Hare

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Hare

Hare

This small, solitary herbivore can swiftly hop away from danger.

Base Stats

Type
Animal
Market Value
50 Silver
Flammability
70%

Pawn Stats

Combat Power
33
Move Speed
6 c/s
Health Scale
40% HP
Body Size
0.2
Mass - Baby
2.4 kg
Mass - Juvenile
6 kg
Mass - Adult
12 kg
Carrying Capacity
15 kg
Filth Rate
1
Hunger Rate
0.18 Nutrition/Day
Diet
herbivorous
Life Expectancy
8 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
75%
Minimum Handling Skill
7
Mate Interval
8 hours
Maturity Age
0.222 years (13.3 days)
Juvenile Age
0.1 years (6 days)
Comfortable Temp Range
-30 °C – 40 °C (-22 °F – 104 °F)

Production

Meat Yield
31 Hare meat hare meat
Leather Yield
16 Lightleather lightleather
Gestation Period
5.661 days
Offspring Per Birth
1-2 (1.75 avg)

Melee Combat

Attack 1
Teeth
3.4 dmg (Bite)
5 % AP
2 second cooldown
Attack 2
Head
1.5 dmg (Blunt)
2 % AP
2 second cooldown
0.2 chance factor
Average DPS
1.054
Technical
tradeTags
AnimalCommon


Hares are a fast-moving cold-loving species found in temperate forests, temperate swamps, arid shrublands, boreal forests, cold bogs, and tundra. Not being a social creature they are seen foraging for plants alone. Their small bodies with limited health means that they are easily killed with one shot from a bolt-action rifle.

They are effectively identical to the snowhare, only differing in habitat, comfortable temperature range, and color.

Analysis[edit]

Although typically a "real world" hare is larger than a rabbit, RimWorld hares produce the same amount of meat and lightleather as squirrels and rats. Further, despite any real-world expectations of "rabbit fur" parkas, slaughtering hares produces only lightleather, which has poor beauty and value, and no particular insulation benefits. It is also one of the least protective textiles in the game, making a hare farm a poor prospect.

However, hares make great cannon fodder. They move quickly, reproduce rapidly, can graze on grass or other vegetables, and are not pen animals. You can't train rabbits to attack, but you can set an allowed area in the general direction of raiders. In comparison, rats are easier to tame, are worth less, and can dispose of corpses, but are slower and have slightly less health.

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% 21% N/A[4] Ex.png - Death
Tail 4 1 7% 7% Body Ex.png - -
Spine 10 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 8 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 6 1 3% 3% Body Check.png Blood Pumping
Death
Lung 6 2 3% 3% 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 3% 3% Body Check.png Digestion
Death
Neck 10 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 10 1 75% 2.25% Neck Ex.png - Death
Skull 10 1 25% 1.125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 4 1 70% 2.625% 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.
Ear 4.8 2 8% 1.2% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 4 1 10% 1.5% Head Ex.png - -
AnimalJaw 4 1 10% 1.5% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 12 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.[6]
Front Paw 4 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.
Rear Leg 12 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Paw 4 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]

Trivia[edit]

Prior to the 1.3 changes to caravan speed calculation, large numbers of tamed hares could be used to increase the speed of any caravan they were a part of, as caravan speed was based on the average speed in the caravan. Being herbivores, they could freely graze while caravanning.

Version history[edit]

  • 0.8.657 - Added
  • Beta 19/ 1.0 - Nuzzle interval 120 -> 72