armor[edit]

Megasloths can spawn from the very start of the game, and provide large quantities of meat and heavy fur, the 5th most protective textile in the game. The protection offered by a heavy fur duster can provide a significant buff to the combat staying power of your pawns at a time where they're most vulnerable, especially if a skilled crafter is available. Hunting megasloths this early is not simple however, as they are faster than most pawns, and have high DPS and large health pools.

However by kiting it with one pawn as the others attack, trading off colonists for it to target as needed, and allowing it to bleed out if necessary, both Crashlanded and Lost Tribe starts can successfully hunt them from day one. Avoid wearing encumbering armor, and ideally use any pawns with move speed bonuses, such as those with the jogger trait or fast runnerContent added by the Biotech DLC gene, as the primary bait.

As an attack animal[edit]

If it can be tamed, it makes for a good attack or damage soak animal. Compared to other bulky attack animals, it is joint second in health and second highest in DPS, despite only eating as much as a human colonist.

Animal Health Scale DPS Move Speed Hunger rate Training Decay
Thrumbo 8 6.33 5.5 2.8 6.1
Megasloth 3.6 5.73 4.8 1.6 6.2
Elephant 3.6 5.35 4.8 2.57 7.5
Rhinoceros 3.5 5.24 5 1.71 6.6
Bear 2.5 4.89 4.6 0.56 7.2

As attack and hauling animals, megasloths face heavy competition with elephants. Elephants have less wildness, which means they produce less filth, are easier to train, and need to be trained less often. In addition, elephants are pack animals, and won't go manhunter on a failed taming attempt. However, elephants can only be found in tropical rainforests, tropical swamps, and arid shrublands. They eat more food than megasloths, but as grass is free, this usually isn't a problem.

Note that megasloths are the only combat animal that produces wool. All other wool-producing animals are pen animals and cannot be used in combat.

Wool[edit]

Megasloths produce megasloth wool, though they are the worst animal for wool quantity per nutrition consumed. 3 alpacas eat less than 1 megasloth, and produce wool at Alpaca wool 13.5 alpaca wool per day. A megasloth produces Megasloth wool 10 wool per day. Biomes that provide adequate grazing make this consideration irrelevant however.

Megasloths are theoretically the most work efficient animal for wool, however, since megasloths are not pen animals, they need to be re-trained constantly. This is less of a concern when training is already accounted for in its role as a combat animal, as all combat animals require training, but even there it consumes more time than others. Combined with their difficulty to tame in the first place, their wool is usually a secondary consideration unless its insulative properties are desperately needed.

As compensation, megasloth wool insulates well against the cold, being the 2nd best textile for cold protection. Unlike their fur, megasloth wool is not physically protective - while significantly superior to all other wools in that regard, it places slightly worse than plainleather when compared to textiles as a whole.

Training[edit]

This animal can be trained as follows:

Guard:  Check.png
Attack:  Check.png
Rescue:  Check.png
Haul:  Check.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 144 1 100% 21% N/A[4] Ex.png - Death
Tail 36 1 7% 7% Body Ex.png - -
Spine 90 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 72 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 54 1 3% 3% Body Check.png Blood Pumping
Death
Lung 54 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 54 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 72 1 3% 3% Body Check.png Digestion
Death
Neck 90 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 90 1 75% 2.25% Neck Ex.png - Death
Skull 90 1 25% 1.125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 36 1 70% 2.625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 36 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 43.2 2 8% 1.2% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 36 1 10% 1.5% Head Ex.png - -
AnimalJaw 36 1 10% 1.5% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 108 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.[6]
Front Paw 36 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.
Rear Leg 108 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Paw 36 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.

Gallery[edit]

Version history[edit]

  • 0.16.1393 - Renamed from Megatherium to Megasloth.