Yorkshire terrier

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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
Market Value
100 Silver
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
Filth Rate
1
Hunger Rate
0.24 Nutrition/Day
Diet
omnivorous, ovivorous
Life Expectancy
15 years
Coastal Animal
false
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
Intermediate
Available Training
Guard, Attack
Wildness
0%
Nuzzle Interval
12 hours
Mate Interval
12 hours
Maturity Age
0.3 years (18 days)
Juvenile Age
0.1 years (6 days)
Toxic Resistance
50%
Toxic Environment Resistance
0%
Comfortable Temp Range
-15 °C – 40 °C (5 °F – 104 °F)

Production

Meat Yield
Yorkshire terrier meat 45 yorkshire terrier meat
Leather Yield
Dog leather 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
Technical
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.

Acquisition[edit]

Yorkshire terriers do not spawn as wild animals. Instead they must be purchased from a trader or faction base, or join the colony in an Animals join events.

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:

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 Yorkshire terrier 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 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.

Attack table

  • Yorkshire terrier Yorkshire terrier
    Attack
    (Damage type)
    DPS[1]
    (Post Hit Chance)[2]
    Dam. Cool. AP Selection
    chance[3]
    Average 1.95
    (1.21)
    - - 5.5% -
    Front left paw
    (Scratch)
    1.8
    (1.12)
    3.6 2s 5% 37.5%
    Front right paw
    (Scratch)
    1.8
    (1.12)
    3.6 2s 5% 37.5%
    Teeth
    (Bite)
    2.4
    (1.49)
    4.8 2s 7% 25%
    Head
    (Blunt)
    1
    (0.62)
    2 2s 3% 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]

    Version history[edit]

    • 0.12.906 - Added
    • Beta 19/ 1.0 - Nuzzle interval 15 -> 24 hours
    • ? - Nuzzle interval reduced from 24 -> 12 hours