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{{infobox main|animal
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{{infobox main|animal|
| name = Thrumbo
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|name = Thrumbo
| image = Thrumbo.png
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|image = Thrumbo.png
| 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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|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.
| type = Animal
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|type = Animal
| movespeed = 5.5
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|movespeed = 5.5
| armorblunt = 40
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|armorblunt = 40
| armorsharp = 60
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|armorsharp = 60
| armorheat = 30
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|armorheat = 30
| min comfortable temperature = -65
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|min comfortable temperature = -65
| max comfortable temperature = 50
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|max comfortable temperature = 50
| flammability = 0.7
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|flammability = 0.7
| marketvalue = 4000
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|marketvalue = 4000
| filth rate = 8
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|filth rate = 8
| ridingspeed = 1.6
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|ridingspeed = 1.6
| combatPower = 500
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|bodysize = 4
| bodysize = 4
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|healthscale = 8
| healthscale = 8
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|hungerrate = 1.75
| hungerrate = 1.75
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|diet = herbivorous and dendrovorous
| diet = herbivorous, dendrovorous
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|leathername = thrumbofur
| leathername = thrumbofur
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|wildness = 0.985
| wildness = 0.985
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|manhuntertame = 0
| manhuntertame = 0
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|manhunter = 1
| manhunter = 1
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|trainable = advanced
| trainable = advanced
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|gestation = 20
| gestation = 20
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|offspring = 1
| offspring = 1
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|mateMtb = 12
| mateMtb = 12
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|lifespan = 220
| lifespan = 220
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|juvenileage = 0.75
| juvenileage = 0.75
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|maturityage = 1.332
| maturityage = 1.332
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|tradeTags = AnimalExotic
| tradeTags = AnimalExotic
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|attack1dmg = 23
| attack1dmg = 23
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|attack1type = Scratch
| attack1type = Scratch
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|attack1cool = 2
| attack1cool = 2
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|attack1part = horn
| attack1part = horn
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|attack2dmg = 23
| attack2dmg = 23
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|attack2type = Stab
| attack2type = Stab
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|attack2cool = 2
| attack2cool = 2
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|attack2part = horn
| attack2part = horn
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|attack3dmg = 28
| attack3dmg = 28
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|attack3type = Bite
| attack3type = Bite
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|attack3cool = 2.6
| attack3cool = 2.6
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|attack3part = teeth
| attack3part = teeth
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|attack3chancefactor = 0.7
| attack3chancefactor = 0.7
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|attack4dmg = 19
| attack4dmg = 19
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|attack4type = Blunt
| attack4type = Blunt
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|attack4cool = 2
| attack4cool = 2
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|attack4part = front left leg
| attack4part = front left leg
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|attack5dmg = 19
| attack5dmg = 19
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|attack5type = Blunt
| attack5type = Blunt
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|attack5cool = 2
| attack5cool = 2
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|attack5part = front right leg
| attack5part = front right leg
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|attack6dmg = 17
| attack6dmg = 17
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|attack6type = Blunt
| attack6type = Blunt
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|attack6cool = 2
| attack6cool = 2
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|attack6part = head
| attack6part = head
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|attack6chancefactor = 0.2
| 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]].  
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'''Thrumbos''' are large, powerful animals not native to any [[biome]], instead appearing in all biomes through a random event.  
  
 
== Diet ==
 
== Diet ==
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}}
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Thrumbos are both herbivorous, eating both 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}}.
 
 
== Training ==
 
{{TrainingTable}}
 
  
 
== Analysis ==  
 
== Analysis ==  
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.
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Thrumbos are difficult, but rewarding, to kill. They are extremely powerful and a rampaging one can threaten the entire colony. Take precaution when attempting to hunt them. They can move faster than a colonist and their horn inflicts massive damage. Never, ever 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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However, should you kill one, the rewards are significant. They yield the most [[meat]] of any animal when butchered, tied only with [[Elephant]]s and [[Megasloth]]s. The [[thrumbo horn|horn]] is both valuable, worth 800 [[silver]], and a fairly powerful melee weapon equivalent to an [[Quality|excellent]] [[steel]] [[longsword]]. Note however that Juvenile thrumbos will not drop horns. Their [[Thrumbofur|fur]] is itself valuable to sell, but also makes some of the most valuable and highly protective clothing in the game - a Thrumbofur [[duster]] is worth over a thousand silver, is almost as protective against sharp damage as a steel [[plate armor]] and can be worn with a [[flak vest]].  
  
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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In the early game, acquiring a [[psychic shock lance]] from an exotic goods trader, shocking a thrumbo, and assigning a hunting job to it can jump-start a player's silver stockpile since the ~600 silver lance can be converted into two 1000 silver [[duster]]s (assuming normal [[quality]]), a 500 silver [[thrumbo horn|horn]], and enough meat for 56 [[simple meal]]s. Alternatively, a [[psychic insanity lance]] can be used to get even more thrumbos, though they might be damaged. Aim for the healthiest thrumbo so it can cause the most mayhem among the herd.
  
* The lance costs {{Icon Small|Silver||{{Q|psychic shock lance|Market Value Base}} }}. It can down 2 thrumbos.
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An incapacitated thrumbo is an excellent opportunity to train [[Medicine|healing]] skills as they can sustain dozens of treatable wounds and still survive. There is also a small chance the doctor may bond with the animal, netting you a free pet thrumbo.
* 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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===Armor===
  
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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{| class="wikitable"
 +
|-
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! Armor
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|-
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| {{Apparel Protection Chart|set1name= {{P|Name}} {Sharp) | set1armor1={{P|Armor - Sharp}} | set2name= {{P|Name}} {Blunt) | set2armor1={{P|Armor - Blunt}}  }}
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|}
  
=== Tending and bonding ===
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==Hunting tactics==
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.
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* '''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.  
  
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.
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* '''Trap:''' By building a room around while it sleeps, you can inebriate it by storing beer within and it will eventually pass out / die. Another option is to set the room on fire to kill it from burning or heatstroke. However, the second way is less profitable since the horn will catch fire (losing HP thus decreasing its value) and is also not reliable as the thrumbo may break out before you successfully down it. Starving it does not work for the same reason.
  
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]].
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* '''Kiting:''' Using a fast colonist (at least 120% Moving; use [[bionic leg]]s, [[Go-juice]], or a colonist infected with [[Fibrous mechanites]]) as bait, lure it through a firing squad or turrets laying fire from a distance. If your colonist is fast enough he can even land a few shots before running again. Just make sure your kiting colonist is always the closest to the raging beast otherwise it may give up and attack something else instead.
  
== Hunting tactics ==
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*'''Turret overhaul:''' You can easily get a lot of firepower against the thrumbo. It's rather cheap, but effective. Place many turrets in a chosen area, maybe your crop fields or just an empty area. Then, trigger the thrumbo to attack and escape inside the colony (Make sure all colonists are drafted/ restricted to minimize death risk). The automatic turrets will do the rest shredding our target to pieces. 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.
Tactics can be separated into a couple of key categories:
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**It's possible to combine ranged ganking with turrets, but do it ONLY if you are trusting your firepower.
  
=== Just shooting it ===
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* '''Peek-a-boo:''' Have all your colonists shelter inside, then have pawns take turns peeking out of doors and taking potshots, then retreating behind the doors when the Thrumbo closes in. Repair the doors as the thrumbo pounds them until it gives up, then rinse and repeat (many, many times). Be careful with doors made of weaker materials as the thrumbo may break them down before the constructors can repair them in time, and enter your base to cause absolute mayhem.
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.  
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* '''Melee ganking:''' If and only if you have enough melee fighters with good equipment, you can rush the thrumbo down. You will need at least 4 very well-armored colonists, or 6 modestly armored colonists. Have all your fighters be fully armored, and equip the highest damaging melee weapon they can find, such as the Longsword. You can combine this with a firing squad to chip at the thrumbo while your brawlers cut it down; in this case, it's best that you outfit them with [[shield belt]]s to prevent friendly fire. Note that your colonists are bound to lose a hand or two so have a replacement ready.
  
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.
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* '''Animal ganking:''' Similar to melee ganking with your colonists, except with your more expendable battle animals. Draft a trainer who has animals trained with Release assigned to him, provoke the thrumbo with ranged fire, then hit 'Release animals' for the trainer, and watch as the thrumbo is helplessly swarmed by your angry horde of whatever. Ranged fire provides good support for this, but remember never to let your bonded animals into battle as they have a great chance of dying and giving their master a long-lasting poor mood.
  
*'''Kiting'''
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* '''Hunter stealth:''' 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 hits the animal can be left alone to slowly bleed to unconsciousness.
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'''  
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* '''Sniper:''' A pawn with a [[sniper rifle]] and [[bionic eye]]s can take down a thrumbo alone, totally undetected even when maddened and passing by relatively close.
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'''  
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* '''Food as bait:''' On maps with no 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, through traps, into kill boxes, into slowing terrain etc. making it easier to kill.
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 ===
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* '''Beer as bait:''' [[Beer]] sates a small amount of hunger, so it can be used as bait as above. But it also takes 35 beers to satisfy a thrumbo, which is enough to get it to 96% drunk, and thus induce unconsciousness. For 35 beers per thrumbo, it is perfectly safe method of killing them, but only on the right type of map.
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.
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* '''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.
* '''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.
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**Alternatively, shooting with a [[psychic insanity lance]] will make the thrumbo attack anything on sight including other thrumbos around, meaning that they will kill or at least incapacitate each other. Maddened thrumbos will attack and even kill other animals until they die or get incapacitated, this could be used on your advantage to get dead animals without actually sending your colonists to hunt them, provided that the thrumbo is downed or you can outrun the thrumbo.
 
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**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.
=== 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 ===
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* '''Raid Baiting:''' Attacking a thrumbo during a raid can, with a long range weapon and good timing, cause it to attack the raiders instead of your colonists. Either the raid will kill the thrumbo, or the thrumbo will force the raid to flee - at which point you can finish off the weakened loser.
* '''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 ==
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*'''Psycasts:''' If Royalty is enabled, [[psycasts]] such as [[Psycasts#Stun|Stun]], [[Psycasts#Burden|Burden]] and [[Psycasts#Skip|Skip]] can make kiting the thrumbo significantly safer and easier.
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.
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==Taming==
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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-manhunter thrumbo. However, with the elimination of their manhunter on tame chance, there is now little risk in taming besides wasting food and the handlers time. Note, however, that 9 hours must elapse between taming attempts. Ideally, a taming [[Mental inspiration|inspiration]] would be used, assuming the inspired pawn has sufficient skill to attempt it.
  
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.  
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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. 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.
 
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.
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Thrumbos are slaughtered in one hit like any other tame animal, so killing them this way is not dangerous at all.
 
Thrumbos are slaughtered in one hit like any other tame animal, so killing them this way is not dangerous at all.
  
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Thrumbos may be affected by the "<Animal> Self-tamed" or "Manhunting <Animal>" events.
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==Training ==
 +
{{TrainingTable}}
 
== Health ==
 
== Health ==
 
{{Animal Health Table}}
 
{{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 ==
 
== Version history ==
* [[Version/0.12.906|0.12.906]] - Added.
 
 
* [[Version/0.12.910|0.12.910]] - Now much more powerful in combat
 
* [[Version/0.12.910|0.12.910]] - Now much more powerful in combat
 
* Beta 19/1.0 - Hunger rate 4.5->3.5
 
* Beta 19/1.0 - Hunger rate 4.5->3.5
Line 164: Line 136:
 
* 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.
 
* 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.
 
* [[Version/1.3.3074|1.3.3074]] - Prevent thrumbos from eating Gauranlen trees in addition to anima trees.
 
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{{nav|animal}}
{{Nav|animal|wide}}
 
 
[[Category:Animals]]
 
[[Category:Animals]]
 
[[Category:Wild animal]]
 
[[Category:Wild animal]]

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