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{{infobox main|animal
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{{Verified|A14D}}<onlyinclude><!--
| name = Thrumbo
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-->{{infobox main|animal|
| image = Thrumbo.png
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|name = Thrumbo
| description = A gigantic, graceful creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. While its long fur is exceptionally beautiful, its hide is also incredibly resistant to damage. Its razor-sharp horn fetches a huge price.<br/>Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak.
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|image = Thrumbo.png
| type = Animal
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|description = "A gigantic creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. Its long fur is exceptionally beautiful and valuable, and its razor-sharp horn is priceless in most markets. Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak."
| movespeed = 5.5
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|type = Animals
| armorblunt = 40
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|type2 = Wild
| armorsharp = 60
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|bodysize = 3.5
| armorheat = 30
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|meatyield = 140 <!--This amount specified in the <defName>Thrumbo</defName> and overrides meat amount based on bodysize-->
| min comfortable temperature = -65
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|healthscale = 13.0
| max comfortable temperature = 50
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|hungerrate = 4.5
| flammability = 0.7
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|movespeed = 5.25
| marketvalue = 4000
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|attack1dmg = 22
| filth rate = 8
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|attack1type = scratch
| ridingspeed = 1.6
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|attack1part = horn
| combatPower = 500
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|attack1cool = 110
| bodysize = 4
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|leathername = thrumbofur
| healthscale = 8
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|manhunter = 1
| hungerrate = 1.75
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|manhuntertame = 0.025
| diet = herbivorous, dendrovorous
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|diet = herbivorous and dendrovorous
| leathername = thrumbofur
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|trainable = advanced
| wildness = 0.985
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|wildness = 0.985
| manhuntertame = 0
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|handleskill = 9
| manhunter = 1
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|gestation = 80
| trainable = advanced
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|lifespan = 220
| gestation = 20
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|offspring = 1
| offspring = 1
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|maturityage = 25.0+
| mateMtb = 12
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|marketvalue = 4400
| lifespan = 220
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}}</onlyinclude>
| juvenileage = 0.75
 
| maturityage = 1.332
 
| tradeTags = AnimalExotic
 
| attack1dmg = 23
 
| attack1type = Scratch
 
| attack1cool = 2
 
| attack1part = horn
 
| attack2dmg = 23
 
| attack2type = Stab
 
| attack2cool = 2
 
| attack2part = horn
 
| attack3dmg = 28
 
| attack3type = Bite
 
| attack3cool = 2.6
 
| attack3part = teeth
 
| attack3chancefactor = 0.7
 
| attack4dmg = 19
 
| attack4type = Blunt
 
| attack4cool = 2
 
| attack4part = front left leg
 
| attack5dmg = 19
 
| attack5type = Blunt
 
| attack5cool = 2
 
| attack5part = front right leg
 
| attack6dmg = 17
 
| attack6type = Blunt
 
| attack6cool = 2
 
| attack6part = head
 
| attack6chancefactor = 0.2
 
}}
 
'''Thrumbos''' are large, powerful [[animals]] not native to any [[biome]], instead appearing in all biomes through a random [[Events#Rare_Thrumbos|event]].
 
  
== Diet ==
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{{Info|'''Thrumbos''' are large, gentle creatures that do not spawn natively in any [[Biome|biome]], but can appear in all biomes through a random event. If provoked, thrumbos will retaliate using their horn which inflicts massive damage.}}
Thrumbos are both herbivorous, eating growing plants and harvested vegetables, and dendrovorous, eating live [[trees]]. Note that unlike the other dendrovore, the [[alphabeaver]], thrumbos will not eat [[anima tree|anima]] {{RoyaltyIcon}} or [[gauranlen tree]]s,{{IdeologyIcon}} but ''will'' eat [[polux tree]]s.{{BiotechIcon}}
 
  
== Training ==
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If slain, they will drop a [[thrumbo horn]] with a market value of {{icon|silver|3000}}, which can be either used as a powerful sword or can be sold to various [[Trader|traders]].
{{TrainingTable}}
 
  
== Analysis ==
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Thrumbos are '''extremely''' powerful animals and a rampaging thrumbo can threaten the entire colony. Take full precautions when attempting to hunt Thrumbos: never ever engage in melee, only dare to engage them on favorable terms, and be cognizant that they can move faster than a colonist. Successfully incapacitated Thrumbos are an excellent opportunity to train [[Medicine|healing]] skills as they may incur dozens of treatable wounds from a single battle.
Thrumbos are difficult, but rewarding, to kill. They are extremely durable, with natural armor and a health scale of {{P|Health Scale}}, extremely dangerous with powerful attacks and high DPS, and can move faster than a colonist. A rampaging thrumbo can threaten the entire colony. Take precaution when attempting to hunt them, as average firearms can take 4 or 5 ''dozen'' shots to down one, and never engage them except on favorable terms.
 
  
With the right strategies, they can be reliably killed. Their [[thrumbo horn|horn]] is worth {{Icon Small|Silver||{{Q|Thrumbo horn|Market Value Base}} }}, and is a modestly powerful melee weapon, equivalent to an [[Quality|excellent]] [[steel]] [[longsword]]. Their [[Thrumbofur|fur]] is valuable, worth a thousand silver, and protective. The duster alone is almost as protective as steel [[plate armor]], but can be worn over a [[flak vest]] for incredible protection. Note that juvenile thrumbos do not drop horns.
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===Taming===
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One of the hardest animals to tame, even at level 20 you may only have a 1% chance to tame it. Additionally, thrumbos have a 2.5% chance to turn manhunter on a failed taming attempt, making this animal one of the hardest to tame. Even on best of terms a handler can still enrage a Thrumbo, who will likely incapacitate or kill the handler. The best method of training a Thrumbo is therefore capturing a wounded Thrumbo and healing it, as your doctor has a chance of bonding with the animal for each attempt.  
  
While a number of hunting strategies are viable, the use of a [[psychic shock lance]] bears specific analysis. After the thrumbos are downed, assign them to be hunted, and the hunter will perform a neck cut without damaging the body. Before [[difficulty]] modifiers, [[Butchery Efficiency]], and [[Trade Price Improvement]]:
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Successfully tamed Thrumbos are of little everyday use to a colony when compared to ordinary dogs, sporting a voracious appetite and a high resistance to training. Carry mechanics do not allow the Thrumbo to carry multiple stacks of items despite its strength. Still, being extremely dangerous in combat and highly resilient to damage, a Thrumbo pet can become a colony's last line of defense against infestations or mechanoid drops.
  
* The lance costs {{Icon Small|Silver||{{Q|psychic shock lance|Market Value Base}} }}. It can down 2 thrumbos.  
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Thrumbos can be fed by setting up a corpse freezer, and restricting them to the corpse freezer area. This also removes the need to cremate human enemies.
* The horns alone are worth 2x {{Icon Small|Silver||{{Q|Thrumbo horn|Market Value Base}} }}.
 
* The fur is worth {{Icon Small|Silver||{{#expr:{{Q|Thrumbo|Leather Yield}}*{{Q|Thrumbofur|Market Value Base}} }} }} - before it is processed.
 
** This is enough to create {{#expr:2*{{Q|Thrumbo|Leather Yield}}/{{Q|Duster|Resource 1 Amount}} }}x dusters, worth {{Icon Small|Silver||{{#expr:4*{{Market Value Calculator|Duster|Thrumbofur|Normal}} }} }} in total at only Normal [[quality]].
 
* They also yield enough meat for {{#expr:2*{{Q|Thrumbo|Meat Yield}}/10}} [[simple meal]]s.
 
  
As the colony always buys and sells at a disadvantage, these numbers will always be smaller in practice. Depending on the skills of the colonists, the exact numbers can vary by a lot.
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===Training===
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Thrumbos can be trained as follows:
  
Thrumbos may be affected by the [[Events#Animal_self-tamed|Animal self-tamed]] and [[Events#Mad animal|Mad animal]] events. Since thrumbos are powerful enemies, they are ineligible for the mad animal events until your colony has progressed enough.
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{{TrainingTable}}
 
 
=== Tending and bonding ===
 
If you can [[downed|down]] a thrumbo with weapons, it will often have dozens of wounds to tend. This makes an incapacitated thrumbo a great opportunity to train [[Medicine|healing]] skills. There is also a small chance the doctor may bond with the animal, netting you a free pet thrumbo.
 
 
 
With a 0.4%, or 1 in 250, chance to [[bond]] with each wound tended, that can add up to something worth pursuing; tending 40 wounds results in a ~15% chance of bonding while also providing a significant amount of [[Medical]] skill experience. However, this is dangerous for the thrumbo. There is a high risk of permanent brain or eye injury, let alone the chance of just killing it.
 
 
 
Tending as medical training represents a risk if you are after the horn/fur/meat, where you might not ''want'' a bond to form - the mood penalty for the death of a bonded animal is significant, [[Mood#Death|-8 for 20 days]].
 
 
 
== Hunting tactics ==
 
Tactics can be separated into a couple of key categories:
 
 
 
=== Just shooting it ===
 
The most basic approach. Draft a large amount of colonists - half-dozen at the very least - with powerful weapons, line them up at max range, and unload. Ideally, the thrumbo is downed or is hit in the legs. Use natural terrain or [[chunk]]s to slow thrumbos down whenever possible. If multiple thrumbos are too close to each other, then you'll anger the whole herd - watch out!
 
 
 
[[Door]]s and [[autodoor]]s can slow thrumbos down on your escape route, so long as they can't just go around the door. When placing doors, have them a few tiles apart, so that colonists can close the door behind them.
 
 
 
The Burden or Stun [[psycast]]s {{RoyaltyIcon}}, if available, can be used to inhibit the thrumbo. A psycaster, with either psycast and high [[neural heat]] capacity, can make thrumbo hunting trivial so long as you don't anger more than one at a time.
 
 
 
*'''Kiting'''
 
Use a fast colonist (at least 120% Moving; 2 [[bionic leg]]s, [[Go-juice]], or a colonist infected with [[Fibrous mechanites]]) as bait. Have them lure and outrun the thrumbos, while other colonists shoot. A fast enough colonist can even take potshots. Just make sure your kiting colonist is always the closest to the raging beast. Otherwise, it may give up and attack something else instead.
 
 
 
* '''Peek-a-boo'''
 
Have all your colonists shelter inside. Pawns should take turns peeking out of doors and taking potshots, then retreating inside. Repair the doors constantly. The doors need to be durable to survive a thrumbo attack. Rinse and repeat (many, many times).
 
 
 
* '''Sniper'''
 
A pawn with sufficiently high hunting stealth and range (from a sniper or bolt-action rifle) can inflict fatal wounds on the thrumbo, with a relatively low risk of aggroing. After 4 or 5 sniper shots, the animal can be left alone to slowly bleed to unconsciousness. Go-juice recommended as an emergency plan.
 
 
 
=== Entrapment ===
 
The basic idea is simple. Encase a sleeping thrumbo in a room, fully surrounding it with [[wall]]s - wood is fine. Before you close it in, place 35 [[beer]]s, enough to get the thrumbo blackout drunk. Beer counts as a food item - when the thrumbo gets hungry, it will drink all of it and pass out. You can then assign a colonist to hunt, netting you a free thrumbo corpse.
 
 
 
* '''Food as bait:''' On maps with no/little trees, thrumbos, like all other animals denied their food source, will seek out any available food to consume. Thrumbos can therefore be lured into areas with food. Beer counts as source of nutrition, i.e., food. Create a room with food and an opening, and when the thrumbos enter, seal it off.
 
* '''Other trap methods:''' [[Heatstroke]] could feasibly be used to kill the thrumbo. [[Fire]] could work, but it damages the corpse. Starvation could work, but the thrumbo will constantly be trying to break out of its cell.
 
 
 
=== Let other people do it ===
 
Aggro a thrumbo. A manhunter thrumbo will attack a trade [[caravan]], a group of [[raider]]s, or any other human, regardless of faction. Use a long-range weapon to attack, hide behind doors, and hopefully your "friends" will deal with it. Trade caravans often have enough manpower to take out a single raging thrumbo.
 
 
 
A berserk thrumbo will attack the rest of its herd; usually, a thrumbo v thrumbo fight will have both combatants bleed out to death. A [[psychic insanity lance]] can make thrumbos berserk. The Berserk, Berserk Pulse, and Manhunter Pulse [[psycast]]s {{RoyaltyIcon}} all do what they say on the tin. [[Genes#Animal warcall|Animal warcall]]{{BiotechIcon}} will call a thrumbo to only be aggressive against enemies.
 
 
 
=== Static defenses ===
 
* '''Spike Traps:''' Make sure to aggro only a single Thrumbo - by shooting at it with a rifle. Escape back into your base, leading the Thrumbo through at least 3 spike traps. That will hurt it badly enough so it will bleed out within 9 to 11 hours. Time you can spend hiding behind a steel door, researching, sleeping, etc. while the Thrumbo slowly bleeds out.
 
* '''Turret overhaul:''' You can easily get a lot of firepower against the thrumbo. It's rather cheap, but effective. Place many turrets, and let them fire. Thrumbos will target onlineturrets as if they were human. You can lose a turret or two, but even if they are destroyed, they may explode, dealing damage. Just make sure that the explosions don't destroy the other turrets.
 
* '''Artifacts:''' Shoot with a [[psychic shock lance]], rendering it unconscious. Assign a colonist to hunt it and they can slit its throat with no danger and no risk of damaging the valuable horn.
 
** If you're really feeling like overkill, then shoot the thrumbo herd with an [[orbital bombardment targeter]] or [[orbital power beam targeter]]. Even then, thrumbos are so tough they may survive.
 
 
 
== Taming ==
 
Thrumbos' 98% wildness makes them one of the hardest animals to tame, as even at level 20 you may only have a 1% chance to tame it. Previously, the best method of training a thrumbo was capturing a wounded one and healing it, as your doctor has a 0.4% chance of bonding with the animal per wound treated and there was significant risk to being in melee range of a now-[[Mental break#Manhunter|manhunter]] thrumbo. However, with the elimination of their manhunter-on-tame chance, there is now little risk in taming besides wasting food and the handler's time. Note, however, that 9 hours must elapse between taming attempts. Ideally, a [[Mental inspiration#Inspired taming|taming inspiration]] would be used, assuming the inspired pawn has sufficient skill to attempt it.
 
 
 
Since Thrumbos will try to wander off the map even if trapped for too long it can be difficult to manage their taming process over a long time. By putting a downed Thrumbos into a Cryptosleep casket you can wait for your pawn to get a taming inspiration for a easy 100% tame without lots of attention.
 
 
 
Successfully tamed thrumbos are of little use to a colony when compared to ordinary dogs, sporting a voracious appetite and a high resistance to training. Their high [[Animals#Taming|wildness]] means keeping them trained and tamed will require an inordinate amount of handler time. Carry mechanics do not allow the thrumbo to carry multiple stacks of items despite its strength.
 
 
 
Still, thrumbos have significant utility in combat. Being extremely tanky melee fighters, they can be used as a last line of defense against an infestation or mechanoid drop. Additionally, Doomsday rocket launchers are highly dangerous in the late-game, capable of one shooting colonists from a long range. With thrumbos, however, one can release them and let them tank these rockets. A thrumbo can tank 5-6 volleys without being downed due to their high hit points, making the raiders exhaust their rockets for some easily treated wounds. Thrumbos usually manage to charge into groups of raiders, which can even cause the raiders to use their rockets in friendly fire, single-handedly dispatching raids while your colonists remain completely safe themselves.
 
 
 
Although extremely difficult to achieve, taming one thrumbo of each sex will allow the colony to breed yet more thrumbos, resulting in a potentially inexhaustible source of their valuable fur and horns. However their long gestation period makes this more time intensive than other animals. Also keep in mind that keeping them tame to build a sufficient breeding herd will likely totally monopolize your handlers' time.
 
 
 
Thrumbos are slaughtered in one hit like any other tame animal, so killing them this way is not dangerous at all.
 
 
 
== Health ==
 
{{Animal Health Table}}
 
 
 
=== Armor vs. weapon types ===
 
{| class="wikitable"
 
! Armor
 
|-
 
| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}} }}
 
|}
 
  
== Gallery ==
 
<gallery>
 
Thrumbo east.png|Thrumbo facing east
 
Thrumbo north.png|Thrumbo facing north
 
Thrumbo south.png|Thrumbo facing south
 
Dessicated thrumbo east.png|Thrumbo decaying
 
</gallery>
 
  
== Version history ==
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{{clr}}
* [[Version/0.12.906|0.12.906]] - Added.
 
* [[Version/0.12.910|0.12.910]] - Now much more powerful in combat
 
* Beta 19/1.0 - Hunger rate 4.5->3.5
 
* 1.1 - Changed rare thrumbo incident to send from 2 to 6 thrumbos. Previously could spawn with only 1 thrumbo
 
* 1.3 - Revenge chance on tame fail 1.8%->0%; Meat yield 360->560; Leather yield 120->160; Hunger rate 3.5->2.8; Gestation time 60 days->20 days.
 
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating Gauranlen trees in addition to anima trees.
 
  
{{Nav|animal|wide}}
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{{nav|animal}}
 
[[Category:Animals]]
 
[[Category:Animals]]
[[Category:Wild animal]]
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[[Category:Wild]]

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