Panda

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Panda

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
Market Value
400 Silver
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
Panda meat 210 panda meat
Leather Yield
Bearskin 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
Technical
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:

Obedience.png Guard:  Check.png
Release.png Attack:  Check.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.

Content added by the Odyssey DLC 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] Ex.png - Death
Spine 30 1 3% 3.0% Body Check.png Moving
−100% Moving[5]
Stomach 24 1 3% 3.0% Body Check.png Digestion
−50% Digestion
Heart 18 1 3% 3.0% Body Check.png Blood Pumping
Death
Lung 18 2 3% 3.0% Body Check.png Breathing
−50% Breathing. Death if both lost
Kidney 18 2 3% 3.0% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 24 1 3% 3.0% Body Check.png Digestion
Death
Neck 30 1 22% 22% Body Ex.png Eating
Talking
Breathing
Death
Head 30 1 75% 9.9% Neck Ex.png - Death
Skull 30 1 25% 1.2375% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 12 1 70% 2.8875% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 12 2 12% 0.495% Head Ex.png 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 Ex.png Hearing
−25% Hearing. −100% if both lost.
−15 Disfigured Social penalty
Nose 12 1 10% 0.4125% Head Ex.png - −15 Disfigured Social penalty
AnimalJaw 12 1 10% 0.4125% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 36 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack[6]
Front Paw 12 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Rear Leg 36 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost
Rear Paw 12 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.

Attack table

  • Panda Panda
    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%
    1. 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.
    2. Assuming a melee hit chance of 62%
    3. 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]