Labrador retriever

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Labrador retriever

Labrador retriever

A very versatile, medium-sized dog. Originally bred to retrieve birds shot on the hunt, the lab is also an excellent guard dog, play pal, and family friend.

Base Stats

Type
Animal
Market Value
250 Silver
Flammability
70%

Pawn Stats

Combat Power
70
Move Speed
5 c/s
Health Scale
1
Body Size
0.75
Mass - Baby
9 kg
Mass - Juvenile
22.5 kg
Mass - Adult
45 kg
Carrying Capacity
56 kg
Filth Rate
1
Hunger Rate
0.64 Nutrition/Day
Diet
omnivorous, ovivorous
Life Expectancy
12 years
Manhunter Chance
0%
Manhunter Chance (Taming)
0%
Trainable Intelligence
Advanced
Wildness
0%
Nuzzle Interval
12 hours
Mate Interval
12 hours
Maturity Age
0.5 years (30 days)
Juvenile Age
0.25 years (15 days)
Comfortable Temp Range
-30 °C – 40 °C (-22 °F – 104 °F)

Production

Meat Yield
105 labrador retriever meat
Leather Yield
33 dog leather
Gestation Period
10 days
Offspring Per Birth
1-3 (1.937 avg)

Melee Combat

Attack 1
Front left paw
8.5 dmg (Scratch)
13 % AP
2 second cooldown
Attack 2
Front right paw
8.5 dmg (Scratch)
13 % AP
2 second cooldown
Attack 3
Teeth
14.2 dmg (Bite)
21 % AP
2.6 second cooldown
0.7 chance factor
Attack 4
Head
5 dmg (Blunt)
7 % AP
2 second cooldown
0.2 chance factor
Average DPS
2.55
Technical
tradeTags
AnimalPet, AnimalCommon


Labrador retrievers, called labrador puppies as babies, are a type of trainable dog. They are sometimes selected as the starter animal.

Analysis[edit]

Labs and huskies are strong candidates for hauler animals. Both are easy to tame, don't require a minimum skill to train, and don't ever lose training over time. With 0 wildness, they do not generate filth. As omnivores, they can eat meals, kibble, or any food you have lying around. A downside is that they can be hunted by predator animals, as opposed to cougars and bears.

Compared to the husky, a labrador is less combat effective (2.55 vs 2.82), eats less (0.64 vs 0.8), carries slightly less (56 vs 65), and has slightly more puppies per litter (1.937 vs 1.721).

Labs are one of the few animals that can nuzzle colonists, giving a +4 Nuzzled moodlet to colonists.

Training[edit]

This animal can be trained as follows:

Guard:  Check.png
Attack:  Check.png
Rescue:  Check.png
Haul:  Check.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]


Part Name Health Quantity Coverage[1] Target Chance[2] Subpart of Internal Capacity[3] Effect if Destroyed/Removed
Body 40 1 100% 21% N/A[4] Ex.png - Death
Tail 10 1 7% 7% Body Ex.png - -
Spine 25 1 3% 3% Body Check.png Moving
−100% Moving[5]
Stomach 20 1 3% 3% Body Check.png Digestion
−50% Digestion
Heart 15 1 3% 3% Body Check.png Blood Pumping
Death
Lung 15 2 3% 3% Body Check.png Breathing
−50% Breathing. Death if both lost.
Kidney 15 2 3% 3% Body Check.png Blood Filtration −50% Blood Filtration. Death if both lost.
Liver 20 1 3% 3% Body Check.png Digestion
Death
Neck 25 1 20% 5% Body Ex.png Eating
Talking
Breathing
Death
Head 25 1 75% 2.25% Neck Ex.png - Death
Skull 25 1 25% 1.125% Head Check.png - Cannot be destroyed
Increasing Pain based on damage.
Brain 10 1 70% 2.625% Skull Check.png Consciousness
Death
Damage always results in scarring.
Eye 10 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 12 2 8% 1.2% Head Ex.png Hearing
−25% Hearing. −100% if both lost.
Nose 10 1 10% 1.5% Head Ex.png - -
AnimalJaw 10 1 10% 1.5% Head Ex.png Manipulation
−100% Manipulation.
Can no longer use Bite attack.
Front Leg 30 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.[6]
Front Paw 10 2 15% 1.05% Front Leg Ex.png Moving
−25% Moving. −50% if both lost.
Can no longer use paw attack.
Rear Leg 30 2 7% 5.95% Body Ex.png Moving
−25% Moving. −50% if both lost.
Rear Paw 10 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.

Gallery[edit]

Version history[edit]