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− | {{for|Alphabeavers event|Events#Beavers! | + | {{for|Alphabeavers event|Events#Beavers!}}{{infobox main|animal| |
− | | page verified for version = A14D | + | |page verified for version = A14D |
− | | name = Alphabeaver | + | |name = Alphabeaver |
− | | image = AlphaBeaver.png | + | |image = AlphaBeaver.png |
− | | description = A large beaver-like creature genetically engineered to harvest wood with machine-like efficiency. In the absence of specialized feed, these animals will enter a manic state that compels them to eat trees whole, and are likely to attack if disturbed. | + | |description = A large beaver-like creature genetically engineered to harvest wood with machine-like efficiency. In the absence of specialized feed, these animals will enter a manic state that compels them to eat trees whole, and are likely to attack if disturbed. |
− | | type = Animal | + | |type = Animal |
− | | movespeed = 3.7 | + | |movespeed = 3.7 |
− | | min comfortable temperature = -40 | + | |min comfortable temperature = -40 |
− | | max comfortable temperature = 40 | + | |max comfortable temperature = 40 |
− | | flammability = 0.7 | + | |flammability = 0.7 |
− | | marketvalue = 250 | + | |marketvalue = 250 |
− | | filth rate = 8 | + | |filth rate = 8 |
− | | herdanimal = true | + | |herdanimal = true |
− | + | |bodysize = 0.45 | |
− | | bodysize = 0.45 | + | |healthscale = 0.7 |
− | | healthscale = 0.7 | + | |hungerrate = 3 |
− | | hungerrate = 3 | + | |diet = dendrovorous |
− | | diet = dendrovorous | + | |leathername = lightleather |
− | | leathername = lightleather | + | |wildness = 0.75 |
− | | wildness = 0.75 | + | |manhuntertame = 0.1 |
− | | manhuntertame = 0.1 | + | |manhunter = 0.5 |
− | | manhunter = 0.5 | + | |trainable = none |
− | | trainable = none | + | |mateMtb = 12 |
− | | mateMtb = 12 | + | |gestation = 8.5 |
− | | gestation = 8.5 | + | |offspring = 1-3 |
− | | offspring = 1-3 | + | |avg offspring = 2 |
− | | avg offspring = 2 | + | |lifespan = 12 |
− | | lifespan = 12 | + | |juvenileage = 0.1 |
− | | juvenileage = 0.1 | + | |maturityage = 0.3333 |
− | | maturityage = 0.3333 | + | |tradeTags = AnimalUncommon |
− | | tradeTags = AnimalUncommon | + | |attack1dmg = 7.2 |
− | | attack1dmg = 7.2 | + | |attack1type = Scratch |
− | | attack1type = Scratch | + | |attack1cool = 2 |
− | | attack1cool = 2 | + | |attack1part = front left paw |
− | | attack1part = front left paw | + | |attack2dmg = 7.2 |
− | | attack2dmg = 7.2 | + | |attack2type = Scratch |
− | | attack2type = Scratch | + | |attack2cool = 2 |
− | | attack2cool = 2 | + | |attack2part = front right paw |
− | | attack2part = front right paw | + | |attack3dmg = 8.5 |
− | | attack3dmg = 8.5 | + | |attack3type = Bite |
− | | attack3type = Bite | + | |attack3cool = 2 |
− | | attack3cool = 2 | + | |attack3part = teeth |
− | | attack3part = teeth | + | |attack3chancefactor = 0.7 |
− | | attack3chancefactor = 0.7 | + | |attack4dmg = 3 |
− | | attack4dmg = 3 | + | |attack4type = Blunt |
− | | attack4type = Blunt | + | |attack4cool = 2 |
− | | attack4cool = 2 | + | |attack4part = head |
− | | attack4part = head | + | |attack4chancefactor = 0.2 |
− | | attack4chancefactor = 0.2 | ||
}}{{info|Instead of silently spawning as other animals do, '''Alphabeavers''' appear in a group only when the [[Events#Beavers!|Alphabeavers event]] triggers. The event will only trigger in [[arid shrubland]] and [[tundra]].}} | }}{{info|Instead of silently spawning as other animals do, '''Alphabeavers''' appear in a group only when the [[Events#Beavers!|Alphabeavers event]] triggers. The event will only trigger in [[arid shrubland]] and [[tundra]].}} | ||
− | == | + | ==Occurrance== |
Wild alphabeavers can only appear in the [[Events#Beavers!|Alphabeavers event]], which itself only appears in the [[arid shrubland]] and [[tundra]]. This event requires that the [[temperature]] be above the alphabeaver's [[minimum comfortable temperature]] of {{temperature|{{Q|Alphabeaver|Min Comfortable Temperature}}}}. The amount of beavers scales with a colony's [[raid points]]. | Wild alphabeavers can only appear in the [[Events#Beavers!|Alphabeavers event]], which itself only appears in the [[arid shrubland]] and [[tundra]]. This event requires that the [[temperature]] be above the alphabeaver's [[minimum comfortable temperature]] of {{temperature|{{Q|Alphabeaver|Min Comfortable Temperature}}}}. The amount of beavers scales with a colony's [[raid points]]. | ||
− | In addition, alphabeavers can appear in [[manhunter pack]]s or in any biome in the possession of [[trader]]s. They will still eat any trees they can come across | + | In addition, alphabeavers can appear in [[manhunter pack]]s or in any biome in the possession of [[trader]]s. They will still eat any trees they can come across. |
− | == Summary == | + | ==Summary== |
− | Alphabeavers are dendrovores. As they hunger rapidly, alphabeavers will need to eat trees constantly. They will consume any trees that they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, and [[polux tree]]s{{BiotechIcon}}. Alphabeavers will not and cannot eat | + | Alphabeavers are dendrovores. As they hunger rapidly, alphabeavers will need to eat trees constantly. They will consume any trees that they can reach, including [[anima tree]]s{{RoyaltyIcon}}, [[gauranlen tree]]s{{IdeologyIcon}}, and [[polux tree]]s{{BiotechIcon}}. Alphabeavers will not and cannot eat [[wood]] items or [[wood]]en buildings. |
They will not attack any player structure unless they go [[manhunter]]. The entire herd of alphabeavers can get angry if one is attacked. It is also possible for them to be driven [[manhunter|mad]] by a [[Events#Psychic wave|psychic wave]] or [[psychic drone]]. | They will not attack any player structure unless they go [[manhunter]]. The entire herd of alphabeavers can get angry if one is attacked. It is also possible for them to be driven [[manhunter|mad]] by a [[Events#Psychic wave|psychic wave]] or [[psychic drone]]. | ||
− | == Analysis == | + | ==Analysis== |
If wood isn't required by a colony, then alphabeavers pose little or no threat. Any trees that you are growing can be protected by enclosing them in walls. It may be worthwhile to cover the anima and guaranlen trees with walls, despite the penalties for doing so. As the anima tree gives the {{--|6}} ''Anima tree scream'' [[mood]]let when destroyed, even colonies not reliant on one should protect it. Note that trees will automatically be cut down if a [[roof]] area is assigned to it, so use a [[remove roof area]] zone to prevent this. | If wood isn't required by a colony, then alphabeavers pose little or no threat. Any trees that you are growing can be protected by enclosing them in walls. It may be worthwhile to cover the anima and guaranlen trees with walls, despite the penalties for doing so. As the anima tree gives the {{--|6}} ''Anima tree scream'' [[mood]]let when destroyed, even colonies not reliant on one should protect it. Note that trees will automatically be cut down if a [[roof]] area is assigned to it, so use a [[remove roof area]] zone to prevent this. | ||
− | Alphabeavers are not a particularly common animal for traders to have, but | + | Alphabeavers are not a particularly common animal for traders to have, but they have no special regard towards any of the "super" trees you may be relying on. The best protection is to create temporary walls around any important trees. |
− | There's no purpose to taming or buying an alphabeaver, beyond | + | There's no purpose to taming or buying an alphabeaver, beyond novelty. While they can eat vegetable food and prepared meals, alphabeavers still have an enormous hunger rate. They yield [[lightleather]], along with many other animals that don't hunger as quickly. |
− | + | ==Training== | |
− | |||
− | == Training == | ||
{{TrainingTable}} | {{TrainingTable}} | ||
Contrary to their description, Alphabeavers can't be trained (at least yet) to harvest trees around the map for wood. They will simply devour any trees available without leaving any wood behind. | Contrary to their description, Alphabeavers can't be trained (at least yet) to harvest trees around the map for wood. They will simply devour any trees available without leaving any wood behind. | ||
− | == Health == | + | ==Health== |
{|class="wikitable" | {|class="wikitable" | ||
!Body part !!Health | !Body part !!Health | ||
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|} | |} | ||
<references/> | <references/> | ||
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== Version history == | == Version history == |