Boomalope

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Boomalope

Boomalope

Engineered for chemicals production, the boomalope grows a large sac of volatile chemicals on its back. Though it is weak and fragile for its size, other animals have learned to avoid it because of the huge explosion it produces when it dies. It can be milked to produce chemfuel - very carefully.

Base Stats

Type
Animal
Market Value
350 Silver
Flammability
70%

Pawn Stats

Combat Power
80
Move Speed
3.4 c/s
Health Scale
0.65
Body Size
2
Mass - Baby
24 kg
Mass - Juvenile
60 kg
Mass - Adult
120 kg
Carrying Capacity
150 kg
Filth Rate
16
Hunger Rate
0.86 Nutrition/Day
Diet
herbivorous
Life Expectancy
15 years
Manhunter Chance
10%
Manhunter Chance (Taming)
10%
Trainable Intelligence
None
Wildness
60%
Minimum Handling Skill
5
Roam Interval
2 days
Mate Interval
12 hours
Maturity Age
0.333 years (20 days)
Juvenile Age
0.2 years (12 days)
Comfortable Temp Range
-15 °C – 40 °C (5 °F – 104 °F)

Production

Meat Yield
280 boomalope meat
Leather Yield
80 plainleather
Milk Amount
11 chemfuel
Milking Interval
1 days
Gestation Period
6.66 days
Offspring Per Birth
1

Melee Combat

Attack 1
Head
7 dmg (Blunt)
10 % AP
2 second cooldown
0.2 chance factor
Attack 2
Front left leg
9 dmg (Blunt)
13 % AP
2 second cooldown
Attack 3
Front left leg
9 dmg (Poke)
13 % AP
2 second cooldown
Attack 4
Front right leg
9 dmg (Blunt)
13 % AP
2 second cooldown
Attack 5
Front right leg
9 dmg (Poke)
13 % AP
2 second cooldown
Attack 6
Teeth
10 dmg (Bite)
15 % AP
2 second cooldown
0.5 chance factor
Average DPS
2.74
Technical
tradeTags
AnimalUncommon, AnimalFighter


Boomalopes, called boomalope calves when babies, are herbivores with a high hunger rate. They produce 11 chemfuel per day, and explode on death.

Acquisition[edit]

Boomalopes can be found in temperate forests, temperate swamps, tropical rainforests, tropical swamps, arid shrublands, and deserts. They can either be tamed by a Handler or self-tame in a random event.

Boomalopes can be bought and sold in other faction bases and from bulk goods traders. Boomalopes purchased from traders will be already tamed.

Summary[edit]

Boomalopes are pen animals. Once tamed, pen animals cannot and do not need to be trained any further. But if left outside of a pen or caravan hitching spot, pen animals will eventually roam outside your colony. Making a caravan is not required to tie animals to a caravan hitching spot. As pen animals, raiders will not attack boomalopes.

Boomalopes can be milked for Chemfuel 11 chemfuel per day when fully fed. Production decreases as saturation drops. Production drops to half when the animal is hungry, one third when urgently hungry and completely stops when starving.

Boomalopes have 90% Toxic Environment Resistance rendering them highly resistant to environmental effects such as rot stink and toxic buildup from non-attack sources.

Explosion[edit]

On death, boomalopes explode, doing 10 flame damage in a radius that depends on the age stage of the animal. Baby boomalopes explode in a 1.9 tile radius, juveniles in a 2.9 tile radius, and adults in a 4.9 tile radius. This explosion does not itself set fires nor provide chemfuel puddles to burn but the flame damage might ignite surrounding objects and pawns. Note: This explosion will still occur if the boomalope is slaughtered or dies of natural causes.

Analysis[edit]

Boomalopes are an efficient source of chemfuel, more efficient than a biofuel refinery in almost every way. It is naturally risky to handle boomalopes due to potential collateral damage, but they can be a vital part of a colony's infrastructure.

Chemfuel[edit]

Each boomalope produces enough chemfuel to fuel ~2.44 chemfuel powered generators.

An adult boomalope consumes 17.2 hay per day. In 100% fertility soil, this would require 12.4 tiles of haygrass to grow. In order to produce the same Chemfuel 11 chemfuel per day in a biofuel refinery, 21 tiles of corn plant would be needed.

This advantage is further increased if the boomalope is allowed to graze instead of requiring pawn-grown crops. This can partially or totally negate the ongoing resource costs of boomalopes, which the refinery cannot replicate.

In addition, the process of milking tends to be faster than refining. It takes 400 ticks (6.67 secs) of work for Chemfuel 11 units of chemfuel, or 36.4 ticks (0.61 secs) of work per chemfuel. A refinery would take 2,500 ticks (41.67 secs) for Chemfuel 35 units, or 71.4 ticks (1.19 secs) of work per chemfuel. Milking could be slower at low Animals skill, as it relies on animal gather speed rather than general labor speed. So long as a pawn has a skill of 4 or more, they'll be faster at milking. And unlike refining, boomalope milking speed can be reduced even further at high Animals skill.

Safety[edit]

Wild boomalopes spawn in areas with long and year-round growing periods. If you really need to kill a boomalope, use ranged weapons to kill them, preferably during rainfall to prevent fires from spreading. Manhunter boomalopes can be devastating to a colony, but, as explosive animals, they are prone to chain reactions.

For tamed boomalopes, it is relatively safe to let them sleep outside. However, one should have animal sleeping spots in a separate, fireproof safe area, to avoid bringing injured boomalope inside your base. If you need to kill a tamed boomalope, then you can make a fireproof room, put a pen marker in there, and shoot the boomalope. It may be a good idea to keep boomalope in a separate pen as other animals to minimize collateral damage in case of accidental death. It's generally better to limit the number kept in the same spot as multiple boomalopes can lead to a chain explosion. One option would be to disable boomalopes in the setting of your pen marker and to keep the animals exclusively tied to caravan markers outside your walls. If a large herd of boomalope get sick, it can be a good idea to move them to a caravan on the world map as boomalopes that die in caravans won't hurt each other.

Training[edit]

This animal can be trained as follows:

Guard:  Ex.png
Attack:  Ex.png
Rescue:  Ex.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.

Health[edit]


Body part Health
Head 16
Skull 16
Brain 7
Nose 7
Neck 16
Jaw 13
Eye [1]
(left, right)
7
Ear
(left, right)
7
Body 26
Kidney[2]
(left, right)
10
Lung[2]
(left, right)
10
Liver[2] 13
Heart[2] 10
Spine[2] 16
Stomach[2] 13
Limbs
(left, right, fore, hind)
20
Appendage
(left, right, fore, hind)
13
  1. Located inside of Head.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Located inside of Body.

Gallery[edit]

Version history[edit]