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A small, nimble rodent. Its fur is softer than just about anything in the universe, making it very valuable as a trade good.

Base Stats

Market Value
150 Silver

Pawn Stats

Combat Power
Move Speed
5 c/s
Health Scale
Body Size
Mass - Baby
4.2 kg
Mass - Juvenile
10.5 kg
Mass - Adult
21 kg
Carrying Capacity
26 kg
Filth Rate
Hunger Rate
0.2 Nutrition/Day
Life Expectancy
9 years
Manhunter Chance
Manhunter Chance (Taming)
Trainable Intelligence
Minimum Handling Skill
Roam Interval
2 days
Mate Interval
8 hours
Maturity Age
0.222 years (13.3 days)
Juvenile Age
0.1 years (6 days)
Comfortable Temp Range
-15 °C – 55 °C (5 °F – 131 °F)


Meat Yield
49 chinchilla meat
Leather Yield
21 chinchilla fur
Gestation Period
5.661 days
Offspring Per Birth
1-3 (1.75 avg)

Melee Combat

Attack 1
Front left paw
3.6 dmg (Scratch)
5 % AP
1.5 second cooldown
Attack 2
Front right paw
3.6 dmg (Scratch)
5 % AP
1.5 second cooldown
Attack 3
5.8 dmg (Bite)
9 % AP
2 second cooldown
0.7 chance factor
Attack 4
2 dmg (Blunt)
3 % AP
2 second cooldown
0.2 chance factor
Average DPS

Chinchillas are small rodents with very soft and valuable fur. If slain, they can be butchered for chinchilla meat and chinchilla fur.


Chinchillas can be tamed from a tropical rainforest or tropical swamp and farmed for their valuable, insulating, and beautiful furs.


Chinchillas 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.


Chinchillas are most notable for their fur. While they are small and rare animals, chinchillas breed rapidly, and can produce a surprising amount of meat and leather. Should you get a breeding pair, they can make profitable pen animals.

Chinchilla's main competitor are guinea pigs, which produce a similarly valuable hide. Guinea pigs aren't pen animals, so they require constant taming upkeep. However, guinea pigs can nuzzle colonists and can be used as fodder in combat.


By far, the cutest manhunter event - until you realize how difficult small animals are to shoot. On the plus side, it would make for an amazing story to tell your friends if your colony got torn apart from a pack of cute chinchillas


When slaughtered, a chinchilla yields 18 meat and 8 leather as a baby; 28 meat and 15 as a juvenile; or 49 meat and 21 leather as an adult. 1 meat is worth 0.05 nutrition.

Adult chinchillas consume 0.2 nutrition per day, and a female chinchilla creates an average 0.47 offspring per day.


  • When offspring are slaughtered as babies, a female chinchilla produces 0.28 nutrition of meat per day, for 139.1% nutrition efficiency.
  • When offspring are slaughtered as adults, offspring consume 0.49 more nutrition for an average of 0.48 more nutrition per day. This results in 0.76 nutrition of meat per day, for 110% nutrition efficiency.

When considering a 1:1 ratio of males:females, nutrition falls to 69.6% (baby) or 85.3% (adult). But when considering a 1:3 ratio of males:females, nutrition rises back to 104.3% (baby) or 100.3% (adult).


Female chinchillas produce:

  • Baby slaughter: Chinchilla fur 2.47 fur per day, or Chinchilla fur 12.365 fur per 1 unit nutrition.
  • Adult slaughter: Chinchilla fur 6.49 fur per day, or Chinchilla fur 9.431 fur per 1 unit nutrition.

When considering a 1:1 ratio of males:females, fur lowers to Chinchilla fur 6.183 per 1 unit nutrition (baby), or Chinchilla fur 7.308 per 1 unit nutrition (adult). Like with meat, a higher ratio of females increases efficiency.

Interestingly, the choice of whether to slaughter chinchillas as babies or adults varies as the proportion of females to males changes, with adult slaughter becoming more optimal as the proportion of males increases. This can be thought of as being due to the nutrition consumption of the males overpowering the benefit of not having to feed the offspring. Baby slaughter becomes preferable as the ratio of females:males rises above 2.4:1 for meat optimisation, or 2:1 for leather optimisation.


Chinchilla fur is highly valuable, beautiful, and cold resistant. Of these uses, beauty is unlikely to make a meaningful impact. Chinchilla fur isn't great for protection, other than cold insulation. As chinchillas are found in tropical biomes, cold insulation is unlikely to be relevant. Thus, the main value of their fur, is money.

With a 1:1 ratio of males:females, chinchillas produce Chinchilla fur 7.308 fur per 1 unit nutrition. 1 unit of nutrition is equal to Hay 20 hay, which can be grown in 14.4 tiles of haygrass crop. The same tiles of psychoid plant could create Psychoid leaves 6.9 psychoid leaves per day.

Psychoid leaves are worth Silver 24.2 silver when turned into flake. With 1:1 female/male slaughter, the chinchilla fur would be worth Silver 47.5 silver unprocessed.

Efficiency can increase for a number of reasons:

  • When you have more females than males, chinchillas are more efficient per unit nutrition. You can support 5:1 ratio of females:males easily.
  • Chinchillas can graze, which saves the work of having to sow crops in the first place.
  • Fur can be turned into dusters or formal vestsContent added by the Royalty DLC for even more value.

Note that chinchilla fur is then penalized by the butcher's Butchery Efficiency (dependent on Cooking skill) and the butchering penalty from difficulty.


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.


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
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
Neck 10 1 20% 5% Body Ex.png Eating
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
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.


Version history[edit]

  • 0.12.906 - Added
  • Beta 19/ 1.0 - nuzzle interval 72 -> 48 hours