Turkey

From RimWorld Wiki
Jump to navigation Jump to search

Turkey

Turkey

A short, fat, flightless bird known for its hilarious 'gobbling' call. It has been long domesticated, but also lives in the wild.

Base Stats

Type
Animal
Market Value
100 Silver
Flammability
70%

Pawn Stats

Combat Power
50
Move Speed
3.6 c/s
Health Scale
0.6
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
9 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
None
Wildness
45%
Minimum Handling Skill
4
Roam Interval
7 days
Mate Interval
12 hours
Maturity Age
0.2 years (12 days)
Juvenile Age
0.12 years (7.2 days)
Comfortable Temp Range
-8 °C – 40 °C (17.6 °F – 104 °F)

Production

Meat Yield
84 turkey meat
Leather Yield
28 birdskin
Eggs Per Clutch
1 to 1
Egg Laying Interval
1.333 days
Can Lay Unfertilized Eggs
false

Melee Combat

Attack 1
Feet
5 dmg (Scratch)
7 % AP
1.5 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 2
Beak
6 dmg (Bite)
9 % AP
2 second cooldown
Stun for 280 ticks (4.67 secs) on first strike
Attack 3
Head
4 dmg (Blunt)
6 % AP
2 second cooldown
0.2 chance factor
Average DPS
1.72
Technical
tradeTags
AnimalFarm, AnimalCommon


The turkey is a large bird that lays eggs. Male turkeys can be distinguished by a red head and neck, blue body, and a large fanned tail while females are largely brown with a downwards angled tail.

Taming[edit]

Turkeys can be tamed wild from temperate forests, temperate swamps, boreal forests, or cold bogs, randomly join your colony in an event, or bought pre-tamed from a trading ship.

Summary[edit]

Turkeys 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 turkey produces 1 turkey egg every 1.333 day when fertilized. Contrary to real life, RimWorld turkeys cannot lay unfertilized eggs.

Analysis[edit]

Turkeys are one of many egg-laying animals that are inferior to chickens. 2 hens eat less food and each hen lays 33% more eggs than 1 turkey. While chicken eggs are half as large, 2 chickens still lay more food per day. Hens do not need to be fertilized, which adds a further advantage.

Turkeys do have a niche; they are the best egg-laying animal that can be found in the wild.

  • Many animals, such as horses, are strictly better when slaughtered for meat. But eating turkey eggs won't offend ideoligionsContent added by the Ideology DLC that forbid meat-eating.
  • Unlike chickens (and ducks), turkeys can be found in the wild. Chickens/ducks must be bought or found via event, and other animals are worse than the turkey.

Otherwise, you can hunt turkeys for early game meat, and they won't go manhunter on you.

Nutrition[edit]

An adult turkey consumes 0.45 nutrition per day, and female turkeys produce 0.75 turkey eggs.

The optimal ratio of male : female turkeys is 1 male for every 1.78 female turkeys.

  • When eaten as eggs, turkeys produce 0.375 nutrition of eggs per day.
  • When slaughtered as babies, turkeys produce 0.478 nutrition of meat per day.

Attacks[edit]

Turkeys have three attacks: scratch (feet), bite (beak) and less commonly used, blunt (head). In addition to the base damage, the scratch and bite attacks apply a stun for 14 ticks (0.23 secs).

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 24 1 100% 19% N/A[4] Ex.png - Death
Tail 6 1 10% 10% Body Ex.png - -
Spine 15 1 5% 5% Body Check.png Moving
−100% Moving[5]
Stomach 12 1 4% 4% Body Check.png Digestion
−50% Digestion
Heart 9 1 3% 3% Body Check.png Blood Pumping
Death
Lung 9 2 4% 4% Body Check.png Breathing
−50% Breathing. Death if both lost
Kidney 9 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost
Liver 12 1 5% 5% Body Check.png Digestion
−50% Digestion
Neck 15 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 15 1 75% 3.1% Neck Ex.png - Death
Skull 15 1 30% 1.8% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 6 1 60% 2.7% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 6 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 12 1 25% 3.8% Head Ex.png Eating
Talking
Manipulation
−100% Manipulation
−90% Eating[6]
Leg 18 2 10% 5% Body Ex.png Moving
−50% Moving. −100% if both lost
Foot 15 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%. See specific pages for details.

Gallery[edit]

Version history[edit]