Yorkshire terrier
Yorkshire terrier
A small, even-tempered dog. Originally bred to hunt rats, it later became a show and companionship animal. Some consider it useless, but the mood boost it gives by nuzzling can outweigh the cost of feeding it.
Base Stats
- Type
- Animal
- Flammability
- 70%
Pawn Stats
- Combat Power
- 30
- Move Speed
- 3.1 c/s
- Health Scale
- 40% HP
- Body Size
- 0.32
- Mass - Baby
- 3.84 kg
- Mass - Juvenile
- 9.6 kg
- Mass - Adult
- 19.2 kg
- Carrying Capacity
- 24 kg
- Filth Rate
- 1
- Hunger Rate
- 0.24 Nutrition/Day
- Diet
- omnivorous, ovivorous
- Life Expectancy
- 15 years
- Manhunter Chance
- 0%
- Manhunter Chance (Taming)
- 0%
- Trainable Intelligence
- Intermediate
- Wildness
- 0%
- Nuzzle Interval
- 12 hours
- Mate Interval
- 12 hours
- Maturity Age
- 0.3 years (18 days)
- Juvenile Age
- 0.1 years (6 days)
- Comfortable Temp Range
- -15 °C – 40 °C (5 °F – 104 °F)
Production
- Meat Yield
- 45 yorkshire terrier meat
- Leather Yield
- 20 dog leather
- Gestation Period
- 10 days
- Offspring Per Birth
- 1-3 (1.937 avg)
Melee Combat
- Attack 1
- Front left paw
3.6 dmg (Scratch)
5 % AP
2 second cooldown - Attack 2
- Front right paw
3.6 dmg (Scratch)
5 % AP
2 second cooldown - Attack 3
- Teeth
4.8 dmg (Bite)
7 % AP
2 second cooldown
0.7 chance factor - Attack 4
- Head
2 dmg (Blunt)
3 % AP
2 second cooldown
0.2 chance factor - Average DPS
- 1.209
- tradeTags
- AnimalPet, AnimalCommon
Yorkshire terriers, called yorkshire terrier puppies as babies, are small, fluffy dogs. They may be chosen as one of the starter pets.
Taming[edit]
Yorkshire terriers are notable for having no minimum colonist skill to train. They are not found in the wild.
Analysis[edit]
Yorkies are, in theory, ratters - but a rimworld rat is a different beast from those back on Earth, and although Yorkies can be trained to "Attack!", they are hardly combat worthy against even the weakest game. Sending a Yorkie against even a single marrauding rat or squirrel is usually a losing proposition, although it may give a colonist time to dodge through a door unscathed.
Yorkies are poor at combat, and otherwise unhelpful, but are one of the few animals that can nuzzle colonists. It may be worth feeding a dog for its +4 Nuzzled moodlet. You can also use train a yorkie to train a handler's Animals skill.
Although some may consider doing this an atrocious act, yorkies can be farmed for dog meat. This isn't terribly efficient, as they cannot graze on grass.
Training[edit]
This animal can be trained as follows:
Guard: | |
---|---|
Attack: | |
Rescue: | |
Haul: |
*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] | - | Death | |
Tail | 4 | 1 | 7% | 7% | Body | - | - | |
Spine | 10 | 1 | 3% | 3% | Body | Moving |
−100% Moving[5] | |
Stomach | 8 | 1 | 3% | 3% | Body | Digestion |
−50% Digestion | |
Heart | 6 | 1 | 3% | 3% | Body | Blood Pumping |
Death | |
Lung | 6 | 2 | 3% | 3% | Body | Breathing |
−50% Breathing. Death if both lost. | |
Kidney | 6 | 2 | 3% | 3% | Body | Blood Filtration | −50% Blood Filtration. Death if both lost. | |
Liver | 8 | 1 | 3% | 3% | Body | Digestion |
Death | |
Neck | 10 | 1 | 20% | 5% | Body | Eating Talking Breathing |
Death | |
Head | 10 | 1 | 75% | 2.25% | Neck | - | Death | |
Skull | 10 | 1 | 25% | 1.125% | Head | - | Cannot be destroyed Increasing Pain based on damage. | |
Brain | 4 | 1 | 70% | 2.625% | Skull | Consciousness |
Death Damage always results in scarring. | |
Eye | 4 | 2 | 12% | 1.8% | Head | 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 | Hearing |
−25% Hearing. −100% if both lost. | |
Nose | 4 | 1 | 10% | 1.5% | Head | - | - | |
AnimalJaw | 4 | 1 | 10% | 1.5% | Head | Manipulation |
−100% Manipulation. Can no longer use Bite attack. | |
Front Leg | 12 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack.[6] | |
Front Paw | 4 | 2 | 15% | 1.05% | Front Leg | Moving |
−25% Moving. −50% if both lost. Can no longer use paw attack. | |
Rear Leg | 12 | 2 | 7% | 5.95% | Body | Moving |
−25% Moving. −50% if both lost. | |
Rear Paw | 4 | 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.
Gallery[edit]
Version history[edit]
- 0.12.906 - Added
- Beta 19/ 1.0 - Nuzzle interval 15 -> 24 hours
- ? - Nuzzle interval reduced from 24 -> 12 hours