Panda
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Panda
A slow lumbering herbivore. Pandas are admired by many for their clumsy charm, making them common pets on urbworlds. On the rim, pandas are rarely seen outside of captivity.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 80
- Move Speed
- 3.2 c/s
- Health Scale
- 120% HP
- Body Size
- 1.5
- Mass - Baby
- 18 kg
- Mass - Juvenile
- 45 kg
- Mass - Adult
- 90 kg
- Carrying Capacity
- 112
- Filth Rate
- 2
- Hunger Rate
- 0.32 Nutrition/Day
- Diet
- herbivorous
- Life Expectancy
- 22 years
- Coastal Animal
- false
- Manhunter Chance
- 0%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- Intermediate
- Available Training
- Guard, Attack, Comfort
- Wildness
- 40%
- Minimum Handling Skill
- 4
- Nuzzle Interval
- 2 days
- Mate Interval
- 12 hours
- Maturity Age
- 0.5 years (30 days)
- Juvenile Age
- 0.2 years (12 days)
- Toxic Resistance
- 50%
- Toxic Environment Resistance
- 0%
- Comfortable Temp Range
- -10 °C – 50 °C (14 °F – 122 °F)
Production
- Meat Yield
210 panda meat- Leather Yield
60 bearskin- Gestation Period
- 10 days
- Offspring Per Birth
- 1
Melee Combat
- Attack 1
- Left claw
10 dmg (Scratch)
15 % AP
2 second cooldown - Attack 2
- Right claw
10 dmg (Scratch)
15 % AP
2 second cooldown - Attack 3
- Teeth
12 dmg (Bite)
18 % AP
2.6 second cooldown
0.5 chance factor - Attack 4
- Head
6 dmg (Blunt)
9 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 3.0256
- tradeTags
- AnimalUncommon
A panda is an animal added by the Odyssey DLC.
Acquisition[edit]
Pandas can be found in tropical rainforests, and tropical swamps. They can either be tamed by a handler or self-tame in a random event.
Pandas can be bought and sold in other faction bases and from exotic goods traders. Pandas purchased from traders will be already tamed.
Summary[edit]
Pandas are one of the few animals that can nuzzle colonists, giving a +4 Nuzzled moodlet to colonists.
Analysis[edit]
Pandas have a low hunger rate and low wildness (0.32 nutrition/day; 40%) relatively to grizzly bears (0.56 nutrition/day; 80%) and polar bears (0.56 nutrition/day; 85%), in addition to being herbivorous - making them preferable for bearskin farms (60 bearskin vs 86 bearskin for other bears). Unlike bears, however, pandas cannot be trained to rescue and haul - with the tradeoff that they can nuzzle colonists. They are also evidently inferior in combat: they have lower speed, lower damage per second and lower health scale.
In conclusion, pandas are cheaper to maintain and useful for bearskin farms, but individually inferior to grizzly or polar bears in terms of capabilities - with the exception of having the ability to nuzzle.
Training[edit]
This animal can be trained as follows:
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*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.
In addition, a Panda can be trained to perform 'Comfort': “The animal will be more emotionally supportive. It will nuzzle more often, and make you colonists happier when it does so.”
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 | 48 | 1 | 100% | 26% | N/A[4] | - | Death | |
| Spine | 30 | 1 | 3% | 3.0% | Body | Moving |
−100% Moving[5] | |
| Stomach | 24 | 1 | 3% | 3.0% | Body | Digestion |
−50% Digestion | |
| Heart | 18 | 1 | 3% | 3.0% | Body | Blood Pumping |
Death | |
| Lung | 18 | 2 | 3% | 3.0% | Body | Breathing |
−50% Breathing. Death if both lost | |
| Kidney | 18 | 2 | 3% | 3.0% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost | |
| Liver | 24 | 1 | 3% | 3.0% | Body | Digestion |
Death | |
| Neck | 30 | 1 | 22% | 22% | Body | Eating Talking Breathing |
Death | |
| Head | 30 | 1 | 75% | 9.9% | Neck | - | Death | |
| Skull | 30 | 1 | 25% | 1.2375% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
| Brain | 12 | 1 | 70% | 2.8875% | Skull | Consciousness |
Death Damage always results in scarring. | |
| Eye | 12 | 2 | 12% | 0.495% | Head | Sight |
−25% Sight. −100% if both lost. Damage always results in scarring. 0% Hit Chance against Blunt damage. | |
| Ear | 14.4 | 2 | 8% | 0.33% | Head | Hearing |
−25% Hearing. −100% if both lost. −15 Disfigured Social penalty | |
| Nose | 12 | 1 | 10% | 0.4125% | Head | - | −15 Disfigured Social penalty | |
| AnimalJaw | 12 | 1 | 10% | 0.4125% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
| Front Leg | 36 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack[6] | |
| Front Paw | 12 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. | |
| Rear Leg | 36 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost | |
| Rear Paw | 12 | 2 | 15% | 1.05% | Rear Leg | Moving |
−25% Moving. −50% 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.
- ↑ A Scratch attack that varies from animal to animal. Each front paw allows one attack.
Attack table
| Attack (Damage type) |
DPS[1] (Post Hit Chance)[2] |
Dam. | Cool. | AP | Selection chance[3] | |
|---|---|---|---|---|---|---|
| Average | 4.88 (3.03) |
- | - | 15.75% | - | |
| Left claw (Scratch) |
5 (3.1) |
10 | 2s | 15% | 37.5% | |
| Right claw (Scratch) |
5 (3.1) |
10 | 2s | 15% | 37.5% | |
| Teeth (Bite) |
4.62 (2.86) |
12 | 2.6s | 18% | 25% | |
| Head (Blunt) |
3 (1.86) |
6 | 2s | 9% | 0% | |
- ↑ Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
It may also change depending on the stats and the melee verbs available to the pawn. - ↑ Assuming a melee hit chance of 62%
- ↑ Chance for attack to be selected. It may change depending on the melee verbs available to the pawn.
Gallery[edit]
Trivia[edit]
In real life, Pandas have incredible bite force, which they need in order to crush and eat bamboo.
Version history[edit]
- Odyssey DLC Release - Added.
